Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
0a297a0e52
|
@ -351,7 +351,8 @@ IF EXISTS (SELECT UUID FROM prims WHERE UUID = @UUID)
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ScriptAccessPin = @ScriptAccessPin, AllowedDrop = @AllowedDrop, DieAtEdge = @DieAtEdge, SalePrice = @SalePrice,
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SaleType = @SaleType, ColorR = @ColorR, ColorG = @ColorG, ColorB = @ColorB, ColorA = @ColorA, ParticleSystem = @ParticleSystem,
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ClickAction = @ClickAction, Material = @Material, CollisionSound = @CollisionSound, CollisionSoundVolume = @CollisionSoundVolume, PassTouches = @PassTouches,
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LinkNumber = @LinkNumber, MediaURL = @MediaURL, DynAttrs = @DynAttrs
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LinkNumber = @LinkNumber, MediaURL = @MediaURL, DynAttrs = @DynAttrs,
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PhysicsShapeType = @PhysicsShapeType, Density = @Density, GravityModifier = @GravityModifier, Friction = @Friction, Restitution = @Restitution
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WHERE UUID = @UUID
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END
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ELSE
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@ -366,7 +367,8 @@ ELSE
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PayPrice, PayButton1, PayButton2, PayButton3, PayButton4, LoopedSound, LoopedSoundGain, TextureAnimation, OmegaX,
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OmegaY, OmegaZ, CameraEyeOffsetX, CameraEyeOffsetY, CameraEyeOffsetZ, CameraAtOffsetX, CameraAtOffsetY, CameraAtOffsetZ,
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ForceMouselook, ScriptAccessPin, AllowedDrop, DieAtEdge, SalePrice, SaleType, ColorR, ColorG, ColorB, ColorA,
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ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber, MediaURL, DynAttrs
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ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber, MediaURL, DynAttrs,
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PhysicsShapeType, Density, GravityModifier, Friction, Restitution
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) VALUES (
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@UUID, @CreationDate, @Name, @Text, @Description, @SitName, @TouchName, @ObjectFlags, @OwnerMask, @NextOwnerMask, @GroupMask,
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@EveryoneMask, @BaseMask, @PositionX, @PositionY, @PositionZ, @GroupPositionX, @GroupPositionY, @GroupPositionZ, @VelocityX,
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@ -376,7 +378,8 @@ ELSE
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@PayPrice, @PayButton1, @PayButton2, @PayButton3, @PayButton4, @LoopedSound, @LoopedSoundGain, @TextureAnimation, @OmegaX,
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@OmegaY, @OmegaZ, @CameraEyeOffsetX, @CameraEyeOffsetY, @CameraEyeOffsetZ, @CameraAtOffsetX, @CameraAtOffsetY, @CameraAtOffsetZ,
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@ForceMouselook, @ScriptAccessPin, @AllowedDrop, @DieAtEdge, @SalePrice, @SaleType, @ColorR, @ColorG, @ColorB, @ColorA,
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@ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber, @MediaURL, @DynAttrs
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@ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber, @MediaURL, @DynAttrs,
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@PhysicsShapeType, @Density, @GravityModifier, @Friction, @Restitution
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)
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END";
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@ -1697,6 +1700,12 @@ VALUES
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else
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prim.DynAttrs = new DAMap();
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prim.PhysicsShapeType = Convert.ToByte(primRow["PhysicsShapeType"]);
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prim.Density = Convert.ToSingle(primRow["Density"]);
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prim.GravityModifier = Convert.ToSingle(primRow["GravityModifier"]);
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prim.Friction = Convert.ToSingle(primRow["Friction"]);
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prim.Restitution = Convert.ToSingle(primRow["Restitution"]);
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return prim;
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}
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@ -2096,6 +2105,12 @@ VALUES
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else
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parameters.Add(_Database.CreateParameter("DynAttrs", null));
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parameters.Add(_Database.CreateParameter("PhysicsShapeType", prim.PhysicsShapeType));
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parameters.Add(_Database.CreateParameter("Density", (double)prim.Density));
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parameters.Add(_Database.CreateParameter("GravityModifier", (double)prim.GravityModifier));
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parameters.Add(_Database.CreateParameter("Friction", (double)prim.Friction));
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parameters.Add(_Database.CreateParameter("Restitution", (double)prim.Restitution));
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return parameters.ToArray();
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}
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|
|
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@ -1156,3 +1156,15 @@ BEGIN TRANSACTION
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ALTER TABLE prims ADD COLUMN DynAttrs TEXT;
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COMMIT
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:VERSION 39 #---------------- Extra physics params
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BEGIN TRANSACTION
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ALTER TABLE prims ADD COLUMN `PhysicsShapeType` tinyint(4) NOT NULL default '0';
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ALTER TABLE prims ADD COLUMN `Density` double NOT NULL default '1000';
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ALTER TABLE prims ADD COLUMN `GravityModifier` double NOT NULL default '1';
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ALTER TABLE prims ADD COLUMN `Friction` double NOT NULL default '0.6';
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ALTER TABLE prims ADD COLUMN `Restitution` double NOT NULL default '0.5';
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COMMIT
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|
|
|
@ -173,9 +173,9 @@ namespace OpenSim.Data.MySQL
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"ParticleSystem, ClickAction, Material, " +
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"CollisionSound, CollisionSoundVolume, " +
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"PassTouches, " +
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"LinkNumber, MediaURL, " +
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"LinkNumber, MediaURL, DynAttrs, " +
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"PhysicsShapeType, Density, GravityModifier, " +
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"Friction, Restitution, DynAttrs " +
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"Friction, Restitution " +
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") values (" + "?UUID, " +
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"?CreationDate, ?Name, ?Text, " +
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"?Description, ?SitName, ?TouchName, " +
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|
@ -208,9 +208,9 @@ namespace OpenSim.Data.MySQL
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"?ColorB, ?ColorA, ?ParticleSystem, " +
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"?ClickAction, ?Material, ?CollisionSound, " +
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"?CollisionSoundVolume, ?PassTouches, " +
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"?LinkNumber, ?MediaURL, " +
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"?LinkNumber, ?MediaURL, ?DynAttrs, " +
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"?PhysicsShapeType, ?Density, ?GravityModifier, " +
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"?Friction, ?Restitution, ?DynAttrs)";
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"?Friction, ?Restitution)";
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FillPrimCommand(cmd, prim, obj.UUID, regionUUID);
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|
@ -1659,16 +1659,17 @@ namespace OpenSim.Data.MySQL
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cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum);
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cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
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cmd.Parameters.AddWithValue("PhysicsShapeType", prim.PhysicsShapeType);
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cmd.Parameters.AddWithValue("Density", (double)prim.Density);
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cmd.Parameters.AddWithValue("GravityModifier", (double)prim.GravityModifier);
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cmd.Parameters.AddWithValue("Friction", (double)prim.Friction);
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cmd.Parameters.AddWithValue("Restitution", (double)prim.Restitution);
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if (prim.DynAttrs.Count > 0)
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cmd.Parameters.AddWithValue("DynAttrs", prim.DynAttrs.ToXml());
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else
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cmd.Parameters.AddWithValue("DynAttrs", null);
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cmd.Parameters.AddWithValue("PhysicsShapeType", prim.PhysicsShapeType);
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cmd.Parameters.AddWithValue("Density", (double)prim.Density);
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cmd.Parameters.AddWithValue("GravityModifier", (double)prim.GravityModifier);
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cmd.Parameters.AddWithValue("Friction", (double)prim.Friction);
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cmd.Parameters.AddWithValue("Restitution", (double)prim.Restitution);
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}
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/// <summary>
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|
|
|
@ -911,7 +911,7 @@ ALTER TABLE prims ADD COLUMN DynAttrs TEXT;
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COMMIT;
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:VERSION 47 #---------------- Extra prim params
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:VERSION 47 #---------------- Extra physics params
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BEGIN;
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|
|
|
@ -580,3 +580,15 @@ COMMIT;
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BEGIN;
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ALTER TABLE prims ADD COLUMN DynAttrs TEXT;
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COMMIT;
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:VERSION 28
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|
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BEGIN;
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ALTER TABLE prims ADD COLUMN `PhysicsShapeType` tinyint(4) NOT NULL default '0';
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ALTER TABLE prims ADD COLUMN `Density` double NOT NULL default '1000';
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ALTER TABLE prims ADD COLUMN `GravityModifier` double NOT NULL default '1';
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ALTER TABLE prims ADD COLUMN `Friction` double NOT NULL default '0.6';
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||||
ALTER TABLE prims ADD COLUMN `Restitution` double NOT NULL default '0.5';
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COMMIT;
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|
|
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@ -1235,6 +1235,12 @@ namespace OpenSim.Data.SQLite
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createCol(prims, "DynAttrs", typeof(String));
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createCol(prims, "PhysicsShapeType", typeof(Byte));
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createCol(prims, "Density", typeof(Double));
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createCol(prims, "GravityModifier", typeof(Double));
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createCol(prims, "Friction", typeof(Double));
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createCol(prims, "Restitution", typeof(Double));
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// Add in contraints
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prims.PrimaryKey = new DataColumn[] { prims.Columns["UUID"] };
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@ -1724,6 +1730,12 @@ namespace OpenSim.Data.SQLite
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prim.DynAttrs = new DAMap();
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}
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prim.PhysicsShapeType = Convert.ToByte(row["PhysicsShapeType"]);
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prim.Density = Convert.ToSingle(row["Density"]);
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prim.GravityModifier = Convert.ToSingle(row["GravityModifier"]);
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prim.Friction = Convert.ToSingle(row["Friction"]);
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prim.Restitution = Convert.ToSingle(row["Restitution"]);
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return prim;
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}
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|
@ -2150,6 +2162,12 @@ namespace OpenSim.Data.SQLite
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row["DynAttrs"] = prim.DynAttrs.ToXml();
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else
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row["DynAttrs"] = null;
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row["PhysicsShapeType"] = prim.PhysicsShapeType;
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row["Density"] = (double)prim.Density;
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row["GravityModifier"] = (double)prim.GravityModifier;
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row["Friction"] = (double)prim.Friction;
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row["Restitution"] = (double)prim.Restitution;
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}
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/// <summary>
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|
|
|
@ -622,6 +622,8 @@ namespace OpenSim.Framework
|
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}
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}
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// This is only used at runtime. For sculpties this holds the texture data, and for meshes
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// the mesh data.
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public byte[] SculptData
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{
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get
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@ -1147,14 +1149,13 @@ namespace OpenSim.Framework
|
|||
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public void ReadSculptData(byte[] data, int pos)
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{
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byte[] SculptTextureUUID = new byte[16];
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UUID SculptUUID = UUID.Zero;
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byte SculptTypel = data[16+pos];
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UUID SculptUUID;
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byte SculptTypel;
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if (data.Length+pos >= 17)
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if (data.Length-pos >= 17)
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{
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_sculptEntry = true;
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SculptTextureUUID = new byte[16];
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byte[] SculptTextureUUID = new byte[16];
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SculptTypel = data[16 + pos];
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Array.Copy(data, pos, SculptTextureUUID,0, 16);
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SculptUUID = new UUID(SculptTextureUUID, 0);
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|
|
|
@ -0,0 +1,171 @@
|
|||
/*
|
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* 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)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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);
|
||||
|
|
|
@ -183,6 +183,7 @@ public struct ConfigurationParameters
|
|||
public float shouldEnableFrictionCaching;
|
||||
public float numberOfSolverIterations;
|
||||
public float useSingleSidedMeshes;
|
||||
public float globalContactBreakingThreshold;
|
||||
|
||||
public float physicsLoggingFrames;
|
||||
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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))
|
||||
{
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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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Reference in New Issue