diff --git a/OpenSim/Region/CoreModules/Framework/Statistics/Logging/BinaryLoggingModule.cs b/OpenSim/Region/CoreModules/Framework/Statistics/Logging/BinaryLoggingModule.cs
index a75ff6234e..fb74cc6d72 100644
--- a/OpenSim/Region/CoreModules/Framework/Statistics/Logging/BinaryLoggingModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Statistics/Logging/BinaryLoggingModule.cs
@@ -39,7 +39,7 @@ using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
-namespace OpenSim.Region.CoreModules.Avatar.Attachments
+namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BinaryLoggingModule")]
public class BinaryLoggingModule : INonSharedRegionModule
diff --git a/OpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs b/OpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs
new file mode 100755
index 0000000000..65e4c90ba5
--- /dev/null
+++ b/OpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs
@@ -0,0 +1,161 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.IO;
+using System.Text;
+using log4net;
+
+namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
+{
+ ///
+ /// Class for writing a high performance, high volume log file.
+ /// Sometimes, to debug, one has a high volume logging to do and the regular
+ /// log file output is not appropriate.
+ /// Create a new instance with the parameters needed and
+ /// call Write() to output a line. Call Close() when finished.
+ /// If created with no parameters, it will not log anything.
+ ///
+ public class LogWriter : IDisposable
+ {
+ public bool Enabled { get; private set; }
+
+ private string m_logDirectory = ".";
+ private int m_logMaxFileTimeMin = 5; // 5 minutes
+ public String LogFileHeader { get; set; }
+
+ private StreamWriter m_logFile = null;
+ private TimeSpan m_logFileLife;
+ private DateTime m_logFileEndTime;
+ private Object m_logFileWriteLock = new Object();
+
+ // set externally when debugging. If let 'null', this does not write any error messages.
+ public ILog ErrorLogger = null;
+ private string LogHeader = "[LOG WRITER]";
+
+ ///
+ /// Create a log writer that will not write anything. Good for when not enabled
+ /// but the write statements are still in the code.
+ ///
+ public LogWriter()
+ {
+ Enabled = false;
+ m_logFile = null;
+ }
+
+ ///
+ /// Create a log writer instance.
+ ///
+ /// The directory to create the log file in. May be 'null' for default.
+ /// The characters that begin the log file name. May be 'null' for default.
+ /// Maximum age of a log file in minutes. If zero, will set default.
+ public LogWriter(string dir, string headr, int maxFileTime)
+ {
+ m_logDirectory = dir == null ? "." : dir;
+
+ LogFileHeader = headr == null ? "log-" : headr;
+
+ m_logMaxFileTimeMin = maxFileTime;
+ if (m_logMaxFileTimeMin < 1)
+ m_logMaxFileTimeMin = 5;
+
+ m_logFileLife = new TimeSpan(0, m_logMaxFileTimeMin, 0);
+ m_logFileEndTime = DateTime.Now + m_logFileLife;
+
+ Enabled = true;
+ }
+
+ public void Dispose()
+ {
+ this.Close();
+ }
+
+ public void Close()
+ {
+ Enabled = false;
+ if (m_logFile != null)
+ {
+ m_logFile.Close();
+ m_logFile.Dispose();
+ m_logFile = null;
+ }
+ }
+
+ public void Write(string line, params object[] args)
+ {
+ if (!Enabled) return;
+ Write(String.Format(line, args));
+ }
+
+ public void Write(string line)
+ {
+ if (!Enabled) return;
+ try
+ {
+ lock (m_logFileWriteLock)
+ {
+ DateTime now = DateTime.Now;
+ if (m_logFile == null || now > m_logFileEndTime)
+ {
+ if (m_logFile != null)
+ {
+ m_logFile.Close();
+ m_logFile.Dispose();
+ m_logFile = null;
+ }
+
+ // First log file or time has expired, start writing to a new log file
+ m_logFileEndTime = now + m_logFileLife;
+ string path = (m_logDirectory.Length > 0 ? m_logDirectory
+ + System.IO.Path.DirectorySeparatorChar.ToString() : "")
+ + String.Format("{0}{1}.log", LogFileHeader, now.ToString("yyyyMMddHHmmss"));
+ m_logFile = new StreamWriter(File.Open(path, FileMode.Append, FileAccess.Write));
+ }
+ if (m_logFile != null)
+ {
+ StringBuilder buff = new StringBuilder(line.Length + 25);
+ buff.Append(now.ToString("yyyyMMddHHmmssfff"));
+ // buff.Append(now.ToString("yyyyMMddHHmmss"));
+ buff.Append(",");
+ buff.Append(line);
+ buff.Append("\r\n");
+ m_logFile.Write(buff.ToString());
+ }
+ }
+ }
+ catch (Exception e)
+ {
+ if (ErrorLogger != null)
+ {
+ ErrorLogger.ErrorFormat("{0}: FAILURE WRITING TO LOGFILE: {1}", LogHeader, e);
+ }
+ Enabled = false;
+ }
+ return;
+ }
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index dc0c0083f8..09e1f0c022 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -41,7 +41,7 @@ public class BSCharacter : PhysicsActor
private BSScene _scene;
private String _avName;
- private bool _stopped;
+ // private bool _stopped;
private Vector3 _size;
private Vector3 _scale;
private PrimitiveBaseShape _pbs;
@@ -134,9 +134,9 @@ public class BSCharacter : PhysicsActor
{
base.RequestPhysicsterseUpdate();
}
-
+ // No one calls this method so I don't know what it could possibly mean
public override bool Stopped {
- get { return _stopped; }
+ get { return false; }
}
public override Vector3 Size {
get { return _size; }
@@ -391,52 +391,47 @@ public class BSCharacter : PhysicsActor
_mass = _density * _avatarVolume;
}
- // Set to 'true' if the individual changed items should be checked
- // (someday RequestPhysicsTerseUpdate() will take a bitmap of changed properties)
- const bool SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES = false;
-
// The physics engine says that properties have updated. Update same and inform
// the world that things have changed.
public void UpdateProperties(EntityProperties entprop)
{
+ /*
bool changed = false;
- if (SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES) {
- // we assign to the local variables so the normal set action does not happen
- if (_position != entprop.Position) {
- _position = entprop.Position;
- changed = true;
- }
- if (_orientation != entprop.Rotation) {
- _orientation = entprop.Rotation;
- changed = true;
- }
- if (_velocity != entprop.Velocity) {
- _velocity = entprop.Velocity;
- changed = true;
- }
- if (_acceleration != entprop.Acceleration) {
- _acceleration = entprop.Acceleration;
- changed = true;
- }
- if (_rotationalVelocity != entprop.RotationalVelocity) {
- _rotationalVelocity = entprop.RotationalVelocity;
- changed = true;
- }
- if (changed) {
- // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
- // Avatar movement is not done by generating this event. There is code in the heartbeat
- // loop that updates avatars.
- // base.RequestPhysicsterseUpdate();
- }
- }
- else {
+ // we assign to the local variables so the normal set action does not happen
+ if (_position != entprop.Position) {
_position = entprop.Position;
+ changed = true;
+ }
+ if (_orientation != entprop.Rotation) {
_orientation = entprop.Rotation;
+ changed = true;
+ }
+ if (_velocity != entprop.Velocity) {
_velocity = entprop.Velocity;
+ changed = true;
+ }
+ if (_acceleration != entprop.Acceleration) {
_acceleration = entprop.Acceleration;
+ changed = true;
+ }
+ if (_rotationalVelocity != entprop.RotationalVelocity) {
_rotationalVelocity = entprop.RotationalVelocity;
+ changed = true;
+ }
+ if (changed) {
+ // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
+ // Avatar movement is not done by generating this event. There is code in the heartbeat
+ // loop that updates avatars.
// base.RequestPhysicsterseUpdate();
}
+ */
+ _position = entprop.Position;
+ _orientation = entprop.Rotation;
+ _velocity = entprop.Velocity;
+ _acceleration = entprop.Acceleration;
+ _rotationalVelocity = entprop.RotationalVelocity;
+ // Avatars don't report theirr changes the usual way. Changes are checked for in the heartbeat loop.
+ // base.RequestPhysicsterseUpdate();
}
// Called by the scene when a collision with this object is reported
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index eb20eb3daa..c197e61ee8 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -57,7 +57,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
private int frcount = 0; // Used to limit dynamics debug output to
// every 100th frame
- // private BSScene m_parentScene = null;
private BSPrim m_prim; // the prim this dynamic controller belongs to
// Vehicle properties
@@ -131,8 +130,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_type = Vehicle.TYPE_NONE;
}
- internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
+ internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep)
{
+ DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam)
{
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
@@ -229,8 +229,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
}//end ProcessFloatVehicleParam
- internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
+ internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep)
{
+ DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam)
{
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
@@ -265,6 +266,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
{
+ DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam)
{
case Vehicle.REFERENCE_FRAME:
@@ -278,6 +280,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessVehicleFlags(int pParam, bool remove)
{
+ DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove);
if (remove)
{
if (pParam == -1)
@@ -434,6 +437,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessTypeChange(Vehicle pType)
{
+ DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
// Set Defaults For Type
m_type = pType;
switch (pType)
@@ -594,11 +598,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
break;
-
}
}//end SetDefaultsForType
- internal void Step(float pTimestep, BSScene pParentScene)
+ internal void Step(float pTimestep)
{
if (m_type == Vehicle.TYPE_NONE) return;
@@ -606,21 +609,34 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (frcount > 100)
frcount = 0;
- MoveLinear(pTimestep, pParentScene);
+ MoveLinear(pTimestep);
MoveAngular(pTimestep);
LimitRotation(pTimestep);
+
+ DetailLog("{0},Dynamics,done,pos={1},force={2},velocity={3},angvel={4}",
+ m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity);
}// end Step
- private void MoveLinear(float pTimestep, BSScene _pParentScene)
+ private void MoveLinear(float pTimestep)
{
- if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
+ // requested m_linearMotorDirection is significant
+ // if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
+ if (m_linearMotorDirection.LengthSquared() > 0.0001f)
{
+ Vector3 origDir = m_linearMotorDirection;
+ Vector3 origVel = m_lastLinearVelocityVector;
+
// add drive to body
- Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
- m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
+ // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
+ Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale);
+ // lastLinearVelocityVector is the current body velocity vector?
+ // RA: Not sure what the *10 is for. A correction for pTimestep?
+ // m_lastLinearVelocityVector += (addAmount*10);
+ m_lastLinearVelocityVector += addAmount;
// This will work temporarily, but we really need to compare speed on an axis
// KF: Limit body velocity to applied velocity?
+ // Limit the velocity vector to less than the last set linear motor direction
if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
@@ -630,76 +646,93 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// decay applied velocity
Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
- //Console.WriteLine("decay: " + decayfraction);
m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
- //Console.WriteLine("actual: " + m_linearMotorDirection);
+
+ /*
+ Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale;
+ m_lastLinearVelocityVector += addAmount;
+
+ float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale);
+ m_linearMotorDirection *= decayfraction;
+
+ */
+
+ DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}",
+ m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
}
else
- { // requested is not significant
- // if what remains of applied is small, zero it.
- if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
- m_lastLinearVelocityVector = Vector3.Zero;
+ {
+ // if what remains of applied is small, zero it.
+ // if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
+ // m_lastLinearVelocityVector = Vector3.Zero;
+ m_linearMotorDirection = Vector3.Zero;
+ m_lastLinearVelocityVector = Vector3.Zero;
}
// convert requested object velocity to world-referenced vector
- m_dir = m_lastLinearVelocityVector;
- Quaternion rot = m_prim.Orientation;
- Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
- m_dir *= rotq; // apply obj rotation to velocity vector
+ Quaternion rotq = m_prim.Orientation;
+ m_dir = m_lastLinearVelocityVector * rotq;
- // add Gravity andBuoyancy
+ // Add the various forces into m_dir which will be our new direction vector (velocity)
+
+ // add Gravity and Buoyancy
// KF: So far I have found no good method to combine a script-requested
// .Z velocity and gravity. Therefore only 0g will used script-requested
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
Vector3 grav = Vector3.Zero;
- // There is some gravity, make a gravity force vector
- // that is applied after object velocity.
- float objMass = m_prim.Mass;
+ // There is some gravity, make a gravity force vector that is applied after object velocity.
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
- grav.Z = _pParentScene.DefaultGravity.Z * objMass * (1f - m_VehicleBuoyancy);
+ grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy);
// Preserve the current Z velocity
Vector3 vel_now = m_prim.Velocity;
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
Vector3 pos = m_prim.Position;
+ Vector3 posChange = pos;
// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
- Vector3 posChange = new Vector3();
- posChange.X = pos.X - m_lastPositionVector.X;
- posChange.Y = pos.Y - m_lastPositionVector.Y;
- posChange.Z = pos.Z - m_lastPositionVector.Z;
double Zchange = Math.Abs(posChange.Z);
if (m_BlockingEndPoint != Vector3.Zero)
{
+ bool changed = false;
if (pos.X >= (m_BlockingEndPoint.X - (float)1))
{
pos.X -= posChange.X + 1;
- m_prim.Position = pos;
+ changed = true;
}
if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
{
pos.Y -= posChange.Y + 1;
- m_prim.Position = pos;
+ changed = true;
}
if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
{
pos.Z -= posChange.Z + 1;
- m_prim.Position = pos;
+ changed = true;
}
if (pos.X <= 0)
{
pos.X += posChange.X + 1;
- m_prim.Position = pos;
+ changed = true;
}
if (pos.Y <= 0)
{
pos.Y += posChange.Y + 1;
+ changed = true;
+ }
+ if (changed)
+ {
m_prim.Position = pos;
+ DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
+ m_prim.LocalID, m_BlockingEndPoint, posChange, pos);
}
}
- if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y))
+
+ // If below the terrain, move us above the ground a little.
+ if (pos.Z < m_prim.Scene.GetTerrainHeightAtXYZ(pos))
{
- pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2;
+ pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2;
m_prim.Position = pos;
+ DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos);
}
// Check if hovering
@@ -708,11 +741,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// We should hover, get the target height
if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0)
{
- m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
+ m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight;
}
if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
{
- m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
+ m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
}
if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
{
@@ -746,6 +779,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
}
+ DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight);
+
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
// m_VhoverTimescale = 0f; // time to acheive height
// pTimestep is time since last frame,in secs
@@ -774,12 +809,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
grav.Z = (float)(grav.Z * 1.125);
}
- float terraintemp = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
+ float terraintemp = m_prim.Scene.GetTerrainHeightAtXYZ(pos);
float postemp = (pos.Z - terraintemp);
if (postemp > 2.5f)
{
grav.Z = (float)(grav.Z * 1.037125);
}
+ DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
//End Experimental Values
}
if ((m_flags & (VehicleFlag.NO_X)) != 0)
@@ -800,32 +836,39 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Apply velocity
m_prim.Velocity = m_dir;
// apply gravity force
- m_prim.Force = grav;
+ // Why is this set here? The physics engine already does gravity.
+ // m_prim.AddForce(grav, false);
+ // m_prim.Force = grav;
-
- // apply friction
+ // Apply friction
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
+
+ DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}",
+ m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount);
+
} // end MoveLinear()
private void MoveAngular(float pTimestep)
{
- /*
- private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
- private int m_angularMotorApply = 0; // application frame counter
- private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down)
- private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
- private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
- private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
- private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
- */
+ // m_angularMotorDirection // angular velocity requested by LSL motor
+ // m_angularMotorApply // application frame counter
+ // m_angularMotorVelocity // current angular motor velocity (ramps up and down)
+ // m_angularMotorTimescale // motor angular velocity ramp up rate
+ // m_angularMotorDecayTimescale // motor angular velocity decay rate
+ // m_angularFrictionTimescale // body angular velocity decay rate
+ // m_lastAngularVelocity // what was last applied to body
// Get what the body is doing, this includes 'external' influences
Vector3 angularVelocity = m_prim.RotationalVelocity;
- // Vector3 angularVelocity = Vector3.Zero;
if (m_angularMotorApply > 0)
{
+ // Rather than snapping the angular motor velocity from the old value to
+ // a newly set velocity, this routine steps the value from the previous
+ // value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection).
+ // There are m_angularMotorApply steps.
+ Vector3 origAngularVelocity = m_angularMotorVelocity;
// ramp up to new value
// current velocity += error / (time to get there / step interval)
// requested speed - last motor speed
@@ -833,23 +876,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
+ DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}",
+ m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
+
m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
// velocity may still be acheived.
}
else
{
- // no motor recently applied, keep the body velocity
- /* m_angularMotorVelocity.X = angularVelocity.X;
- m_angularMotorVelocity.Y = angularVelocity.Y;
- m_angularMotorVelocity.Z = angularVelocity.Z; */
-
+ // No motor recently applied, keep the body velocity
// and decay the velocity
m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
} // end motor section
// Vertical attractor section
Vector3 vertattr = Vector3.Zero;
-
if (m_verticalAttractionTimescale < 300)
{
float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
@@ -871,7 +912,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Error is 0 (no error) to +/- 2 (max error)
// scale it by VAservo
verterr = verterr * VAservo;
-//if (frcount == 0) Console.WriteLine("VAerr=" + verterr);
// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
// Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
@@ -884,11 +924,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
vertattr.X += bounce * angularVelocity.X;
vertattr.Y += bounce * angularVelocity.Y;
+ DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
+ m_prim.LocalID, verterr, bounce, vertattr);
+
} // else vertical attractor is off
- // m_lastVertAttractor = vertattr;
+ // m_lastVertAttractor = vertattr;
// Bank section tba
+
// Deflection section tba
// Sum velocities
@@ -898,11 +942,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
m_lastAngularVelocity.X = 0;
m_lastAngularVelocity.Y = 0;
+ DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
}
if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
{
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
+ DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
}
// apply friction
@@ -912,10 +958,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Apply to the body
m_prim.RotationalVelocity = m_lastAngularVelocity;
+ DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity);
} //end MoveAngular
+
internal void LimitRotation(float timestep)
{
- Quaternion rotq = m_prim.Orientation; // rotq = rotation of object
+ Quaternion rotq = m_prim.Orientation;
Quaternion m_rot = rotq;
bool changed = false;
if (m_RollreferenceFrame != Quaternion.Identity)
@@ -923,18 +971,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (rotq.X >= m_RollreferenceFrame.X)
{
m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2);
+ changed = true;
}
if (rotq.Y >= m_RollreferenceFrame.Y)
{
m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2);
+ changed = true;
}
if (rotq.X <= -m_RollreferenceFrame.X)
{
m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2);
+ changed = true;
}
if (rotq.Y <= -m_RollreferenceFrame.Y)
{
m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2);
+ changed = true;
}
changed = true;
}
@@ -944,8 +996,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_rot.Y = 0;
changed = true;
}
+ if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
+ {
+ m_rot.X = 0;
+ m_rot.Y = 0;
+ changed = true;
+ }
if (changed)
m_prim.Orientation = m_rot;
+
+ DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot);
+ }
+
+ // Invoke the detailed logger and output something if it's enabled.
+ private void DetailLog(string msg, params Object[] args)
+ {
+ if (m_prim.Scene.VehicleLoggingEnabled)
+ m_prim.Scene.PhysicsLogging.Write(msg, args);
}
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 130f1ca145..71a430391e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -42,6 +42,8 @@ public sealed class BSPrim : PhysicsActor
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS PRIM]";
+ private void DebugLog(string mm, params Object[] xx) { if (_scene.shouldDebugLog) m_log.DebugFormat(mm, xx); }
+
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
private ShapeData.PhysicsShapeType _shapeType;
@@ -50,6 +52,7 @@ public sealed class BSPrim : PhysicsActor
private List _hulls;
private BSScene _scene;
+ public BSScene Scene { get { return _scene; } }
private String _avName;
private uint _localID = 0;
@@ -86,8 +89,8 @@ public sealed class BSPrim : PhysicsActor
private bool _kinematic;
private float _buoyancy;
- private List _childrenPrims;
private BSPrim _parentPrim;
+ private List _childrenPrims;
private int _subscribedEventsMs = 0;
private int _nextCollisionOkTime = 0;
@@ -145,9 +148,19 @@ public sealed class BSPrim : PhysicsActor
public void Destroy()
{
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
+ // DetailLog("{0},Destroy", LocalID);
// Undo any vehicle properties
_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
_scene.RemoveVehiclePrim(this); // just to make sure
+
+ // undo any dependance with/on other objects
+ if (_parentPrim != null)
+ {
+ // If I'm someone's child, tell them to forget about me.
+ _parentPrim.RemoveChildFromLinkset(this);
+ _parentPrim = null;
+ }
+
_scene.TaintedObject(delegate()
{
// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
@@ -202,7 +215,8 @@ public sealed class BSPrim : PhysicsActor
// link me to the specified parent
public override void link(PhysicsActor obj) {
BSPrim parent = obj as BSPrim;
- // m_log.DebugFormat("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
+ DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
+ DetailLog("{0},link,parent={1}", LocalID, obj.LocalID);
// TODO: decide if this parent checking needs to happen at taint time
if (_parentPrim == null)
{
@@ -225,7 +239,7 @@ public sealed class BSPrim : PhysicsActor
else
{
// asking to reparent a prim should not happen
- m_log.ErrorFormat("{0}: Reparenting a prim. ", LogHeader);
+ m_log.ErrorFormat("{0}: link(): Reparenting a prim. ", LogHeader);
}
}
}
@@ -236,7 +250,9 @@ public sealed class BSPrim : PhysicsActor
public override void delink() {
// TODO: decide if this parent checking needs to happen at taint time
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
- // m_log.DebugFormat("{0}: delink {1}/{2}", LogHeader, _avName, _localID);
+ DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
+ (_parentPrim==null ? "NULL" : _parentPrim._avName+"/"+_parentPrim.LocalID.ToString()));
+ DetailLog("{0},delink,parent={1}", LocalID, (_parentPrim==null ? "NULL" : _parentPrim.LocalID.ToString()));
if (_parentPrim != null)
{
_parentPrim.RemoveChildFromLinkset(this);
@@ -252,8 +268,10 @@ public sealed class BSPrim : PhysicsActor
{
if (!_childrenPrims.Contains(child))
{
+ DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, this.LocalID);
+ DetailLog("{0},AddChildToLinkset,child={1}", LocalID, pchild.LocalID);
_childrenPrims.Add(child);
- child.ParentPrim = this; // the child has gained a parent
+ child._parentPrim = this; // the child has gained a parent
RecreateGeomAndObject(); // rebuild my shape with the new child added
}
});
@@ -269,9 +287,14 @@ public sealed class BSPrim : PhysicsActor
{
if (_childrenPrims.Contains(child))
{
- BulletSimAPI.RemoveConstraint(_scene.WorldID, child.LocalID, this.LocalID);
+ DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
+ DetailLog("{0},RemoveChildToLinkset,child={1}", LocalID, pchild.LocalID);
+ if (!BulletSimAPI.RemoveConstraintByID(_scene.WorldID, child.LocalID))
+ {
+ m_log.ErrorFormat("{0}: RemoveChildFromLinkset: Failed remove constraint for {1}", LogHeader, child.LocalID);
+ }
_childrenPrims.Remove(child);
- child.ParentPrim = null; // the child has lost its parent
+ child._parentPrim = null; // the child has lost its parent
RecreateGeomAndObject(); // rebuild my shape with the child removed
}
else
@@ -282,11 +305,6 @@ public sealed class BSPrim : PhysicsActor
return;
}
- public BSPrim ParentPrim
- {
- set { _parentPrim = value; }
- }
-
// return true if we are the root of a linkset (there are children to manage)
public bool IsRootOfLinkset
{
@@ -304,20 +322,28 @@ public sealed class BSPrim : PhysicsActor
base.RequestPhysicsterseUpdate();
}
- public override void LockAngularMotion(OMV.Vector3 axis) { return; }
+ public override void LockAngularMotion(OMV.Vector3 axis)
+ {
+ DetailLog("{0},LockAngularMotion,call,axis={1}", LocalID, axis);
+ return;
+ }
public override OMV.Vector3 Position {
get {
- // don't do the following GetObjectPosition because this function is called a zillion times
+ // child prims move around based on their parent. Need to get the latest location
+ if (_parentPrim != null)
+ _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
+ // don't do the GetObjectPosition for root elements because this function is called a zillion times
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
return _position;
}
set {
_position = value;
+ // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
_scene.TaintedObject(delegate()
{
+ DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
- // m_log.DebugFormat("{0}: setPosition: id={1}, position={2}", LogHeader, _localID, _position);
});
}
}
@@ -330,6 +356,7 @@ public sealed class BSPrim : PhysicsActor
_force = value;
_scene.TaintedObject(delegate()
{
+ DetailLog("{0},SetForce,taint,force={1}", LocalID, _force);
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
});
}
@@ -341,15 +368,23 @@ public sealed class BSPrim : PhysicsActor
}
set {
Vehicle type = (Vehicle)value;
- _vehicle.ProcessTypeChange(type);
_scene.TaintedObject(delegate()
{
+ DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type);
+ _vehicle.ProcessTypeChange(type);
if (type == Vehicle.TYPE_NONE)
{
_scene.RemoveVehiclePrim(this);
}
else
{
+ _scene.TaintedObject(delegate()
+ {
+ // Tell the physics engine to clear state
+ IntPtr obj = BulletSimAPI.GetBodyHandleWorldID2(_scene.WorldID, LocalID);
+ BulletSimAPI.ClearForces2(obj);
+ });
+
// make it so the scene will call us each tick to do vehicle things
_scene.AddVehiclePrim(this);
}
@@ -359,37 +394,52 @@ public sealed class BSPrim : PhysicsActor
}
public override void VehicleFloatParam(int param, float value)
{
- _vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
+ m_log.DebugFormat("{0} VehicleFloatParam. {1} <= {2}", LogHeader, param, value);
+ _scene.TaintedObject(delegate()
+ {
+ _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
+ });
}
public override void VehicleVectorParam(int param, OMV.Vector3 value)
{
- _vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
+ m_log.DebugFormat("{0} VehicleVectorParam. {1} <= {2}", LogHeader, param, value);
+ _scene.TaintedObject(delegate()
+ {
+ _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
+ });
}
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
{
- _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
+ m_log.DebugFormat("{0} VehicleRotationParam. {1} <= {2}", LogHeader, param, rotation);
+ _scene.TaintedObject(delegate()
+ {
+ _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
+ });
}
public override void VehicleFlags(int param, bool remove)
{
- _vehicle.ProcessVehicleFlags(param, remove);
+ m_log.DebugFormat("{0} VehicleFlags. {1}. Remove={2}", LogHeader, param, remove);
+ _scene.TaintedObject(delegate()
+ {
+ _vehicle.ProcessVehicleFlags(param, remove);
+ });
}
- // Called each simulation step to advance vehicle characteristics
+
+ // Called each simulation step to advance vehicle characteristics.
+ // Called from Scene when doing simulation step so we're in taint processing time.
public void StepVehicle(float timeStep)
{
- _vehicle.Step(timeStep, _scene);
+ _vehicle.Step(timeStep);
}
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
public override void SetVolumeDetect(int param) {
bool newValue = (param != 0);
- if (_isVolumeDetect != newValue)
+ _isVolumeDetect = newValue;
+ _scene.TaintedObject(delegate()
{
- _isVolumeDetect = newValue;
- _scene.TaintedObject(delegate()
- {
- SetObjectDynamic();
- });
- }
+ SetObjectDynamic();
+ });
return;
}
@@ -397,9 +447,11 @@ public sealed class BSPrim : PhysicsActor
public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
public override OMV.Vector3 Velocity {
get { return _velocity; }
- set { _velocity = value;
+ set {
+ _velocity = value;
_scene.TaintedObject(delegate()
{
+ DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity);
BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
});
}
@@ -407,6 +459,7 @@ public sealed class BSPrim : PhysicsActor
public override OMV.Vector3 Torque {
get { return _torque; }
set { _torque = value;
+ DetailLog("{0},SetTorque,call,torque={1}", LocalID, _torque);
}
}
public override float CollisionScore {
@@ -419,13 +472,21 @@ public sealed class BSPrim : PhysicsActor
set { _acceleration = value; }
}
public override OMV.Quaternion Orientation {
- get { return _orientation; }
+ get {
+ if (_parentPrim != null)
+ {
+ // children move around because tied to parent. Get a fresh value.
+ _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID);
+ }
+ return _orientation;
+ }
set {
_orientation = value;
- // m_log.DebugFormat("{0}: set orientation: id={1}, ori={2}", LogHeader, LocalID, _orientation);
+ // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
_scene.TaintedObject(delegate()
{
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
+ DetailLog("{0},SetOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
@@ -458,8 +519,9 @@ public sealed class BSPrim : PhysicsActor
get { return !IsPhantom && !_isVolumeDetect; }
}
- // make gravity work if the object is physical and not selected
- // no locking here because only called when it is safe
+ // Make gravity work if the object is physical and not selected
+ // No locking here because only called when it is safe
+ // Only called at taint time so it is save to call into Bullet.
private void SetObjectDynamic()
{
// m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
@@ -476,6 +538,7 @@ public sealed class BSPrim : PhysicsActor
RecreateGeomAndObject();
}
+ DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, _mass);
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass);
}
@@ -516,11 +579,24 @@ public sealed class BSPrim : PhysicsActor
set { _floatOnWater = value; }
}
public override OMV.Vector3 RotationalVelocity {
- get { return _rotationalVelocity; }
- set { _rotationalVelocity = value;
+ get {
+ /*
+ OMV.Vector3 pv = OMV.Vector3.Zero;
+ // if close to zero, report zero
+ // This is copied from ODE but I'm not sure why it returns zero but doesn't
+ // zero the property in the physics engine.
+ if (_rotationalVelocity.ApproxEquals(pv, 0.2f))
+ return pv;
+ */
+
+ return _rotationalVelocity;
+ }
+ set {
+ _rotationalVelocity = value;
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
_scene.TaintedObject(delegate()
{
+ DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
});
}
@@ -533,11 +609,13 @@ public sealed class BSPrim : PhysicsActor
}
public override float Buoyancy {
get { return _buoyancy; }
- set { _buoyancy = value;
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
- });
+ set {
+ _buoyancy = value;
+ _scene.TaintedObject(delegate()
+ {
+ DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
+ BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
+ });
}
}
@@ -573,27 +651,45 @@ public sealed class BSPrim : PhysicsActor
public override float APIDStrength { set { return; } }
public override float APIDDamping { set { return; } }
+ private List m_accumulatedForces = new List();
public override void AddForce(OMV.Vector3 force, bool pushforce) {
if (force.IsFinite())
{
- _force.X += force.X;
- _force.Y += force.Y;
- _force.Z += force.Z;
+ // _force += force;
+ lock (m_accumulatedForces)
+ m_accumulatedForces.Add(new OMV.Vector3(force));
}
else
{
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
+ return;
}
_scene.TaintedObject(delegate()
{
- BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
+ lock (m_accumulatedForces)
+ {
+ if (m_accumulatedForces.Count > 0)
+ {
+ OMV.Vector3 fSum = OMV.Vector3.Zero;
+ foreach (OMV.Vector3 v in m_accumulatedForces)
+ {
+ fSum += v;
+ }
+ m_accumulatedForces.Clear();
+
+ DetailLog("{0},SetObjectForce,taint,force={1}", LocalID, fSum);
+ BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, fSum);
+ }
+ }
});
}
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
+ DetailLog("{0},AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
// m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
}
public override void SetMomentum(OMV.Vector3 momentum) {
+ DetailLog("{0},SetMomentum,call,mom={1}", LocalID, momentum);
}
public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms;
@@ -918,6 +1014,7 @@ public sealed class BSPrim : PhysicsActor
{
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
+ DetailLog("{0},CreateGeom,sphere", LocalID);
// Bullet native objects are scaled by the Bullet engine so pass the size in
_scale = _size;
}
@@ -925,6 +1022,7 @@ public sealed class BSPrim : PhysicsActor
else
{
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size);
+ DetailLog("{0},CreateGeom,box", LocalID);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
_scale = _size;
}
@@ -961,10 +1059,12 @@ public sealed class BSPrim : PhysicsActor
// if this new shape is the same as last time, don't recreate the mesh
if (_meshKey == newMeshKey) return;
+ DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, _meshKey);
// Since we're recreating new, get rid of any previously generated shape
if (_meshKey != 0)
{
// m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
+ DetailLog("{0},CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
_mesh = null;
_meshKey = 0;
@@ -981,7 +1081,6 @@ public sealed class BSPrim : PhysicsActor
int vi = 0;
foreach (OMV.Vector3 vv in vertices)
{
- // m_log.DebugFormat("{0}: {1}: <{2:0.00}, {3:0.00}, {4:0.00}>", LogHeader, vi / 3, vv.X, vv.Y, vv.Z);
verticesAsFloats[vi++] = vv.X;
verticesAsFloats[vi++] = vv.Y;
verticesAsFloats[vi++] = vv.Z;
@@ -995,6 +1094,7 @@ public sealed class BSPrim : PhysicsActor
_shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
// meshes are already scaled by the meshmerizer
_scale = new OMV.Vector3(1f, 1f, 1f);
+ DetailLog("{0},CreateGeomMesh,done", LocalID);
return;
}
@@ -1008,13 +1108,17 @@ public sealed class BSPrim : PhysicsActor
// if the hull hasn't changed, don't rebuild it
if (newHullKey == _hullKey) return;
+ DetailLog("{0},CreateGeomHull,create,key={1}", LocalID, _meshKey);
+
// Since we're recreating new, get rid of any previously generated shape
if (_hullKey != 0)
{
// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
+ DetailLog("{0},CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
_hullKey = 0;
_hulls.Clear();
+ DetailLog("{0},CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
_mesh = null; // the mesh cannot match either
_meshKey = 0;
@@ -1111,6 +1215,7 @@ public sealed class BSPrim : PhysicsActor
_shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
// meshes are already scaled by the meshmerizer
_scale = new OMV.Vector3(1f, 1f, 1f);
+ DetailLog("{0},CreateGeomHull,done", LocalID);
return;
}
@@ -1129,7 +1234,6 @@ public sealed class BSPrim : PhysicsActor
if (IsRootOfLinkset)
{
// Create a linkset around this object
- // CreateLinksetWithCompoundHull();
CreateLinksetWithConstraints();
}
else
@@ -1191,33 +1295,33 @@ public sealed class BSPrim : PhysicsActor
// TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added
void CreateLinksetWithConstraints()
{
- // m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
+ DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
// remove any constraints that might be in place
foreach (BSPrim prim in _childrenPrims)
{
- // m_log.DebugFormat("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
+ DebugLog("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID);
}
// create constraints between the root prim and each of the children
foreach (BSPrim prim in _childrenPrims)
{
- // m_log.DebugFormat("{0}: CreateLinkset: AddConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
-
// Zero motion for children so they don't interpolate
prim.ZeroMotion();
// relative position normalized to the root prim
- OMV.Vector3 childRelativePosition = (prim._position - this._position) * OMV.Quaternion.Inverse(this._orientation);
+ OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(this._orientation);
+ OMV.Vector3 childRelativePosition = (prim._position - this._position) * invThisOrientation;
// relative rotation of the child to the parent
- OMV.Quaternion relativeRotation = OMV.Quaternion.Inverse(prim._orientation) * this._orientation;
+ OMV.Quaternion childRelativeRotation = invThisOrientation * prim._orientation;
// this is a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
+ DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID,
childRelativePosition,
- relativeRotation,
+ childRelativeRotation,
OMV.Vector3.Zero,
OMV.Quaternion.Identity,
OMV.Vector3.Zero, OMV.Vector3.Zero,
@@ -1252,78 +1356,71 @@ public sealed class BSPrim : PhysicsActor
const float POSITION_TOLERANCE = 0.05f;
const float ACCELERATION_TOLERANCE = 0.01f;
const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
- const bool SHOULD_DAMP_UPDATES = false;
public void UpdateProperties(EntityProperties entprop)
{
+ /*
UpdatedProperties changed = 0;
- if (SHOULD_DAMP_UPDATES)
+ // assign to the local variables so the normal set action does not happen
+ // if (_position != entprop.Position)
+ if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
{
- // assign to the local variables so the normal set action does not happen
- // if (_position != entprop.Position)
- if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
- {
- _position = entprop.Position;
- // m_log.DebugFormat("{0}: UpdateProperties: id={1}, pos = {2}", LogHeader, LocalID, _position);
- changed |= UpdatedProperties.Position;
- }
- // if (_orientation != entprop.Rotation)
- if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
- {
- _orientation = entprop.Rotation;
- // m_log.DebugFormat("{0}: UpdateProperties: id={1}, rot = {2}", LogHeader, LocalID, _orientation);
- changed |= UpdatedProperties.Rotation;
- }
- // if (_velocity != entprop.Velocity)
- if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
- {
- _velocity = entprop.Velocity;
- // m_log.DebugFormat("{0}: UpdateProperties: velocity = {1}", LogHeader, _velocity);
- changed |= UpdatedProperties.Velocity;
- }
- // if (_acceleration != entprop.Acceleration)
- if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
- {
- _acceleration = entprop.Acceleration;
- // m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration);
- changed |= UpdatedProperties.Acceleration;
- }
- // if (_rotationalVelocity != entprop.RotationalVelocity)
- if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
- {
- _rotationalVelocity = entprop.RotationalVelocity;
- // m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity);
- changed |= UpdatedProperties.RotationalVel;
- }
- if (changed != 0)
- {
- // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
- // Only update the position of single objects and linkset roots
- if (this._parentPrim == null)
- {
- // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
- base.RequestPhysicsterseUpdate();
- }
- }
+ _position = entprop.Position;
+ changed |= UpdatedProperties.Position;
}
- else
+ // if (_orientation != entprop.Rotation)
+ if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
{
- // Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
-
- // Only updates only for individual prims and for the root object of a linkset.
+ _orientation = entprop.Rotation;
+ changed |= UpdatedProperties.Rotation;
+ }
+ // if (_velocity != entprop.Velocity)
+ if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
+ {
+ _velocity = entprop.Velocity;
+ changed |= UpdatedProperties.Velocity;
+ }
+ // if (_acceleration != entprop.Acceleration)
+ if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
+ {
+ _acceleration = entprop.Acceleration;
+ changed |= UpdatedProperties.Acceleration;
+ }
+ // if (_rotationalVelocity != entprop.RotationalVelocity)
+ if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
+ {
+ _rotationalVelocity = entprop.RotationalVelocity;
+ changed |= UpdatedProperties.RotationalVel;
+ }
+ if (changed != 0)
+ {
+ // Only update the position of single objects and linkset roots
if (this._parentPrim == null)
{
- // Assign to the local variables so the normal set action does not happen
- _position = entprop.Position;
- _orientation = entprop.Rotation;
- _velocity = entprop.Velocity;
- _acceleration = entprop.Acceleration;
- _rotationalVelocity = entprop.RotationalVelocity;
- // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
- // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
base.RequestPhysicsterseUpdate();
}
}
+ */
+
+ // Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
+
+ // Updates only for individual prims and for the root object of a linkset.
+ if (this._parentPrim == null)
+ {
+ // Assign to the local variables so the normal set action does not happen
+ _position = entprop.Position;
+ _orientation = entprop.Rotation;
+ _velocity = entprop.Velocity;
+ _acceleration = entprop.Acceleration;
+ _rotationalVelocity = entprop.RotationalVelocity;
+
+ // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
+ // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
+ DetailLog("{0},UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
+ LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
+
+ base.RequestPhysicsterseUpdate();
+ }
}
// I've collided with something
@@ -1362,5 +1459,11 @@ public sealed class BSPrim : PhysicsActor
collisionCollection.Clear();
}
}
+
+ // Invoke the detailed logger and output something if it's enabled.
+ private void DetailLog(string msg, params Object[] args)
+ {
+ Scene.PhysicsLogging.Write(msg, args);
+ }
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 417cb5f3f0..87734853df 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -29,12 +29,14 @@ using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
+using OpenSim.Framework;
+using OpenSim.Region.Framework;
+using OpenSim.Region.CoreModules;
+using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging;
+using OpenSim.Region.Physics.Manager;
using Nini.Config;
using log4net;
-using OpenSim.Framework;
-using OpenSim.Region.Physics.Manager;
using OpenMetaverse;
-using OpenSim.Region.Framework;
// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
// Debug linkset
@@ -44,15 +46,17 @@ using OpenSim.Region.Framework;
// Compute physics FPS reasonably
// Based on material, set density and friction
// More efficient memory usage when passing hull information from BSPrim to BulletSim
+// Move all logic out of the C++ code and into the C# code for easier future modifications.
// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
// At the moment, physical and phantom causes object to drop through the terrain
// Physical phantom objects and related typing (collision options )
+// Use collision masks for collision with terrain and phantom objects
// Check out llVolumeDetect. Must do something for that.
// Should prim.link() and prim.delink() membership checking happen at taint time?
+// changing the position and orientation of a linked prim must rebuild the constraint with the root.
// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
-// Use collision masks for collision with terrain and phantom objects
// Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions)
// Implement LockAngularMotion
// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
@@ -60,9 +64,6 @@ using OpenSim.Region.Framework;
// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
// Add PID movement operations. What does ScenePresence.MoveToTarget do?
// Check terrain size. 128 or 127?
-// Multiple contact points on collision?
-// See code in ode::near... calls to collision_accounting_events()
-// (This might not be a problem. ODE collects all the collisions with one object in one tick.)
// Raycast
//
namespace OpenSim.Region.Physics.BulletSPlugin
@@ -72,6 +73,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS SCENE]";
+ private void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); }
+
public string BulletSimVersion = "?";
private Dictionary m_avatars = new Dictionary();
@@ -105,6 +108,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private long m_simulationStep = 0;
public long SimulationStep { get { return m_simulationStep; } }
+ public float LastSimulatedTimestep { get; private set; }
+
// A value of the time now so all the collision and update routines do not have to get their own
// Set to 'now' just before all the prims and actors are called for collisions and updates
private int m_simulationNowTime;
@@ -121,6 +126,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed
private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes
+ public float PID_D { get; private set; } // derivative
+ public float PID_P { get; private set; } // proportional
+
public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
public const uint GROUNDPLANE_ID = 1;
@@ -147,8 +155,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
ConfigurationParameters[] m_params;
GCHandle m_paramsHandle;
+ public bool shouldDebugLog { get; private set; }
+
private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
+ // Sometimes you just have to log everything.
+ public Logging.LogWriter PhysicsLogging;
+ private bool m_physicsLoggingEnabled;
+ private string m_physicsLoggingDir;
+ private string m_physicsLoggingPrefix;
+ private int m_physicsLoggingFileMinutes;
+
+ private bool m_vehicleLoggingEnabled;
+ public bool VehicleLoggingEnabled { get { return m_vehicleLoggingEnabled; } }
+
public BSScene(string identifier)
{
m_initialized = false;
@@ -169,17 +189,32 @@ public class BSScene : PhysicsScene, IPhysicsParameters
m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
+ // Enable very detailed logging.
+ // By creating an empty logger when not logging, the log message invocation code
+ // can be left in and every call doesn't have to check for null.
+ if (m_physicsLoggingEnabled)
+ {
+ PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
+ }
+ else
+ {
+ PhysicsLogging = new Logging.LogWriter();
+ }
+
// Get the version of the DLL
// TODO: this doesn't work yet. Something wrong with marshaling the returned string.
// BulletSimVersion = BulletSimAPI.GetVersion();
// m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion);
// if Debug, enable logging from the unmanaged code
- if (m_log.IsDebugEnabled)
+ if (m_log.IsDebugEnabled || PhysicsLogging.Enabled)
{
m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
- // the handle is saved to it doesn't get freed after this call
- m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
+ if (PhysicsLogging.Enabled)
+ m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog);
+ else
+ m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
+ // the handle is saved in a variable to make sure it doesn't get freed after this call
BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
}
@@ -209,6 +244,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
m_meshLOD = 8f;
m_sculptLOD = 32f;
+ shouldDebugLog = false;
m_detailedStatsStep = 0; // disabled
m_maxSubSteps = 10;
@@ -217,6 +253,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
m_maxUpdatesPerFrame = 2048;
m_maximumObjectMass = 10000.01f;
+ PID_D = 2200f;
+ PID_P = 900f;
+
parms.defaultFriction = 0.5f;
parms.defaultDensity = 10.000006836f; // Aluminum g/cm3
parms.defaultRestitution = 0f;
@@ -261,7 +300,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
_meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", _meshSculptedPrim);
_forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", _forceSimplePrimMeshing);
+ shouldDebugLog = pConfig.GetBoolean("ShouldDebugLog", shouldDebugLog);
m_detailedStatsStep = pConfig.GetInt("DetailedStatsStep", m_detailedStatsStep);
+
m_meshLOD = pConfig.GetFloat("MeshLevelOfDetail", m_meshLOD);
m_sculptLOD = pConfig.GetFloat("SculptLevelOfDetail", m_sculptLOD);
@@ -271,6 +312,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
m_maxUpdatesPerFrame = pConfig.GetInt("MaxUpdatesPerFrame", m_maxUpdatesPerFrame);
m_maximumObjectMass = pConfig.GetFloat("MaxObjectMass", m_maximumObjectMass);
+ PID_D = pConfig.GetFloat("PIDDerivative", PID_D);
+ PID_P = pConfig.GetFloat("PIDProportional", PID_P);
+
parms.defaultFriction = pConfig.GetFloat("DefaultFriction", parms.defaultFriction);
parms.defaultDensity = pConfig.GetFloat("DefaultDensity", parms.defaultDensity);
parms.defaultRestitution = pConfig.GetFloat("DefaultRestitution", parms.defaultRestitution);
@@ -303,6 +347,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters
parms.shouldSplitSimulationIslands = ParamBoolean(pConfig, "ShouldSplitSimulationIslands", parms.shouldSplitSimulationIslands);
parms.shouldEnableFrictionCaching = ParamBoolean(pConfig, "ShouldEnableFrictionCaching", parms.shouldEnableFrictionCaching);
parms.numberOfSolverIterations = pConfig.GetFloat("NumberOfSolverIterations", parms.numberOfSolverIterations);
+
+ // Very detailed logging for physics debugging
+ m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
+ m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
+ m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-");
+ m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
+ // Very detailed logging for vehicle debugging
+ m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
}
}
m_params[0] = parms;
@@ -323,12 +375,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
return ret;
}
-
// Called directly from unmanaged code so don't do much
private void BulletLogger(string msg)
{
m_log.Debug("[BULLETS UNMANAGED]:" + msg);
}
+
+ // Called directly from unmanaged code so don't do much
+ private void BulletLoggerPhysLog(string msg)
+ {
+ PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg);
+ }
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
@@ -347,34 +404,42 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public override void RemoveAvatar(PhysicsActor actor)
{
// m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
- if (actor is BSCharacter)
+ BSCharacter bsactor = actor as BSCharacter;
+ if (bsactor != null)
{
- ((BSCharacter)actor).Destroy();
- }
- try
- {
- lock (m_avatars) m_avatars.Remove(actor.LocalID);
- }
- catch (Exception e)
- {
- m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
+ try
+ {
+ lock (m_avatars) m_avatars.Remove(actor.LocalID);
+ }
+ catch (Exception e)
+ {
+ m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
+ }
+ bsactor.Destroy();
+ // bsactor.dispose();
}
}
public override void RemovePrim(PhysicsActor prim)
{
- // m_log.DebugFormat("{0}: RemovePrim", LogHeader);
- if (prim is BSPrim)
+ BSPrim bsprim = prim as BSPrim;
+ if (bsprim != null)
{
- ((BSPrim)prim).Destroy();
+ m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
+ try
+ {
+ lock (m_prims) m_prims.Remove(bsprim.LocalID);
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
+ }
+ bsprim.Destroy();
+ // bsprim.dispose();
}
- try
+ else
{
- lock (m_prims) m_prims.Remove(prim.LocalID);
- }
- catch (Exception e)
- {
- m_log.WarnFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
+ m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader);
}
}
@@ -400,6 +465,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
int collidersCount;
IntPtr collidersPtr;
+ LastSimulatedTimestep = timeStep;
+
// prevent simulation until we've been initialized
if (!m_initialized) return 10.0f;
@@ -459,7 +526,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
for (int ii = 0; ii < updatedEntityCount; ii++)
{
EntityProperties entprop = m_updateArray[ii];
- // m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position);
BSPrim prim;
if (m_prims.TryGetValue(entprop.ID, out prim))
{
@@ -532,8 +598,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
});
}
+ // Someday we will have complex terrain with caves and tunnels
+ // For the moment, it's flat and convex
+ public float GetTerrainHeightAtXYZ(Vector3 loc)
+ {
+ return GetTerrainHeightAtXY(loc.X, loc.Y);
+ }
+
public float GetTerrainHeightAtXY(float tX, float tY)
{
+ if (tX < 0 || tX >= Constants.RegionSize || tY < 0 || tY >= Constants.RegionSize)
+ return 30;
return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)];
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 086f0dc9d7..babb707b75 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -146,6 +146,22 @@ public struct ConfigurationParameters
public const float numericFalse = 0f;
}
+// Values used by Bullet and BulletSim to control collisions
+public enum CollisionFlags : uint
+{
+ STATIC_OBJECT = 1 << 0,
+ KINEMATIC_OBJECT = 1 << 1,
+ NO_CONTACT_RESPONSE = 1 << 2,
+ CUSTOM_MATERIAL_CALLBACK = 1 << 3,
+ CHARACTER_OBJECT = 1 << 4,
+ DISABLE_VISUALIZE_OBJECT = 1 << 5,
+ DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
+ // Following used by BulletSim to control collisions
+ VOLUME_DETECT_OBJECT = 1 << 10,
+ PHANTOM_OBJECT = 1 << 11,
+ PHYSICAL_OBJECT = 1 << 12,
+};
+
static class BulletSimAPI {
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
@@ -213,6 +229,9 @@ public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetObjectPosition(uint WorldID, uint id);
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern Quaternion GetObjectOrientation(uint WorldID, uint id);
+
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectTranslation(uint worldID, uint id, Vector3 position, Quaternion rotation);
@@ -268,5 +287,37 @@ public static extern void DumpBulletStatistics();
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetDebugLogCallback(DebugLogCallback callback);
+
+// ===============================================================================
+// ===============================================================================
+// ===============================================================================
+// A new version of the API that moves all the logic out of the C++ code and into
+// the C# code. This will make modifications easier for the next person.
+// This interface passes the actual pointers to the objects in the unmanaged
+// address space. All the management (calls for creation/destruction/lookup)
+// is done in the C# code.
+// The names have a 2 tacked on. This will be removed as the code gets rebuilt
+// and the old code is removed from the C# code.
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern IntPtr GetSimHandle2(uint worldID);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern IntPtr GetBodyHandle2(IntPtr sim, uint id);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern IntPtr ClearForces2(IntPtr obj);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern IntPtr SetCollisionFlags2(IntPtr obj, uint flags);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern IntPtr AddToCollisionFlags2(IntPtr obj, uint flags);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, uint flags);
+
}
}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 3844753126..f2c8b6085a 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -68,6 +68,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
private const int AGENT = 1;
private const int AGENT_BY_USERNAME = 0x10;
private const int NPC = 0x20;
+ private const int OS_NPC = 0x01000000;
private const int ACTIVE = 2;
private const int PASSIVE = 4;
private const int SCRIPTED = 8;
@@ -220,7 +221,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
List sensedEntities = new List();
// Is the sensor type is AGENT and not SCRIPTED then include agents
- if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
+ if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC | OS_NPC)) != 0 && (ts.type & SCRIPTED) == 0)
{
sensedEntities.AddRange(doAgentSensor(ts));
}
@@ -479,7 +480,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}",
// presence.Name, presence.PresenceType, ts.name, ts.type);
- if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
+ if ((ts.type & NPC) == 0 && (ts.type & OS_NPC) == 0 && presence.PresenceType == PresenceType.Npc)
{
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
if (npcData == null || !npcData.SenseAsAgent)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index b6c21e6cdd..c3eada047b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -56,6 +56,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public const int ACTIVE = 2;
public const int PASSIVE = 4;
public const int SCRIPTED = 8;
+ public const int OS_NPC = 0x01000000;
public const int CONTROL_FWD = 1;
public const int CONTROL_BACK = 2;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 8cebb4a7f0..0108f447f3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -35,6 +35,7 @@ using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules;
using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.ScriptEngine.Shared
{
@@ -82,6 +83,12 @@ namespace OpenSim.Region.ScriptEngine.Shared
public class DetectParams
{
+ public const int AGENT = 1;
+ public const int ACTIVE = 2;
+ public const int PASSIVE = 4;
+ public const int SCRIPTED = 8;
+ public const int OS_NPC = 0x01000000;
+
public DetectParams()
{
Key = UUID.Zero;
@@ -188,9 +195,25 @@ namespace OpenSim.Region.ScriptEngine.Shared
presence.Velocity.Y,
presence.Velocity.Z);
- Type = 0x01; // Avatar
+ if (presence.PresenceType != PresenceType.Npc)
+ {
+ Type = AGENT;
+ }
+ else
+ {
+ Type = OS_NPC;
+
+ INPCModule npcModule = scene.RequestModuleInterface();
+ INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
+
+ if (npcData.SenseAsAgent)
+ {
+ Type |= AGENT;
+ }
+ }
+
if (presence.Velocity != Vector3.Zero)
- Type |= 0x02; // Active
+ Type |= ACTIVE;
Group = presence.ControllingClient.ActiveGroupId;
@@ -205,15 +228,15 @@ namespace OpenSim.Region.ScriptEngine.Shared
Name = part.Name;
Owner = part.OwnerID;
if (part.Velocity == Vector3.Zero)
- Type = 0x04; // Passive
+ Type = PASSIVE;
else
- Type = 0x02; // Passive
+ Type = ACTIVE;
foreach (SceneObjectPart p in part.ParentGroup.Parts)
{
if (p.Inventory.ContainsScripts())
{
- Type |= 0x08; // Scripted
+ Type |= SCRIPTED; // Scripted
break;
}
}
diff --git a/bin/RegionConfig.ini.example b/bin/Regions/Regions.ini.example
similarity index 56%
rename from bin/RegionConfig.ini.example
rename to bin/Regions/Regions.ini.example
index ff00ddf022..54a841d5f2 100644
--- a/bin/RegionConfig.ini.example
+++ b/bin/Regions/Regions.ini.example
@@ -1,7 +1,11 @@
-; * This file must be renamed to RegionConfig.ini and moved to the Regions/
-; * subdirectory to work!
+; * This is an example region config file.
+; *
+; * If OpenSimulator is started up without any regions, it will ask you configuration questions to generate a Regions.ini file for you.
+; * So there is no need to change this file directly, it is only for reference.
+; * However, if you prefer you can also copy this file to Regions.ini and appropriately change the parameters below.
+; * Only files ending with .ini and .xml in this directly will be loaded by OpenSimulator.
; *
-; * You can put multiple regions into one file or make one file per region
+; * You can multiple regions into one file or make one file per region
; * The section name is the region name
; *
diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll
index a3ccb98b88..8791ba57de 100755
Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ
diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so
index 0b286aa96e..da98509500 100755
Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ
diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll
index d91dac159e..9af5dab4c2 100755
Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ
diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so
index 891c956bc7..3d4b630756 100755
Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ
diff --git a/prebuild.xml b/prebuild.xml
index 165bb850e3..5973ece167 100644
--- a/prebuild.xml
+++ b/prebuild.xml
@@ -553,64 +553,6 @@
-
-
-
- ../../../../bin/
-
-
-
-
- ../../../../bin/
-
-
-
- ../../../../bin/
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- ../../../../bin/Physics/
-
-
-
-
- ../../../../bin/Physics/
-
-
-
- ../../../../bin/
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
@@ -1778,6 +1720,64 @@
+
+
+
+ ../../../../bin/
+
+
+
+
+ ../../../../bin/
+
+
+
+ ../../../../bin/
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ../../../../bin/Physics/
+
+
+
+
+ ../../../../bin/Physics/
+
+
+
+ ../../../../bin/
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+