Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster

avinationmerge
Melanie 2012-04-13 03:03:44 +01:00
commit 5e3a76361f
9 changed files with 545 additions and 355 deletions

View File

@ -3956,6 +3956,34 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public Vector3 GetGeometricCenter()
{
// this is not real geometric center but a average of positions relative to root prim acording to
// http://wiki.secondlife.com/wiki/llGetGeometricCenter
// ignoring tortured prims details since sl also seems to ignore
// so no real use in doing it on physics
Vector3 gc = Vector3.Zero;
int nparts = m_parts.Count;
if (nparts <= 1)
return gc;
SceneObjectPart[] parts = m_parts.GetArray();
nparts = parts.Length; // just in case it changed
if (nparts <= 1)
return gc;
// average all parts positions
for (int i = 0; i < nparts; i++)
gc += parts[i].GetWorldPosition();
gc /= nparts;
// relative to root:
gc -= AbsolutePosition;
return gc;
}
public float GetMass()
{
float retmass = 0f;

View File

@ -123,6 +123,11 @@ namespace OpenSim.Region.Framework.Scenes
/// </value>
public const int ALL_SIDES = -1;
private const scriptEvents PhyscicsNeededSubsEvents = (
scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
);
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <value>
@ -1821,18 +1826,20 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="rootObjectFlags"></param>
/// <param name="VolumeDetectActive"></param>
/// <param name="building"></param>
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
{
VolumeDetectActive = _VolumeDetectActive; //?? as is used this is redundante
if (!ParentGroup.Scene.CollidablePrims)
return;
if (PhysicsShapeType == (byte)PhysShapeType.none)
return;
bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
bool isPhantom = (_ObjectFlags & (uint) PrimFlags.Phantom) != 0;
if (IsJoint())
{
@ -1840,68 +1847,11 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
// Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored
// if (VolumeDetectActive)
// isPhantom = false;
// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
// or flexible
// if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
if ((!isPhantom || isPhysical || VolumeDetectActive) && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
{
Vector3 velocity = Velocity;
Vector3 rotationalVelocity = AngularVelocity;
try
{
PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
string.Format("{0}/{1}", Name, UUID),
Shape,
AbsolutePosition,
Scale,
GetWorldRotation(),
isPhysical,
isPhantom,
PhysicsShapeType,
m_localId);
}
catch
{
m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
PhysActor = null;
}
PhysicsActor pa = PhysActor;
if (pa != null)
{
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
pa.SetMaterial(Material);
// if root part apply vehicle
if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
m_vehicle.SetVehicle(pa);
DoPhysicsPropertyUpdate(isPhysical, true);
if(VolumeDetectActive) // change if not the default only
pa.SetVolumeDetect(1);
if (!building)
pa.Building = false;
Velocity = velocity;
AngularVelocity = rotationalVelocity;
pa.Velocity = velocity;
pa.RotationalVelocity = rotationalVelocity;
// if not vehicle and root part apply force and torque
if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
&& LocalId == ParentGroup.RootPart.LocalId)
{
pa.Force = Force;
pa.Torque = Torque;
}
}
}
if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
&& !(Shape.PathCurve == (byte)Extrusion.Flexible))
AddToPhysics(isPhysical, isPhantom, building, true);
else
PhysActor = null; // just to be sure
}
}
@ -2310,18 +2260,29 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 GetGeometricCenter()
{
PhysicsActor pa = PhysActor;
if (pa != null)
{
Vector3 vtmp = pa.CenterOfMass;
return vtmp;
}
else
// this is not real geometric center but a average of positions relative to root prim acording to
// http://wiki.secondlife.com/wiki/llGetGeometricCenter
// ignoring tortured prims details since sl also seems to ignore
// so no real use in doing it on physics
if (ParentGroup.IsDeleted)
return new Vector3(0, 0, 0);
return ParentGroup.GetGeometricCenter();
/*
PhysicsActor pa = PhysActor;
if (pa != null)
{
Vector3 vtmp = pa.CenterOfMass;
return vtmp;
}
else
return new Vector3(0, 0, 0);
*/
}
public float GetMass()
public float GetMass()
{
PhysicsActor pa = PhysActor;
@ -4628,7 +4589,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="SetTemporary"></param>
/// <param name="SetPhantom"></param>
/// <param name="SetVD"></param>
// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
{
bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
@ -4639,209 +4599,92 @@ namespace OpenSim.Region.Framework.Scenes
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
return;
// do this first
if (building && PhysActor != null && PhysActor.Building != building)
PhysActor.Building = building;
// Special cases for VD. VD can only be called from a script
// and can't be combined with changes to other states. So we can rely
// that...
// ... if VD is changed, all others are not.
// ... if one of the others is changed, VD is not.
/*
if (SetVD) // VD is active, special logic applies
volume detection is now independent of phantom in sl
{
// State machine logic for VolumeDetect
// More logic below
bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
if (phanReset) // Phantom changes from on to off switch VD off too
{
SetVD = false; // Switch it of for the course of this routine
VolumeDetectActive = false; // and also permanently
if (PhysActor != null)
PhysActor.SetVolumeDetect(0); // Let physics know about it too
}
else
{
// If volumedetect is active we don't want phantom to be applied.
// If this is a new call to VD out of the state "phantom"
// this will also cause the prim to be visible to physics
SetPhantom = false;
}
}
else if (wasVD)
{
// Correspondingly, if VD is turned off, also turn off phantom
SetPhantom = false;
}
if (UsePhysics && IsJoint())
{
SetPhantom = true;
}
*/
if (UsePhysics)
{
AddFlag(PrimFlags.Physics);
/*
if (!wasUsingPhysics)
{
DoPhysicsPropertyUpdate(UsePhysics, false);
if (!ParentGroup.IsDeleted)
{
if (LocalId == ParentGroup.RootPart.LocalId)
{
ParentGroup.CheckSculptAndLoad();
}
}
}
*/
}
else
{
RemFlag(PrimFlags.Physics);
/*
if (wasUsingPhysics)
{
DoPhysicsPropertyUpdate(UsePhysics, false);
}
*/
}
if (SetPhantom)
AddFlag(PrimFlags.Phantom);
else
RemFlag(PrimFlags.Phantom);
if (SetTemporary)
AddFlag(PrimFlags.TemporaryOnRez);
else
RemFlag(PrimFlags.TemporaryOnRez);
VolumeDetectActive = SetVD;
if (ParentGroup.Scene == null)
return;
PhysicsActor pa = PhysActor;
if (pa != null && building && pa.Building != building)
pa.Building = building;
if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
|| (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
|| (Shape.PathCurve == (byte)Extrusion.Flexible))
{
// AddFlag(PrimFlags.Phantom);
if (pa != null)
{
ParentGroup.Scene.RemovePhysicalPrim(1);
RemoveFromPhysics();
}
Velocity = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
if (ParentGroup.RootPart == this)
AngularVelocity = new Vector3(0, 0, 0);
if (PhysActor != null)
{
ParentGroup.Scene.RemovePhysicalPrim(1);
RemoveFromPhysics();
}
}
else
{
if (ParentGroup.Scene == null)
return;
if (ParentGroup.Scene.CollidablePrims)
{
if (PhysActor == null)
if (pa == null)
{
PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
string.Format("{0}/{1}", Name, UUID),
Shape,
AbsolutePosition,
Scale,
GetWorldRotation(), //physics wants world rotation like all other functions send
UsePhysics,
SetPhantom,
PhysicsShapeType,
m_localId);
AddToPhysics(UsePhysics, SetPhantom, building , false);
pa = PhysActor;
PhysActor.SetMaterial(Material);
// if root part apply vehicle
if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
m_vehicle.SetVehicle(PhysActor);
DoPhysicsPropertyUpdate(UsePhysics, true);
if (!ParentGroup.IsDeleted)
if (pa != null)
{
if (LocalId == ParentGroup.RootPart.LocalId)
if (
// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
// (CollisionSound != UUID.Zero)
)
{
ParentGroup.CheckSculptAndLoad();
pa.OnCollisionUpdate += PhysicsCollision;
pa.SubscribeEvents(1000);
}
}
if (
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
(CollisionSound != UUID.Zero)
)
{
PhysActor.OnCollisionUpdate += PhysicsCollision;
PhysActor.SubscribeEvents(1000);
}
}
else // it already has a physical representation
{
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
if (!ParentGroup.IsDeleted)
{
if (LocalId == ParentGroup.RootPart.LocalId)
{
ParentGroup.CheckSculptAndLoad();
}
}
if(VolumeDetectActive)
pa.SetVolumeDetect(1);
else
pa.SetVolumeDetect(0);
if (pa.Building != building)
pa.Building = building;
}
}
}
PhysicsActor pa = PhysActor;
if (SetVD)
{
// If the above logic worked (this is urgent candidate to unit tests!)
// we now have a physicsactor.
// Defensive programming calls for a check here.
// Better would be throwing an exception that could be catched by a unit test as the internal
// logic should make sure, this Physactor is always here.
if (pa != null)
{
pa.SetVolumeDetect(1);
// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
this.VolumeDetectActive = true;
}
}
else
{
// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
// (mumbles, well, at least if you have infinte CPU powers :-))
if (pa != null)
{
pa.SetVolumeDetect(0);
this.VolumeDetectActive = false;
}
}
if (SetTemporary)
{
AddFlag(PrimFlags.TemporaryOnRez);
}
else
{
RemFlag(PrimFlags.TemporaryOnRez);
}
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
// and last in case we have a new actor and not building
if (pa != null && pa.Building != building)
pa.Building = building;
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
@ -4853,48 +4696,104 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Adds this part to the physics scene.
/// and sets the PhysActor property
/// </summary>
/// <remarks>This method also sets the PhysActor property.</remarks>
/// <param name="rigidBody">Add this prim with a rigid body.</param>
/// <returns>
/// The physics actor. null if there was a failure.
/// </returns>
private PhysicsActor AddToPhysics(bool rigidBody)
/// <param name="isPhysical">Add this prim as physical.</param>
/// <param name="isPhantom">Add this prim as phantom.</param>
/// <param name="building">tells physics to delay full construction of object</param>
/// <param name="applyDynamics">applies velocities, force and torque</param>
private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
{
PhysicsActor pa;
Vector3 velocity = Velocity;
Vector3 rotationalVelocity = AngularVelocity;;
try
{
pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
string.Format("{0}/{1}", Name, UUID),
Shape,
AbsolutePosition,
Scale,
RotationOffset,
rigidBody,
m_localId);
string.Format("{0}/{1}", Name, UUID),
Shape,
AbsolutePosition,
Scale,
GetWorldRotation(),
isPhysical,
isPhantom,
PhysicsShapeType,
m_localId);
}
catch
catch (Exception ex)
{
m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
pa = null;
}
// FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
// properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
// being set.
PhysActor = pa;
// Basic Physics can also return null as well as an exception catch.
if (pa != null)
{
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
pa.SetMaterial(Material);
DoPhysicsPropertyUpdate(rigidBody, true);
if (VolumeDetectActive) // change if not the default only
pa.SetVolumeDetect(1);
if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
m_vehicle.SetVehicle(pa);
// we are going to tell rest of code about physics so better have this here
PhysActor = pa;
// DoPhysicsPropertyUpdate(isPhysical, true);
// lets expand it here just with what it really needs to do
if (isPhysical)
{
if (ParentGroup.RootPart.KeyframeMotion != null)
ParentGroup.RootPart.KeyframeMotion.Stop();
ParentGroup.RootPart.KeyframeMotion = null;
ParentGroup.Scene.AddPhysicalPrim(1);
pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
pa.OnOutOfBounds += PhysicsOutOfBounds;
if (ParentID != 0 && ParentID != LocalId)
{
PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
if (parentPa != null)
{
pa.link(parentPa);
}
}
}
if (applyDynamics)
// do independent of isphysical so parameters get setted (at least some)
{
Velocity = velocity;
AngularVelocity = rotationalVelocity;
pa.Velocity = velocity;
pa.RotationalVelocity = rotationalVelocity;
// if not vehicle and root part apply force and torque
if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
&& LocalId == ParentGroup.RootPart.LocalId)
{
pa.Force = Force;
pa.Torque = Torque;
}
}
if (Shape.SculptEntry)
CheckSculptAndLoad();
else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
if (!building)
pa.Building = false;
}
return pa;
}
PhysActor = pa;
}
/// <summary>
/// This removes the part from the physics scene.
@ -5103,10 +5002,6 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsActor pa = PhysActor;
if (pa != null)
{
const scriptEvents NeededSubsEvents = (
scriptEvents.collision | scriptEvents.collision_start| scriptEvents.collision_end |
scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
);
if (
// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
@ -5114,7 +5009,7 @@ namespace OpenSim.Region.Framework.Scenes
// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
((AggregateScriptEvents & NeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
)
{
// subscribe to physics updates.

View File

@ -179,6 +179,8 @@ namespace OpenSim.Region.Physics.OdePlugin
public bool m_outofBounds;
private float m_density = 10.000006836f; // Aluminum g/cm3;
private float m_primMass = 10.000006836f; // Aluminum g/cm3;
private byte m_shapetype;
private byte m_taintshapetype;
@ -538,7 +540,11 @@ namespace OpenSim.Region.Physics.OdePlugin
public override float Mass
{
get { return CalculateMass(); }
get
{
CalculateMass();
return m_primMass;
}
}
public override Vector3 Force
@ -1316,6 +1322,9 @@ namespace OpenSim.Region.Physics.OdePlugin
m_primMass = returnMass;
if (m_primMass > _parent_scene.maximumMassObject)
m_primMass = _parent_scene.maximumMassObject;
// Recursively calculate mass
bool HasChildPrim = false;

View File

@ -395,7 +395,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public override float Mass
{
get { return _mass; }
get { return primMass; }
}
public override Vector3 Force

View File

@ -107,16 +107,17 @@ namespace OdeAPI
ConvexClass,
GeomTransformClass,
TriMeshClass,
HeightfieldClass,
HeightfieldClass,
FirstSpaceClass,
SimpleSpaceClass = FirstSpaceClass,
HashSpaceClass,
QuadTreeSpaceClass,
LastSpaceClass = QuadTreeSpaceClass,
UbitTerrainClass,
FirstUserClass,
LastUserClass = FirstUserClass + MaxUserClasses - 1,
NumClasses,
MaxUserClasses = 4
MaxUserClasses = 5
}
public enum JointType : int
@ -201,8 +202,11 @@ namespace OdeAPI
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void GeomDtorFn(IntPtr o);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate dReal UbitTerrainGetHeight(IntPtr p_user_data, int x, int z);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
@ -729,6 +733,18 @@ namespace OdeAPI
return CreateiHeightfield(space, data, bPlaceable);
}
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateUbitTerrain"), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateiUbitTerrain(IntPtr space, IntPtr data, int bPlaceable);
public static IntPtr CreateUbitTerrain(IntPtr space, IntPtr data, int bPlaceable)
{
NTotalGeoms++;
return CreateiUbitTerrain(space, data, bPlaceable);
}
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateiGeom(int classnum);
public static IntPtr CreateGeom(int classnum)
@ -964,6 +980,8 @@ namespace OdeAPI
dReal width, dReal depth, int widthSamples, int depthSamples,
dReal scale, dReal offset, dReal thickness, int bWrap);
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
dReal width, dReal depth, int widthSamples, int depthSamples,
@ -989,6 +1007,33 @@ namespace OdeAPI
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
dReal sampleSize, int widthSamples, int depthSamples,
dReal offset, dReal thickness, int bWrap);
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
dReal sampleSize, int widthSamples, int depthSamples,
dReal thickness, int bWrap);
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GeomUbitTerrainDataCreate();
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
public static extern bool GeomIsEnabled(IntPtr geom);

View File

@ -156,6 +156,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private readonly ILog m_log;
// private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
public bool OdeUbitLib = false;
// private int threadid = 0;
private Random fluidRandomizer = new Random(Environment.TickCount);
@ -374,7 +375,14 @@ namespace OpenSim.Region.Physics.OdePlugin
mesher = meshmerizer;
m_config = config;
// m_log.WarnFormat("ODE configuration: {0}", d.GetConfiguration("ODE"));
string ode_config = d.GetConfiguration("ODE");
m_log.WarnFormat("ODE configuration: {0}", ode_config);
if (ode_config.Contains("ODE_Ubit"))
{
OdeUbitLib = true;
}
/*
if (region != null)
{
@ -527,13 +535,24 @@ namespace OpenSim.Region.Physics.OdePlugin
// sets a global contact for a joint for contactgeom , and base contact description)
private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce,float cfm,float erp)
private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
{
if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
return IntPtr.Zero;
float erp = contactGeom.depth;
erp *= erpscale;
if (erp < minERP)
erp = minERP;
else if (erp > MaxERP)
erp = MaxERP;
float depth = contactGeom.depth * dscale;
if (depth > 0.5f)
depth = 0.5f;
d.Contact newcontact = new d.Contact();
newcontact.geom.depth = contactGeom.depth;
newcontact.geom.depth = depth;
newcontact.geom.g1 = contactGeom.g1;
newcontact.geom.g2 = contactGeom.g2;
newcontact.geom.pos = contactGeom.pos;
@ -692,6 +711,10 @@ namespace OpenSim.Region.Physics.OdePlugin
float bounce = 0;
float cfm = 0.0001f;
float erp = 0.1f;
float erpscale = 1.0f;
float dscale = 1.0f;
bool IgnoreNegSides = false;
ContactData contactdata1 = new ContactData(0, 0, false);
ContactData contactdata2 = new ContactData(0, 0, false);
@ -781,10 +804,14 @@ namespace OpenSim.Region.Physics.OdePlugin
cfm = p1.Mass;
if (cfm > p2.Mass)
cfm = p2.Mass;
cfm = (float)Math.Sqrt(cfm);
cfm *= 0.0001f;
if (cfm > 0.8f)
cfm = 0.8f;
dscale = 10 / cfm;
dscale = (float)Math.Sqrt(dscale);
if (dscale > 1.0f)
dscale = 1.0f;
erpscale = cfm * 0.01f;
cfm = 0.0001f / cfm;
if (cfm > 0.01f)
cfm = 0.01f;
if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
mu *= frictionMovementMult;
@ -801,11 +828,22 @@ namespace OpenSim.Region.Physics.OdePlugin
if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
mu *= frictionMovementMult;
p1.CollidingGround = true;
cfm = p1.Mass;
cfm = (float)Math.Sqrt(cfm);
cfm *= 0.0001f;
if (cfm > 0.8f)
cfm = 0.8f;
dscale = 10 / cfm;
dscale = (float)Math.Sqrt(dscale);
if (dscale > 1.0f)
dscale = 1.0f;
erpscale = cfm * 0.01f;
cfm = 0.0001f / cfm;
if (cfm > 0.01f)
cfm = 0.01f;
if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
{
if (curContact.side1 > 0)
IgnoreNegSides = true;
}
}
else if (name == "Water")
@ -830,11 +868,21 @@ namespace OpenSim.Region.Physics.OdePlugin
p2.getContactData(ref contactdata2);
bounce = contactdata2.bounce * TerrainBounce;
mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
cfm = p2.Mass;
cfm = (float)Math.Sqrt(cfm);
cfm *= 0.0001f;
if (cfm > 0.8f)
cfm = 0.8f;
dscale = 10 / cfm;
dscale = (float)Math.Sqrt(dscale);
if (dscale > 1.0f)
dscale = 1.0f;
erpscale = cfm * 0.01f;
cfm = 0.0001f / cfm;
if (cfm > 0.01f)
cfm = 0.01f;
if (curContact.side1 > 0) // should be 2 ?
IgnoreNegSides = true;
if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
mu *= frictionMovementMult;
@ -862,39 +910,45 @@ namespace OpenSim.Region.Physics.OdePlugin
int i = 0;
while(true)
{
if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
p1.IsColliding = true;
if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
p2.IsColliding = true;
erp = curContact.depth;
if (erp < minERP)
erp = minERP;
else if (erp > MaxERP)
erp = MaxERP;
Joint = CreateContacJoint(ref curContact, mu, bounce,cfm,erp);
d.JointAttach(Joint, b1, b2);
if (++m_global_contactcount >= maxContactsbeforedeath)
break;
if(++i >= count)
break;
if (!GetCurContactGeom(i, ref curContact))
break;
if (curContact.depth > maxDepthContact.PenetrationDepth)
if (IgnoreNegSides && curContact.side1 < 0)
{
maxDepthContact.Position.X = curContact.pos.X;
maxDepthContact.Position.Y = curContact.pos.Y;
maxDepthContact.Position.Z = curContact.pos.Z;
maxDepthContact.SurfaceNormal.X = curContact.normal.X;
maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
maxDepthContact.PenetrationDepth = curContact.depth;
if (++i >= count)
break;
if (!GetCurContactGeom(i, ref curContact))
break;
}
else
{
if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
p1.IsColliding = true;
if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
p2.IsColliding = true;
Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
d.JointAttach(Joint, b1, b2);
if (++m_global_contactcount >= maxContactsbeforedeath)
break;
if (++i >= count)
break;
if (!GetCurContactGeom(i, ref curContact))
break;
if (curContact.depth > maxDepthContact.PenetrationDepth)
{
maxDepthContact.Position.X = curContact.pos.X;
maxDepthContact.Position.Y = curContact.pos.Y;
maxDepthContact.Position.Z = curContact.pos.Z;
maxDepthContact.SurfaceNormal.X = curContact.normal.X;
maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
maxDepthContact.PenetrationDepth = curContact.depth;
}
}
}
@ -1865,13 +1919,12 @@ namespace OpenSim.Region.Physics.OdePlugin
public float GetTerrainHeightAtXY(float x, float y)
{
// assumes 1m size grid and constante size square regions
// needs to know about sims around in future
// region offset in mega position
int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
IntPtr heightFieldGeom = IntPtr.Zero;
// get region map
@ -1903,28 +1956,55 @@ namespace OpenSim.Region.Physics.OdePlugin
int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
// we still have square fixed size regions
// also flip x and y because of how map is done for ODE fliped axis
// so ix,iy,dx and dy are inter exchanged
if (x < regsize - 1)
if (OdeUbitLib)
{
iy = (int)x;
dy = x - (float)iy;
}
else // out world use external height
{
iy = regsize - 1;
dy = 0;
}
if (y < regsize - 1)
{
ix = (int)y;
dx = y - (float)ix;
if (x < regsize - 1)
{
ix = (int)x;
dx = x - (float)ix;
}
else // out world use external height
{
ix = regsize - 1;
dx = 0;
}
if (y < regsize - 1)
{
iy = (int)y;
dy = y - (float)iy;
}
else
{
iy = regsize - 1;
dy = 0;
}
}
else
{
ix = regsize - 1;
dx = 0;
// we still have square fixed size regions
// also flip x and y because of how map is done for ODE fliped axis
// so ix,iy,dx and dy are inter exchanged
if (x < regsize - 1)
{
iy = (int)x;
dy = x - (float)iy;
}
else // out world use external height
{
iy = regsize - 1;
dy = 0;
}
if (y < regsize - 1)
{
ix = (int)y;
dx = y - (float)ix;
}
else
{
ix = regsize - 1;
dx = 0;
}
}
float h0;
@ -1951,6 +2031,8 @@ namespace OpenSim.Region.Physics.OdePlugin
return h0 + h1 + h2;
}
public override void SetTerrain(float[] heightMap)
{
if (m_worldOffset != Vector3.Zero && m_parentScene != null)
@ -1972,7 +2054,15 @@ namespace OpenSim.Region.Physics.OdePlugin
}
public void SetTerrain(float[] heightMap, Vector3 pOffset)
{
{
if (OdeUbitLib)
UbitSetTerrain(heightMap, pOffset);
else
OriSetTerrain(heightMap, pOffset);
}
public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
{
// assumes 1m size grid and constante size square regions
// needs to know about sims around in future
@ -2086,6 +2176,108 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
{
// assumes 1m size grid and constante size square regions
// needs to know about sims around in future
float[] _heightmap;
uint heightmapWidth = Constants.RegionSize + 2;
uint heightmapHeight = Constants.RegionSize + 2;
uint heightmapWidthSamples = heightmapWidth + 1;
uint heightmapHeightSamples = heightmapHeight + 1;
_heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
uint regionsize = Constants.RegionSize;
float hfmin = float.MaxValue;
// float hfmax = float.MinValue;
float val;
uint maxXXYY = regionsize - 1;
// adding one margin all around so things don't fall in edges
uint xx;
uint yy = 0;
uint yt = 0;
for (uint y = 0; y < heightmapHeightSamples; y++)
{
if (y > 1 && y < maxXXYY)
yy += regionsize;
xx = 0;
for (uint x = 0; x < heightmapWidthSamples; x++)
{
if (x > 1 && x < maxXXYY)
xx++;
val = heightMap[yy + xx];
if (val < 0.0f)
val = 0.0f; // no neg terrain as in chode
_heightmap[yt + x] = val;
if (hfmin > val)
hfmin = val;
// if (hfmax < val)
// hfmax = val;
}
yt += heightmapWidthSamples;
}
lock (OdeLock)
{
IntPtr GroundGeom = IntPtr.Zero;
if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
{
RegionTerrain.Remove(pOffset);
if (GroundGeom != IntPtr.Zero)
{
if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
{
TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
TerrainHeightFieldHeights.Remove(GroundGeom);
}
d.SpaceRemove(StaticSpace, GroundGeom);
d.GeomDestroy(GroundGeom);
}
}
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
const int wrap = 0;
float thickness = hfmin;
if (thickness < 0)
thickness = 1;
GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
(int)heightmapWidthSamples, (int)heightmapHeightSamples,
thickness, wrap);
// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
if (GroundGeom != IntPtr.Zero)
{
d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
}
geom_name_map[GroundGeom] = "Terrain";
d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
}
}
public override void DeleteTerrain()
{
}

View File

@ -3176,17 +3176,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
else
{
if (m_host.IsRoot)
{
// new SL always returns object mass
// if (m_host.IsRoot)
// {
return m_host.ParentGroup.GetMass();
}
else
{
return m_host.GetMass();
}
// }
// else
// {
// return m_host.GetMass();
// }
}
}
public LSL_Float llGetMassMKS()
{
return 100f * llGetMass();
}
public void llCollisionFilter(string name, string id, int accept)
{
m_host.AddScriptLPS(1);
@ -4959,7 +4966,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
float distance = (PusheePos - m_host.AbsolutePosition).Length();
float distance_term = distance * distance * distance; // Script Energy
float pusher_mass = m_host.GetMass();
// use total object mass and not part
float pusher_mass = m_host.ParentGroup.GetMass();
float PUSH_ATTENUATION_DISTANCE = 17f;
float PUSH_ATTENUATION_SCALE = 5f;
@ -9964,9 +9972,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
try
{
/*
SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
if (obj != null)
return (double)obj.GetMass();
*/
// return total object mass
SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
if (obj != null)
return (double)obj.GetMass();
// the object is null so the key is for an avatar
ScenePresence avatar = World.GetScenePresence(key);
if (avatar != null)

View File

@ -148,7 +148,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
LSL_Vector llGetLocalPos();
LSL_Rotation llGetLocalRot();
LSL_Float llGetMass();
void llGetNextEmail(string address, string subject);
LSL_Float llGetMassMKS();
void llGetNextEmail(string address, string subject);
LSL_String llGetNotecardLine(string name, int line);
LSL_Key llGetNumberOfNotecardLines(string name);
LSL_Integer llGetNumberOfPrims();

View File

@ -581,6 +581,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
return m_LSL_Functions.llGetMass();
}
public LSL_Float llGetMassMKS()
{
return m_LSL_Functions.llGetMassMKS();
}
public void llGetNextEmail(string address, string subject)
{
m_LSL_Functions.llGetNextEmail(address, subject);