Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
63e771b593
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@ -307,7 +307,7 @@ namespace OpenSim.Framework.Monitoring
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if (request.ContainsKey("cat")) pCategoryName = request["cat"].ToString();
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if (request.ContainsKey("cont")) pContainerName = request["cat"].ToString();
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if (request.ContainsKey("stat")) pStatName = request["cat"].ToString();
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if (request.ContainsKey("stat")) pStatName = request["stat"].ToString();
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string strOut = StatsManager.GetStatsAsOSDMap(pCategoryName, pContainerName, pStatName).ToString();
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@ -66,6 +66,7 @@ public class ExtendedPhysics : INonSharedRegionModule
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public const string PhysFunctChangeLinkType = "BulletSim.ChangeLinkType";
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public const string PhysFunctGetLinkType = "BulletSim.GetLinkType";
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public const string PhysFunctChangeLinkParams = "BulletSim.ChangeLinkParams";
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public const string PhysFunctAxisLockLimits = "BulletSim.AxisLockLimits";
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// =============================================================
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@ -176,6 +177,71 @@ public class ExtendedPhysics : INonSharedRegionModule
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return ret;
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}
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// Code for specifying params.
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// The choice if 14700 is arbitrary and only serves to catch parameter code misuse.
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[ScriptConstant]
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public const int PHYS_AXIS_LOCK_LINEAR = 14700;
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[ScriptConstant]
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public const int PHYS_AXIS_LOCK_LINEAR_X = 14701;
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[ScriptConstant]
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public const int PHYS_AXIS_LIMIT_LINEAR_X = 14702;
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[ScriptConstant]
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public const int PHYS_AXIS_LOCK_LINEAR_Y = 14703;
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[ScriptConstant]
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public const int PHYS_AXIS_LIMIT_LINEAR_Y = 14704;
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[ScriptConstant]
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public const int PHYS_AXIS_LOCK_LINEAR_Z = 14705;
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[ScriptConstant]
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public const int PHYS_AXIS_LIMIT_LINEAR_Z = 14706;
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[ScriptConstant]
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public const int PHYS_AXIS_LOCK_ANGULAR = 14707;
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[ScriptConstant]
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public const int PHYS_AXIS_LOCK_ANGULAR_X = 14708;
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[ScriptConstant]
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public const int PHYS_AXIS_LIMIT_ANGULAR_X = 14709;
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[ScriptConstant]
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public const int PHYS_AXIS_LOCK_ANGULAR_Y = 14710;
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[ScriptConstant]
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public const int PHYS_AXIS_LIMIT_ANGULAR_Y = 14711;
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[ScriptConstant]
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public const int PHYS_AXIS_LOCK_ANGULAR_Z = 14712;
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[ScriptConstant]
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public const int PHYS_AXIS_LIMIT_ANGULAR_Z = 14713;
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[ScriptConstant]
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public const int PHYS_AXIS_UNLOCK_LINEAR = 14714;
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[ScriptConstant]
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public const int PHYS_AXIS_UNLOCK_LINEAR_X = 14715;
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[ScriptConstant]
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public const int PHYS_AXIS_UNLOCK_LINEAR_Y = 14716;
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[ScriptConstant]
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public const int PHYS_AXIS_UNLOCK_LINEAR_Z = 14717;
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[ScriptConstant]
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public const int PHYS_AXIS_UNLOCK_ANGULAR = 14718;
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[ScriptConstant]
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public const int PHYS_AXIS_UNLOCK_ANGULAR_X = 14719;
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[ScriptConstant]
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public const int PHYS_AXIS_UNLOCK_ANGULAR_Y = 14720;
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[ScriptConstant]
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public const int PHYS_AXIS_UNLOCK_ANGULAR_Z = 14721;
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[ScriptConstant]
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public const int PHYS_AXIS_UNLOCK = 14722;
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// physAxisLockLimits()
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[ScriptInvocation]
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public int physAxisLock(UUID hostID, UUID scriptID, object[] parms)
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{
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int ret = -1;
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if (!Enabled) return ret;
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PhysicsActor rootPhysActor;
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if (GetRootPhysActor(hostID, out rootPhysActor))
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{
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object[] parms2 = AddToBeginningOfArray(rootPhysActor, null, parms);
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ret = MakeIntError(rootPhysActor.Extension(PhysFunctAxisLockLimits, parms2));
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}
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return ret;
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}
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[ScriptConstant]
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public const int PHYS_LINKSET_TYPE_CONSTRAINT = 0;
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[ScriptConstant]
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@ -187,7 +253,6 @@ public class ExtendedPhysics : INonSharedRegionModule
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public int physSetLinksetType(UUID hostID, UUID scriptID, int linksetType)
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{
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int ret = -1;
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if (!Enabled) return ret;
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// The part that is requesting the change.
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@ -259,36 +324,13 @@ public class ExtendedPhysics : INonSharedRegionModule
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int ret = -1;
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if (!Enabled) return ret;
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// The part that is requesting the change.
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SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID);
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if (requestingPart != null)
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{
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// The type is is always on the root of a linkset.
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SceneObjectGroup containingGroup = requestingPart.ParentGroup;
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SceneObjectPart rootPart = containingGroup.RootPart;
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if (rootPart != null)
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{
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PhysicsActor rootPhysActor = rootPart.PhysActor;
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if (rootPhysActor != null)
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PhysicsActor rootPhysActor;
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if (GetRootPhysActor(hostID, out rootPhysActor))
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{
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object[] parms2 = { rootPhysActor, null };
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ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinksetType, parms2));
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}
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else
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{
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m_log.WarnFormat("{0} physGetLinksetType: root part does not have a physics actor. rootName={1}, hostID={2}",
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LogHeader, rootPart.Name, hostID);
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}
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}
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else
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{
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m_log.WarnFormat("{0} physGetLinksetType: root part does not exist. RequestingPartName={1}, hostID={2}",
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LogHeader, requestingPart.Name, hostID);
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}
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}
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else
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{
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m_log.WarnFormat("{0} physGetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID);
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}
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@ -37,12 +37,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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public class BSActorLockAxis : BSActor
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{
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BSConstraint LockAxisConstraint = null;
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// The lock access flags (which axises were locked) when the contraint was built.
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// Used to see if locking has changed since when the constraint was built.
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OMV.Vector3 LockAxisLinearFlags;
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OMV.Vector3 LockAxisAngularFlags;
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public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
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: base(physicsScene, pObj, actorName)
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{
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m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID);
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LockAxisConstraint = null;
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// we place our constraint just before the simulation step to make sure the linkset is complete
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m_physicsScene.BeforeStep += PhysicsScene_BeforeStep;
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}
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// BSActor.isActive
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@ -55,6 +62,7 @@ public class BSActorLockAxis : BSActor
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// BSActor.Dispose()
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public override void Dispose()
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{
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m_physicsScene.BeforeStep -= PhysicsScene_BeforeStep;
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RemoveAxisLockConstraint();
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}
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@ -63,10 +71,18 @@ public class BSActorLockAxis : BSActor
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// BSActor.Refresh()
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public override void Refresh()
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{
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m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}",
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m_controllingPrim.LocalID, m_controllingPrim.LockedAngularAxis, Enabled, m_controllingPrim.IsPhysicallyActive);
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// Since the axis logging is done with a constraint, Refresh() time is good for
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// changing parameters but this needs to wait until the prim/linkset is physically
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// constructed. Therefore, the constraint itself is placed at pre-step time.
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/*
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m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedLinear={1},lockedAngular={2},enabled={3},pActive={4}",
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m_controllingPrim.LocalID,
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m_controllingPrim.LockedLinearAxis,
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m_controllingPrim.LockedAngularAxis,
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Enabled, m_controllingPrim.IsPhysicallyActive);
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// If all the axis are free, we don't need to exist
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if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree)
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if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree
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&& m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree)
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{
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Enabled = false;
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}
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@ -74,12 +90,21 @@ public class BSActorLockAxis : BSActor
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// If the object is physically active, add the axis locking constraint
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if (isActive)
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{
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// Check to see if the locking parameters have changed
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if (m_controllingPrim.LockedLinearAxis != this.LockAxisLinearFlags
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|| m_controllingPrim.LockedAngularAxis != this.LockAxisAngularFlags)
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{
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// The locking has changed. Remove the old constraint and build a new one
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RemoveAxisLockConstraint();
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}
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AddAxisLockConstraint();
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}
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else
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{
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RemoveAxisLockConstraint();
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}
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*/
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}
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// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
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@ -88,15 +113,35 @@ public class BSActorLockAxis : BSActor
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// BSActor.RemoveDependencies()
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public override void RemoveDependencies()
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{
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if (LockAxisConstraint != null)
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{
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// If a constraint is set up, remove it from the physical scene
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RemoveAxisLockConstraint();
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// Schedule a call before the next simulation step to restore the constraint.
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m_physicsScene.PostTaintObject("BSActorLockAxis:" + ActorName, m_controllingPrim.LocalID, delegate()
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// The pre-step action will restore the constraint of needed
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}
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private void PhysicsScene_BeforeStep(float timestep)
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{
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Refresh();
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});
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// If all the axis are free, we don't need to exist
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if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree
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&& m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree)
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{
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Enabled = false;
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}
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// If the object is physically active, add the axis locking constraint
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if (isActive)
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{
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// Check to see if the locking parameters have changed
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if (m_controllingPrim.LockedLinearAxis != this.LockAxisLinearFlags
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|| m_controllingPrim.LockedAngularAxis != this.LockAxisAngularFlags)
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{
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// The locking has changed. Remove the old constraint and build a new one
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RemoveAxisLockConstraint();
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}
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AddAxisLockConstraint();
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}
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else
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{
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RemoveAxisLockConstraint();
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}
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}
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@ -118,56 +163,30 @@ public class BSActorLockAxis : BSActor
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LockAxisConstraint = axisConstrainer;
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m_physicsScene.Constraints.AddConstraint(LockAxisConstraint);
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// Remember the clocking being inforced so we can notice if they have changed
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LockAxisLinearFlags = m_controllingPrim.LockedLinearAxis;
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LockAxisAngularFlags = m_controllingPrim.LockedAngularAxis;
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// The constraint is tied to the world and oriented to the prim.
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// Free to move linearly in the region
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// OMV.Vector3 linearLow = OMV.Vector3.Zero;
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// OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize;
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OMV.Vector3 linearLow = new OMV.Vector3(-10000f, -10000f, -10000f);
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OMV.Vector3 linearHigh = new OMV.Vector3(10000f, 10000f, 10000f);
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if (m_controllingPrim.LockedLinearAxis.X != BSPhysObject.FreeAxis)
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if (!axisConstrainer.SetLinearLimits(m_controllingPrim.LockedLinearAxisLow, m_controllingPrim.LockedLinearAxisHigh))
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{
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linearLow.X = m_controllingPrim.RawPosition.X;
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linearHigh.X = m_controllingPrim.RawPosition.X;
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m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetLinearLimits",
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m_controllingPrim.LocalID);
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}
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if (m_controllingPrim.LockedLinearAxis.Y != BSPhysObject.FreeAxis)
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{
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linearLow.Y = m_controllingPrim.RawPosition.Y;
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linearHigh.Y = m_controllingPrim.RawPosition.Y;
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}
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if (m_controllingPrim.LockedLinearAxis.Z != BSPhysObject.FreeAxis)
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{
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linearLow.Z = m_controllingPrim.RawPosition.Z;
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linearHigh.Z = m_controllingPrim.RawPosition.Z;
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}
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axisConstrainer.SetLinearLimits(linearLow, linearHigh);
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// Angular with some axis locked
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float fPI = (float)Math.PI;
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OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI);
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OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI);
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if (m_controllingPrim.LockedAngularAxis.X != BSPhysObject.FreeAxis)
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if (!axisConstrainer.SetAngularLimits(m_controllingPrim.LockedAngularAxisLow, m_controllingPrim.LockedAngularAxisHigh))
|
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{
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angularLow.X = 0f;
|
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angularHigh.X = 0f;
|
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}
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if (m_controllingPrim.LockedAngularAxis.Y != BSPhysObject.FreeAxis)
|
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{
|
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angularLow.Y = 0f;
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angularHigh.Y = 0f;
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}
|
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if (m_controllingPrim.LockedAngularAxis.Z != BSPhysObject.FreeAxis)
|
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{
|
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angularLow.Z = 0f;
|
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angularHigh.Z = 0f;
|
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}
|
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if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh))
|
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{
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m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID);
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m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits",
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m_controllingPrim.LocalID);
|
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}
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m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}",
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m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh);
|
||||
m_controllingPrim.LocalID,
|
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m_controllingPrim.LockedLinearAxisLow,
|
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m_controllingPrim.LockedLinearAxisHigh,
|
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m_controllingPrim.LockedAngularAxisLow,
|
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m_controllingPrim.LockedAngularAxisHigh);
|
||||
|
||||
// Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
|
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axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
|
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|
|
|
@ -201,7 +201,10 @@ public sealed class BSLinksetCompound : BSLinkset
|
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if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0)
|
||||
{
|
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// Find the physical instance of the child
|
||||
if (LinksetRoot.PhysShape.HasPhysicalShape && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo))
|
||||
if (!RebuildScheduled // if rebuilding, let the rebuild do it
|
||||
&& !LinksetRoot.IsIncomplete // if waiting for assets or whatever, don't change
|
||||
&& LinksetRoot.PhysShape.HasPhysicalShape // there must be a physical shape assigned
|
||||
&& m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo))
|
||||
{
|
||||
// It is possible that the linkset is still under construction and the child is not yet
|
||||
// inserted into the compound shape. A rebuild of the linkset in a pre-step action will
|
||||
|
|
|
@ -309,11 +309,20 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
// Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass.
|
||||
public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; }
|
||||
|
||||
public OMV.Vector3 LockedLinearAxis { get; set; } // zero means locked. one means free.
|
||||
public OMV.Vector3 LockedAngularAxis { get; set; } // zero means locked. one means free.
|
||||
public OMV.Vector3 LockedLinearAxis; // zero means locked. one means free.
|
||||
public OMV.Vector3 LockedAngularAxis; // zero means locked. one means free.
|
||||
public const float FreeAxis = 1f;
|
||||
public const float LockedAxis = 0f;
|
||||
public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free
|
||||
|
||||
// If an axis is locked (flagged above) then the limits of that axis are specified here.
|
||||
// Linear axis limits are relative to the object's starting coordinates.
|
||||
// Angular limits are limited to -PI to +PI
|
||||
public OMV.Vector3 LockedLinearAxisLow;
|
||||
public OMV.Vector3 LockedLinearAxisHigh;
|
||||
public OMV.Vector3 LockedAngularAxisLow;
|
||||
public OMV.Vector3 LockedAngularAxisHigh;
|
||||
|
||||
// Enable physical actions. Bullet will keep sleeping non-moving physical objects so
|
||||
// they need waking up when parameters are changed.
|
||||
// Called in taint-time!!
|
||||
|
|
|
@ -34,6 +34,7 @@ using OMV = OpenMetaverse;
|
|||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Region.Physics.ConvexDecompositionDotNet;
|
||||
using OpenSim.Region.OptionalModules.Scripting; // for ExtendedPhysics
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
@ -95,11 +96,9 @@ public class BSPrim : BSPhysObject
|
|||
_isPhysical = pisPhysical;
|
||||
_isVolumeDetect = false;
|
||||
|
||||
// Add a dynamic vehicle to our set of actors that can move this prim.
|
||||
// PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName));
|
||||
|
||||
_mass = CalculateMass();
|
||||
|
||||
DetailLog("{0},BSPrim.constructor,pbs={1}", LocalID, BSScene.PrimitiveBaseShapeToString(pbs));
|
||||
// DetailLog("{0},BSPrim.constructor,call", LocalID);
|
||||
// do the actual object creation at taint time
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate()
|
||||
|
@ -167,6 +166,7 @@ public class BSPrim : BSPhysObject
|
|||
public override PrimitiveBaseShape Shape {
|
||||
set {
|
||||
BaseShape = value;
|
||||
DetailLog("{0},BSPrim.changeShape,pbs={1}", LocalID, BSScene.PrimitiveBaseShapeToString(BaseShape));
|
||||
PrimAssetState = PrimAssetCondition.Unknown;
|
||||
ForceBodyShapeRebuild(false);
|
||||
}
|
||||
|
@ -285,23 +285,21 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
|
||||
|
||||
// "1" means free, "0" means locked
|
||||
OMV.Vector3 locking = LockedAxisFree;
|
||||
if (axis.X != 1) locking.X = 0f;
|
||||
if (axis.Y != 1) locking.Y = 0f;
|
||||
if (axis.Z != 1) locking.Z = 0f;
|
||||
LockedAngularAxis = locking;
|
||||
|
||||
EnableActor(LockedAngularAxis != LockedAxisFree, LockedAxisActorName, delegate()
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f);
|
||||
if (axis.X != 1)
|
||||
{
|
||||
return new BSActorLockAxis(PhysScene, this, LockedAxisActorName);
|
||||
});
|
||||
|
||||
// Update parameters so the new actor's Refresh() action is called at the right time.
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.LockAngularMotion", delegate()
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X, 0f, 0f);
|
||||
}
|
||||
if (axis.Y != 1)
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y, 0f, 0f);
|
||||
}
|
||||
if (axis.Z != 1)
|
||||
{
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z, 0f, 0f);
|
||||
}
|
||||
|
||||
InitializeAxisActor();
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -533,6 +531,12 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
return new BSActorSetForce(PhysScene, this, SetForceActorName);
|
||||
});
|
||||
|
||||
// Call update so actor Refresh() is called to start things off
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setForce", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -766,6 +770,12 @@ public class BSPrim : BSPhysObject
|
|||
return new BSActorSetTorque(PhysScene, this, SetTorqueActorName);
|
||||
});
|
||||
DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque);
|
||||
|
||||
// Call update so actor Refresh() is called to start things off
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setTorque", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 Acceleration {
|
||||
|
@ -1138,6 +1148,12 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
return new BSActorMoveToTarget(PhysScene, this, MoveToTargetActorName);
|
||||
});
|
||||
|
||||
// Call update so actor Refresh() is called to start things off
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.PIDActive", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1164,6 +1180,12 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
return new BSActorHover(PhysScene, this, HoverActorName);
|
||||
});
|
||||
|
||||
// Call update so actor Refresh() is called to start things off
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.PIDHoverActive", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1601,12 +1623,293 @@ public class BSPrim : BSPhysObject
|
|||
object ret = null;
|
||||
switch (pFunct)
|
||||
{
|
||||
case ExtendedPhysics.PhysFunctAxisLockLimits:
|
||||
ret = SetAxisLockLimitsExtension(pParams);
|
||||
break;
|
||||
default:
|
||||
ret = base.Extension(pFunct, pParams);
|
||||
break;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
private void InitializeAxisActor()
|
||||
{
|
||||
EnableActor(LockedAngularAxis != LockedAxisFree || LockedLinearAxis != LockedAxisFree,
|
||||
LockedAxisActorName, delegate()
|
||||
{
|
||||
return new BSActorLockAxis(PhysScene, this, LockedAxisActorName);
|
||||
});
|
||||
|
||||
// Update parameters so the new actor's Refresh() action is called at the right time.
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.LockAxis", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
}
|
||||
|
||||
// Passed an array of an array of parameters, set the axis locking.
|
||||
// This expects an int (PHYS_AXIS_*) followed by none or two limit floats
|
||||
// followed by another int and floats, etc.
|
||||
private object SetAxisLockLimitsExtension(object[] pParams)
|
||||
{
|
||||
DetailLog("{0} SetAxisLockLimitsExtension. parmlen={1}", LocalID, pParams.GetLength(0));
|
||||
object ret = null;
|
||||
try
|
||||
{
|
||||
if (pParams.GetLength(0) > 1)
|
||||
{
|
||||
int index = 2;
|
||||
while (index < pParams.GetLength(0))
|
||||
{
|
||||
var funct = pParams[index];
|
||||
DetailLog("{0} SetAxisLockLimitsExtension. op={1}, index={2}", LocalID, funct, index);
|
||||
if (funct is Int32 || funct is Int64)
|
||||
{
|
||||
switch ((int)funct)
|
||||
{
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_X:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_X, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_X:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_X, (float)pParams[index + 1], (float)pParams[index + 2]);
|
||||
index += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Y:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Y, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Y:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Y, (float)pParams[index + 1], (float)pParams[index + 2]);
|
||||
index += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Z:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Z, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Z:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Z, (float)pParams[index + 1], (float)pParams[index + 2]);
|
||||
index += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_X:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_X, (float)pParams[index + 1], (float)pParams[index + 2]);
|
||||
index += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Y:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Y, (float)pParams[index + 1], (float)pParams[index + 2]);
|
||||
index += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Z:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Z, (float)pParams[index + 1], (float)pParams[index + 2]);
|
||||
index += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_X:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_X, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Y:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Y, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Z:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Z, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_X:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_X, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Y:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Y, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Z:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Z, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK, 0f, 0f);
|
||||
index += 1;
|
||||
break;
|
||||
default:
|
||||
m_log.WarnFormat("{0} SetSxisLockLimitsExtension. Unknown op={1}", LogHeader, funct);
|
||||
index += 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
InitializeAxisActor();
|
||||
ret = (object)index;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("{0} SetSxisLockLimitsExtension exception in object {1}: {2}", LogHeader, this.Name, e);
|
||||
ret = null;
|
||||
}
|
||||
return ret; // not implemented yet
|
||||
}
|
||||
|
||||
// Set the locking parameters.
|
||||
// If an axis is locked, the limits for the axis are set to zero,
|
||||
// If the axis is being constrained, the high and low value are passed and set.
|
||||
// When done here, LockedXXXAxis flags are set and LockedXXXAxixLow/High are set to the range.
|
||||
protected void ApplyAxisLimits(int funct, float low, float high)
|
||||
{
|
||||
DetailLog("{0} ApplyAxisLimits. op={1}, low={2}, high={3}", LocalID, funct, low, high);
|
||||
float linearMax = 23000f;
|
||||
float angularMax = (float)Math.PI;
|
||||
|
||||
switch ((int)funct)
|
||||
{
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR:
|
||||
this.LockedLinearAxis = new OMV.Vector3(LockedAxis, LockedAxis, LockedAxis);
|
||||
this.LockedLinearAxisLow = OMV.Vector3.Zero;
|
||||
this.LockedLinearAxisHigh = OMV.Vector3.Zero;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_X:
|
||||
this.LockedLinearAxis.X = LockedAxis;
|
||||
this.LockedLinearAxisLow.X = 0f;
|
||||
this.LockedLinearAxisHigh.X = 0f;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_X:
|
||||
this.LockedLinearAxis.X = LockedAxis;
|
||||
this.LockedLinearAxisLow.X = Util.Clip(low, -linearMax, linearMax);
|
||||
this.LockedLinearAxisHigh.X = Util.Clip(high, -linearMax, linearMax);
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Y:
|
||||
this.LockedLinearAxis.Y = LockedAxis;
|
||||
this.LockedLinearAxisLow.Y = 0f;
|
||||
this.LockedLinearAxisHigh.Y = 0f;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Y:
|
||||
this.LockedLinearAxis.Y = LockedAxis;
|
||||
this.LockedLinearAxisLow.Y = Util.Clip(low, -linearMax, linearMax);
|
||||
this.LockedLinearAxisHigh.Y = Util.Clip(high, -linearMax, linearMax);
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Z:
|
||||
this.LockedLinearAxis.Z = LockedAxis;
|
||||
this.LockedLinearAxisLow.Z = 0f;
|
||||
this.LockedLinearAxisHigh.Z = 0f;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Z:
|
||||
this.LockedLinearAxis.Z = LockedAxis;
|
||||
this.LockedLinearAxisLow.Z = Util.Clip(low, -linearMax, linearMax);
|
||||
this.LockedLinearAxisHigh.Z = Util.Clip(high, -linearMax, linearMax);
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR:
|
||||
this.LockedAngularAxis = new OMV.Vector3(LockedAxis, LockedAxis, LockedAxis);
|
||||
this.LockedAngularAxisLow = OMV.Vector3.Zero;
|
||||
this.LockedAngularAxisHigh = OMV.Vector3.Zero;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X:
|
||||
this.LockedAngularAxis.X = LockedAxis;
|
||||
this.LockedAngularAxisLow.X = 0;
|
||||
this.LockedAngularAxisHigh.X = 0;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_X:
|
||||
this.LockedAngularAxis.X = LockedAxis;
|
||||
this.LockedAngularAxisLow.X = Util.Clip(low, -angularMax, angularMax);
|
||||
this.LockedAngularAxisHigh.X = Util.Clip(high, -angularMax, angularMax);
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y:
|
||||
this.LockedAngularAxis.Y = LockedAxis;
|
||||
this.LockedAngularAxisLow.Y = 0;
|
||||
this.LockedAngularAxisHigh.Y = 0;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Y:
|
||||
this.LockedAngularAxis.Y = LockedAxis;
|
||||
this.LockedAngularAxisLow.Y = Util.Clip(low, -angularMax, angularMax);
|
||||
this.LockedAngularAxisHigh.Y = Util.Clip(high, -angularMax, angularMax);
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z:
|
||||
this.LockedAngularAxis.Z = LockedAxis;
|
||||
this.LockedAngularAxisLow.Z = 0;
|
||||
this.LockedAngularAxisHigh.Z = 0;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Z:
|
||||
this.LockedAngularAxis.Z = LockedAxis;
|
||||
this.LockedAngularAxisLow.Z = Util.Clip(low, -angularMax, angularMax);
|
||||
this.LockedAngularAxisHigh.Z = Util.Clip(high, -angularMax, angularMax);
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR:
|
||||
this.LockedLinearAxis = LockedAxisFree;
|
||||
this.LockedLinearAxisLow = new OMV.Vector3(-linearMax, -linearMax, -linearMax);
|
||||
this.LockedLinearAxisHigh = new OMV.Vector3(linearMax, linearMax, linearMax);
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_X:
|
||||
this.LockedLinearAxis.X = FreeAxis;
|
||||
this.LockedLinearAxisLow.X = -linearMax;
|
||||
this.LockedLinearAxisHigh.X = linearMax;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Y:
|
||||
this.LockedLinearAxis.Y = FreeAxis;
|
||||
this.LockedLinearAxisLow.Y = -linearMax;
|
||||
this.LockedLinearAxisHigh.Y = linearMax;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Z:
|
||||
this.LockedLinearAxis.Z = FreeAxis;
|
||||
this.LockedLinearAxisLow.Z = -linearMax;
|
||||
this.LockedLinearAxisHigh.Z = linearMax;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR:
|
||||
this.LockedAngularAxis = LockedAxisFree;
|
||||
this.LockedAngularAxisLow = new OMV.Vector3(-angularMax, -angularMax, -angularMax);
|
||||
this.LockedAngularAxisHigh = new OMV.Vector3(angularMax, angularMax, angularMax);
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_X:
|
||||
this.LockedAngularAxis.X = FreeAxis;
|
||||
this.LockedAngularAxisLow.X = -angularMax;
|
||||
this.LockedAngularAxisHigh.X = angularMax;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Y:
|
||||
this.LockedAngularAxis.Y = FreeAxis;
|
||||
this.LockedAngularAxisLow.Y = -angularMax;
|
||||
this.LockedAngularAxisHigh.Y = angularMax;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Z:
|
||||
this.LockedAngularAxis.Z = FreeAxis;
|
||||
this.LockedAngularAxisLow.Z = -angularMax;
|
||||
this.LockedAngularAxisHigh.Z = angularMax;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_UNLOCK:
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR, 0f, 0f);
|
||||
ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return;
|
||||
}
|
||||
#endregion // Extension
|
||||
|
||||
// The physics engine says that properties have updated. Update same and inform
|
||||
|
|
|
@ -947,6 +947,73 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
#endregion // Extensions
|
||||
|
||||
public static string PrimitiveBaseShapeToString(PrimitiveBaseShape pbs)
|
||||
{
|
||||
float pathShearX = pbs.PathShearX < 128 ? (float)pbs.PathShearX * 0.01f : (float)(pbs.PathShearX - 256) * 0.01f;
|
||||
float pathShearY = pbs.PathShearY < 128 ? (float)pbs.PathShearY * 0.01f : (float)(pbs.PathShearY - 256) * 0.01f;
|
||||
float pathBegin = (float)pbs.PathBegin * 2.0e-5f;
|
||||
float pathEnd = 1.0f - (float)pbs.PathEnd * 2.0e-5f;
|
||||
float pathScaleX = (float)(pbs.PathScaleX - 100) * 0.01f;
|
||||
float pathScaleY = (float)(pbs.PathScaleY - 100) * 0.01f;
|
||||
|
||||
float profileBegin = (float)pbs.ProfileBegin * 2.0e-5f;
|
||||
float profileEnd = 1.0f - (float)pbs.ProfileEnd * 2.0e-5f;
|
||||
float profileHollow = (float)pbs.ProfileHollow * 2.0e-5f;
|
||||
if (profileHollow > 0.95f)
|
||||
profileHollow = 0.95f;
|
||||
|
||||
StringBuilder buff = new StringBuilder();
|
||||
buff.Append("shape=");
|
||||
buff.Append(((ProfileShape)pbs.ProfileShape).ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("hollow=");
|
||||
buff.Append(((HollowShape)pbs.HollowShape).ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("pathCurve=");
|
||||
buff.Append(((Extrusion)pbs.PathCurve).ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("profCurve=");
|
||||
buff.Append(((Extrusion)pbs.ProfileCurve).ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("profHollow=");
|
||||
buff.Append(profileHollow.ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("pathBegEnd=");
|
||||
buff.Append(pathBegin.ToString());
|
||||
buff.Append("/");
|
||||
buff.Append(pathEnd.ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("profileBegEnd=");
|
||||
buff.Append(profileBegin.ToString());
|
||||
buff.Append("/");
|
||||
buff.Append(profileEnd.ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("scaleXY=");
|
||||
buff.Append(pathScaleX.ToString());
|
||||
buff.Append("/");
|
||||
buff.Append(pathScaleY.ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("shearXY=");
|
||||
buff.Append(pathShearX.ToString());
|
||||
buff.Append("/");
|
||||
buff.Append(pathShearY.ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("taperXY=");
|
||||
buff.Append(pbs.PathTaperX.ToString());
|
||||
buff.Append("/");
|
||||
buff.Append(pbs.PathTaperY.ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("skew=");
|
||||
buff.Append(pbs.PathSkew.ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("twist/Beg=");
|
||||
buff.Append(pbs.PathTwist.ToString());
|
||||
buff.Append("/");
|
||||
buff.Append(pbs.PathTwistBegin.ToString());
|
||||
|
||||
return buff.ToString();
|
||||
}
|
||||
|
||||
#region Taints
|
||||
// The simulation execution order is:
|
||||
// Simulate()
|
||||
|
|
|
@ -38,6 +38,76 @@ using OMV = OpenMetaverse;
|
|||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
// Information class that holds stats for the shape. Which values mean
|
||||
// something depends on the type of shape.
|
||||
// This information is used for debugging and stats and is not used
|
||||
// for operational things.
|
||||
public class ShapeInfoInfo
|
||||
{
|
||||
public int Vertices { get; set; }
|
||||
private int m_hullCount;
|
||||
private int[] m_verticesPerHull;
|
||||
public ShapeInfoInfo()
|
||||
{
|
||||
Vertices = 0;
|
||||
m_hullCount = 0;
|
||||
m_verticesPerHull = null;
|
||||
}
|
||||
public int HullCount
|
||||
{
|
||||
set
|
||||
{
|
||||
m_hullCount = value;
|
||||
m_verticesPerHull = new int[m_hullCount];
|
||||
Array.Clear(m_verticesPerHull, 0, m_hullCount);
|
||||
}
|
||||
get { return m_hullCount; }
|
||||
}
|
||||
public void SetVerticesPerHull(int hullNum, int vertices)
|
||||
{
|
||||
if (m_verticesPerHull != null && hullNum < m_verticesPerHull.Length)
|
||||
{
|
||||
m_verticesPerHull[hullNum] = vertices;
|
||||
}
|
||||
}
|
||||
public int GetVerticesPerHull(int hullNum)
|
||||
{
|
||||
if (m_verticesPerHull != null && hullNum < m_verticesPerHull.Length)
|
||||
{
|
||||
return m_verticesPerHull[hullNum];
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
public override string ToString()
|
||||
{
|
||||
StringBuilder buff = new StringBuilder();
|
||||
// buff.Append("ShapeInfo=<");
|
||||
buff.Append("<");
|
||||
if (Vertices > 0)
|
||||
{
|
||||
buff.Append("verts=");
|
||||
buff.Append(Vertices.ToString());
|
||||
}
|
||||
|
||||
if (Vertices > 0 && HullCount > 0) buff.Append(",");
|
||||
|
||||
if (HullCount > 0)
|
||||
{
|
||||
buff.Append("nHulls=");
|
||||
buff.Append(HullCount.ToString());
|
||||
buff.Append(",");
|
||||
buff.Append("hullVerts=");
|
||||
for (int ii = 0; ii < HullCount; ii++)
|
||||
{
|
||||
if (ii != 0) buff.Append(",");
|
||||
buff.Append(GetVerticesPerHull(ii).ToString());
|
||||
}
|
||||
}
|
||||
buff.Append(">");
|
||||
return buff.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class BSShape
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE]";
|
||||
|
@ -45,18 +115,21 @@ public abstract class BSShape
|
|||
public int referenceCount { get; set; }
|
||||
public DateTime lastReferenced { get; set; }
|
||||
public BulletShape physShapeInfo { get; set; }
|
||||
public ShapeInfoInfo shapeInfo { get; private set; }
|
||||
|
||||
public BSShape()
|
||||
{
|
||||
referenceCount = 1;
|
||||
lastReferenced = DateTime.Now;
|
||||
physShapeInfo = new BulletShape();
|
||||
shapeInfo = new ShapeInfoInfo();
|
||||
}
|
||||
public BSShape(BulletShape pShape)
|
||||
{
|
||||
referenceCount = 1;
|
||||
lastReferenced = DateTime.Now;
|
||||
physShapeInfo = pShape;
|
||||
shapeInfo = new ShapeInfoInfo();
|
||||
}
|
||||
|
||||
// Get another reference to this shape.
|
||||
|
@ -283,6 +356,9 @@ public class BSShapeNull : BSShape
|
|||
}
|
||||
|
||||
// ============================================================================================================
|
||||
// BSShapeNative is a wrapper for a Bullet 'native' shape -- cube and sphere.
|
||||
// They are odd in that they don't allocate meshes but are computated/procedural.
|
||||
// This means allocation and freeing is different than meshes.
|
||||
public class BSShapeNative : BSShape
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE NATIVE]";
|
||||
|
@ -361,6 +437,7 @@ public class BSShapeNative : BSShape
|
|||
}
|
||||
|
||||
// ============================================================================================================
|
||||
// BSShapeMesh is a simple mesh.
|
||||
public class BSShapeMesh : BSShape
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE MESH]";
|
||||
|
@ -457,7 +534,11 @@ public class BSShapeMesh : BSShape
|
|||
PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
|
||||
{
|
||||
return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod,
|
||||
(w, iC, i, vC, v) => physicsScene.PE.CreateMeshShape(w, iC, i, vC, v) );
|
||||
(w, iC, i, vC, v) =>
|
||||
{
|
||||
shapeInfo.Vertices = vC;
|
||||
return physicsScene.PE.CreateMeshShape(w, iC, i, vC, v);
|
||||
});
|
||||
}
|
||||
|
||||
// Code that uses the mesher to create the index/vertices info for a trimesh shape.
|
||||
|
@ -545,6 +626,9 @@ public class BSShapeMesh : BSShape
|
|||
}
|
||||
|
||||
// ============================================================================================================
|
||||
// BSShapeHull is a physical shape representation htat is made up of many convex hulls.
|
||||
// The convex hulls are either supplied with the asset or are approximated by one of the
|
||||
// convex hull creation routines (in OpenSim or in Bullet).
|
||||
public class BSShapeHull : BSShape
|
||||
{
|
||||
#pragma warning disable 414
|
||||
|
@ -553,6 +637,7 @@ public class BSShapeHull : BSShape
|
|||
|
||||
public static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
|
||||
|
||||
|
||||
public BSShapeHull(BulletShape pShape) : base(pShape)
|
||||
{
|
||||
}
|
||||
|
@ -615,6 +700,7 @@ public class BSShapeHull : BSShape
|
|||
// TODO: schedule aging and destruction of unused meshes.
|
||||
}
|
||||
}
|
||||
|
||||
List<ConvexResult> m_hulls;
|
||||
private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey,
|
||||
PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
|
||||
|
@ -647,6 +733,7 @@ public class BSShapeHull : BSShape
|
|||
if (allHulls != null && BSParam.ShouldUseAssetHulls)
|
||||
{
|
||||
int hullCount = allHulls.Count;
|
||||
shapeInfo.HullCount = hullCount;
|
||||
int totalVertices = 1; // include one for the count of the hulls
|
||||
// Using the structure described for HACD hulls, create the memory sturcture
|
||||
// to pass the hull data to the creater.
|
||||
|
@ -659,6 +746,7 @@ public class BSShapeHull : BSShape
|
|||
|
||||
convHulls[0] = (float)hullCount;
|
||||
int jj = 1;
|
||||
int hullIndex = 0;
|
||||
foreach (List<OMV.Vector3> hullVerts in allHulls)
|
||||
{
|
||||
convHulls[jj + 0] = hullVerts.Count;
|
||||
|
@ -673,6 +761,8 @@ public class BSShapeHull : BSShape
|
|||
convHulls[jj + 2] = oneVert.Z;
|
||||
jj += 3;
|
||||
}
|
||||
shapeInfo.SetVerticesPerHull(hullIndex, hullVerts.Count);
|
||||
hullIndex++;
|
||||
}
|
||||
|
||||
// create the hull data structure in Bullet
|
||||
|
@ -708,6 +798,10 @@ public class BSShapeHull : BSShape
|
|||
physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape);
|
||||
|
||||
// Now done with the mesh shape.
|
||||
shapeInfo.HullCount = 1;
|
||||
BSShapeMesh maybeMesh = meshShape as BSShapeMesh;
|
||||
if (maybeMesh != null)
|
||||
shapeInfo.SetVerticesPerHull(0, maybeMesh.shapeInfo.Vertices);
|
||||
meshShape.Dereference(physicsScene);
|
||||
}
|
||||
physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
|
||||
|
@ -857,6 +951,8 @@ public class BSShapeHull : BSShape
|
|||
}
|
||||
|
||||
// ============================================================================================================
|
||||
// BSShapeCompound is a wrapper for the Bullet compound shape which is built from multiple, separate
|
||||
// meshes. Used by BulletSim for complex shapes like linksets.
|
||||
public class BSShapeCompound : BSShape
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
|
||||
|
@ -999,6 +1095,9 @@ public class BSShapeCompound : BSShape
|
|||
}
|
||||
|
||||
// ============================================================================================================
|
||||
// BSShapeConvexHull is a wrapper for a Bullet single convex hull. A BSShapeHull contains multiple convex
|
||||
// hull shapes. This is used for simple prims that are convex and thus can be made into a simple
|
||||
// collision shape (a single hull). More complex physical shapes will be BSShapeHull's.
|
||||
public class BSShapeConvexHull : BSShape
|
||||
{
|
||||
#pragma warning disable 414
|
||||
|
@ -1098,6 +1197,9 @@ public class BSShapeConvexHull : BSShape
|
|||
}
|
||||
}
|
||||
// ============================================================================================================
|
||||
// BSShapeGImpact is a wrapper for the Bullet GImpact shape which is a collision mesh shape that
|
||||
// can handle concave as well as convex shapes. Much slower computationally but creates smoother
|
||||
// shapes than multiple convex hull approximations.
|
||||
public class BSShapeGImpact : BSShape
|
||||
{
|
||||
#pragma warning disable 414
|
||||
|
@ -1151,7 +1253,11 @@ public class BSShapeGImpact : BSShape
|
|||
PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
|
||||
{
|
||||
return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod,
|
||||
(w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) );
|
||||
(w, iC, i, vC, v) =>
|
||||
{
|
||||
shapeInfo.Vertices = vC;
|
||||
return physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v);
|
||||
});
|
||||
}
|
||||
|
||||
public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
|
||||
|
@ -1206,6 +1312,7 @@ public class BSShapeGImpact : BSShape
|
|||
}
|
||||
|
||||
// ============================================================================================================
|
||||
// BSShapeAvatar is a specialized mesh shape for avatars.
|
||||
public class BSShapeAvatar : BSShape
|
||||
{
|
||||
#pragma warning disable 414
|
||||
|
|
|
@ -28,15 +28,16 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
using Nini.Config;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.BulletSPlugin;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Region.Physics.Meshing;
|
||||
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin.Tests
|
||||
{
|
||||
// Utility functions for building up and tearing down the sample physics environments
|
||||
|
@ -77,17 +78,21 @@ public static class BulletSimTestsUtil
|
|||
bulletSimConfig.Set("VehicleLoggingEnabled","True");
|
||||
}
|
||||
|
||||
BSPlugin bsPlugin = new BSPlugin();
|
||||
PhysicsPluginManager physicsPluginManager;
|
||||
physicsPluginManager = new PhysicsPluginManager();
|
||||
physicsPluginManager.LoadPluginsFromAssemblies("Physics");
|
||||
|
||||
BSScene bsScene = (BSScene)bsPlugin.GetScene("BSTestRegion");
|
||||
Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
|
||||
|
||||
PhysicsScene pScene = physicsPluginManager.GetPhysicsScene(
|
||||
"BulletSim", "Meshmerizer", openSimINI, "BSTestRegion", regionExtent);
|
||||
|
||||
BSScene bsScene = pScene as BSScene;
|
||||
|
||||
// Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
|
||||
// In the future, add a fake asset fetcher to get meshes and sculpts.
|
||||
// bsScene.RequestAssetMethod = ???;
|
||||
|
||||
Meshing.Meshmerizer mesher = new Meshmerizer(openSimINI);
|
||||
bsScene.Initialise(mesher, openSimINI);
|
||||
|
||||
return bsScene;
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,204 @@
|
|||
/*
|
||||
* 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.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
using NUnit.Framework;
|
||||
using log4net;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.BulletSPlugin;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Tests.Common;
|
||||
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class HullCreation : OpenSimTestCase
|
||||
{
|
||||
// Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
|
||||
// Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
|
||||
|
||||
BSScene PhysicsScene { get; set; }
|
||||
Vector3 ObjectInitPosition;
|
||||
float simulationTimeStep = 0.089f;
|
||||
|
||||
[TestFixtureSetUp]
|
||||
public void Init()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
[TestFixtureTearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
if (PhysicsScene != null)
|
||||
{
|
||||
// The Dispose() will also free any physical objects in the scene
|
||||
PhysicsScene.Dispose();
|
||||
PhysicsScene = null;
|
||||
}
|
||||
}
|
||||
|
||||
[TestCase(7, 2, 5f, 5f, 32, 0f)] /* default hull parameters */
|
||||
public void GeomHullConvexDecomp( int maxDepthSplit,
|
||||
int maxDepthSplitForSimpleShapes,
|
||||
float concavityThresholdPercent,
|
||||
float volumeConservationThresholdPercent,
|
||||
int maxVertices,
|
||||
float maxSkinWidth)
|
||||
{
|
||||
// Setup the physics engine to use the C# version of convex decomp
|
||||
Dictionary<string, string> engineParams = new Dictionary<string, string>();
|
||||
engineParams.Add("MeshSculptedPrim", "true"); // ShouldMeshSculptedPrim
|
||||
engineParams.Add("ForceSimplePrimMeshing", "false"); // ShouldForceSimplePrimMeshing
|
||||
engineParams.Add("UseHullsForPhysicalObjects", "true"); // ShouldUseHullsForPhysicalObjects
|
||||
engineParams.Add("ShouldRemoveZeroWidthTriangles", "true");
|
||||
engineParams.Add("ShouldUseBulletHACD", "false");
|
||||
engineParams.Add("ShouldUseSingleConvexHullForPrims", "true");
|
||||
engineParams.Add("ShouldUseGImpactShapeForPrims", "false");
|
||||
engineParams.Add("ShouldUseAssetHulls", "true");
|
||||
|
||||
engineParams.Add("CSHullMaxDepthSplit", maxDepthSplit.ToString());
|
||||
engineParams.Add("CSHullMaxDepthSplitForSimpleShapes", maxDepthSplitForSimpleShapes.ToString());
|
||||
engineParams.Add("CSHullConcavityThresholdPercent", concavityThresholdPercent.ToString());
|
||||
engineParams.Add("CSHullVolumeConservationThresholdPercent", volumeConservationThresholdPercent.ToString());
|
||||
engineParams.Add("CSHullMaxVertices", maxVertices.ToString());
|
||||
engineParams.Add("CSHullMaxSkinWidth", maxSkinWidth.ToString());
|
||||
|
||||
PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
|
||||
|
||||
PrimitiveBaseShape pbs;
|
||||
Vector3 pos;
|
||||
Vector3 size;
|
||||
Quaternion rot;
|
||||
bool isPhys;
|
||||
|
||||
// Cylinder
|
||||
pbs = PrimitiveBaseShape.CreateCylinder();
|
||||
pos = new Vector3(100.0f, 100.0f, 0f);
|
||||
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
|
||||
ObjectInitPosition = pos;
|
||||
size = new Vector3(2f, 2f, 2f);
|
||||
pbs.Scale = size;
|
||||
rot = Quaternion.Identity;
|
||||
isPhys = true;
|
||||
uint cylinderLocalID = 123;
|
||||
PhysicsScene.AddPrimShape("testCylinder", pbs, pos, size, rot, isPhys, cylinderLocalID);
|
||||
BSPrim primTypeCylinder = (BSPrim)PhysicsScene.PhysObjects[cylinderLocalID];
|
||||
|
||||
// Hollow Cylinder
|
||||
pbs = PrimitiveBaseShape.CreateCylinder();
|
||||
pbs.ProfileHollow = (ushort)(0.70f * 50000);
|
||||
pos = new Vector3(110.0f, 110.0f, 0f);
|
||||
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
|
||||
ObjectInitPosition = pos;
|
||||
size = new Vector3(2f, 2f, 2f);
|
||||
pbs.Scale = size;
|
||||
rot = Quaternion.Identity;
|
||||
isPhys = true;
|
||||
uint hollowCylinderLocalID = 124;
|
||||
PhysicsScene.AddPrimShape("testHollowCylinder", pbs, pos, size, rot, isPhys, hollowCylinderLocalID);
|
||||
BSPrim primTypeHollowCylinder = (BSPrim)PhysicsScene.PhysObjects[hollowCylinderLocalID];
|
||||
|
||||
// Torus
|
||||
// ProfileCurve = Circle, PathCurve = Curve1
|
||||
pbs = PrimitiveBaseShape.CreateSphere();
|
||||
pbs.ProfileShape = (byte)ProfileShape.Circle;
|
||||
pbs.PathCurve = (byte)Extrusion.Curve1;
|
||||
pos = new Vector3(120.0f, 120.0f, 0f);
|
||||
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
|
||||
ObjectInitPosition = pos;
|
||||
size = new Vector3(2f, 4f, 4f);
|
||||
pbs.Scale = size;
|
||||
rot = Quaternion.Identity;
|
||||
isPhys = true;
|
||||
uint torusLocalID = 125;
|
||||
PhysicsScene.AddPrimShape("testTorus", pbs, pos, size, rot, isPhys, torusLocalID);
|
||||
BSPrim primTypeTorus = (BSPrim)PhysicsScene.PhysObjects[torusLocalID];
|
||||
|
||||
// The actual prim shape creation happens at taint time
|
||||
PhysicsScene.ProcessTaints();
|
||||
|
||||
// Check out the created hull shapes and report their characteristics
|
||||
ReportShapeGeom(primTypeCylinder);
|
||||
ReportShapeGeom(primTypeHollowCylinder);
|
||||
ReportShapeGeom(primTypeTorus);
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void GeomHullBulletHACD()
|
||||
{
|
||||
// Cylinder
|
||||
// Hollow Cylinder
|
||||
// Torus
|
||||
}
|
||||
|
||||
private void ReportShapeGeom(BSPrim prim)
|
||||
{
|
||||
if (prim != null)
|
||||
{
|
||||
if (prim.PhysShape.HasPhysicalShape)
|
||||
{
|
||||
BSShape physShape = prim.PhysShape;
|
||||
string shapeType = physShape.GetType().ToString();
|
||||
switch (shapeType)
|
||||
{
|
||||
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeNative":
|
||||
BSShapeNative nShape = physShape as BSShapeNative;
|
||||
prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
|
||||
break;
|
||||
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeMesh":
|
||||
BSShapeMesh mShape = physShape as BSShapeMesh;
|
||||
prim.PhysScene.DetailLog("{0}, mesh, shapeInfo={1}", prim.Name, mShape.shapeInfo);
|
||||
break;
|
||||
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeHull":
|
||||
// BSShapeHull hShape = physShape as BSShapeHull;
|
||||
// prim.PhysScene.DetailLog("{0}, hull, shapeInfo={1}", prim.Name, hShape.shapeInfo);
|
||||
break;
|
||||
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeConvexHull":
|
||||
BSShapeConvexHull chShape = physShape as BSShapeConvexHull;
|
||||
prim.PhysScene.DetailLog("{0}, convexHull, shapeInfo={1}", prim.Name, chShape.shapeInfo);
|
||||
break;
|
||||
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeCompound":
|
||||
BSShapeCompound cShape = physShape as BSShapeCompound;
|
||||
prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
|
||||
break;
|
||||
default:
|
||||
prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue