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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return false;
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|
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newContainer = new Dictionary<string, Stat>(container);
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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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|
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newCategory = new Dictionary<string, Dictionary<string, Stat>>(category);
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newCategory = new Dictionary<string, Dictionary<string, Stat>>(category);
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newCategory.Remove(stat.Container);
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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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}
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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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/// <summary>
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/// Verbosity of stat.
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/// Verbosity of stat.
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/// </summary>
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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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/// </summary>
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public class Stat
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public class Stat
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{
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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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/// <summary>
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/// Category of this stat (e.g. cache, scene, etc).
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/// Category of this stat (e.g. cache, scene, etc).
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/// </summary>
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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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/// </value>
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public string Container { get; private set; }
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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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|
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public StatVerbosity Verbosity { 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 ShortName { get; private set; }
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public string Name { 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 string Description { get; private set; }
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public virtual string UnitName { get; private set; }
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public virtual string UnitName { get; private set; }
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|
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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;
|
||||||
|
}
|
||||||
|
|
||||||
|
set
|
||||||
|
{
|
||||||
|
m_value = value;
|
||||||
|
}
|
||||||
|
}
|
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|
|
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|
private double m_value;
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|
|
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/// <summary>
|
/// <summary>
|
||||||
/// Constructor
|
/// Constructor
|
||||||
/// </summary>
|
/// </summary>
|
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/// <param name='shortName'>Short name for the stat. Must not contain spaces. e.g. "LongFrames"</param>
|
/// <param name='shortName'>Short name for the stat. Must not contain spaces. e.g. "LongFrames"</param>
|
||||||
/// <param name='name'>Human readable name for the stat. e.g. "Long frames"</param>
|
/// <param name='name'>Human readable name for the stat. e.g. "Long frames"</param>
|
||||||
|
/// <param name='description'>Description of stat</param>
|
||||||
/// <param name='unitName'>
|
/// <param name='unitName'>
|
||||||
/// Unit name for the stat. Should be preceeded by a space if the unit name isn't normally appeneded immediately to the value.
|
/// Unit name for the stat. Should be preceeded by a space if the unit name isn't normally appeneded immediately to the value.
|
||||||
/// e.g. " frames"
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/// e.g. " frames"
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||||||
/// </param>
|
/// </param>
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/// <param name='category'>Category under which this stat should appear, e.g. "scene". Do not capitalize.</param>
|
/// <param name='category'>Category under which this stat should appear, e.g. "scene". Do not capitalize.</param>
|
||||||
/// <param name='container'>Entity to which this stat relates. e.g. scene name if this is a per scene stat.</param>
|
/// <param name='container'>Entity to which this stat relates. e.g. scene name if this is a per scene stat.</param>
|
||||||
|
/// <param name='type'>Push or pull</param>
|
||||||
|
/// <param name='pullAction'>Pull stats need an action to update the stat on request. Push stats should set null here.</param>
|
||||||
/// <param name='verbosity'>Verbosity of stat. Controls whether it will appear in short stat display or only full display.</param>
|
/// <param name='verbosity'>Verbosity of stat. Controls whether it will appear in short stat display or only full display.</param>
|
||||||
/// <param name='description'>Description of stat</param>
|
|
||||||
public Stat(
|
public Stat(
|
||||||
string shortName, string name, string unitName, string category, string container, StatVerbosity verbosity, string description)
|
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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if (StatsManager.SubCommands.Contains(category))
|
if (StatsManager.SubCommands.Contains(category))
|
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throw new Exception(
|
throw new Exception(
|
||||||
|
@ -315,18 +359,18 @@ namespace OpenSim.Framework.Monitoring
|
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|
|
||||||
ShortName = shortName;
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ShortName = shortName;
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Name = name;
|
Name = name;
|
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|
Description = description;
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UnitName = unitName;
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UnitName = unitName;
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Category = category;
|
Category = category;
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Container = container;
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Container = container;
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StatType = type;
|
||||||
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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
|
||||||
|
PullAction = pullAction;
|
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|
|
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Verbosity = verbosity;
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Verbosity = verbosity;
|
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Description = description;
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|
||||||
|
|
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UniqueName = GenUniqueName(Container, Category, ShortName);
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|
||||||
}
|
|
||||||
|
|
||||||
public static string GenUniqueName(string container, string category, string shortName)
|
|
||||||
{
|
|
||||||
return string.Format("{0}+{1}+{2}", container, category, shortName);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual string ToConsoleString()
|
public virtual string ToConsoleString()
|
||||||
|
@ -361,8 +405,15 @@ namespace OpenSim.Framework.Monitoring
|
||||||
}
|
}
|
||||||
|
|
||||||
public PercentageStat(
|
public PercentageStat(
|
||||||
string shortName, string name, string category, string container, StatVerbosity verbosity, string description)
|
string shortName,
|
||||||
: base(shortName, name, "%", category, container, verbosity, description) {}
|
string name,
|
||||||
|
string description,
|
||||||
|
string category,
|
||||||
|
string container,
|
||||||
|
StatType type,
|
||||||
|
Action<Stat> pullAction,
|
||||||
|
StatVerbosity verbosity)
|
||||||
|
: base(shortName, name, description, "%", category, container, type, pullAction, verbosity) {}
|
||||||
|
|
||||||
public override string ToConsoleString()
|
public override string ToConsoleString()
|
||||||
{
|
{
|
||||||
|
|
|
@ -38,8 +38,23 @@ namespace OpenSim.Framework
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
public class Pool<T>
|
public class Pool<T>
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Number of objects in the pool.
|
||||||
|
/// </summary>
|
||||||
|
public int Count
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
lock (m_pool)
|
||||||
|
return m_pool.Count;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private Stack<T> m_pool;
|
private Stack<T> m_pool;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Maximum pool size. Beyond this, any returned objects are not pooled.
|
||||||
|
/// </summary>
|
||||||
private int m_maxPoolSize;
|
private int m_maxPoolSize;
|
||||||
|
|
||||||
private Func<T> m_createFunction;
|
private Func<T> m_createFunction;
|
||||||
|
|
|
@ -543,11 +543,8 @@ namespace OpenSim.Framework.Servers.HttpServer
|
||||||
{
|
{
|
||||||
case null:
|
case null:
|
||||||
case "text/html":
|
case "text/html":
|
||||||
|
|
||||||
if (DebugLevel >= 3)
|
if (DebugLevel >= 3)
|
||||||
m_log.DebugFormat(
|
LogIncomingToContentTypeHandler(request);
|
||||||
"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
|
|
||||||
RequestNumber, Port, request.ContentType, request.HttpMethod, request.Url.PathAndQuery, request.RemoteIPEndPoint);
|
|
||||||
|
|
||||||
buffer = HandleHTTPRequest(request, response);
|
buffer = HandleHTTPRequest(request, response);
|
||||||
break;
|
break;
|
||||||
|
@ -555,11 +552,8 @@ namespace OpenSim.Framework.Servers.HttpServer
|
||||||
case "application/llsd+xml":
|
case "application/llsd+xml":
|
||||||
case "application/xml+llsd":
|
case "application/xml+llsd":
|
||||||
case "application/llsd+json":
|
case "application/llsd+json":
|
||||||
|
|
||||||
if (DebugLevel >= 3)
|
if (DebugLevel >= 3)
|
||||||
m_log.DebugFormat(
|
LogIncomingToContentTypeHandler(request);
|
||||||
"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
|
|
||||||
RequestNumber, Port, request.ContentType, request.HttpMethod, request.Url.PathAndQuery, request.RemoteIPEndPoint);
|
|
||||||
|
|
||||||
buffer = HandleLLSDRequests(request, response);
|
buffer = HandleLLSDRequests(request, response);
|
||||||
break;
|
break;
|
||||||
|
@ -694,7 +688,7 @@ namespace OpenSim.Framework.Servers.HttpServer
|
||||||
"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
|
"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
|
||||||
RequestNumber,
|
RequestNumber,
|
||||||
Port,
|
Port,
|
||||||
request.ContentType,
|
(request.ContentType == null || request.ContentType == "") ? "not set" : request.ContentType,
|
||||||
request.HttpMethod,
|
request.HttpMethod,
|
||||||
request.Url.PathAndQuery,
|
request.Url.PathAndQuery,
|
||||||
request.RemoteIPEndPoint);
|
request.RemoteIPEndPoint);
|
||||||
|
|
|
@ -173,6 +173,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
|
private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
|
||||||
private Pool<IncomingPacket> m_incomingPacketPool;
|
private Pool<IncomingPacket> m_incomingPacketPool;
|
||||||
|
|
||||||
|
private Stat m_incomingPacketPoolStat;
|
||||||
|
|
||||||
private int m_defaultRTO = 0;
|
private int m_defaultRTO = 0;
|
||||||
private int m_maxRTO = 0;
|
private int m_maxRTO = 0;
|
||||||
private int m_ackTimeout = 0;
|
private int m_ackTimeout = 0;
|
||||||
|
@ -217,6 +219,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
|
|
||||||
m_circuitManager = circuitManager;
|
m_circuitManager = circuitManager;
|
||||||
int sceneThrottleBps = 0;
|
int sceneThrottleBps = 0;
|
||||||
|
bool usePools = false;
|
||||||
|
|
||||||
IConfig config = configSource.Configs["ClientStack.LindenUDP"];
|
IConfig config = configSource.Configs["ClientStack.LindenUDP"];
|
||||||
if (config != null)
|
if (config != null)
|
||||||
|
@ -249,7 +252,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
{
|
{
|
||||||
PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
|
PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
|
||||||
PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
|
PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
|
||||||
UsePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", false);
|
usePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", usePools);
|
||||||
}
|
}
|
||||||
|
|
||||||
#region BinaryStats
|
#region BinaryStats
|
||||||
|
@ -280,8 +283,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
m_throttle = new TokenBucket(null, sceneThrottleBps);
|
m_throttle = new TokenBucket(null, sceneThrottleBps);
|
||||||
ThrottleRates = new ThrottleRates(configSource);
|
ThrottleRates = new ThrottleRates(configSource);
|
||||||
|
|
||||||
if (UsePools)
|
if (usePools)
|
||||||
m_incomingPacketPool = new Pool<IncomingPacket>(() => new IncomingPacket(), 500);
|
EnablePools();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
|
@ -334,6 +337,50 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
base.StopInbound();
|
base.StopInbound();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override bool EnablePools()
|
||||||
|
{
|
||||||
|
if (!UsePools)
|
||||||
|
{
|
||||||
|
base.EnablePools();
|
||||||
|
|
||||||
|
m_incomingPacketPool = new Pool<IncomingPacket>(() => new IncomingPacket(), 500);
|
||||||
|
|
||||||
|
m_incomingPacketPoolStat
|
||||||
|
= new Stat(
|
||||||
|
"IncomingPacketPoolCount",
|
||||||
|
"Objects within incoming packet pool",
|
||||||
|
"The number of objects currently stored within the incoming packet pool",
|
||||||
|
"",
|
||||||
|
"clientstack",
|
||||||
|
"packetpool",
|
||||||
|
StatType.Pull,
|
||||||
|
stat => stat.Value = m_incomingPacketPool.Count,
|
||||||
|
StatVerbosity.Debug);
|
||||||
|
|
||||||
|
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>
|
/// <summary>
|
||||||
/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
|
/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -397,6 +444,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
+ "all - stop in and outbound processing.\n",
|
+ "all - stop in and outbound processing.\n",
|
||||||
HandleStopCommand);
|
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(
|
MainConsole.Instance.Commands.AddCommand(
|
||||||
"Debug",
|
"Debug",
|
||||||
false,
|
false,
|
||||||
|
@ -440,6 +495,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
StopOutbound();
|
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)
|
private void HandleStatusCommand(string module, string[] args)
|
||||||
{
|
{
|
||||||
MainConsole.Instance.OutputFormat(
|
MainConsole.Instance.OutputFormat(
|
||||||
|
@ -447,6 +528,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
|
|
||||||
MainConsole.Instance.OutputFormat(
|
MainConsole.Instance.OutputFormat(
|
||||||
"OUT LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningOutbound ? "enabled" : "disabled");
|
"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)
|
public bool HandlesRegion(Location x)
|
||||||
|
|
|
@ -31,6 +31,7 @@ using System.Net.Sockets;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
using log4net;
|
using log4net;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
|
|
||||||
namespace OpenMetaverse
|
namespace OpenMetaverse
|
||||||
{
|
{
|
||||||
|
@ -76,6 +77,8 @@ namespace OpenMetaverse
|
||||||
/// <remarks>If IsRunningOut = false, then any request to send a packet is simply dropped.</remarks>
|
/// <remarks>If IsRunningOut = false, then any request to send a packet is simply dropped.</remarks>
|
||||||
public bool IsRunningOutbound { get; private set; }
|
public bool IsRunningOutbound { get; private set; }
|
||||||
|
|
||||||
|
private Stat m_poolCountStat;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Default constructor
|
/// Default constructor
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -106,11 +109,6 @@ namespace OpenMetaverse
|
||||||
/// necessary</remarks>
|
/// necessary</remarks>
|
||||||
public void StartInbound(int recvBufferSize, bool asyncPacketHandling)
|
public void StartInbound(int recvBufferSize, bool asyncPacketHandling)
|
||||||
{
|
{
|
||||||
if (UsePools)
|
|
||||||
m_pool = new Pool<UDPPacketBuffer>(() => new UDPPacketBuffer(), 500);
|
|
||||||
else
|
|
||||||
m_pool = null;
|
|
||||||
|
|
||||||
m_asyncPacketHandling = asyncPacketHandling;
|
m_asyncPacketHandling = asyncPacketHandling;
|
||||||
|
|
||||||
if (!IsRunningInbound)
|
if (!IsRunningInbound)
|
||||||
|
@ -176,6 +174,49 @@ namespace OpenMetaverse
|
||||||
IsRunningOutbound = false;
|
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()
|
private void AsyncBeginReceive()
|
||||||
{
|
{
|
||||||
UDPPacketBuffer buf;
|
UDPPacketBuffer buf;
|
||||||
|
|
|
@ -47,18 +47,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
private PercentageStat m_packetsReusedStat = new PercentageStat(
|
private PercentageStat m_packetsReusedStat = new PercentageStat(
|
||||||
"PacketsReused",
|
"PacketsReused",
|
||||||
"Packets reused",
|
"Packets reused",
|
||||||
|
"Number of packets reused out of all requests to the packet pool",
|
||||||
"clientstack",
|
"clientstack",
|
||||||
"packetpool",
|
"packetpool",
|
||||||
StatVerbosity.Debug,
|
StatType.Push,
|
||||||
"Number of packets reused out of all requests to the packet pool");
|
null,
|
||||||
|
StatVerbosity.Debug);
|
||||||
|
|
||||||
private PercentageStat m_blocksReusedStat = new PercentageStat(
|
private PercentageStat m_blocksReusedStat = new PercentageStat(
|
||||||
"BlocksReused",
|
"PacketDataBlocksReused",
|
||||||
"Blocks reused",
|
"Packet data blocks reused",
|
||||||
|
"Number of data blocks reused out of all requests to the packet pool",
|
||||||
"clientstack",
|
"clientstack",
|
||||||
"packetpool",
|
"packetpool",
|
||||||
StatVerbosity.Debug,
|
StatType.Push,
|
||||||
"Number of data blocks reused out of all requests to the packet pool");
|
null,
|
||||||
|
StatVerbosity.Debug);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Pool of packets available for reuse.
|
/// Pool of packets available for reuse.
|
||||||
|
@ -88,6 +92,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
{
|
{
|
||||||
StatsManager.RegisterStat(m_packetsReusedStat);
|
StatsManager.RegisterStat(m_packetsReusedStat);
|
||||||
StatsManager.RegisterStat(m_blocksReusedStat);
|
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>
|
/// <summary>
|
||||||
|
|
|
@ -246,11 +246,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
= new Stat(
|
= new Stat(
|
||||||
"SlowFrames",
|
"SlowFrames",
|
||||||
"Slow Frames",
|
"Slow Frames",
|
||||||
|
"Number of frames where frame time has been significantly longer than the desired frame time.",
|
||||||
" frames",
|
" frames",
|
||||||
"scene",
|
"scene",
|
||||||
m_scene.Name,
|
m_scene.Name,
|
||||||
StatVerbosity.Info,
|
StatType.Push,
|
||||||
"Number of frames where frame time has been significantly longer than the desired frame time.");
|
null,
|
||||||
|
StatVerbosity.Info);
|
||||||
|
|
||||||
StatsManager.RegisterStat(SlowFramesStat);
|
StatsManager.RegisterStat(SlowFramesStat);
|
||||||
}
|
}
|
||||||
|
|
|
@ -34,6 +34,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
||||||
|
|
||||||
public abstract class BSConstraint : IDisposable
|
public abstract class BSConstraint : IDisposable
|
||||||
{
|
{
|
||||||
|
private static string LogHeader = "[BULLETSIM CONSTRAINT]";
|
||||||
|
|
||||||
protected BulletSim m_world;
|
protected BulletSim m_world;
|
||||||
protected BulletBody m_body1;
|
protected BulletBody m_body1;
|
||||||
protected BulletBody m_body2;
|
protected BulletBody m_body2;
|
||||||
|
@ -124,7 +126,7 @@ public abstract class BSConstraint : IDisposable
|
||||||
}
|
}
|
||||||
else
|
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;
|
return ret;
|
||||||
|
|
|
@ -23,7 +23,7 @@
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*/
|
*
|
||||||
|
|
||||||
/* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to
|
/* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to
|
||||||
* call the BulletSim system.
|
* call the BulletSim system.
|
||||||
|
@ -464,8 +464,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
||||||
// Set the prim's inertia to zero. The vehicle code handles that and this
|
// Set the prim's inertia to zero. The vehicle code handles that and this
|
||||||
// removes the motion and torque actions introduced by Bullet.
|
// removes the motion and torque actions introduced by Bullet.
|
||||||
Vector3 inertia = Vector3.Zero;
|
Vector3 inertia = Vector3.Zero;
|
||||||
BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
|
// comment out for DEBUG test
|
||||||
BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
|
// BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
|
||||||
|
// BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
// One step of the vehicle properties for the next 'pTimestep' seconds.
|
// One step of the vehicle properties for the next 'pTimestep' seconds.
|
||||||
|
|
|
@ -32,10 +32,27 @@ using OMV = OpenMetaverse;
|
||||||
|
|
||||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||||
{
|
{
|
||||||
public class BSLinkset
|
public abstract class BSLinkset
|
||||||
{
|
{
|
||||||
// private static string LogHeader = "[BULLETSIM LINKSET]";
|
// 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 BSPhysObject LinksetRoot { get; protected set; }
|
||||||
|
|
||||||
public BSScene PhysicsScene { get; private set; }
|
public BSScene PhysicsScene { get; private set; }
|
||||||
|
@ -52,16 +69,16 @@ public class BSLinkset
|
||||||
// the physical 'taint' children separately.
|
// the physical 'taint' children separately.
|
||||||
// After taint processing and before the simulation step, these
|
// After taint processing and before the simulation step, these
|
||||||
// two lists must be the same.
|
// two lists must be the same.
|
||||||
private HashSet<BSPhysObject> m_children;
|
protected HashSet<BSPhysObject> m_children;
|
||||||
private HashSet<BSPhysObject> m_taintChildren;
|
protected HashSet<BSPhysObject> m_taintChildren;
|
||||||
|
|
||||||
// We lock the diddling of linkset classes to prevent any badness.
|
// We lock the diddling of linkset classes to prevent any badness.
|
||||||
// This locks the modification of the instances of this class. Changes
|
// This locks the modification of the instances of this class. Changes
|
||||||
// to the physical representation is done via the tainting mechenism.
|
// 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
|
// 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
|
public float LinksetMass
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
@ -81,7 +98,7 @@ public class BSLinkset
|
||||||
get { return ComputeLinksetGeometricCenter(); }
|
get { return ComputeLinksetGeometricCenter(); }
|
||||||
}
|
}
|
||||||
|
|
||||||
public BSLinkset(BSScene scene, BSPhysObject parent)
|
protected void Initialize(BSScene scene, BSPhysObject parent)
|
||||||
{
|
{
|
||||||
// A simple linkset of one (no children)
|
// A simple linkset of one (no children)
|
||||||
LinksetID = m_nextLinksetID++;
|
LinksetID = m_nextLinksetID++;
|
||||||
|
@ -128,7 +145,7 @@ public class BSLinkset
|
||||||
}
|
}
|
||||||
|
|
||||||
// The child is down to a linkset of just itself
|
// 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
|
// Return 'true' if the passed object is the root object of this linkset
|
||||||
|
@ -148,6 +165,9 @@ public class BSLinkset
|
||||||
bool ret = false;
|
bool ret = false;
|
||||||
lock (m_linksetActivityLock)
|
lock (m_linksetActivityLock)
|
||||||
{
|
{
|
||||||
|
if (m_children.Contains(child))
|
||||||
|
ret = true;
|
||||||
|
/*
|
||||||
foreach (BSPhysObject bp in m_children)
|
foreach (BSPhysObject bp in m_children)
|
||||||
{
|
{
|
||||||
if (child.LocalID == bp.LocalID)
|
if (child.LocalID == bp.LocalID)
|
||||||
|
@ -156,6 +176,7 @@ public class BSLinkset
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
}
|
}
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
@ -163,24 +184,7 @@ public class BSLinkset
|
||||||
// When physical properties are changed the linkset needs to recalculate
|
// When physical properties are changed the linkset needs to recalculate
|
||||||
// its internal properties.
|
// its internal properties.
|
||||||
// May be called at runtime or taint-time (just pass the appropriate flag).
|
// May be called at runtime or taint-time (just pass the appropriate flag).
|
||||||
public void Refresh(BSPhysObject requestor, bool inTaintTime)
|
public abstract 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
// The object is going dynamic (physical). Do any setup necessary
|
// The object is going dynamic (physical). Do any setup necessary
|
||||||
// for a dynamic linkset.
|
// for a dynamic linkset.
|
||||||
|
@ -188,102 +192,35 @@ public class BSLinkset
|
||||||
// has not yet been fully constructed.
|
// has not yet been fully constructed.
|
||||||
// Return 'true' if any properties updated on the passed object.
|
// Return 'true' if any properties updated on the passed object.
|
||||||
// Called at taint-time!
|
// Called at taint-time!
|
||||||
public bool MakeDynamic(BSPhysObject child)
|
public abstract 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
|
// The object is going static (non-physical). Do any setup necessary
|
||||||
// for a static linkset.
|
// for a static linkset.
|
||||||
// Return 'true' if any properties updated on the passed object.
|
// Return 'true' if any properties updated on the passed object.
|
||||||
// Called at taint-time!
|
// Called at taint-time!
|
||||||
public bool MakeStatic(BSPhysObject child)
|
public abstract bool MakeStatic(BSPhysObject child);
|
||||||
{
|
|
||||||
// What is done for each object in BSPrim is what we want.
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// If the software is handling the movement of all the objects in a linkset
|
// Called when a parameter update comes from the physics engine for any object
|
||||||
// (like if one doesn't use constraints for static linksets), this is called
|
// of the linkset is received.
|
||||||
// when an update for the root of the linkset is received.
|
|
||||||
// Called at taint-time!!
|
// Called at taint-time!!
|
||||||
public void UpdateProperties(BSPhysObject physObject)
|
public abstract 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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Routine used when rebuilding the body of the root of the linkset
|
// Routine used when rebuilding the body of the root of the linkset
|
||||||
// Destroy all the constraints have have been made to root.
|
// Destroy all the constraints have have been made to root.
|
||||||
// This is called when the root body is changing.
|
// 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!!
|
// Called at taint-time!!
|
||||||
public bool RemoveBodyDependencies(BSPrim child)
|
public abstract 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',
|
// 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!!
|
// Called at taint-time!!
|
||||||
public void RestoreBodyDependencies(BSPrim child)
|
public abstract 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
|
// Below this point is internal magic
|
||||||
|
|
||||||
private float ComputeLinksetMass()
|
protected virtual float ComputeLinksetMass()
|
||||||
{
|
{
|
||||||
float mass;
|
float mass;
|
||||||
lock (m_linksetActivityLock)
|
lock (m_linksetActivityLock)
|
||||||
|
@ -297,7 +234,7 @@ public class BSLinkset
|
||||||
return mass;
|
return mass;
|
||||||
}
|
}
|
||||||
|
|
||||||
private OMV.Vector3 ComputeLinksetCenterOfMass()
|
protected virtual OMV.Vector3 ComputeLinksetCenterOfMass()
|
||||||
{
|
{
|
||||||
OMV.Vector3 com;
|
OMV.Vector3 com;
|
||||||
lock (m_linksetActivityLock)
|
lock (m_linksetActivityLock)
|
||||||
|
@ -317,7 +254,7 @@ public class BSLinkset
|
||||||
return com;
|
return com;
|
||||||
}
|
}
|
||||||
|
|
||||||
private OMV.Vector3 ComputeLinksetGeometricCenter()
|
protected virtual OMV.Vector3 ComputeLinksetGeometricCenter()
|
||||||
{
|
{
|
||||||
OMV.Vector3 com;
|
OMV.Vector3 com;
|
||||||
lock (m_linksetActivityLock)
|
lock (m_linksetActivityLock)
|
||||||
|
@ -336,236 +273,21 @@ public class BSLinkset
|
||||||
|
|
||||||
// I am the root of a linkset and a new child is being added
|
// I am the root of a linkset and a new child is being added
|
||||||
// Called while LinkActivity is locked.
|
// Called while LinkActivity is locked.
|
||||||
private void AddChildToLinkset(BSPhysObject child)
|
protected abstract 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.
|
// 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
|
// 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.
|
// it's still connected to the linkset.
|
||||||
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
|
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
|
||||||
// also has to be updated (like pointer to prim's parent).
|
// also has to be updated (like pointer to prim's parent).
|
||||||
private void RemoveChildFromOtherLinkset(BSPhysObject pchild)
|
protected abstract void RemoveChildFromOtherLinkset(BSPhysObject pchild);
|
||||||
{
|
|
||||||
pchild.Linkset = new BSLinkset(PhysicsScene, pchild);
|
|
||||||
RemoveChildFromLinkset(pchild);
|
|
||||||
}
|
|
||||||
|
|
||||||
// I am the root of a linkset and one of my children is being removed.
|
// 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.
|
// Safe to call even if the child is not really in my linkset.
|
||||||
private void RemoveChildFromLinkset(BSPhysObject child)
|
protected abstract 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;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Invoke the detailed logger and output something if it's enabled.
|
// 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)
|
if (PhysicsScene.PhysicsLogging.Enabled)
|
||||||
PhysicsScene.DetailLog(msg, args);
|
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;
|
PhysObjectName = name;
|
||||||
TypeName = typeName;
|
TypeName = typeName;
|
||||||
|
|
||||||
Linkset = new BSLinkset(PhysicsScene, this);
|
Linkset = BSLinkset.Factory(PhysicsScene, this);
|
||||||
LastAssetBuildFailed = false;
|
LastAssetBuildFailed = false;
|
||||||
|
|
||||||
CollisionCollection = new CollisionEventUpdate();
|
CollisionCollection = new CollisionEventUpdate();
|
||||||
|
|
|
@ -173,6 +173,7 @@ public sealed class BSPrim : BSPhysObject
|
||||||
}
|
}
|
||||||
public override bool ForceBodyShapeRebuild(bool inTaintTime)
|
public override bool ForceBodyShapeRebuild(bool inTaintTime)
|
||||||
{
|
{
|
||||||
|
LastAssetBuildFailed = false;
|
||||||
BSScene.TaintCallback rebuildOperation = delegate()
|
BSScene.TaintCallback rebuildOperation = delegate()
|
||||||
{
|
{
|
||||||
_mass = CalculateMass(); // changing the shape changes the mass
|
_mass = CalculateMass(); // changing the shape changes the mass
|
||||||
|
@ -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
|
// 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.
|
// Vehicle code changes the parameters for this vehicle type.
|
||||||
this._vehicle.ProcessTypeChange(type);
|
_vehicle.ProcessTypeChange(type);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1245,12 +1246,13 @@ public sealed class BSPrim : BSPhysObject
|
||||||
FillShapeInfo(out shapeData);
|
FillShapeInfo(out shapeData);
|
||||||
|
|
||||||
// If this prim is part of a linkset, we must remove and restore the physical
|
// 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;
|
bool needToRestoreLinkset = false;
|
||||||
|
|
||||||
// Create the correct physical representation for this type of object.
|
// Create the correct physical representation for this type of object.
|
||||||
// Updates BSBody and BSShape with the new information.
|
// Updates BSBody and BSShape with the new information.
|
||||||
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
|
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
|
||||||
|
// Returns 'true' if either the body or the shape was changed.
|
||||||
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
|
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
|
||||||
null, delegate(BulletBody dBody)
|
null, delegate(BulletBody dBody)
|
||||||
{
|
{
|
||||||
|
@ -1354,7 +1356,7 @@ public sealed class BSPrim : BSPhysObject
|
||||||
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||||
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
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();
|
base.RequestPhysicsterseUpdate();
|
||||||
}
|
}
|
||||||
|
@ -1367,8 +1369,8 @@ public sealed class BSPrim : BSPhysObject
|
||||||
entprop.Acceleration, entprop.RotationalVelocity);
|
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);
|
Linkset.UpdateProperties(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -716,6 +716,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
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);
|
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.
|
// Add the Flush() if debugging crashes to get all the messages written out.
|
||||||
// PhysicsLogging.Flush();
|
// 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";
|
public const string DetailLogZero = "0000000000";
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -36,7 +36,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
||||||
{
|
{
|
||||||
public class BSShapeCollection : IDisposable
|
public class BSShapeCollection : IDisposable
|
||||||
{
|
{
|
||||||
// private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
|
private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
|
||||||
|
|
||||||
protected BSScene PhysicsScene { get; set; }
|
protected BSScene PhysicsScene { get; set; }
|
||||||
|
|
||||||
|
@ -434,16 +434,26 @@ public class BSShapeCollection : IDisposable
|
||||||
ShapeData shapeData, ShapeData.FixedShapeKey shapeKey)
|
ShapeData shapeData, ShapeData.FixedShapeKey shapeKey)
|
||||||
{
|
{
|
||||||
BulletShape newShape;
|
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)
|
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||||
{
|
{
|
||||||
newShape = new BulletShape(
|
newShape = new BulletShape(
|
||||||
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale),
|
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, nativeShapeData.Scale), shapeType);
|
||||||
shapeType);
|
DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", nativeShapeData.ID, nativeShapeData.Scale);
|
||||||
}
|
}
|
||||||
else
|
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.shapeKey = (System.UInt64)shapeKey;
|
||||||
newShape.isNativeShape = true;
|
newShape.isNativeShape = true;
|
||||||
|
@ -698,19 +708,26 @@ public class BSShapeCollection : IDisposable
|
||||||
return ComputeShapeKey(shapeData, pbs, out lod);
|
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)
|
private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs)
|
||||||
{
|
{
|
||||||
// If the shape was successfully created, nothing more to do
|
// If the shape was successfully created, nothing more to do
|
||||||
if (newShape.ptr != IntPtr.Zero)
|
if (newShape.ptr != IntPtr.Zero)
|
||||||
return newShape;
|
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 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)
|
if (pbs.SculptEntry && !prim.LastAssetBuildFailed && pbs.SculptTexture != OMV.UUID.Zero)
|
||||||
{
|
{
|
||||||
prim.LastAssetBuildFailed = true;
|
prim.LastAssetBuildFailed = true;
|
||||||
BSPhysObject xprim = prim;
|
BSPhysObject xprim = prim;
|
||||||
|
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}",
|
||||||
|
LogHeader, shapeData.ID.ToString("X"), prim.LastAssetBuildFailed);
|
||||||
Util.FireAndForget(delegate
|
Util.FireAndForget(delegate
|
||||||
{
|
{
|
||||||
RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
|
RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
|
||||||
|
@ -724,20 +741,28 @@ public class BSShapeCollection : IDisposable
|
||||||
if (yprim.BaseShape.SculptTexture.ToString() != asset.ID)
|
if (yprim.BaseShape.SculptTexture.ToString() != asset.ID)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
yprim.BaseShape.SculptData = new byte[asset.Data.Length];
|
yprim.BaseShape.SculptData = asset.Data;
|
||||||
asset.Data.CopyTo(yprim.BaseShape.SculptData, 0);
|
|
||||||
// This will cause the prim to see that the filler shape is not the right
|
// This will cause the prim to see that the filler shape is not the right
|
||||||
// one and try again to build the object.
|
// 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);
|
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.
|
// While we figure out the real problem, stick a simple native shape on the object.
|
||||||
BulletShape fillinShape =
|
BulletShape fillinShape =
|
||||||
BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_SPHERE, shapeData, ShapeData.FixedShapeKey.KEY_SPHERE);
|
BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_BOX, shapeData, ShapeData.FixedShapeKey.KEY_BOX);
|
||||||
|
|
||||||
return fillinShape;
|
return fillinShape;
|
||||||
}
|
}
|
||||||
|
|
|
@ -201,9 +201,7 @@ public class BSTerrainManager
|
||||||
// If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
|
// 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.
|
// terrain shape is created and added to the body.
|
||||||
// This call is most often used to update the heightMap and parameters of the terrain.
|
// 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
|
// (The above does suggest that some simplification/refactoring is in order.)
|
||||||
// calling this routine from initialization or taint-time routines) or whether to delay
|
|
||||||
// all the unmanaged activities to taint-time.
|
|
||||||
private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
|
private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
|
||||||
{
|
{
|
||||||
DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
|
DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
|
||||||
|
|
Loading…
Reference in New Issue