Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

user_profiles
Mic Bowman 2013-02-08 22:43:56 -08:00
commit 0a297a0e52
26 changed files with 703 additions and 285 deletions

View File

@ -351,7 +351,8 @@ IF EXISTS (SELECT UUID FROM prims WHERE UUID = @UUID)
ScriptAccessPin = @ScriptAccessPin, AllowedDrop = @AllowedDrop, DieAtEdge = @DieAtEdge, SalePrice = @SalePrice,
SaleType = @SaleType, ColorR = @ColorR, ColorG = @ColorG, ColorB = @ColorB, ColorA = @ColorA, ParticleSystem = @ParticleSystem,
ClickAction = @ClickAction, Material = @Material, CollisionSound = @CollisionSound, CollisionSoundVolume = @CollisionSoundVolume, PassTouches = @PassTouches,
LinkNumber = @LinkNumber, MediaURL = @MediaURL, DynAttrs = @DynAttrs
LinkNumber = @LinkNumber, MediaURL = @MediaURL, DynAttrs = @DynAttrs,
PhysicsShapeType = @PhysicsShapeType, Density = @Density, GravityModifier = @GravityModifier, Friction = @Friction, Restitution = @Restitution
WHERE UUID = @UUID
END
ELSE
@ -366,7 +367,8 @@ ELSE
PayPrice, PayButton1, PayButton2, PayButton3, PayButton4, LoopedSound, LoopedSoundGain, TextureAnimation, OmegaX,
OmegaY, OmegaZ, CameraEyeOffsetX, CameraEyeOffsetY, CameraEyeOffsetZ, CameraAtOffsetX, CameraAtOffsetY, CameraAtOffsetZ,
ForceMouselook, ScriptAccessPin, AllowedDrop, DieAtEdge, SalePrice, SaleType, ColorR, ColorG, ColorB, ColorA,
ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber, MediaURL, DynAttrs
ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber, MediaURL, DynAttrs,
PhysicsShapeType, Density, GravityModifier, Friction, Restitution
) VALUES (
@UUID, @CreationDate, @Name, @Text, @Description, @SitName, @TouchName, @ObjectFlags, @OwnerMask, @NextOwnerMask, @GroupMask,
@EveryoneMask, @BaseMask, @PositionX, @PositionY, @PositionZ, @GroupPositionX, @GroupPositionY, @GroupPositionZ, @VelocityX,
@ -376,7 +378,8 @@ ELSE
@PayPrice, @PayButton1, @PayButton2, @PayButton3, @PayButton4, @LoopedSound, @LoopedSoundGain, @TextureAnimation, @OmegaX,
@OmegaY, @OmegaZ, @CameraEyeOffsetX, @CameraEyeOffsetY, @CameraEyeOffsetZ, @CameraAtOffsetX, @CameraAtOffsetY, @CameraAtOffsetZ,
@ForceMouselook, @ScriptAccessPin, @AllowedDrop, @DieAtEdge, @SalePrice, @SaleType, @ColorR, @ColorG, @ColorB, @ColorA,
@ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber, @MediaURL, @DynAttrs
@ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber, @MediaURL, @DynAttrs,
@PhysicsShapeType, @Density, @GravityModifier, @Friction, @Restitution
)
END";
@ -1697,6 +1700,12 @@ VALUES
else
prim.DynAttrs = new DAMap();
prim.PhysicsShapeType = Convert.ToByte(primRow["PhysicsShapeType"]);
prim.Density = Convert.ToSingle(primRow["Density"]);
prim.GravityModifier = Convert.ToSingle(primRow["GravityModifier"]);
prim.Friction = Convert.ToSingle(primRow["Friction"]);
prim.Restitution = Convert.ToSingle(primRow["Restitution"]);
return prim;
}
@ -2096,6 +2105,12 @@ VALUES
else
parameters.Add(_Database.CreateParameter("DynAttrs", null));
parameters.Add(_Database.CreateParameter("PhysicsShapeType", prim.PhysicsShapeType));
parameters.Add(_Database.CreateParameter("Density", (double)prim.Density));
parameters.Add(_Database.CreateParameter("GravityModifier", (double)prim.GravityModifier));
parameters.Add(_Database.CreateParameter("Friction", (double)prim.Friction));
parameters.Add(_Database.CreateParameter("Restitution", (double)prim.Restitution));
return parameters.ToArray();
}

View File

@ -1156,3 +1156,15 @@ BEGIN TRANSACTION
ALTER TABLE prims ADD COLUMN DynAttrs TEXT;
COMMIT
:VERSION 39 #---------------- Extra physics params
BEGIN TRANSACTION
ALTER TABLE prims ADD COLUMN `PhysicsShapeType` tinyint(4) NOT NULL default '0';
ALTER TABLE prims ADD COLUMN `Density` double NOT NULL default '1000';
ALTER TABLE prims ADD COLUMN `GravityModifier` double NOT NULL default '1';
ALTER TABLE prims ADD COLUMN `Friction` double NOT NULL default '0.6';
ALTER TABLE prims ADD COLUMN `Restitution` double NOT NULL default '0.5';
COMMIT

View File

@ -173,9 +173,9 @@ namespace OpenSim.Data.MySQL
"ParticleSystem, ClickAction, Material, " +
"CollisionSound, CollisionSoundVolume, " +
"PassTouches, " +
"LinkNumber, MediaURL, " +
"LinkNumber, MediaURL, DynAttrs, " +
"PhysicsShapeType, Density, GravityModifier, " +
"Friction, Restitution, DynAttrs " +
"Friction, Restitution " +
") values (" + "?UUID, " +
"?CreationDate, ?Name, ?Text, " +
"?Description, ?SitName, ?TouchName, " +
@ -208,9 +208,9 @@ namespace OpenSim.Data.MySQL
"?ColorB, ?ColorA, ?ParticleSystem, " +
"?ClickAction, ?Material, ?CollisionSound, " +
"?CollisionSoundVolume, ?PassTouches, " +
"?LinkNumber, ?MediaURL, " +
"?LinkNumber, ?MediaURL, ?DynAttrs, " +
"?PhysicsShapeType, ?Density, ?GravityModifier, " +
"?Friction, ?Restitution, ?DynAttrs)";
"?Friction, ?Restitution)";
FillPrimCommand(cmd, prim, obj.UUID, regionUUID);
@ -1659,16 +1659,17 @@ namespace OpenSim.Data.MySQL
cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum);
cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
cmd.Parameters.AddWithValue("PhysicsShapeType", prim.PhysicsShapeType);
cmd.Parameters.AddWithValue("Density", (double)prim.Density);
cmd.Parameters.AddWithValue("GravityModifier", (double)prim.GravityModifier);
cmd.Parameters.AddWithValue("Friction", (double)prim.Friction);
cmd.Parameters.AddWithValue("Restitution", (double)prim.Restitution);
if (prim.DynAttrs.Count > 0)
cmd.Parameters.AddWithValue("DynAttrs", prim.DynAttrs.ToXml());
else
cmd.Parameters.AddWithValue("DynAttrs", null);
cmd.Parameters.AddWithValue("PhysicsShapeType", prim.PhysicsShapeType);
cmd.Parameters.AddWithValue("Density", (double)prim.Density);
cmd.Parameters.AddWithValue("GravityModifier", (double)prim.GravityModifier);
cmd.Parameters.AddWithValue("Friction", (double)prim.Friction);
cmd.Parameters.AddWithValue("Restitution", (double)prim.Restitution);
}
/// <summary>

View File

@ -911,7 +911,7 @@ ALTER TABLE prims ADD COLUMN DynAttrs TEXT;
COMMIT;
:VERSION 47 #---------------- Extra prim params
:VERSION 47 #---------------- Extra physics params
BEGIN;

View File

@ -580,3 +580,15 @@ COMMIT;
BEGIN;
ALTER TABLE prims ADD COLUMN DynAttrs TEXT;
COMMIT;
:VERSION 28
BEGIN;
ALTER TABLE prims ADD COLUMN `PhysicsShapeType` tinyint(4) NOT NULL default '0';
ALTER TABLE prims ADD COLUMN `Density` double NOT NULL default '1000';
ALTER TABLE prims ADD COLUMN `GravityModifier` double NOT NULL default '1';
ALTER TABLE prims ADD COLUMN `Friction` double NOT NULL default '0.6';
ALTER TABLE prims ADD COLUMN `Restitution` double NOT NULL default '0.5';
COMMIT;

View File

@ -1235,6 +1235,12 @@ namespace OpenSim.Data.SQLite
createCol(prims, "DynAttrs", typeof(String));
createCol(prims, "PhysicsShapeType", typeof(Byte));
createCol(prims, "Density", typeof(Double));
createCol(prims, "GravityModifier", typeof(Double));
createCol(prims, "Friction", typeof(Double));
createCol(prims, "Restitution", typeof(Double));
// Add in contraints
prims.PrimaryKey = new DataColumn[] { prims.Columns["UUID"] };
@ -1724,6 +1730,12 @@ namespace OpenSim.Data.SQLite
prim.DynAttrs = new DAMap();
}
prim.PhysicsShapeType = Convert.ToByte(row["PhysicsShapeType"]);
prim.Density = Convert.ToSingle(row["Density"]);
prim.GravityModifier = Convert.ToSingle(row["GravityModifier"]);
prim.Friction = Convert.ToSingle(row["Friction"]);
prim.Restitution = Convert.ToSingle(row["Restitution"]);
return prim;
}
@ -2150,6 +2162,12 @@ namespace OpenSim.Data.SQLite
row["DynAttrs"] = prim.DynAttrs.ToXml();
else
row["DynAttrs"] = null;
row["PhysicsShapeType"] = prim.PhysicsShapeType;
row["Density"] = (double)prim.Density;
row["GravityModifier"] = (double)prim.GravityModifier;
row["Friction"] = (double)prim.Friction;
row["Restitution"] = (double)prim.Restitution;
}
/// <summary>

View File

@ -622,6 +622,8 @@ namespace OpenSim.Framework
}
}
// This is only used at runtime. For sculpties this holds the texture data, and for meshes
// the mesh data.
public byte[] SculptData
{
get
@ -1147,14 +1149,13 @@ namespace OpenSim.Framework
public void ReadSculptData(byte[] data, int pos)
{
byte[] SculptTextureUUID = new byte[16];
UUID SculptUUID = UUID.Zero;
byte SculptTypel = data[16+pos];
UUID SculptUUID;
byte SculptTypel;
if (data.Length+pos >= 17)
if (data.Length-pos >= 17)
{
_sculptEntry = true;
SculptTextureUUID = new byte[16];
byte[] SculptTextureUUID = new byte[16];
SculptTypel = data[16 + pos];
Array.Copy(data, pos, SculptTextureUUID,0, 16);
SculptUUID = new UUID(SculptTextureUUID, 0);

View File

@ -0,0 +1,171 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyrightD
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using OpenSim.Framework;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.CoreModules;
using Mono.Addins;
using Nini.Config;
using log4net;
using OpenMetaverse;
namespace OpenSim.Region.OptionalModules.Scripting
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
public class ExtendedPhysics : INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static string LogHeader = "[EXTENDED PHYSICS]";
private IConfig Configuration { get; set; }
private bool Enabled { get; set; }
private Scene BaseScene { get; set; }
private IScriptModuleComms Comms { get; set; }
#region INonSharedRegionModule
public string Name { get { return this.GetType().Name; } }
public void Initialise(IConfigSource config)
{
BaseScene = null;
Enabled = false;
Configuration = null;
Comms = null;
try
{
if ((Configuration = config.Configs["ExtendedPhysics"]) != null)
{
Enabled = Configuration.GetBoolean("Enabled", Enabled);
}
}
catch (Exception e)
{
m_log.ErrorFormat("{0} Initialization error: {0}", LogHeader, e);
}
m_log.InfoFormat("{0} module {1} enabled", LogHeader, (Enabled ? "is" : "is not"));
}
public void Close()
{
if (BaseScene != null)
{
BaseScene.EventManager.OnObjectAddedToScene -= EventManager_OnObjectAddedToScene;
BaseScene.EventManager.OnSceneObjectPartUpdated -= EventManager_OnSceneObjectPartUpdated;
BaseScene = null;
}
}
public void AddRegion(Scene scene)
{
}
public void RemoveRegion(Scene scene)
{
if (BaseScene != null && BaseScene == scene)
{
Close();
}
}
public void RegionLoaded(Scene scene)
{
if (!Enabled) return;
BaseScene = scene;
Comms = BaseScene.RequestModuleInterface<IScriptModuleComms>();
if (Comms == null)
{
m_log.WarnFormat("{0} ScriptModuleComms interface not defined", LogHeader);
Enabled = false;
return;
}
// Register as LSL functions all the [ScriptInvocation] marked methods.
Comms.RegisterScriptInvocations(this);
// When an object is modified, we might need to update its extended physics parameters
BaseScene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene;
BaseScene.EventManager.OnSceneObjectPartUpdated += EventManager_OnSceneObjectPartUpdated;
}
public Type ReplaceableInterface { get { return null; } }
#endregion // INonSharedRegionModule
private void EventManager_OnObjectAddedToScene(SceneObjectGroup obj)
{
throw new NotImplementedException();
}
// Event generated when some property of a prim changes.
private void EventManager_OnSceneObjectPartUpdated(SceneObjectPart sop, bool isFullUpdate)
{
}
[ScriptConstant]
public static int PHYS_CENTER_OF_MASS = 1 << 0;
[ScriptConstant]
public static int PHYS_LINKSET_TYPE_CONSTRAINT = 1;
[ScriptConstant]
public static int PHYS_LINKSET_TYPE_COMPOUND = 2;
[ScriptConstant]
public static int PHYS_LINKSET_TYPE_MANUAL = 3;
[ScriptInvocation]
public string physGetEngineType(UUID hostID, UUID scriptID)
{
string ret = string.Empty;
if (BaseScene.PhysicsScene != null)
{
ret = BaseScene.PhysicsScene.EngineType;
}
return ret;
}
[ScriptInvocation]
public void physSetLinksetType(UUID hostID, UUID scriptID, int linksetType)
{
}
}
}

View File

@ -144,8 +144,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests
int dsrv = (int)InvokeOp("JsonDestroyStore", fakeStoreId);
// XXX: Current returns 'true' even though no such store existed. Need to ask if this is best behaviour.
Assert.That(dsrv, Is.EqualTo(1));
Assert.That(dsrv, Is.EqualTo(0));
}
[Test]
@ -211,9 +210,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests
// Test remove of non-existing value
int fakeValueRemove = (int)InvokeOp("JsonRemoveValue", storeId, "Hello");
// XXX: Is this the best response to removing a value that isn't there?
Assert.That(fakeValueRemove, Is.EqualTo(1));
Assert.That(fakeValueRemove, Is.EqualTo(0));
// Test get from non-existing store
UUID fakeStoreId = TestHelpers.ParseTail(0x500);

View File

@ -183,6 +183,7 @@ public struct ConfigurationParameters
public float shouldEnableFrictionCaching;
public float numberOfSolverIterations;
public float useSingleSidedMeshes;
public float globalContactBreakingThreshold;
public float physicsLoggingFrames;

View File

@ -45,7 +45,6 @@ public sealed class BSCharacter : BSPhysObject
private bool _selected;
private OMV.Vector3 _position;
private float _mass;
private float _avatarDensity;
private float _avatarVolume;
private OMV.Vector3 _force;
private OMV.Vector3 _velocity;
@ -63,9 +62,6 @@ public sealed class BSCharacter : BSPhysObject
private bool _kinematic;
private float _buoyancy;
// The friction and velocity of the avatar is modified depending on whether walking or not.
private float _currentFriction; // the friction currently being used (changed by setVelocity).
private BSVMotor _velocityMotor;
private OMV.Vector3 _PIDTarget;
@ -86,8 +82,8 @@ public sealed class BSCharacter : BSPhysObject
_orientation = OMV.Quaternion.Identity;
_velocity = OMV.Vector3.Zero;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
_currentFriction = BSParam.AvatarStandingFriction;
_avatarDensity = BSParam.AvatarDensity;
Friction = BSParam.AvatarStandingFriction;
Density = BSParam.AvatarDensity;
// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values.
@ -104,7 +100,7 @@ public sealed class BSCharacter : BSPhysObject
SetupMovementMotor();
DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
// do actual creation in taint time
PhysicsScene.TaintedObject("BSCharacter.create", delegate()
@ -140,7 +136,7 @@ public sealed class BSCharacter : BSPhysObject
ZeroMotion(true);
ForcePosition = _position;
// Set the velocity and compute the proper friction
// Set the velocity
_velocityMotor.Reset();
_velocityMotor.SetTarget(_velocity);
_velocityMotor.SetCurrent(_velocity);
@ -214,11 +210,13 @@ public sealed class BSCharacter : BSPhysObject
_velocityMotor.Step(timeStep);
// If we're not supposed to be moving, make sure things are zero.
if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero && IsColliding)
if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero)
{
// The avatar shouldn't be moving
_velocityMotor.Zero();
if (IsColliding)
{
// If we are colliding with a stationary object, presume we're standing and don't move around
if (!ColliderIsMoving)
{
@ -227,22 +225,23 @@ public sealed class BSCharacter : BSPhysObject
}
// Standing has more friction on the ground
if (_currentFriction != BSParam.AvatarStandingFriction)
if (Friction != BSParam.AvatarStandingFriction)
{
_currentFriction = BSParam.AvatarStandingFriction;
PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
Friction = BSParam.AvatarStandingFriction;
PhysicsScene.PE.SetFriction(PhysBody, Friction);
}
DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue);
}
DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding);
}
else
{
OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
if (_currentFriction != BSParam.AvatarFriction)
if (Friction != BSParam.AvatarFriction)
{
// Probably starting up walking. Set friction to moving friction.
_currentFriction = BSParam.AvatarFriction;
PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
Friction = BSParam.AvatarFriction;
PhysicsScene.PE.SetFriction(PhysBody, Friction);
}
// If falling, we keep the world's downward vector no matter what the other axis specify.
@ -342,7 +341,7 @@ public sealed class BSCharacter : BSPhysObject
Scale = ComputeAvatarScale(_size);
ComputeAvatarVolumeAndMass();
DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
{
@ -870,7 +869,7 @@ public sealed class BSCharacter : BSPhysObject
* Math.Min(Size.X, Size.Y) / 2
* Size.Y / 2f // plus the volume of the capsule end caps
);
_mass = _avatarDensity * _avatarVolume;
_mass = Density * _avatarVolume;
}
// The physics engine says that properties have updated. Update same and inform
@ -901,7 +900,7 @@ public sealed class BSCharacter : BSPhysObject
CurrentEntityProperties = entprop;
// Tell the linkset about value changes
Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
// Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
// base.RequestPhysicsterseUpdate();

View File

@ -597,7 +597,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (IsActive)
{
// Remember the mass so we don't have to fetch it every step
m_vehicleMass = Prim.Linkset.LinksetMass;
m_vehicleMass = Prim.TotalMass;
// Friction affects are handled by this vehicle code
PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction);

View File

@ -52,7 +52,7 @@ public abstract class BSLinkset
Manual = 2 // linkset tied together manually (code moves all the pieces)
}
// Create the correct type of linkset for this child
public static BSLinkset Factory(BSScene physScene, BSPhysObject parent)
public static BSLinkset Factory(BSScene physScene, BSPrimLinkable parent)
{
BSLinkset ret = null;
@ -71,10 +71,14 @@ public abstract class BSLinkset
ret = new BSLinksetCompound(physScene, parent);
break;
}
if (ret == null)
{
physScene.Logger.ErrorFormat("[BULLETSIM LINKSET] Factory could not create linkset. Parent name={1}, ID={2}", parent.Name, parent.LocalID);
}
return ret;
}
public BSPhysObject LinksetRoot { get; protected set; }
public BSPrimLinkable LinksetRoot { get; protected set; }
public BSScene PhysicsScene { get; private set; }
@ -82,7 +86,7 @@ public abstract class BSLinkset
public int LinksetID { get; private set; }
// The children under the root in this linkset.
protected HashSet<BSPhysObject> m_children;
protected HashSet<BSPrimLinkable> m_children;
// We lock the diddling of linkset classes to prevent any badness.
// This locks the modification of the instances of this class. Changes
@ -91,7 +95,7 @@ public abstract class BSLinkset
// Some linksets have a preferred physical shape.
// Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor)
{
return BSPhysicsShapeType.SHAPE_UNKNOWN;
}
@ -111,7 +115,7 @@ public abstract class BSLinkset
get { return ComputeLinksetGeometricCenter(); }
}
protected BSLinkset(BSScene scene, BSPhysObject parent)
protected BSLinkset(BSScene scene, BSPrimLinkable parent)
{
// A simple linkset of one (no children)
LinksetID = m_nextLinksetID++;
@ -120,7 +124,7 @@ public abstract class BSLinkset
m_nextLinksetID = 1;
PhysicsScene = scene;
LinksetRoot = parent;
m_children = new HashSet<BSPhysObject>();
m_children = new HashSet<BSPrimLinkable>();
LinksetMass = parent.RawMass;
Rebuilding = false;
}
@ -129,7 +133,7 @@ public abstract class BSLinkset
// Parent changing should not happen so do some sanity checking.
// We return the parent's linkset so the child can track its membership.
// Called at runtime.
public BSLinkset AddMeToLinkset(BSPhysObject child)
public BSLinkset AddMeToLinkset(BSPrimLinkable child)
{
lock (m_linksetActivityLock)
{
@ -145,14 +149,13 @@ public abstract class BSLinkset
// Returns a new linkset for the child which is a linkset of one (just the
// orphened child).
// Called at runtime.
public BSLinkset RemoveMeFromLinkset(BSPhysObject child)
public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child)
{
lock (m_linksetActivityLock)
{
if (IsRoot(child))
{
// Cannot remove the root from a linkset.
child.PositionDisplacement = OMV.Vector3.Zero;
return this;
}
RemoveChildFromLinkset(child);
@ -160,12 +163,11 @@ public abstract class BSLinkset
}
// The child is down to a linkset of just itself
child.PositionDisplacement = OMV.Vector3.Zero;
return BSLinkset.Factory(PhysicsScene, child);
}
// Return 'true' if the passed object is the root object of this linkset
public bool IsRoot(BSPhysObject requestor)
public bool IsRoot(BSPrimLinkable requestor)
{
return (requestor.LocalID == LinksetRoot.LocalID);
}
@ -176,14 +178,14 @@ public abstract class BSLinkset
public bool HasAnyChildren { get { return (m_children.Count > 0); } }
// Return 'true' if this child is in this linkset
public bool HasChild(BSPhysObject child)
public bool HasChild(BSPrimLinkable child)
{
bool ret = false;
lock (m_linksetActivityLock)
{
ret = m_children.Contains(child);
/* Safer version but the above should work
foreach (BSPhysObject bp in m_children)
foreach (BSPrimLinkable bp in m_children)
{
if (child.LocalID == bp.LocalID)
{
@ -198,14 +200,14 @@ public abstract class BSLinkset
// Perform an action on each member of the linkset including root prim.
// Depends on the action on whether this should be done at taint time.
public delegate bool ForEachMemberAction(BSPhysObject obj);
public delegate bool ForEachMemberAction(BSPrimLinkable obj);
public virtual bool ForEachMember(ForEachMemberAction action)
{
bool ret = false;
lock (m_linksetActivityLock)
{
action(LinksetRoot);
foreach (BSPhysObject po in m_children)
foreach (BSPrimLinkable po in m_children)
{
if (action(po))
break;
@ -216,16 +218,16 @@ public abstract class BSLinkset
// I am the root of a linkset and a new child is being added
// Called while LinkActivity is locked.
protected abstract void AddChildToLinkset(BSPhysObject child);
protected abstract void AddChildToLinkset(BSPrimLinkable child);
// I am the root of a linkset and one of my children is being removed.
// Safe to call even if the child is not really in my linkset.
protected abstract void RemoveChildFromLinkset(BSPhysObject child);
protected abstract void RemoveChildFromLinkset(BSPrimLinkable child);
// When physical properties are changed the linkset needs to recalculate
// its internal properties.
// May be called at runtime or taint-time.
public virtual void Refresh(BSPhysObject requestor)
public virtual void Refresh(BSPrimLinkable requestor)
{
LinksetMass = ComputeLinksetMass();
}
@ -240,26 +242,26 @@ public abstract class BSLinkset
// has not yet been fully constructed.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
public abstract bool MakeDynamic(BSPhysObject child);
public abstract bool MakeDynamic(BSPrimLinkable child);
// The object is going static (non-physical). Do any setup necessary
// for a static linkset.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
public abstract bool MakeStatic(BSPhysObject child);
public abstract bool MakeStatic(BSPrimLinkable child);
// Called when a parameter update comes from the physics engine for any object
// of the linkset is received.
// Passed flag is update came from physics engine (true) or the user (false).
// Called at taint-time!!
public abstract void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject physObject);
public abstract void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable physObject);
// Routine used when rebuilding the body of the root of the linkset
// Destroy all the constraints have have been made to root.
// This is called when the root body is changing.
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
public abstract bool RemoveBodyDependencies(BSPrim child);
public abstract bool RemoveBodyDependencies(BSPrimLinkable child);
// ================================================================
protected virtual float ComputeLinksetMass()
@ -269,7 +271,7 @@ public abstract class BSLinkset
{
lock (m_linksetActivityLock)
{
foreach (BSPhysObject bp in m_children)
foreach (BSPrimLinkable bp in m_children)
{
mass += bp.RawMass;
}
@ -286,7 +288,7 @@ public abstract class BSLinkset
com = LinksetRoot.Position * LinksetRoot.RawMass;
float totalMass = LinksetRoot.RawMass;
foreach (BSPhysObject bp in m_children)
foreach (BSPrimLinkable bp in m_children)
{
com += bp.Position * bp.RawMass;
totalMass += bp.RawMass;
@ -305,7 +307,7 @@ public abstract class BSLinkset
{
com = LinksetRoot.Position;
foreach (BSPhysObject bp in m_children)
foreach (BSPrimLinkable bp in m_children)
{
com += bp.Position;
}

View File

@ -52,7 +52,7 @@ sealed class BSLinksetCompoundInfo : BSLinksetInfo
OffsetRot = r;
}
// 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape)
public BSLinksetCompoundInfo(int indx, BSPhysObject root, BSPhysObject child, OMV.Vector3 centerDisplacement)
public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement)
{
// Each child position and rotation is given relative to the center-of-mass.
OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation);
@ -93,12 +93,12 @@ public sealed class BSLinksetCompound : BSLinkset
{
private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent)
public BSLinksetCompound(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
{
}
// For compound implimented linksets, if there are children, use compound shape for the root.
public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
public override BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor)
{
// Returning 'unknown' means we don't have a preference.
BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
@ -112,7 +112,7 @@ public sealed class BSLinksetCompound : BSLinkset
// When physical properties are changed the linkset needs to recalculate
// its internal properties.
public override void Refresh(BSPhysObject requestor)
public override void Refresh(BSPrimLinkable requestor)
{
base.Refresh(requestor);
@ -121,7 +121,7 @@ public sealed class BSLinksetCompound : BSLinkset
}
// Schedule a refresh to happen after all the other taint processing.
private void ScheduleRebuild(BSPhysObject requestor)
private void ScheduleRebuild(BSPrimLinkable requestor)
{
DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
@ -143,7 +143,7 @@ public sealed class BSLinksetCompound : BSLinkset
// has not yet been fully constructed.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
public override bool MakeDynamic(BSPhysObject child)
public override bool MakeDynamic(BSPrimLinkable child)
{
bool ret = false;
DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
@ -173,7 +173,7 @@ public sealed class BSLinksetCompound : BSLinkset
// This doesn't normally happen -- OpenSim removes the objects from the physical
// world if it is a static linkset.
// Called at taint-time!
public override bool MakeStatic(BSPhysObject child)
public override bool MakeStatic(BSPrimLinkable child)
{
bool ret = false;
DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
@ -197,7 +197,7 @@ public sealed class BSLinksetCompound : BSLinkset
// 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then.
// Called at taint-time.
public override void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject updated)
public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated)
{
// The user moving a child around requires the rebuilding of the linkset compound shape
// One problem is this happens when a border is crossed -- the simulator implementation
@ -222,7 +222,7 @@ public sealed class BSLinksetCompound : BSLinkset
if (lsi != null)
{
// Since the child moved or rotationed, it needs a new relative position within the linkset
BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement);
BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, OMV.Vector3.Zero);
updated.LinksetInfo = newLsi;
// Find the physical instance of the child
@ -291,7 +291,7 @@ public sealed class BSLinksetCompound : BSLinkset
// Since we don't keep in world relationships, do nothing unless it's a child changing.
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
public override bool RemoveBodyDependencies(BSPrim child)
public override bool RemoveBodyDependencies(BSPrimLinkable child)
{
bool ret = false;
@ -316,7 +316,7 @@ public sealed class BSLinksetCompound : BSLinkset
// When the linkset is built, the child shape is added to the compound shape relative to the
// root shape. The linkset then moves around but this does not move the actual child
// prim. The child prim's location must be recomputed based on the location of the root shape.
private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime)
private void RecomputeChildWorldPosition(BSPrimLinkable child, bool inTaintTime)
{
// For the moment (20130201), disable this computation (converting the child physical addr back to
// a region address) until we have a good handle on center-of-mass offsets and what the physics
@ -361,7 +361,7 @@ public sealed class BSLinksetCompound : BSLinkset
// Add a new child to the linkset.
// Called while LinkActivity is locked.
protected override void AddChildToLinkset(BSPhysObject child)
protected override void AddChildToLinkset(BSPrimLinkable child)
{
if (!HasChild(child))
{
@ -377,7 +377,7 @@ public sealed class BSLinksetCompound : BSLinkset
// Remove the specified child from the linkset.
// Safe to call even if the child is not really in the linkset.
protected override void RemoveChildFromLinkset(BSPhysObject child)
protected override void RemoveChildFromLinkset(BSPrimLinkable child)
{
if (m_children.Remove(child))
{
@ -429,7 +429,7 @@ public sealed class BSLinksetCompound : BSLinkset
if (disableCOM) // DEBUG DEBUG
{ // DEBUG DEBUG
centerOfMass = LinksetRoot.RawPosition; // DEBUG DEBUG
LinksetRoot.PositionDisplacement = OMV.Vector3.Zero;
// LinksetRoot.PositionDisplacement = OMV.Vector3.Zero;
} // DEBUG DEBUG
else
{
@ -438,7 +438,7 @@ public sealed class BSLinksetCompound : BSLinkset
centerDisplacement = LinksetRoot.RawPosition - centerOfMass;
// Since we're displacing the center of the shape, we need to move the body in the world
LinksetRoot.PositionDisplacement = centerDisplacement;
// LinksetRoot.PositionDisplacement = centerDisplacement;
// This causes the root prim position to be set properly based on the new PositionDisplacement
LinksetRoot.ForcePosition = LinksetRoot.RawPosition;
@ -453,7 +453,7 @@ public sealed class BSLinksetCompound : BSLinkset
// Add a shape for each of the other children in the linkset
int memberIndex = 1;
ForEachMember(delegate(BSPhysObject cPrim)
ForEachMember(delegate(BSPrimLinkable cPrim)
{
if (!IsRoot(cPrim))
{

View File

@ -36,7 +36,7 @@ public sealed class BSLinksetConstraints : BSLinkset
{
// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
public BSLinksetConstraints(BSScene scene, BSPhysObject parent) : base(scene, parent)
public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
{
}
@ -44,7 +44,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// its internal properties.
// This is queued in the 'post taint' queue so the
// refresh will happen once after all the other taints are applied.
public override void Refresh(BSPhysObject requestor)
public override void Refresh(BSPrimLinkable requestor)
{
base.Refresh(requestor);
@ -65,7 +65,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// has not yet been fully constructed.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
public override bool MakeDynamic(BSPhysObject child)
public override bool MakeDynamic(BSPrimLinkable child)
{
// What is done for each object in BSPrim is what we want.
return false;
@ -76,14 +76,14 @@ public sealed class BSLinksetConstraints : BSLinkset
// This doesn't normally happen -- OpenSim removes the objects from the physical
// world if it is a static linkset.
// Called at taint-time!
public override bool MakeStatic(BSPhysObject child)
public override bool MakeStatic(BSPrimLinkable child)
{
// What is done for each object in BSPrim is what we want.
return false;
}
// Called at taint-time!!
public override void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject pObj)
public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj)
{
// Nothing to do for constraints on property updates
}
@ -93,7 +93,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// up to rebuild the constraints before the next simulation step.
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
public override bool RemoveBodyDependencies(BSPrim child)
public override bool RemoveBodyDependencies(BSPrimLinkable child)
{
bool ret = false;
@ -114,7 +114,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// Add a new child to the linkset.
// Called while LinkActivity is locked.
protected override void AddChildToLinkset(BSPhysObject child)
protected override void AddChildToLinkset(BSPrimLinkable child)
{
if (!HasChild(child))
{
@ -130,12 +130,12 @@ public sealed class BSLinksetConstraints : BSLinkset
// Remove the specified child from the linkset.
// Safe to call even if the child is not really in my linkset.
protected override void RemoveChildFromLinkset(BSPhysObject child)
protected override void RemoveChildFromLinkset(BSPrimLinkable child)
{
if (m_children.Remove(child))
{
BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
BSPhysObject childx = child;
BSPrimLinkable rootx = LinksetRoot; // capture the root and body as of now
BSPrimLinkable childx = child;
DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
childx.LocalID,
@ -159,13 +159,13 @@ public sealed class BSLinksetConstraints : BSLinkset
// Create a constraint between me (root of linkset) and the passed prim (the child).
// Called at taint time!
private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
private void PhysicallyLinkAChildToRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
{
// Don't build the constraint when asked. Put it off until just before the simulation step.
Refresh(rootPrim);
}
private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim)
private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
{
// Zero motion for children so they don't interpolate
childPrim.ZeroMotion(true);
@ -239,7 +239,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// The root and child bodies are passed in because we need to remove the constraint between
// the bodies that were present at unlink time.
// Called at taint time!
private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
private bool PhysicallyUnlinkAChildFromRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
{
bool ret = false;
DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
@ -261,7 +261,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// Remove linkage between myself and any possible children I might have.
// Returns 'true' of any constraints were destroyed.
// Called at taint time!
private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
private bool PhysicallyUnlinkAllChildrenFromRoot(BSPrimLinkable rootPrim)
{
DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
@ -281,7 +281,7 @@ public sealed class BSLinksetConstraints : BSLinkset
DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass);
foreach (BSPhysObject child in m_children)
foreach (BSPrimLinkable child in m_children)
{
// A child in the linkset physically shows the mass of the whole linkset.
// This allows Bullet to apply enough force on the child to move the whole linkset.

View File

@ -87,6 +87,7 @@ public static class BSParam
public static float NumberOfSolverIterations;
public static bool UseSingleSidedMeshes { get { return UseSingleSidedMeshesF != ConfigurationParameters.numericFalse; } }
public static float UseSingleSidedMeshesF;
public static float GlobalContactBreakingThreshold;
// Avatar parameters
public static float AvatarFriction { get; private set; }
@ -424,7 +425,7 @@ public static class BSParam
(s) => { return AvatarFriction; },
(s,p,l,v) => { AvatarFriction = v; } ),
new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
10.0f,
0.95f,
(s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); },
(s) => { return AvatarStandingFriction; },
(s,p,l,v) => { AvatarStandingFriction = v; } ),
@ -570,6 +571,11 @@ public static class BSParam
(s,cf,p,v) => { UseSingleSidedMeshesF = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
(s) => { return UseSingleSidedMeshesF; },
(s,p,l,v) => { UseSingleSidedMeshesF = v; s.UnmanagedParams[0].useSingleSidedMeshes = v; } ),
new ParameterDefn("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
0f,
(s,cf,p,v) => { GlobalContactBreakingThreshold = cf.GetFloat(p, v); },
(s) => { return GlobalContactBreakingThreshold; },
(s,p,l,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
(float)BSLinkset.LinksetImplementation.Compound,

View File

@ -86,10 +86,6 @@ public abstract class BSPhysObject : PhysicsActor
PhysBody = new BulletBody(localID);
PhysShape = new BulletShape();
// A linkset of just me
Linkset = BSLinkset.Factory(PhysicsScene, this);
PositionDisplacement = OMV.Vector3.Zero;
LastAssetBuildFailed = false;
// Default material type. Also sets Friction, Restitution and Density.
@ -117,8 +113,6 @@ public abstract class BSPhysObject : PhysicsActor
public string PhysObjectName { get; protected set; }
public string TypeName { get; protected set; }
public BSLinkset Linkset { get; set; }
public BSLinksetInfo LinksetInfo { get; set; }
// Return the object mass without calculating it or having side effects
public abstract float RawMass { get; }
@ -188,15 +182,6 @@ public abstract class BSPhysObject : PhysicsActor
public abstract OMV.Vector3 RawPosition { get; set; }
public abstract OMV.Vector3 ForcePosition { get; set; }
// 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is.
// Because Bullet needs the zero coordinate to be the center of mass of the linkset,
// sometimes it is necessary to displace the position the physics engine thinks
// the position is. PositionDisplacement must be added and removed from the
// position as the simulator position is stored and fetched from the physics
// engine. Similar to OrientationDisplacement.
public virtual OMV.Vector3 PositionDisplacement { get; set; }
public virtual OMV.Quaternion OrientationDisplacement { get; set; }
public abstract OMV.Quaternion RawOrientation { get; set; }
public abstract OMV.Quaternion ForceOrientation { get; set; }
@ -302,22 +287,16 @@ public abstract class BSPhysObject : PhysicsActor
CollidingObjectStep = PhysicsScene.SimulationStep;
}
// prims in the same linkset cannot collide with each other
if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
{
return ret;
}
CollisionAccumulation++;
// For movement tests, remember if we are colliding with an object that is moving.
ColliderIsMoving = collidee != null ? collidee.RawVelocity != OMV.Vector3.Zero : false;
ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
// If someone has subscribed for collision events log the collision so it will be reported up
if (SubscribedEvents()) {
CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving);
ret = true;
}

View File

@ -39,7 +39,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
[Serializable]
public sealed class BSPrim : BSPhysObject
public class BSPrim : BSPhysObject
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS PRIM]";
@ -102,9 +102,6 @@ public sealed class BSPrim : BSPhysObject
_mass = CalculateMass();
// Cause linkset variables to be initialized (like mass)
Linkset.Refresh(this);
DetailLog("{0},BSPrim.constructor,call", LocalID);
// do the actual object creation at taint time
PhysicsScene.TaintedObject("BSPrim.create", delegate()
@ -121,15 +118,6 @@ public sealed class BSPrim : BSPhysObject
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
base.Destroy();
// Undo any links between me and any other object
BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG DEBUG
int childrenBefore = Linkset.NumberOfChildren; // DEBUG DEBUG
Linkset = Linkset.RemoveMeFromLinkset(this);
DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
// Undo any vehicle properties
this.VehicleType = (int)Vehicle.TYPE_NONE;
@ -166,9 +154,9 @@ public sealed class BSPrim : BSPhysObject
ForceBodyShapeRebuild(false);
}
}
// Whatever the linkset wants is what I want.
// 'unknown' says to choose the best type
public override BSPhysicsShapeType PreferredPhysicalShape
{ get { return Linkset.PreferredPhysicalShape(this); } }
{ get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } }
public override bool ForceBodyShapeRebuild(bool inTaintTime)
{
@ -213,33 +201,10 @@ public sealed class BSPrim : BSPhysObject
// link me to the specified parent
public override void link(PhysicsActor obj) {
BSPrim parent = obj as BSPrim;
if (parent != null)
{
BSPhysObject parentBefore = Linkset.LinksetRoot;
int childrenBefore = Linkset.NumberOfChildren;
Linkset = parent.Linkset.AddMeToLinkset(this);
DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
}
return;
}
// delink me from my linkset
public override void delink() {
// TODO: decide if this parent checking needs to happen at taint time
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
BSPhysObject parentBefore = Linkset.LinksetRoot;
int childrenBefore = Linkset.NumberOfChildren;
Linkset = Linkset.RemoveMeFromLinkset(this);
DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
return;
}
// Set motion values to zero.
@ -287,15 +252,8 @@ public sealed class BSPrim : BSPhysObject
}
public override OMV.Vector3 Position {
get {
/* NOTE: this refetch is not necessary. The simulator knows about linkset children
* and does not fetch this position info for children. Thus this is commented out.
// child prims move around based on their parent. Need to get the latest location
if (!Linkset.IsRoot(this))
_position = Linkset.PositionGet(this);
*/
// don't do the GetObjectPosition for root elements because this function is called a zillion times.
// _position = PhysicsScene.PE.GetObjectPosition2(PhysicsScene.World, BSBody) - PositionDisplacement;
// _position = ForcePosition;
return _position;
}
set {
@ -313,24 +271,20 @@ public sealed class BSPrim : BSPhysObject
{
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
ForcePosition = _position;
// A linkset might need to know if a component information changed.
Linkset.UpdateProperties(UpdatedProperties.Position, this);
});
}
}
public override OMV.Vector3 ForcePosition {
get {
_position = PhysicsScene.PE.GetPosition(PhysBody) - PositionDisplacement;
_position = PhysicsScene.PE.GetPosition(PhysBody);
return _position;
}
set {
_position = value;
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation);
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
ActivateIfPhysical(false);
}
}
@ -398,12 +352,13 @@ public sealed class BSPrim : BSPhysObject
// If the simulator cares about the mass of the linkset, it will sum it itself.
public override float Mass
{
get
get { return _mass; }
}
// TotalMass returns the mass of the large object the prim may be in (overridden by linkset code)
public virtual float TotalMass
{
return _mass;
get { return _mass; }
}
}
// used when we only want this prim's mass and not the linkset thing
public override float RawMass {
get { return _mass; }
@ -467,13 +422,13 @@ public sealed class BSPrim : BSPhysObject
// Is this used?
public override OMV.Vector3 CenterOfMass
{
get { return Linkset.CenterOfMass; }
get { return RawPosition; }
}
// Is this used?
public override OMV.Vector3 GeometricCenter
{
get { return Linkset.GeometricCenter; }
get { return RawPosition; }
}
public override OMV.Vector3 Force {
@ -721,14 +676,6 @@ public sealed class BSPrim : BSPhysObject
}
public override OMV.Quaternion Orientation {
get {
/* NOTE: this refetch is not necessary. The simulator knows about linkset children
* and does not fetch this position info for children. Thus this is commented out.
// Children move around because tied to parent. Get a fresh value.
if (!Linkset.IsRoot(this))
{
_orientation = Linkset.OrientationGet(this);
}
*/
return _orientation;
}
set {
@ -739,10 +686,6 @@ public sealed class BSPrim : BSPhysObject
PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
{
ForceOrientation = _orientation;
// A linkset might need to know if a component information changed.
Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
});
}
}
@ -758,7 +701,7 @@ public sealed class BSPrim : BSPhysObject
{
_orientation = value;
if (PhysBody.HasPhysicalBody)
PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation);
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
}
}
public override int PhysicsActorType {
@ -814,7 +757,7 @@ public sealed class BSPrim : BSPhysObject
// isSolid: other objects bounce off of this object
// isVolumeDetect: other objects pass through but can generate collisions
// collisionEvents: whether this object returns collision events
public void UpdatePhysicalParameters()
public virtual void UpdatePhysicalParameters()
{
if (!PhysBody.HasPhysicalBody)
{
@ -844,12 +787,6 @@ public sealed class BSPrim : BSPhysObject
// Rebuild its shape
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
// Recompute any linkset parameters.
// When going from non-physical to physical, this re-enables the constraints that
// had been automatically disabled when the mass was set to zero.
// For compound based linksets, this enables and disables interactions of the children.
Linkset.Refresh(this);
DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}",
LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape);
}
@ -859,7 +796,7 @@ public sealed class BSPrim : BSPhysObject
// When dynamic, the object can fall and be pushed by others.
// This is independent of its 'solidness' which controls what passes through
// this object and what interacts with it.
private void MakeDynamic(bool makeStatic)
protected virtual void MakeDynamic(bool makeStatic)
{
if (makeStatic)
{
@ -889,9 +826,6 @@ public sealed class BSPrim : BSPhysObject
// This collides like a static object
PhysBody.collisionType = CollisionType.Static;
// There can be special things needed for implementing linksets
Linkset.MakeStatic(this);
}
else
{
@ -908,10 +842,7 @@ public sealed class BSPrim : BSPhysObject
// PhysicsScene.PE.ClearAllForces(BSBody);
// For good measure, make sure the transform is set through to the motion state
PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation);
// Center of mass is at the center of the object
// DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation);
ForcePosition = _position;
// A dynamic object has mass
UpdatePhysicalMassProperties(RawMass, false);
@ -935,9 +866,6 @@ public sealed class BSPrim : BSPhysObject
// Force activation of the object so Bullet will act on it.
// Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
// There might be special things needed for implementing linksets.
Linkset.MakeDynamic(this);
}
}
@ -1643,16 +1571,6 @@ public sealed class BSPrim : BSPhysObject
returnMass = Density * volume;
/* Comment out code that computes the mass of the linkset. That is done in the Linkset class.
if (IsRootOfLinkset)
{
foreach (BSPrim prim in _childrenPrims)
{
returnMass += prim.CalculateMass();
}
}
*/
returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
return returnMass;
@ -1672,8 +1590,7 @@ public sealed class BSPrim : BSPhysObject
// Called if the current prim body is about to be destroyed.
// Remove all the physical dependencies on the old body.
// (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
Linkset.RemoveBodyDependencies(this);
VehicleController.RemoveBodyDependencies(this);
RemoveBodyDependencies();
});
// Make sure the properties are set on the new object
@ -1681,12 +1598,14 @@ public sealed class BSPrim : BSPhysObject
return;
}
protected virtual void RemoveBodyDependencies()
{
VehicleController.RemoveBodyDependencies(this);
}
// The physics engine says that properties have updated. Update same and inform
// the world that things have changed.
public override void UpdateProperties(EntityProperties entprop)
{
// Updates only for individual prims and for the root object of a linkset.
if (Linkset.IsRoot(this))
{
// A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet
// TODO: handle physics introduced by Bullet with computed vehicle physics.
@ -1697,14 +1616,6 @@ public sealed class BSPrim : BSPhysObject
// DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG
// Undo any center-of-mass displacement that might have been done.
if (PositionDisplacement != OMV.Vector3.Zero)
{
// Correct for any rotation around the center-of-mass
// TODO!!!
entprop.Position -= PositionDisplacement;
}
// Assign directly to the local variables so the normal set actions do not happen
_position = entprop.Position;
_orientation = entprop.Rotation;
@ -1731,7 +1642,6 @@ public sealed class BSPrim : BSPhysObject
CurrentEntityProperties = entprop;
base.RequestPhysicsterseUpdate();
}
/*
else
{
@ -1741,9 +1651,6 @@ public sealed class BSPrim : BSPhysObject
entprop.Acceleration, entprop.RotationalVelocity);
}
*/
// The linkset implimentation might want to know about this.
Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
}
}
}

View File

@ -0,0 +1,118 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial
* are Copyright (c) 2009 Linden Research, Inc and are used under their license
* of Creative Commons Attribution-Share Alike 3.0
* (http://creativecommons.org/licenses/by-sa/3.0/).
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Runtime.InteropServices;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OMV = OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSPrimDisplaced : BSPrim
{
// 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is.
// Because Bullet needs the zero coordinate to be the center of mass of the linkset,
// sometimes it is necessary to displace the position the physics engine thinks
// the position is. PositionDisplacement must be added and removed from the
// position as the simulator position is stored and fetched from the physics
// engine. Similar to OrientationDisplacement.
public virtual OMV.Vector3 PositionDisplacement { get; set; }
public virtual OMV.Quaternion OrientationDisplacement { get; set; }
public virtual OMV.Vector3 CenterOfMassLocation { get; set; }
public virtual OMV.Vector3 GeometricCenterLocation { get; set; }
public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
: base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
{
CenterOfMassLocation = RawPosition;
GeometricCenterLocation = RawPosition;
}
public override Vector3 ForcePosition
{
get
{
return base.ForcePosition;
}
set
{
base.ForcePosition = value;
CenterOfMassLocation = RawPosition;
GeometricCenterLocation = RawPosition;
}
}
public override Quaternion ForceOrientation
{
get
{
return base.ForceOrientation;
}
set
{
base.ForceOrientation = value;
}
}
// Is this used?
public override OMV.Vector3 CenterOfMass
{
get { return CenterOfMassLocation; }
}
// Is this used?
public override OMV.Vector3 GeometricCenter
{
get { return GeometricCenterLocation; }
}
public override void UpdateProperties(EntityProperties entprop)
{
// Undo any center-of-mass displacement that might have been done.
if (PositionDisplacement != OMV.Vector3.Zero)
{
// Correct for any rotation around the center-of-mass
// TODO!!!
entprop.Position -= PositionDisplacement;
}
base.UpdateProperties(entprop);
}
}
}

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@ -0,0 +1,179 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyrightD
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenSim.Framework;
using OMV = OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSPrimLinkable : BSPrimDisplaced
{
public BSLinkset Linkset { get; set; }
public BSLinksetInfo LinksetInfo { get; set; }
public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
: base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
{
Linkset = BSLinkset.Factory(PhysicsScene, this);
PhysicsScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate()
{
Linkset.Refresh(this);
});
}
public override void Destroy()
{
Linkset = Linkset.RemoveMeFromLinkset(this);
base.Destroy();
}
public override BSPhysicsShapeType PreferredPhysicalShape
{ get { return Linkset.PreferredPhysicalShape(this); } }
public override void link(Manager.PhysicsActor obj)
{
BSPrimLinkable parent = obj as BSPrimLinkable;
if (parent != null)
{
BSPhysObject parentBefore = Linkset.LinksetRoot;
int childrenBefore = Linkset.NumberOfChildren;
Linkset = parent.Linkset.AddMeToLinkset(this);
DetailLog("{0},BSPrimLinkset.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
}
return;
}
public override void delink()
{
// TODO: decide if this parent checking needs to happen at taint time
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
BSPhysObject parentBefore = Linkset.LinksetRoot;
int childrenBefore = Linkset.NumberOfChildren;
Linkset = Linkset.RemoveMeFromLinkset(this);
DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
return;
base.delink();
}
// When simulator changes position, this might be moving a child of the linkset.
public override OMV.Vector3 Position
{
get { return base.Position; }
set
{
base.Position = value;
PhysicsScene.TaintedObject("BSPrimLinkset.setPosition", delegate()
{
Linkset.UpdateProperties(UpdatedProperties.Position, this);
});
}
}
// When simulator changes orientation, this might be moving a child of the linkset.
public override OMV.Quaternion Orientation
{
get { return base.Orientation; }
set
{
base.Orientation = value;
PhysicsScene.TaintedObject("BSPrimLinkset.setOrientation", delegate()
{
Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
});
}
}
public override float TotalMass
{
get { return Linkset.LinksetMass; }
}
public override void UpdatePhysicalParameters()
{
base.UpdatePhysicalParameters();
// Recompute any linkset parameters.
// When going from non-physical to physical, this re-enables the constraints that
// had been automatically disabled when the mass was set to zero.
// For compound based linksets, this enables and disables interactions of the children.
Linkset.Refresh(this);
}
protected override void MakeDynamic(bool makeStatic)
{
base.MakeDynamic(makeStatic);
if (makeStatic)
Linkset.MakeStatic(this);
else
Linkset.MakeDynamic(this);
}
// Body is being taken apart. Remove physical dependencies and schedule a rebuild.
protected override void RemoveBodyDependencies()
{
Linkset.RemoveBodyDependencies(this);
base.RemoveBodyDependencies();
}
public override void UpdateProperties(EntityProperties entprop)
{
if (Linkset.IsRoot(this))
{
// Properties are only updated for the roots of a linkset.
// TODO: this will have to change when linksets are articulated.
base.UpdateProperties(entprop);
}
// The linkset might like to know about changing locations
Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
}
public override bool Collide(uint collidingWith, BSPhysObject collidee,
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
{
// prims in the same linkset cannot collide with each other
BSPrimLinkable convCollidee = collidee as BSPrimLinkable;
if (convCollidee != null && (this.Linkset.LinksetID == convCollidee.Linkset.LinksetID))
{
return false;
}
return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth);
}
}
}

View File

@ -434,7 +434,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
{
if (!m_initialized) return;
BSPrim bsprim = prim as BSPrim;
BSPhysObject bsprim = prim as BSPhysObject;
if (bsprim != null)
{
DetailLog("{0},RemovePrim,call", bsprim.LocalID);
@ -463,9 +463,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
if (!m_initialized) return null;
DetailLog("{0},AddPrimShape,call", localID);
DetailLog("{0},BSScene.AddPrimShape,call", localID);
BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical);
lock (PhysObjects) PhysObjects.Add(localID, prim);
return prim;
}

View File

@ -162,7 +162,7 @@ namespace OpenSim.Services.Connectors
if (replyData != null)
{
if (replyData.ContainsKey("result") && replyData.ContainsKey("result").ToString() == "null")
if (replyData.ContainsKey("result") && replyData["result"].ToString() == "null")
{
return accounts;
}

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