Merge branch 'master' into careminster
commit
484eca323b
|
@ -207,7 +207,7 @@ namespace OpenSim.Framework.Monitoring
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return false;
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newContainer = new Dictionary<string, Stat>(container);
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newContainer.Remove(stat.UniqueName);
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newContainer.Remove(stat.ShortName);
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newCategory = new Dictionary<string, Dictionary<string, Stat>>(category);
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newCategory.Remove(stat.Container);
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|
@ -248,6 +248,19 @@ namespace OpenSim.Framework.Monitoring
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}
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}
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/// <summary>
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/// Stat type.
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/// </summary>
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/// <remarks>
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/// A push stat is one which is continually updated and so it's value can simply by read.
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/// A pull stat is one where reading the value triggers a collection method - the stat is not continually updated.
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/// </remarks>
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public enum StatType
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{
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Push,
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Pull
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}
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/// <summary>
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/// Verbosity of stat.
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/// </summary>
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|
@ -265,11 +278,6 @@ namespace OpenSim.Framework.Monitoring
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/// </summary>
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public class Stat
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{
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/// <summary>
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/// Unique stat name used for indexing. Each ShortName in a Category must be unique.
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/// </summary>
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public string UniqueName { get; private set; }
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/// <summary>
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/// Category of this stat (e.g. cache, scene, etc).
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/// </summary>
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|
@ -285,29 +293,65 @@ namespace OpenSim.Framework.Monitoring
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/// </value>
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public string Container { get; private set; }
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public StatType StatType { get; private set; }
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/// <summary>
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/// Action used to update this stat when the value is requested if it's a pull type.
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/// </summary>
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public Action<Stat> PullAction { get; private set; }
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public StatVerbosity Verbosity { get; private set; }
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public string ShortName { get; private set; }
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public string Name { get; private set; }
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public string Description { get; private set; }
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public virtual string UnitName { get; private set; }
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public virtual double Value { get; set; }
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public virtual double Value
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{
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get
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{
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// Asking for an update here means that the updater cannot access this value without infinite recursion.
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// XXX: A slightly messy but simple solution may be to flick a flag so we can tell if this is being
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// called by the pull action and just return the value.
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if (StatType == StatType.Pull)
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PullAction(this);
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return m_value;
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}
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set
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{
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m_value = value;
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}
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}
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private double m_value;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name='shortName'>Short name for the stat. Must not contain spaces. e.g. "LongFrames"</param>
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/// <param name='name'>Human readable name for the stat. e.g. "Long frames"</param>
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/// <param name='description'>Description of stat</param>
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/// <param name='unitName'>
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/// Unit name for the stat. Should be preceeded by a space if the unit name isn't normally appeneded immediately to the value.
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/// e.g. " frames"
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/// </param>
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/// <param name='category'>Category under which this stat should appear, e.g. "scene". Do not capitalize.</param>
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/// <param name='container'>Entity to which this stat relates. e.g. scene name if this is a per scene stat.</param>
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/// <param name='type'>Push or pull</param>
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/// <param name='pullAction'>Pull stats need an action to update the stat on request. Push stats should set null here.</param>
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/// <param name='verbosity'>Verbosity of stat. Controls whether it will appear in short stat display or only full display.</param>
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/// <param name='description'>Description of stat</param>
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public Stat(
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string shortName, string name, string unitName, string category, string container, StatVerbosity verbosity, string description)
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string shortName,
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string name,
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string description,
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string unitName,
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string category,
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string container,
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StatType type,
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Action<Stat> pullAction,
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StatVerbosity verbosity)
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{
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if (StatsManager.SubCommands.Contains(category))
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throw new Exception(
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|
@ -315,18 +359,18 @@ namespace OpenSim.Framework.Monitoring
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|||
|
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ShortName = shortName;
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Name = name;
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Description = description;
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UnitName = unitName;
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Category = category;
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Container = container;
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StatType = type;
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|
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if (StatType == StatType.Push && pullAction != null)
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throw new Exception("A push stat cannot have a pull action");
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else
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PullAction = pullAction;
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|
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Verbosity = verbosity;
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Description = description;
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UniqueName = GenUniqueName(Container, Category, ShortName);
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}
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public static string GenUniqueName(string container, string category, string shortName)
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{
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return string.Format("{0}+{1}+{2}", container, category, shortName);
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}
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||||
|
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public virtual string ToConsoleString()
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|
@ -361,8 +405,15 @@ namespace OpenSim.Framework.Monitoring
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}
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|
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public PercentageStat(
|
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string shortName, string name, string category, string container, StatVerbosity verbosity, string description)
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: base(shortName, name, "%", category, container, verbosity, description) {}
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||||
string shortName,
|
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string name,
|
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string description,
|
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string category,
|
||||
string container,
|
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StatType type,
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Action<Stat> pullAction,
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StatVerbosity verbosity)
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: base(shortName, name, description, "%", category, container, type, pullAction, verbosity) {}
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||||
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public override string ToConsoleString()
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{
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|
|
|
@ -38,8 +38,23 @@ namespace OpenSim.Framework
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/// </remarks>
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public class Pool<T>
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{
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/// <summary>
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/// Number of objects in the pool.
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/// </summary>
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public int Count
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{
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get
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{
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lock (m_pool)
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return m_pool.Count;
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}
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}
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private Stack<T> m_pool;
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/// <summary>
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/// Maximum pool size. Beyond this, any returned objects are not pooled.
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/// </summary>
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private int m_maxPoolSize;
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private Func<T> m_createFunction;
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|
|
|
@ -543,11 +543,8 @@ namespace OpenSim.Framework.Servers.HttpServer
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{
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case null:
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case "text/html":
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if (DebugLevel >= 3)
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m_log.DebugFormat(
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"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
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RequestNumber, Port, request.ContentType, request.HttpMethod, request.Url.PathAndQuery, request.RemoteIPEndPoint);
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LogIncomingToContentTypeHandler(request);
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buffer = HandleHTTPRequest(request, response);
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break;
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|
@ -555,11 +552,8 @@ namespace OpenSim.Framework.Servers.HttpServer
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case "application/llsd+xml":
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case "application/xml+llsd":
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case "application/llsd+json":
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|
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if (DebugLevel >= 3)
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m_log.DebugFormat(
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"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
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RequestNumber, Port, request.ContentType, request.HttpMethod, request.Url.PathAndQuery, request.RemoteIPEndPoint);
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LogIncomingToContentTypeHandler(request);
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buffer = HandleLLSDRequests(request, response);
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break;
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|
@ -694,7 +688,7 @@ namespace OpenSim.Framework.Servers.HttpServer
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"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
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RequestNumber,
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Port,
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request.ContentType,
|
||||
(request.ContentType == null || request.ContentType == "") ? "not set" : request.ContentType,
|
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request.HttpMethod,
|
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request.Url.PathAndQuery,
|
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request.RemoteIPEndPoint);
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|
|
|
@ -173,6 +173,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
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private Pool<IncomingPacket> m_incomingPacketPool;
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private Stat m_incomingPacketPoolStat;
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private int m_defaultRTO = 0;
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private int m_maxRTO = 0;
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private int m_ackTimeout = 0;
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|
@ -217,6 +219,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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|||
|
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m_circuitManager = circuitManager;
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int sceneThrottleBps = 0;
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bool usePools = false;
|
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|
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IConfig config = configSource.Configs["ClientStack.LindenUDP"];
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if (config != null)
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|
@ -249,7 +252,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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|||
{
|
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PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
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PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
|
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UsePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", false);
|
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usePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", usePools);
|
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}
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#region BinaryStats
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|
@ -280,8 +283,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_throttle = new TokenBucket(null, sceneThrottleBps);
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ThrottleRates = new ThrottleRates(configSource);
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|
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if (UsePools)
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m_incomingPacketPool = new Pool<IncomingPacket>(() => new IncomingPacket(), 500);
|
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if (usePools)
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EnablePools();
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}
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public void Start()
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|
@ -334,6 +337,50 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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base.StopInbound();
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}
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protected override bool EnablePools()
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{
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if (!UsePools)
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{
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base.EnablePools();
|
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|
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m_incomingPacketPool = new Pool<IncomingPacket>(() => new IncomingPacket(), 500);
|
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|
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m_incomingPacketPoolStat
|
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= new Stat(
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"IncomingPacketPoolCount",
|
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"Objects within incoming packet pool",
|
||||
"The number of objects currently stored within the incoming packet pool",
|
||||
"",
|
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"clientstack",
|
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"packetpool",
|
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StatType.Pull,
|
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stat => stat.Value = m_incomingPacketPool.Count,
|
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StatVerbosity.Debug);
|
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|
||||
StatsManager.RegisterStat(m_incomingPacketPoolStat);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override bool DisablePools()
|
||||
{
|
||||
if (UsePools)
|
||||
{
|
||||
base.DisablePools();
|
||||
|
||||
StatsManager.DeregisterStat(m_incomingPacketPoolStat);
|
||||
|
||||
// We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
|
||||
/// </summary>
|
||||
|
@ -397,6 +444,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
+ "all - stop in and outbound processing.\n",
|
||||
HandleStopCommand);
|
||||
|
||||
MainConsole.Instance.Commands.AddCommand(
|
||||
"Debug",
|
||||
false,
|
||||
"debug lludp pool",
|
||||
"debug lludp pool <on|off>",
|
||||
"Turn object pooling within the lludp component on or off.",
|
||||
HandlePoolCommand);
|
||||
|
||||
MainConsole.Instance.Commands.AddCommand(
|
||||
"Debug",
|
||||
false,
|
||||
|
@ -440,6 +495,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
StopOutbound();
|
||||
}
|
||||
|
||||
private void HandlePoolCommand(string module, string[] args)
|
||||
{
|
||||
if (args.Length != 4)
|
||||
{
|
||||
MainConsole.Instance.Output("Usage: debug lludp pool <on|off>");
|
||||
return;
|
||||
}
|
||||
|
||||
string enabled = args[3];
|
||||
|
||||
if (enabled == "on")
|
||||
{
|
||||
if (EnablePools())
|
||||
MainConsole.Instance.OutputFormat("Packet pools enabled on {0}", m_scene.Name);
|
||||
}
|
||||
else if (enabled == "off")
|
||||
{
|
||||
if (DisablePools())
|
||||
MainConsole.Instance.OutputFormat("Packet pools disabled on {0}", m_scene.Name);
|
||||
}
|
||||
else
|
||||
{
|
||||
MainConsole.Instance.Output("Usage: debug lludp pool <on|off>");
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleStatusCommand(string module, string[] args)
|
||||
{
|
||||
MainConsole.Instance.OutputFormat(
|
||||
|
@ -447,6 +528,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
MainConsole.Instance.OutputFormat(
|
||||
"OUT LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningOutbound ? "enabled" : "disabled");
|
||||
|
||||
MainConsole.Instance.OutputFormat("LLUDP pools in {0} are {1}", m_scene.Name, UsePools ? "on" : "off");
|
||||
}
|
||||
|
||||
public bool HandlesRegion(Location x)
|
||||
|
|
|
@ -31,6 +31,7 @@ using System.Net.Sockets;
|
|||
using System.Threading;
|
||||
using log4net;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
|
||||
namespace OpenMetaverse
|
||||
{
|
||||
|
@ -76,6 +77,8 @@ namespace OpenMetaverse
|
|||
/// <remarks>If IsRunningOut = false, then any request to send a packet is simply dropped.</remarks>
|
||||
public bool IsRunningOutbound { get; private set; }
|
||||
|
||||
private Stat m_poolCountStat;
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor
|
||||
/// </summary>
|
||||
|
@ -106,11 +109,6 @@ namespace OpenMetaverse
|
|||
/// necessary</remarks>
|
||||
public void StartInbound(int recvBufferSize, bool asyncPacketHandling)
|
||||
{
|
||||
if (UsePools)
|
||||
m_pool = new Pool<UDPPacketBuffer>(() => new UDPPacketBuffer(), 500);
|
||||
else
|
||||
m_pool = null;
|
||||
|
||||
m_asyncPacketHandling = asyncPacketHandling;
|
||||
|
||||
if (!IsRunningInbound)
|
||||
|
@ -176,6 +174,49 @@ namespace OpenMetaverse
|
|||
IsRunningOutbound = false;
|
||||
}
|
||||
|
||||
protected virtual bool EnablePools()
|
||||
{
|
||||
if (!UsePools)
|
||||
{
|
||||
m_pool = new Pool<UDPPacketBuffer>(() => new UDPPacketBuffer(), 500);
|
||||
|
||||
m_poolCountStat
|
||||
= new Stat(
|
||||
"UDPPacketBufferPoolCount",
|
||||
"Objects within the UDPPacketBuffer pool",
|
||||
"The number of objects currently stored within the UDPPacketBuffer pool",
|
||||
"",
|
||||
"clientstack",
|
||||
"packetpool",
|
||||
StatType.Pull,
|
||||
stat => stat.Value = m_pool.Count,
|
||||
StatVerbosity.Debug);
|
||||
|
||||
StatsManager.RegisterStat(m_poolCountStat);
|
||||
|
||||
UsePools = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected virtual bool DisablePools()
|
||||
{
|
||||
if (UsePools)
|
||||
{
|
||||
UsePools = false;
|
||||
StatsManager.DeregisterStat(m_poolCountStat);
|
||||
|
||||
// We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void AsyncBeginReceive()
|
||||
{
|
||||
UDPPacketBuffer buf;
|
||||
|
|
|
@ -47,18 +47,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
private PercentageStat m_packetsReusedStat = new PercentageStat(
|
||||
"PacketsReused",
|
||||
"Packets reused",
|
||||
"Number of packets reused out of all requests to the packet pool",
|
||||
"clientstack",
|
||||
"packetpool",
|
||||
StatVerbosity.Debug,
|
||||
"Number of packets reused out of all requests to the packet pool");
|
||||
StatType.Push,
|
||||
null,
|
||||
StatVerbosity.Debug);
|
||||
|
||||
private PercentageStat m_blocksReusedStat = new PercentageStat(
|
||||
"BlocksReused",
|
||||
"Blocks reused",
|
||||
"PacketDataBlocksReused",
|
||||
"Packet data blocks reused",
|
||||
"Number of data blocks reused out of all requests to the packet pool",
|
||||
"clientstack",
|
||||
"packetpool",
|
||||
StatVerbosity.Debug,
|
||||
"Number of data blocks reused out of all requests to the packet pool");
|
||||
StatType.Push,
|
||||
null,
|
||||
StatVerbosity.Debug);
|
||||
|
||||
/// <summary>
|
||||
/// Pool of packets available for reuse.
|
||||
|
@ -88,6 +92,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
{
|
||||
StatsManager.RegisterStat(m_packetsReusedStat);
|
||||
StatsManager.RegisterStat(m_blocksReusedStat);
|
||||
|
||||
StatsManager.RegisterStat(
|
||||
new Stat(
|
||||
"PacketsPoolCount",
|
||||
"Objects within the packet pool",
|
||||
"The number of objects currently stored within the packet pool",
|
||||
"",
|
||||
"clientstack",
|
||||
"packetpool",
|
||||
StatType.Pull,
|
||||
stat => { lock (pool) { stat.Value = pool.Count; } },
|
||||
StatVerbosity.Debug));
|
||||
|
||||
StatsManager.RegisterStat(
|
||||
new Stat(
|
||||
"PacketDataBlocksPoolCount",
|
||||
"Objects within the packet data block pool",
|
||||
"The number of objects currently stored within the packet data block pool",
|
||||
"",
|
||||
"clientstack",
|
||||
"packetpool",
|
||||
StatType.Pull,
|
||||
stat => { lock (DataBlocks) { stat.Value = DataBlocks.Count; } },
|
||||
StatVerbosity.Debug));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -246,11 +246,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
= new Stat(
|
||||
"SlowFrames",
|
||||
"Slow Frames",
|
||||
"Number of frames where frame time has been significantly longer than the desired frame time.",
|
||||
" frames",
|
||||
"scene",
|
||||
m_scene.Name,
|
||||
StatVerbosity.Info,
|
||||
"Number of frames where frame time has been significantly longer than the desired frame time.");
|
||||
StatType.Push,
|
||||
null,
|
||||
StatVerbosity.Info);
|
||||
|
||||
StatsManager.RegisterStat(SlowFramesStat);
|
||||
}
|
||||
|
|
|
@ -165,7 +165,7 @@ public class BSCharacter : BSPhysObject
|
|||
|
||||
// Do this after the object has been added to the world
|
||||
BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr,
|
||||
(uint)CollisionFilterGroups.AvatarFilter,
|
||||
(uint)CollisionFilterGroups.AvatarFilter,
|
||||
(uint)CollisionFilterGroups.AvatarMask);
|
||||
}
|
||||
|
||||
|
@ -269,7 +269,7 @@ public class BSCharacter : BSPhysObject
|
|||
private bool PositionSanityCheck()
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
|
||||
// If below the ground, move the avatar up
|
||||
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
|
||||
if (Position.Z < terrainHeight)
|
||||
|
@ -413,7 +413,7 @@ public class BSCharacter : BSPhysObject
|
|||
});
|
||||
}
|
||||
}
|
||||
// Go directly to Bullet to get/set the value.
|
||||
// Go directly to Bullet to get/set the value.
|
||||
public override OMV.Quaternion ForceOrientation
|
||||
{
|
||||
get
|
||||
|
@ -478,7 +478,7 @@ public class BSCharacter : BSPhysObject
|
|||
set { _collidingObj = value; }
|
||||
}
|
||||
public override bool FloatOnWater {
|
||||
set {
|
||||
set {
|
||||
_floatOnWater = value;
|
||||
PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
|
||||
{
|
||||
|
@ -588,7 +588,7 @@ public class BSCharacter : BSPhysObject
|
|||
newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
|
||||
newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
|
||||
|
||||
// From the total height, remote the capsule half spheres that are at each end
|
||||
// From the total height, remote the capsule half spheres that are at each end
|
||||
newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y);
|
||||
// newScale.Z = (size.Z * 2f);
|
||||
Scale = newScale;
|
||||
|
|
|
@ -34,6 +34,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
public abstract class BSConstraint : IDisposable
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM CONSTRAINT]";
|
||||
|
||||
protected BulletSim m_world;
|
||||
protected BulletBody m_body1;
|
||||
protected BulletBody m_body2;
|
||||
|
@ -53,7 +55,7 @@ public abstract class BSConstraint : IDisposable
|
|||
{
|
||||
bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr);
|
||||
m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}",
|
||||
BSScene.DetailLogZero,
|
||||
BSScene.DetailLogZero,
|
||||
m_body1.ID, m_body1.ptr.ToString("X"),
|
||||
m_body2.ID, m_body2.ptr.ToString("X"),
|
||||
success);
|
||||
|
@ -124,7 +126,7 @@ public abstract class BSConstraint : IDisposable
|
|||
}
|
||||
else
|
||||
{
|
||||
m_world.physicsScene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID);
|
||||
m_world.physicsScene.Logger.ErrorFormat("{0} CalculateTransforms failed. A={1}, B={2}", LogHeader, Body1.ID, Body2.ID);
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
|
|
|
@ -23,7 +23,7 @@
|
|||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
*
|
||||
|
||||
/* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to
|
||||
* call the BulletSim system.
|
||||
|
@ -352,7 +352,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// m_bankingMix = 1;
|
||||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
|
||||
| VehicleFlag.LIMIT_ROLL_ONLY
|
||||
| VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
|
@ -382,7 +382,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
|
||||
| VehicleFlag.HOVER_GLOBAL_HEIGHT
|
||||
| VehicleFlag.HOVER_GLOBAL_HEIGHT
|
||||
| VehicleFlag.LIMIT_ROLL_ONLY
|
||||
| VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
|
||||
|
@ -458,14 +458,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Do any updating needed for a vehicle
|
||||
public void Refresh()
|
||||
{
|
||||
if (!IsActive)
|
||||
if (!IsActive)
|
||||
return;
|
||||
|
||||
// Set the prim's inertia to zero. The vehicle code handles that and this
|
||||
// removes the motion and torque actions introduced by Bullet.
|
||||
Vector3 inertia = Vector3.Zero;
|
||||
BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
|
||||
BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
|
||||
// comment out for DEBUG test
|
||||
// BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
|
||||
// BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
|
||||
}
|
||||
|
||||
// One step of the vehicle properties for the next 'pTimestep' seconds.
|
||||
|
@ -791,7 +792,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
// Sum velocities
|
||||
m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
|
||||
|
||||
|
||||
if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
|
||||
{
|
||||
m_lastAngularVelocity.X = 0;
|
||||
|
|
|
@ -32,10 +32,27 @@ using OMV = OpenMetaverse;
|
|||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public class BSLinkset
|
||||
public abstract class BSLinkset
|
||||
{
|
||||
// private static string LogHeader = "[BULLETSIM LINKSET]";
|
||||
|
||||
// Create the correct type of linkset for this child
|
||||
public static BSLinkset Factory(BSScene physScene, BSPhysObject parent)
|
||||
{
|
||||
BSLinkset ret = null;
|
||||
/*
|
||||
if (parent.IsPhysical)
|
||||
ret = new BSLinksetConstraints(physScene, parent);
|
||||
else
|
||||
ret = new BSLinksetManual(physScene, parent);
|
||||
*/
|
||||
|
||||
// at the moment, there is only one
|
||||
ret = new BSLinksetConstraints(physScene, parent);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public BSPhysObject LinksetRoot { get; protected set; }
|
||||
|
||||
public BSScene PhysicsScene { get; private set; }
|
||||
|
@ -52,16 +69,16 @@ public class BSLinkset
|
|||
// the physical 'taint' children separately.
|
||||
// After taint processing and before the simulation step, these
|
||||
// two lists must be the same.
|
||||
private HashSet<BSPhysObject> m_children;
|
||||
private HashSet<BSPhysObject> m_taintChildren;
|
||||
protected HashSet<BSPhysObject> m_children;
|
||||
protected HashSet<BSPhysObject> m_taintChildren;
|
||||
|
||||
// We lock the diddling of linkset classes to prevent any badness.
|
||||
// This locks the modification of the instances of this class. Changes
|
||||
// to the physical representation is done via the tainting mechenism.
|
||||
private object m_linksetActivityLock = new Object();
|
||||
protected object m_linksetActivityLock = new Object();
|
||||
|
||||
// We keep the prim's mass in the linkset structure since it could be dependent on other prims
|
||||
private float m_mass;
|
||||
protected float m_mass;
|
||||
public float LinksetMass
|
||||
{
|
||||
get
|
||||
|
@ -81,7 +98,7 @@ public class BSLinkset
|
|||
get { return ComputeLinksetGeometricCenter(); }
|
||||
}
|
||||
|
||||
public BSLinkset(BSScene scene, BSPhysObject parent)
|
||||
protected void Initialize(BSScene scene, BSPhysObject parent)
|
||||
{
|
||||
// A simple linkset of one (no children)
|
||||
LinksetID = m_nextLinksetID++;
|
||||
|
@ -128,7 +145,7 @@ public class BSLinkset
|
|||
}
|
||||
|
||||
// The child is down to a linkset of just itself
|
||||
return new BSLinkset(PhysicsScene, child);
|
||||
return BSLinkset.Factory(PhysicsScene, child);
|
||||
}
|
||||
|
||||
// Return 'true' if the passed object is the root object of this linkset
|
||||
|
@ -148,6 +165,9 @@ public class BSLinkset
|
|||
bool ret = false;
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (m_children.Contains(child))
|
||||
ret = true;
|
||||
/*
|
||||
foreach (BSPhysObject bp in m_children)
|
||||
{
|
||||
if (child.LocalID == bp.LocalID)
|
||||
|
@ -156,6 +176,7 @@ public class BSLinkset
|
|||
break;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -163,24 +184,7 @@ public class BSLinkset
|
|||
// When physical properties are changed the linkset needs to recalculate
|
||||
// its internal properties.
|
||||
// May be called at runtime or taint-time (just pass the appropriate flag).
|
||||
public void Refresh(BSPhysObject requestor, bool inTaintTime)
|
||||
{
|
||||
// If there are no children, not physical or not root, I am not the one that recomputes the constraints
|
||||
// (For the moment, static linksets do create constraints so remove the test for physical.)
|
||||
if (!HasAnyChildren || /*!requestor.IsPhysical ||*/ !IsRoot(requestor))
|
||||
return;
|
||||
|
||||
BSScene.TaintCallback refreshOperation = delegate()
|
||||
{
|
||||
RecomputeLinksetConstraintVariables();
|
||||
DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}",
|
||||
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
|
||||
};
|
||||
if (inTaintTime)
|
||||
refreshOperation();
|
||||
else
|
||||
PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation);
|
||||
}
|
||||
public abstract void Refresh(BSPhysObject requestor, bool inTaintTime);
|
||||
|
||||
// The object is going dynamic (physical). Do any setup necessary
|
||||
// for a dynamic linkset.
|
||||
|
@ -188,102 +192,35 @@ public class BSLinkset
|
|||
// has not yet been fully constructed.
|
||||
// Return 'true' if any properties updated on the passed object.
|
||||
// Called at taint-time!
|
||||
public bool MakeDynamic(BSPhysObject child)
|
||||
{
|
||||
// What is done for each object in BSPrim is what we want.
|
||||
return false;
|
||||
}
|
||||
public abstract bool MakeDynamic(BSPhysObject child);
|
||||
|
||||
// The object is going static (non-physical). Do any setup necessary
|
||||
// for a static linkset.
|
||||
// Return 'true' if any properties updated on the passed object.
|
||||
// Called at taint-time!
|
||||
public bool MakeStatic(BSPhysObject child)
|
||||
{
|
||||
// What is done for each object in BSPrim is what we want.
|
||||
return false;
|
||||
}
|
||||
public abstract bool MakeStatic(BSPhysObject child);
|
||||
|
||||
// If the software is handling the movement of all the objects in a linkset
|
||||
// (like if one doesn't use constraints for static linksets), this is called
|
||||
// when an update for the root of the linkset is received.
|
||||
// Called when a parameter update comes from the physics engine for any object
|
||||
// of the linkset is received.
|
||||
// Called at taint-time!!
|
||||
public void UpdateProperties(BSPhysObject physObject)
|
||||
{
|
||||
// The root local properties have been updated. Apply to the children if appropriate.
|
||||
if (IsRoot(physObject) && HasAnyChildren)
|
||||
{
|
||||
if (!physObject.IsPhysical)
|
||||
{
|
||||
// TODO: implement software linkset update for static object linksets
|
||||
}
|
||||
}
|
||||
}
|
||||
public abstract void UpdateProperties(BSPhysObject physObject);
|
||||
|
||||
// Routine used when rebuilding the body of the root of the linkset
|
||||
// Destroy all the constraints have have been made to root.
|
||||
// This is called when the root body is changing.
|
||||
// Returns 'true' of something eas actually removed and would need restoring
|
||||
// Returns 'true' of something was actually removed and would need restoring
|
||||
// Called at taint-time!!
|
||||
public bool RemoveBodyDependencies(BSPrim child)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (IsRoot(child))
|
||||
{
|
||||
// If the one with the dependency is root, must undo all children
|
||||
DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
|
||||
child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
|
||||
|
||||
ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
child.LocalID,
|
||||
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
|
||||
child.LocalID, child.BSBody.ptr.ToString("X"));
|
||||
// ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child);
|
||||
// Despite the function name, this removes any link to the specified object.
|
||||
ret = PhysicallyUnlinkAllChildrenFromRoot(child);
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
public abstract bool RemoveBodyDependencies(BSPrim child);
|
||||
|
||||
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
|
||||
// this routine will restore the removed constraints.
|
||||
// this routine will restore the removed constraints.
|
||||
// Called at taint-time!!
|
||||
public void RestoreBodyDependencies(BSPrim child)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (IsRoot(child))
|
||||
{
|
||||
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}",
|
||||
child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count);
|
||||
foreach (BSPhysObject bpo in m_taintChildren)
|
||||
{
|
||||
PhysicallyLinkAChildToRoot(LinksetRoot, bpo);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
LinksetRoot.LocalID,
|
||||
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
|
||||
child.LocalID, child.BSBody.ptr.ToString("X"));
|
||||
PhysicallyLinkAChildToRoot(LinksetRoot, child);
|
||||
}
|
||||
}
|
||||
}
|
||||
public abstract void RestoreBodyDependencies(BSPrim child);
|
||||
|
||||
// ================================================================
|
||||
// Below this point is internal magic
|
||||
|
||||
private float ComputeLinksetMass()
|
||||
protected virtual float ComputeLinksetMass()
|
||||
{
|
||||
float mass;
|
||||
lock (m_linksetActivityLock)
|
||||
|
@ -297,7 +234,7 @@ public class BSLinkset
|
|||
return mass;
|
||||
}
|
||||
|
||||
private OMV.Vector3 ComputeLinksetCenterOfMass()
|
||||
protected virtual OMV.Vector3 ComputeLinksetCenterOfMass()
|
||||
{
|
||||
OMV.Vector3 com;
|
||||
lock (m_linksetActivityLock)
|
||||
|
@ -317,7 +254,7 @@ public class BSLinkset
|
|||
return com;
|
||||
}
|
||||
|
||||
private OMV.Vector3 ComputeLinksetGeometricCenter()
|
||||
protected virtual OMV.Vector3 ComputeLinksetGeometricCenter()
|
||||
{
|
||||
OMV.Vector3 com;
|
||||
lock (m_linksetActivityLock)
|
||||
|
@ -336,236 +273,21 @@ public class BSLinkset
|
|||
|
||||
// I am the root of a linkset and a new child is being added
|
||||
// Called while LinkActivity is locked.
|
||||
private void AddChildToLinkset(BSPhysObject child)
|
||||
{
|
||||
if (!HasChild(child))
|
||||
{
|
||||
m_children.Add(child);
|
||||
|
||||
BSPhysObject rootx = LinksetRoot; // capture the root as of now
|
||||
BSPhysObject childx = child;
|
||||
|
||||
DetailLog("{0},AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
|
||||
PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
|
||||
{
|
||||
DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
rootx.LocalID,
|
||||
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
|
||||
childx.LocalID, childx.BSBody.ptr.ToString("X"));
|
||||
// Since this is taint-time, the body and shape could have changed for the child
|
||||
rootx.ForcePosition = rootx.Position; // DEBUG
|
||||
childx.ForcePosition = childx.Position; // DEBUG
|
||||
PhysicallyLinkAChildToRoot(rootx, childx);
|
||||
m_taintChildren.Add(child);
|
||||
});
|
||||
}
|
||||
return;
|
||||
}
|
||||
protected abstract void AddChildToLinkset(BSPhysObject child);
|
||||
|
||||
// Forcefully removing a child from a linkset.
|
||||
// This is not being called by the child so we have to make sure the child doesn't think
|
||||
// it's still connected to the linkset.
|
||||
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
|
||||
// also has to be updated (like pointer to prim's parent).
|
||||
private void RemoveChildFromOtherLinkset(BSPhysObject pchild)
|
||||
{
|
||||
pchild.Linkset = new BSLinkset(PhysicsScene, pchild);
|
||||
RemoveChildFromLinkset(pchild);
|
||||
}
|
||||
protected abstract void RemoveChildFromOtherLinkset(BSPhysObject pchild);
|
||||
|
||||
// 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.
|
||||
private void RemoveChildFromLinkset(BSPhysObject child)
|
||||
{
|
||||
if (m_children.Remove(child))
|
||||
{
|
||||
BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
|
||||
BSPhysObject childx = child;
|
||||
|
||||
DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
childx.LocalID,
|
||||
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
|
||||
childx.LocalID, childx.BSBody.ptr.ToString("X"));
|
||||
|
||||
PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
m_taintChildren.Remove(child);
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, childx);
|
||||
RecomputeLinksetConstraintVariables();
|
||||
});
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// This will happen if we remove the root of the linkset first. Non-fatal occurance.
|
||||
// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Create a constraint between me (root of linkset) and the passed prim (the child).
|
||||
// Called at taint time!
|
||||
private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
|
||||
{
|
||||
// Zero motion for children so they don't interpolate
|
||||
childPrim.ZeroMotion();
|
||||
|
||||
// Relative position normalized to the root prim
|
||||
// Essentually a vector pointing from center of rootPrim to center of childPrim
|
||||
OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;
|
||||
|
||||
// real world coordinate of midpoint between the two objects
|
||||
OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
|
||||
|
||||
DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"),
|
||||
rootPrim.Position, childPrim.Position, midPoint);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
|
||||
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||
PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
|
||||
|
||||
/* NOTE: below is an attempt to build constraint with full frame computation, etc.
|
||||
* Using the midpoint is easier since it lets the Bullet code manipulate the transforms
|
||||
* of the objects.
|
||||
* Code left as a warning to future programmers.
|
||||
// ==================================================================================
|
||||
// relative position normalized to the root prim
|
||||
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
|
||||
OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
|
||||
|
||||
// relative rotation of the child to the parent
|
||||
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
|
||||
OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||
PhysicsScene.World, rootPrim.Body, childPrim.Body,
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Inverse(rootPrim.Orientation),
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Inverse(childPrim.Orientation),
|
||||
// A point half way between the parent and child
|
||||
// childRelativePosition/2,
|
||||
// childRelativeRotation,
|
||||
// childRelativePosition/2,
|
||||
// inverseChildRelativeRotation,
|
||||
true,
|
||||
true
|
||||
);
|
||||
// ==================================================================================
|
||||
*/
|
||||
|
||||
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);
|
||||
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
|
||||
// tweek the constraint to increase stability
|
||||
constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset));
|
||||
constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor),
|
||||
PhysicsScene.Params.linkConstraintTransMotorMaxVel,
|
||||
PhysicsScene.Params.linkConstraintTransMotorMaxForce);
|
||||
constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP);
|
||||
if (PhysicsScene.Params.linkConstraintSolverIterations != 0f)
|
||||
{
|
||||
constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations);
|
||||
}
|
||||
}
|
||||
|
||||
// Remove linkage between myself and a particular child
|
||||
// The root and child bodies are passed in because we need to remove the constraint between
|
||||
// the bodies that were at unlink time.
|
||||
// Called at taint time!
|
||||
private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
|
||||
{
|
||||
bool ret = false;
|
||||
DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"));
|
||||
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody))
|
||||
{
|
||||
// Make the child refresh its location
|
||||
BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr);
|
||||
ret = true;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Remove linkage between myself and any possible children I might have.
|
||||
// Called at taint time!
|
||||
private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
|
||||
{
|
||||
DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
|
||||
bool ret = false;
|
||||
|
||||
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody))
|
||||
{
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Call each of the constraints that make up this linkset and recompute the
|
||||
// various transforms and variables. Used when objects are added or removed
|
||||
// from a linkset to make sure the constraints know about the new mass and
|
||||
// geometry.
|
||||
// Must only be called at taint time!!
|
||||
private void RecomputeLinksetConstraintVariables()
|
||||
{
|
||||
float linksetMass = LinksetMass;
|
||||
foreach (BSPhysObject child in m_taintChildren)
|
||||
{
|
||||
BSConstraint constrain;
|
||||
if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
|
||||
{
|
||||
// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
|
||||
// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
|
||||
constrain.RecomputeConstraintVariables(linksetMass);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non-fatal error that happens when children are being added to the linkset but
|
||||
// their constraints have not been created yet.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If the whole linkset is not here, doesn't make sense to recompute linkset wide values
|
||||
if (m_children.Count == m_taintChildren.Count)
|
||||
{
|
||||
// If this is a multiple object linkset, set everybody's center of mass to the set's center of mass
|
||||
OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr,
|
||||
centerOfMass, OMV.Quaternion.Identity);
|
||||
DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}",
|
||||
LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X"));
|
||||
foreach (BSPhysObject child in m_taintChildren)
|
||||
{
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr,
|
||||
centerOfMass, OMV.Quaternion.Identity);
|
||||
}
|
||||
|
||||
// BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
protected abstract void RemoveChildFromLinkset(BSPhysObject child);
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
protected void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
if (PhysicsScene.PhysicsLogging.Enabled)
|
||||
PhysicsScene.DetailLog(msg, args);
|
||||
|
|
|
@ -0,0 +1,385 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyrightD
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using OMV = OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public class BSLinksetConstraints : BSLinkset
|
||||
{
|
||||
// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
|
||||
|
||||
public BSLinksetConstraints(BSScene scene, BSPhysObject parent)
|
||||
{
|
||||
base.Initialize(scene, parent);
|
||||
}
|
||||
|
||||
// When physical properties are changed the linkset needs to recalculate
|
||||
// its internal properties.
|
||||
// May be called at runtime or taint-time (just pass the appropriate flag).
|
||||
public override void Refresh(BSPhysObject requestor, bool inTaintTime)
|
||||
{
|
||||
// If there are no children or not root, I am not the one that recomputes the constraints
|
||||
if (!HasAnyChildren || !IsRoot(requestor))
|
||||
return;
|
||||
|
||||
BSScene.TaintCallback refreshOperation = delegate()
|
||||
{
|
||||
RecomputeLinksetConstraintVariables();
|
||||
DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}",
|
||||
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
|
||||
};
|
||||
if (inTaintTime)
|
||||
refreshOperation();
|
||||
else
|
||||
PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation);
|
||||
}
|
||||
|
||||
// The object is going dynamic (physical). Do any setup necessary
|
||||
// for a dynamic linkset.
|
||||
// Only the state of the passed object can be modified. The rest of the linkset
|
||||
// has not yet been fully constructed.
|
||||
// Return 'true' if any properties updated on the passed object.
|
||||
// Called at taint-time!
|
||||
public override bool MakeDynamic(BSPhysObject child)
|
||||
{
|
||||
// What is done for each object in BSPrim is what we want.
|
||||
return false;
|
||||
}
|
||||
|
||||
// The object is going static (non-physical). Do any setup necessary
|
||||
// for a static linkset.
|
||||
// Return 'true' if any properties updated on the passed object.
|
||||
// Called at taint-time!
|
||||
public override bool MakeStatic(BSPhysObject child)
|
||||
{
|
||||
// What is done for each object in BSPrim is what we want.
|
||||
return false;
|
||||
}
|
||||
|
||||
// Called at taint-time!!
|
||||
public override void UpdateProperties(BSPhysObject updated)
|
||||
{
|
||||
// Nothing to do for constraints on property updates
|
||||
}
|
||||
|
||||
// Routine used when rebuilding the body of the root of the linkset
|
||||
// Destroy all the constraints have have been made to root.
|
||||
// This is called when the root body is changing.
|
||||
// Returns 'true' of something eas actually removed and would need restoring
|
||||
// Called at taint-time!!
|
||||
public override bool RemoveBodyDependencies(BSPrim child)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (IsRoot(child))
|
||||
{
|
||||
// If the one with the dependency is root, must undo all children
|
||||
DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
|
||||
child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
|
||||
|
||||
ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
child.LocalID,
|
||||
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
|
||||
child.LocalID, child.BSBody.ptr.ToString("X"));
|
||||
// ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child);
|
||||
// Despite the function name, this removes any link to the specified object.
|
||||
ret = PhysicallyUnlinkAllChildrenFromRoot(child);
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
|
||||
// this routine will restore the removed constraints.
|
||||
// Called at taint-time!!
|
||||
public override void RestoreBodyDependencies(BSPrim child)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (IsRoot(child))
|
||||
{
|
||||
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}",
|
||||
child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count);
|
||||
foreach (BSPhysObject bpo in m_taintChildren)
|
||||
{
|
||||
PhysicallyLinkAChildToRoot(LinksetRoot, bpo);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
LinksetRoot.LocalID,
|
||||
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
|
||||
child.LocalID, child.BSBody.ptr.ToString("X"));
|
||||
PhysicallyLinkAChildToRoot(LinksetRoot, child);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
// Below this point is internal magic
|
||||
|
||||
// I am the root of a linkset and a new child is being added
|
||||
// Called while LinkActivity is locked.
|
||||
protected override void AddChildToLinkset(BSPhysObject child)
|
||||
{
|
||||
if (!HasChild(child))
|
||||
{
|
||||
m_children.Add(child);
|
||||
|
||||
BSPhysObject rootx = LinksetRoot; // capture the root as of now
|
||||
BSPhysObject childx = child;
|
||||
|
||||
DetailLog("{0},AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
|
||||
PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
|
||||
{
|
||||
DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
rootx.LocalID,
|
||||
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
|
||||
childx.LocalID, childx.BSBody.ptr.ToString("X"));
|
||||
// Since this is taint-time, the body and shape could have changed for the child
|
||||
rootx.ForcePosition = rootx.Position; // DEBUG
|
||||
childx.ForcePosition = childx.Position; // DEBUG
|
||||
PhysicallyLinkAChildToRoot(rootx, childx);
|
||||
m_taintChildren.Add(child);
|
||||
});
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Forcefully removing a child from a linkset.
|
||||
// This is not being called by the child so we have to make sure the child doesn't think
|
||||
// it's still connected to the linkset.
|
||||
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
|
||||
// also has to be updated (like pointer to prim's parent).
|
||||
protected override void RemoveChildFromOtherLinkset(BSPhysObject pchild)
|
||||
{
|
||||
pchild.Linkset = BSLinkset.Factory(PhysicsScene, pchild);
|
||||
RemoveChildFromLinkset(pchild);
|
||||
}
|
||||
|
||||
// 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 override void RemoveChildFromLinkset(BSPhysObject child)
|
||||
{
|
||||
if (m_children.Remove(child))
|
||||
{
|
||||
BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
|
||||
BSPhysObject childx = child;
|
||||
|
||||
DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
childx.LocalID,
|
||||
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
|
||||
childx.LocalID, childx.BSBody.ptr.ToString("X"));
|
||||
|
||||
PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
m_taintChildren.Remove(child);
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, childx);
|
||||
RecomputeLinksetConstraintVariables();
|
||||
});
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// This will happen if we remove the root of the linkset first. Non-fatal occurance.
|
||||
// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Create a constraint between me (root of linkset) and the passed prim (the child).
|
||||
// Called at taint time!
|
||||
private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
|
||||
{
|
||||
// Zero motion for children so they don't interpolate
|
||||
childPrim.ZeroMotion();
|
||||
|
||||
// Relative position normalized to the root prim
|
||||
// Essentually a vector pointing from center of rootPrim to center of childPrim
|
||||
OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;
|
||||
|
||||
// real world coordinate of midpoint between the two objects
|
||||
OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
|
||||
|
||||
DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"),
|
||||
rootPrim.Position, childPrim.Position, midPoint);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
|
||||
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||
PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
|
||||
|
||||
/* NOTE: below is an attempt to build constraint with full frame computation, etc.
|
||||
* Using the midpoint is easier since it lets the Bullet code manipulate the transforms
|
||||
* of the objects.
|
||||
* Code left as a warning to future programmers.
|
||||
// ==================================================================================
|
||||
// relative position normalized to the root prim
|
||||
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
|
||||
OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
|
||||
|
||||
// relative rotation of the child to the parent
|
||||
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
|
||||
OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||
PhysicsScene.World, rootPrim.Body, childPrim.Body,
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Inverse(rootPrim.Orientation),
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Inverse(childPrim.Orientation),
|
||||
// A point half way between the parent and child
|
||||
// childRelativePosition/2,
|
||||
// childRelativeRotation,
|
||||
// childRelativePosition/2,
|
||||
// inverseChildRelativeRotation,
|
||||
true,
|
||||
true
|
||||
);
|
||||
// ==================================================================================
|
||||
*/
|
||||
|
||||
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);
|
||||
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
|
||||
// tweek the constraint to increase stability
|
||||
constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset));
|
||||
constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor),
|
||||
PhysicsScene.Params.linkConstraintTransMotorMaxVel,
|
||||
PhysicsScene.Params.linkConstraintTransMotorMaxForce);
|
||||
constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP);
|
||||
if (PhysicsScene.Params.linkConstraintSolverIterations != 0f)
|
||||
{
|
||||
constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations);
|
||||
}
|
||||
}
|
||||
|
||||
// Remove linkage between myself and a particular child
|
||||
// The root and child bodies are passed in because we need to remove the constraint between
|
||||
// the bodies that were at unlink time.
|
||||
// Called at taint time!
|
||||
private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
|
||||
{
|
||||
bool ret = false;
|
||||
DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"));
|
||||
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody))
|
||||
{
|
||||
// Make the child refresh its location
|
||||
BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr);
|
||||
ret = true;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Remove linkage between myself and any possible children I might have.
|
||||
// Called at taint time!
|
||||
private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
|
||||
{
|
||||
DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
|
||||
bool ret = false;
|
||||
|
||||
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody))
|
||||
{
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Call each of the constraints that make up this linkset and recompute the
|
||||
// various transforms and variables. Used when objects are added or removed
|
||||
// from a linkset to make sure the constraints know about the new mass and
|
||||
// geometry.
|
||||
// Must only be called at taint time!!
|
||||
private void RecomputeLinksetConstraintVariables()
|
||||
{
|
||||
float linksetMass = LinksetMass;
|
||||
foreach (BSPhysObject child in m_taintChildren)
|
||||
{
|
||||
BSConstraint constrain;
|
||||
if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
|
||||
{
|
||||
// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
|
||||
// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
|
||||
constrain.RecomputeConstraintVariables(linksetMass);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non-fatal error that happens when children are being added to the linkset but
|
||||
// their constraints have not been created yet.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If the whole linkset is not here, doesn't make sense to recompute linkset wide values
|
||||
if (m_children.Count == m_taintChildren.Count)
|
||||
{
|
||||
// If this is a multiple object linkset, set everybody's center of mass to the set's center of mass
|
||||
OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr,
|
||||
centerOfMass, OMV.Quaternion.Identity);
|
||||
DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}",
|
||||
LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X"));
|
||||
foreach (BSPhysObject child in m_taintChildren)
|
||||
{
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr,
|
||||
centerOfMass, OMV.Quaternion.Identity);
|
||||
}
|
||||
|
||||
// BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -46,7 +46,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
PhysObjectName = name;
|
||||
TypeName = typeName;
|
||||
|
||||
Linkset = new BSLinkset(PhysicsScene, this);
|
||||
Linkset = BSLinkset.Factory(PhysicsScene, this);
|
||||
LastAssetBuildFailed = false;
|
||||
|
||||
CollisionCollection = new CollisionEventUpdate();
|
||||
|
@ -78,7 +78,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
public PrimitiveBaseShape BaseShape { get; protected set; }
|
||||
|
||||
// When the physical properties are updated, an EntityProperty holds the update values.
|
||||
// Keep the current and last EntityProperties to enable computation of differences
|
||||
// Keep the current and last EntityProperties to enable computation of differences
|
||||
// between the current update and the previous values.
|
||||
public EntityProperties CurrentEntityProperties { get; set; }
|
||||
public EntityProperties LastEntityProperties { get; set; }
|
||||
|
@ -213,7 +213,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
UnSubscribeEvents();
|
||||
}
|
||||
}
|
||||
public override void UnSubscribeEvents() {
|
||||
public override void UnSubscribeEvents() {
|
||||
// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
|
||||
SubscribedEventsMs = 0;
|
||||
PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
|
||||
|
@ -222,7 +222,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
});
|
||||
}
|
||||
// Return 'true' if the simulator wants collision events
|
||||
public override bool SubscribedEvents() {
|
||||
public override bool SubscribedEvents() {
|
||||
return (SubscribedEventsMs > 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -173,6 +173,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
public override bool ForceBodyShapeRebuild(bool inTaintTime)
|
||||
{
|
||||
LastAssetBuildFailed = false;
|
||||
BSScene.TaintCallback rebuildOperation = delegate()
|
||||
{
|
||||
_mass = CalculateMass(); // changing the shape changes the mass
|
||||
|
@ -295,7 +296,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
private bool PositionSanityCheck()
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
|
||||
// If totally below the ground, move the prim up
|
||||
// TODO: figure out the right solution for this... only for dynamic objects?
|
||||
/*
|
||||
|
@ -398,7 +399,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
// Done at taint time so we're sure the physics engine is not using the variables
|
||||
// Vehicle code changes the parameters for this vehicle type.
|
||||
this._vehicle.ProcessTypeChange(type);
|
||||
_vehicle.ProcessTypeChange(type);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -510,7 +511,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
});
|
||||
}
|
||||
}
|
||||
// Go directly to Bullet to get/set the value.
|
||||
// Go directly to Bullet to get/set the value.
|
||||
public override OMV.Quaternion ForceOrientation
|
||||
{
|
||||
get
|
||||
|
@ -768,7 +769,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
}
|
||||
public override bool FloatOnWater {
|
||||
set {
|
||||
set {
|
||||
_floatOnWater = value;
|
||||
PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
|
||||
{
|
||||
|
@ -971,7 +972,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
if (hollowAmount > 0.0)
|
||||
{
|
||||
hollowVolume *= hollowAmount;
|
||||
|
||||
|
||||
switch (BaseShape.HollowShape)
|
||||
{
|
||||
case HollowShape.Square:
|
||||
|
@ -1245,13 +1246,14 @@ public sealed class BSPrim : BSPhysObject
|
|||
FillShapeInfo(out shapeData);
|
||||
|
||||
// If this prim is part of a linkset, we must remove and restore the physical
|
||||
// links of the body is rebuilt.
|
||||
// links if the body is rebuilt.
|
||||
bool needToRestoreLinkset = false;
|
||||
|
||||
// Create the correct physical representation for this type of object.
|
||||
// Updates BSBody and BSShape with the new information.
|
||||
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
|
||||
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
|
||||
// Returns 'true' if either the body or the shape was changed.
|
||||
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
|
||||
null, delegate(BulletBody dBody)
|
||||
{
|
||||
// Called if the current prim body is about to be destroyed.
|
||||
|
@ -1354,7 +1356,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
|
||||
// BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr);
|
||||
// BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG
|
||||
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
|
@ -1367,8 +1369,8 @@ public sealed class BSPrim : BSPhysObject
|
|||
entprop.Acceleration, entprop.RotationalVelocity);
|
||||
}
|
||||
*/
|
||||
// The linkset implimentation might want to know about this.
|
||||
|
||||
// The linkset implimentation might want to know about this.
|
||||
Linkset.UpdateProperties(this);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -320,7 +320,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
m_log.Debug("[BULLETS UNMANAGED]:" + msg);
|
||||
}
|
||||
|
||||
|
||||
// Called directly from unmanaged code so don't do much
|
||||
private void BulletLoggerPhysLog(string msg)
|
||||
{
|
||||
|
@ -545,7 +545,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
// This is a kludge to get avatar movement updates.
|
||||
// The simulator expects collisions for avatars even if there are have been no collisions.
|
||||
// The simulator expects collisions for avatars even if there are have been no collisions.
|
||||
// The event updates avatar animations and stuff.
|
||||
// If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
|
||||
foreach (BSPhysObject bsp in m_avatars)
|
||||
|
@ -716,6 +716,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DetailLog("{0},BSScene.ProcessTaints,doTaintException,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG
|
||||
m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e);
|
||||
}
|
||||
}
|
||||
|
@ -1333,7 +1334,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// Add the Flush() if debugging crashes to get all the messages written out.
|
||||
// PhysicsLogging.Flush();
|
||||
}
|
||||
// used to fill in the LocalID when there isn't one
|
||||
// Used to fill in the LocalID when there isn't one. It's the correct number of characters.
|
||||
public const string DetailLogZero = "0000000000";
|
||||
|
||||
}
|
||||
|
|
|
@ -36,7 +36,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
public class BSShapeCollection : IDisposable
|
||||
{
|
||||
// private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
|
||||
private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
|
||||
|
||||
protected BSScene PhysicsScene { get; set; }
|
||||
|
||||
|
@ -89,7 +89,7 @@ public class BSShapeCollection : IDisposable
|
|||
// higher level dependencies on the shape or body. Mostly used for LinkSets to
|
||||
// remove the physical constraints before the body is destroyed.
|
||||
// Called at taint-time!!
|
||||
public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
|
||||
public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
|
||||
ShapeData shapeData, PrimitiveBaseShape pbs,
|
||||
ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
|
||||
{
|
||||
|
@ -105,7 +105,7 @@ public class BSShapeCollection : IDisposable
|
|||
// If we had to select a new shape geometry for the object,
|
||||
// rebuild the body around it.
|
||||
// Updates prim.BSBody with information/pointers to requested body
|
||||
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
|
||||
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
|
||||
prim.BSShape, shapeData, bodyCallback);
|
||||
ret = newGeom || newBody;
|
||||
}
|
||||
|
@ -325,7 +325,7 @@ public class BSShapeCollection : IDisposable
|
|||
// Info in prim.BSShape is updated to the new shape.
|
||||
// Returns 'true' if the geometry was rebuilt.
|
||||
// Called at taint-time!
|
||||
private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData,
|
||||
private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData,
|
||||
PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
|
@ -335,7 +335,7 @@ public class BSShapeCollection : IDisposable
|
|||
if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
{
|
||||
// an avatar capsule is close to a native shape (it is not shared)
|
||||
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
|
||||
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
|
||||
ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape);
|
||||
haveShape = true;
|
||||
|
@ -362,7 +362,7 @@ public class BSShapeCollection : IDisposable
|
|||
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
|
||||
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
|
||||
ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.BSShape);
|
||||
|
@ -376,7 +376,7 @@ public class BSShapeCollection : IDisposable
|
|||
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
|
||||
ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
|
||||
ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.BSShape);
|
||||
|
@ -423,27 +423,37 @@ public class BSShapeCollection : IDisposable
|
|||
BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey);
|
||||
|
||||
// Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
|
||||
DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
|
||||
DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
|
||||
shapeData.ID, newShape, shapeData.Scale);
|
||||
|
||||
prim.BSShape = newShape;
|
||||
return true;
|
||||
}
|
||||
|
||||
private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType,
|
||||
private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType,
|
||||
ShapeData shapeData, ShapeData.FixedShapeKey shapeKey)
|
||||
{
|
||||
BulletShape newShape;
|
||||
// Need to make sure the passed shape information is for the native type.
|
||||
ShapeData nativeShapeData = shapeData;
|
||||
nativeShapeData.Type = shapeType;
|
||||
nativeShapeData.MeshKey = (ulong)shapeKey;
|
||||
nativeShapeData.HullKey = (ulong)shapeKey;
|
||||
|
||||
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
{
|
||||
newShape = new BulletShape(
|
||||
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale),
|
||||
shapeType);
|
||||
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, nativeShapeData.Scale), shapeType);
|
||||
DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", nativeShapeData.ID, nativeShapeData.Scale);
|
||||
}
|
||||
else
|
||||
{
|
||||
newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType);
|
||||
newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
|
||||
}
|
||||
if (newShape.ptr == IntPtr.Zero)
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
|
||||
LogHeader, nativeShapeData.ID, nativeShapeData.Type);
|
||||
}
|
||||
newShape.shapeKey = (System.UInt64)shapeKey;
|
||||
newShape.isNativeShape = true;
|
||||
|
@ -698,19 +708,26 @@ public class BSShapeCollection : IDisposable
|
|||
return ComputeShapeKey(shapeData, pbs, out 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 decompressing JPEG2000s).
|
||||
// The first case causes the asset to be fetched. The second case just requires
|
||||
// us to not loop forever.
|
||||
// Called after creating a physical mesh or hull. If the physical shape was created,
|
||||
// just return.
|
||||
private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs)
|
||||
{
|
||||
// If the shape was successfully created, nothing more to do
|
||||
if (newShape.ptr != IntPtr.Zero)
|
||||
return newShape;
|
||||
|
||||
// The most common reason for failure is that an underlying asset is not available
|
||||
|
||||
// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
|
||||
if (pbs.SculptEntry && !prim.LastAssetBuildFailed && pbs.SculptTexture != OMV.UUID.Zero)
|
||||
{
|
||||
prim.LastAssetBuildFailed = true;
|
||||
BSPhysObject xprim = prim;
|
||||
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}",
|
||||
LogHeader, shapeData.ID.ToString("X"), prim.LastAssetBuildFailed);
|
||||
Util.FireAndForget(delegate
|
||||
{
|
||||
RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
|
||||
|
@ -724,20 +741,28 @@ public class BSShapeCollection : IDisposable
|
|||
if (yprim.BaseShape.SculptTexture.ToString() != asset.ID)
|
||||
return;
|
||||
|
||||
yprim.BaseShape.SculptData = new byte[asset.Data.Length];
|
||||
asset.Data.CopyTo(yprim.BaseShape.SculptData, 0);
|
||||
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 native sphere setting since the rebuild is at taint time.
|
||||
yprim.ForceBodyShapeRebuild(false);
|
||||
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
if (prim.LastAssetBuildFailed)
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}",
|
||||
LogHeader, shapeData.ID, pbs.SculptTexture);
|
||||
}
|
||||
}
|
||||
|
||||
// While we figure out the real problem, stick a simple native shape on the object.
|
||||
BulletShape fillinShape =
|
||||
BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_SPHERE, shapeData, ShapeData.FixedShapeKey.KEY_SPHERE);
|
||||
BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_BOX, shapeData, ShapeData.FixedShapeKey.KEY_BOX);
|
||||
|
||||
return fillinShape;
|
||||
}
|
||||
|
@ -746,7 +771,7 @@ public class BSShapeCollection : IDisposable
|
|||
// Updates prim.BSBody with the information about the new body if one is created.
|
||||
// Returns 'true' if an object was actually created.
|
||||
// Called at taint-time.
|
||||
private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
|
||||
private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
|
||||
ShapeData shapeData, BodyDestructionCallback bodyCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
|
|
|
@ -201,9 +201,7 @@ public class BSTerrainManager
|
|||
// If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
|
||||
// terrain shape is created and added to the body.
|
||||
// This call is most often used to update the heightMap and parameters of the terrain.
|
||||
// The 'doNow' boolean says whether to do all the unmanaged activities right now (like when
|
||||
// calling this routine from initialization or taint-time routines) or whether to delay
|
||||
// all the unmanaged activities to taint-time.
|
||||
// (The above does suggest that some simplification/refactoring is in order.)
|
||||
private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
|
||||
{
|
||||
DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
|
||||
|
|
Loading…
Reference in New Issue