diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs index fe8f0205fa..b88f162c56 100644 --- a/OpenSim/Framework/PrimitiveBaseShape.cs +++ b/OpenSim/Framework/PrimitiveBaseShape.cs @@ -186,6 +186,40 @@ namespace OpenSim.Framework PCode = (byte)PCodeEnum.Primitive; ExtraParams = new byte[1]; m_textureEntry = DEFAULT_TEXTURE; + } + + public PrimitiveBaseShape(Primitive prim) + { + PCode = (byte)prim.PrimData.PCode; + ExtraParams = new byte[1]; + + State = prim.PrimData.State; + PathBegin = Primitive.PackBeginCut(prim.PrimData.PathBegin); + PathEnd = Primitive.PackEndCut(prim.PrimData.PathEnd); + PathScaleX = Primitive.PackPathScale(prim.PrimData.PathScaleX); + PathScaleY = Primitive.PackPathScale(prim.PrimData.PathScaleY); + PathShearX = (byte)Primitive.PackPathShear(prim.PrimData.PathShearX); + PathShearY = (byte)Primitive.PackPathShear(prim.PrimData.PathShearY); + PathSkew = Primitive.PackPathTwist(prim.PrimData.PathSkew); + ProfileBegin = Primitive.PackBeginCut(prim.PrimData.ProfileBegin); + ProfileEnd = Primitive.PackEndCut(prim.PrimData.ProfileEnd); + Scale = prim.Scale; + PathCurve = (byte)prim.PrimData.PathCurve; + ProfileCurve = (byte)prim.PrimData.ProfileCurve; + ProfileHollow = Primitive.PackProfileHollow(prim.PrimData.ProfileHollow); + PathRadiusOffset = Primitive.PackPathTwist(prim.PrimData.PathRadiusOffset); + PathRevolutions = Primitive.PackPathRevolutions(prim.PrimData.PathRevolutions); + PathTaperX = Primitive.PackPathTaper(prim.PrimData.PathTaperX); + PathTaperY = Primitive.PackPathTaper(prim.PrimData.PathTaperY); + PathTwist = Primitive.PackPathTwist(prim.PrimData.PathTwist); + PathTwistBegin = Primitive.PackPathTwist(prim.PrimData.PathTwistBegin); + + m_textureEntry = prim.Textures.GetBytes(); + + SculptEntry = (prim.Sculpt.Type != OpenMetaverse.SculptType.None); + SculptData = prim.Sculpt.GetBytes(); + SculptTexture = prim.Sculpt.SculptTexture; + SculptType = (byte)prim.Sculpt.Type; } [XmlIgnore] diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index 40d6b23ce9..b1b2336f83 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs @@ -432,6 +432,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4; currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun; currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight; + + currentRegionSettings.Save(); IEstateModule estateModule = m_scene.RequestModuleInterface(); diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs new file mode 100644 index 0000000000..92261cd19c --- /dev/null +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs @@ -0,0 +1,353 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using Nini.Config; +using OpenSim.Framework; +using OpenSim.Region.Physics.Manager; +using PhysXWrapper; +using Quaternion=OpenMetaverse.Quaternion; +using System.Reflection; +using log4net; +using OpenMetaverse; + +namespace OpenSim.Region.Physics.PhysXPlugin +{ + public class PhysXCharacter : PhysicsActor + { + private Vector3 _position; + private Vector3 _velocity; + private Vector3 m_rotationalVelocity = Vector3.Zero; + private Vector3 _acceleration; + private NxCharacter _character; + private bool flying; + private bool iscolliding = false; + private float gravityAccel; + + public PhysXCharacter(NxCharacter character) + { + _character = character; + } + + public override int PhysicsActorType + { + get { return (int) ActorTypes.Agent; } + set { return; } + } + + public override bool SetAlwaysRun + { + get { return false; } + set { return; } + } + + public override uint LocalID + { + set { return; } + } + + public override bool Grabbed + { + set { return; } + } + + public override bool Selected + { + set { return; } + } + + public override float Buoyancy + { + get { return 0f; } + set { return; } + } + + public override bool FloatOnWater + { + set { return; } + } + + public override bool IsPhysical + { + get { return false; } + set { return; } + } + + public override bool ThrottleUpdates + { + get { return false; } + set { return; } + } + + public override bool Flying + { + get { return flying; } + set { flying = value; } + } + + public override bool IsColliding + { + get { return iscolliding; } + set { iscolliding = value; } + } + + public override bool CollidingGround + { + get { return false; } + set { return; } + } + + public override bool CollidingObj + { + get { return false; } + set { return; } + } + + public override Vector3 RotationalVelocity + { + get { return m_rotationalVelocity; } + set { m_rotationalVelocity = value; } + } + + public override bool Stopped + { + get { return false; } + } + + public override Vector3 Position + { + get { return _position; } + set + { + _position = value; + Vec3 ps = new Vec3(); + ps.X = value.X; + ps.Y = value.Y; + ps.Z = value.Z; + _character.Position = ps; + } + } + + public override Vector3 Size + { + get { return Vector3.Zero; } + set { } + } + + public override float Mass + { + get { return 0f; } + } + + public override Vector3 Force + { + get { return Vector3.Zero; } + set { return; } + } + + public override int VehicleType + { + get { return 0; } + set { return; } + } + + public override void VehicleFloatParam(int param, float value) + { + } + + public override void VehicleVectorParam(int param, Vector3 value) + { + } + + public override void VehicleRotationParam(int param, Quaternion rotation) + { + } + + public override void VehicleFlags(int param, bool remove) + { + } + + public override void SetVolumeDetect(int param) + { + } + + public override Vector3 CenterOfMass + { + get { return Vector3.Zero; } + } + + public override Vector3 GeometricCenter + { + get { return Vector3.Zero; } + } + + public override Vector3 Velocity + { + get { return _velocity; } + set { _velocity = value; } + } + + public override float CollisionScore + { + get { return 0f; } + set { } + } + + public override bool Kinematic + { + get { return false; } + set { } + } + + public override Quaternion Orientation + { + get { return Quaternion.Identity; } + set { } + } + + public override Vector3 Acceleration + { + get { return _acceleration; } + } + + public void SetAcceleration(Vector3 accel) + { + _acceleration = accel; + } + + public override void AddForce(Vector3 force, bool pushforce) + { + } + + public override Vector3 Torque + { + get { return Vector3.Zero; } + set { return; } + } + + public override void AddAngularForce(Vector3 force, bool pushforce) + { + } + + public override void link(PhysicsActor obj) + { + } + + public override void delink() + { + } + + public override void LockAngularMotion(Vector3 axis) + { + } + + public override void SetMomentum(Vector3 momentum) + { + } + + public void Move(float timeStep) + { + Vec3 vec = new Vec3(); + vec.X = _velocity.X*timeStep; + vec.Y = _velocity.Y*timeStep; + if (flying) + { + vec.Z = (_velocity.Z)*timeStep; + } + else + { + gravityAccel += -9.8f; + vec.Z = (gravityAccel + _velocity.Z)*timeStep; + } + int res = _character.Move(vec); + if (res == 1) + { + gravityAccel = 0; + } + } + + public override PrimitiveBaseShape Shape + { + set { return; } + } + + public void UpdatePosition() + { + Vec3 vec = _character.Position; + _position.X = vec.X; + _position.Y = vec.Y; + _position.Z = vec.Z; + } + + public override void CrossingFailure() + { + } + + public override Vector3 PIDTarget { set { return; } } + public override bool PIDActive { set { return; } } + public override float PIDTau { set { return; } } + + public override float PIDHoverHeight { set { return; } } + public override bool PIDHoverActive { set { return; } } + public override PIDHoverType PIDHoverType { set { return; } } + public override float PIDHoverTau { set { return; } } + + public override Quaternion APIDTarget + { + set { return; } + } + + public override bool APIDActive + { + set { return; } + } + + public override float APIDStrength + { + set { return; } + } + + public override float APIDDamping + { + set { return; } + } + + public override void SubscribeEvents(int ms) + { + + } + public override void UnSubscribeEvents() + { + + } + public override bool SubscribedEvents() + { + return false; + } + } +} diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs index dd2c68617b..ca7a4f8379 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs @@ -1,4 +1,4 @@ -/*/* +/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * @@ -73,773 +73,4 @@ namespace OpenSim.Region.Physics.PhysXPlugin { } } - - public class PhysXScene : PhysicsScene - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private List _characters = new List(); - private List _prims = new List(); - private float[] _heightMap = null; - private NxPhysicsSDK mySdk; - private NxScene scene; - - // protected internal string sceneIdentifier; - public PhysXScene(string _sceneIdentifier) - { - //sceneIdentifier = _sceneIdentifier; - - mySdk = NxPhysicsSDK.CreateSDK(); - m_log.Info("Sdk created - now creating scene"); - scene = mySdk.CreateScene(); - } - - public override void Initialise(IMesher meshmerizer, IConfigSource config) - { - // Does nothing right now - } - public override void Dispose() - { - - } - - public override void SetWaterLevel(float baseheight) - { - - } - - public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) - { - Vec3 pos = new Vec3(); - pos.X = position.X; - pos.Y = position.Y; - pos.Z = position.Z; - PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos)); - act.Flying = isFlying; - act.Position = position; - _characters.Add(act); - return act; - } - - public override void RemovePrim(PhysicsActor prim) - { - } - - public override void RemoveAvatar(PhysicsActor actor) - { - } - - private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) - { - Vec3 pos = new Vec3(); - pos.X = position.X; - pos.Y = position.Y; - pos.Z = position.Z; - Vec3 siz = new Vec3(); - siz.X = size.X; - siz.Y = size.Y; - siz.Z = size.Z; - PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz)); - _prims.Add(act); - return act; - } - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, - Vector3 size, Quaternion rotation) //To be removed - { - return AddPrimShape(primName, pbs, position, size, rotation, false); - } - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, - Vector3 size, Quaternion rotation, bool isPhysical) - { - return AddPrim(position, size, rotation); - } - - public override void AddPhysicsActorTaint(PhysicsActor prim) - { - } - - public override float Simulate(float timeStep) - { - float fps = 0f; - try - { - foreach (PhysXCharacter actor in _characters) - { - actor.Move(timeStep); - } - scene.Simulate(timeStep); - scene.FetchResults(); - scene.UpdateControllers(); - - foreach (PhysXCharacter actor in _characters) - { - actor.UpdatePosition(); - } - } - catch (Exception e) - { - m_log.Error(e.Message); - } - return fps; - } - - public override void GetResults() - { - } - - public override bool IsThreaded - { - get { return (false); // for now we won't be multithreaded - } - } - - public override void SetTerrain(float[] heightMap) - { - if (_heightMap != null) - { - m_log.Debug("PhysX - deleting old terrain"); - scene.DeleteTerrain(); - } - _heightMap = heightMap; - scene.AddTerrain(heightMap); - } - - public override void DeleteTerrain() - { - scene.DeleteTerrain(); - } - - public override Dictionary GetTopColliders() - { - Dictionary returncolliders = new Dictionary(); - return returncolliders; - } - - } - - public class PhysXCharacter : PhysicsActor - { - private Vector3 _position; - private Vector3 _velocity; - private Vector3 m_rotationalVelocity = Vector3.Zero; - private Vector3 _acceleration; - private NxCharacter _character; - private bool flying; - private bool iscolliding = false; - private float gravityAccel; - - public PhysXCharacter(NxCharacter character) - { - _character = character; - } - - public override int PhysicsActorType - { - get { return (int) ActorTypes.Agent; } - set { return; } - } - - public override bool SetAlwaysRun - { - get { return false; } - set { return; } - } - - public override uint LocalID - { - set { return; } - } - - public override bool Grabbed - { - set { return; } - } - - public override bool Selected - { - set { return; } - } - - public override float Buoyancy - { - get { return 0f; } - set { return; } - } - - public override bool FloatOnWater - { - set { return; } - } - - public override bool IsPhysical - { - get { return false; } - set { return; } - } - - public override bool ThrottleUpdates - { - get { return false; } - set { return; } - } - - public override bool Flying - { - get { return flying; } - set { flying = value; } - } - - public override bool IsColliding - { - get { return iscolliding; } - set { iscolliding = value; } - } - - public override bool CollidingGround - { - get { return false; } - set { return; } - } - - public override bool CollidingObj - { - get { return false; } - set { return; } - } - - public override Vector3 RotationalVelocity - { - get { return m_rotationalVelocity; } - set { m_rotationalVelocity = value; } - } - - public override bool Stopped - { - get { return false; } - } - - public override Vector3 Position - { - get { return _position; } - set - { - _position = value; - Vec3 ps = new Vec3(); - ps.X = value.X; - ps.Y = value.Y; - ps.Z = value.Z; - _character.Position = ps; - } - } - - public override Vector3 Size - { - get { return Vector3.Zero; } - set { } - } - - public override float Mass - { - get { return 0f; } - } - - public override Vector3 Force - { - get { return Vector3.Zero; } - set { return; } - } - - public override int VehicleType - { - get { return 0; } - set { return; } - } - - public override void VehicleFloatParam(int param, float value) - { - - } - - public override void VehicleVectorParam(int param, Vector3 value) - { - - } - - public override void VehicleRotationParam(int param, Quaternion rotation) - { - - } - - public override void VehicleFlags(int param, bool remove) { } - - public override void SetVolumeDetect(int param) - { - - } - - - public override Vector3 CenterOfMass - { - get { return Vector3.Zero; } - } - - public override Vector3 GeometricCenter - { - get { return Vector3.Zero; } - } - - public override Vector3 Velocity - { - get { return _velocity; } - set { _velocity = value; } - } - - public override float CollisionScore - { - get { return 0f; } - set { } - } - - public override bool Kinematic - { - get { return false; } - set { } - } - - public override Quaternion Orientation - { - get { return Quaternion.Identity; } - set { } - } - - public override Vector3 Acceleration - { - get { return _acceleration; } - } - - public void SetAcceleration(Vector3 accel) - { - _acceleration = accel; - } - - public override void AddForce(Vector3 force, bool pushforce) - { - } - public override Vector3 Torque - { - get { return Vector3.Zero; } - set { return; } - } - public override void AddAngularForce(Vector3 force, bool pushforce) - { - } - - public override void link(PhysicsActor obj) - { - - } - - public override void delink() - { - - } - - public override void LockAngularMotion(Vector3 axis) - { - - } - - public override void SetMomentum(Vector3 momentum) - { - } - - public void Move(float timeStep) - { - Vec3 vec = new Vec3(); - vec.X = _velocity.X*timeStep; - vec.Y = _velocity.Y*timeStep; - if (flying) - { - vec.Z = (_velocity.Z)*timeStep; - } - else - { - gravityAccel += -9.8f; - vec.Z = (gravityAccel + _velocity.Z)*timeStep; - } - int res = _character.Move(vec); - if (res == 1) - { - gravityAccel = 0; - } - } - - public override PrimitiveBaseShape Shape - { - set { return; } - } - - public void UpdatePosition() - { - Vec3 vec = _character.Position; - _position.X = vec.X; - _position.Y = vec.Y; - _position.Z = vec.Z; - } - public override void CrossingFailure() - { - - } - - public override Vector3 PIDTarget { set { return; } } - public override bool PIDActive { set { return; } } - public override float PIDTau { set { return; } } - - public override float PIDHoverHeight { set { return; } } - public override bool PIDHoverActive { set { return; } } - public override PIDHoverType PIDHoverType { set { return; } } - public override float PIDHoverTau { set { return; } } - - public override Quaternion APIDTarget - { - set { return; } - } - - public override bool APIDActive - { - set { return; } - } - - public override float APIDStrength - { - set { return; } - } - - public override float APIDDamping - { - set { return; } - } - - - - public override void SubscribeEvents(int ms) - { - - } - public override void UnSubscribeEvents() - { - - } - public override bool SubscribedEvents() - { - return false; - } - } - - - public class PhysXPrim : PhysicsActor - { - private Vector3 _velocity; - private Vector3 _acceleration; - private Vector3 m_rotationalVelocity; - private NxActor _prim; - - public PhysXPrim(NxActor prim) - { - _velocity = Vector3.Zero; - _acceleration = Vector3.Zero; - _prim = prim; - } - - public override int PhysicsActorType - { - get { return (int) ActorTypes.Prim; } - set { return; } - } - - public override bool IsPhysical - { - get { return false; } - set { return; } - } - - public override bool SetAlwaysRun - { - get { return false; } - set { return; } - } - - public override uint LocalID - { - set { return; } - } - - public override bool Grabbed - { - set { return; } - } - - public override bool Selected - { - set { return; } - } - - public override float Buoyancy - { - get { return 0f; } - set { return; } - } - - public override bool FloatOnWater - { - set { return; } - } - - public override bool ThrottleUpdates - { - get { return false; } - set { return; } - } - - public override Vector3 RotationalVelocity - { - get { return m_rotationalVelocity; } - set { m_rotationalVelocity = value; } - } - - public override bool Flying - { - get { return false; //no flying prims for you - } - set { } - } - - public override bool IsColliding - { - get { return false; } - set { } - } - - public override bool CollidingGround - { - get { return false; } - set { return; } - } - - public override bool CollidingObj - { - get { return false; } - set { return; } - } - - public override bool Stopped - { - get { return false; } - } - - public override Vector3 Position - { - get - { - Vector3 pos = Vector3.Zero; - Vec3 vec = _prim.Position; - pos.X = vec.X; - pos.Y = vec.Y; - pos.Z = vec.Z; - return pos; - } - set - { - Vector3 vec = value; - Vec3 pos = new Vec3(); - pos.X = vec.X; - pos.Y = vec.Y; - pos.Z = vec.Z; - _prim.Position = pos; - } - } - - public override PrimitiveBaseShape Shape - { - set { return; } - } - - public override Vector3 Velocity - { - get { return _velocity; } - set { _velocity = value; } - } - - public override Vector3 Torque - { - get { return Vector3.Zero; } - set { return; } - } - - public override float CollisionScore - { - get { return 0f; } - set { } - } - - public override bool Kinematic - { - get { return _prim.Kinematic; } - set { _prim.Kinematic = value; } - } - - public override Quaternion Orientation - { - get - { - Quaternion res; - PhysXWrapper.Quaternion quat = _prim.GetOrientation(); - res.W = quat.W; - res.X = quat.X; - res.Y = quat.Y; - res.Z = quat.Z; - return res; - } - set { } - } - - public override Vector3 Acceleration - { - get { return _acceleration; } - } - - public void SetAcceleration(Vector3 accel) - { - _acceleration = accel; - } - - public override void AddForce(Vector3 force, bool pushforce) - { - } - - public override void AddAngularForce(Vector3 force, bool pushforce) - { - } - - public override void SetMomentum(Vector3 momentum) - { - } - - public override Vector3 Size - { - get { return Vector3.Zero; } - set { } - } - - public override void link(PhysicsActor obj) - { - } - - public override void delink() - { - } - - public override void LockAngularMotion(Vector3 axis) - { - - } - - public override float Mass - { - get { return 0f; } - } - - public override Vector3 Force - { - get { return Vector3.Zero; } - set { return; } - } - - public override int VehicleType - { - get { return 0; } - set { return; } - } - - public override void VehicleFloatParam(int param, float value) - { - - } - - public override void VehicleVectorParam(int param, Vector3 value) - { - - } - - public override void VehicleRotationParam(int param, Quaternion rotation) - { - - } - - public override void VehicleFlags(int param, bool remove) { } - - public override void SetVolumeDetect(int param) - { - - } - - public override Vector3 CenterOfMass - { - get { return Vector3.Zero; } - } - - public override Vector3 GeometricCenter - { - get { return Vector3.Zero; } - } - - public override void CrossingFailure() - { - } - - public override Vector3 PIDTarget { set { return; } } - public override bool PIDActive { set { return; } } - public override float PIDTau { set { return; } } - - public override float PIDHoverHeight { set { return; } } - public override bool PIDHoverActive { set { return; } } - public override PIDHoverType PIDHoverType { set { return; } } - public override float PIDHoverTau { set { return; } } - - public override Quaternion APIDTarget - { - set { return; } - } - - public override bool APIDActive - { - set { return; } - } - - public override float APIDStrength - { - set { return; } - } - - public override float APIDDamping - { - set { return; } - } - - - - public override void SubscribeEvents(int ms) - { - - } - public override void UnSubscribeEvents() - { - - } - public override bool SubscribedEvents() - { - return false; - } - } } diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs new file mode 100644 index 0000000000..c0e24fd67d --- /dev/null +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs @@ -0,0 +1,345 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using Nini.Config; +using OpenSim.Framework; +using OpenSim.Region.Physics.Manager; +using PhysXWrapper; +using Quaternion=OpenMetaverse.Quaternion; +using System.Reflection; +using log4net; +using OpenMetaverse; + +namespace OpenSim.Region.Physics.PhysXPlugin +{ + public class PhysXPrim : PhysicsActor + { + private Vector3 _velocity; + private Vector3 _acceleration; + private Vector3 m_rotationalVelocity; + private NxActor _prim; + + public PhysXPrim(NxActor prim) + { + _velocity = Vector3.Zero; + _acceleration = Vector3.Zero; + _prim = prim; + } + + public override int PhysicsActorType + { + get { return (int) ActorTypes.Prim; } + set { return; } + } + + public override bool IsPhysical + { + get { return false; } + set { return; } + } + + public override bool SetAlwaysRun + { + get { return false; } + set { return; } + } + + public override uint LocalID + { + set { return; } + } + + public override bool Grabbed + { + set { return; } + } + + public override bool Selected + { + set { return; } + } + + public override float Buoyancy + { + get { return 0f; } + set { return; } + } + + public override bool FloatOnWater + { + set { return; } + } + + public override bool ThrottleUpdates + { + get { return false; } + set { return; } + } + + public override Vector3 RotationalVelocity + { + get { return m_rotationalVelocity; } + set { m_rotationalVelocity = value; } + } + + public override bool Flying + { + get { return false; //no flying prims for you + } + set { } + } + + public override bool IsColliding + { + get { return false; } + set { } + } + + public override bool CollidingGround + { + get { return false; } + set { return; } + } + + public override bool CollidingObj + { + get { return false; } + set { return; } + } + + public override bool Stopped + { + get { return false; } + } + + public override Vector3 Position + { + get + { + Vector3 pos = Vector3.Zero; + Vec3 vec = _prim.Position; + pos.X = vec.X; + pos.Y = vec.Y; + pos.Z = vec.Z; + return pos; + } + set + { + Vector3 vec = value; + Vec3 pos = new Vec3(); + pos.X = vec.X; + pos.Y = vec.Y; + pos.Z = vec.Z; + _prim.Position = pos; + } + } + + public override PrimitiveBaseShape Shape + { + set { return; } + } + + public override Vector3 Velocity + { + get { return _velocity; } + set { _velocity = value; } + } + + public override Vector3 Torque + { + get { return Vector3.Zero; } + set { return; } + } + + public override float CollisionScore + { + get { return 0f; } + set { } + } + + public override bool Kinematic + { + get { return _prim.Kinematic; } + set { _prim.Kinematic = value; } + } + + public override Quaternion Orientation + { + get + { + Quaternion res; + PhysXWrapper.Quaternion quat = _prim.GetOrientation(); + res.W = quat.W; + res.X = quat.X; + res.Y = quat.Y; + res.Z = quat.Z; + return res; + } + set { } + } + + public override Vector3 Acceleration + { + get { return _acceleration; } + } + + public void SetAcceleration(Vector3 accel) + { + _acceleration = accel; + } + + public override void AddForce(Vector3 force, bool pushforce) + { + } + + public override void AddAngularForce(Vector3 force, bool pushforce) + { + } + + public override void SetMomentum(Vector3 momentum) + { + } + + public override Vector3 Size + { + get { return Vector3.Zero; } + set { } + } + + public override void link(PhysicsActor obj) + { + } + + public override void delink() + { + } + + public override void LockAngularMotion(Vector3 axis) + { + + } + + public override float Mass + { + get { return 0f; } + } + + public override Vector3 Force + { + get { return Vector3.Zero; } + set { return; } + } + + public override int VehicleType + { + get { return 0; } + set { return; } + } + + public override void VehicleFloatParam(int param, float value) + { + + } + + public override void VehicleVectorParam(int param, Vector3 value) + { + + } + + public override void VehicleRotationParam(int param, Quaternion rotation) + { + + } + + public override void VehicleFlags(int param, bool remove) { } + + public override void SetVolumeDetect(int param) + { + + } + + public override Vector3 CenterOfMass + { + get { return Vector3.Zero; } + } + + public override Vector3 GeometricCenter + { + get { return Vector3.Zero; } + } + + public override void CrossingFailure() + { + } + + public override Vector3 PIDTarget { set { return; } } + public override bool PIDActive { set { return; } } + public override float PIDTau { set { return; } } + + public override float PIDHoverHeight { set { return; } } + public override bool PIDHoverActive { set { return; } } + public override PIDHoverType PIDHoverType { set { return; } } + public override float PIDHoverTau { set { return; } } + + public override Quaternion APIDTarget + { + set { return; } + } + + public override bool APIDActive + { + set { return; } + } + + public override float APIDStrength + { + set { return; } + } + + public override float APIDDamping + { + set { return; } + } + + + + public override void SubscribeEvents(int ms) + { + + } + public override void UnSubscribeEvents() + { + + } + public override bool SubscribedEvents() + { + return false; + } + } +} diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs new file mode 100644 index 0000000000..4de4b01482 --- /dev/null +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs @@ -0,0 +1,183 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using Nini.Config; +using OpenSim.Framework; +using OpenSim.Region.Physics.Manager; +using PhysXWrapper; +using Quaternion=OpenMetaverse.Quaternion; +using System.Reflection; +using log4net; +using OpenMetaverse; + +namespace OpenSim.Region.Physics.PhysXPlugin +{ + public class PhysXScene : PhysicsScene + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private List _characters = new List(); + private List _prims = new List(); + private float[] _heightMap = null; + private NxPhysicsSDK mySdk; + private NxScene scene; + + // protected internal string sceneIdentifier; + public PhysXScene(string _sceneIdentifier) + { + //sceneIdentifier = _sceneIdentifier; + + mySdk = NxPhysicsSDK.CreateSDK(); + m_log.Info("Sdk created - now creating scene"); + scene = mySdk.CreateScene(); + } + + public override void Initialise(IMesher meshmerizer, IConfigSource config) + { + // Does nothing right now + } + public override void Dispose() + { + + } + + public override void SetWaterLevel(float baseheight) + { + + } + + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) + { + Vec3 pos = new Vec3(); + pos.X = position.X; + pos.Y = position.Y; + pos.Z = position.Z; + PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos)); + act.Flying = isFlying; + act.Position = position; + _characters.Add(act); + return act; + } + + public override void RemovePrim(PhysicsActor prim) + { + } + + public override void RemoveAvatar(PhysicsActor actor) + { + } + + private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) + { + Vec3 pos = new Vec3(); + pos.X = position.X; + pos.Y = position.Y; + pos.Z = position.Z; + Vec3 siz = new Vec3(); + siz.X = size.X; + siz.Y = size.Y; + siz.Z = size.Z; + PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz)); + _prims.Add(act); + return act; + } + + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation) //To be removed + { + return AddPrimShape(primName, pbs, position, size, rotation, false); + } + + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical) + { + return AddPrim(position, size, rotation); + } + + public override void AddPhysicsActorTaint(PhysicsActor prim) + { + } + + public override float Simulate(float timeStep) + { + float fps = 0f; + try + { + foreach (PhysXCharacter actor in _characters) + { + actor.Move(timeStep); + } + scene.Simulate(timeStep); + scene.FetchResults(); + scene.UpdateControllers(); + + foreach (PhysXCharacter actor in _characters) + { + actor.UpdatePosition(); + } + } + catch (Exception e) + { + m_log.Error(e.Message); + } + return fps; + } + + public override void GetResults() + { + } + + public override bool IsThreaded + { + // for now we won't be multithreaded + get { return (false); } + } + + public override void SetTerrain(float[] heightMap) + { + if (_heightMap != null) + { + m_log.Debug("PhysX - deleting old terrain"); + scene.DeleteTerrain(); + } + _heightMap = heightMap; + scene.AddTerrain(heightMap); + } + + public override void DeleteTerrain() + { + scene.DeleteTerrain(); + } + + public override Dictionary GetTopColliders() + { + Dictionary returncolliders = new Dictionary(); + return returncolliders; + } + } +} diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 00e54db8e5..020632f6b8 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -24,26 +24,26 @@ ; To run a script every few minutes, set the script filename here ; timer_Script = "filename" - + ; ## ; ## SYSTEM ; ## - + ; Sets the method that OpenSim will use to fire asynchronous ; events. Valid values are UnsafeQueueUserWorkItem, ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread. - ; SmartThreadPool is reported to work well on Mono/Linux, but + ; SmartThreadPool is reported to work well on Mono/Linux, but ; UnsafeQueueUserWorkItem has been benchmarked with better ; performance on .NET/Windows async_call_method = SmartThreadPool - + ; There are several operations on large collections (such as ; the current avatar list) that can be run synchronously or ; in parallel. Running in parallel should increase performance ; on a multi-core system, but will make debugging more ; difficult if something deadlocks or times out use_async_when_possible = false - + ; Max threads to allocate on the FireAndForget thread pool ; when running with the SmartThreadPool option above MaxPoolThreads = 15 @@ -96,7 +96,7 @@ ; How many prims to send to each avatar in the scene on each Update() ; MaxPrimsPerFrame = 200 - + ; Combine all contiguous regions into one large region ; Order your regions from South to North, West to East in your regions.ini and then set this to true ; Warning! Don't use this with regions that have existing content!, This will likely break them @@ -283,7 +283,7 @@ http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer ; Hostname to use in llRequestURL/llRequestSecureURL - ; if not defined - default machine name is being used + ; if not defined - default machine name is being used ; (on Windows this mean NETBIOS name - useably only inside local network) ; ExternalHostNameForLSL=127.0.0.1 ; Uncomment below to enable llRemoteData/remote channels @@ -305,11 +305,11 @@ [ClientStack.LindenUDP] ; Set this to true to process incoming packets asynchronously. Networking is ; already separated from packet handling with a queue, so this will only - ; affect whether networking internals such as packet decoding and + ; affect whether networking internals such as packet decoding and ; acknowledgement accounting are done synchronously or asynchronously ; ;async_packet_handling = false - + ; The client socket receive buffer size determines how many ; incoming requests we can process; the default on .NET is 8192 ; which is about 2 4k-sized UDP datagrams. On mono this is @@ -326,7 +326,7 @@ ; net.core.rmem_max=X") ; ;client_socket_rcvbuf_size = 8388608 - + ; Maximum outbound bytes per second for a single scene. This can be used to ; throttle total outbound UDP traffic for a simulator. The default value is ; 0, meaning no throttling at the scene level. The example given here is @@ -334,13 +334,13 @@ ; ;scene_throttle_max_bps = 2621440 - ; Maximum bits per second to send to any single client. This will override + ; Maximum bits per second to send to any single client. This will override ; the user's viewer preference settings. The default value is 0, meaning no ; aggregate throttling on clients (only per-category throttling). The ; example given here is 1.5 megabits ; ;client_throttle_max_bps = 196608 - + ; Per-client bytes per second rates for the various throttle categories. ; These are default values that will be overriden by clients ; @@ -352,7 +352,7 @@ ;texture_default = 1000 ;asset_default = 1000 ;state_default = 1000 - + ; Per-client maximum burst rates in bytes per second for the various ; throttle categories. These are default values that will be overriden by ; clients @@ -365,10 +365,10 @@ ;texture_limit = 55750 ;asset_limit = 27500 ;state_limit = 37000 - + ; Configures how ObjectUpdates are aggregated. These numbers ; do not literally mean how many updates will be put in each - ; packet that goes over the wire, as packets are + ; packet that goes over the wire, as packets are ; automatically split on a 1400 byte boundary. These control ; the balance between responsiveness of interest list updates ; and total throughput. Higher numbers will ensure more full- @@ -526,7 +526,7 @@ ; used to control llMove2Target body_pid_derivative = 35 body_pid_gain = 25 - + ; maximum number of contact points to generate per collision contacts_per_collision = 80 @@ -715,7 +715,7 @@ ;;arrival and departure of certain users. For example: admins, bots. ;exclude_list=User 1,User 2,User 3 - + ;[CMS] ;enabled = true @@ -892,7 +892,7 @@ ; Stack size per thread created ThreadStackSize = 262144 - + ; Set this to true (the default) to load each script into a separate ; AppDomain. Setting this to false will load all script assemblies into the ; current AppDomain, which will reduce the per-script overhead at the @@ -1084,25 +1084,25 @@ ; Enables the Mini Region Modules Script Engine. ; default is false Enabled = false - - ; Runs MRM in a Security Sandbox - ; WARNING: DISABLING IS A SECURITY RISK. - Sandboxed = true - - ; The level sandbox to use, adjust at your OWN RISK. - ; Valid values are: - ; * FullTrust + + ; Runs MRM in a Security Sandbox + ; WARNING: DISABLING IS A SECURITY RISK. + Sandboxed = true + + ; The level sandbox to use, adjust at your OWN RISK. + ; Valid values are: + ; * FullTrust ; * SkipVerification ; * Execution ; * Nothing ; * LocalIntranet ; * Internet ; * Everything - SandboxLevel = "Internet" + SandboxLevel = "Internet" - ; Only allow Region Owners to run MRMs - ; May represent a security risk if you disable this. - OwnerOnly = true + ; Only allow Region Owners to run MRMs + ; May represent a security risk if you disable this. + OwnerOnly = true [Hypergrid] ; Keep it false for now. Making it true requires the use of a special client in order to access inventory @@ -1252,7 +1252,7 @@ [WebStats] ; View region statistics via a web page -; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page +; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page ; Use a web browser and type in the "Login URI" + "/SStats/" ; For example- http://127.0.0.1:9000/SStats/ ; enabled=false @@ -1271,7 +1271,7 @@ [AssetService] DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll" AssetLoaderArgs = "assets/AssetSets.xml" - + ; Disable this to prevent the default asset set from being inserted into the ; asset store each time the region starts AssetLoaderEnabled = true diff --git a/bin/config-include/Standalone.ini b/bin/config-include/Standalone.ini index b35f8a5357..bf693a18ec 100644 --- a/bin/config-include/Standalone.ini +++ b/bin/config-include/Standalone.ini @@ -24,7 +24,6 @@ [InventoryService] LocalServiceModule = "OpenSim.Services.InventoryService.dll:InventoryService" - [LibraryService] LocalServiceModule = "OpenSim.Services.InventoryService.dll:LibraryService" LibraryName = "OpenSim Library" @@ -42,7 +41,7 @@ ConnectionString = "URI=file:auth.db,version=3" [GridService] - LocalServiceModule = "OpenSim.Services.GridService.dll:GridService" + LocalServiceModule = "OpenSim.Services.GridService.dll:GridService" Realm = "regions" StorageProvider = "OpenSim.Data.Null.dll"