Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

TeleportWork
Justin Clark-Casey (justincc) 2013-08-02 23:16:41 +01:00
commit 4ff3757f86
12 changed files with 346 additions and 89 deletions

View File

@ -1568,8 +1568,14 @@ namespace OpenSim.Region.Framework.Scenes
// Here's where you get them. // Here's where you get them.
m_AgentControlFlags = flags; m_AgentControlFlags = flags;
m_headrotation = agentData.HeadRotation; m_headrotation = agentData.HeadRotation;
byte oldState = State;
State = agentData.State; State = agentData.State;
// We need to send this back to the client in order to stop the edit beams
if ((oldState & (uint)AgentState.Editing) != 0 && State == (uint)AgentState.None)
ControllingClient.SendAgentTerseUpdate(this);
PhysicsActor actor = PhysicsActor; PhysicsActor actor = PhysicsActor;
if (actor == null) if (actor == null)
{ {

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@ -49,10 +49,20 @@ public class ExtendedPhysics : INonSharedRegionModule
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static string LogHeader = "[EXTENDED PHYSICS]"; private static string LogHeader = "[EXTENDED PHYSICS]";
// =============================================================
// Since BulletSim is a plugin, this these values aren't defined easily in one place. // Since BulletSim is a plugin, this these values aren't defined easily in one place.
// This table must coorespond to an identical table in BSScene. // This table must correspond to an identical table in BSScene.
// Per scene functions. See BSScene.
// Per avatar functions. See BSCharacter.
// Per prim functions. See BSPrim.
public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType";
public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType"; public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType";
// =============================================================
private IConfig Configuration { get; set; } private IConfig Configuration { get; set; }
private bool Enabled { get; set; } private bool Enabled { get; set; }
private Scene BaseScene { get; set; } private Scene BaseScene { get; set; }
@ -123,6 +133,7 @@ public class ExtendedPhysics : INonSharedRegionModule
// Register as LSL functions all the [ScriptInvocation] marked methods. // Register as LSL functions all the [ScriptInvocation] marked methods.
Comms.RegisterScriptInvocations(this); Comms.RegisterScriptInvocations(this);
Comms.RegisterConstants(this);
// When an object is modified, we might need to update its extended physics parameters // When an object is modified, we might need to update its extended physics parameters
BaseScene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene; BaseScene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene;
@ -136,7 +147,6 @@ public class ExtendedPhysics : INonSharedRegionModule
private void EventManager_OnObjectAddedToScene(SceneObjectGroup obj) private void EventManager_OnObjectAddedToScene(SceneObjectGroup obj)
{ {
throw new NotImplementedException();
} }
// Event generated when some property of a prim changes. // Event generated when some property of a prim changes.
@ -168,9 +178,11 @@ public class ExtendedPhysics : INonSharedRegionModule
public static int PHYS_LINKSET_TYPE_MANUAL = 2; public static int PHYS_LINKSET_TYPE_MANUAL = 2;
[ScriptInvocation] [ScriptInvocation]
public void physSetLinksetType(UUID hostID, UUID scriptID, int linksetType) public int physSetLinksetType(UUID hostID, UUID scriptID, int linksetType)
{ {
if (!Enabled) return; int ret = -1;
if (!Enabled) return ret;
// The part that is requesting the change. // The part that is requesting the change.
SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID); SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID);
@ -186,7 +198,7 @@ public class ExtendedPhysics : INonSharedRegionModule
Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor; Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor;
if (rootPhysActor != null) if (rootPhysActor != null)
{ {
rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType); ret = (int)rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType);
} }
else else
{ {
@ -204,6 +216,49 @@ public class ExtendedPhysics : INonSharedRegionModule
{ {
m_log.WarnFormat("{0} physSetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID); m_log.WarnFormat("{0} physSetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID);
} }
return ret;
}
[ScriptInvocation]
public int physGetLinksetType(UUID hostID, UUID scriptID)
{
int ret = -1;
if (!Enabled) return ret;
// The part that is requesting the change.
SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID);
if (requestingPart != null)
{
// The type is is always on the root of a linkset.
SceneObjectGroup containingGroup = requestingPart.ParentGroup;
SceneObjectPart rootPart = containingGroup.RootPart;
if (rootPart != null)
{
Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor;
if (rootPhysActor != null)
{
ret = (int)rootPhysActor.Extension(PhysFunctGetLinksetType);
}
else
{
m_log.WarnFormat("{0} physGetLinksetType: root part does not have a physics actor. rootName={1}, hostID={2}",
LogHeader, rootPart.Name, hostID);
}
}
else
{
m_log.WarnFormat("{0} physGetLinksetType: root part does not exist. RequestingPartName={1}, hostID={2}",
LogHeader, requestingPart.Name, hostID);
}
}
else
{
m_log.WarnFormat("{0} physGetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID);
}
return ret;
} }
} }
} }

View File

@ -70,6 +70,17 @@ public abstract class BSLinkset
return ret; return ret;
} }
public class BSLinkInfo
{
public BSPrimLinkable member;
public BSLinkInfo(BSPrimLinkable pMember)
{
member = pMember;
}
}
public LinksetImplementation LinksetImpl { get; protected set; }
public BSPrimLinkable LinksetRoot { get; protected set; } public BSPrimLinkable LinksetRoot { get; protected set; }
protected BSScene m_physicsScene { get; private set; } protected BSScene m_physicsScene { get; private set; }
@ -78,7 +89,8 @@ public abstract class BSLinkset
public int LinksetID { get; private set; } public int LinksetID { get; private set; }
// The children under the root in this linkset. // The children under the root in this linkset.
protected HashSet<BSPrimLinkable> m_children; // protected HashSet<BSPrimLinkable> m_children;
protected Dictionary<BSPrimLinkable, BSLinkInfo> m_children;
// 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
@ -109,7 +121,7 @@ public abstract class BSLinkset
m_nextLinksetID = 1; m_nextLinksetID = 1;
m_physicsScene = scene; m_physicsScene = scene;
LinksetRoot = parent; LinksetRoot = parent;
m_children = new HashSet<BSPrimLinkable>(); m_children = new Dictionary<BSPrimLinkable, BSLinkInfo>();
LinksetMass = parent.RawMass; LinksetMass = parent.RawMass;
Rebuilding = false; Rebuilding = false;
@ -170,17 +182,7 @@ public abstract class BSLinkset
bool ret = false; bool ret = false;
lock (m_linksetActivityLock) lock (m_linksetActivityLock)
{ {
ret = m_children.Contains(child); ret = m_children.ContainsKey(child);
/* Safer version but the above should work
foreach (BSPrimLinkable bp in m_children)
{
if (child.LocalID == bp.LocalID)
{
ret = true;
break;
}
}
*/
} }
return ret; return ret;
} }
@ -194,7 +196,24 @@ public abstract class BSLinkset
lock (m_linksetActivityLock) lock (m_linksetActivityLock)
{ {
action(LinksetRoot); action(LinksetRoot);
foreach (BSPrimLinkable po in m_children) foreach (BSPrimLinkable po in m_children.Keys)
{
if (action(po))
break;
}
}
return ret;
}
// Perform an action on each member of the linkset including root prim.
// Depends on the action on whether this should be done at taint time.
public delegate bool ForEachLinkInfoAction(BSLinkInfo obj);
public virtual bool ForEachLinkInfo(ForEachLinkInfoAction action)
{
bool ret = false;
lock (m_linksetActivityLock)
{
foreach (BSLinkInfo po in m_children.Values)
{ {
if (action(po)) if (action(po))
break; break;
@ -364,7 +383,7 @@ public abstract class BSLinkset
{ {
lock (m_linksetActivityLock) lock (m_linksetActivityLock)
{ {
foreach (BSPrimLinkable bp in m_children) foreach (BSPrimLinkable bp in m_children.Keys)
{ {
mass += bp.RawMass; mass += bp.RawMass;
} }
@ -382,7 +401,7 @@ public abstract class BSLinkset
com = LinksetRoot.Position * LinksetRoot.RawMass; com = LinksetRoot.Position * LinksetRoot.RawMass;
float totalMass = LinksetRoot.RawMass; float totalMass = LinksetRoot.RawMass;
foreach (BSPrimLinkable bp in m_children) foreach (BSPrimLinkable bp in m_children.Keys)
{ {
com += bp.Position * bp.RawMass; com += bp.Position * bp.RawMass;
totalMass += bp.RawMass; totalMass += bp.RawMass;
@ -401,7 +420,7 @@ public abstract class BSLinkset
{ {
com = LinksetRoot.Position; com = LinksetRoot.Position;
foreach (BSPrimLinkable bp in m_children) foreach (BSPrimLinkable bp in m_children.Keys)
{ {
com += bp.Position; com += bp.Position;
} }

View File

@ -42,6 +42,7 @@ public sealed class BSLinksetCompound : BSLinkset
public BSLinksetCompound(BSScene scene, BSPrimLinkable parent) public BSLinksetCompound(BSScene scene, BSPrimLinkable parent)
: base(scene, parent) : base(scene, parent)
{ {
LinksetImpl = LinksetImplementation.Compound;
} }
// ================================================================ // ================================================================
@ -257,7 +258,7 @@ public sealed class BSLinksetCompound : BSLinkset
{ {
if (!HasChild(child)) if (!HasChild(child))
{ {
m_children.Add(child); m_children.Add(child, new BSLinkInfo(child));
DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
@ -353,7 +354,7 @@ public sealed class BSLinksetCompound : BSLinkset
// Add the shapes of all the components of the linkset // Add the shapes of all the components of the linkset
int memberIndex = 1; int memberIndex = 1;
ForEachMember(delegate(BSPrimLinkable cPrim) ForEachMember((cPrim) =>
{ {
if (IsRoot(cPrim)) if (IsRoot(cPrim))
{ {

View File

@ -36,8 +36,78 @@ public sealed class BSLinksetConstraints : BSLinkset
{ {
// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
public class BSLinkInfoConstraint : BSLinkInfo
{
public ConstraintType constraintType;
public BSConstraint constraint;
public OMV.Vector3 linearLimitLow;
public OMV.Vector3 linearLimitHigh;
public OMV.Vector3 angularLimitLow;
public OMV.Vector3 angularLimitHigh;
public bool useFrameOffset;
public bool enableTransMotor;
public float transMotorMaxVel;
public float transMotorMaxForce;
public float cfm;
public float erp;
public float solverIterations;
public BSLinkInfoConstraint(BSPrimLinkable pMember)
: base(pMember)
{
constraint = null;
ResetToFixedConstraint();
}
// Set all the parameters for this constraint to a fixed, non-movable constraint.
public void ResetToFixedConstraint()
{
constraintType = ConstraintType.D6_CONSTRAINT_TYPE;
linearLimitLow = OMV.Vector3.Zero;
linearLimitHigh = OMV.Vector3.Zero;
angularLimitLow = OMV.Vector3.Zero;
angularLimitHigh = OMV.Vector3.Zero;
useFrameOffset = BSParam.LinkConstraintUseFrameOffset;
enableTransMotor = BSParam.LinkConstraintEnableTransMotor;
transMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
transMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
cfm = BSParam.LinkConstraintCFM;
erp = BSParam.LinkConstraintERP;
solverIterations = BSParam.LinkConstraintSolverIterations;
}
// Given a constraint, apply the current constraint parameters to same.
public void SetConstraintParameters(BSConstraint constrain)
{
switch (constraintType)
{
case ConstraintType.D6_CONSTRAINT_TYPE:
BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof;
if (constrain6dof != null)
{
// zero linear and angular limits makes the objects unable to move in relation to each other
constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh);
constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh);
// tweek the constraint to increase stability
constrain6dof.UseFrameOffset(useFrameOffset);
constrain6dof.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
constrain6dof.SetCFMAndERP(cfm, erp);
if (solverIterations != 0f)
{
constrain6dof.SetSolverIterations(solverIterations);
}
}
break;
default:
break;
}
}
}
public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent) public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
{ {
LinksetImpl = LinksetImplementation.Constraint;
} }
// When physical properties are changed the linkset needs to recalculate // When physical properties are changed the linkset needs to recalculate
@ -142,7 +212,7 @@ public sealed class BSLinksetConstraints : BSLinkset
{ {
if (!HasChild(child)) if (!HasChild(child))
{ {
m_children.Add(child); m_children.Add(child, new BSLinkInfoConstraint(child));
DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
@ -190,73 +260,74 @@ public sealed class BSLinksetConstraints : BSLinkset
} }
// Create a static constraint between the two passed objects // Create a static constraint between the two passed objects
private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim) private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li)
{ {
BSLinkInfoConstraint liConstraint = li as BSLinkInfoConstraint;
if (liConstraint == null)
return null;
// Zero motion for children so they don't interpolate // Zero motion for children so they don't interpolate
childPrim.ZeroMotion(true); li.member.ZeroMotion(true);
// Relative position normalized to the root prim BSConstraint constrain = null;
// 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 switch (liConstraint.constraintType)
OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); {
case ConstraintType.D6_CONSTRAINT_TYPE:
// Relative position normalized to the root prim
// Essentually a vector pointing from center of rootPrim to center of li.member
OMV.Vector3 childRelativePosition = liConstraint.member.Position - rootPrim.Position;
DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", // real world coordinate of midpoint between the two objects
rootPrim.LocalID, OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
rootPrim.LocalID, rootPrim.PhysBody.AddrString,
childPrim.LocalID, childPrim.PhysBody.AddrString,
rootPrim.Position, childPrim.Position, midPoint);
// create a constraint that allows no freedom of movement between the two objects DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 rootPrim.LocalID,
rootPrim.LocalID, rootPrim.PhysBody.AddrString,
liConstraint.member.LocalID, liConstraint.member.PhysBody.AddrString,
rootPrim.Position, liConstraint.member.Position, midPoint);
BSConstraint6Dof constrain = new BSConstraint6Dof( // create a constraint that allows no freedom of movement between the two objects
m_physicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
// PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true );
/* NOTE: below is an attempt to build constraint with full frame computation, etc. constrain = new BSConstraint6Dof(
* Using the midpoint is easier since it lets the Bullet code manipulate the transforms m_physicsScene.World, rootPrim.PhysBody, liConstraint.member.PhysBody, midPoint, true, true );
* of the objects.
* Code left for 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 /* NOTE: below is an attempt to build constraint with full frame computation, etc.
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; * Using the midpoint is easier since it lets the Bullet code manipulate the transforms
OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); * of the objects.
* Code left for future programmers.
// ==================================================================================
// relative position normalized to the root prim
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
OMV.Vector3 childRelativePosition = (liConstraint.member.Position - rootPrim.Position) * invThisOrientation;
DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); // relative rotation of the child to the parent
BS6DofConstraint constrain = new BS6DofConstraint( OMV.Quaternion childRelativeRotation = invThisOrientation * liConstraint.member.Orientation;
PhysicsScene.World, rootPrim.Body, childPrim.Body, OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
OMV.Vector3.Zero,
OMV.Quaternion.Inverse(rootPrim.Orientation), DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, liConstraint.member.LocalID);
OMV.Vector3.Zero, constrain = new BS6DofConstraint(
OMV.Quaternion.Inverse(childPrim.Orientation), PhysicsScene.World, rootPrim.Body, liConstraint.member.Body,
true, OMV.Vector3.Zero,
true OMV.Quaternion.Inverse(rootPrim.Orientation),
); OMV.Vector3.Zero,
// ================================================================================== OMV.Quaternion.Inverse(liConstraint.member.Orientation),
*/ true,
true
);
// ==================================================================================
*/
break;
default:
break;
}
liConstraint.SetConstraintParameters(constrain);
m_physicsScene.Constraints.AddConstraint(constrain); m_physicsScene.Constraints.AddConstraint(constrain);
// zero linear and angular limits makes the objects unable to move in relation to each other
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
// tweek the constraint to increase stability
constrain.UseFrameOffset(BSParam.LinkConstraintUseFrameOffset);
constrain.TranslationalLimitMotor(BSParam.LinkConstraintEnableTransMotor,
BSParam.LinkConstraintTransMotorMaxVel,
BSParam.LinkConstraintTransMotorMaxForce);
constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP);
if (BSParam.LinkConstraintSolverIterations != 0f)
{
constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations);
}
return constrain; return constrain;
} }
@ -317,23 +388,24 @@ public sealed class BSLinksetConstraints : BSLinkset
return; // Note the 'finally' clause at the botton which will get executed. return; // Note the 'finally' clause at the botton which will get executed.
} }
foreach (BSPrimLinkable child in m_children) ForEachLinkInfo((li) =>
{ {
// A child in the linkset physically shows the mass of the whole linkset. // A child in the linkset physically shows the mass of the whole linkset.
// This allows Bullet to apply enough force on the child to move the whole linkset. // This allows Bullet to apply enough force on the child to move the whole linkset.
// (Also do the mass stuff before recomputing the constraint so mass is not zero.) // (Also do the mass stuff before recomputing the constraint so mass is not zero.)
child.UpdatePhysicalMassProperties(linksetMass, true); li.member.UpdatePhysicalMassProperties(linksetMass, true);
BSConstraint constrain; BSConstraint constrain;
if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, li.member.PhysBody, out constrain))
{ {
// If constraint doesn't exist yet, create it. // If constraint doesn't exist yet, create it.
constrain = BuildConstraint(LinksetRoot, child); constrain = BuildConstraint(LinksetRoot, li);
} }
constrain.RecomputeConstraintVariables(linksetMass); constrain.RecomputeConstraintVariables(linksetMass);
// PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG
} return false; // 'false' says to keep processing other members
});
} }
finally finally
{ {

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@ -1541,6 +1541,50 @@ public class BSPrim : BSPhysObject
PhysicalActors.RemoveDependencies(); PhysicalActors.RemoveDependencies();
} }
#region Extension
public override object Extension(string pFunct, params object[] pParams)
{
object ret = null;
switch (pFunct)
{
case BSScene.PhysFunctGetLinksetType:
{
BSPrimLinkable myHandle = this as BSPrimLinkable;
if (myHandle != null)
{
ret = (object)myHandle.LinksetType;
}
m_log.DebugFormat("{0} Extension.physGetLinksetType, type={1}", LogHeader, ret);
break;
}
case BSScene.PhysFunctSetLinksetType:
{
if (pParams.Length > 0)
{
BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0];
BSPrimLinkable myHandle = this as BSPrimLinkable;
if (myHandle != null && myHandle.Linkset.IsRoot(myHandle))
{
PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate()
{
// Cause the linkset type to change
m_log.DebugFormat("{0} Extension.physSetLinksetType, oldType={1}, newType={2}",
LogHeader, myHandle.Linkset.LinksetImpl, linksetType);
myHandle.ConvertLinkset(linksetType);
});
}
ret = (object)(int)linksetType;
}
break;
}
default:
ret = base.Extension(pFunct, pParams);
break;
}
return ret;
}
#endregion // Extension
// The physics engine says that properties have updated. Update same and inform // The physics engine says that properties have updated. Update same and inform
// the world that things have changed. // the world that things have changed.
// NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims. // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims.

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@ -233,5 +233,46 @@ public class BSPrimLinkable : BSPrimDisplaced
base.HasSomeCollision = value; base.HasSomeCollision = value;
} }
} }
// Convert the existing linkset of this prim into a new type.
public bool ConvertLinkset(BSLinkset.LinksetImplementation newType)
{
bool ret = false;
if (LinksetType != newType)
{
// Set the implementation type first so the call to BSLinkset.Factory gets the new type.
this.LinksetType = newType;
BSLinkset oldLinkset = this.Linkset;
BSLinkset newLinkset = BSLinkset.Factory(PhysScene, this);
this.Linkset = newLinkset;
// Pick up any physical dependencies this linkset might have in the physics engine.
oldLinkset.RemoveDependencies(this);
// Create a list of the children (mainly because can't interate through a list that's changing)
List<BSPrimLinkable> children = new List<BSPrimLinkable>();
oldLinkset.ForEachMember((child) =>
{
if (!oldLinkset.IsRoot(child))
children.Add(child);
return false; // 'false' says to continue to next member
});
// Remove the children from the old linkset and add to the new (will be a new instance from the factory)
foreach (BSPrimLinkable child in children)
{
oldLinkset.RemoveMeFromLinkset(child);
newLinkset.AddMeToLinkset(child);
child.Linkset = newLinkset;
}
// Force the shape and linkset to get reconstructed
newLinkset.Refresh(this);
this.ForceBodyShapeRebuild(true /* inTaintTime */);
}
return ret;
}
} }
} }

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@ -862,6 +862,23 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public override bool IsThreaded { get { return false; } } public override bool IsThreaded { get { return false; } }
#region Extensions
// =============================================================
// Per scene functions. See below.
// Per avatar functions. See BSCharacter.
// Per prim functions. See BSPrim.
public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType";
public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType";
// =============================================================
public override object Extension(string pFunct, params object[] pParams)
{
return base.Extension(pFunct, pParams);
}
#endregion // Extensions
#region Taints #region Taints
// The simulation execution order is: // The simulation execution order is:
// Simulate() // Simulate()

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@ -317,7 +317,8 @@ namespace OpenSim.Region.Physics.Manager
// Extendable interface for new, physics engine specific operations // Extendable interface for new, physics engine specific operations
public virtual object Extension(string pFunct, params object[] pParams) public virtual object Extension(string pFunct, params object[] pParams)
{ {
throw new NotImplementedException(); // A NOP of the physics engine does not implement this feature
return null;
} }
} }

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@ -338,7 +338,8 @@ namespace OpenSim.Region.Physics.Manager
// Extendable interface for new, physics engine specific operations // Extendable interface for new, physics engine specific operations
public virtual object Extension(string pFunct, params object[] pParams) public virtual object Extension(string pFunct, params object[] pParams)
{ {
throw new NotImplementedException(); // A NOP if the extension thing is not implemented by the physics engine
return null;
} }
} }
} }

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@ -319,7 +319,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
object[] convertedParms = new object[parms.Length]; object[] convertedParms = new object[parms.Length];
for (int i = 0; i < parms.Length; i++) for (int i = 0; i < parms.Length; i++)
convertedParms[i] = ConvertFromLSL(parms[i],signature[i], fname); convertedParms[i] = ConvertFromLSL(parms[i], signature[i], fname);
// now call the function, the contract with the function is that it will always return // now call the function, the contract with the function is that it will always return
// non-null but don't trust it completely // non-null but don't trust it completely
@ -444,7 +444,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
} }
} }
MODError(String.Format("{1}: parameter type mismatch; expecting {0}",type.Name, fname)); MODError(String.Format("{0}: parameter type mismatch; expecting {1}, type(parm)={2}", fname, type.Name, lslparm.GetType()));
return null; return null;
} }

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@ -937,7 +937,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
{ {
string retval = null; string retval = null;
if (value is int) if (value is int)
retval = ((int)value).ToString(); retval = String.Format("new LSL_Types.LSLInteger({0})",((int)value).ToString());
else if (value is float) else if (value is float)
retval = String.Format("new LSL_Types.LSLFloat({0})",((float)value).ToString()); retval = String.Format("new LSL_Types.LSLFloat({0})",((float)value).ToString());
else if (value is string) else if (value is string)