Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster
commit
182f5efbe9
|
@ -170,7 +170,7 @@ 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) values (" + "?UUID, " +
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"LinkNumber, MediaURL, KeyframeMotion) values (" + "?UUID, " +
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"?CreationDate, ?Name, ?Text, " +
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"?Description, ?SitName, ?TouchName, " +
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"?ObjectFlags, ?OwnerMask, ?NextOwnerMask, " +
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@ -201,7 +201,7 @@ namespace OpenSim.Data.MySQL
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"?SaleType, ?ColorR, ?ColorG, " +
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"?ColorB, ?ColorA, ?ParticleSystem, " +
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"?ClickAction, ?Material, ?CollisionSound, " +
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"?CollisionSoundVolume, ?PassTouches, ?LinkNumber, ?MediaURL)";
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"?CollisionSoundVolume, ?PassTouches, ?LinkNumber, ?MediaURL, ?KeyframeMotion)";
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FillPrimCommand(cmd, prim, obj.UUID, regionUUID);
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@ -446,7 +446,11 @@ namespace OpenSim.Data.MySQL
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foreach (SceneObjectPart prim in prims.Values)
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{
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if (prim.ParentUUID == UUID.Zero)
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{
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objects[prim.UUID] = new SceneObjectGroup(prim);
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if (prim.KeyframeMotion != null)
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prim.KeyframeMotion.UpdateSceneObject(objects[prim.UUID]);
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}
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}
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// Add all of the children objects to the SOGs
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@ -1227,6 +1231,18 @@ namespace OpenSim.Data.MySQL
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if (!(row["MediaURL"] is System.DBNull))
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prim.MediaUrl = (string)row["MediaURL"];
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if (!(row["KeyframeMotion"] is DBNull))
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{
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Byte[] data = (byte[])row["KeyframeMotion"];
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if (data.Length > 0)
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prim.KeyframeMotion = KeyframeMotion.FromData(null, data);
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else
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prim.KeyframeMotion = null;
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}
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else
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{
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prim.KeyframeMotion = null;
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}
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return prim;
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}
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@ -1579,6 +1595,11 @@ 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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if (prim.KeyframeMotion != null)
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cmd.Parameters.AddWithValue("KeyframeMotion", prim.KeyframeMotion.Serialize());
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else
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cmd.Parameters.AddWithValue("KeyframeMotion", new Byte[0]);
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}
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/// <summary>
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|
|
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@ -4845,7 +4845,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (part != null && part != part.ParentGroup.RootPart)
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{
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position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
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rotation = presence.Rotation * part.RotationOffset;
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rotation = part.RotationOffset * presence.Rotation;
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}
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}
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@ -4974,7 +4974,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (part != null && part != part.ParentGroup.RootPart)
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{
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offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
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rotation = data.Rotation * part.RotationOffset;
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rotation = part.RotationOffset * data.Rotation;
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parentID = part.ParentGroup.RootPart.LocalId;
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}
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}
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@ -551,12 +551,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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/// <param name="client"></param>
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private void Client_OnRequestWearables(IClientAPI client)
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{
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// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp != null)
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client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
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else
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m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
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Util.FireAndForget(delegate(object x)
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{
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Thread.Sleep(4000);
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// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp != null)
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client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
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else
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m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
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});
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}
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/// <summary>
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|
|
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@ -1746,6 +1746,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (grp.RootPart.PhysActor != null)
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{
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grp.RootPart.PhysActor.CrossingFailure();
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if (grp.RootPart.KeyframeMotion != null)
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{
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grp.RootPart.Velocity = Vector3.Zero;
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grp.RootPart.KeyframeMotion.CrossingFailure();
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grp.SendGroupRootTerseUpdate();
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}
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}
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}
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|
|
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@ -355,6 +355,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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foreach (SceneObjectGroup objectGroup in objlist)
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{
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if (objectGroup.RootPart.KeyframeMotion != null)
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objectGroup.RootPart.KeyframeMotion.Stop();
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objectGroup.RootPart.SetForce(Vector3.Zero);
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objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
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objectGroup.RootPart.KeyframeMotion = null;
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Vector3 inventoryStoredPosition = new Vector3
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(((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
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? 250
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@ -0,0 +1,422 @@
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// Proprietary code of Avination Virtual Limited
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// (c) 2012 Melanie Thielker
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//
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using System;
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using System.Timers;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Diagnostics;
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using System.Reflection;
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using System.Threading;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using System.Runtime.Serialization.Formatters.Binary;
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using System.Runtime.Serialization;
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using Timer = System.Timers.Timer;
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using log4net;
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namespace OpenSim.Region.Framework.Scenes
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{
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[Serializable]
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public class KeyframeMotion
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public enum PlayMode : int
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{
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Forward = 0,
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Reverse = 1,
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Loop = 2,
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PingPong = 3
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};
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[Flags]
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public enum DataFormat : int
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{
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Translation = 1,
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Rotation = 2
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}
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[Serializable]
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public struct Keyframe
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{
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public Vector3? Position;
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public Quaternion? Rotation;
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public Quaternion StartRotation;
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public int TimeMS;
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public int TimeTotal;
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public Vector3 AngularVelocity;
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};
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private Vector3 m_basePosition;
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private Quaternion m_baseRotation;
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private Vector3 m_serializedPosition;
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private Keyframe m_currentFrame;
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private List<Keyframe> m_frames = new List<Keyframe>();
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private Keyframe[] m_keyframes;
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[NonSerialized()]
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protected Timer m_timer = new Timer();
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[NonSerialized()]
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private SceneObjectGroup m_group;
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private PlayMode m_mode = PlayMode.Forward;
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private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
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private bool m_running = false;
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[NonSerialized()]
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private bool m_selected = false;
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private int m_iterations = 0;
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private const double timerInterval = 50.0;
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public DataFormat Data
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{
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get { return m_data; }
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}
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public bool Selected
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{
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set
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{
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if (value)
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{
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// Once we're let go, recompute positions
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if (m_selected)
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UpdateSceneObject(m_group);
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}
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else
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{
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// Save selection position in case we get moved
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if (!m_selected)
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m_serializedPosition = m_group.AbsolutePosition;
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}
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m_selected = value; }
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}
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public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
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{
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MemoryStream ms = new MemoryStream(data);
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BinaryFormatter fmt = new BinaryFormatter();
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KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
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// This will be started when position is updated
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newMotion.m_timer = new Timer();
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newMotion.m_timer.Interval = (int)timerInterval;
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newMotion.m_timer.AutoReset = true;
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newMotion.m_timer.Elapsed += newMotion.OnTimer;
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return newMotion;
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}
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public void UpdateSceneObject(SceneObjectGroup grp)
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{
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m_group = grp;
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Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
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m_basePosition += offset;
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m_currentFrame.Position += offset;
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for (int i = 0 ; i < m_frames.Count ; i++)
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{
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Keyframe k = m_frames[i];
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k.Position += offset;
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m_frames[i] = k;
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}
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if (m_running)
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Start();
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}
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public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
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{
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m_mode = mode;
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m_data = data;
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m_group = grp;
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m_basePosition = grp.AbsolutePosition;
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m_baseRotation = grp.GroupRotation;
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m_timer.Interval = (int)timerInterval;
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m_timer.AutoReset = true;
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m_timer.Elapsed += OnTimer;
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}
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public void SetKeyframes(Keyframe[] frames)
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{
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m_keyframes = frames;
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}
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public void Start()
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{
|
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if (m_keyframes.Length > 0)
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m_timer.Start();
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m_running = true;
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}
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|
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public void Stop()
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{
|
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// Failed object creation
|
||||
if (m_timer == null)
|
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return;
|
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m_timer.Stop();
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|
||||
m_basePosition = m_group.AbsolutePosition;
|
||||
m_baseRotation = m_group.GroupRotation;
|
||||
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
|
||||
m_frames.Clear();
|
||||
m_running = false;
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
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m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
|
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m_group.SendGroupRootTerseUpdate();
|
||||
|
||||
m_timer.Stop();
|
||||
m_running = false;
|
||||
}
|
||||
|
||||
private void GetNextList()
|
||||
{
|
||||
m_frames.Clear();
|
||||
Vector3 pos = m_basePosition;
|
||||
Quaternion rot = m_baseRotation;
|
||||
|
||||
if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
|
||||
{
|
||||
int direction = 1;
|
||||
if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
|
||||
direction = -1;
|
||||
|
||||
int start = 0;
|
||||
int end = m_keyframes.Length;
|
||||
// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
|
||||
// end = m_keyframes.Length - 1;
|
||||
|
||||
if (direction < 0)
|
||||
{
|
||||
start = m_keyframes.Length - 1;
|
||||
end = -1;
|
||||
// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
|
||||
// end = 0;
|
||||
}
|
||||
|
||||
for (int i = start; i != end ; i += direction)
|
||||
{
|
||||
Keyframe k = m_keyframes[i];
|
||||
|
||||
if (k.Position.HasValue)
|
||||
k.Position = (k.Position * direction) + pos;
|
||||
else
|
||||
k.Position = pos;
|
||||
|
||||
k.StartRotation = rot;
|
||||
if (k.Rotation.HasValue)
|
||||
{
|
||||
if (direction == -1)
|
||||
k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
|
||||
k.Rotation = rot * k.Rotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
k.Rotation = rot;
|
||||
}
|
||||
|
||||
float angle = 0;
|
||||
|
||||
float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
|
||||
float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
|
||||
float aa_bb = aa * bb;
|
||||
|
||||
if (aa_bb == 0)
|
||||
{
|
||||
angle = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
|
||||
k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
|
||||
k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
|
||||
k.StartRotation.W * ((Quaternion)k.Rotation).W;
|
||||
float q = (ab * ab) / aa_bb;
|
||||
|
||||
if (q > 1.0f)
|
||||
{
|
||||
angle = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
angle = (float)Math.Acos(2 * q - 1);
|
||||
}
|
||||
}
|
||||
|
||||
k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
|
||||
k.TimeTotal = k.TimeMS;
|
||||
|
||||
m_frames.Add(k);
|
||||
|
||||
pos = (Vector3)k.Position;
|
||||
rot = (Quaternion)k.Rotation;
|
||||
}
|
||||
|
||||
m_basePosition = pos;
|
||||
m_baseRotation = rot;
|
||||
|
||||
m_iterations++;
|
||||
}
|
||||
}
|
||||
|
||||
protected void OnTimer(object sender, ElapsedEventArgs e)
|
||||
{
|
||||
if (m_frames.Count == 0)
|
||||
{
|
||||
GetNextList();
|
||||
|
||||
if (m_frames.Count == 0)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
m_currentFrame = m_frames[0];
|
||||
}
|
||||
|
||||
if (m_selected)
|
||||
{
|
||||
if (m_group.RootPart.Velocity != Vector3.Zero)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Do the frame processing
|
||||
double steps = (double)m_currentFrame.TimeMS / timerInterval;
|
||||
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
|
||||
|
||||
if (steps <= 1.0)
|
||||
{
|
||||
m_currentFrame.TimeMS = 0;
|
||||
|
||||
m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
|
||||
m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
|
||||
Vector3 motionThisFrame = v / (float)steps;
|
||||
v = v * 1000 / m_currentFrame.TimeMS;
|
||||
|
||||
bool update = false;
|
||||
|
||||
if (Vector3.Mag(motionThisFrame) >= 0.05f)
|
||||
{
|
||||
m_group.AbsolutePosition += motionThisFrame;
|
||||
m_group.RootPart.Velocity = v;
|
||||
update = true;
|
||||
}
|
||||
|
||||
if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
|
||||
{
|
||||
Quaternion current = m_group.GroupRotation;
|
||||
|
||||
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
|
||||
|
||||
float angle = 0;
|
||||
|
||||
float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
|
||||
float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
|
||||
float aa_bb = aa * bb;
|
||||
|
||||
if (aa_bb == 0)
|
||||
{
|
||||
angle = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
float ab = current.X * step.X +
|
||||
current.Y * step.Y +
|
||||
current.Z * step.Z +
|
||||
current.W * step.W;
|
||||
float q = (ab * ab) / aa_bb;
|
||||
|
||||
if (q > 1.0f)
|
||||
{
|
||||
angle = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
angle = (float)Math.Acos(2 * q - 1);
|
||||
}
|
||||
}
|
||||
|
||||
if (angle > 0.01f)
|
||||
{
|
||||
m_group.UpdateGroupRotationR(step);
|
||||
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
|
||||
update = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (update)
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
}
|
||||
|
||||
m_currentFrame.TimeMS -= (int)timerInterval;
|
||||
|
||||
if (m_currentFrame.TimeMS <= 0)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
|
||||
m_frames.RemoveAt(0);
|
||||
if (m_frames.Count > 0)
|
||||
m_currentFrame = m_frames[0];
|
||||
}
|
||||
}
|
||||
|
||||
public Byte[] Serialize()
|
||||
{
|
||||
MemoryStream ms = new MemoryStream();
|
||||
m_timer.Stop();
|
||||
|
||||
BinaryFormatter fmt = new BinaryFormatter();
|
||||
SceneObjectGroup tmp = m_group;
|
||||
m_group = null;
|
||||
m_serializedPosition = tmp.AbsolutePosition;
|
||||
fmt.Serialize(ms, this);
|
||||
m_group = tmp;
|
||||
return ms.ToArray();
|
||||
}
|
||||
|
||||
public void CrossingFailure()
|
||||
{
|
||||
// The serialization has stopped the timer, so let's wait a moment
|
||||
// then retry the crossing. We'll get back here if it fails.
|
||||
Util.FireAndForget(delegate (object x)
|
||||
{
|
||||
Thread.Sleep(60000);
|
||||
if (m_running)
|
||||
m_timer.Start();
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
|
@ -138,12 +138,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
SceneObjectGroup sog = part.ParentGroup;
|
||||
sog.SendPropertiesToClient(remoteClient);
|
||||
sog.IsSelected = true;
|
||||
|
||||
// A prim is only tainted if it's allowed to be edited by the person clicking it.
|
||||
if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
|
||||
|| Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
|
||||
{
|
||||
sog.IsSelected = true;
|
||||
EventManager.TriggerParcelPrimCountTainted();
|
||||
}
|
||||
}
|
||||
|
@ -215,7 +215,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// handled by group, but by prim. Legacy cruft.
|
||||
// TODO: Make selection flagging per prim!
|
||||
//
|
||||
part.ParentGroup.IsSelected = false;
|
||||
if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
|
||||
|| Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
|
||||
part.ParentGroup.IsSelected = false;
|
||||
|
||||
if (part.ParentGroup.IsAttachment)
|
||||
isAttachment = true;
|
||||
|
|
|
@ -2411,6 +2411,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (newPosition != Vector3.Zero)
|
||||
newObject.RootPart.GroupPosition = newPosition;
|
||||
if (newObject.RootPart.KeyframeMotion != null)
|
||||
newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
|
||||
|
||||
if (!AddSceneObject(newObject))
|
||||
{
|
||||
|
|
|
@ -1731,6 +1731,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="childPrims"></param>
|
||||
protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
|
||||
{
|
||||
if (root.KeyframeMotion != null)
|
||||
{
|
||||
root.KeyframeMotion.Stop();
|
||||
root.KeyframeMotion = null;
|
||||
}
|
||||
|
||||
SceneObjectGroup parentGroup = root.ParentGroup;
|
||||
if (parentGroup == null) return;
|
||||
|
||||
|
@ -1823,6 +1829,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (part != null)
|
||||
{
|
||||
if (part.KeyframeMotion != null)
|
||||
{
|
||||
part.KeyframeMotion.Stop();
|
||||
part.KeyframeMotion = null;
|
||||
}
|
||||
if (part.ParentGroup.PrimCount != 1) // Skip single
|
||||
{
|
||||
if (part.LinkNum < 2) // Root
|
||||
|
|
|
@ -582,7 +582,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
foreach (ScenePresence av in m_linkedAvatars)
|
||||
{
|
||||
SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
|
||||
if (m_parts.TryGetValue(p.UUID, out p))
|
||||
if (p != null && m_parts.TryGetValue(p.UUID, out p))
|
||||
{
|
||||
Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
|
||||
av.AbsolutePosition += offset;
|
||||
|
@ -720,6 +720,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
child.PhysActor.Selected = value;
|
||||
}
|
||||
}
|
||||
if (RootPart.KeyframeMotion != null)
|
||||
RootPart.KeyframeMotion.Selected = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -889,6 +891,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
ApplyPhysics();
|
||||
|
||||
if (RootPart.PhysActor != null)
|
||||
RootPart.Force = RootPart.Force;
|
||||
if (RootPart.PhysActor != null)
|
||||
RootPart.Torque = RootPart.Torque;
|
||||
if (RootPart.PhysActor != null)
|
||||
RootPart.Buoyancy = RootPart.Buoyancy;
|
||||
|
||||
|
@ -1829,6 +1835,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
backup_group.ForEachPart(delegate(SceneObjectPart part)
|
||||
{
|
||||
if (part.KeyframeMotion != null)
|
||||
{
|
||||
part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
|
||||
part.KeyframeMotion.UpdateSceneObject(this);
|
||||
}
|
||||
part.Inventory.ProcessInventoryBackup(datastore);
|
||||
});
|
||||
|
||||
|
@ -1978,10 +1989,18 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
|
||||
{
|
||||
SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
|
||||
if (userExposed)
|
||||
RootPart.Velocity = Vector3.Zero; // In case source is moving
|
||||
}
|
||||
|
||||
public void ScriptSetPhysicsStatus(bool usePhysics)
|
||||
{
|
||||
if (usePhysics)
|
||||
{
|
||||
if (RootPart.KeyframeMotion != null)
|
||||
RootPart.KeyframeMotion.Stop();
|
||||
RootPart.KeyframeMotion = null;
|
||||
}
|
||||
UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
|
||||
}
|
||||
|
||||
|
@ -2045,30 +2064,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void setAngularImpulse(Vector3 impulse)
|
||||
{
|
||||
if (RootPart.PhysActor != null)
|
||||
{
|
||||
if (!IsAttachment)
|
||||
{
|
||||
RootPart.PhysActor.Torque = impulse;
|
||||
m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 GetTorque()
|
||||
{
|
||||
if (RootPart.PhysActor != null)
|
||||
{
|
||||
if (!IsAttachment)
|
||||
{
|
||||
Vector3 torque = RootPart.PhysActor.Torque;
|
||||
return torque;
|
||||
}
|
||||
}
|
||||
|
||||
return Vector3.Zero;
|
||||
return RootPart.Torque;
|
||||
}
|
||||
|
||||
// This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
|
||||
|
|
|
@ -294,6 +294,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
protected Vector3 m_lastAngularVelocity;
|
||||
protected int m_lastTerseSent;
|
||||
protected float m_buoyancy = 0.0f;
|
||||
protected Vector3 m_force;
|
||||
protected Vector3 m_torque;
|
||||
|
||||
/// <summary>
|
||||
/// Stores media texture data
|
||||
|
@ -313,6 +315,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private SOPVehicle m_vehicle = null;
|
||||
|
||||
private KeyframeMotion m_keyframeMotion = null;
|
||||
|
||||
public KeyframeMotion KeyframeMotion
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
|
||||
#endregion Fields
|
||||
|
||||
// ~SceneObjectPart()
|
||||
|
@ -906,7 +916,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
get
|
||||
{
|
||||
PhysicsActor actor = PhysActor;
|
||||
if ((actor != null) && actor.IsPhysical)
|
||||
if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
|
||||
{
|
||||
m_angularVelocity = actor.RotationalVelocity;
|
||||
}
|
||||
|
@ -1302,14 +1312,69 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public float Buoyancy
|
||||
{
|
||||
get { return m_buoyancy; }
|
||||
get
|
||||
{
|
||||
if (ParentGroup.RootPart == this)
|
||||
return m_buoyancy;
|
||||
|
||||
return ParentGroup.RootPart.Buoyancy;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
|
||||
{
|
||||
ParentGroup.RootPart.Buoyancy = value;
|
||||
return;
|
||||
}
|
||||
m_buoyancy = value;
|
||||
if (PhysActor != null)
|
||||
{
|
||||
PhysActor.Buoyancy = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 Force
|
||||
{
|
||||
get
|
||||
{
|
||||
if (ParentGroup.RootPart == this)
|
||||
return m_force;
|
||||
|
||||
return ParentGroup.RootPart.Force;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
|
||||
{
|
||||
ParentGroup.RootPart.Force = value;
|
||||
return;
|
||||
}
|
||||
m_force = value;
|
||||
if (PhysActor != null)
|
||||
PhysActor.Force = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 Torque
|
||||
{
|
||||
get
|
||||
{
|
||||
if (ParentGroup.RootPart == this)
|
||||
return m_torque;
|
||||
|
||||
return ParentGroup.RootPart.Torque;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
|
||||
{
|
||||
ParentGroup.RootPart.Torque = value;
|
||||
return;
|
||||
}
|
||||
m_torque = value;
|
||||
if (PhysActor != null)
|
||||
PhysActor.Torque = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1488,20 +1553,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <param name="impulsei">Vector force</param>
|
||||
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
|
||||
public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF)
|
||||
|
||||
// this is actualy Set Torque.. keeping naming so not to edit lslapi also
|
||||
public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
|
||||
{
|
||||
Vector3 impulse = impulsei;
|
||||
Vector3 torque = torquei;
|
||||
|
||||
if (localGlobalTF)
|
||||
{
|
||||
/*
|
||||
Quaternion grot = GetWorldRotation();
|
||||
Quaternion AXgrot = grot;
|
||||
Vector3 AXimpulsei = impulsei;
|
||||
Vector3 newimpulse = AXimpulsei * AXgrot;
|
||||
impulse = newimpulse;
|
||||
*/
|
||||
torque *= GetWorldRotation();
|
||||
}
|
||||
|
||||
ParentGroup.setAngularImpulse(impulse);
|
||||
Torque = torque;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1571,14 +1640,22 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
DoPhysicsPropertyUpdate(RigidBody, true);
|
||||
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
|
||||
|
||||
if (!building)
|
||||
PhysActor.Building = false;
|
||||
|
||||
Velocity = velocity;
|
||||
AngularVelocity = rotationalVelocity;
|
||||
PhysActor.Velocity = velocity;
|
||||
PhysActor.RotationalVelocity = rotationalVelocity;
|
||||
|
||||
if (!building)
|
||||
PhysActor.Building = false;
|
||||
// if not vehicle and root part apply force and torque
|
||||
if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
|
||||
&& LocalId == ParentGroup.RootPart.LocalId)
|
||||
{
|
||||
PhysActor.Force = Force;
|
||||
PhysActor.Torque = Torque;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1816,7 +1893,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
Velocity = new Vector3(0, 0, 0);
|
||||
Acceleration = new Vector3(0, 0, 0);
|
||||
AngularVelocity = new Vector3(0, 0, 0);
|
||||
if (ParentGroup.RootPart == this)
|
||||
AngularVelocity = new Vector3(0, 0, 0);
|
||||
|
||||
PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
|
||||
PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
|
||||
|
@ -1840,7 +1918,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// velocity-vector.
|
||||
Velocity = new Vector3(0, 0, 0);
|
||||
Acceleration = new Vector3(0, 0, 0);
|
||||
AngularVelocity = new Vector3(0, 0, 0);
|
||||
if (ParentGroup.RootPart == this)
|
||||
AngularVelocity = new Vector3(0, 0, 0);
|
||||
//RotationalVelocity = new Vector3(0, 0, 0);
|
||||
}
|
||||
|
||||
|
@ -1855,6 +1934,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (UsePhysics)
|
||||
{
|
||||
if (ParentGroup.RootPart.KeyframeMotion != null)
|
||||
ParentGroup.RootPart.KeyframeMotion.Stop();
|
||||
ParentGroup.RootPart.KeyframeMotion = null;
|
||||
ParentGroup.Scene.AddPhysicalPrim(1);
|
||||
|
||||
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
|
||||
|
@ -2002,10 +2084,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public Vector3 GetForce()
|
||||
{
|
||||
if (PhysActor != null)
|
||||
return PhysActor.Force;
|
||||
else
|
||||
return Vector3.Zero;
|
||||
return Force;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -3150,10 +3229,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void SetBuoyancy(float fvalue)
|
||||
{
|
||||
Buoyancy = fvalue;
|
||||
/*
|
||||
if (PhysActor != null)
|
||||
{
|
||||
PhysActor.Buoyancy = fvalue;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
public void SetDieAtEdge(bool p)
|
||||
|
@ -3181,10 +3263,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void SetForce(Vector3 force)
|
||||
{
|
||||
Force = force;
|
||||
/*
|
||||
if (PhysActor != null)
|
||||
{
|
||||
PhysActor.Force = force;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
public SOPVehicle sopVehicle
|
||||
|
|
|
@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
sr.Close();
|
||||
}
|
||||
|
||||
XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
|
||||
if (keymotion.Count > 0)
|
||||
sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
|
||||
else
|
||||
sceneObject.RootPart.KeyframeMotion = null;
|
||||
|
||||
// Script state may, or may not, exist. Not having any, is NOT
|
||||
// ever a problem.
|
||||
sceneObject.LoadScriptState(doc);
|
||||
|
@ -349,6 +355,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
|
||||
|
||||
m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
|
||||
m_SOPXmlProcessors.Add("Force", ProcessForce);
|
||||
m_SOPXmlProcessors.Add("Torque", ProcessTorque);
|
||||
m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
|
||||
|
||||
//Ubit comented until proper testing
|
||||
|
@ -595,7 +603,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
obj.sopVehicle = _vehicle;
|
||||
}
|
||||
|
||||
|
||||
private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
List<string> errorNodeNames;
|
||||
|
@ -762,7 +769,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
|
||||
private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
|
||||
obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
|
||||
}
|
||||
|
||||
private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
obj.Force = Util.ReadVector(reader, "Force");
|
||||
}
|
||||
private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
obj.Torque = Util.ReadVector(reader, "Torque");
|
||||
}
|
||||
|
||||
private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
|
||||
|
@ -1157,6 +1173,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
});
|
||||
|
||||
writer.WriteEndElement();
|
||||
|
||||
if (sog.RootPart.KeyframeMotion != null)
|
||||
{
|
||||
Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
|
||||
|
||||
writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
|
||||
writer.WriteBase64(data, 0, data.Length);
|
||||
writer.WriteEndElement();
|
||||
}
|
||||
|
||||
writer.WriteEndElement();
|
||||
}
|
||||
|
||||
|
@ -1256,6 +1282,10 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
|
||||
|
||||
writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
|
||||
|
||||
WriteVector(writer, "Force", sop.Force);
|
||||
WriteVector(writer, "Torque", sop.Torque);
|
||||
|
||||
writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
|
||||
|
||||
//Ubit comented until proper testing
|
||||
|
|
|
@ -99,8 +99,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
// Delete existing sp attachments
|
||||
scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false);
|
||||
|
||||
AvatarAppearance app = new AvatarAppearance(appearance, true);
|
||||
sp.Appearance = app;
|
||||
|
||||
// Set new sp appearance. Also sends to clients.
|
||||
scene.RequestModuleInterface<IAvatarFactoryModule>().SetAppearance(sp, new AvatarAppearance(appearance, true));
|
||||
scene.RequestModuleInterface<IAvatarFactoryModule>().SetAppearance(sp, app);
|
||||
|
||||
// Rez needed sp attachments
|
||||
scene.AttachmentsModule.RezAttachments(sp);
|
||||
|
|
|
@ -704,6 +704,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (m_isphysical)
|
||||
m_targetSpace = _parent_scene.space;
|
||||
|
||||
_triMeshData = IntPtr.Zero;
|
||||
|
||||
m_primName = primName;
|
||||
m_taintserial = null;
|
||||
m_taintadd = true;
|
||||
|
@ -773,6 +775,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_targetSpace = _parent_scene.space;
|
||||
}
|
||||
|
||||
_triMeshData = IntPtr.Zero;
|
||||
|
||||
m_taintserial = null;
|
||||
m_primName = primName;
|
||||
m_taintadd = true;
|
||||
|
@ -1762,7 +1766,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
|
||||
|
||||
public void setMesh(OdeScene parent_scene, IMesh mesh)
|
||||
public bool setMesh(OdeScene parent_scene, IMesh mesh)
|
||||
{
|
||||
// This sleeper is there to moderate how long it takes between
|
||||
// setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
|
||||
|
@ -1785,24 +1789,48 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
disableBody();
|
||||
}
|
||||
}
|
||||
|
||||
// do it on caller instead
|
||||
/*
|
||||
if (_triMeshData != IntPtr.Zero)
|
||||
{
|
||||
d.GeomTriMeshDataDestroy(_triMeshData);
|
||||
_triMeshData = IntPtr.Zero;
|
||||
}
|
||||
*/
|
||||
IntPtr vertices, indices;
|
||||
int vertexCount, indexCount;
|
||||
int vertexStride, triStride;
|
||||
mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
|
||||
mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
|
||||
|
||||
// warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
|
||||
mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
|
||||
|
||||
if (vertexCount == 0 || indexCount == 0)
|
||||
{
|
||||
m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. It can be a sculp with alpha channel in map. Replacing it by a small box.", Name, _position.X, _position.Y, _position.Z);
|
||||
_size.X = 0.05f;
|
||||
_size.Y = 0.05f;
|
||||
_size.Z = 0.05f;
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
if (m_MeshToTriMeshMap.ContainsKey(mesh))
|
||||
{
|
||||
_triMeshData = m_MeshToTriMeshMap[mesh];
|
||||
}
|
||||
else
|
||||
*/
|
||||
|
||||
|
||||
{
|
||||
_triMeshData = d.GeomTriMeshDataCreate();
|
||||
|
||||
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
|
||||
d.GeomTriMeshDataPreprocess(_triMeshData);
|
||||
m_MeshToTriMeshMap[mesh] = _triMeshData;
|
||||
// m_MeshToTriMeshMap[mesh] = _triMeshData;
|
||||
}
|
||||
|
||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
|
@ -1810,13 +1838,23 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
// if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
|
||||
// {
|
||||
SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
|
||||
// SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
|
||||
SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null));
|
||||
// }
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error("[PHYSICS]: MESH LOCKED");
|
||||
return;
|
||||
m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
|
||||
|
||||
if (_triMeshData != IntPtr.Zero)
|
||||
{
|
||||
d.GeomTriMeshDataDestroy(_triMeshData);
|
||||
_triMeshData = IntPtr.Zero;
|
||||
}
|
||||
_size.X = 0.05f;
|
||||
_size.Y = 0.05f;
|
||||
_size.Z = 0.05f;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1828,6 +1866,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
// enableBody();
|
||||
// }
|
||||
return true;
|
||||
}
|
||||
|
||||
public void ProcessTaints(float timestep) //=============================================================================
|
||||
|
@ -1837,6 +1876,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
changeadd(timestep);
|
||||
}
|
||||
|
||||
if (m_taintremove)
|
||||
return;
|
||||
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
if (!_position.ApproxEquals(m_taintposition, 0f))
|
||||
|
@ -2286,75 +2328,62 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
|
||||
{
|
||||
bool gottrimesh = false;
|
||||
|
||||
if (_triMeshData != IntPtr.Zero)
|
||||
{
|
||||
d.GeomTriMeshDataDestroy(_triMeshData);
|
||||
_triMeshData = IntPtr.Zero;
|
||||
}
|
||||
|
||||
if (_mesh != null) // Special - make mesh
|
||||
{
|
||||
setMesh(_parent_scene, _mesh);
|
||||
gottrimesh = setMesh(_parent_scene, _mesh);
|
||||
}
|
||||
else // not a mesh
|
||||
|
||||
if (!gottrimesh) // not a mesh
|
||||
{
|
||||
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
|
||||
IntPtr geo = IntPtr.Zero;
|
||||
|
||||
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
|
||||
&& _size.X == _size.Y && _size.X == _size.Z)
|
||||
{
|
||||
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
|
||||
// its a sphere
|
||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
try
|
||||
{
|
||||
if (((_size.X / 2f) > 0f)) // Has size
|
||||
{
|
||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
try
|
||||
{
|
||||
SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
||||
ode.dunlock(_parent_scene.world);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
try
|
||||
{
|
||||
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
||||
ode.dunlock(_parent_scene.world);
|
||||
return;
|
||||
}
|
||||
}
|
||||
geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
|
||||
}
|
||||
else // not equi-size
|
||||
catch (Exception e)
|
||||
{
|
||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
try
|
||||
{
|
||||
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
||||
ode.dunlock(_parent_scene.world);
|
||||
return;
|
||||
}
|
||||
m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
|
||||
geo = IntPtr.Zero;
|
||||
ode.dunlock(_parent_scene.world);
|
||||
}
|
||||
}
|
||||
|
||||
else // not special profile
|
||||
else // make it a box
|
||||
{
|
||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
try
|
||||
{
|
||||
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
||||
geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
||||
m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
|
||||
geo = IntPtr.Zero;
|
||||
ode.dunlock(_parent_scene.world);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (geo == IntPtr.Zero)
|
||||
{
|
||||
m_taintremove = true;
|
||||
_parent_scene.AddPhysicsActorTaint(this);
|
||||
return;
|
||||
}
|
||||
|
||||
SetGeom(geo);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2372,18 +2401,17 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
if (_parent_scene.needsMeshing(_pbs))
|
||||
{
|
||||
// Don't need to re-enable body.. it's done in SetMesh
|
||||
try
|
||||
{
|
||||
_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
|
||||
_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true);
|
||||
}
|
||||
catch
|
||||
{
|
||||
//Don't continuously try to mesh prims when meshing has failed
|
||||
m_meshfailed = true;
|
||||
_mesh = null;
|
||||
m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
|
||||
}
|
||||
// createmesh returns null when it's a shape that isn't a cube.
|
||||
// m_log.Debug(m_localID);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2630,17 +2658,17 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
try
|
||||
{
|
||||
if (_parent_scene.needsMeshing(_pbs))
|
||||
mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
||||
mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
|
||||
}
|
||||
catch
|
||||
{
|
||||
m_meshfailed = true;
|
||||
mesh = null;
|
||||
m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
|
||||
}
|
||||
|
||||
//IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
||||
CreateGeom(m_targetSpace, mesh);
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2732,18 +2760,23 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
// Don't need to re-enable body.. it's done in SetMesh
|
||||
float meshlod = _parent_scene.meshSculptLOD;
|
||||
IMesh mesh;
|
||||
|
||||
if (IsPhysical)
|
||||
meshlod = _parent_scene.MeshSculptphysicalLOD;
|
||||
try
|
||||
{
|
||||
IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
||||
CreateGeom(m_targetSpace, mesh);
|
||||
mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
|
||||
}
|
||||
catch
|
||||
{
|
||||
mesh = null;
|
||||
m_meshfailed = true;
|
||||
m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
|
||||
}
|
||||
|
||||
CreateGeom(m_targetSpace, mesh);
|
||||
|
||||
// createmesh returns null when it doesn't mesh.
|
||||
}
|
||||
else
|
||||
|
|
|
@ -1772,7 +1772,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
IMesh mesh = null;
|
||||
|
||||
if (needsMeshing(pbs))
|
||||
mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
|
||||
mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
|
||||
|
||||
result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
|
||||
|
||||
|
@ -2174,6 +2174,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
prim.ResetTaints();
|
||||
|
||||
try
|
||||
{
|
||||
if (prim._triMeshData != IntPtr.Zero)
|
||||
{
|
||||
d.GeomTriMeshDataDestroy(prim._triMeshData);
|
||||
prim._triMeshData = IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
catch { };
|
||||
|
||||
if (prim.IsPhysical)
|
||||
{
|
||||
prim.disableBody();
|
||||
|
@ -2185,7 +2195,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
prim.IsPhysical = false;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
// we don't want to remove the main space
|
||||
|
||||
|
@ -2505,7 +2514,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
// if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
|
||||
if (!forceSimplePrimMeshing)
|
||||
if (!forceSimplePrimMeshing && !pbs.SculptEntry)
|
||||
{
|
||||
if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
|
||||
|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
|
||||
|
@ -2528,6 +2537,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
if (forceSimplePrimMeshing)
|
||||
return true;
|
||||
|
||||
if (pbs.ProfileHollow != 0)
|
||||
iPropertiesNotSupportedDefault++;
|
||||
|
||||
|
@ -2592,6 +2604,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
if (pbs.SculptEntry && meshSculptedPrim)
|
||||
iPropertiesNotSupportedDefault++;
|
||||
|
||||
if (iPropertiesNotSupportedDefault == 0)
|
||||
{
|
||||
|
@ -3443,8 +3457,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
|
||||
int heightmapHeight = regionsize + 2;
|
||||
|
||||
int heightmapWidthSamples = (int)regionsize + 3; // Sample file size, 258 x 258 samples
|
||||
int heightmapHeightSamples = (int)regionsize + 3;
|
||||
int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
|
||||
int heightmapHeightSamples = (int)regionsize + 2;
|
||||
|
||||
// Array of height samples for ODE
|
||||
float[] _heightmap;
|
||||
|
@ -3481,7 +3495,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// Output x = 0 1 2 3 ..... 255 256 257 258 total out
|
||||
float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
|
||||
if (val < minele) val = minele;
|
||||
_heightmap[x * (heightmapHeightSamples) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
|
||||
_heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
|
||||
hfmin = (val < hfmin) ? val : hfmin;
|
||||
hfmax = (val > hfmax) ? val : hfmax;
|
||||
}
|
||||
|
@ -3531,8 +3545,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
|
||||
d.GeomSetRotation(GroundGeom, ref R);
|
||||
d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
|
||||
// having nsamples = size + 1 center is actually at size/2
|
||||
d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)), (pOffset.Y + (regionsize * 0.5f)), 0);
|
||||
IntPtr testGround = IntPtr.Zero;
|
||||
if (RegionTerrain.TryGetValue(pOffset, out testGround))
|
||||
{
|
||||
|
|
|
@ -83,7 +83,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
private float m_linearMotorDecayTimescale = 120;
|
||||
private float m_linearMotorTimescale = 1000;
|
||||
private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
|
||||
private Vector3 m_linearMotorOffset = Vector3.Zero;
|
||||
|
||||
//Angular properties
|
||||
|
@ -91,7 +90,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
|
||||
private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
|
||||
private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
|
||||
private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
|
||||
|
||||
//Deflection properties
|
||||
private float m_angularDeflectionEfficiency = 0;
|
||||
|
@ -102,7 +100,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
//Banking properties
|
||||
private float m_bankingEfficiency = 0;
|
||||
private float m_bankingMix = 0;
|
||||
private float m_bankingTimescale = 0;
|
||||
private float m_bankingTimescale = 1000;
|
||||
|
||||
//Hover and Buoyancy properties
|
||||
private float m_VhoverHeight = 0f;
|
||||
|
@ -117,9 +115,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private float m_verticalAttractionEfficiency = 1.0f; // damped
|
||||
private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
|
||||
|
||||
// auxiliar
|
||||
private Vector3 m_dir = Vector3.Zero; // velocity applied to body
|
||||
|
||||
// auxiliar
|
||||
private float m_lmEfect = 0; // current linear motor eficiency
|
||||
private float m_amEfect = 0; // current angular motor eficiency
|
||||
|
||||
|
@ -130,6 +127,82 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
_pParentScene = rootPrim._parent_scene;
|
||||
}
|
||||
|
||||
|
||||
public void DoSetVehicle(VehicleData vd)
|
||||
{
|
||||
|
||||
float timestep = _pParentScene.ODE_STEPSIZE;
|
||||
float invtimestep = 1.0f / timestep;
|
||||
|
||||
m_type = vd.m_type;
|
||||
m_flags = vd.m_flags;
|
||||
|
||||
// Linear properties
|
||||
m_linearMotorDirection = vd.m_linearMotorDirection;
|
||||
|
||||
m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
|
||||
if (m_linearFrictionTimescale.X < timestep) m_linearFrictionTimescale.X = timestep;
|
||||
if (m_linearFrictionTimescale.Y < timestep) m_linearFrictionTimescale.Y = timestep;
|
||||
if (m_linearFrictionTimescale.Z < timestep) m_linearFrictionTimescale.Z = timestep;
|
||||
|
||||
m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
|
||||
if (m_linearMotorDecayTimescale < 0.5f) m_linearMotorDecayTimescale = 0.5f;
|
||||
m_linearMotorDecayTimescale *= invtimestep;
|
||||
|
||||
m_linearMotorTimescale = vd.m_linearMotorTimescale;
|
||||
if (m_linearMotorTimescale < timestep) m_linearMotorTimescale = timestep;
|
||||
|
||||
m_linearMotorOffset = vd.m_linearMotorOffset;
|
||||
|
||||
//Angular properties
|
||||
m_angularMotorDirection = vd.m_angularMotorDirection;
|
||||
m_angularMotorTimescale = vd.m_angularMotorTimescale;
|
||||
if (m_angularMotorTimescale < timestep) m_angularMotorTimescale = timestep;
|
||||
|
||||
m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
|
||||
if (m_angularMotorDecayTimescale < 0.5f) m_angularMotorDecayTimescale = 0.5f;
|
||||
m_angularMotorDecayTimescale *= invtimestep;
|
||||
|
||||
m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
|
||||
if (m_angularFrictionTimescale.X < timestep) m_angularFrictionTimescale.X = timestep;
|
||||
if (m_angularFrictionTimescale.Y < timestep) m_angularFrictionTimescale.Y = timestep;
|
||||
if (m_angularFrictionTimescale.Z < timestep) m_angularFrictionTimescale.Z = timestep;
|
||||
|
||||
//Deflection properties
|
||||
m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
|
||||
m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
|
||||
if (m_angularDeflectionTimescale < timestep) m_angularDeflectionTimescale = timestep;
|
||||
|
||||
m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
|
||||
m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
|
||||
if (m_linearDeflectionTimescale < timestep) m_linearDeflectionTimescale = timestep;
|
||||
|
||||
//Banking properties
|
||||
m_bankingEfficiency = vd.m_bankingEfficiency;
|
||||
m_bankingMix = vd.m_bankingMix;
|
||||
m_bankingTimescale = vd.m_bankingTimescale;
|
||||
if (m_bankingTimescale < timestep) m_bankingTimescale = timestep;
|
||||
|
||||
//Hover and Buoyancy properties
|
||||
m_VhoverHeight = vd.m_VhoverHeight;
|
||||
m_VhoverEfficiency = vd.m_VhoverEfficiency;
|
||||
m_VhoverTimescale = vd.m_VhoverTimescale;
|
||||
if (m_VhoverTimescale < timestep) m_VhoverTimescale = timestep;
|
||||
|
||||
m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
|
||||
|
||||
//Attractor properties
|
||||
m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
|
||||
m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
|
||||
if (m_verticalAttractionTimescale < timestep) m_verticalAttractionTimescale = timestep;
|
||||
|
||||
// Axis
|
||||
m_referenceFrame = vd.m_referenceFrame;
|
||||
|
||||
m_lmEfect = 0;
|
||||
m_amEfect = 0;
|
||||
}
|
||||
|
||||
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
|
||||
{
|
||||
float len;
|
||||
|
@ -231,6 +304,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (len > 12.566f)
|
||||
m_angularMotorDirection *= (12.566f / len);
|
||||
m_amEfect = 1.0f; // turn it on
|
||||
if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
|
||||
&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
|
||||
d.BodyEnable(rootPrim.Body);
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
|
@ -242,6 +318,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (len > 30.0f)
|
||||
m_linearMotorDirection *= (30.0f / len);
|
||||
m_lmEfect = 1.0f; // turn it on
|
||||
if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
|
||||
&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
|
||||
d.BodyEnable(rootPrim.Body);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
|
||||
|
@ -273,6 +352,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (len > 12.566f)
|
||||
m_angularMotorDirection *= (12.566f / len);
|
||||
m_amEfect = 1.0f; // turn it on
|
||||
if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
|
||||
&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
|
||||
d.BodyEnable(rootPrim.Body);
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
if (pValue.X < timestep) pValue.X = timestep;
|
||||
|
@ -286,6 +368,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (len > 30.0f)
|
||||
m_linearMotorDirection *= (30.0f / len);
|
||||
m_lmEfect = 1.0f; // turn it on
|
||||
if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
|
||||
&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
|
||||
d.BodyEnable(rootPrim.Body);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
|
@ -347,12 +432,23 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorTimescale = 1000;
|
||||
m_linearMotorDecayTimescale = 120 * invtimestep;
|
||||
m_linearMotorDecayTimescale = 120;
|
||||
m_angularMotorTimescale = 1000;
|
||||
m_angularMotorDecayTimescale = 1000 * invtimestep;
|
||||
m_angularMotorDecayTimescale = 1000;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 1;
|
||||
m_VhoverTimescale = 1000;
|
||||
m_VehicleBuoyancy = 0;
|
||||
m_linearDeflectionEfficiency = 0;
|
||||
m_linearDeflectionTimescale = 1000;
|
||||
m_angularDeflectionEfficiency = 0;
|
||||
m_angularDeflectionTimescale = 1000;
|
||||
m_bankingEfficiency = 0;
|
||||
m_bankingMix = 1;
|
||||
m_bankingTimescale = 1000;
|
||||
m_verticalAttractionEfficiency = 0;
|
||||
m_verticalAttractionTimescale = 1000;
|
||||
|
||||
m_flags = (VehicleFlag)0;
|
||||
break;
|
||||
|
||||
|
|
|
@ -111,7 +111,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
| CollisionCategories.Body
|
||||
| CollisionCategories.Character
|
||||
);
|
||||
private bool m_collidesLand = true;
|
||||
// private bool m_collidesLand = true;
|
||||
private bool m_collidesWater;
|
||||
public bool m_returnCollisions;
|
||||
|
||||
|
@ -122,7 +122,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private CollisionCategories m_collisionFlags = m_default_collisionFlags;
|
||||
|
||||
public bool m_disabled;
|
||||
public bool m_taintselected;
|
||||
|
||||
|
||||
public uint m_localID;
|
||||
|
||||
|
@ -142,20 +142,19 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private List<OdePrim> childrenPrim = new List<OdePrim>();
|
||||
|
||||
private bool m_iscolliding;
|
||||
private bool m_wascolliding;
|
||||
private bool m_isSelected;
|
||||
|
||||
public bool m_isSelected;
|
||||
private bool m_delaySelect;
|
||||
private bool m_lastdoneSelected;
|
||||
public bool m_outbounds;
|
||||
|
||||
internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
|
||||
|
||||
private bool m_throttleUpdates;
|
||||
private int throttleCounter;
|
||||
public int m_interpenetrationcount;
|
||||
public float m_collisionscore;
|
||||
int m_colliderfilter = 0;
|
||||
public int m_roundsUnderMotionThreshold;
|
||||
private int m_crossingfailures;
|
||||
|
||||
public bool outofBounds;
|
||||
private float m_density = 10.000006836f; // Aluminum g/cm3;
|
||||
|
||||
public bool _zeroFlag;
|
||||
|
@ -166,12 +165,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private Vector3 _target_velocity;
|
||||
|
||||
public Vector3 primOOBsize; // prim real dimensions from mesh
|
||||
public Vector3 primOOBoffset; // is centroid out of mesh or rest aabb
|
||||
public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
|
||||
public float primOOBradiusSQ;
|
||||
public d.Mass primdMass; // prim inertia information on it's own referencial
|
||||
float primMass; // prim own mass
|
||||
float _mass; // object mass acording to case
|
||||
public d.Mass objectpMass; // object last computed inertia
|
||||
private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
|
||||
|
||||
public int givefakepos = 0;
|
||||
|
@ -182,9 +180,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public int m_eventsubscription;
|
||||
private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
|
||||
|
||||
private IntPtr m_linkJoint = IntPtr.Zero;
|
||||
private IntPtr _linkJointGroup = IntPtr.Zero;
|
||||
|
||||
public volatile bool childPrim;
|
||||
|
||||
public ODEDynamics m_vehicle;
|
||||
|
@ -264,7 +259,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
set
|
||||
{
|
||||
if (value)
|
||||
m_isSelected = value;
|
||||
m_isSelected = value; // if true set imediatly to stop moves etc
|
||||
AddChange(changes.Selected, value);
|
||||
}
|
||||
}
|
||||
|
@ -298,13 +293,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_iscolliding = false;
|
||||
else
|
||||
m_iscolliding = true;
|
||||
|
||||
if (m_wascolliding != m_iscolliding)
|
||||
{
|
||||
if (m_wascolliding && !m_isSelected && Body != IntPtr.Zero)
|
||||
d.BodyEnable(Body);
|
||||
m_wascolliding = m_iscolliding;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -665,19 +653,21 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
strVehicleQuatParam fp = new strVehicleQuatParam();
|
||||
fp.param = param;
|
||||
fp.value = value;
|
||||
AddChange(changes.VehicleVectorParam, fp);
|
||||
AddChange(changes.VehicleRotationParam, fp);
|
||||
}
|
||||
|
||||
public override void VehicleFlags(int param, bool value)
|
||||
{
|
||||
if (m_vehicle == null)
|
||||
return;
|
||||
strVehicleBoolParam bp = new strVehicleBoolParam();
|
||||
bp.param = param;
|
||||
bp.value = value;
|
||||
AddChange(changes.VehicleFlags, bp);
|
||||
}
|
||||
|
||||
public override void SetVehicle(object vdata)
|
||||
{
|
||||
AddChange(changes.SetVehicle, vdata);
|
||||
}
|
||||
public void SetAcceleration(Vector3 accel)
|
||||
{
|
||||
_acceleration = accel;
|
||||
|
@ -710,8 +700,30 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
m_crossingfailures++;
|
||||
changeDisable(false);
|
||||
if (m_outbounds)
|
||||
{
|
||||
_position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
|
||||
_position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
|
||||
_position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
|
||||
|
||||
m_lastposition = _position;
|
||||
_velocity.X = 0;
|
||||
_velocity.Y = 0;
|
||||
_velocity.Z = 0;
|
||||
|
||||
m_lastVelocity = _velocity;
|
||||
if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
|
||||
m_vehicle.Stop();
|
||||
|
||||
if(Body != IntPtr.Zero)
|
||||
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
|
||||
m_outbounds = false;
|
||||
changeDisable(false);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetMomentum(Vector3 momentum)
|
||||
|
@ -865,12 +877,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_force = Vector3.Zero;
|
||||
|
||||
m_iscolliding = false;
|
||||
m_wascolliding = false;
|
||||
m_colliderfilter = 0;
|
||||
|
||||
hasOOBoffsetFromMesh = false;
|
||||
_triMeshData = IntPtr.Zero;
|
||||
|
||||
m_lastdoneSelected = false;
|
||||
m_isSelected = false;
|
||||
m_delaySelect = false;
|
||||
|
||||
primContactData.mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
|
||||
primContactData.bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
|
||||
|
@ -885,8 +899,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private void resetCollisionAccounting()
|
||||
{
|
||||
m_collisionscore = 0;
|
||||
m_interpenetrationcount = 0;
|
||||
m_disabled = false;
|
||||
}
|
||||
|
||||
private void createAMotor(Vector3 axis)
|
||||
|
@ -926,9 +938,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
curr.W = dcur.W;
|
||||
Vector3 ax;
|
||||
|
||||
const int StopERP = 7;
|
||||
const int StopCFM = 8;
|
||||
|
||||
int i = 0;
|
||||
int j = 0;
|
||||
if (axis.X == 0)
|
||||
|
@ -943,10 +952,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
|
||||
d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
|
||||
d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
|
||||
d.JointSetAMotorParam(Amotor, (int)StopCFM, 0f);
|
||||
d.JointSetAMotorParam(Amotor, (int)StopERP, 0.8f);
|
||||
d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
|
||||
d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
|
||||
i++;
|
||||
j = 256; // odeplugin.cs doesn't have all parameters so this moves to next axis set
|
||||
j = 256; // move to next axis set
|
||||
}
|
||||
|
||||
if (axis.Y == 0)
|
||||
|
@ -960,8 +969,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)StopCFM, 0f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)StopERP, 0.8f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
|
||||
i++;
|
||||
j += 256;
|
||||
}
|
||||
|
@ -977,8 +986,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)StopCFM, 0f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)StopERP, 0.8f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
|
||||
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1186,24 +1195,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public void enableBodySoft()
|
||||
{
|
||||
if (!childPrim)
|
||||
if (!childPrim && !m_isSelected)
|
||||
{
|
||||
if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
|
||||
{
|
||||
if (m_targetSpace != _parent_scene.ActiveSpace)
|
||||
{
|
||||
m_targetSpace = _parent_scene.ActiveSpace;
|
||||
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
if (prm.prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.SpaceAdd(m_targetSpace, prm.prim_geom);
|
||||
prm.m_targetSpace = m_targetSpace;
|
||||
}
|
||||
}
|
||||
d.SpaceAdd(m_targetSpace, prim_geom);
|
||||
}
|
||||
d.GeomEnable(prim_geom);
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
d.GeomEnable(prm.prim_geom);
|
||||
|
@ -1211,6 +1206,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.BodyEnable(Body);
|
||||
}
|
||||
}
|
||||
m_disabled = false;
|
||||
resetCollisionAccounting(); // this sets m_disable to false
|
||||
}
|
||||
|
||||
|
@ -1221,19 +1217,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
|
||||
{
|
||||
if (m_targetSpace == _parent_scene.ActiveSpace)
|
||||
{
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
if (prm.m_targetSpace != IntPtr.Zero && prm.prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
|
||||
prm.m_targetSpace = IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
d.SpaceRemove(m_targetSpace, prim_geom);
|
||||
m_targetSpace = IntPtr.Zero;
|
||||
}
|
||||
d.GeomDisable(prim_geom);
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
d.GeomDisable(prm.prim_geom);
|
||||
|
@ -1369,9 +1352,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.BodySetMass(Body, ref objdmass);
|
||||
_mass = objdmass.mass;
|
||||
|
||||
m_collisionCategories |= CollisionCategories.Body;
|
||||
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
||||
|
||||
// disconnect from world gravity so we can apply buoyancy
|
||||
d.BodySetGravityMode(Body, false);
|
||||
|
||||
|
@ -1379,16 +1359,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
||||
// d.BodySetLinearDampingThreshold(Body, 0.01f);
|
||||
// d.BodySetAngularDampingThreshold(Body, 0.001f);
|
||||
d.BodySetDamping(Body, .001f, .0002f);
|
||||
d.BodySetDamping(Body, .002f, .002f);
|
||||
|
||||
m_collisionCategories |= CollisionCategories.Body;
|
||||
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
|
||||
m_interpenetrationcount = 0;
|
||||
m_collisionscore = 0;
|
||||
|
||||
m_disabled = false;
|
||||
|
||||
if (m_targetSpace != _parent_scene.ActiveSpace)
|
||||
{
|
||||
if (m_targetSpace != IntPtr.Zero)
|
||||
|
@ -1416,6 +1394,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
||||
d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
|
||||
d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
|
||||
prm.m_collisionscore = 0;
|
||||
|
||||
if (prm.m_targetSpace != _parent_scene.ActiveSpace)
|
||||
{
|
||||
|
@ -1428,10 +1407,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
prm.m_targetSpace = _parent_scene.ActiveSpace;
|
||||
d.SpaceAdd(m_targetSpace, prm.prim_geom);
|
||||
}
|
||||
d.GeomEnable(prm.prim_geom);
|
||||
|
||||
if (m_isSelected || m_disabled)
|
||||
d.GeomDisable(prm.prim_geom);
|
||||
|
||||
prm.m_disabled = false;
|
||||
prm.m_interpenetrationcount = 0;
|
||||
prm.m_collisionscore = 0;
|
||||
_parent_scene.addActivePrim(prm);
|
||||
}
|
||||
}
|
||||
|
@ -1442,8 +1422,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
createAMotor(m_angularlock);
|
||||
}
|
||||
|
||||
d.GeomEnable(prim_geom);
|
||||
m_disabled = false;
|
||||
if (m_isSelected || m_disabled)
|
||||
{
|
||||
d.GeomDisable(prim_geom);
|
||||
d.BodyDisable(Body);
|
||||
}
|
||||
|
||||
_parent_scene.addActivePrim(this);
|
||||
}
|
||||
|
||||
|
@ -1484,12 +1468,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
prm.m_collisionscore = 0;
|
||||
}
|
||||
}
|
||||
if (Amotor != IntPtr.Zero)
|
||||
{
|
||||
d.JointDestroy(Amotor);
|
||||
Amotor = IntPtr.Zero;
|
||||
}
|
||||
d.BodyDestroy(Body);
|
||||
}
|
||||
Body = IntPtr.Zero;
|
||||
}
|
||||
_mass = primMass;
|
||||
m_disabled = true;
|
||||
m_collisionscore = 0;
|
||||
}
|
||||
|
||||
|
@ -2115,49 +2103,72 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.BodySetTorque(Body, 0f, 0f, 0f);
|
||||
d.BodySetLinearVel(Body, 0f, 0f, 0f);
|
||||
d.BodySetAngularVel(Body, 0f, 0f, 0f);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void changeSelectedStatus(bool newval)
|
||||
{
|
||||
if (m_lastdoneSelected == newval)
|
||||
return;
|
||||
|
||||
m_lastdoneSelected = newval;
|
||||
DoSelectedStatus(newval);
|
||||
}
|
||||
|
||||
private void CheckDelaySelect()
|
||||
{
|
||||
if (m_delaySelect)
|
||||
{
|
||||
DoSelectedStatus(m_isSelected);
|
||||
}
|
||||
}
|
||||
|
||||
private void DoSelectedStatus(bool newval)
|
||||
{
|
||||
m_isSelected = newval;
|
||||
Stop();
|
||||
|
||||
if (newval)
|
||||
{
|
||||
m_collisionCategories = CollisionCategories.Selected;
|
||||
m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
|
||||
if (!childPrim && Body != IntPtr.Zero)
|
||||
d.BodyDisable(Body);
|
||||
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
if (m_delaySelect)
|
||||
{
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
if (!childPrim)
|
||||
{
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
d.GeomDisable(prm.prim_geom);
|
||||
prm.m_delaySelect = false;
|
||||
}
|
||||
}
|
||||
d.GeomDisable(prim_geom);
|
||||
m_delaySelect = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_delaySelect = true;
|
||||
}
|
||||
|
||||
disableBodySoft();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_collisionCategories = CollisionCategories.Geom;
|
||||
if (!childPrim && Body != IntPtr.Zero && !m_disabled)
|
||||
d.BodyEnable(Body);
|
||||
|
||||
if (m_isphysical)
|
||||
m_collisionCategories |= CollisionCategories.Body;
|
||||
|
||||
m_collisionFlags = m_default_collisionFlags;
|
||||
|
||||
if (m_collidesLand)
|
||||
m_collisionFlags |= CollisionCategories.Land;
|
||||
if (m_collidesWater)
|
||||
m_collisionFlags |= CollisionCategories.Water;
|
||||
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
if (!childPrim)
|
||||
{
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
if(!prm.m_disabled)
|
||||
d.GeomEnable(prm.prim_geom);
|
||||
prm.m_delaySelect = false;
|
||||
}
|
||||
}
|
||||
if(!m_disabled)
|
||||
d.GeomEnable(prim_geom);
|
||||
|
||||
enableBodySoft();
|
||||
m_delaySelect = false;
|
||||
}
|
||||
|
||||
resetCollisionAccounting();
|
||||
|
@ -2165,6 +2176,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private void changePosition(Vector3 newPos)
|
||||
{
|
||||
CheckDelaySelect();
|
||||
if (m_isphysical)
|
||||
{
|
||||
if (childPrim) // inertia is messed, must rebuild
|
||||
|
@ -2207,6 +2219,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private void changeOrientation(Quaternion newOri)
|
||||
{
|
||||
CheckDelaySelect();
|
||||
if (m_isphysical)
|
||||
{
|
||||
if (childPrim) // inertia is messed, must rebuild
|
||||
|
@ -2258,6 +2271,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
|
||||
{
|
||||
CheckDelaySelect();
|
||||
if (m_isphysical)
|
||||
{
|
||||
if (childPrim && m_building) // inertia is messed, must rebuild
|
||||
|
@ -2342,6 +2356,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private void changePhysicsStatus(bool NewStatus)
|
||||
{
|
||||
CheckDelaySelect();
|
||||
|
||||
m_isphysical = NewStatus;
|
||||
|
||||
if (!childPrim)
|
||||
|
@ -2384,6 +2400,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private void changeprimsizeshape()
|
||||
{
|
||||
CheckDelaySelect();
|
||||
|
||||
OdePrim parent = (OdePrim)_parent;
|
||||
|
||||
bool chp = childPrim;
|
||||
|
@ -2508,7 +2526,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
m_collisionscore = 0;
|
||||
m_interpenetrationcount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2528,7 +2545,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
m_collisionscore = 0;
|
||||
m_interpenetrationcount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2565,6 +2581,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
else
|
||||
{
|
||||
m_building = false;
|
||||
CheckDelaySelect();
|
||||
if (!childPrim)
|
||||
MakeBody();
|
||||
}
|
||||
|
@ -2575,18 +2592,26 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
private void changeVehicleType(int value)
|
||||
public void changeSetVehicle(VehicleData vdata)
|
||||
{
|
||||
if (m_vehicle == null)
|
||||
m_vehicle = new ODEDynamics(this);
|
||||
m_vehicle.DoSetVehicle(vdata);
|
||||
}
|
||||
private void changeVehicleType(int value)
|
||||
{
|
||||
if (value == (int)Vehicle.TYPE_NONE)
|
||||
{
|
||||
if (value != (int)Vehicle.TYPE_NONE)
|
||||
{
|
||||
m_vehicle = new ODEDynamics(this);
|
||||
m_vehicle.ProcessTypeChange((Vehicle)value);
|
||||
}
|
||||
if (m_vehicle != null)
|
||||
m_vehicle = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_vehicle == null)
|
||||
m_vehicle = new ODEDynamics(this);
|
||||
|
||||
m_vehicle.ProcessTypeChange((Vehicle)value);
|
||||
}
|
||||
}
|
||||
|
||||
private void changeVehicleFloatParam(strVehicleFloatParam fp)
|
||||
|
@ -2595,8 +2620,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
return;
|
||||
|
||||
m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
|
||||
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
||||
d.BodyEnable(Body);
|
||||
}
|
||||
|
||||
private void changeVehicleVectorParam(strVehicleVectorParam vp)
|
||||
|
@ -2604,8 +2627,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (m_vehicle == null)
|
||||
return;
|
||||
m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
|
||||
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
||||
d.BodyEnable(Body);
|
||||
}
|
||||
|
||||
private void changeVehicleRotationParam(strVehicleQuatParam qp)
|
||||
|
@ -2613,8 +2634,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (m_vehicle == null)
|
||||
return;
|
||||
m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
|
||||
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
||||
d.BodyEnable(Body);
|
||||
}
|
||||
|
||||
private void changeVehicleFlags(strVehicleBoolParam bp)
|
||||
|
@ -2622,8 +2641,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (m_vehicle == null)
|
||||
return;
|
||||
m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
|
||||
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
||||
d.BodyEnable(Body);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -2849,41 +2866,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
if (m_crossingfailures != 0 && m_crossingfailures < 5)
|
||||
{
|
||||
_position.X = Util.Clip(_position.X, 0.4f, _parent_scene.WorldExtents.X - 0.4f);
|
||||
_position.Y = Util.Clip(_position.Y, 0.4f, _parent_scene.WorldExtents.Y - 0.4f);
|
||||
_position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
|
||||
|
||||
float tmp = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y);
|
||||
if (_position.Z < tmp)
|
||||
_position.Z = tmp + 0.2f;
|
||||
|
||||
m_lastposition = _position;
|
||||
m_lastorientation = _orientation;
|
||||
_velocity.X = 0;
|
||||
_velocity.Y = 0;
|
||||
_velocity.Z = 0;
|
||||
|
||||
m_lastVelocity = _velocity;
|
||||
m_rotationalVelocity = _velocity;
|
||||
if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
|
||||
m_vehicle.Stop();
|
||||
|
||||
m_crossingfailures = 0; // do this only once
|
||||
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
||||
d.BodySetAngularVel(Body, 0, 0, 0);
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
enableBodySoft();
|
||||
base.RequestPhysicsterseUpdate();
|
||||
return;
|
||||
}
|
||||
|
||||
else if (m_crossingfailures != 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 pv = Vector3.Zero;
|
||||
bool lastZeroFlag = _zeroFlag;
|
||||
|
||||
|
@ -2899,24 +2881,21 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// we can't let it keeping moving and having colisions
|
||||
// since it can be stucked between something like terrain and edge
|
||||
// so lets stop and disable it until something else kicks it
|
||||
if (m_crossingfailures == 0)
|
||||
{
|
||||
|
||||
_position.X = Util.Clip(lpos.X, -0.5f, _parent_scene.WorldExtents.X + 0.5f);
|
||||
_position.Y = Util.Clip(lpos.Y, -0.5f, _parent_scene.WorldExtents.Y + 0.5f);
|
||||
_position.Z = Util.Clip(lpos.Z, -100f, 50000f);
|
||||
_position.X = Util.Clip(lpos.X, -0.2f, _parent_scene.WorldExtents.X + 0.2f);
|
||||
_position.Y = Util.Clip(lpos.Y, -0.2f, _parent_scene.WorldExtents.Y + 0.2f);
|
||||
_position.Z = Util.Clip(lpos.Z, -100f, 50000f);
|
||||
|
||||
m_lastposition = _position;
|
||||
m_lastorientation = _orientation;
|
||||
m_lastposition = _position;
|
||||
// m_lastorientation = _orientation;
|
||||
|
||||
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
||||
d.BodySetAngularVel(Body, 0, 0, 0);
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
disableBodySoft(); // stop collisions
|
||||
m_crossingfailures++; // do this only once
|
||||
base.RequestPhysicsterseUpdate();
|
||||
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
||||
// d.BodySetAngularVel(Body, 0, 0, 0);
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
disableBodySoft(); // stop collisions
|
||||
m_outbounds = true;
|
||||
base.RequestPhysicsterseUpdate();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (lpos.Z < -100 || lpos.Z > 100000f)
|
||||
|
@ -3159,6 +3138,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
else
|
||||
ChildRemove(this, false);
|
||||
|
||||
m_vehicle = null;
|
||||
RemoveGeom();
|
||||
m_targetSpace = IntPtr.Zero;
|
||||
if (m_eventsubscription > 0)
|
||||
|
@ -3273,6 +3253,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
changeVehicleRotationParam((strVehicleQuatParam) arg);
|
||||
break;
|
||||
|
||||
case changes.SetVehicle:
|
||||
changeSetVehicle((VehicleData) arg);
|
||||
break;
|
||||
case changes.Null:
|
||||
donullchange();
|
||||
break;
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
/*
|
||||
* based on:
|
||||
* Ode.NET - .NET bindings for ODE
|
||||
|
|
|
@ -137,6 +137,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
VehicleVectorParam,
|
||||
VehicleRotationParam,
|
||||
VehicleFlags,
|
||||
SetVehicle,
|
||||
|
||||
Null //keep this last used do dim the methods array. does nothing but pulsing the prim
|
||||
}
|
||||
|
@ -166,8 +167,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
float frictionMovementMult = 0.3f;
|
||||
|
||||
float TerrainBounce = 0.3f;
|
||||
float TerrainFriction = 0.3f;
|
||||
float TerrainBounce = 0.1f;
|
||||
float TerrainFriction = 0.1f;
|
||||
|
||||
public float AvatarBounce = 0.3f;
|
||||
public float AvatarFriction = 0;// 0.9f * 0.5f;
|
||||
|
@ -989,145 +990,62 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
/// <param name="timeStep"></param>
|
||||
private void collision_optimized()
|
||||
{
|
||||
// _perloopContact.Clear();
|
||||
// clear characts IsColliding until we do it some other way
|
||||
|
||||
lock (_characters)
|
||||
{
|
||||
foreach (OdeCharacter chr in _characters)
|
||||
try
|
||||
{
|
||||
foreach (OdeCharacter chr in _characters)
|
||||
{
|
||||
// this are odd checks if they are needed something is wrong elsewhere
|
||||
// keep for now
|
||||
if (chr == null)
|
||||
continue;
|
||||
if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
|
||||
continue;
|
||||
|
||||
if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
|
||||
continue;
|
||||
|
||||
chr.IsColliding = false;
|
||||
// chr.CollidingGround = false; not done here
|
||||
chr.CollidingObj = false;
|
||||
chr.IsColliding = false;
|
||||
// chr.CollidingGround = false; not done here
|
||||
chr.CollidingObj = false;
|
||||
// do colisions with static space
|
||||
d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
|
||||
}
|
||||
}
|
||||
|
||||
// now let ode do its job
|
||||
// colide active things amoung them
|
||||
|
||||
int st = Util.EnvironmentTickCount();
|
||||
int ta;
|
||||
int ts;
|
||||
try
|
||||
catch (AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// collide active prims with static enviroment
|
||||
lock (_activeprims)
|
||||
{
|
||||
try
|
||||
{
|
||||
foreach (OdePrim prm in _activeprims)
|
||||
{
|
||||
if (d.BodyIsEnabled(prm.Body))
|
||||
d.SpaceCollide2(StaticSpace, prm.prim_geom, IntPtr.Zero, nearCallback);
|
||||
}
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
|
||||
}
|
||||
}
|
||||
|
||||
// finally colide active things amoung them
|
||||
try
|
||||
{
|
||||
d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
|
||||
}
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to Active space collide");
|
||||
}
|
||||
ta = Util.EnvironmentTickCountSubtract(st);
|
||||
// then active things with static enviroment
|
||||
try
|
||||
{
|
||||
d.SpaceCollide2(ActiveSpace,StaticSpace, IntPtr.Zero, nearCallback);
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to Active to static space collide");
|
||||
}
|
||||
ts = Util.EnvironmentTickCountSubtract(st);
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to collide in Active space");
|
||||
}
|
||||
|
||||
// _perloopContact.Clear();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
public float GetTerrainHeightAtXY(float x, float y)
|
||||
{
|
||||
// assumes 1m size grid and constante size square regions
|
||||
// region offset in mega position
|
||||
|
||||
int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
|
||||
int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
|
||||
|
||||
IntPtr heightFieldGeom = IntPtr.Zero;
|
||||
|
||||
// get region map
|
||||
if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
|
||||
return 0f;
|
||||
|
||||
if (heightFieldGeom == IntPtr.Zero)
|
||||
return 0f;
|
||||
|
||||
if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
|
||||
return 0f;
|
||||
|
||||
// TerrainHeightField for ODE as offset 1m
|
||||
x += 1f - offsetX;
|
||||
y += 1f - offsetY;
|
||||
|
||||
// make position fit into array
|
||||
if (x < 0)
|
||||
x = 0;
|
||||
if (y < 0)
|
||||
y = 0;
|
||||
|
||||
// integer indexs
|
||||
int ix;
|
||||
int iy;
|
||||
// interpolators offset
|
||||
float dx;
|
||||
float dy;
|
||||
|
||||
int regsize = (int)Constants.RegionSize + 2; // map size see setterrain
|
||||
|
||||
// we still have square fixed size regions
|
||||
// also flip x and y because of how map is done for ODE fliped axis
|
||||
// so ix,iy,dx and dy are inter exchanged
|
||||
if (x < regsize - 1)
|
||||
{
|
||||
iy = (int)x;
|
||||
dy = x - (float)iy;
|
||||
}
|
||||
else // out world use external height
|
||||
{
|
||||
iy = regsize - 1;
|
||||
dy = 0;
|
||||
}
|
||||
if (y < regsize - 1)
|
||||
{
|
||||
ix = (int)y;
|
||||
dx = y - (float)ix;
|
||||
}
|
||||
else
|
||||
{
|
||||
ix = regsize - 1;
|
||||
dx = 0;
|
||||
}
|
||||
|
||||
float h0;
|
||||
float h1;
|
||||
float h2;
|
||||
|
||||
iy *= regsize;
|
||||
iy += ix; // all indexes have iy + ix
|
||||
|
||||
float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
|
||||
|
||||
if ((dx + dy) <= 1.0f)
|
||||
{
|
||||
h0 = ((float)heights[iy]); // 0,0 vertice
|
||||
h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
|
||||
h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
|
||||
}
|
||||
else
|
||||
{
|
||||
h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
|
||||
h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
|
||||
h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
|
||||
}
|
||||
|
||||
return h0 + h1 + h2;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add actor to the list that should receive collision events in the simulate loop.
|
||||
|
@ -1835,273 +1753,94 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
get { return (false); }
|
||||
}
|
||||
|
||||
#region ODE Specific Terrain Fixes
|
||||
public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
|
||||
public float GetTerrainHeightAtXY(float x, float y)
|
||||
{
|
||||
float[] returnarr = new float[262144];
|
||||
float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
|
||||
// assumes 1m size grid and constante size square regions
|
||||
// needs to know about sims around in future
|
||||
// region offset in mega position
|
||||
|
||||
// Filling out the array into its multi-dimensional components
|
||||
for (int y = 0; y < WorldExtents.Y; y++)
|
||||
int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
|
||||
int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
|
||||
|
||||
IntPtr heightFieldGeom = IntPtr.Zero;
|
||||
|
||||
// get region map
|
||||
if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
|
||||
return 0f;
|
||||
|
||||
if (heightFieldGeom == IntPtr.Zero)
|
||||
return 0f;
|
||||
|
||||
if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
|
||||
return 0f;
|
||||
|
||||
// TerrainHeightField for ODE as offset 1m
|
||||
x += 1f - offsetX;
|
||||
y += 1f - offsetY;
|
||||
|
||||
// make position fit into array
|
||||
if (x < 0)
|
||||
x = 0;
|
||||
if (y < 0)
|
||||
y = 0;
|
||||
|
||||
// integer indexs
|
||||
int ix;
|
||||
int iy;
|
||||
// interpolators offset
|
||||
float dx;
|
||||
float dy;
|
||||
|
||||
int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
|
||||
|
||||
// we still have square fixed size regions
|
||||
// also flip x and y because of how map is done for ODE fliped axis
|
||||
// so ix,iy,dx and dy are inter exchanged
|
||||
if (x < regsize - 1)
|
||||
{
|
||||
for (int x = 0; x < WorldExtents.X; x++)
|
||||
{
|
||||
resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
|
||||
}
|
||||
iy = (int)x;
|
||||
dy = x - (float)iy;
|
||||
}
|
||||
else // out world use external height
|
||||
{
|
||||
iy = regsize - 1;
|
||||
dy = 0;
|
||||
}
|
||||
if (y < regsize - 1)
|
||||
{
|
||||
ix = (int)y;
|
||||
dx = y - (float)ix;
|
||||
}
|
||||
else
|
||||
{
|
||||
ix = regsize - 1;
|
||||
dx = 0;
|
||||
}
|
||||
|
||||
// Resize using Nearest Neighbour
|
||||
float h0;
|
||||
float h1;
|
||||
float h2;
|
||||
|
||||
// This particular way is quick but it only works on a multiple of the original
|
||||
iy *= regsize;
|
||||
iy += ix; // all indexes have iy + ix
|
||||
|
||||
// The idea behind this method can be described with the following diagrams
|
||||
// second pass and third pass happen in the same loop really.. just separated
|
||||
// them to show what this does.
|
||||
float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
|
||||
|
||||
// First Pass
|
||||
// ResultArr:
|
||||
// 1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1
|
||||
|
||||
// Second Pass
|
||||
// ResultArr2:
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
// ,,,,,,,,,,
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
// ,,,,,,,,,,
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
// ,,,,,,,,,,
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
// ,,,,,,,,,,
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
// ,,,,,,,,,,
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
|
||||
// Third pass fills in the blanks
|
||||
// ResultArr2:
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
|
||||
// X,Y = .
|
||||
// X+1,y = ^
|
||||
// X,Y+1 = *
|
||||
// X+1,Y+1 = #
|
||||
|
||||
// Filling in like this;
|
||||
// .*
|
||||
// ^#
|
||||
// 1st .
|
||||
// 2nd *
|
||||
// 3rd ^
|
||||
// 4th #
|
||||
// on single loop.
|
||||
|
||||
float[,] resultarr2 = new float[512, 512];
|
||||
for (int y = 0; y < WorldExtents.Y; y++)
|
||||
if ((dx + dy) <= 1.0f)
|
||||
{
|
||||
for (int x = 0; x < WorldExtents.X; x++)
|
||||
{
|
||||
resultarr2[y * 2, x * 2] = resultarr[y, x];
|
||||
|
||||
if (y < WorldExtents.Y)
|
||||
{
|
||||
resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
|
||||
}
|
||||
if (x < WorldExtents.X)
|
||||
{
|
||||
resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
|
||||
}
|
||||
if (x < WorldExtents.X && y < WorldExtents.Y)
|
||||
{
|
||||
resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
|
||||
}
|
||||
}
|
||||
h0 = ((float)heights[iy]); // 0,0 vertice
|
||||
h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
|
||||
h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
|
||||
}
|
||||
else
|
||||
{
|
||||
h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
|
||||
h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
|
||||
h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
|
||||
}
|
||||
|
||||
//Flatten out the array
|
||||
int i = 0;
|
||||
for (int y = 0; y < 512; y++)
|
||||
{
|
||||
for (int x = 0; x < 512; x++)
|
||||
{
|
||||
if (resultarr2[y, x] <= 0)
|
||||
returnarr[i] = 0.0000001f;
|
||||
else
|
||||
returnarr[i] = resultarr2[y, x];
|
||||
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
return returnarr;
|
||||
return h0 + h1 + h2;
|
||||
}
|
||||
|
||||
public float[] ResizeTerrain512Interpolation(float[] heightMap)
|
||||
{
|
||||
float[] returnarr = new float[262144];
|
||||
float[,] resultarr = new float[512,512];
|
||||
|
||||
// Filling out the array into its multi-dimensional components
|
||||
for (int y = 0; y < 256; y++)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
resultarr[y, x] = heightMap[y * 256 + x];
|
||||
}
|
||||
}
|
||||
|
||||
// Resize using interpolation
|
||||
|
||||
// This particular way is quick but it only works on a multiple of the original
|
||||
|
||||
// The idea behind this method can be described with the following diagrams
|
||||
// second pass and third pass happen in the same loop really.. just separated
|
||||
// them to show what this does.
|
||||
|
||||
// First Pass
|
||||
// ResultArr:
|
||||
// 1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1
|
||||
|
||||
// Second Pass
|
||||
// ResultArr2:
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
// ,,,,,,,,,,
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
// ,,,,,,,,,,
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
// ,,,,,,,,,,
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
// ,,,,,,,,,,
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
// ,,,,,,,,,,
|
||||
// 1,,1,,1,,1,,1,,1,
|
||||
|
||||
// Third pass fills in the blanks
|
||||
// ResultArr2:
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
// 1,1,1,1,1,1,1,1,1,1,1,1
|
||||
|
||||
// X,Y = .
|
||||
// X+1,y = ^
|
||||
// X,Y+1 = *
|
||||
// X+1,Y+1 = #
|
||||
|
||||
// Filling in like this;
|
||||
// .*
|
||||
// ^#
|
||||
// 1st .
|
||||
// 2nd *
|
||||
// 3rd ^
|
||||
// 4th #
|
||||
// on single loop.
|
||||
|
||||
float[,] resultarr2 = new float[512,512];
|
||||
for (int y = 0; y < (int)Constants.RegionSize; y++)
|
||||
{
|
||||
for (int x = 0; x < (int)Constants.RegionSize; x++)
|
||||
{
|
||||
resultarr2[y*2, x*2] = resultarr[y, x];
|
||||
|
||||
if (y < (int)Constants.RegionSize)
|
||||
{
|
||||
if (y + 1 < (int)Constants.RegionSize)
|
||||
{
|
||||
if (x + 1 < (int)Constants.RegionSize)
|
||||
{
|
||||
resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
|
||||
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
|
||||
}
|
||||
else
|
||||
{
|
||||
resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
|
||||
}
|
||||
}
|
||||
if (x < (int)Constants.RegionSize)
|
||||
{
|
||||
if (x + 1 < (int)Constants.RegionSize)
|
||||
{
|
||||
if (y + 1 < (int)Constants.RegionSize)
|
||||
{
|
||||
resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
|
||||
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
|
||||
}
|
||||
else
|
||||
{
|
||||
resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
|
||||
}
|
||||
}
|
||||
if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
|
||||
{
|
||||
if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
|
||||
{
|
||||
resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
|
||||
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
|
||||
}
|
||||
else
|
||||
{
|
||||
resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//Flatten out the array
|
||||
int i = 0;
|
||||
for (int y = 0; y < 512; y++)
|
||||
{
|
||||
for (int x = 0; x < 512; x++)
|
||||
{
|
||||
if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
|
||||
resultarr2[y, x] = 0;
|
||||
}
|
||||
returnarr[i] = resultarr2[y, x];
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
return returnarr;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public override void SetTerrain(float[] heightMap)
|
||||
{
|
||||
if (m_worldOffset != Vector3.Zero && m_parentScene != null)
|
||||
|
@ -2124,48 +1863,47 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public void SetTerrain(float[] heightMap, Vector3 pOffset)
|
||||
{
|
||||
// assumes 1m size grid and constante size square regions
|
||||
// needs to know about sims around in future
|
||||
|
||||
float[] _heightmap;
|
||||
_heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
|
||||
|
||||
uint heightmapWidth = Constants.RegionSize + 2;
|
||||
uint heightmapHeight = Constants.RegionSize + 2;
|
||||
|
||||
uint heightmapWidthSamples;
|
||||
uint heightmapWidthSamples = heightmapWidth + 1;
|
||||
uint heightmapHeightSamples = heightmapHeight + 1;
|
||||
|
||||
uint heightmapHeightSamples;
|
||||
|
||||
heightmapWidthSamples = (uint)Constants.RegionSize + 2;
|
||||
heightmapHeightSamples = (uint)Constants.RegionSize + 2;
|
||||
_heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
|
||||
|
||||
const float scale = 1.0f;
|
||||
const float offset = 0.0f;
|
||||
const float thickness = 10f;
|
||||
const int wrap = 0;
|
||||
|
||||
int regionsize = (int) Constants.RegionSize + 2;
|
||||
uint regionsize = Constants.RegionSize;
|
||||
|
||||
float hfmin = float.MaxValue;
|
||||
float hfmax = float.MinValue;
|
||||
float val;
|
||||
int xx;
|
||||
int yy;
|
||||
uint xx;
|
||||
uint yy;
|
||||
|
||||
int maxXXYY = regionsize - 3;
|
||||
uint maxXXYY = regionsize - 1;
|
||||
// flipping map adding one margin all around so things don't fall in edges
|
||||
|
||||
int xt = 0;
|
||||
uint xt = 0;
|
||||
xx = 0;
|
||||
|
||||
for (int x = 0; x < heightmapWidthSamples; x++)
|
||||
for (uint x = 0; x < heightmapWidthSamples; x++)
|
||||
{
|
||||
if (x > 1 && xx < maxXXYY)
|
||||
xx++;
|
||||
yy = 0;
|
||||
for (int y = 0; y < heightmapHeightSamples; y++)
|
||||
for (uint y = 0; y < heightmapHeightSamples; y++)
|
||||
{
|
||||
if (y > 1 && y < maxXXYY)
|
||||
yy += (int)Constants.RegionSize;
|
||||
yy += regionsize;
|
||||
|
||||
val = heightMap[yy + xx];
|
||||
_heightmap[xt + y] = val;
|
||||
|
@ -2176,8 +1914,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
hfmax = val;
|
||||
|
||||
}
|
||||
|
||||
xt += regionsize;
|
||||
xt += heightmapHeightSamples;
|
||||
}
|
||||
lock (OdeLock)
|
||||
{
|
||||
|
@ -2230,11 +1967,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
|
||||
d.GeomSetRotation(GroundGeom, ref R);
|
||||
d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f - 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f - 0.5f, 0);
|
||||
IntPtr testGround = IntPtr.Zero;
|
||||
if (RegionTerrain.TryGetValue(pOffset, out testGround))
|
||||
{
|
||||
RegionTerrain.Remove(pOffset);
|
||||
}
|
||||
RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
|
||||
// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
|
||||
TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
|
||||
|
|
|
@ -2484,13 +2484,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
public void llApplyRotationalImpulse(LSL_Vector force, int local)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
|
||||
m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
|
||||
}
|
||||
|
||||
public void llSetTorque(LSL_Vector torque, int local)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
|
||||
m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
|
||||
}
|
||||
|
||||
public LSL_Vector llGetTorque()
|
||||
|
@ -4657,6 +4657,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
ScriptSleep(5000);
|
||||
}
|
||||
|
||||
public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
UUID agentId = new UUID();
|
||||
if (UUID.TryParse(agent, out agentId))
|
||||
{
|
||||
ScenePresence presence = World.GetScenePresence(agentId);
|
||||
if (presence != null)
|
||||
{
|
||||
// agent must not be a god
|
||||
if (presence.UserLevel >= 200) return;
|
||||
|
||||
// agent must be over the owners land
|
||||
if (m_host.OwnerID == World.LandChannel.GetLandObject(
|
||||
presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
|
||||
{
|
||||
World.RequestTeleportLocation(presence.ControllingClient, simname, new Vector3((float)pos.x, (float)pos.y, (float)pos.z), new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z), (uint)TeleportFlags.ViaLocation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void llTextBox(string agent, string message, int chatChannel)
|
||||
{
|
||||
IDialogModule dm = World.RequestModuleInterface<IDialogModule>();
|
||||
|
@ -11980,6 +12002,144 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
|
||||
{
|
||||
SceneObjectGroup group = m_host.ParentGroup;
|
||||
|
||||
if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
|
||||
return;
|
||||
if (group.IsAttachment)
|
||||
return;
|
||||
|
||||
if (frames.Data.Length > 0) // We are getting a new motion
|
||||
{
|
||||
if (group.RootPart.KeyframeMotion != null)
|
||||
group.RootPart.KeyframeMotion.Stop();
|
||||
group.RootPart.KeyframeMotion = null;
|
||||
|
||||
int idx = 0;
|
||||
|
||||
KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
|
||||
KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
|
||||
|
||||
while (idx < options.Data.Length)
|
||||
{
|
||||
int option = (int)options.GetLSLIntegerItem(idx++);
|
||||
int remain = options.Data.Length - idx;
|
||||
|
||||
switch (option)
|
||||
{
|
||||
case ScriptBaseClass.KFM_MODE:
|
||||
if (remain < 1)
|
||||
break;
|
||||
int modeval = (int)options.GetLSLIntegerItem(idx++);
|
||||
switch(modeval)
|
||||
{
|
||||
case ScriptBaseClass.KFM_FORWARD:
|
||||
mode = KeyframeMotion.PlayMode.Forward;
|
||||
break;
|
||||
case ScriptBaseClass.KFM_REVERSE:
|
||||
mode = KeyframeMotion.PlayMode.Reverse;
|
||||
break;
|
||||
case ScriptBaseClass.KFM_LOOP:
|
||||
mode = KeyframeMotion.PlayMode.Loop;
|
||||
break;
|
||||
case ScriptBaseClass.KFM_PING_PONG:
|
||||
mode = KeyframeMotion.PlayMode.PingPong;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case ScriptBaseClass.KFM_DATA:
|
||||
if (remain < 1)
|
||||
break;
|
||||
int dataval = (int)options.GetLSLIntegerItem(idx++);
|
||||
data = (KeyframeMotion.DataFormat)dataval;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
|
||||
|
||||
idx = 0;
|
||||
|
||||
int elemLength = 2;
|
||||
if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
|
||||
elemLength = 3;
|
||||
|
||||
List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
|
||||
while (idx < frames.Data.Length)
|
||||
{
|
||||
int remain = frames.Data.Length - idx;
|
||||
|
||||
if (remain < elemLength)
|
||||
break;
|
||||
|
||||
KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
|
||||
frame.Position = null;
|
||||
frame.Rotation = null;
|
||||
|
||||
if ((data & KeyframeMotion.DataFormat.Translation) != 0)
|
||||
{
|
||||
LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
|
||||
frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
|
||||
}
|
||||
if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
|
||||
{
|
||||
LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
|
||||
frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
|
||||
}
|
||||
|
||||
float tempf = (float)frames.GetLSLFloatItem(idx++);
|
||||
frame.TimeMS = (int)(tempf * 1000.0f);
|
||||
|
||||
keyframes.Add(frame);
|
||||
}
|
||||
|
||||
group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
|
||||
group.RootPart.KeyframeMotion.Start();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (group.RootPart.KeyframeMotion == null)
|
||||
return;
|
||||
|
||||
if (options.Data.Length == 0)
|
||||
{
|
||||
group.RootPart.KeyframeMotion.Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
int code = (int)options.GetLSLIntegerItem(0);
|
||||
|
||||
int idx = 0;
|
||||
|
||||
while (idx < options.Data.Length)
|
||||
{
|
||||
int option = (int)options.GetLSLIntegerItem(idx++);
|
||||
int remain = options.Data.Length - idx;
|
||||
|
||||
switch (option)
|
||||
{
|
||||
case ScriptBaseClass.KFM_COMMAND:
|
||||
int cmd = (int)options.GetLSLIntegerItem(idx++);
|
||||
switch (cmd)
|
||||
{
|
||||
case ScriptBaseClass.KFM_CMD_PLAY:
|
||||
group.RootPart.KeyframeMotion.Start();
|
||||
break;
|
||||
case ScriptBaseClass.KFM_CMD_STOP:
|
||||
group.RootPart.KeyframeMotion.Stop();
|
||||
break;
|
||||
case ScriptBaseClass.KFM_CMD_PAUSE:
|
||||
group.RootPart.KeyframeMotion.Pause();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class NotecardCache
|
||||
|
|
|
@ -399,6 +399,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
|||
void llTargetOmega(LSL_Vector axis, double spinrate, double gain);
|
||||
void llTargetRemove(int number);
|
||||
void llTeleportAgentHome(string agent);
|
||||
void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt);
|
||||
void llTextBox(string avatar, string message, int chat_channel);
|
||||
LSL_String llToLower(string source);
|
||||
LSL_String llToUpper(string source);
|
||||
|
@ -419,5 +420,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
|||
|
||||
void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
|
||||
LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
|
||||
void llSetKeyframedMotion(LSL_List frames, LSL_List options);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -641,5 +641,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
public static readonly LSLInteger RCERR_UNKNOWN = -1;
|
||||
public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
|
||||
public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3;
|
||||
|
||||
public const int KFM_MODE = 1;
|
||||
public const int KFM_LOOP = 1;
|
||||
public const int KFM_REVERSE = 3;
|
||||
public const int KFM_FORWARD = 0;
|
||||
public const int KFM_PING_PONG = 2;
|
||||
public const int KFM_DATA = 2;
|
||||
public const int KFM_TRANSLATION = 2;
|
||||
public const int KFM_ROTATION = 1;
|
||||
public const int KFM_COMMAND = 0;
|
||||
public const int KFM_CMD_PLAY = 0;
|
||||
public const int KFM_CMD_STOP = 1;
|
||||
public const int KFM_CMD_PAUSE = 2;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1820,6 +1820,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
m_LSL_Functions.llTargetRemove(number);
|
||||
}
|
||||
|
||||
public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
|
||||
{
|
||||
m_LSL_Functions.llTeleportAgent(agent, simname, pos, lookAt);
|
||||
}
|
||||
|
||||
public void llTeleportAgentHome(string agent)
|
||||
{
|
||||
m_LSL_Functions.llTeleportAgentHome(agent);
|
||||
|
@ -1937,7 +1942,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
|
||||
public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
|
||||
{
|
||||
return m_LSL_Functions.llGetLinkNumberOfSides(link);
|
||||
return m_LSL_Functions.llGetLinkNumberOfSides(link);
|
||||
}
|
||||
|
||||
public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
|
||||
{
|
||||
m_LSL_Functions.llSetKeyframedMotion(frames, options);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -48,6 +48,9 @@ namespace OpenSim.Services.Connectors
|
|||
|
||||
private string m_ServerURI = String.Empty;
|
||||
|
||||
private ExpiringCache<ulong, GridRegion> m_regionCache =
|
||||
new ExpiringCache<ulong, GridRegion>();
|
||||
|
||||
public GridServicesConnector()
|
||||
{
|
||||
}
|
||||
|
@ -265,6 +268,11 @@ namespace OpenSim.Services.Connectors
|
|||
|
||||
public GridRegion GetRegionByPosition(UUID scopeID, int x, int y)
|
||||
{
|
||||
ulong regionHandle = Util.UIntsToLong((uint)x, (uint)y);
|
||||
|
||||
if (m_regionCache.Contains(regionHandle))
|
||||
return (GridRegion)m_regionCache[regionHandle];
|
||||
|
||||
Dictionary<string, object> sendData = new Dictionary<string, object>();
|
||||
|
||||
sendData["SCOPEID"] = scopeID.ToString();
|
||||
|
@ -306,6 +314,8 @@ namespace OpenSim.Services.Connectors
|
|||
else
|
||||
m_log.DebugFormat("[GRID CONNECTOR]: GetRegionByPosition received null reply");
|
||||
|
||||
m_regionCache.Add(regionHandle, rinfo, TimeSpan.FromSeconds(600));
|
||||
|
||||
return rinfo;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue