Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
1868680848
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@ -268,6 +268,25 @@ public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShap
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BSPhysicsShapeType.SHAPE_HULL);
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}
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public override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletShapeUnman shapeu = meshShape as BulletShapeUnman;
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return new BulletShapeUnman(
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BSAPICPP.BuildConvexHullShapeFromMesh2(worldu.ptr, shapeu.ptr),
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BSPhysicsShapeType.SHAPE_CONVEXHULL);
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}
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public override BulletShape CreateConvexHullShape(BulletWorld world,
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int indicesCount, int[] indices,
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int verticesCount, float[] vertices)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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return new BulletShapeUnman(
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BSAPICPP.CreateConvexHullShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices),
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BSPhysicsShapeType.SHAPE_CONVEXHULL);
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}
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public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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@ -1413,6 +1432,14 @@ public static extern IntPtr CreateHullShape2(IntPtr world,
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape, HACDParams parms);
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern IntPtr BuildConvexHullShapeFromMesh2(IntPtr world, IntPtr meshShape);
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern IntPtr CreateConvexHullShape2(IntPtr world,
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int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
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int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData);
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@ -1778,6 +1778,16 @@ private sealed class BulletConstraintXNA : BulletConstraint
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/* TODO */ return null;
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}
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public override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape)
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{
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/* TODO */ return null;
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}
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public override BulletShape CreateConvexHullShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
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{
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/* TODO */ return null;
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}
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public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
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{
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//DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount);
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@ -40,10 +40,16 @@ public class BSActorAvatarMove : BSActor
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{
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BSVMotor m_velocityMotor;
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// Set to true if we think we're going up stairs.
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// This state is remembered because collisions will turn on and off as we go up stairs.
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int m_walkingUpStairs;
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float m_lastStepUp;
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public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName)
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: base(physicsScene, pObj, actorName)
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{
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m_velocityMotor = null;
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m_walkingUpStairs = 0;
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m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID);
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}
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@ -119,6 +125,8 @@ public class BSActorAvatarMove : BSActor
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SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
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m_physicsScene.BeforeStep += Mover;
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m_walkingUpStairs = 0;
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}
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}
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@ -216,8 +224,6 @@ public class BSActorAvatarMove : BSActor
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// 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
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OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass;
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// Should we check for move force being small and forcing velocity to zero?
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// Add special movement force to allow avatars to walk up stepped surfaces.
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moveForce += WalkUpStairs();
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@ -233,24 +239,33 @@ public class BSActorAvatarMove : BSActor
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{
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OMV.Vector3 ret = OMV.Vector3.Zero;
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m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}",
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m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying,
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m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z);
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// This test is done if moving forward, not flying and is colliding with something.
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// DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}",
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// LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count);
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if (m_controllingPrim.IsColliding && !m_controllingPrim.Flying && m_controllingPrim.TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */)
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// Check for stairs climbing if colliding, not flying and moving forward
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if ( m_controllingPrim.IsColliding
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&& !m_controllingPrim.Flying
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&& m_controllingPrim.TargetVelocitySpeed > 0.1f )
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{
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// The range near the character's feet where we will consider stairs
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float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f;
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// float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f;
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// Note: there is a problem with the computation of the capsule height. Thus RawPosition is off
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// from the height. Revisit size and this computation when height is scaled properly.
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float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) - 0.05f;
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float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
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// Look for a collision point that is near the character's feet and is oriented the same as the charactor is
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// Look for a collision point that is near the character's feet and is oriented the same as the charactor is.
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// Find the highest 'good' collision.
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OMV.Vector3 highestTouchPosition = OMV.Vector3.Zero;
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foreach (KeyValuePair<uint, ContactPoint> kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList)
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{
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// Don't care about collisions with the terrain
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if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID)
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{
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OMV.Vector3 touchPosition = kvp.Value.Position;
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// DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
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// LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
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m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
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m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
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if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
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{
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// This contact is within the 'near the feet' range.
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@ -261,24 +276,76 @@ public class BSActorAvatarMove : BSActor
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float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
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if (diff < BSParam.AvatarStepApproachFactor)
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{
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// Found the stairs contact point. Push up a little to raise the character.
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float upForce = (touchPosition.Z - nearFeetHeightMin) * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor;
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ret = new OMV.Vector3(0f, 0f, upForce);
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// Also move the avatar up for the new height
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OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f);
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m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
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if (highestTouchPosition.Z < touchPosition.Z)
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highestTouchPosition = touchPosition;
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}
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m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}",
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m_controllingPrim.LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret);
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}
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}
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}
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m_walkingUpStairs = 0;
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// If there is a good step sensing, move the avatar over the step.
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if (highestTouchPosition != OMV.Vector3.Zero)
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{
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// Remember that we are going up stairs. This is needed because collisions
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// will stop when we move up so this smoothes out that effect.
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m_walkingUpStairs = BSParam.AvatarStepSmoothingSteps;
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m_lastStepUp = highestTouchPosition.Z - nearFeetHeightMin;
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ret = ComputeStairCorrection(m_lastStepUp);
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m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},ret={3}",
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m_controllingPrim.LocalID, highestTouchPosition, nearFeetHeightMin, ret);
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}
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}
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else
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{
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// If we used to be going up stairs but are not now, smooth the case where collision goes away while
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// we are bouncing up the stairs.
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if (m_walkingUpStairs > 0)
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{
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m_walkingUpStairs--;
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ret = ComputeStairCorrection(m_lastStepUp);
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}
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}
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return ret;
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}
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private OMV.Vector3 ComputeStairCorrection(float stepUp)
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{
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OMV.Vector3 ret = OMV.Vector3.Zero;
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OMV.Vector3 displacement = OMV.Vector3.Zero;
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if (stepUp > 0f)
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{
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// Found the stairs contact point. Push up a little to raise the character.
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if (BSParam.AvatarStepForceFactor > 0f)
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{
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float upForce = stepUp * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor;
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ret = new OMV.Vector3(0f, 0f, upForce);
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}
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// Also move the avatar up for the new height
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if (BSParam.AvatarStepUpCorrectionFactor > 0f)
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{
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// Move the avatar up related to the height of the collision
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displacement = new OMV.Vector3(0f, 0f, stepUp * BSParam.AvatarStepUpCorrectionFactor);
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m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
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}
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else
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{
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if (BSParam.AvatarStepUpCorrectionFactor < 0f)
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{
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// Move the avatar up about the specified step height
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displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight);
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m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
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}
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}
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m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,disp={1},force={2}",
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m_controllingPrim.LocalID, displacement, ret);
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}
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return ret;
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}
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}
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}
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@ -70,6 +70,7 @@ public enum BSPhysicsShapeType
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SHAPE_COMPOUND = 22,
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SHAPE_HEIGHTMAP = 23,
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SHAPE_AVATAR = 24,
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SHAPE_CONVEXHULL= 25,
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};
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// The native shapes have predefined shape hash keys
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@ -325,6 +326,12 @@ public abstract BulletShape CreateHullShape(BulletWorld world,
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public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms);
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public abstract BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape);
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public abstract BulletShape CreateConvexHullShape(BulletWorld world,
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int indicesCount, int[] indices,
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int verticesCount, float[] vertices );
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public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData);
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public abstract bool IsNativeShape(BulletShape shape);
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@ -128,6 +128,8 @@ public static class BSParam
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public static float AvatarStepHeight { get; private set; }
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public static float AvatarStepApproachFactor { get; private set; }
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public static float AvatarStepForceFactor { get; private set; }
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public static float AvatarStepUpCorrectionFactor { get; private set; }
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public static int AvatarStepSmoothingSteps { get; private set; }
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// Vehicle parameters
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public static float VehicleMaxLinearVelocity { get; private set; }
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@ -234,6 +236,7 @@ public static class BSParam
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objectSet = pObjSetter;
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}
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/* Wish I could simplify using this definition but CLR doesn't store references so closure around delegates of references won't work
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* TODO: Maybe use reflection and the name of the variable to create a reference for the getter/setter.
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public ParameterDefn(string pName, string pDesc, T pDefault, ref T loc)
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: base(pName, pDesc)
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{
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@ -561,7 +564,7 @@ public static class BSParam
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(s) => { return AvatarBelowGroundUpCorrectionMeters; },
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(s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ),
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new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
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0.3f,
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0.6f,
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(s) => { return AvatarStepHeight; },
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(s,v) => { AvatarStepHeight = v; } ),
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new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
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@ -569,9 +572,17 @@ public static class BSParam
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(s) => { return AvatarStepApproachFactor; },
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(s,v) => { AvatarStepApproachFactor = v; } ),
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new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
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2.0f,
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1.0f,
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(s) => { return AvatarStepForceFactor; },
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(s,v) => { AvatarStepForceFactor = v; } ),
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new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step",
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1.0f,
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(s) => { return AvatarStepUpCorrectionFactor; },
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(s,v) => { AvatarStepUpCorrectionFactor = v; } ),
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new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs",
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2,
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(s) => { return AvatarStepSmoothingSteps; },
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(s,v) => { AvatarStepSmoothingSteps = v; } ),
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new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
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1000.0f,
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@ -96,7 +96,7 @@ public abstract class BSPhysObject : PhysicsActor
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SetMaterial((int)MaterialAttributes.Material.Wood);
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CollisionCollection = new CollisionEventUpdate();
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CollisionsLastTick = CollisionCollection;
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CollisionsLastReported = CollisionCollection;
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SubscribedEventsMs = 0;
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CollidingStep = 0;
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CollidingGroundStep = 0;
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@ -368,11 +368,14 @@ public abstract class BSPhysObject : PhysicsActor
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}
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}
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// The collisions that have been collected this tick
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// The collisions that have been collected for the next collision reporting (throttled by subscription)
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protected CollisionEventUpdate CollisionCollection;
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// Remember collisions from last tick for fancy collision based actions
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// This is the collision collection last reported to the Simulator.
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public CollisionEventUpdate CollisionsLastReported;
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// Remember the collisions recorded in the last tick for fancy collision checking
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// (like a BSCharacter walking up stairs).
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public CollisionEventUpdate CollisionsLastTick;
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private long CollisionsLastTickStep = -1;
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// The simulation step is telling this object about a collision.
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// Return 'true' if a collision was processed and should be sent up.
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@ -399,6 +402,15 @@ public abstract class BSPhysObject : PhysicsActor
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// For movement tests, remember if we are colliding with an object that is moving.
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ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
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// Make a collection of the collisions that happened the last simulation tick.
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// This is different than the collection created for sending up to the simulator as it is cleared every tick.
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if (CollisionsLastTickStep != PhysicsScene.SimulationStep)
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{
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CollisionsLastTick = new CollisionEventUpdate();
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CollisionsLastTickStep = PhysicsScene.SimulationStep;
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}
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CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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// If someone has subscribed for collision events log the collision so it will be reported up
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if (SubscribedEvents()) {
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CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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@ -419,7 +431,7 @@ public abstract class BSPhysObject : PhysicsActor
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bool ret = true;
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// If the 'no collision' call, force it to happen right now so quick collision_end
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bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0);
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bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
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// throttle the collisions to the number of milliseconds specified in the subscription
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if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
|
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|
@ -438,7 +450,7 @@ public abstract class BSPhysObject : PhysicsActor
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base.SendCollisionUpdate(CollisionCollection);
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// Remember the collisions from this tick for some collision specific processing.
|
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CollisionsLastTick = CollisionCollection;
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CollisionsLastReported = CollisionCollection;
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// The CollisionCollection instance is passed around in the simulator.
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// Make sure we don't have a handle to that one and that a new one is used for next time.
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||||
|
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@ -69,12 +69,17 @@ public class BSPrim : BSPhysObject
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private int CrossingFailures { get; set; }
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// Keep a handle to the vehicle actor so it is easy to set parameters on same.
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public BSDynamics VehicleActor;
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public const string VehicleActorName = "BasicVehicle";
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// Parameters for the hover actor
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public const string HoverActorName = "HoverActor";
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// Parameters for the axis lock actor
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public const String LockedAxisActorName = "BSPrim.LockedAxis";
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// Parameters for the move to target actor
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public const string MoveToTargetActorName = "MoveToTargetActor";
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// Parameters for the setForce and setTorque actors
|
||||
public const string SetForceActorName = "SetForceActor";
|
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public const string SetTorqueActorName = "SetTorqueActor";
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||||
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||||
|
|
|
@ -612,7 +612,7 @@ public sealed class BSShapeCollection : IDisposable
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newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod);
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// Take evasive action if the mesh was not constructed.
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newShape = VerifyMeshCreated(newShape, prim);
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newShape = VerifyMeshCreated(PhysicsScene, newShape, prim);
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ReferenceShape(newShape);
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@ -719,7 +719,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
|
||||
newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod);
|
||||
// It might not have been created if we're waiting for an asset.
|
||||
newShape = VerifyMeshCreated(newShape, prim);
|
||||
newShape = VerifyMeshCreated(PhysicsScene, newShape, prim);
|
||||
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||||
ReferenceShape(newShape);
|
||||
|
||||
|
@ -923,7 +923,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
|
||||
// Create a hash of all the shape parameters to be used as a key
|
||||
// for this particular shape.
|
||||
private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod)
|
||||
public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod)
|
||||
{
|
||||
// level of detail based on size and type of the object
|
||||
float lod = BSParam.MeshLOD;
|
||||
|
@ -944,7 +944,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
return pbs.GetMeshKey(size, lod);
|
||||
}
|
||||
// For those who don't want the LOD
|
||||
private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs)
|
||||
public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs)
|
||||
{
|
||||
float lod;
|
||||
return ComputeShapeKey(size, pbs, out lod);
|
||||
|
@ -957,7 +957,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// us to not loop forever.
|
||||
// Called after creating a physical mesh or hull. If the physical shape was created,
|
||||
// just return.
|
||||
private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim)
|
||||
public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim)
|
||||
{
|
||||
// If the shape was successfully created, nothing more to do
|
||||
if (newShape.HasPhysicalShape)
|
||||
|
@ -969,7 +969,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
|
||||
{
|
||||
prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
|
||||
PhysicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}",
|
||||
physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}",
|
||||
LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
|
||||
}
|
||||
else
|
||||
|
@ -981,14 +981,14 @@ public sealed class BSShapeCollection : IDisposable
|
|||
&& prim.BaseShape.SculptTexture != OMV.UUID.Zero
|
||||
)
|
||||
{
|
||||
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID);
|
||||
physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID);
|
||||
// Multiple requestors will know we're waiting for this asset
|
||||
prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
|
||||
|
||||
BSPhysObject xprim = prim;
|
||||
Util.FireAndForget(delegate
|
||||
{
|
||||
RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
|
||||
RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod;
|
||||
if (assetProvider != null)
|
||||
{
|
||||
BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
|
||||
|
@ -1016,7 +1016,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
|
||||
else
|
||||
yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
|
||||
DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
|
||||
physicsScene.DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
|
||||
yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
|
||||
|
||||
});
|
||||
|
@ -1024,8 +1024,8 @@ public sealed class BSShapeCollection : IDisposable
|
|||
else
|
||||
{
|
||||
xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
|
||||
LogHeader, PhysicsScene.Name);
|
||||
physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
|
||||
LogHeader, physicsScene.Name);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
@ -1033,15 +1033,15 @@ public sealed class BSShapeCollection : IDisposable
|
|||
{
|
||||
if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
|
||||
{
|
||||
PhysicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}",
|
||||
physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}",
|
||||
LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// While we wait for the mesh defining asset to be loaded, stick in a simple box for the object.
|
||||
BulletShape fillinShape = BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
|
||||
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID);
|
||||
BulletShape fillinShape = physicsScene.Shapes.BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
|
||||
physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID);
|
||||
|
||||
return fillinShape;
|
||||
}
|
||||
|
|
|
@ -29,6 +29,9 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
using OMV = OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
|
@ -37,11 +40,19 @@ public abstract class BSShape
|
|||
{
|
||||
public int referenceCount { get; set; }
|
||||
public DateTime lastReferenced { get; set; }
|
||||
public BulletShape physShapeInfo { get; set; }
|
||||
|
||||
public BSShape()
|
||||
{
|
||||
referenceCount = 0;
|
||||
lastReferenced = DateTime.Now;
|
||||
physShapeInfo = new BulletShape();
|
||||
}
|
||||
public BSShape(BulletShape pShape)
|
||||
{
|
||||
referenceCount = 0;
|
||||
lastReferenced = DateTime.Now;
|
||||
physShapeInfo = pShape;
|
||||
}
|
||||
|
||||
// Get a reference to a physical shape. Create if it doesn't exist
|
||||
|
@ -79,21 +90,30 @@ public abstract class BSShape
|
|||
|
||||
return ret;
|
||||
}
|
||||
public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
|
||||
private static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
|
||||
{
|
||||
BSShapeMesh.GetReference(physicsScene, forceRebuild, prim);
|
||||
BSShapeHull.GetReference(physicsScene, forceRebuild, prim);
|
||||
return null;
|
||||
}
|
||||
public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
|
||||
|
||||
// Called when this shape is being used again.
|
||||
public virtual void IncrementReference()
|
||||
{
|
||||
return null;
|
||||
referenceCount++;
|
||||
lastReferenced = DateTime.Now;
|
||||
}
|
||||
|
||||
// Called when this shape is being used again.
|
||||
public virtual void DecrementReference()
|
||||
{
|
||||
referenceCount--;
|
||||
lastReferenced = DateTime.Now;
|
||||
}
|
||||
|
||||
// Release the use of a physical shape.
|
||||
public abstract void Dereference(BSScene physicsScene);
|
||||
|
||||
// All shapes have a static call to get a reference to the physical shape
|
||||
// protected abstract static BSShape GetReference();
|
||||
|
||||
// Returns a string for debugging that uniquily identifies the memory used by this instance
|
||||
public virtual string AddrString
|
||||
{
|
||||
|
@ -112,6 +132,7 @@ public abstract class BSShape
|
|||
}
|
||||
}
|
||||
|
||||
// ============================================================================================================
|
||||
public class BSShapeNull : BSShape
|
||||
{
|
||||
public BSShapeNull() : base()
|
||||
|
@ -121,23 +142,39 @@ public class BSShapeNull : BSShape
|
|||
public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ }
|
||||
}
|
||||
|
||||
// ============================================================================================================
|
||||
public class BSShapeNative : BSShape
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE NATIVE]";
|
||||
public BSShapeNative() : base()
|
||||
public BSShapeNative(BulletShape pShape) : base(pShape)
|
||||
{
|
||||
}
|
||||
public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
|
||||
BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
|
||||
{
|
||||
// Native shapes are not shared and are always built anew.
|
||||
//return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
|
||||
return null;
|
||||
}
|
||||
|
||||
private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
|
||||
BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
|
||||
public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
|
||||
BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
|
||||
{
|
||||
// Native shapes are not shared and are always built anew.
|
||||
return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey));
|
||||
}
|
||||
|
||||
// Make this reference to the physical shape go away since native shapes are not shared.
|
||||
public override void Dereference(BSScene physicsScene)
|
||||
{
|
||||
// Native shapes are not tracked and are released immediately
|
||||
if (physShapeInfo.HasPhysicalShape)
|
||||
{
|
||||
physicsScene.DetailLog("{0},BSShapeNative.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
|
||||
physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
|
||||
}
|
||||
physShapeInfo.Clear();
|
||||
// Garbage collection will free up this instance.
|
||||
}
|
||||
|
||||
private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim,
|
||||
BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
|
||||
{
|
||||
BulletShape newShape;
|
||||
|
||||
ShapeData nativeShapeData = new ShapeData();
|
||||
nativeShapeData.Type = shapeType;
|
||||
nativeShapeData.ID = prim.LocalID;
|
||||
|
@ -146,63 +183,164 @@ public class BSShapeNative : BSShape
|
|||
nativeShapeData.MeshKey = (ulong)shapeKey;
|
||||
nativeShapeData.HullKey = (ulong)shapeKey;
|
||||
|
||||
|
||||
/*
|
||||
if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
|
||||
{
|
||||
ptr = PhysicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale);
|
||||
physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
|
||||
newShape = physicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale);
|
||||
physicsScene.DetailLog("{0},BSShapeNative,capsule,scale={1}", prim.LocalID, prim.Scale);
|
||||
}
|
||||
else
|
||||
{
|
||||
ptr = PhysicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData);
|
||||
newShape = physicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData);
|
||||
}
|
||||
if (ptr == IntPtr.Zero)
|
||||
if (!newShape.HasPhysicalShape)
|
||||
{
|
||||
physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
|
||||
LogHeader, prim.LocalID, shapeType);
|
||||
}
|
||||
type = shapeType;
|
||||
key = (UInt64)shapeKey;
|
||||
*/
|
||||
}
|
||||
// Make this reference to the physical shape go away since native shapes are not shared.
|
||||
public override void Dereference(BSScene physicsScene)
|
||||
{
|
||||
/*
|
||||
// Native shapes are not tracked and are released immediately
|
||||
physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
|
||||
PhysicsScene.PE.DeleteCollisionShape(physicsScene.World, this);
|
||||
ptr = IntPtr.Zero;
|
||||
// Garbage collection will free up this instance.
|
||||
*/
|
||||
newShape.type = shapeType;
|
||||
newShape.isNativeShape = true;
|
||||
newShape.shapeKey = (UInt64)shapeKey;
|
||||
return newShape;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// ============================================================================================================
|
||||
public class BSShapeMesh : BSShape
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE MESH]";
|
||||
private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
|
||||
|
||||
public BSShapeMesh() : base()
|
||||
public BSShapeMesh(BulletShape pShape) : base(pShape)
|
||||
{
|
||||
}
|
||||
public static BSShape GetReference() { return new BSShapeNull(); }
|
||||
public override void Dereference(BSScene physicsScene) { }
|
||||
public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
|
||||
{
|
||||
float lod;
|
||||
System.UInt64 newMeshKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
|
||||
|
||||
physicsScene.DetailLog("{0},BSShapeMesh,create,oldKey={1},newKey={2},size={3},lod={4}",
|
||||
prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod);
|
||||
|
||||
BSShapeMesh retMesh;
|
||||
lock (Meshes)
|
||||
{
|
||||
if (Meshes.TryGetValue(newMeshKey, out retMesh))
|
||||
{
|
||||
// The mesh has already been created. Return a new reference to same.
|
||||
retMesh.IncrementReference();
|
||||
}
|
||||
else
|
||||
{
|
||||
// An instance of this mesh has not been created. Build and remember same.
|
||||
BulletShape newShape = CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod);
|
||||
// Take evasive action if the mesh was not constructed.
|
||||
newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim);
|
||||
|
||||
retMesh = new BSShapeMesh(newShape);
|
||||
|
||||
Meshes.Add(newMeshKey, retMesh);
|
||||
}
|
||||
}
|
||||
return retMesh;
|
||||
}
|
||||
public override void Dereference(BSScene physicsScene)
|
||||
{
|
||||
lock (Meshes)
|
||||
{
|
||||
this.DecrementReference();
|
||||
// TODO: schedule aging and destruction of unused meshes.
|
||||
}
|
||||
}
|
||||
|
||||
private static BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
|
||||
PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
|
||||
{
|
||||
BulletShape newShape = null;
|
||||
|
||||
IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
|
||||
false, // say it is not physical so a bounding box is not built
|
||||
false // do not cache the mesh and do not use previously built versions
|
||||
);
|
||||
|
||||
if (meshData != null)
|
||||
{
|
||||
|
||||
int[] indices = meshData.getIndexListAsInt();
|
||||
int realIndicesIndex = indices.Length;
|
||||
float[] verticesAsFloats = meshData.getVertexListAsFloat();
|
||||
|
||||
if (BSParam.ShouldRemoveZeroWidthTriangles)
|
||||
{
|
||||
// Remove degenerate triangles. These are triangles with two of the vertices
|
||||
// are the same. This is complicated by the problem that vertices are not
|
||||
// made unique in sculpties so we have to compare the values in the vertex.
|
||||
realIndicesIndex = 0;
|
||||
for (int tri = 0; tri < indices.Length; tri += 3)
|
||||
{
|
||||
// Compute displacements into vertex array for each vertex of the triangle
|
||||
int v1 = indices[tri + 0] * 3;
|
||||
int v2 = indices[tri + 1] * 3;
|
||||
int v3 = indices[tri + 2] * 3;
|
||||
// Check to see if any two of the vertices are the same
|
||||
if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
|
||||
&& verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1]
|
||||
&& verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2])
|
||||
|| ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
|
||||
&& verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1]
|
||||
&& verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2])
|
||||
|| ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
|
||||
&& verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1]
|
||||
&& verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) )
|
||||
)
|
||||
{
|
||||
// None of the vertices of the triangles are the same. This is a good triangle;
|
||||
indices[realIndicesIndex + 0] = indices[tri + 0];
|
||||
indices[realIndicesIndex + 1] = indices[tri + 1];
|
||||
indices[realIndicesIndex + 2] = indices[tri + 2];
|
||||
realIndicesIndex += 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
|
||||
BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
|
||||
|
||||
if (realIndicesIndex != 0)
|
||||
{
|
||||
newShape = physicsScene.PE.CreateMeshShape(physicsScene.World,
|
||||
realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats);
|
||||
}
|
||||
else
|
||||
{
|
||||
physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}",
|
||||
LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name);
|
||||
}
|
||||
}
|
||||
newShape.shapeKey = newMeshKey;
|
||||
|
||||
return newShape;
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================================================
|
||||
public class BSShapeHull : BSShape
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE HULL]";
|
||||
private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
|
||||
|
||||
public BSShapeHull() : base()
|
||||
public BSShapeHull(BulletShape pShape) : base(pShape)
|
||||
{
|
||||
}
|
||||
public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
|
||||
{
|
||||
return new BSShapeNull();
|
||||
}
|
||||
public override void Dereference(BSScene physicsScene)
|
||||
{
|
||||
}
|
||||
public static BSShape GetReference() { return new BSShapeNull(); }
|
||||
public override void Dereference(BSScene physicsScene) { }
|
||||
}
|
||||
|
||||
// ============================================================================================================
|
||||
public class BSShapeCompound : BSShape
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
|
||||
|
@ -216,6 +354,7 @@ public class BSShapeCompound : BSShape
|
|||
public override void Dereference(BSScene physicsScene) { }
|
||||
}
|
||||
|
||||
// ============================================================================================================
|
||||
public class BSShapeAvatar : BSShape
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE AVATAR]";
|
||||
|
|
|
@ -42,6 +42,8 @@ One sided meshes? Should terrain be built into a closed shape?
|
|||
|
||||
VEHICLES TODO LIST:
|
||||
=================================================
|
||||
UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims:
|
||||
https://github.com/UbitUmarov/Ubit-opensim
|
||||
Border crossing with linked vehicle causes crash
|
||||
20121129.1411: editting/moving phys object across region boundries causes crash
|
||||
getPos-> btRigidBody::upcast -> getBodyType -> BOOM
|
||||
|
@ -167,6 +169,7 @@ Eliminate collisions between objects in a linkset. (LinksetConstraint)
|
|||
|
||||
MORE
|
||||
======================================================
|
||||
Compute avatar size and scale correctly. Now it is a bit off from the capsule size.
|
||||
Create tests for different interface components
|
||||
Have test objects/scripts measure themselves and turn color if correct/bad
|
||||
Test functions in SL and calibrate correctness there
|
||||
|
|
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Reference in New Issue