Merge branch 'master' into 0.9.0-post-fixes
commit
67677fe8db
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@ -55,6 +55,9 @@ namespace OpenSim.Framework
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/// </summary>
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bool IsChildAgent { get; }
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bool IsInTransit { get; }
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bool isNPC { get;}
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bool Invulnerable { get; set; }
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/// <summary>
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/// Avatar appearance data.
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@ -909,7 +909,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
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{
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m_thisAgentUpdateArgs.CameraAtAxis.X = float.MinValue;
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m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue;
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// m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue;
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m_thisAgentUpdateArgs.ControlFlags = 0;
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AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete);
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mov.SimData.ChannelVersion = m_channelVersion;
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@ -6172,8 +6173,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Threshold for body rotation to be a significant agent update
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// use the abs of cos
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private const float QDELTABody = 1.0f - 0.0001f;
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private const float QDELTAHead = 1.0f - 0.0001f;
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private const float QDELTABody = 1.0f - 0.00005f;
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private const float QDELTAHead = 1.0f - 0.00005f;
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// Threshold for camera rotation to be a significant agent update
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private const float VDELTA = 0.01f;
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@ -6196,27 +6197,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name='x'></param>
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private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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{
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float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation));
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//qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
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bool movementSignificant =
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if(
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(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
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|| (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands
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// || ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 &&
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// (x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly
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|| x.ControlFlags != (byte)AgentManager.ControlFlags.NONE// actually all movement controls need to pass
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|| (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
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|| (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
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|| (qdelta1 < QDELTABody) // significant if body rotation above(below cos) threshold
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// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
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// || (qdelta2 < QDELTAHead) // significant if head rotation above(below cos) threshold
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|| (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed
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;
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//if (movementSignificant)
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//{
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//m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}",
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// qdelta1, qdelta2);
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//m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}",
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// x.ControlFlags, x.Flags, x.Far, x.State);
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//}
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return movementSignificant;
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)
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return true;
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float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation));
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//qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
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if(
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qdelta1 < QDELTABody // significant if body rotation above(below cos) threshold
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// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
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// || qdelta2 < QDELTAHead // significant if head rotation above(below cos) threshold
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)
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return true;
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return false;
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}
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/// <summary>
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@ -6227,33 +6229,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name='x'></param>
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private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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{
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float vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
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float vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
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float vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
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float vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
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float vdelta = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
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if((vdelta > VDELTA))
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return true;
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bool cameraSignificant =
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(vdelta1 > VDELTA) ||
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(vdelta2 > VDELTA) ||
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(vdelta3 > VDELTA) ||
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(vdelta4 > VDELTA)
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;
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vdelta = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
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if((vdelta > VDELTA))
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return true;
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//if (cameraSignificant)
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//{
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//m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}",
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// x.CameraAtAxis, x.CameraCenter);
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//m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}",
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// x.CameraLeftAxis, x.CameraUpAxis);
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//}
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vdelta = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
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if((vdelta > VDELTA))
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return true;
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return cameraSignificant;
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vdelta = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
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if((vdelta > VDELTA))
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return true;
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return false;
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}
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private bool HandleAgentUpdate(IClientAPI sender, Packet packet)
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{
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// We got here, which means that something in agent update was significant
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AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
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AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
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@ -6264,6 +6260,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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TotalAgentUpdates++;
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// dont let ignored updates pollute this throttles
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if(SceneAgent == null || SceneAgent.IsChildAgent || SceneAgent.IsInTransit)
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{
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// throttle reset is done at MoveAgentIntoRegion()
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// called by scenepresence on completemovement
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PacketPool.Instance.ReturnPacket(packet);
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return true;
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}
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bool movement = CheckAgentMovementUpdateSignificance(x);
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bool camera = CheckAgentCameraUpdateSignificance(x);
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@ -6276,7 +6280,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_thisAgentUpdateArgs.Far = x.Far;
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m_thisAgentUpdateArgs.Flags = x.Flags;
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m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
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// m_thisAgentUpdateArgs.SessionID = x.SessionID;
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m_thisAgentUpdateArgs.State = x.State;
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UpdateAgent handlerAgentUpdate = OnAgentUpdate;
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@ -6288,8 +6291,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (handlerAgentUpdate != null)
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OnAgentUpdate(this, m_thisAgentUpdateArgs);
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handlerAgentUpdate = null;
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handlerPreAgentUpdate = null;
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}
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// Was there a significant camera(s) change?
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@ -6305,7 +6306,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (handlerAgentCameraUpdate != null)
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handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs);
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handlerAgentCameraUpdate = null;
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}
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PacketPool.Instance.ReturnPacket(packet);
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@ -212,7 +212,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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client.OnParcelReclaim += ClientOnParcelReclaim;
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client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
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client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
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client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
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client.OnParcelEjectUser += ClientOnParcelEjectUser;
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client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
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client.OnSetStartLocationRequest += ClientOnSetHome;
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@ -223,10 +222,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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avatar.currentParcelUUID = UUID.Zero;
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}
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void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
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{
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}
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public void Close()
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{
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}
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@ -341,10 +341,16 @@ namespace OpenSim.Region.CoreModules.World.Land
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else
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{
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// Normal Calculations
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int parcelMax = (int)( (long)LandData.Area
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* (long)m_scene.RegionInfo.ObjectCapacity
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* (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
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/ (long)(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY) );
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int parcelMax = (int)(
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(double)LandData.Area
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* (double)m_scene.RegionInfo.ObjectCapacity
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* (double)m_scene.RegionInfo.RegionSettings.ObjectBonus
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/ (double)(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY)
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+ 0.5 );
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if(parcelMax > m_scene.RegionInfo.ObjectCapacity)
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parcelMax = m_scene.RegionInfo.ObjectCapacity;
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//m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
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return parcelMax;
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}
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@ -359,9 +365,14 @@ namespace OpenSim.Region.CoreModules.World.Land
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else
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{
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//Normal Calculations
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int simMax = (int)( (long)LandData.SimwideArea
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* (long)m_scene.RegionInfo.ObjectCapacity
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/ (long)(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY) );
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int simMax = (int)( (double)LandData.SimwideArea
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* (double)m_scene.RegionInfo.ObjectCapacity
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* (double)m_scene.RegionInfo.RegionSettings.ObjectBonus
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/ (long)(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY)
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+0.5 );
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if(simMax > m_scene.RegionInfo.ObjectCapacity)
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simMax = m_scene.RegionInfo.ObjectCapacity;
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//m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}, SimWidePrims {3}",
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// LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax, LandData.SimwidePrims);
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return simMax;
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@ -274,50 +274,46 @@ namespace OpenSim.Region.Framework.Scenes
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private uint GetPriorityByAngularDistance(IClientAPI client, ISceneEntity entity)
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{
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uint pqueue = 2; // keep compiler happy
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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if (presence == null)
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return PriorityQueue.NumberOfQueues - 1;
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// All avatars other than our own go into pqueue 1
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if (entity is ScenePresence)
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return 1;
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if (entity is SceneObjectPart)
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{
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// Attachments are high priority,
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if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
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return 2;
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pqueue = ComputeAngleDistancePriority(presence, entity);
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// Non physical prims are lower priority than physical prims
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PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
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if (physActor == null || !physActor.IsPhysical)
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pqueue++;
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}
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uint pqueue = ComputeAngleDistancePriority(presence, entity);
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return pqueue;
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}
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private uint ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity)
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{
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double distance;
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Vector3 presencePos = presence.AbsolutePosition;
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SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
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float bradius = group.GetBoundsRadius();
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Vector3 grppos = group.AbsolutePosition + group.getBoundsCenter();
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distance = Vector3.Distance(presencePos, grppos);
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distance -= bradius;
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distance *= group.getAreaFactor();
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// And convert the distance to a priority queue, this computation gives queues
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// at 10, 20, 40, 80, 160, 320, 640, and 1280m
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uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
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uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
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// uint minpqueue = PriorityQueue.NumberOfImmediateQueues;
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uint maxqueue = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues -1;
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// uint pqueue = minpqueue;
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uint pqueue = PriorityQueue.NumberOfImmediateQueues;
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float distance;
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Vector3 presencePos = presence.AbsolutePosition;
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if(entity is ScenePresence)
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{
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ScenePresence sp = entity as ScenePresence;
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distance = Vector3.Distance(presencePos, sp.AbsolutePosition);
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distance *= 0.5f;
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}
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else
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{
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SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
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float bradius = group.GetBoundsRadius();
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Vector3 grppos = group.AbsolutePosition + group.getBoundsCenter();
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distance = Vector3.Distance(presencePos, grppos);
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distance -= bradius;
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distance *= group.getAreaFactor();
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if(group.IsAttachment)
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distance *= 0.5f;
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else if(group.UsesPhysics)
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distance *= 0.6f;
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else if(group.GetSittingAvatarsCount() > 0)
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distance *= 0.5f;
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}
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if (distance > 10f)
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{
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|
@ -328,8 +324,8 @@ namespace OpenSim.Region.Framework.Scenes
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// 2st constant makes it be log2(distance/10)
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pqueue += (uint)tmp;
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if (pqueue > queues - 1)
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pqueue = queues - 1;
|
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if (pqueue > maxqueue)
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pqueue = maxqueue;
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}
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return pqueue;
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|
|
|
@ -3869,15 +3869,11 @@ namespace OpenSim.Region.Framework.Scenes
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for (int i = 0; i < parts.Length; i++)
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{
|
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SceneObjectPart part = parts[i];
|
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if (part.Scale.X > m_scene.m_maxPhys ||
|
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part.Scale.Y > m_scene.m_maxPhys ||
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part.Scale.Z > m_scene.m_maxPhys )
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{
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UsePhysics = false; // Reset physics
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break;
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}
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|
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if (checkShape && part.PhysicsShapeType != (byte)PhysicsShapeType.None)
|
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if(part.PhysicsShapeType == (byte)PhysicsShapeType.None)
|
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continue; // assuming root type was checked elsewhere
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|
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if (checkShape)
|
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{
|
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if (--maxprims < 0)
|
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{
|
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|
@ -3885,6 +3881,14 @@ namespace OpenSim.Region.Framework.Scenes
|
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break;
|
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}
|
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}
|
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|
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if (part.Scale.X > m_scene.m_maxPhys ||
|
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part.Scale.Y > m_scene.m_maxPhys ||
|
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part.Scale.Z > m_scene.m_maxPhys )
|
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{
|
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UsePhysics = false; // Reset physics
|
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break;
|
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}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -281,7 +281,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
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private bool m_followCamAuto = false;
|
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|
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private Vector3? m_forceToApply;
|
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// private object m_forceToApplyLock = new object();
|
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// private bool m_forceToApplyValid;
|
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// private Vector3 m_forceToApply;
|
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private int m_userFlags;
|
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public int UserFlags
|
||||
{
|
||||
|
@ -582,11 +584,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
get
|
||||
{
|
||||
return m_drawDistance;
|
||||
return m_drawDistance;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance);
|
||||
m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -594,7 +596,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
get
|
||||
{
|
||||
return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance);
|
||||
return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2120,6 +2122,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (haveAnims)
|
||||
SendAnimPackToAgent(this, animIDs, animseqs, animsobjs);
|
||||
|
||||
|
||||
// we should be able to receive updates, etc
|
||||
// so release them
|
||||
m_inTransit = false;
|
||||
|
@ -2238,6 +2241,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
finally
|
||||
{
|
||||
haveGroupInformation = false;
|
||||
gotCrossUpdate = false;
|
||||
crossingFlags = 0;
|
||||
m_inTransit = false;
|
||||
}
|
||||
// if hide force a check
|
||||
|
@ -2247,9 +2253,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// m_currentParcelHide = newhide;
|
||||
// }
|
||||
|
||||
haveGroupInformation = false;
|
||||
gotCrossUpdate = false;
|
||||
crossingFlags = 0;
|
||||
|
||||
m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
|
||||
|
||||
|
@ -3006,7 +3009,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
MovingToTarget = false;
|
||||
// MoveToPositionTarget = Vector3.Zero;
|
||||
m_forceToApply = null; // cancel possible last action
|
||||
// lock(m_forceToApplyLock)
|
||||
// m_forceToApplyValid = false; // cancel possible last action
|
||||
|
||||
// We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
|
||||
// resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
|
||||
|
@ -3638,8 +3642,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
|
||||
|
||||
m_forceToApply = direc;
|
||||
/*
|
||||
lock(m_forceToApplyLock)
|
||||
{
|
||||
m_forceToApply = direc;
|
||||
m_forceToApplyValid = true;
|
||||
}
|
||||
*/
|
||||
Velocity = direc;
|
||||
Animator.UpdateMovementAnimations();
|
||||
}
|
||||
|
||||
|
@ -4734,17 +4744,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public void UpdateMovement()
|
||||
{
|
||||
/*
|
||||
if (IsInTransit)
|
||||
return;
|
||||
if (m_forceToApply.HasValue)
|
||||
|
||||
lock(m_forceToApplyLock)
|
||||
{
|
||||
Vector3 force = m_forceToApply.Value;
|
||||
if (m_forceToApplyValid)
|
||||
{
|
||||
Velocity = m_forceToApply;
|
||||
|
||||
Velocity = force;
|
||||
|
||||
m_forceToApply = null;
|
||||
TriggerScenePresenceUpdated();
|
||||
m_forceToApplyValid = false;
|
||||
TriggerScenePresenceUpdated();
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -4767,6 +4781,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Appearance.SetHeight();
|
||||
Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
|
||||
|
||||
// lock(m_forceToApplyLock)
|
||||
// m_forceToApplyValid = false;
|
||||
|
||||
PhysicsScene scene = m_scene.PhysicsScene;
|
||||
Vector3 pVec = AbsolutePosition;
|
||||
|
||||
|
|
|
@ -186,8 +186,8 @@ namespace OpenSim.Region.OptionalModules
|
|||
{
|
||||
string response = null;
|
||||
|
||||
int simulatorCapacity = lo.GetSimulatorMaxPrimCount();
|
||||
if ((objectCount + lo.PrimCounts.Total) > simulatorCapacity)
|
||||
int OwnedParcelsCapacity = lo.GetSimulatorMaxPrimCount();
|
||||
if ((objectCount + lo.PrimCounts.Total) > OwnedParcelsCapacity)
|
||||
{
|
||||
response = "Unable to rez object because the parcel is too full";
|
||||
}
|
||||
|
|
|
@ -52,7 +52,6 @@ public sealed class BSCharacter : BSPhysObject
|
|||
private bool _setAlwaysRun;
|
||||
private bool _throttleUpdates;
|
||||
private bool _floatOnWater;
|
||||
private OMV.Vector3 _rotationalVelocity;
|
||||
private bool _kinematic;
|
||||
private float _buoyancy;
|
||||
|
||||
|
@ -291,7 +290,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
RawVelocity = OMV.Vector3.Zero;
|
||||
_acceleration = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
RawRotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties directly into the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
|
||||
|
@ -303,7 +302,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
|
||||
public override void ZeroAngularMotion(bool inTaintTime)
|
||||
{
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
RawRotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
|
||||
{
|
||||
|
@ -351,7 +350,6 @@ public sealed class BSCharacter : BSPhysObject
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// Check that the current position is sane and, if not, modify the position to make it so.
|
||||
// Check for being below terrain or on water.
|
||||
// Returns 'true' of the position was made sane by some action.
|
||||
|
@ -503,6 +501,17 @@ public sealed class BSCharacter : BSPhysObject
|
|||
}
|
||||
}
|
||||
|
||||
// SetMomentum just sets the velocity without a target. We need to stop the movement actor if a character.
|
||||
public override void SetMomentum(OMV.Vector3 momentum)
|
||||
{
|
||||
if (m_moveActor != null)
|
||||
{
|
||||
m_moveActor.SetVelocityAndTarget(OMV.Vector3.Zero, OMV.Vector3.Zero, false /* inTaintTime */);
|
||||
}
|
||||
base.SetMomentum(momentum);
|
||||
}
|
||||
|
||||
|
||||
public override OMV.Vector3 Torque {
|
||||
get { return RawTorque; }
|
||||
set { RawTorque = value;
|
||||
|
@ -618,14 +627,6 @@ public sealed class BSCharacter : BSPhysObject
|
|||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 RotationalVelocity {
|
||||
get { return _rotationalVelocity; }
|
||||
set { _rotationalVelocity = value; }
|
||||
}
|
||||
public override OMV.Vector3 ForceRotationalVelocity {
|
||||
get { return _rotationalVelocity; }
|
||||
set { _rotationalVelocity = value; }
|
||||
}
|
||||
public override bool Kinematic {
|
||||
get { return _kinematic; }
|
||||
set { _kinematic = value; }
|
||||
|
@ -716,8 +717,6 @@ public sealed class BSCharacter : BSPhysObject
|
|||
|
||||
public override void AddAngularForce(bool inTaintTime, OMV.Vector3 force) {
|
||||
}
|
||||
public override void SetMomentum(OMV.Vector3 momentum) {
|
||||
}
|
||||
|
||||
// The avatar's physical shape (whether capsule or cube) is unit sized. BulletSim sets
|
||||
// the scale of that unit shape to create the avatars full size.
|
||||
|
@ -841,7 +840,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
RawVelocity = entprop.Velocity;
|
||||
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
RawRotationalVelocity = entprop.RotationalVelocity;
|
||||
|
||||
// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
|
||||
if (PositionSanityCheck(true))
|
||||
|
@ -861,7 +860,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
// PhysScene.PostUpdate(this);
|
||||
|
||||
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity);
|
||||
LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, RawRotationalVelocity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -239,6 +239,8 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
public virtual OMV.Vector3 RawVelocity { get; set; }
|
||||
public abstract OMV.Vector3 ForceVelocity { get; set; }
|
||||
|
||||
public OMV.Vector3 RawRotationalVelocity { get; set; }
|
||||
|
||||
// RawForce is a constant force applied to object (see Force { set; } )
|
||||
public OMV.Vector3 RawForce { get; set; }
|
||||
public OMV.Vector3 RawTorque { get; set; }
|
||||
|
@ -250,7 +252,48 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
public abstract void AddAngularForce(bool inTaintTime, OMV.Vector3 force);
|
||||
public abstract void AddForce(bool inTaintTime, OMV.Vector3 force);
|
||||
|
||||
public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
|
||||
// PhysicsActor.SetMomentum
|
||||
// All the physics engined use this as a way of forcing the velocity to something.
|
||||
public override void SetMomentum(OMV.Vector3 momentum)
|
||||
{
|
||||
// This doesn't just set Velocity=momentum because velocity is ramped up to (see MoveActor)
|
||||
RawVelocity = momentum;
|
||||
PhysScene.TaintedObject(LocalID, TypeName + ".SetMomentum", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.SetMomentum,taint,vel={1}", LocalID, RawVelocity);
|
||||
ForceVelocity = RawVelocity;
|
||||
});
|
||||
}
|
||||
|
||||
public override OMV.Vector3 RotationalVelocity {
|
||||
get {
|
||||
return RawRotationalVelocity;
|
||||
}
|
||||
set {
|
||||
RawRotationalVelocity = value;
|
||||
Util.ClampV(RawRotationalVelocity, BSParam.MaxAngularVelocity);
|
||||
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
||||
PhysScene.TaintedObject(LocalID, TypeName + ".setRotationalVelocity", delegate()
|
||||
{
|
||||
ForceRotationalVelocity = RawRotationalVelocity;
|
||||
});
|
||||
}
|
||||
}
|
||||
public OMV.Vector3 ForceRotationalVelocity {
|
||||
get {
|
||||
return RawRotationalVelocity;
|
||||
}
|
||||
set {
|
||||
RawRotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
DetailLog("{0},{1}.ForceRotationalVel,taint,rotvel={2}", LocalID, TypeName, RawRotationalVelocity);
|
||||
PhysScene.PE.SetAngularVelocity(PhysBody, RawRotationalVelocity);
|
||||
// PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public abstract float ForceBuoyancy { get; set; }
|
||||
|
||||
|
@ -582,7 +625,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
{
|
||||
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}",
|
||||
LocalID, TypeName, ms, CurrentCollisionFlags);
|
||||
LocalID, TypeName, SubscribedEventsMs, CurrentCollisionFlags);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
|
@ -59,7 +59,6 @@ public class BSPrim : BSPhysObject
|
|||
private bool _setAlwaysRun;
|
||||
private bool _throttleUpdates;
|
||||
private bool _floatOnWater;
|
||||
private OMV.Vector3 _rotationalVelocity;
|
||||
private bool _kinematic;
|
||||
private float _buoyancy;
|
||||
|
||||
|
@ -90,7 +89,7 @@ public class BSPrim : BSPhysObject
|
|||
RawOrientation = rotation;
|
||||
_buoyancy = 0f;
|
||||
RawVelocity = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
RawRotationalVelocity = OMV.Vector3.Zero;
|
||||
BaseShape = pbs;
|
||||
_isPhysical = pisPhysical;
|
||||
_isVolumeDetect = false;
|
||||
|
@ -256,7 +255,7 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
RawVelocity = OMV.Vector3.Zero;
|
||||
_acceleration = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
RawRotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties in the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
|
||||
|
@ -267,15 +266,15 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override void ZeroAngularMotion(bool inTaintTime)
|
||||
{
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
RawRotationalVelocity = OMV.Vector3.Zero;
|
||||
// Zero some other properties in the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, RawRotationalVelocity);
|
||||
PhysScene.PE.SetAngularVelocity(PhysBody, RawRotationalVelocity);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
@ -426,9 +425,9 @@ public class BSPrim : BSPhysObject
|
|||
RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity);
|
||||
ret = true;
|
||||
}
|
||||
if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
|
||||
if (RawRotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
|
||||
{
|
||||
_rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
|
||||
RawRotationalVelocity = Util.ClampV(RawRotationalVelocity, BSParam.MaxAngularVelocity);
|
||||
ret = true;
|
||||
}
|
||||
|
||||
|
@ -1008,7 +1007,7 @@ public class BSPrim : BSPhysObject
|
|||
// For good measure, make sure the transform is set through to the motion state
|
||||
ForcePosition = RawPosition;
|
||||
ForceVelocity = RawVelocity;
|
||||
ForceRotationalVelocity = _rotationalVelocity;
|
||||
ForceRotationalVelocity = RawRotationalVelocity;
|
||||
|
||||
// A dynamic object has mass
|
||||
UpdatePhysicalMassProperties(RawMass, false);
|
||||
|
@ -1128,35 +1127,6 @@ public class BSPrim : BSPhysObject
|
|||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 RotationalVelocity {
|
||||
get {
|
||||
return _rotationalVelocity;
|
||||
}
|
||||
set {
|
||||
_rotationalVelocity = value;
|
||||
Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
|
||||
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate()
|
||||
{
|
||||
ForceRotationalVelocity = _rotationalVelocity;
|
||||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 ForceRotationalVelocity {
|
||||
get {
|
||||
return _rotationalVelocity;
|
||||
}
|
||||
set {
|
||||
_rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
||||
PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
// PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
public override bool Kinematic {
|
||||
get { return _kinematic; }
|
||||
set { _kinematic = value;
|
||||
|
@ -1358,9 +1328,6 @@ public class BSPrim : BSPhysObject
|
|||
});
|
||||
}
|
||||
|
||||
public override void SetMomentum(OMV.Vector3 momentum) {
|
||||
// DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
|
||||
}
|
||||
#region Mass Calculation
|
||||
|
||||
private float CalculateMass()
|
||||
|
@ -1930,7 +1897,7 @@ public class BSPrim : BSPhysObject
|
|||
if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold))
|
||||
RawVelocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
RawRotationalVelocity = entprop.RotationalVelocity;
|
||||
|
||||
// DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG
|
||||
|
||||
|
@ -1939,7 +1906,7 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
entprop.Position = RawPosition;
|
||||
entprop.Velocity = RawVelocity;
|
||||
entprop.RotationalVelocity = _rotationalVelocity;
|
||||
entprop.RotationalVelocity = RawRotationalVelocity;
|
||||
entprop.Acceleration = _acceleration;
|
||||
}
|
||||
|
||||
|
|
|
@ -894,7 +894,7 @@
|
|||
;; The trade-off may be increased memory usage by the script engine.
|
||||
; ThreadStackSize = 262144
|
||||
|
||||
;; Set this to true (the default) to load each script into a separate
|
||||
;; Set this to true to load each script into a separate
|
||||
;; AppDomain.
|
||||
;;
|
||||
;; Setting this to false will load all script assemblies into the
|
||||
|
@ -903,8 +903,10 @@
|
|||
;;
|
||||
;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
|
||||
;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
|
||||
;; Some Windows users have also reported script loading problems when AppDomainLoading = false
|
||||
; AppDomainLoading = true
|
||||
;; at this time some mono versions seem to have problems with the true option
|
||||
;; so default is now false until a fix is found, to simply life of less technical skilled users.
|
||||
;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
|
||||
; AppDomainLoading = false
|
||||
|
||||
;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
|
||||
;; co-op will be more stable but this option is currently experimental.
|
||||
|
|
|
@ -293,7 +293,7 @@
|
|||
;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
|
||||
;; It continues to provide a workable physics implementation. It does not currently support varregions.
|
||||
;; basicphysics effectively does not model physics at all, making all objects phantom.
|
||||
;; Default is OpenDynamicsEngine
|
||||
;; Default is BulletSim
|
||||
physics = BulletSim
|
||||
;physics = modified_BulletX
|
||||
;physics = OpenDynamicsEngine
|
||||
|
@ -1690,12 +1690,13 @@
|
|||
; Stack size per thread created
|
||||
ThreadStackSize = 262144
|
||||
|
||||
; Set this to true (the default) to load each script into a separate
|
||||
; Set this to true to load each script into a separate
|
||||
; AppDomain. Setting this to false will load all script assemblies into the
|
||||
; current AppDomain, which will reduce the per-script overhead at the
|
||||
; expense of reduced security and the inability to garbage collect the
|
||||
; script assemblies
|
||||
AppDomainLoading = true
|
||||
; current AppDomain, which will reduce the per-script overhead but deleted scripts stay inactive using memory
|
||||
; this may only be a problem if regions stay alive for a long time with lots of scripts added or edited.
|
||||
; at this time some mono versions seem to have problems with the true option
|
||||
; so default is now false until a fix is found
|
||||
AppDomainLoading = false
|
||||
|
||||
; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
|
||||
; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
|
||||
|
|
Loading…
Reference in New Issue