Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/Application/OpenSimBase.cs
	OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
	OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
avinationmerge
Melanie 2013-05-04 01:22:12 +01:00
commit 3aa83738e2
41 changed files with 1439 additions and 1678 deletions

View File

@ -115,6 +115,8 @@ namespace OpenSim.ApplicationPlugins.LoadRegions
Environment.Exit(1);
}
List<IScene> createdScenes = new List<IScene>();
for (int i = 0; i < regionsToLoad.Length; i++)
{
IScene scene;
@ -123,17 +125,22 @@ namespace OpenSim.ApplicationPlugins.LoadRegions
")");
bool changed = m_openSim.PopulateRegionEstateInfo(regionsToLoad[i]);
m_openSim.CreateRegion(regionsToLoad[i], true, out scene);
createdScenes.Add(scene);
if (changed)
regionsToLoad[i].EstateSettings.Save();
if (scene != null)
regionsToLoad[i].EstateSettings.Save();
}
foreach (IScene scene in createdScenes)
{
scene.Start();
m_newRegionCreatedHandler = OnNewRegionCreated;
if (m_newRegionCreatedHandler != null)
{
m_newRegionCreatedHandler = OnNewRegionCreated;
if (m_newRegionCreatedHandler != null)
{
m_newRegionCreatedHandler(scene);
}
m_newRegionCreatedHandler(scene);
}
}
}

View File

@ -831,6 +831,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
IScene newScene;
m_application.CreateRegion(region, out newScene);
newScene.Start();
// If an access specification was provided, use it.
// Otherwise accept the default.

View File

@ -136,5 +136,10 @@ namespace OpenSim.Framework
ISceneObject DeserializeObject(string representation);
bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
/// <summary>
/// Start the scene and associated scripts within it.
/// </summary>
void Start();
}
}
}

View File

@ -504,9 +504,6 @@ namespace OpenSim
scene.SnmpService.LinkUp(scene);
}
scene.Start();
scene.StartScripts();
return clientServers;
}
@ -835,6 +832,7 @@ namespace OpenSim
ShutdownClientServer(whichRegion);
IScene scene;
CreateRegion(whichRegion, true, out scene);
scene.Start();
}
# region Setup methods

View File

@ -702,6 +702,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
if (f != null)
folder = m_Scene.InventoryService.GetFolder(f);
if(folder.Type == 14 || folder.Type == 16)
{
// folder.Type = 6;
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
}
}
}

View File

@ -621,7 +621,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
{
if (!WorkItem.Cancel())
{
WorkItem.Abort();
WorkItem.Cancel(true);
}
}
catch (Exception)

View File

@ -142,10 +142,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
scene.RegisterModuleInterface<IGridService>(this);
if (m_LocalCache.ContainsKey(scene.RegionInfo.RegionID))
m_log.ErrorFormat("[LOCAL GRID SERVICE CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!");
else
m_LocalCache.Add(scene.RegionInfo.RegionID, new RegionCache(scene));
lock (m_LocalCache)
{
if (m_LocalCache.ContainsKey(scene.RegionInfo.RegionID))
m_log.ErrorFormat("[LOCAL GRID SERVICE CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!");
else
m_LocalCache.Add(scene.RegionInfo.RegionID, new RegionCache(scene));
}
}
public void RemoveRegion(Scene scene)
@ -153,8 +156,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
if (!m_Enabled)
return;
m_LocalCache[scene.RegionInfo.RegionID].Clear();
m_LocalCache.Remove(scene.RegionInfo.RegionID);
lock (m_LocalCache)
{
m_LocalCache[scene.RegionInfo.RegionID].Clear();
m_LocalCache.Remove(scene.RegionInfo.RegionID);
}
}
public void RegionLoaded(Scene scene)
@ -191,12 +197,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
// First see if it's a neighbour, even if it isn't on this sim.
// Neighbour data is cached in memory, so this is fast
foreach (RegionCache rcache in m_LocalCache.Values)
lock (m_LocalCache)
{
region = rcache.GetRegionByPosition(x, y);
if (region != null)
foreach (RegionCache rcache in m_LocalCache.Values)
{
return region;
region = rcache.GetRegionByPosition(x, y);
if (region != null)
{
return region;
}
}
}
@ -245,12 +255,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
{
System.Text.StringBuilder caps = new System.Text.StringBuilder();
foreach (KeyValuePair<UUID, RegionCache> kvp in m_LocalCache)
lock (m_LocalCache)
{
caps.AppendFormat("*** Neighbours of {0} ({1}) ***\n", kvp.Value.RegionName, kvp.Key);
List<GridRegion> regions = kvp.Value.GetNeighbours();
foreach (GridRegion r in regions)
caps.AppendFormat(" {0} @ {1}-{2}\n", r.RegionName, r.RegionLocX / Constants.RegionSize, r.RegionLocY / Constants.RegionSize);
foreach (KeyValuePair<UUID, RegionCache> kvp in m_LocalCache)
{
caps.AppendFormat("*** Neighbours of {0} ({1}) ***\n", kvp.Value.RegionName, kvp.Key);
List<GridRegion> regions = kvp.Value.GetNeighbours();
foreach (GridRegion r in regions)
caps.AppendFormat(" {0} @ {1}-{2}\n", r.RegionName, r.RegionLocX / Constants.RegionSize, r.RegionLocY / Constants.RegionSize);
}
}
MainConsole.Instance.Output(caps.ToString());

View File

@ -396,10 +396,12 @@ namespace OpenSim.Region.Framework.Scenes
if (value)
{
if (!m_active)
Start();
Start(false);
}
else
{
// This appears assymetric with Start() above but is not - setting m_active = false stops the loops
// XXX: Possibly this should be in an explicit Stop() method for symmetry.
m_active = false;
}
}
@ -1361,10 +1363,18 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public override void Start()
{
Start(true);
}
/// <summary>
/// Start the scene
/// </summary>
public void Start()
/// <param name='startScripts'>
/// Start the scripts within the scene.
/// </param>
public void Start(bool startScripts)
{
m_active = true;
@ -1401,6 +1411,8 @@ namespace OpenSim.Region.Framework.Scenes
m_heartbeatThread
= Watchdog.StartThread(
Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
StartScripts();
}
/// <summary>

View File

@ -562,6 +562,10 @@ namespace OpenSim.Region.Framework.Scenes
get { return false; }
}
public virtual void Start()
{
}
public void Restart()
{
// This has to be here to fire the event

View File

@ -75,11 +75,11 @@ private sealed class BulletBodyUnman : BulletBody
private sealed class BulletShapeUnman : BulletShape
{
public IntPtr ptr;
public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ)
public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ)
: base()
{
ptr = xx;
type = typ;
shapeType = typ;
}
public override bool HasPhysicalShape
{
@ -91,7 +91,7 @@ private sealed class BulletShapeUnman : BulletShape
}
public override BulletShape Clone()
{
return new BulletShapeUnman(ptr, type);
return new BulletShapeUnman(ptr, shapeType);
}
public override bool ReferenceSame(BulletShape other)
{
@ -255,7 +255,7 @@ public override BulletShape CreateHullShape(BulletWorld world, int hullCount, fl
{
BulletWorldUnman worldu = world as BulletWorldUnman;
return new BulletShapeUnman(
BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls),
BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls),
BSPhysicsShapeType.SHAPE_HULL);
}
@ -375,7 +375,7 @@ public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletSha
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman;
return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.type);
return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.shapeType);
}
public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape)
@ -1503,7 +1503,7 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight,
public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight,
[MarshalAs(UnmanagedType.LPArray)] float[] heightMap,
float scaleFactor, float collisionMargin);

View File

@ -81,11 +81,11 @@ private sealed class BulletBodyXNA : BulletBody
private sealed class BulletShapeXNA : BulletShape
{
public CollisionShape shape;
public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ)
public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ)
: base()
{
shape = xx;
type = typ;
shapeType = typ;
}
public override bool HasPhysicalShape
{
@ -97,7 +97,7 @@ private sealed class BulletShapeXNA : BulletShape
}
public override BulletShape Clone()
{
return new BulletShapeXNA(shape, type);
return new BulletShapeXNA(shape, shapeType);
}
public override bool ReferenceSame(BulletShape other)
{
@ -137,8 +137,8 @@ private sealed class BulletConstraintXNA : BulletConstraint
internal int LastEntityProperty = 0;
internal EntityProperties[] UpdatedObjects;
internal Dictionary<uint, GhostObject> specialCollisionObjects;
internal Dictionary<uint, GhostObject> specialCollisionObjects;
private static int m_collisionsThisFrame;
private BSScene PhysicsScene { get; set; }
@ -151,7 +151,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
}
/// <summary>
///
///
/// </summary>
/// <param name="p"></param>
/// <param name="p_2"></param>
@ -174,7 +174,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects);
return true;
}
@ -300,7 +300,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) {
DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
return world.GetForceUpdateAllAabbs();
}
public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce)
{
@ -404,7 +404,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion);
mat._origin = vposition;
collisionObject.SetWorldTransform(mat);
}
public override Vector3 GetPosition(BulletBody pCollisionObject)
@ -457,7 +457,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
{
CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
collisionObject.Activate(pforceactivation);
}
public override Quaternion GetOrientation(BulletBody pCollisionObject)
@ -486,7 +486,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
{
CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
return collisionObject.GetCcdSweptSphereRadius();
}
public override IntPtr GetUserPointer(BulletBody pCollisionObject)
@ -559,8 +559,8 @@ private sealed class BulletConstraintXNA : BulletConstraint
}
public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
{
@ -604,7 +604,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
}
/// <summary>
///
///
/// </summary>
/// <param name="pWorld"></param>
/// <param name="pBody1"></param>
@ -824,7 +824,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
{
RigidBody body = (pBody as BulletBodyXNA).rigidBody;
float angularDamping = body.GetAngularDamping();
body.SetDamping(lin_damping, angularDamping);
body.SetDamping(lin_damping, angularDamping);
}
public override float GetLinearDamping(BulletBody pBody)
@ -907,7 +907,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
RigidBody bo = co as RigidBody;
if (bo == null)
{
if (world.IsInWorld(co))
{
world.RemoveCollisionObject(co);
@ -915,7 +915,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
}
else
{
if (world.IsInWorld(bo))
{
world.RemoveRigidBody(bo);
@ -947,7 +947,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
// TODO: Turn this from a reference copy to a Value Copy.
BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType()));
return shape2;
}
@ -957,7 +957,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
return false;
}
//(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation);
public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
{
CollisionWorld world = (pWorld as BulletWorldXNA).world;
@ -993,11 +993,11 @@ private sealed class BulletConstraintXNA : BulletConstraint
m_startWorldTransform = IndexedMatrix.Identity;
*/
body.SetUserPointer(pLocalID);
return new BulletBodyXNA(pLocalID, body);
}
public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
{
@ -1025,7 +1025,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain)
{
/* TODO */
/* TODO */
return Vector3.Zero;
}
public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; }
@ -1035,7 +1035,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
{
CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
return collisionObject.IsStaticObject();
}
public override bool IsKinematicObject(BulletBody pCollisionObject)
{
@ -1098,10 +1098,10 @@ private sealed class BulletConstraintXNA : BulletConstraint
return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null));
}
private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent,
private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent,
ConfigurationParameters[] o,
int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray,
int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray,
int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray,
object mDebugLogCallbackHandle)
{
CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();
@ -1138,9 +1138,9 @@ private sealed class BulletConstraintXNA : BulletConstraint
p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth;
p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight;
p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold;
p.vehicleAngularDamping = BSParam.VehicleAngularDamping;
p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize;
p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize;
p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation;
@ -1160,7 +1160,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations;
p.physicsLoggingFrames = o[0].physicsLoggingFrames;
DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo();
DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration();
CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci);
@ -1263,7 +1263,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
}
}
return ret;
}
public override float GetAngularMotionDisc(BulletShape pShape)
@ -1353,10 +1353,10 @@ private sealed class BulletConstraintXNA : BulletConstraint
CollisionShape shape = (pShape as BulletShapeXNA).shape;
gObj.SetCollisionShape(shape);
gObj.SetUserPointer(pLocalID);
if (specialCollisionObjects.ContainsKey(pLocalID))
specialCollisionObjects[pLocalID] = gObj;
else
else
specialCollisionObjects.Add(pLocalID, gObj);
// TODO: Add to Special CollisionObjects!
@ -1447,8 +1447,8 @@ private sealed class BulletConstraintXNA : BulletConstraint
return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType()));
}
public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) {
public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) {
if (cShape == null)
return null;
CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape;
@ -1456,7 +1456,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType()));
return retShape;
return retShape;
}
public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin)
@ -1598,8 +1598,8 @@ private sealed class BulletConstraintXNA : BulletConstraint
return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE);
}
public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
{
@ -1745,7 +1745,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
{
DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
CompoundShape compoundshape = new CompoundShape(false);
compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin);
int ii = 1;
@ -1761,7 +1761,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
int ender = ((ii + 4) + (vertexCount*3));
for (int iii = ii + 4; iii < ender; iii+=3)
{
virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2]));
}
ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount);
@ -1769,7 +1769,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
compoundshape.AddChildShape(ref childTrans, convexShape);
ii += (vertexCount*3 + 4);
}
return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL);
}
@ -1791,13 +1791,13 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
{
//DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount);
for (int iter = 0; iter < pVerticesCount; iter++)
{
if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0;
if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0;
}
ObjectArray<int> indicesarr = new ObjectArray<int>(indices);
ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats);
DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount);
@ -1811,7 +1811,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
mesh.m_vertexStride = 3;
mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
mesh.m_triangleIndexStride = 3;
TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true);
@ -1822,7 +1822,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
}
public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount )
{
String fileName = "objTest3.raw";
String completePath = System.IO.Path.Combine(Util.configDir(), fileName);
StreamWriter sw = new StreamWriter(completePath);
@ -1848,7 +1848,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
string s = vertices[indices[i * 3]].ToString("0.0000");
s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000");
s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000");
sw.Write(s + "\n");
}
@ -1870,7 +1870,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
mesh.m_vertexStride = 3;
mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
mesh.m_triangleIndexStride = 3;
TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
@ -1901,7 +1901,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
sw.Close();
}
public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
float scaleFactor, float collisionMargin)
{
const int upAxis = 2;
@ -1943,14 +1943,14 @@ private sealed class BulletConstraintXNA : BulletConstraint
/* TODO */
updatedEntityCount = 0;
collidersCount = 0;
int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray);
return ret;
}
private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep,
private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep,
out int updatedEntityCount, out EntityProperties[] updatedEntities,
out int collidersCount, out CollisionDesc[] colliders)
{
@ -1959,24 +1959,24 @@ private sealed class BulletConstraintXNA : BulletConstraint
return epic;
}
private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount,
private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount,
out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates)
{
int numSimSteps = 0;
Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length);
Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length);
LastEntityProperty=0;
LastCollisionDesc=0;
updatedEntityCount = 0;
collidersCount = 0;
if (pWorld is BulletWorldXNA)
{
@ -2033,7 +2033,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
collidersCount = LastCollisionDesc;
colliders = UpdatedCollisions;
}
else
@ -2041,15 +2041,15 @@ private sealed class BulletConstraintXNA : BulletConstraint
//if (updatedEntities is null)
//updatedEntities = new List<BulletXNA.EntityProperties>();
//updatedEntityCount = 0;
//collidersCount = 0;
updatedEntities = new EntityProperties[0];
colliders = new CollisionDesc[0];
}
return numSimSteps;
}
@ -2057,7 +2057,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
{
IOverlappingPairCache cache = obj.GetOverlappingPairCache();
ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray();
DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world;
PersistentManifoldArray manifoldArray = new PersistentManifoldArray();
BroadphasePair collisionPair;
@ -2069,7 +2069,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
ManifoldPoint pt;
int numPairs = pairs.Count;
for (int i = 0; i < numPairs; i++)
{
manifoldArray.Clear();
@ -2078,7 +2078,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1);
if (collisionPair == null)
continue;
collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray);
for (int j = 0; j < manifoldArray.Count; j++)
{
@ -2101,7 +2101,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
}
private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration)
{
IndexedVector3 contactNormal = norm;
if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 &&
(objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0)
@ -2171,11 +2171,11 @@ private sealed class BulletConstraintXNA : BulletConstraint
if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody)
{
CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body;
IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z);
IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight);
using (
ClosestNotMeRayResultCallback rayCallback =
ClosestNotMeRayResultCallback rayCallback =
new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody)
)
{
@ -2191,9 +2191,9 @@ private sealed class BulletConstraintXNA : BulletConstraint
return false;
}
}
public class SimMotionState : DefaultMotionState
{
@ -2286,12 +2286,12 @@ private sealed class BulletConstraintXNA : BulletConstraint
m_lastProperties = m_properties;
if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length)
m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties);
//(*m_updatesThisFrame)[m_properties.ID] = &m_properties;
}
}
public override void SetRigidBody(RigidBody body)
@ -2314,7 +2314,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
(((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) &&
(((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon)));
}
}
}

View File

@ -87,8 +87,8 @@ public class BSActorAvatarMove : BSActor
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
// Register a prestep action to restore physical requirements before the next simulation step.
// Called at taint-time.
// BSActor.RemoveBodyDependencies()
public override void RemoveBodyDependencies()
// BSActor.RemoveDependencies()
public override void RemoveDependencies()
{
// Nothing to do for the hoverer since it is all software at pre-step action time.
}
@ -115,7 +115,7 @@ public class BSActorAvatarMove : BSActor
if (m_velocityMotor == null)
{
// Infinite decay and timescale values so motor only changes current to target values.
m_velocityMotor = new BSVMotor("BSCharacter.Velocity",
m_velocityMotor = new BSVMotor("BSCharacter.Velocity",
0.2f, // time scale
BSMotor.Infinite, // decay time scale
BSMotor.InfiniteVector, // friction timescale

View File

@ -87,8 +87,8 @@ public class BSActorHover : BSActor
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
// Register a prestep action to restore physical requirements before the next simulation step.
// Called at taint-time.
// BSActor.RemoveBodyDependencies()
public override void RemoveBodyDependencies()
// BSActor.RemoveDependencies()
public override void RemoveDependencies()
{
// Nothing to do for the hoverer since it is all software at pre-step action time.
}

View File

@ -63,7 +63,7 @@ public class BSActorLockAxis : BSActor
// BSActor.Refresh()
public override void Refresh()
{
m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}",
m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}",
m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive);
// If all the axis are free, we don't need to exist
if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree)
@ -85,8 +85,8 @@ public class BSActorLockAxis : BSActor
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
// Register a prestep action to restore physical requirements before the next simulation step.
// Called at taint-time.
// BSActor.RemoveBodyDependencies()
public override void RemoveBodyDependencies()
// BSActor.RemoveDependencies()
public override void RemoveDependencies()
{
if (LockAxisConstraint != null)
{

View File

@ -88,8 +88,8 @@ public class BSActorMoveToTarget : BSActor
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
// Register a prestep action to restore physical requirements before the next simulation step.
// Called at taint-time.
// BSActor.RemoveBodyDependencies()
public override void RemoveBodyDependencies()
// BSActor.RemoveDependencies()
public override void RemoveDependencies()
{
// Nothing to do for the moveToTarget since it is all software at pre-step action time.
}

View File

@ -89,8 +89,8 @@ public class BSActorSetForce : BSActor
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
// Register a prestep action to restore physical requirements before the next simulation step.
// Called at taint-time.
// BSActor.RemoveBodyDependencies()
public override void RemoveBodyDependencies()
// BSActor.RemoveDependencies()
public override void RemoveDependencies()
{
// Nothing to do for the hoverer since it is all software at pre-step action time.
}

View File

@ -89,8 +89,8 @@ public class BSActorSetTorque : BSActor
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
// Register a prestep action to restore physical requirements before the next simulation step.
// Called at taint-time.
// BSActor.RemoveBodyDependencies()
public override void RemoveBodyDependencies()
// BSActor.RemoveDependencies()
public override void RemoveDependencies()
{
// Nothing to do for the hoverer since it is all software at pre-step action time.
}

View File

@ -106,9 +106,9 @@ public class BSActorCollection
{
ForEachActor(a => a.Refresh());
}
public void RemoveBodyDependencies()
public void RemoveDependencies()
{
ForEachActor(a => a.RemoveBodyDependencies());
ForEachActor(a => a.RemoveDependencies());
}
}
@ -117,7 +117,7 @@ public class BSActorCollection
/// Each physical object can have 'actors' who are pushing the object around.
/// This can be used for hover, locking axis, making vehicles, etc.
/// Each physical object can have multiple actors acting on it.
///
///
/// An actor usually registers itself with physics scene events (pre-step action)
/// and modifies the parameters on the host physical object.
/// </summary>
@ -154,7 +154,7 @@ public abstract class BSActor
public abstract void Refresh();
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
// Register a prestep action to restore physical requirements before the next simulation step.
public abstract void RemoveBodyDependencies();
public abstract void RemoveDependencies();
}
}

View File

@ -298,7 +298,7 @@ public abstract class BSAPITemplate
{
// Returns the name of the underlying Bullet engine
public abstract string BulletEngineName { get; }
public abstract string BulletEngineVersion { get; protected set;}
public abstract string BulletEngineVersion { get; protected set;}
// Initialization and simulation
public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
@ -373,7 +373,7 @@ public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
// =====================================================================================
public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin);
public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
float scaleFactor, float collisionMargin);
// =====================================================================================
@ -388,7 +388,7 @@ public abstract BulletConstraint Create6DofConstraintToPoint(BulletWorld world,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
public abstract BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1,
Vector3 frameInBloc, Quaternion frameInBrot,
Vector3 frameInBloc, Quaternion frameInBrot,
bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies);
public abstract BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,

View File

@ -95,18 +95,18 @@ public sealed class BSCharacter : BSPhysObject
// the avatar seeking to reach the motor's target speed.
// This motor runs as a prestep action for the avatar so it will keep the avatar
// standing as well as moving. Destruction of the avatar will destroy the pre-step action.
m_moveActor = new BSActorAvatarMove(PhysicsScene, this, AvatarMoveActorName);
m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName);
PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
// do actual creation in taint time
PhysicsScene.TaintedObject("BSCharacter.create", delegate()
PhysScene.TaintedObject("BSCharacter.create", delegate()
{
DetailLog("{0},BSCharacter.create,taint", LocalID);
// New body and shape into PhysBody and PhysShape
PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this);
PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this);
SetPhysicalProperties();
});
@ -119,18 +119,18 @@ public sealed class BSCharacter : BSPhysObject
base.Destroy();
DetailLog("{0},BSCharacter.Destroy", LocalID);
PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
PhysScene.TaintedObject("BSCharacter.destroy", delegate()
{
PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
PhysBody.Clear();
PhysicsScene.Shapes.DereferenceShape(PhysShape, null /* bodyCallback */);
PhysShape.Clear();
PhysShape.Dereference(PhysScene);
PhysShape = new BSShapeNull();
});
}
private void SetPhysicalProperties()
{
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
ZeroMotion(true);
ForcePosition = _position;
@ -145,35 +145,35 @@ public sealed class BSCharacter : BSPhysObject
// Needs to be reset especially when an avatar is recreated after crossing a region boundry.
Flying = _flying;
PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin);
PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
PhysScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
PhysScene.PE.SetMargin(PhysShape.physShapeInfo, PhysScene.Params.collisionMargin);
PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
if (BSParam.CcdMotionThreshold > 0f)
{
PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
}
UpdatePhysicalMassProperties(RawMass, false);
// Make so capsule does not fall over
PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
PhysScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
// The avatar mover sets some parameters.
PhysicalActors.Refresh();
PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody);
// PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
PhysScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody);
// Do this after the object has been added to the world
PhysBody.collisionType = CollisionType.Avatar;
PhysBody.ApplyCollisionMask(PhysicsScene);
PhysBody.ApplyCollisionMask(PhysScene);
}
@ -203,14 +203,14 @@ public sealed class BSCharacter : BSPhysObject
DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
PhysScene.TaintedObject("BSCharacter.setSize", delegate()
{
if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape)
{
PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
UpdatePhysicalMassProperties(RawMass, true);
// Make sure this change appears as a property update event
PhysicsScene.PE.PushUpdate(PhysBody);
PhysScene.PE.PushUpdate(PhysBody);
}
});
@ -221,11 +221,6 @@ public sealed class BSCharacter : BSPhysObject
{
set { BaseShape = value; }
}
// I want the physics engine to make an avatar capsule
public override BSPhysicsShapeType PreferredPhysicalShape
{
get {return BSPhysicsShapeType.SHAPE_CAPSULE; }
}
public override bool Grabbed {
set { _grabbed = value; }
@ -252,24 +247,24 @@ public sealed class BSCharacter : BSPhysObject
_rotationalVelocity = OMV.Vector3.Zero;
// Zero some other properties directly into the physics engine
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
{
if (PhysBody.HasPhysicalBody)
PhysicsScene.PE.ClearAllForces(PhysBody);
PhysScene.PE.ClearAllForces(PhysBody);
});
}
public override void ZeroAngularMotion(bool inTaintTime)
{
_rotationalVelocity = OMV.Vector3.Zero;
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
{
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
// The next also get rid of applied linear force but the linear velocity is untouched.
PhysicsScene.PE.ClearForces(PhysBody);
PhysScene.PE.ClearForces(PhysBody);
}
});
}
@ -291,7 +286,7 @@ public sealed class BSCharacter : BSPhysObject
set {
_position = value;
PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
PhysScene.TaintedObject("BSCharacter.setPosition", delegate()
{
DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
PositionSanityCheck();
@ -301,14 +296,14 @@ public sealed class BSCharacter : BSPhysObject
}
public override OMV.Vector3 ForcePosition {
get {
_position = PhysicsScene.PE.GetPosition(PhysBody);
_position = PhysScene.PE.GetPosition(PhysBody);
return _position;
}
set {
_position = value;
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
}
}
}
@ -322,18 +317,18 @@ public sealed class BSCharacter : BSPhysObject
bool ret = false;
// TODO: check for out of bounds
if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
{
// The character is out of the known/simulated area.
// Force the avatar position to be within known. ScenePresence will use the position
// plus the velocity to decide if the avatar is moving out of the region.
RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition);
RawPosition = PhysScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition);
DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition);
return true;
}
// If below the ground, move the avatar up
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
if (Position.Z < terrainHeight)
{
DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight);
@ -342,7 +337,7 @@ public sealed class BSCharacter : BSPhysObject
}
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
{
float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position);
float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position);
if (Position.Z < waterHeight)
{
_position.Z = waterHeight;
@ -363,7 +358,7 @@ public sealed class BSCharacter : BSPhysObject
{
// The new position value must be pushed into the physics engine but we can't
// just assign to "Position" because of potential call loops.
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
{
DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
ForcePosition = _position;
@ -376,13 +371,13 @@ public sealed class BSCharacter : BSPhysObject
public override float Mass { get { return _mass; } }
// used when we only want this prim's mass and not the linkset thing
public override float RawMass {
public override float RawMass {
get {return _mass; }
}
public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
{
OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia);
OMV.Vector3 localInertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass);
PhysScene.PE.SetMassProps(PhysBody, physMass, localInertia);
}
public override OMV.Vector3 Force {
@ -390,11 +385,11 @@ public sealed class BSCharacter : BSPhysObject
set {
RawForce = value;
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
PhysScene.TaintedObject("BSCharacter.SetForce", delegate()
{
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce);
if (PhysBody.HasPhysicalBody)
PhysicsScene.PE.SetObjectForce(PhysBody, RawForce);
PhysScene.PE.SetObjectForce(PhysBody, RawForce);
});
}
}
@ -437,7 +432,7 @@ public sealed class BSCharacter : BSPhysObject
set {
RawVelocity = value;
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity);
PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
PhysScene.TaintedObject("BSCharacter.setVelocity", delegate()
{
if (m_moveActor != null)
m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */);
@ -450,11 +445,11 @@ public sealed class BSCharacter : BSPhysObject
public override OMV.Vector3 ForceVelocity {
get { return RawVelocity; }
set {
PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity");
PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
RawVelocity = value;
PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
PhysicsScene.PE.Activate(PhysBody, true);
PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
PhysScene.PE.Activate(PhysBody, true);
}
}
public override OMV.Vector3 Torque {
@ -484,7 +479,7 @@ public sealed class BSCharacter : BSPhysObject
if (_orientation != value)
{
_orientation = value;
PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
PhysScene.TaintedObject("BSCharacter.setOrientation", delegate()
{
ForceOrientation = _orientation;
});
@ -496,7 +491,7 @@ public sealed class BSCharacter : BSPhysObject
{
get
{
_orientation = PhysicsScene.PE.GetOrientation(PhysBody);
_orientation = PhysScene.PE.GetOrientation(PhysBody);
return _orientation;
}
set
@ -505,7 +500,7 @@ public sealed class BSCharacter : BSPhysObject
if (PhysBody.HasPhysicalBody)
{
// _position = PhysicsScene.PE.GetPosition(BSBody);
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
}
}
}
@ -554,14 +549,14 @@ public sealed class BSCharacter : BSPhysObject
public override bool FloatOnWater {
set {
_floatOnWater = value;
PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
{
if (PhysBody.HasPhysicalBody)
{
if (_floatOnWater)
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
else
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
}
});
}
@ -582,7 +577,7 @@ public sealed class BSCharacter : BSPhysObject
public override float Buoyancy {
get { return _buoyancy; }
set { _buoyancy = value;
PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
{
DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
ForceBuoyancy = _buoyancy;
@ -591,8 +586,8 @@ public sealed class BSCharacter : BSPhysObject
}
public override float ForceBuoyancy {
get { return _buoyancy; }
set {
PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
set {
PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
_buoyancy = value;
DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
@ -600,7 +595,7 @@ public sealed class BSCharacter : BSPhysObject
float grav = BSParam.Gravity * (1f - _buoyancy);
Gravity = new OMV.Vector3(0f, 0f, grav);
if (PhysBody.HasPhysicalBody)
PhysicsScene.PE.SetGravity(PhysBody, Gravity);
PhysScene.PE.SetGravity(PhysBody, Gravity);
}
}
@ -618,7 +613,7 @@ public sealed class BSCharacter : BSPhysObject
public override void AddForce(OMV.Vector3 force, bool pushforce)
{
// Since this force is being applied in only one step, make this a force per second.
OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep;
OMV.Vector3 addForce = force / PhysScene.LastTimeStep;
AddForce(addForce, pushforce, false);
}
private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
@ -627,13 +622,13 @@ public sealed class BSCharacter : BSPhysObject
OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
// DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce);
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate()
PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate()
{
// Bullet adds this central force to the total force for this tick
// DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
PhysScene.PE.ApplyCentralForce(PhysBody, addForce);
}
});
}
@ -652,7 +647,7 @@ public sealed class BSCharacter : BSPhysObject
private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size)
{
OMV.Vector3 newScale;
// Bullet's capsule total height is the "passed height + radius * 2";
// The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1)
// The number we pass in for 'scaling' is the multiplier to get that base

View File

@ -45,7 +45,7 @@ public sealed class BSConstraintHinge : BSConstraint
m_body1 = obj1;
m_body2 = obj2;
m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2,
pivotInA, pivotInB, axisInA, axisInB,
pivotInA, pivotInB, axisInA, axisInB,
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
m_enabled = true;
}

View File

@ -559,9 +559,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
break;
}
// Update any physical parameters based on this type.
Refresh();
m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale,
m_linearMotorDecayTimescale, m_linearFrictionTimescale,
1f);
@ -589,6 +586,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
RegisterForSceneEvents();
}
// Update any physical parameters based on this type.
Refresh();
}
#endregion // Vehicle parameter setting
@ -596,6 +596,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public override void Refresh()
{
// If asking for a refresh, reset the physical parameters before the next simulation step.
// Called whether active or not since the active state may be updated before the next step.
m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate()
{
SetPhysicalParameters();
@ -625,7 +626,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Vehicles report collision events so we know when it's on the ground
m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass);
ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass);
m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
@ -649,7 +650,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
// BSActor.RemoveBodyDependencies
public override void RemoveBodyDependencies()
public override void RemoveDependencies()
{
Refresh();
}
@ -789,7 +790,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos)
{
lastRememberedHeightPos = pos;
m_knownTerrainHeight = ControllingPrim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
m_knownTerrainHeight = ControllingPrim.PhysScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
m_knownHas |= m_knownChangedTerrainHeight;
}
return m_knownTerrainHeight;
@ -801,7 +802,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
if ((m_knownHas & m_knownChangedWaterLevel) == 0)
{
m_knownWaterLevel = ControllingPrim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos);
m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos);
m_knownHas |= m_knownChangedWaterLevel;
}
return (float)m_knownWaterLevel;
@ -1019,7 +1020,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG
VehicleVelocity /= VehicleVelocity.Length();
VehicleVelocity *= BSParam.VehicleMaxLinearVelocity;
VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}",
VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}",
ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity);
}
else if (newVelocityLengthSq < 0.001f)
@ -1094,7 +1095,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (VehiclePosition.Z > m_VhoverTargetHeight)
m_VhoverTargetHeight = VehiclePosition.Z;
}
if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
{
if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f)
@ -1188,7 +1189,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// used with conjunction with banking: the strength of the banking will decay when the
// vehicle no longer experiences collisions. The decay timescale is the same as
// VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering
// when they are in mid jump.
// when they are in mid jump.
// TODO: this code is wrong. Also, what should it do for boats (height from water)?
// This is just using the ground and a general collision check. Should really be using
// a downward raycast to find what is below.
@ -1254,7 +1255,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VehicleAddForce(appliedGravity);
VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}",
VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}",
ControllingPrim.LocalID, m_VehicleGravity,
ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity);
}
@ -1330,7 +1331,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
// This flag prevents linear deflection parallel to world z-axis. This is useful
// for preventing ground vehicles with large linear deflection, like bumper cars,
// from climbing their linear deflection into the sky.
// from climbing their linear deflection into the sky.
// That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement
// TODO: This is here because this is where ODE put it but documentation says it
// is a linear effect. Where should this check go?
@ -1463,7 +1464,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VehicleRotationalVelocity += (vertContributionV * VehicleOrientation);
VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}",
Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV,
Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV,
m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV);
*/
}
@ -1530,13 +1531,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude
// of the yaw effect will be proportional to the
// VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's
// velocity along its preferred axis of motion.
// velocity along its preferred axis of motion.
// The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any
// positive rotation (by the right-hand rule) about the roll-axis will effect a
// (negative) torque around the yaw-axis, making it turn to the right--that is the
// vehicle will lean into the turn, which is how real airplanes and motorcycle's work.
// Negating the banking coefficient will make it so that the vehicle leans to the
// outside of the turn (not very "physical" but might allow interesting vehicles so why not?).
// outside of the turn (not very "physical" but might allow interesting vehicles so why not?).
// The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making
// banking vehicles do what you want rather than what the laws of physics allow.
// For example, consider a real motorcycle...it must be moving forward in order for
@ -1548,11 +1549,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// totally static (0.0) and totally dynamic (1.0). By "static" we mean that the
// banking effect depends only on the vehicle's rotation about its roll-axis compared
// to "dynamic" where the banking is also proportional to its velocity along its
// roll-axis. Finding the best value of the "mixture" will probably require trial and error.
// roll-axis. Finding the best value of the "mixture" will probably require trial and error.
// The time it takes for the banking behavior to defeat a preexisting angular velocity about the
// world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to
// bank quickly then give it a banking timescale of about a second or less, otherwise you can
// make a sluggish vehicle by giving it a timescale of several seconds.
// make a sluggish vehicle by giving it a timescale of several seconds.
public void ComputeAngularBanking()
{
if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff)
@ -1581,7 +1582,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
//VehicleRotationalVelocity += bankingContributionV * VehicleOrientation;
VehicleRotationalVelocity += bankingContributionV;
VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}",
ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV);
@ -1637,8 +1638,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Invoke the detailed logger and output something if it's enabled.
private void VDetailLog(string msg, params Object[] args)
{
if (ControllingPrim.PhysicsScene.VehicleLoggingEnabled)
ControllingPrim.PhysicsScene.DetailLog(msg, args);
if (ControllingPrim.PhysScene.VehicleLoggingEnabled)
ControllingPrim.PhysScene.DetailLog(msg, args);
}
}
}

View File

@ -80,7 +80,7 @@ public abstract class BSLinkset
public BSPrimLinkable LinksetRoot { get; protected set; }
public BSScene PhysicsScene { get; private set; }
protected BSScene m_physicsScene { get; private set; }
static int m_nextLinksetID = 1;
public int LinksetID { get; private set; }
@ -93,13 +93,6 @@ public abstract class BSLinkset
// to the physical representation is done via the tainting mechenism.
protected object m_linksetActivityLock = new Object();
// Some linksets have a preferred physical shape.
// Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor)
{
return BSPhysicsShapeType.SHAPE_UNKNOWN;
}
// We keep the prim's mass in the linkset structure since it could be dependent on other prims
public float LinksetMass { get; protected set; }
@ -122,7 +115,7 @@ public abstract class BSLinkset
// We create LOTS of linksets.
if (m_nextLinksetID <= 0)
m_nextLinksetID = 1;
PhysicsScene = scene;
m_physicsScene = scene;
LinksetRoot = parent;
m_children = new HashSet<BSPrimLinkable>();
LinksetMass = parent.RawMass;
@ -165,7 +158,7 @@ public abstract class BSLinkset
}
// The child is down to a linkset of just itself
return BSLinkset.Factory(PhysicsScene, child);
return BSLinkset.Factory(m_physicsScene, child);
}
// Return 'true' if the passed object is the root object of this linkset
@ -221,7 +214,7 @@ public abstract class BSLinkset
// I am the root of a linkset and a new child is being added
// Called while LinkActivity is locked.
protected abstract void AddChildToLinkset(BSPrimLinkable child);
// I am the root of a linkset and one of my children is being removed.
// Safe to call even if the child is not really in my linkset.
protected abstract void RemoveChildFromLinkset(BSPrimLinkable child);
@ -263,7 +256,7 @@ public abstract class BSLinkset
// This is called when the root body is changing.
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
public abstract bool RemoveBodyDependencies(BSPrimLinkable child);
public abstract bool RemoveDependencies(BSPrimLinkable child);
// ================================================================
protected virtual float ComputeLinksetMass()
@ -323,8 +316,8 @@ public abstract class BSLinkset
// Invoke the detailed logger and output something if it's enabled.
protected void DetailLog(string msg, params Object[] args)
{
if (PhysicsScene.PhysicsLogging.Enabled)
PhysicsScene.DetailLog(msg, args);
if (m_physicsScene.PhysicsLogging.Enabled)
m_physicsScene.DetailLog(msg, args);
}
}

View File

@ -35,6 +35,7 @@ using OMV = OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
/*
// When a child is linked, the relationship position of the child to the parent
// is remembered so the child's world position can be recomputed when it is
// removed from the linkset.
@ -88,6 +89,7 @@ sealed class BSLinksetCompoundInfo : BSLinksetInfo
return buff.ToString();
}
};
*/
public sealed class BSLinksetCompound : BSLinkset
{
@ -98,19 +100,6 @@ public sealed class BSLinksetCompound : BSLinkset
{
}
// For compound implimented linksets, if there are children, use compound shape for the root.
public override BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor)
{
// Returning 'unknown' means we don't have a preference.
BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
if (IsRoot(requestor) && HasAnyChildren)
{
ret = BSPhysicsShapeType.SHAPE_COMPOUND;
}
// DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret);
return ret;
}
// When physical properties are changed the linkset needs to recalculate
// its internal properties.
public override void Refresh(BSPrimLinkable requestor)
@ -124,14 +113,14 @@ public sealed class BSLinksetCompound : BSLinkset
// Schedule a refresh to happen after all the other taint processing.
private void ScheduleRebuild(BSPrimLinkable requestor)
{
DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
// When rebuilding, it is possible to set properties that would normally require a rebuild.
// If already rebuilding, don't request another rebuild.
// If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
if (!Rebuilding && HasAnyChildren)
{
PhysicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate()
m_physicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate()
{
if (HasAnyChildren)
RecomputeLinksetCompound();
@ -153,26 +142,11 @@ public sealed class BSLinksetCompound : BSLinkset
// The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
ScheduleRebuild(LinksetRoot);
}
else
{
// The origional prims are removed from the world as the shape of the root compound
// shape takes over.
PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION);
// We don't want collisions from the old linkset children.
PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
child.PhysBody.collisionType = CollisionType.LinksetChild;
ret = true;
}
return ret;
}
// The object is going static (non-physical). Do any setup necessary for a static linkset.
// The object is going static (non-physical). We do not do anything for static linksets.
// Return 'true' if any properties updated on the passed object.
// This doesn't normally happen -- OpenSim removes the objects from the physical
// world if it is a static linkset.
// Called at taint-time!
public override bool MakeStatic(BSPrimLinkable child)
{
@ -180,19 +154,9 @@ public sealed class BSLinksetCompound : BSLinkset
DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
if (IsRoot(child))
{
// Schedule a rebuild to verify that the root shape is set to the real shape.
ScheduleRebuild(LinksetRoot);
}
else
{
// The non-physical children can come back to life.
PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
child.PhysBody.collisionType = CollisionType.LinksetChild;
// Don't force activation so setting of DISABLE_SIMULATION can stay if used.
PhysicsScene.PE.Activate(child.PhysBody, false);
ret = true;
}
return ret;
}
@ -200,13 +164,20 @@ public sealed class BSLinksetCompound : BSLinkset
// Called at taint-time.
public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated)
{
if (!LinksetRoot.IsPhysicallyActive)
{
// No reason to do this physical stuff for static linksets.
DetailLog("{0},BSLinksetCompound.UpdateProperties,notPhysical", LinksetRoot.LocalID);
return;
}
// The user moving a child around requires the rebuilding of the linkset compound shape
// One problem is this happens when a border is crossed -- the simulator implementation
// stores the position into the group which causes the move of the object
// but it also means all the child positions get updated.
// What would cause an unnecessary rebuild so we make sure the linkset is in a
// region before bothering to do a rebuild.
if (!IsRoot(updated) && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition))
if (!IsRoot(updated) && m_physicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition))
{
// If a child of the linkset is updating only the position or rotation, that can be done
// without rebuilding the linkset.
@ -218,22 +189,22 @@ public sealed class BSLinksetCompound : BSLinkset
// and that is caused by us updating the object.
if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0)
{
// Find the physical instance of the child
if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape))
// Find the physical instance of the child
if (LinksetRoot.PhysShape.HasPhysicalShape && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo))
{
// It is possible that the linkset is still under construction and the child is not yet
// inserted into the compound shape. A rebuild of the linkset in a pre-step action will
// build the whole thing with the new position or rotation.
// The index must be checked because Bullet references the child array but does no validity
// checking of the child index passed.
int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape);
int numLinksetChildren = m_physicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape.physShapeInfo);
if (updated.LinksetChildIndex < numLinksetChildren)
{
BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, updated.LinksetChildIndex);
BulletShape linksetChildShape = m_physicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex);
if (linksetChildShape.HasPhysicalShape)
{
// Found the child shape within the compound shape
PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, updated.LinksetChildIndex,
m_physicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex,
updated.RawPosition - LinksetRoot.RawPosition,
updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation),
true /* shouldRecalculateLocalAabb */);
@ -275,75 +246,22 @@ public sealed class BSLinksetCompound : BSLinkset
}
// Routine called when rebuilding the body of some member of the linkset.
// Since we don't keep in world relationships, do nothing unless it's a child changing.
// If one of the bodies is being changed, the linkset needs rebuilding.
// For instance, a linkset is built and then a mesh asset is read in and the mesh is recreated.
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
public override bool RemoveBodyDependencies(BSPrimLinkable child)
public override bool RemoveDependencies(BSPrimLinkable child)
{
bool ret = false;
DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child));
if (!IsRoot(child))
{
// Because it is a convenient time, recompute child world position and rotation based on
// its position in the linkset.
RecomputeChildWorldPosition(child, true /* inTaintTime */);
child.LinksetInfo = null;
}
// Cannot schedule a refresh/rebuild here because this routine is called when
// the linkset is being rebuilt.
// InternalRefresh(LinksetRoot);
ScheduleRebuild(child);
return ret;
}
// When the linkset is built, the child shape is added to the compound shape relative to the
// root shape. The linkset then moves around but this does not move the actual child
// prim. The child prim's location must be recomputed based on the location of the root shape.
private void RecomputeChildWorldPosition(BSPrimLinkable child, bool inTaintTime)
{
// For the moment (20130201), disable this computation (converting the child physical addr back to
// a region address) until we have a good handle on center-of-mass offsets and what the physics
// engine moving a child actually means.
// The simulator keeps track of where children should be as the linkset moves. Setting
// the pos/rot here does not effect that knowledge as there is no good way for the
// physics engine to send the simulator an update for a child.
/*
BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo;
if (lci != null)
{
if (inTaintTime)
{
OMV.Vector3 oldPos = child.RawPosition;
child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetFromRoot;
child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot;
DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}",
child.LocalID, oldPos, lci, child.RawPosition);
}
else
{
// TaintedObject is not used here so the raw position is set now and not at taint-time.
child.Position = LinksetRoot.RawPosition + lci.OffsetFromRoot;
child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot;
}
}
else
{
// This happens when children have been added to the linkset but the linkset
// has not been constructed yet. So like, at taint time, adding children to a linkset
// and then changing properties of the children (makePhysical, for instance)
// but the post-print action of actually rebuilding the linkset has not yet happened.
// PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}",
// LogHeader, child.LocalID);
DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID);
}
*/
}
// ================================================================
// Add a new child to the linkset.
@ -376,7 +294,6 @@ public sealed class BSLinksetCompound : BSLinkset
child.LocalID, child.PhysBody.AddrString);
// Cause the child's body to be rebuilt and thus restored to normal operation
RecomputeChildWorldPosition(child, false);
child.LinksetInfo = null;
child.ForceBodyShapeRebuild(false);
@ -399,108 +316,105 @@ public sealed class BSLinksetCompound : BSLinkset
// Constraint linksets are rebuilt every time.
// Note that this works for rebuilding just the root after a linkset is taken apart.
// Called at taint time!!
private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged
private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape
private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting
private void RecomputeLinksetCompound()
{
try
{
// Suppress rebuilding while rebuilding. (We know rebuilding is on only one thread.)
Rebuilding = true;
// Cause the root shape to be rebuilt as a compound object with just the root in it
LinksetRoot.ForceBodyShapeRebuild(true /* inTaintTime */);
// No matter what is being done, force the root prim's PhysBody and PhysShape to get set
// to what they should be as if the root was not in a linkset.
// Not that bad since we only get into this routine if there are children in the linkset and
// something has been updated/changed.
LinksetRoot.ForceBodyShapeRebuild(true);
// There is no reason to build all this physical stuff for a non-physical linkset.
if (!LinksetRoot.IsPhysicallyActive)
{
// Clean up any old linkset shape and make sure the root shape is set to the root object.
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID);
return; // Note the 'finally' clause at the botton which will get executed.
}
// Get a new compound shape to build the linkset shape in.
BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene);
// The center of mass for the linkset is the geometric center of the group.
// Compute a displacement for each component so it is relative to the center-of-mass.
// Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass
OMV.Vector3 centerOfMassW = LinksetRoot.RawPosition;
if (!disableCOM) // DEBUG DEBUG
{
// Compute a center-of-mass in world coordinates.
centerOfMassW = ComputeLinksetCenterOfMass();
}
OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass();
OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation);
// 'centerDisplacement' is the value to subtract from children to give physical offset position
OMV.Vector3 centerDisplacement = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation;
LinksetRoot.SetEffectiveCenterOfMassW(centerDisplacement);
if (UseBulletSimRootOffsetHack || disableCOM)
{
centerDisplacement = OMV.Vector3.Zero;
LinksetRoot.ClearDisplacement();
}
else
{
LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacement);
}
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}",
LinksetRoot.LocalID, LinksetRoot.RawPosition, centerOfMassW, centerDisplacement);
// This causes the physical position of the root prim to be offset to accomodate for the displacements
LinksetRoot.ForcePosition = LinksetRoot.RawPosition;
// Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM
PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0 /* childIndex */,
-centerDisplacement,
OMV.Quaternion.Identity, // LinksetRoot.RawOrientation,
false /* shouldRecalculateLocalAabb (is done later after linkset built) */);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}",
LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
// Add a shape for each of the other children in the linkset
// Add the shapes of all the components of the linkset
int memberIndex = 1;
ForEachMember(delegate(BSPrimLinkable cPrim)
{
if (IsRoot(cPrim))
// Root shape is always index zero.
cPrim.LinksetChildIndex = IsRoot(cPrim) ? 0 : memberIndex;
// Get a reference to the shape of the child and add that shape to the linkset compound shape
BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim);
OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement;
OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation;
m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}",
LinksetRoot.LocalID, memberIndex, childShape, offsetPos, offsetRot);
// Since we are borrowing the shape of the child, disable the origional child body
if (!IsRoot(cPrim))
{
cPrim.LinksetChildIndex = 0;
m_physicsScene.PE.AddToCollisionFlags(cPrim.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
m_physicsScene.PE.ForceActivationState(cPrim.PhysBody, ActivationState.DISABLE_SIMULATION);
// We don't want collisions from the old linkset children.
m_physicsScene.PE.RemoveFromCollisionFlags(cPrim.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
cPrim.PhysBody.collisionType = CollisionType.LinksetChild;
}
else
{
cPrim.LinksetChildIndex = memberIndex;
if (cPrim.PhysShape.isNativeShape)
{
// A native shape is turned into a hull collision shape because native
// shapes are not shared so we have to hullify it so it will be tracked
// and freed at the correct time. This also solves the scaling problem
// (native shapes scale but hull/meshes are assumed to not be).
// TODO: decide of the native shape can just be used in the compound shape.
// Use call to CreateGeomNonSpecial().
BulletShape saveShape = cPrim.PhysShape;
cPrim.PhysShape.Clear(); // Don't let the create free the child's shape
PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
BulletShape newShape = cPrim.PhysShape;
cPrim.PhysShape = saveShape;
memberIndex++;
OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement;
OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation;
PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, offsetPos, offsetRot);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}",
LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, newShape, offsetPos, offsetRot);
}
else
{
// For the shared shapes (meshes and hulls), just use the shape in the child.
// The reference count added here will be decremented when the compound shape
// is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced).
if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape))
{
PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
}
OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement;
OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation;
PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNonNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}",
LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot);
}
memberIndex++;
}
return false; // 'false' says to move onto the next child in the list
});
// Replace the root shape with the built compound shape.
// Object removed and added to world to get collision cache rebuilt for new shape.
LinksetRoot.PhysShape.Dereference(m_physicsScene);
LinksetRoot.PhysShape = linksetShape;
m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, LinksetRoot.PhysBody);
m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, linksetShape.physShapeInfo);
m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, LinksetRoot.PhysBody);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addBody,body={1},shape={2}",
LinksetRoot.LocalID, LinksetRoot.PhysBody, linksetShape);
// With all of the linkset packed into the root prim, it has the mass of everyone.
LinksetMass = ComputeLinksetMass();
LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true);
// Enable the physical position updator to return the position and rotation of the root shape
PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE);
if (UseBulletSimRootOffsetHack)
{
// Enable the physical position updator to return the position and rotation of the root shape.
// This enables a feature in the C++ code to return the world coordinates of the first shape in the
// compound shape. This eleviates the need to offset the returned physical position by the
// center-of-mass offset.
m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE);
}
}
finally
{
@ -508,7 +422,7 @@ public sealed class BSLinksetCompound : BSLinkset
}
// See that the Aabb surrounds the new shape
PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape);
m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo);
}
}
}

View File

@ -51,7 +51,7 @@ public sealed class BSLinksetConstraints : BSLinkset
if (HasAnyChildren && IsRoot(requestor))
{
// Queue to happen after all the other taint processing
PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
{
if (HasAnyChildren && IsRoot(requestor))
RecomputeLinksetConstraints();
@ -93,11 +93,11 @@ public sealed class BSLinksetConstraints : BSLinkset
// up to rebuild the constraints before the next simulation step.
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
public override bool RemoveBodyDependencies(BSPrimLinkable child)
public override bool RemoveDependencies(BSPrimLinkable child)
{
bool ret = false;
DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
DetailLog("{0},BSLinksetConstraint.RemoveDependencies,removeChildrenForRoot,rID={1},rBody={2}",
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString);
lock (m_linksetActivityLock)
@ -142,7 +142,7 @@ public sealed class BSLinksetConstraints : BSLinkset
rootx.LocalID, rootx.PhysBody.AddrString,
childx.LocalID, childx.PhysBody.AddrString);
PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
m_physicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
{
PhysicallyUnlinkAChildFromRoot(rootx, childx);
});
@ -187,7 +187,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
BSConstraint6Dof constrain = new BSConstraint6Dof(
PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true );
m_physicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true );
// PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true );
/* NOTE: below is an attempt to build constraint with full frame computation, etc.
@ -216,7 +216,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// ==================================================================================
*/
PhysicsScene.Constraints.AddConstraint(constrain);
m_physicsScene.Constraints.AddConstraint(constrain);
// zero linear and angular limits makes the objects unable to move in relation to each other
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
@ -248,10 +248,10 @@ public sealed class BSLinksetConstraints : BSLinkset
childPrim.LocalID, childPrim.PhysBody.AddrString);
// Find the constraint for this link and get rid of it from the overall collection and from my list
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
{
// Make the child refresh its location
PhysicsScene.PE.PushUpdate(childPrim.PhysBody);
m_physicsScene.PE.PushUpdate(childPrim.PhysBody);
ret = true;
}
@ -265,7 +265,7 @@ public sealed class BSLinksetConstraints : BSLinkset
{
DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody);
return m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody);
}
// Call each of the constraints that make up this linkset and recompute the
@ -289,7 +289,7 @@ public sealed class BSLinksetConstraints : BSLinkset
child.UpdatePhysicalMassProperties(linksetMass, true);
BSConstraint constrain;
if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain))
if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain))
{
// If constraint doesn't exist yet, create it.
constrain = BuildConstraint(LinksetRoot, child);

View File

@ -102,7 +102,7 @@ public class BSVMotor : BSMotor
return ErrorIsZero(LastError);
}
public virtual bool ErrorIsZero(Vector3 err)
{
{
return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold));
}
@ -115,7 +115,7 @@ public class BSVMotor : BSMotor
CurrentValue = TargetValue = Vector3.Zero;
ErrorZeroThreshold = 0.001f;
}
public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency)
public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency)
: this(useName)
{
TimeScale = timeScale;
@ -237,7 +237,7 @@ public class BSVMotor : BSMotor
MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName);
MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}",
BSScene.DetailLogZero, UseName,
TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency,
TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency,
CurrentValue, TargetValue);
LastError = BSMotor.InfiniteVector;
@ -248,7 +248,7 @@ public class BSVMotor : BSMotor
BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep);
}
MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName);
}
@ -279,7 +279,7 @@ public class BSFMotor : BSMotor
return ErrorIsZero(LastError);
}
public virtual bool ErrorIsZero(float err)
{
{
return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold);
}
@ -410,7 +410,7 @@ public class BSPIDVMotor : BSVMotor
// The factors are vectors for the three dimensions. This is the proportional of each
// that is applied. This could be multiplied through the actual factors but it
// is sometimes easier to manipulate the factors and their mix separately.
// to
// to
public Vector3 FactorMix;
// Arbritrary factor range.

View File

@ -37,7 +37,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
public static class BSParam
{
private static string LogHeader = "[BULLETSIM PARAMETERS]";
private static string LogHeader = "[BULLETSIM PARAMETERS]";
// Tuning notes:
// From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575
@ -51,7 +51,7 @@ public static class BSParam
// This is separate/independent from the collision margin. The collision margin increases the object a bit
// to improve collision detection performance and accuracy.
// ===================
// From:
// From:
// Level of Detail values kept as float because that's what the Meshmerizer wants
public static float MeshLOD { get; private set; }
@ -87,6 +87,7 @@ public static class BSParam
public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
public static bool ShouldUseBulletHACD { get; set; }
public static bool ShouldUseSingleConvexHullForPrims { get; set; }
public static float TerrainImplementation { get; private set; }
public static int TerrainMeshMagnification { get; private set; }
@ -342,6 +343,10 @@ public static class BSParam
false,
(s) => { return ShouldUseBulletHACD; },
(s,v) => { ShouldUseBulletHACD = v; } ),
new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims",
true,
(s) => { return ShouldUseSingleConvexHullForPrims; },
(s,v) => { ShouldUseSingleConvexHullForPrims = v; } ),
new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
5,
@ -636,7 +641,7 @@ public static class BSParam
new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
false,
(s) => { return ShouldDisableContactPoolDynamicAllocation; },
(s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
(s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
false,

View File

@ -38,7 +38,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
* Class to wrap all objects.
* The rest of BulletSim doesn't need to keep checking for avatars or prims
* unless the difference is significant.
*
*
* Variables in the physicsl objects are in three forms:
* VariableName: used by the simulator and performs taint operations, etc
* RawVariableName: direct reference to the BulletSim storage for the variable value
@ -52,7 +52,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
* SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce
* SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse
* PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v
* BS.ApplyCentralForce BS.ApplyTorque
* BS.ApplyCentralForce BS.ApplyTorque
*/
// Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc.
@ -72,14 +72,14 @@ public abstract class BSPhysObject : PhysicsActor
}
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
{
PhysicsScene = parentScene;
PhysScene = parentScene;
LocalID = localID;
PhysObjectName = name;
Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
TypeName = typeName;
// The collection of things that push me around
PhysicalActors = new BSActorCollection(PhysicsScene);
PhysicalActors = new BSActorCollection(PhysScene);
// Initialize variables kept in base.
GravModifier = 1.0f;
@ -88,7 +88,7 @@ public abstract class BSPhysObject : PhysicsActor
// We don't have any physical representation yet.
PhysBody = new BulletBody(localID);
PhysShape = new BulletShape();
PhysShape = new BSShapeNull();
PrimAssetState = PrimAssetCondition.Unknown;
@ -115,13 +115,13 @@ public abstract class BSPhysObject : PhysicsActor
public virtual void Destroy()
{
PhysicalActors.Enable(false);
PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate()
PhysScene.TaintedObject("BSPhysObject.Destroy", delegate()
{
PhysicalActors.Dispose();
});
}
public BSScene PhysicsScene { get; protected set; }
public BSScene PhysScene { get; protected set; }
// public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
public string PhysObjectName { get; protected set; }
public string TypeName { get; protected set; }
@ -141,7 +141,7 @@ public abstract class BSPhysObject : PhysicsActor
// Reference to the physical body (btCollisionObject) of this object
public BulletBody PhysBody;
// Reference to the physical shape (btCollisionShape) of this object
public BulletShape PhysShape;
public BSShape PhysShape;
// The physical representation of the prim might require an asset fetch.
// The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'.
@ -154,13 +154,6 @@ public abstract class BSPhysObject : PhysicsActor
// The objects base shape information. Null if not a prim type shape.
public PrimitiveBaseShape BaseShape { get; protected set; }
// Some types of objects have preferred physical representations.
// Returns SHAPE_UNKNOWN if there is no preference.
public virtual BSPhysicsShapeType PreferredPhysicalShape
{
get { return BSPhysicsShapeType.SHAPE_UNKNOWN; }
}
// When the physical properties are updated, an EntityProperty holds the update values.
// Keep the current and last EntityProperties to enable computation of differences
// between the current update and the previous values.
@ -269,7 +262,8 @@ public abstract class BSPhysObject : PhysicsActor
// The user can optionally set the center of mass. The user's setting will override any
// computed center-of-mass (like in linksets).
public OMV.Vector3? UserSetCenterOfMass { get; set; }
// Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass.
public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; }
public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free.
public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free
@ -280,7 +274,7 @@ public abstract class BSPhysObject : PhysicsActor
public void ActivateIfPhysical(bool forceIt)
{
if (IsPhysical && PhysBody.HasPhysicalBody)
PhysicsScene.PE.Activate(PhysBody, forceIt);
PhysScene.PE.Activate(PhysBody, forceIt);
}
// 'actors' act on the physical object to change or constrain its motion. These can range from
@ -343,29 +337,29 @@ public abstract class BSPhysObject : PhysicsActor
protected long CollisionAccumulation { get; set; }
public override bool IsColliding {
get { return (CollidingStep == PhysicsScene.SimulationStep); }
get { return (CollidingStep == PhysScene.SimulationStep); }
set {
if (value)
CollidingStep = PhysicsScene.SimulationStep;
CollidingStep = PhysScene.SimulationStep;
else
CollidingStep = 0;
}
}
public override bool CollidingGround {
get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
get { return (CollidingGroundStep == PhysScene.SimulationStep); }
set
{
if (value)
CollidingGroundStep = PhysicsScene.SimulationStep;
CollidingGroundStep = PhysScene.SimulationStep;
else
CollidingGroundStep = 0;
}
}
public override bool CollidingObj {
get { return (CollidingObjectStep == PhysicsScene.SimulationStep); }
set {
get { return (CollidingObjectStep == PhysScene.SimulationStep); }
set {
if (value)
CollidingObjectStep = PhysicsScene.SimulationStep;
CollidingObjectStep = PhysScene.SimulationStep;
else
CollidingObjectStep = 0;
}
@ -390,14 +384,14 @@ public abstract class BSPhysObject : PhysicsActor
bool ret = false;
// The following lines make IsColliding(), CollidingGround() and CollidingObj work
CollidingStep = PhysicsScene.SimulationStep;
if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
CollidingStep = PhysScene.SimulationStep;
if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID)
{
CollidingGroundStep = PhysicsScene.SimulationStep;
CollidingGroundStep = PhysScene.SimulationStep;
}
else
{
CollidingObjectStep = PhysicsScene.SimulationStep;
CollidingObjectStep = PhysScene.SimulationStep;
}
CollisionAccumulation++;
@ -407,10 +401,10 @@ public abstract class BSPhysObject : PhysicsActor
// Make a collection of the collisions that happened the last simulation tick.
// This is different than the collection created for sending up to the simulator as it is cleared every tick.
if (CollisionsLastTickStep != PhysicsScene.SimulationStep)
if (CollisionsLastTickStep != PhysScene.SimulationStep)
{
CollisionsLastTick = new CollisionEventUpdate();
CollisionsLastTickStep = PhysicsScene.SimulationStep;
CollisionsLastTickStep = PhysScene.SimulationStep;
}
CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
@ -437,9 +431,9 @@ public abstract class BSPhysObject : PhysicsActor
bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
// throttle the collisions to the number of milliseconds specified in the subscription
if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime))
{
NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs;
NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs;
// We are called if we previously had collisions. If there are no collisions
// this time, send up one last empty event so OpenSim can sense collision end.
@ -457,7 +451,7 @@ public abstract class BSPhysObject : PhysicsActor
// The CollisionCollection instance is passed around in the simulator.
// Make sure we don't have a handle to that one and that a new one is used for next time.
// This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
// This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
// a race condition is created for the other users of this instance.
CollisionCollection = new CollisionEventUpdate();
}
@ -474,10 +468,10 @@ public abstract class BSPhysObject : PhysicsActor
// make sure first collision happens
NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
{
if (PhysBody.HasPhysicalBody)
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
else
@ -489,11 +483,11 @@ public abstract class BSPhysObject : PhysicsActor
public override void UnSubscribeEvents() {
// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
SubscribedEventsMs = 0;
PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
{
// Make sure there is a body there because sometimes destruction happens in an un-ideal order.
if (PhysBody.HasPhysicalBody)
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
// Return 'true' if the simulator wants collision events
@ -507,7 +501,7 @@ public abstract class BSPhysObject : PhysicsActor
{
// Scale the collision count by the time since the last collision.
// The "+1" prevents dividing by zero.
long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1;
long timeAgo = PhysScene.SimulationStep - CollidingStep + 1;
CollisionScore = CollisionAccumulation / timeAgo;
}
public override float CollisionScore { get; set; }
@ -534,8 +528,8 @@ public abstract class BSPhysObject : PhysicsActor
// High performance detailed logging routine used by the physical objects.
protected void DetailLog(string msg, params Object[] args)
{
if (PhysicsScene.PhysicsLogging.Enabled)
PhysicsScene.DetailLog(msg, args);
if (PhysScene.PhysicsLogging.Enabled)
PhysScene.DetailLog(msg, args);
}
}

View File

@ -101,21 +101,21 @@ public class BSPrim : BSPhysObject
_isVolumeDetect = false;
// We keep a handle to the vehicle actor so we can set vehicle parameters later.
VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName);
VehicleActor = new BSDynamics(PhysScene, this, VehicleActorName);
PhysicalActors.Add(VehicleActorName, VehicleActor);
_mass = CalculateMass();
// DetailLog("{0},BSPrim.constructor,call", LocalID);
// do the actual object creation at taint time
PhysicsScene.TaintedObject("BSPrim.create", delegate()
PhysScene.TaintedObject("BSPrim.create", delegate()
{
// Make sure the object is being created with some sanity.
ExtremeSanityCheck(true /* inTaintTime */);
CreateGeomAndObject(true);
CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody);
CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody);
});
}
@ -128,14 +128,14 @@ public class BSPrim : BSPhysObject
// Undo any vehicle properties
this.VehicleType = (int)Vehicle.TYPE_NONE;
PhysicsScene.TaintedObject("BSPrim.Destroy", delegate()
PhysScene.TaintedObject("BSPrim.Destroy", delegate()
{
DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
// If there are physical body and shape, release my use of same.
PhysicsScene.Shapes.DereferenceBody(PhysBody, null);
PhysScene.Shapes.DereferenceBody(PhysBody, null);
PhysBody.Clear();
PhysicsScene.Shapes.DereferenceShape(PhysShape, null);
PhysShape.Clear();
PhysShape.Dereference(PhysScene);
PhysShape = new BSShapeNull();
});
}
@ -161,25 +161,13 @@ public class BSPrim : BSPhysObject
ForceBodyShapeRebuild(false);
}
}
// 'unknown' says to choose the best type
public override BSPhysicsShapeType PreferredPhysicalShape
{ get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } }
public override bool ForceBodyShapeRebuild(bool inTaintTime)
{
if (inTaintTime)
PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate()
{
_mass = CalculateMass(); // changing the shape changes the mass
CreateGeomAndObject(true);
}
else
{
PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", delegate()
{
_mass = CalculateMass(); // changing the shape changes the mass
CreateGeomAndObject(true);
});
}
});
return true;
}
public override bool Grabbed {
@ -192,7 +180,7 @@ public class BSPrim : BSPhysObject
if (value != _isSelected)
{
_isSelected = value;
PhysicsScene.TaintedObject("BSPrim.setSelected", delegate()
PhysScene.TaintedObject("BSPrim.setSelected", delegate()
{
DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
SetObjectDynamic(false);
@ -238,23 +226,23 @@ public class BSPrim : BSPhysObject
_rotationalVelocity = OMV.Vector3.Zero;
// Zero some other properties in the physics engine
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
{
if (PhysBody.HasPhysicalBody)
PhysicsScene.PE.ClearAllForces(PhysBody);
PhysScene.PE.ClearAllForces(PhysBody);
});
}
public override void ZeroAngularMotion(bool inTaintTime)
{
_rotationalVelocity = OMV.Vector3.Zero;
// Zero some other properties in the physics engine
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
{
// DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
}
});
}
@ -272,11 +260,11 @@ public class BSPrim : BSPhysObject
EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate()
{
return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName);
return new BSActorLockAxis(PhysScene, this, LockedAxisActorName);
});
// Update parameters so the new actor's Refresh() action is called at the right time.
PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
{
UpdatePhysicalParameters();
});
@ -306,7 +294,7 @@ public class BSPrim : BSPhysObject
_position = value;
PositionSanityCheck(false);
PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
PhysScene.TaintedObject("BSPrim.setPosition", delegate()
{
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
ForcePosition = _position;
@ -316,14 +304,14 @@ public class BSPrim : BSPhysObject
public override OMV.Vector3 ForcePosition {
get {
_position = PhysicsScene.PE.GetPosition(PhysBody);
_position = PhysScene.PE.GetPosition(PhysBody);
return _position;
}
set {
_position = value;
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
ActivateIfPhysical(false);
}
}
@ -340,7 +328,7 @@ public class BSPrim : BSPhysObject
if (!IsPhysicallyActive)
return ret;
if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
{
// The physical object is out of the known/simulated area.
// Upper levels of code will handle the transition to other areas so, for
@ -348,7 +336,7 @@ public class BSPrim : BSPhysObject
return ret;
}
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
OMV.Vector3 upForce = OMV.Vector3.Zero;
float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z));
if ((RawPosition.Z + approxSize / 2f) < terrainHeight)
@ -369,7 +357,7 @@ public class BSPrim : BSPhysObject
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
{
float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position);
float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position);
// TODO: a floating motor so object will bob in the water
if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f)
{
@ -377,7 +365,7 @@ public class BSPrim : BSPhysObject
upForce.Z = (waterHeight - RawPosition.Z) * 1f;
// Apply upforce and overcome gravity.
OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity;
OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity;
DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce);
AddForce(correctionForce, false, inTaintTime);
ret = true;
@ -432,7 +420,7 @@ public class BSPrim : BSPhysObject
get { return _mass; }
}
// used when we only want this prim's mass and not the linkset thing
public override float RawMass {
public override float RawMass {
get { return _mass; }
}
// Set the physical mass to the passed mass.
@ -443,10 +431,10 @@ public class BSPrim : BSPhysObject
{
if (IsStatic)
{
PhysicsScene.PE.SetGravity(PhysBody, PhysicsScene.DefaultGravity);
PhysScene.PE.SetGravity(PhysBody, PhysScene.DefaultGravity);
Inertia = OMV.Vector3.Zero;
PhysicsScene.PE.SetMassProps(PhysBody, 0f, Inertia);
PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
PhysScene.PE.SetMassProps(PhysBody, 0f, Inertia);
PhysScene.PE.UpdateInertiaTensor(PhysBody);
}
else
{
@ -455,16 +443,16 @@ public class BSPrim : BSPhysObject
// Changing interesting properties doesn't change proxy and collision cache
// information. The Bullet solution is to re-add the object to the world
// after parameters are changed.
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
}
// The computation of mass props requires gravity to be set on the object.
Gravity = ComputeGravity(Buoyancy);
PhysicsScene.PE.SetGravity(PhysBody, Gravity);
PhysScene.PE.SetGravity(PhysBody, Gravity);
Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia);
PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass);
PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia);
PhysScene.PE.UpdateInertiaTensor(PhysBody);
DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}",
LocalID, physMass, Inertia, Gravity, inWorld);
@ -480,7 +468,7 @@ public class BSPrim : BSPhysObject
// Return what gravity should be set to this very moment
public OMV.Vector3 ComputeGravity(float buoyancy)
{
OMV.Vector3 ret = PhysicsScene.DefaultGravity;
OMV.Vector3 ret = PhysScene.DefaultGravity;
if (!IsStatic)
{
@ -509,7 +497,7 @@ public class BSPrim : BSPhysObject
RawForce = value;
EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate()
{
return new BSActorSetForce(PhysicsScene, this, SetForceActorName);
return new BSActorSetForce(PhysScene, this, SetForceActorName);
});
}
}
@ -521,9 +509,9 @@ public class BSPrim : BSPhysObject
set {
Vehicle type = (Vehicle)value;
PhysicsScene.TaintedObject("setVehicleType", delegate()
PhysScene.TaintedObject("setVehicleType", delegate()
{
// Vehicle code changes the parameters for this vehicle type.
ZeroMotion(true /* inTaintTime */);
VehicleActor.ProcessTypeChange(type);
ActivateIfPhysical(false);
});
@ -531,7 +519,7 @@ public class BSPrim : BSPhysObject
}
public override void VehicleFloatParam(int param, float value)
{
PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
{
VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value);
ActivateIfPhysical(false);
@ -539,7 +527,7 @@ public class BSPrim : BSPhysObject
}
public override void VehicleVectorParam(int param, OMV.Vector3 value)
{
PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
{
VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value);
ActivateIfPhysical(false);
@ -547,7 +535,7 @@ public class BSPrim : BSPhysObject
}
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
{
PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
{
VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation);
ActivateIfPhysical(false);
@ -555,7 +543,7 @@ public class BSPrim : BSPhysObject
}
public override void VehicleFlags(int param, bool remove)
{
PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate()
PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate()
{
VehicleActor.ProcessVehicleFlags(param, remove);
});
@ -567,7 +555,7 @@ public class BSPrim : BSPhysObject
if (_isVolumeDetect != newValue)
{
_isVolumeDetect = newValue;
PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
{
// DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect);
SetObjectDynamic(true);
@ -578,7 +566,7 @@ public class BSPrim : BSPhysObject
public override void SetMaterial(int material)
{
base.SetMaterial(material);
PhysicsScene.TaintedObject("BSPrim.SetMaterial", delegate()
PhysScene.TaintedObject("BSPrim.SetMaterial", delegate()
{
UpdatePhysicalParameters();
});
@ -591,7 +579,7 @@ public class BSPrim : BSPhysObject
if (base.Friction != value)
{
base.Friction = value;
PhysicsScene.TaintedObject("BSPrim.setFriction", delegate()
PhysScene.TaintedObject("BSPrim.setFriction", delegate()
{
UpdatePhysicalParameters();
});
@ -606,7 +594,7 @@ public class BSPrim : BSPhysObject
if (base.Restitution != value)
{
base.Restitution = value;
PhysicsScene.TaintedObject("BSPrim.setRestitution", delegate()
PhysScene.TaintedObject("BSPrim.setRestitution", delegate()
{
UpdatePhysicalParameters();
});
@ -623,7 +611,7 @@ public class BSPrim : BSPhysObject
if (base.Density != value)
{
base.Density = value;
PhysicsScene.TaintedObject("BSPrim.setDensity", delegate()
PhysScene.TaintedObject("BSPrim.setDensity", delegate()
{
UpdatePhysicalParameters();
});
@ -638,7 +626,7 @@ public class BSPrim : BSPhysObject
if (base.GravModifier != value)
{
base.GravModifier = value;
PhysicsScene.TaintedObject("BSPrim.setGravityModifier", delegate()
PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate()
{
UpdatePhysicalParameters();
});
@ -649,7 +637,7 @@ public class BSPrim : BSPhysObject
get { return RawVelocity; }
set {
RawVelocity = value;
PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
PhysScene.TaintedObject("BSPrim.setVelocity", delegate()
{
// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity);
ForceVelocity = RawVelocity;
@ -659,13 +647,13 @@ public class BSPrim : BSPhysObject
public override OMV.Vector3 ForceVelocity {
get { return RawVelocity; }
set {
PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity");
PhysScene.AssertInTaintTime("BSPrim.ForceVelocity");
RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
if (PhysBody.HasPhysicalBody)
{
DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity);
PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
ActivateIfPhysical(false);
}
}
@ -676,7 +664,7 @@ public class BSPrim : BSPhysObject
RawTorque = value;
EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate()
{
return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName);
return new BSActorSetTorque(PhysScene, this, SetTorqueActorName);
});
DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque);
}
@ -699,7 +687,7 @@ public class BSPrim : BSPhysObject
return;
_orientation = value;
PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
PhysScene.TaintedObject("BSPrim.setOrientation", delegate()
{
ForceOrientation = _orientation;
});
@ -710,14 +698,14 @@ public class BSPrim : BSPhysObject
{
get
{
_orientation = PhysicsScene.PE.GetOrientation(PhysBody);
_orientation = PhysScene.PE.GetOrientation(PhysBody);
return _orientation;
}
set
{
_orientation = value;
if (PhysBody.HasPhysicalBody)
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
}
}
public override int PhysicsActorType {
@ -730,7 +718,7 @@ public class BSPrim : BSPhysObject
if (_isPhysical != value)
{
_isPhysical = value;
PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate()
PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate()
{
DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
SetObjectDynamic(true);
@ -779,13 +767,13 @@ public class BSPrim : BSPhysObject
if (!PhysBody.HasPhysicalBody)
{
// This would only happen if updates are called for during initialization when the body is not set up yet.
DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID);
// DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID);
return;
}
// Mangling all the physical properties requires the object not be in the physical world.
// This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
// Set up the object physicalness (does gravity and collisions move this object)
MakeDynamic(IsStatic);
@ -802,10 +790,11 @@ public class BSPrim : BSPhysObject
AddObjectToPhysicalWorld();
// Rebuild its shape
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody);
DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}",
LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape);
LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(),
CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape);
}
// "Making dynamic" means changing to and from static.
@ -818,28 +807,28 @@ public class BSPrim : BSPhysObject
if (makeStatic)
{
// Become a Bullet 'static' object type
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
// Stop all movement
ZeroMotion(true);
// Set various physical properties so other object interact properly
PhysicsScene.PE.SetFriction(PhysBody, Friction);
PhysicsScene.PE.SetRestitution(PhysBody, Restitution);
PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
PhysScene.PE.SetFriction(PhysBody, Friction);
PhysScene.PE.SetRestitution(PhysBody, Restitution);
PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
// Mass is zero which disables a bunch of physics stuff in Bullet
UpdatePhysicalMassProperties(0f, false);
// Set collision detection parameters
if (BSParam.CcdMotionThreshold > 0f)
{
PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
}
// The activation state is 'disabled' so Bullet will not try to act on it.
// PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION);
// Start it out sleeping and physical actions could wake it up.
PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING);
PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING);
// This collides like a static object
PhysBody.collisionType = CollisionType.Static;
@ -847,11 +836,11 @@ public class BSPrim : BSPhysObject
else
{
// Not a Bullet static object
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
// Set various physical properties so other object interact properly
PhysicsScene.PE.SetFriction(PhysBody, Friction);
PhysicsScene.PE.SetRestitution(PhysBody, Restitution);
PhysScene.PE.SetFriction(PhysBody, Friction);
PhysScene.PE.SetRestitution(PhysBody, Restitution);
// DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution);
// per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
@ -869,22 +858,22 @@ public class BSPrim : BSPhysObject
// Set collision detection parameters
if (BSParam.CcdMotionThreshold > 0f)
{
PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
}
// Various values for simulation limits
PhysicsScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping);
PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime);
PhysicsScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold);
PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
PhysScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping);
PhysScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime);
PhysScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold);
PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
// This collides like an object.
PhysBody.collisionType = CollisionType.Dynamic;
// Force activation of the object so Bullet will act on it.
// Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
}
}
@ -894,7 +883,7 @@ public class BSPrim : BSPhysObject
// the functions after this one set up the state of a possibly newly created collision body.
private void MakeSolid(bool makeSolid)
{
CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(PhysBody);
CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysScene.PE.GetBodyType(PhysBody);
if (makeSolid)
{
// Verify the previous code created the correct shape for this type of thing.
@ -902,7 +891,7 @@ public class BSPrim : BSPhysObject
{
m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
}
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
}
else
{
@ -910,7 +899,7 @@ public class BSPrim : BSPhysObject
{
m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
}
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
// Change collision info from a static object to a ghosty collision object
PhysBody.collisionType = CollisionType.VolumeDetect;
@ -922,11 +911,11 @@ public class BSPrim : BSPhysObject
{
if (wantsCollisionEvents)
{
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
}
else
{
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
}
}
@ -937,7 +926,7 @@ public class BSPrim : BSPhysObject
{
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody);
}
else
{
@ -972,12 +961,12 @@ public class BSPrim : BSPhysObject
public override bool FloatOnWater {
set {
_floatOnWater = value;
PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
{
if (_floatOnWater)
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
else
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
});
}
}
@ -989,7 +978,7 @@ public class BSPrim : BSPhysObject
_rotationalVelocity = value;
Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
{
ForceRotationalVelocity = _rotationalVelocity;
});
@ -1004,7 +993,7 @@ public class BSPrim : BSPhysObject
if (PhysBody.HasPhysicalBody)
{
DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
// PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
ActivateIfPhysical(false);
}
@ -1020,7 +1009,7 @@ public class BSPrim : BSPhysObject
get { return _buoyancy; }
set {
_buoyancy = value;
PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate()
PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate()
{
ForceBuoyancy = _buoyancy;
});
@ -1043,7 +1032,7 @@ public class BSPrim : BSPhysObject
base.MoveToTargetActive = value;
EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate()
{
return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName);
return new BSActorMoveToTarget(PhysScene, this, MoveToTargetActorName);
});
}
}
@ -1055,7 +1044,7 @@ public class BSPrim : BSPhysObject
base.HoverActive = value;
EnableActor(HoverActive, HoverActorName, delegate()
{
return new BSActorHover(PhysicsScene, this, HoverActorName);
return new BSActorHover(PhysScene, this, HoverActorName);
});
}
}
@ -1065,7 +1054,7 @@ public class BSPrim : BSPhysObject
OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
// Since this force is being applied in only one step, make this a force per second.
addForce /= PhysicsScene.LastTimeStep;
addForce /= PhysScene.LastTimeStep;
AddForce(addForce, pushforce, false /* inTaintTime */);
}
@ -1080,13 +1069,13 @@ public class BSPrim : BSPhysObject
// DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
OMV.Vector3 addForce = force;
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
{
// Bullet adds this central force to the total force for this tick
DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
PhysScene.PE.ApplyCentralForce(PhysBody, addForce);
ActivateIfPhysical(false);
}
});
@ -1108,13 +1097,13 @@ public class BSPrim : BSPhysObject
OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude);
// DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse);
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate()
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate()
{
// Bullet adds this impulse immediately to the velocity
DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse);
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.ApplyCentralImpulse(PhysBody, addImpulse);
PhysScene.PE.ApplyCentralImpulse(PhysBody, addImpulse);
ActivateIfPhysical(false);
}
});
@ -1133,12 +1122,12 @@ public class BSPrim : BSPhysObject
if (force.IsFinite())
{
OMV.Vector3 angForce = force;
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
{
if (PhysBody.HasPhysicalBody)
{
DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce);
PhysicsScene.PE.ApplyTorque(PhysBody, angForce);
PhysScene.PE.ApplyTorque(PhysBody, angForce);
ActivateIfPhysical(false);
}
});
@ -1157,11 +1146,11 @@ public class BSPrim : BSPhysObject
public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime)
{
OMV.Vector3 applyImpulse = impulse;
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
{
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse);
PhysScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse);
ActivateIfPhysical(false);
}
});
@ -1463,12 +1452,13 @@ public class BSPrim : BSPhysObject
// Create the correct physical representation for this type of object.
// Updates base.PhysBody and base.PhysShape with the new information.
// Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary.
PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, null, delegate(BulletBody dBody)
PhysScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysScene.World, this, delegate(BulletBody pBody, BulletShape pShape)
{
// Called if the current prim body is about to be destroyed.
// Remove all the physical dependencies on the old body.
// (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
RemoveBodyDependencies();
// Note: this virtual function is overloaded by BSPrimLinkable to remove linkset constraints.
RemoveDependencies();
});
// Make sure the properties are set on the new object
@ -1477,9 +1467,9 @@ public class BSPrim : BSPhysObject
}
// Called at taint-time
protected virtual void RemoveBodyDependencies()
protected virtual void RemoveDependencies()
{
PhysicalActors.RemoveBodyDependencies();
PhysicalActors.RemoveDependencies();
}
// The physics engine says that properties have updated. Update same and inform

View File

@ -78,14 +78,16 @@ public class BSPrimDisplaced : BSPrim
// Set this sets and computes the displacement from the passed prim to the center-of-mass.
// A user set value for center-of-mass overrides whatever might be passed in here.
// The displacement is in local coordinates (relative to root prim in linkset oriented coordinates).
public virtual void SetEffectiveCenterOfMassW(Vector3 centerOfMassDisplacement)
public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement)
{
Vector3 comDisp;
if (UserSetCenterOfMass.HasValue)
comDisp = (OMV.Vector3)UserSetCenterOfMass;
if (UserSetCenterOfMassDisplacement.HasValue)
comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement;
else
comDisp = centerOfMassDisplacement;
DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}",
LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp);
if (comDisp == Vector3.Zero)
{
// If there is no diplacement. Things get reset.
@ -107,9 +109,15 @@ public class BSPrimDisplaced : BSPrim
set
{
if (PositionDisplacement != OMV.Vector3.Zero)
base.ForcePosition = value - (PositionDisplacement * RawOrientation);
{
OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation);
DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos);
base.ForcePosition = displacedPos;
}
else
{
base.ForcePosition = value;
}
}
}
@ -118,6 +126,7 @@ public class BSPrimDisplaced : BSPrim
get { return base.ForceOrientation; }
set
{
// TODO:
base.ForceOrientation = value;
}
}
@ -143,7 +152,10 @@ public class BSPrimDisplaced : BSPrim
{
// Correct for any rotation around the center-of-mass
// TODO!!!
entprop.Position = entprop.Position + (PositionDisplacement * entprop.Rotation);
OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation);
DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos);
entprop.Position = displacedPos;
// entprop.Rotation = something;
}

View File

@ -47,9 +47,9 @@ public class BSPrimLinkable : BSPrimDisplaced
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
: base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
{
Linkset = BSLinkset.Factory(PhysicsScene, this);
Linkset = BSLinkset.Factory(PhysScene, this);
PhysicsScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate()
PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate()
{
Linkset.Refresh(this);
});
@ -61,9 +61,6 @@ public class BSPrimLinkable : BSPrimDisplaced
base.Destroy();
}
public override BSPhysicsShapeType PreferredPhysicalShape
{ get { return Linkset.PreferredPhysicalShape(this); } }
public override void link(Manager.PhysicsActor obj)
{
BSPrimLinkable parent = obj as BSPrimLinkable;
@ -102,7 +99,7 @@ public class BSPrimLinkable : BSPrimDisplaced
set
{
base.Position = value;
PhysicsScene.TaintedObject("BSPrimLinkset.setPosition", delegate()
PhysScene.TaintedObject("BSPrimLinkset.setPosition", delegate()
{
Linkset.UpdateProperties(UpdatedProperties.Position, this);
});
@ -116,7 +113,7 @@ public class BSPrimLinkable : BSPrimDisplaced
set
{
base.Orientation = value;
PhysicsScene.TaintedObject("BSPrimLinkset.setOrientation", delegate()
PhysScene.TaintedObject("BSPrimLinkset.setOrientation", delegate()
{
Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
});
@ -149,10 +146,10 @@ public class BSPrimLinkable : BSPrimDisplaced
}
// Body is being taken apart. Remove physical dependencies and schedule a rebuild.
protected override void RemoveBodyDependencies()
protected override void RemoveDependencies()
{
Linkset.RemoveBodyDependencies(this);
base.RemoveBodyDependencies();
Linkset.RemoveDependencies(this);
base.RemoveDependencies();
}
public override void UpdateProperties(EntityProperties entprop)
@ -185,6 +182,10 @@ public class BSPrimLinkable : BSPrimDisplaced
{
return false;
}
// TODO: handle collisions of other objects with with children of linkset.
// This is a problem for LinksetCompound since the children are packed into the root.
return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth);
}
}

View File

@ -316,7 +316,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
break;
case "bulletxna":
ret = new BSAPIXNA(engineName, this);
// Disable some features that are not implemented in BulletXNA
m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader);
BSParam.ShouldUseBulletHACD = false;
BSParam.ShouldUseSingleConvexHullForPrims = false;
break;
}

File diff suppressed because it is too large Load Diff

View File

@ -31,6 +31,7 @@ using System.Text;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Physics.ConvexDecompositionDotNet;
using OMV = OpenMetaverse;
@ -38,74 +39,39 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
public abstract class BSShape
{
private static string LogHeader = "[BULLETSIM SHAPE]";
public int referenceCount { get; set; }
public DateTime lastReferenced { get; set; }
public BulletShape physShapeInfo { get; set; }
public BSShape()
{
referenceCount = 0;
referenceCount = 1;
lastReferenced = DateTime.Now;
physShapeInfo = new BulletShape();
}
public BSShape(BulletShape pShape)
{
referenceCount = 0;
referenceCount = 1;
lastReferenced = DateTime.Now;
physShapeInfo = pShape;
}
// Get a reference to a physical shape. Create if it doesn't exist
public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
{
BSShape ret = null;
if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
{
// an avatar capsule is close to a native shape (it is not shared)
ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE,
FixedShapeKey.KEY_CAPSULE);
physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
}
// Compound shapes are handled special as they are rebuilt from scratch.
// This isn't too great a hardship since most of the child shapes will have already been created.
if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
{
// Getting a reference to a compound shape gets you the compound shape with the root prim shape added
ret = BSShapeCompound.GetReference(prim);
physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret);
}
// Avatars have their own unique shape
if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_AVATAR)
{
// Getting a reference to a compound shape gets you the compound shape with the root prim shape added
ret = BSShapeAvatar.GetReference(prim);
physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,avatarShape,shape={1}", prim.LocalID, ret);
}
if (ret == null)
ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim);
return ret;
}
private static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
{
BSShapeMesh.GetReference(physicsScene, forceRebuild, prim);
BSShapeHull.GetReference(physicsScene, forceRebuild, prim);
return null;
}
// Get another reference to this shape.
public abstract BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim);
// Called when this shape is being used again.
public virtual void IncrementReference()
// Used internally. External callers should call instance.GetReference() to properly copy/reference
// the shape.
protected virtual void IncrementReference()
{
referenceCount++;
lastReferenced = DateTime.Now;
}
// Called when this shape is being used again.
public virtual void DecrementReference()
protected virtual void DecrementReference()
{
referenceCount--;
lastReferenced = DateTime.Now;
@ -114,22 +80,178 @@ public abstract class BSShape
// Release the use of a physical shape.
public abstract void Dereference(BSScene physicsScene);
// Return 'true' if there is an allocated physics physical shape under this class instance.
public virtual bool HasPhysicalShape
{
get
{
if (physShapeInfo != null)
return physShapeInfo.HasPhysicalShape;
return false;
}
}
public virtual BSPhysicsShapeType ShapeType
{
get
{
BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
if (physShapeInfo != null && physShapeInfo.HasPhysicalShape)
ret = physShapeInfo.shapeType;
return ret;
}
}
// Returns a string for debugging that uniquily identifies the memory used by this instance
public virtual string AddrString
{
get { return "unknown"; }
get
{
if (physShapeInfo != null)
return physShapeInfo.AddrString;
return "unknown";
}
}
public override string ToString()
{
StringBuilder buff = new StringBuilder();
buff.Append("<p=");
buff.Append(AddrString);
if (physShapeInfo == null)
{
buff.Append(",noPhys");
}
else
{
buff.Append(",phy=");
buff.Append(physShapeInfo.ToString());
}
buff.Append(",c=");
buff.Append(referenceCount.ToString());
buff.Append(">");
return buff.ToString();
}
#region Common shape routines
// Create a hash of all the shape parameters to be used as a key for this particular shape.
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;
if (pbs.SculptEntry)
lod = BSParam.SculptLOD;
// Mega prims usually get more detail because one can interact with shape approximations at this size.
float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z));
if (maxAxis > BSParam.MeshMegaPrimThreshold)
lod = BSParam.MeshMegaPrimLOD;
retLod = lod;
return pbs.GetMeshKey(size, lod);
}
// The creation of a mesh or hull can fail if an underlying asset is not available.
// There are two cases: 1) the asset is not in the cache and it needs to be fetched;
// and 2) the asset cannot be converted (like failed decompression of JPEG2000s).
// The first case causes the asset to be fetched. The second case requires
// us to not loop forever.
// Called after creating a physical mesh or hull. If the physical shape was created,
// just return.
public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim)
{
// If the shape was successfully created, nothing more to do
if (newShape.HasPhysicalShape)
return newShape;
// VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been
// fetched but we end up here again, the meshing of the asset must have failed.
// Prevent trying to keep fetching the mesh by declaring failure.
if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
{
prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}",
LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}",
prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture);
}
else
{
// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
if (prim.BaseShape.SculptEntry
&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed
&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting
&& prim.BaseShape.SculptTexture != OMV.UUID.Zero
)
{
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset,objNam={1},tex={2}",
prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture);
// Multiple requestors will know we're waiting for this asset
prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
BSPhysObject xprim = prim;
Util.FireAndForget(delegate
{
// physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID);
RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod;
if (assetProvider != null)
{
BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
{
// physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID);
bool assetFound = false;
string mismatchIDs = String.Empty; // DEBUG DEBUG
if (asset != null && yprim.BaseShape.SculptEntry)
{
if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
{
yprim.BaseShape.SculptData = asset.Data;
// This will cause the prim to see that the filler shape is not the right
// one and try again to build the object.
// No race condition with the normal shape setting since the rebuild is at taint time.
yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
assetFound = true;
}
else
{
mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
}
}
if (!assetFound)
{
yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
}
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
});
}
else
{
xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
LogHeader, physicsScene.Name);
}
});
}
else
{
if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
{
physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}",
LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}",
prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture);
}
}
}
// While we wait for the mesh defining asset to be loaded, stick in a simple box for the object.
BSShape fillShape = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,boxTempShape", prim.LocalID);
return fillShape.physShapeInfo;
}
#endregion // Common shape routines
}
// ============================================================================================================
@ -139,6 +261,7 @@ public class BSShapeNull : BSShape
{
}
public static BSShape GetReference() { return new BSShapeNull(); }
public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { return new BSShapeNull(); }
public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ }
}
@ -150,24 +273,34 @@ public class BSShapeNative : BSShape
{
}
public static BSShape GetReference(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));
}
public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
{
// Native shapes are not shared so we return a new shape.
return new BSShapeNative(CreatePhysicalNativeShape(pPhysicsScene, pPrim,
physShapeInfo.shapeType, (FixedShapeKey)physShapeInfo.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)
lock (physShapeInfo)
{
physicsScene.DetailLog("{0},BSShapeNative.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
if (physShapeInfo.HasPhysicalShape)
{
physicsScene.DetailLog("{0},BSShapeNative.Dereference,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
}
physShapeInfo.Clear();
// Garbage collection will free up this instance.
}
physShapeInfo.Clear();
// Garbage collection will free up this instance.
}
private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim,
@ -197,7 +330,7 @@ public class BSShapeNative : BSShape
physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
LogHeader, prim.LocalID, shapeType);
}
newShape.type = shapeType;
newShape.shapeType = shapeType;
newShape.isNativeShape = true;
newShape.shapeKey = (UInt64)shapeKey;
return newShape;
@ -209,7 +342,7 @@ public class BSShapeNative : BSShape
public class BSShapeMesh : BSShape
{
private static string LogHeader = "[BULLETSIM SHAPE MESH]";
private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
public static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
public BSShapeMesh(BulletShape pShape) : base(pShape)
{
@ -217,12 +350,9 @@ public class BSShapeMesh : BSShape
public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
{
float lod;
System.UInt64 newMeshKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
System.UInt64 newMeshKey = BSShape.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;
BSShapeMesh retMesh = null;
lock (Meshes)
{
if (Meshes.TryGetValue(newMeshKey, out retMesh))
@ -232,39 +362,80 @@ public class BSShapeMesh : BSShape
}
else
{
retMesh = new BSShapeMesh(new BulletShape());
// 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);
BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod);
retMesh = new BSShapeMesh(newShape);
// Check to see if mesh was created (might require an asset).
newShape = VerifyMeshCreated(physicsScene, newShape, prim);
if (!newShape.isNativeShape)
{
// If a mesh was what was created, remember the built shape for later sharing.
Meshes.Add(newMeshKey, retMesh);
}
Meshes.Add(newMeshKey, retMesh);
retMesh.physShapeInfo = newShape;
}
}
physicsScene.DetailLog("{0},BSShapeMesh,getReference,mesh={1},size={2},lod={3}", prim.LocalID, retMesh, prim.Size, lod);
return retMesh;
}
public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
{
// Another reference to this shape is just counted.
IncrementReference();
return this;
}
public override void Dereference(BSScene physicsScene)
{
lock (Meshes)
{
this.DecrementReference();
physicsScene.DetailLog("{0},BSShapeMesh.Dereference,shape={1}", BSScene.DetailLogZero, this);
// TODO: schedule aging and destruction of unused meshes.
}
}
// Loop through all the known meshes and return the description based on the physical address.
public static bool TryGetMeshByPtr(BulletShape pShape, out BSShapeMesh outMesh)
{
bool ret = false;
BSShapeMesh foundDesc = null;
lock (Meshes)
{
foreach (BSShapeMesh sm in Meshes.Values)
{
if (sm.physShapeInfo.ReferenceSame(pShape))
{
foundDesc = sm;
ret = true;
break;
}
private static BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
}
}
outMesh = foundDesc;
return ret;
}
private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
{
BulletShape newShape = null;
BulletShape newShape = new BulletShape();
IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
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
false, // do not cache the mesh and do not use previously built versions
false,
false
);
if (meshData != null)
{
if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
{
// Release the fetched asset data once it has been used.
pbs.SculptData = new byte[0];
prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
}
int[] indices = meshData.getIndexListAsInt();
int realIndicesIndex = indices.Length;
@ -302,8 +473,8 @@ public class BSShapeMesh : BSShape
}
}
}
physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,key={1},origTri={2},realTri={3},numVerts={4}",
BSScene.DetailLogZero, newMeshKey.ToString("X"), indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
if (realIndicesIndex != 0)
{
@ -326,17 +497,239 @@ public class BSShapeMesh : BSShape
public class BSShapeHull : BSShape
{
private static string LogHeader = "[BULLETSIM SHAPE HULL]";
private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
public static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
public BSShapeHull(BulletShape pShape) : base(pShape)
{
}
public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
{
return new BSShapeNull();
float lod;
System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
BSShapeHull retHull = null;
lock (Hulls)
{
if (Hulls.TryGetValue(newHullKey, out retHull))
{
// The mesh has already been created. Return a new reference to same.
retHull.IncrementReference();
}
else
{
retHull = new BSShapeHull(new BulletShape());
// An instance of this mesh has not been created. Build and remember same.
BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod);
// Check to see if hull was created (might require an asset).
newShape = VerifyMeshCreated(physicsScene, newShape, prim);
if (!newShape.isNativeShape)
{
// If a mesh was what was created, remember the built shape for later sharing.
Hulls.Add(newHullKey, retHull);
}
retHull.physShapeInfo = newShape;
}
}
physicsScene.DetailLog("{0},BSShapeHull,getReference,hull={1},size={2},lod={3}", prim.LocalID, retHull, prim.Size, lod);
return retHull;
}
public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
{
// Another reference to this shape is just counted.
IncrementReference();
return this;
}
public override void Dereference(BSScene physicsScene)
{
lock (Hulls)
{
this.DecrementReference();
physicsScene.DetailLog("{0},BSShapeHull.Dereference,shape={1}", BSScene.DetailLogZero, this);
// TODO: schedule aging and destruction of unused meshes.
}
}
List<ConvexResult> m_hulls;
private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey,
PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
{
BulletShape newShape = new BulletShape();
IntPtr hullPtr = IntPtr.Zero;
if (BSParam.ShouldUseBulletHACD)
{
// Build the hull shape from an existing mesh shape.
// The mesh should have already been created in Bullet.
physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID);
BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);
if (meshShape.physShapeInfo.HasPhysicalShape)
{
HACDParams parms;
parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull;
parms.minClusters = BSParam.BHullMinClusters;
parms.compacityWeight = BSParam.BHullCompacityWeight;
parms.volumeWeight = BSParam.BHullVolumeWeight;
parms.concavity = BSParam.BHullConcavity;
parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints);
parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints);
parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints);
parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin);
physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);
physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
// Now done with the mesh shape.
meshShape.Dereference(physicsScene);
}
physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
}
if (!newShape.HasPhysicalShape)
{
// Build a new hull in the physical world using the C# HACD algorigthm.
// Pass true for physicalness as this prevents the creation of bounding box which is not needed
IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false);
if (meshData != null)
{
if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
{
// Release the fetched asset data once it has been used.
pbs.SculptData = new byte[0];
prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
}
int[] indices = meshData.getIndexListAsInt();
List<OMV.Vector3> vertices = meshData.getVertexList();
//format conversion from IMesh format to DecompDesc format
List<int> convIndices = new List<int>();
List<float3> convVertices = new List<float3>();
for (int ii = 0; ii < indices.GetLength(0); ii++)
{
convIndices.Add(indices[ii]);
}
foreach (OMV.Vector3 vv in vertices)
{
convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
}
uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit;
if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes)
{
// Simple primitive shapes we know are convex so they are better implemented with
// fewer hulls.
// Check for simple shape (prim without cuts) and reduce split parameter if so.
if (BSShapeCollection.PrimHasNoCuts(pbs))
{
maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes;
}
}
// setup and do convex hull conversion
m_hulls = new List<ConvexResult>();
DecompDesc dcomp = new DecompDesc();
dcomp.mIndices = convIndices;
dcomp.mVertices = convVertices;
dcomp.mDepth = maxDepthSplit;
dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent;
dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent;
dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices;
dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth;
ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
// create the hull into the _hulls variable
convexBuilder.process(dcomp);
physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}",
BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count);
// Convert the vertices and indices for passing to unmanaged.
// The hull information is passed as a large floating point array.
// The format is:
// convHulls[0] = number of hulls
// convHulls[1] = number of vertices in first hull
// convHulls[2] = hull centroid X coordinate
// convHulls[3] = hull centroid Y coordinate
// convHulls[4] = hull centroid Z coordinate
// convHulls[5] = first hull vertex X
// convHulls[6] = first hull vertex Y
// convHulls[7] = first hull vertex Z
// convHulls[8] = second hull vertex X
// ...
// convHulls[n] = number of vertices in second hull
// convHulls[n+1] = second hull centroid X coordinate
// ...
//
// TODO: is is very inefficient. Someday change the convex hull generator to return
// data structures that do not need to be converted in order to pass to Bullet.
// And maybe put the values directly into pinned memory rather than marshaling.
int hullCount = m_hulls.Count;
int totalVertices = 1; // include one for the count of the hulls
foreach (ConvexResult cr in m_hulls)
{
totalVertices += 4; // add four for the vertex count and centroid
totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
}
float[] convHulls = new float[totalVertices];
convHulls[0] = (float)hullCount;
int jj = 1;
foreach (ConvexResult cr in m_hulls)
{
// copy vertices for index access
float3[] verts = new float3[cr.HullVertices.Count];
int kk = 0;
foreach (float3 ff in cr.HullVertices)
{
verts[kk++] = ff;
}
// add to the array one hull's worth of data
convHulls[jj++] = cr.HullIndices.Count;
convHulls[jj++] = 0f; // centroid x,y,z
convHulls[jj++] = 0f;
convHulls[jj++] = 0f;
foreach (int ind in cr.HullIndices)
{
convHulls[jj++] = verts[ind].x;
convHulls[jj++] = verts[ind].y;
convHulls[jj++] = verts[ind].z;
}
}
// create the hull data structure in Bullet
newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
}
newShape.shapeKey = newHullKey;
}
return newShape;
}
// Callback from convex hull creater with a newly created hull.
// Just add it to our collection of hulls for this shape.
private void HullReturn(ConvexResult result)
{
m_hulls.Add(result);
return;
}
// Loop through all the known hulls and return the description based on the physical address.
public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeHull outHull)
{
bool ret = false;
BSShapeHull foundDesc = null;
lock (Hulls)
{
foreach (BSShapeHull sh in Hulls.Values)
{
if (sh.physShapeInfo.ReferenceSame(pShape))
{
foundDesc = sh;
ret = true;
break;
}
}
}
outHull = foundDesc;
return ret;
}
}
@ -344,14 +737,169 @@ public class BSShapeHull : BSShape
public class BSShapeCompound : BSShape
{
private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
public BSShapeCompound() : base()
public BSShapeCompound(BulletShape pShape) : base(pShape)
{
}
public static BSShape GetReference(BSPhysObject prim)
{
return new BSShapeNull();
public static BSShape GetReference(BSScene physicsScene)
{
// Base compound shapes are not shared so this returns a raw shape.
// A built compound shape can be reused in linksets.
return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene));
}
public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
{
// Calling this reference means we want another handle to an existing compound shape
// (usually linksets) so return this copy.
IncrementReference();
return this;
}
// Dereferencing a compound shape releases the hold on all the child shapes.
public override void Dereference(BSScene physicsScene)
{
lock (physShapeInfo)
{
this.DecrementReference();
physicsScene.DetailLog("{0},BSShapeCompound.Dereference,shape={1}", BSScene.DetailLogZero, this);
if (referenceCount <= 0)
{
if (!physicsScene.PE.IsCompound(physShapeInfo))
{
// Failed the sanity check!!
physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}",
LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString);
physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}",
BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString);
return;
}
int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo);
physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}",
BSScene.DetailLogZero, physShapeInfo, numChildren);
// Loop through all the children dereferencing each.
for (int ii = numChildren - 1; ii >= 0; ii--)
{
BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii);
DereferenceAnonCollisionShape(physicsScene, childShape);
}
physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
}
}
}
private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene)
{
BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false);
return cShape;
}
// Sometimes we have a pointer to a collision shape but don't know what type it is.
// Figure out type and call the correct dereference routine.
// Called at taint-time.
private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape)
{
BSShapeMesh meshDesc;
if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc))
{
meshDesc.Dereference(physicsScene);
}
else
{
BSShapeHull hullDesc;
if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc))
{
hullDesc.Dereference(physicsScene);
}
else
{
if (physicsScene.PE.IsCompound(pShape))
{
BSShapeCompound recursiveCompound = new BSShapeCompound(pShape);
recursiveCompound.Dereference(physicsScene);
}
else
{
if (physicsScene.PE.IsNativeShape(pShape))
{
BSShapeNative nativeShape = new BSShapeNative(pShape);
nativeShape.Dereference(physicsScene);
}
}
}
}
}
}
// ============================================================================================================
public class BSShapeConvexHull : BSShape
{
private static string LogHeader = "[BULLETSIM SHAPE CONVEX HULL]";
public static Dictionary<System.UInt64, BSShapeConvexHull> ConvexHulls = new Dictionary<System.UInt64, BSShapeConvexHull>();
public BSShapeConvexHull(BulletShape pShape) : base(pShape)
{
}
public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
{
float lod;
System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}",
prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod);
BSShapeConvexHull retConvexHull = null;
lock (ConvexHulls)
{
if (ConvexHulls.TryGetValue(newMeshKey, out retConvexHull))
{
// The mesh has already been created. Return a new reference to same.
retConvexHull.IncrementReference();
}
else
{
retConvexHull = new BSShapeConvexHull(new BulletShape());
BulletShape convexShape = null;
// Get a handle to a mesh to build the hull from
BSShape baseMesh = BSShapeMesh.GetReference(physicsScene, false /* forceRebuild */, prim);
if (baseMesh.physShapeInfo.isNativeShape)
{
// We get here if the mesh was not creatable. Could be waiting for an asset from the disk.
// In the short term, we return the native shape and a later ForceBodyShapeRebuild should
// get back to this code with a buildable mesh.
// TODO: not sure the temp native shape is freed when the mesh is rebuilt. When does this get freed?
convexShape = baseMesh.physShapeInfo;
}
else
{
convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo);
convexShape.shapeKey = newMeshKey;
ConvexHulls.Add(convexShape.shapeKey, retConvexHull);
}
// Done with the base mesh
baseMesh.Dereference(physicsScene);
retConvexHull.physShapeInfo = convexShape;
}
}
return retConvexHull;
}
public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
{
// Calling this reference means we want another handle to an existing shape
// (usually linksets) so return this copy.
IncrementReference();
return this;
}
// Dereferencing a compound shape releases the hold on all the child shapes.
public override void Dereference(BSScene physicsScene)
{
lock (ConvexHulls)
{
this.DecrementReference();
physicsScene.DetailLog("{0},BSShapeConvexHull.Dereference,shape={1}", BSScene.DetailLogZero, this);
// TODO: schedule aging and destruction of unused meshes.
}
}
public override void Dereference(BSScene physicsScene) { }
}
// ============================================================================================================
@ -361,8 +909,12 @@ public class BSShapeAvatar : BSShape
public BSShapeAvatar() : base()
{
}
public static BSShape GetReference(BSPhysObject prim)
{
public static BSShape GetReference(BSPhysObject prim)
{
return new BSShapeNull();
}
public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
{
return new BSShapeNull();
}
public override void Dereference(BSScene physicsScene) { }

View File

@ -68,7 +68,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
// This minCoords and maxCoords passed in give the size of the terrain (min and max Z
// are the high and low points of the heightmap).
public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
Vector3 minCoords, Vector3 maxCoords)
: base(physicsScene, regionBase, id)
{
@ -92,7 +92,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
private void BuildHeightmapTerrain()
{
// Create the terrain shape from the mapInfo
m_mapInfo.terrainShape = PhysicsScene.PE.CreateTerrainShape( m_mapInfo.ID,
m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID,
new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ,
m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin);
@ -103,26 +103,26 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);
m_mapInfo.terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape,
m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape,
m_mapInfo.ID, centerPos, Quaternion.Identity);
// Set current terrain attributes
PhysicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction);
PhysicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction);
PhysicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution);
PhysicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT);
m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction);
m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction);
m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution);
m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT);
// Return the new terrain to the world of physical objects
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_mapInfo.terrainBody);
m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody);
// redo its bounding box now that it is in the world
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody);
m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody);
m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
m_mapInfo.terrainBody.ApplyCollisionMask(PhysicsScene);
m_mapInfo.terrainBody.ApplyCollisionMask(m_physicsScene);
// Make it so the terrain will not move or be considered for movement.
PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION);
m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION);
return;
}
@ -134,9 +134,9 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
{
if (m_mapInfo.terrainBody.HasPhysicalBody)
{
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_mapInfo.terrainBody);
m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody);
// Frees both the body and the shape.
PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody);
m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody);
}
}
m_mapInfo = null;
@ -155,7 +155,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
catch
{
// Sometimes they give us wonky values of X and Y. Give a warning and return something.
PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
LogHeader, m_mapInfo.terrainRegionBase, pos);
ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
}
@ -165,7 +165,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
// The passed position is relative to the base of the region.
public override float GetWaterLevelAtXYZ(Vector3 pos)
{
return PhysicsScene.SimpleWaterLevel;
return m_physicsScene.SimpleWaterLevel;
}
}
}

View File

@ -50,14 +50,14 @@ public abstract class BSTerrainPhys : IDisposable
Mesh = 1
}
public BSScene PhysicsScene { get; private set; }
protected BSScene m_physicsScene { get; private set; }
// Base of the region in world coordinates. Coordinates inside the region are relative to this.
public Vector3 TerrainBase { get; private set; }
public uint ID { get; private set; }
public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id)
{
PhysicsScene = physicsScene;
m_physicsScene = physicsScene;
TerrainBase = regionBase;
ID = id;
}
@ -86,7 +86,7 @@ public sealed class BSTerrainManager : IDisposable
public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
// The scene that I am part of
private BSScene PhysicsScene { get; set; }
private BSScene m_physicsScene { get; set; }
// The ground plane created to keep thing from falling to infinity.
private BulletBody m_groundPlane;
@ -113,7 +113,7 @@ public sealed class BSTerrainManager : IDisposable
public BSTerrainManager(BSScene physicsScene)
{
PhysicsScene = physicsScene;
m_physicsScene = physicsScene;
m_terrains = new Dictionary<Vector3,BSTerrainPhys>();
// Assume one region of default size
@ -132,21 +132,21 @@ public sealed class BSTerrainManager : IDisposable
// safe to call Bullet in real time. We hope no one is moving prims around yet.
public void CreateInitialGroundPlaneAndTerrain()
{
DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName);
DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName);
// The ground plane is here to catch things that are trying to drop to negative infinity
BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin);
m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape,
BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin);
m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape,
BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity);
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_groundPlane);
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_groundPlane);
m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane);
m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_groundPlane);
// Ground plane does not move
PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION);
m_physicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION);
// Everything collides with the ground plane.
m_groundPlane.collisionType = CollisionType.Groundplane;
m_groundPlane.ApplyCollisionMask(PhysicsScene);
m_groundPlane.ApplyCollisionMask(m_physicsScene);
BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
BSTerrainPhys initialTerrain = new BSTerrainHeightmap(m_physicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
lock (m_terrains)
{
// Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
@ -157,12 +157,12 @@ public sealed class BSTerrainManager : IDisposable
// Release all the terrain structures we might have allocated
public void ReleaseGroundPlaneAndTerrain()
{
DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName);
DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName);
if (m_groundPlane.HasPhysicalBody)
{
if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane))
if (m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_groundPlane))
{
PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_groundPlane);
m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_groundPlane);
}
m_groundPlane.Clear();
}
@ -188,7 +188,7 @@ public sealed class BSTerrainManager : IDisposable
float[] localHeightMap = heightMap;
// If there are multiple requests for changes to the same terrain between ticks,
// only do that last one.
PhysicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate()
m_physicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate()
{
if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
{
@ -219,7 +219,7 @@ public sealed class BSTerrainManager : IDisposable
private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
{
// Since we are called by another region's thread, the action must be rescheduled onto our processing thread.
PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate()
m_physicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate()
{
UpdateTerrain(id, heightMap, minCoords, maxCoords);
});
@ -318,26 +318,26 @@ public sealed class BSTerrainManager : IDisposable
// TODO: redo terrain implementation selection to allow other base types than heightMap.
private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
{
PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
LogHeader, PhysicsScene.RegionName, terrainRegionBase,
m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
LogHeader, m_physicsScene.RegionName, terrainRegionBase,
(BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation);
BSTerrainPhys newTerrainPhys = null;
switch ((int)BSParam.TerrainImplementation)
{
case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
newTerrainPhys = new BSTerrainHeightmap(m_physicsScene, terrainRegionBase, id,
heightMap, minCoords, maxCoords);
break;
case (int)BSTerrainPhys.TerrainImplementation.Mesh:
newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
newTerrainPhys = new BSTerrainMesh(m_physicsScene, terrainRegionBase, id,
heightMap, minCoords, maxCoords);
break;
default:
PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
LogHeader,
(int)BSParam.TerrainImplementation,
m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
LogHeader,
(int)BSParam.TerrainImplementation,
BSParam.TerrainImplementation,
PhysicsScene.RegionName, terrainRegionBase);
m_physicsScene.RegionName, terrainRegionBase);
break;
}
return newTerrainPhys;
@ -429,8 +429,8 @@ public sealed class BSTerrainManager : IDisposable
}
else
{
PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
LogHeader, PhysicsScene.RegionName, tX, tY);
m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
LogHeader, m_physicsScene.RegionName, tX, tY);
DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}",
BSScene.DetailLogZero, pos, terrainBaseXYZ);
}
@ -451,8 +451,8 @@ public sealed class BSTerrainManager : IDisposable
}
else
{
PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}",
LogHeader, PhysicsScene.RegionName, pos, terrainBaseXYZ, ret);
m_physicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}",
LogHeader, m_physicsScene.RegionName, pos, terrainBaseXYZ, ret);
}
return ret;
}
@ -564,7 +564,7 @@ public sealed class BSTerrainManager : IDisposable
private void DetailLog(string msg, params Object[] args)
{
PhysicsScene.PhysicsLogging.Write(msg, args);
m_physicsScene.PhysicsLogging.Write(msg, args);
}
}
}

View File

@ -51,7 +51,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
BulletShape m_terrainShape;
BulletBody m_terrainBody;
public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
: base(physicsScene, regionBase, id)
{
}
@ -62,7 +62,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
}
// Create terrain mesh from a heightmap.
public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
Vector3 minCoords, Vector3 maxCoords)
: base(physicsScene, regionBase, id)
{
@ -80,7 +80,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
if (BSParam.TerrainMeshMagnification == 1)
{
// If a magnification of one, use the old routine that is tried and true.
meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene,
meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_physicsScene,
initialMap, m_sizeX, m_sizeY, // input size
Vector3.Zero, // base for mesh
out indicesCount, out indices, out verticesCount, out vertices);
@ -88,7 +88,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
else
{
// Other magnifications use the newer routine
meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(PhysicsScene,
meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(m_physicsScene,
initialMap, m_sizeX, m_sizeY, // input size
BSParam.TerrainMeshMagnification,
physicsScene.TerrainManager.DefaultRegionSize,
@ -98,21 +98,21 @@ public sealed class BSTerrainMesh : BSTerrainPhys
if (!meshCreationSuccess)
{
// DISASTER!!
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID);
PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID);
m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
// Something is very messed up and a crash is in our future.
return;
}
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}",
m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}",
BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length);
m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices);
m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices);
if (!m_terrainShape.HasPhysicalShape)
{
// DISASTER!!
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID);
PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID);
m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
// Something is very messed up and a crash is in our future.
return;
}
@ -120,52 +120,52 @@ public sealed class BSTerrainMesh : BSTerrainPhys
Vector3 pos = regionBase;
Quaternion rot = Quaternion.Identity;
m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot);
m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot);
if (!m_terrainBody.HasPhysicalBody)
{
// DISASTER!!
PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
// Something is very messed up and a crash is in our future.
return;
}
physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin);
// Set current terrain attributes
PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction);
PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction);
PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution);
PhysicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold);
PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT);
m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction);
m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction);
m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution);
m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold);
m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT);
// Static objects are not very massive.
PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero);
m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero);
// Put the new terrain to the world of physical objects
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody);
m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody);
// Redo its bounding box now that it is in the world
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody);
m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody);
m_terrainBody.collisionType = CollisionType.Terrain;
m_terrainBody.ApplyCollisionMask(PhysicsScene);
m_terrainBody.ApplyCollisionMask(m_physicsScene);
if (BSParam.UseSingleSidedMeshes)
{
PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id);
PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id);
m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
}
// Make it so the terrain will not move or be considered for movement.
PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
}
public override void Dispose()
{
if (m_terrainBody.HasPhysicalBody)
{
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody);
m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_terrainBody);
// Frees both the body and the shape.
PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody);
m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_terrainBody);
m_terrainBody.Clear();
m_terrainShape.Clear();
}
@ -185,7 +185,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
catch
{
// Sometimes they give us wonky values of X and Y. Give a warning and return something.
PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
LogHeader, TerrainBase, pos);
ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
}
@ -195,7 +195,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
// The passed position is relative to the base of the region.
public override float GetWaterLevelAtXYZ(Vector3 pos)
{
return PhysicsScene.SimpleWaterLevel;
return m_physicsScene.SimpleWaterLevel;
}
// Convert the passed heightmap to mesh information suitable for CreateMeshShape2().

View File

@ -104,11 +104,11 @@ public class BulletShape
{
public BulletShape()
{
type = BSPhysicsShapeType.SHAPE_UNKNOWN;
shapeType = BSPhysicsShapeType.SHAPE_UNKNOWN;
shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
isNativeShape = false;
}
public BSPhysicsShapeType type;
public BSPhysicsShapeType shapeType;
public System.UInt64 shapeKey;
public bool isNativeShape;
@ -133,7 +133,7 @@ public class BulletShape
buff.Append("<p=");
buff.Append(AddrString);
buff.Append(",s=");
buff.Append(type.ToString());
buff.Append(shapeType.ToString());
buff.Append(",k=");
buff.Append(shapeKey.ToString("X"));
buff.Append(",n=");
@ -224,42 +224,42 @@ public static class BulletSimData
// As mentioned above, don't use the CollisionFilterGroups definitions directly in the code
// but, instead, use references to this dictionary. Finding and debugging
// collision flag problems will be made easier.
public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks
public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks
= new Dictionary<CollisionType, CollisionTypeFilterGroup>()
{
{ CollisionType.Avatar,
new CollisionTypeFilterGroup(CollisionType.Avatar,
(uint)CollisionFilterGroups.BCharacterGroup,
{ CollisionType.Avatar,
new CollisionTypeFilterGroup(CollisionType.Avatar,
(uint)CollisionFilterGroups.BCharacterGroup,
(uint)CollisionFilterGroups.BAllGroup)
},
{ CollisionType.Groundplane,
new CollisionTypeFilterGroup(CollisionType.Groundplane,
(uint)CollisionFilterGroups.BGroundPlaneGroup,
{ CollisionType.Groundplane,
new CollisionTypeFilterGroup(CollisionType.Groundplane,
(uint)CollisionFilterGroups.BGroundPlaneGroup,
(uint)CollisionFilterGroups.BAllGroup)
},
{ CollisionType.Terrain,
new CollisionTypeFilterGroup(CollisionType.Terrain,
(uint)CollisionFilterGroups.BTerrainGroup,
{ CollisionType.Terrain,
new CollisionTypeFilterGroup(CollisionType.Terrain,
(uint)CollisionFilterGroups.BTerrainGroup,
(uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup))
},
{ CollisionType.Static,
new CollisionTypeFilterGroup(CollisionType.Static,
(uint)CollisionFilterGroups.BStaticGroup,
{ CollisionType.Static,
new CollisionTypeFilterGroup(CollisionType.Static,
(uint)CollisionFilterGroups.BStaticGroup,
(uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
},
{ CollisionType.Dynamic,
new CollisionTypeFilterGroup(CollisionType.Dynamic,
(uint)CollisionFilterGroups.BSolidGroup,
{ CollisionType.Dynamic,
new CollisionTypeFilterGroup(CollisionType.Dynamic,
(uint)CollisionFilterGroups.BSolidGroup,
(uint)(CollisionFilterGroups.BAllGroup))
},
{ CollisionType.VolumeDetect,
new CollisionTypeFilterGroup(CollisionType.VolumeDetect,
(uint)CollisionFilterGroups.BSensorTrigger,
{ CollisionType.VolumeDetect,
new CollisionTypeFilterGroup(CollisionType.VolumeDetect,
(uint)CollisionFilterGroups.BSensorTrigger,
(uint)(~CollisionFilterGroups.BSensorTrigger))
},
{ CollisionType.LinksetChild,
new CollisionTypeFilterGroup(CollisionType.LinksetChild,
(uint)CollisionFilterGroups.BLinksetChildGroup,
new CollisionTypeFilterGroup(CollisionType.LinksetChild,
(uint)CollisionFilterGroups.BLinksetChildGroup,
(uint)(CollisionFilterGroups.BNoneGroup))
// (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
},

View File

@ -1,3 +1,12 @@
PROBLEMS TO LOOK INTO
=================================================
Nebadon vehicle ride, get up, ride again. Second time vehicle does not act correctly.
Have to rez new vehicle and delete the old to fix situation.
Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd
position state where it will not settle onto ground properly, etc
Two of Nebadon vehicles in a sim max the CPU. This is new.
A sitting, active vehicle bobs up and down a small amount.
CURRENT PRIORITIES
=================================================
Use the HACD convex hull routine in Bullet rather than the C# version.
@ -11,6 +20,8 @@ Deleting a linkset while standing on the root will leave the physical shape of t
Linkset child rotations.
Nebadon spiral tube has middle sections which are rotated wrong.
Select linked spiral tube. Delink and note where the middle section ends up.
Refarb compound linkset creation to create a pseudo-root for center-of-mass
Let children change their shape to physical indendently and just add shapes to compound
Vehicle angular vertical attraction
vehicle angular banking
Center-of-gravity
@ -27,14 +38,13 @@ llLookAt
Avatars walking up stairs (HALF DONE)
Avatar movement
flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE)
avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution)
Vehicle script tuning/debugging
Avanti speed script
Weapon shooter script
Move material definitions (friction, ...) into simulator.
Add material densities to the material types.
Terrain detail: double terrain mesh detail
One sided meshes? Should terrain be built into a closed shape?
When meshes get partially wedged into the terrain, they cannot push themselves out.
It is possible that Bullet processes collisions whether entering or leaving a mesh.
@ -42,6 +52,9 @@ One sided meshes? Should terrain be built into a closed shape?
VEHICLES TODO LIST:
=================================================
LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers.
What are the limits in SL?
Same for other velocity settings.
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
@ -347,4 +360,5 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
DONE 20130120: BulletSim properly applies force in vehicle relative coordinates.
Nebadon vehicles turning funny in arena (DONE)
Lock axis (DONE 20130401)
Terrain detail: double terrain mesh detail (DONE)

View File

@ -35,7 +35,7 @@
; Modular configurations
; Set path to directory for modular ini files...
; The Robust.exe process must have R/W access to the location
ConfigDirectory = "/home/opensim/etc/Configs"
ConfigDirectory = "."
[ServiceList]

View File

@ -27,7 +27,7 @@
; Modular configurations
; Set path to directory for modular ini files...
; The Robust.exe process must have R/W access to the location
ConfigDirectory = "/home/opensim/etc/Configs"
ConfigDirectory = "."
[ServiceList]
AssetServiceConnector = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector"