Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
7e1eecdf73
|
@ -4299,8 +4299,8 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].CheckSculptAndLoad();
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// for (int i = 0; i < parts.Length; i++)
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// parts[i].CheckSculptAndLoad();
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}
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/// <summary>
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@ -1095,9 +1095,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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actor.Size = m_shape.Scale;
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if (Shape.SculptEntry)
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CheckSculptAndLoad();
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else
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// if (Shape.SculptEntry)
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// CheckSculptAndLoad();
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// else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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@ -1654,8 +1654,8 @@ namespace OpenSim.Region.Framework.Scenes
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else
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{
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PhysActor.PhysicsShapeType = m_physicsShapeType;
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if (Shape.SculptEntry)
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CheckSculptAndLoad();
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// if (Shape.SculptEntry)
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// CheckSculptAndLoad();
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}
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if (ParentGroup != null)
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@ -2115,12 +2115,13 @@ namespace OpenSim.Region.Framework.Scenes
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if (userExposed)
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{
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/*
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if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
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{
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ParentGroup.Scene.AssetService.Get(
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dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
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}
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*/
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bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
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dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
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// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
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@ -2142,6 +2143,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="id">ID of asset received</param>
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/// <param name="sender">Register</param>
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/// <param name="asset"></param>
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/*
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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{
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if (asset != null)
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@ -2151,7 +2153,7 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
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// Name, UUID, id);
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}
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*/
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/// <summary>
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/// Do a physics property update for a NINJA joint.
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/// </summary>
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@ -2341,9 +2343,9 @@ namespace OpenSim.Region.Framework.Scenes
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// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
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// mesh data.
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if (Shape.SculptEntry)
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CheckSculptAndLoad();
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else
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// if (Shape.SculptEntry)
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// CheckSculptAndLoad();
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// else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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@ -3125,6 +3127,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Set sculpt and mesh data, and tell the physics engine to process the change.
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/// </summary>
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/// <param name="texture">The mesh itself.</param>
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/*
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public void SculptTextureCallback(AssetBase texture)
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{
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if (m_shape.SculptEntry)
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@ -3152,7 +3155,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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*/
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/// <summary>
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/// Send a full update to the client for the given part
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/// </summary>
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@ -4377,7 +4380,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
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{
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m_shape.ReadInUpdateExtraParam(type, inUse, data);
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/*
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if (type == 0x30)
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{
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if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
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@ -4385,7 +4388,7 @@ namespace OpenSim.Region.Framework.Scenes
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ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
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}
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}
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*/
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if (ParentGroup != null)
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{
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ParentGroup.HasGroupChanged = true;
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@ -4793,9 +4796,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if (Shape.SculptEntry)
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CheckSculptAndLoad();
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else
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// if (Shape.SculptEntry)
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// CheckSculptAndLoad();
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// else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
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if (!building)
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@ -4898,6 +4901,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <remarks>
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/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
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/// </remarks>
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/*
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public void CheckSculptAndLoad()
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{
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// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
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@ -4925,7 +4929,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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*/
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/// <summary>
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/// Update the texture entry for this part.
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/// </summary>
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@ -74,10 +74,6 @@ namespace OpenSim.Region.Physics.Meshing
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private const string baseDir = null; //"rawFiles";
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#endif
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private bool cacheSculptMaps = true;
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private bool cacheSculptAlphaMaps = true;
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private string decodedSculptMapPath = null;
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private bool useMeshiesPhysicsMesh = false;
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private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
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@ -92,29 +88,9 @@ namespace OpenSim.Region.Physics.Meshing
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IConfig start_config = config.Configs["Startup"];
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IConfig mesh_config = config.Configs["Mesh"];
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decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
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cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
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if (Environment.OSVersion.Platform == PlatformID.Unix)
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{
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cacheSculptAlphaMaps = false;
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}
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else
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cacheSculptAlphaMaps = cacheSculptMaps;
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if(mesh_config != null)
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useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
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try
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{
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if (!Directory.Exists(decodedSculptMapPath))
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Directory.CreateDirectory(decodedSculptMapPath);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
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}
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}
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/// <summary>
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@ -444,7 +420,7 @@ namespace OpenSim.Region.Physics.Meshing
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// physics_shape is an array of OSDMaps, one for each submesh
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if (decodedMeshOsd is OSDArray)
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{
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// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
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// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
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decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
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foreach (OSD subMeshOsd in decodedMeshOsdArray)
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@ -717,29 +693,7 @@ namespace OpenSim.Region.Physics.Meshing
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faces = new List<Face>();
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PrimMesher.SculptMesh sculptMesh;
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Image idata = null;
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string decodedSculptFileName = "";
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if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
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{
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decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
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try
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{
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if (File.Exists(decodedSculptFileName))
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{
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idata = Image.FromFile(decodedSculptFileName);
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}
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}
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catch (Exception e)
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{
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m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
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}
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//if (idata != null)
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// m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
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}
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if (idata == null)
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{
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if (primShape.SculptData == null || primShape.SculptData.Length == 0)
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return false;
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@ -748,25 +702,15 @@ namespace OpenSim.Region.Physics.Meshing
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OpenMetaverse.Imaging.ManagedImage unusedData;
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OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
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unusedData = null;
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if (idata == null)
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{
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// In some cases it seems that the decode can return a null bitmap without throwing
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// an exception
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m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
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return false;
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}
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unusedData = null;
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//idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
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if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
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// don't cache images with alpha channel in linux since mono can't load them correctly)
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{
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try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
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catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
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}
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}
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catch (DllNotFoundException)
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{
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@ -783,7 +727,6 @@ namespace OpenSim.Region.Physics.Meshing
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m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
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return false;
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}
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}
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PrimMesher.SculptMesh.SculptType sculptType;
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// remove mirror and invert bits
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@ -1048,7 +991,6 @@ namespace OpenSim.Region.Physics.Meshing
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return ((hash << 5) + hash) + (ulong)(c >> 8);
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}
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public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
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{
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return CreateMesh(primName, primShape, size, lod, false,false);
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|
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@ -172,7 +172,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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// force lower density for testing
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m_density = 3.0f;
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mu = parent_scene.AvatarFriction;
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walkDivisor = walk_divisor;
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|
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@ -18,26 +18,63 @@ using OpenMetaverse;
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namespace OpenSim.Region.Physics.OdePlugin
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{
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public enum meshWorkerCmnds : byte
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{
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nop = 0,
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addnew,
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changefull,
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changesize,
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changeshapetype,
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getmesh,
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}
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public class ODEPhysRepData
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{
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public PhysicsActor actor;
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public PrimitiveBaseShape pbs;
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public IMesh mesh;
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public Vector3 size;
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public Vector3 OBB;
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public Vector3 OBBOffset;
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public float volume;
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public float physCost;
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public float streamCost;
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public byte shapetype;
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public bool hasOBB;
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public bool hasMeshVolume;
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public AssetState assetState;
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public UUID? assetID;
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public meshWorkerCmnds comand;
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}
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public class ODEMeshWorker
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{
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private ILog m_log;
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private OdeScene m_scene;
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private IMesher m_mesher;
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public bool meshSculptedPrim = true;
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public bool forceSimplePrimMeshing = false;
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public float meshSculptLOD = 32;
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public float MeshSculptphysicalLOD = 32;
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private IntPtr m_workODEspace = IntPtr.Zero;
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public ODEMeshWorker(OdeScene pScene, ILog pLog, IMesher pMesher, IntPtr pWorkSpace, IConfig pConfig)
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private OpenSim.Framework.BlockingQueue<ODEPhysRepData> createqueue = new OpenSim.Framework.BlockingQueue<ODEPhysRepData>();
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private bool m_running;
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|
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private Thread m_thread;
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|
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public ODEMeshWorker(OdeScene pScene, ILog pLog, IMesher pMesher, IConfig pConfig)
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{
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m_scene = pScene;
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m_log = pLog;
|
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m_mesher = pMesher;
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m_workODEspace = pWorkSpace;
|
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|
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if (pConfig != null)
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{
|
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|
@ -46,8 +83,177 @@ namespace OpenSim.Region.Physics.OdePlugin
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meshSculptLOD = pConfig.GetFloat("mesh_lod", meshSculptLOD);
|
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MeshSculptphysicalLOD = pConfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
|
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}
|
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m_running = true;
|
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m_thread = new Thread(DoWork);
|
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m_thread.Start();
|
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}
|
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|
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private void DoWork()
|
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{
|
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while(m_running)
|
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{
|
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ODEPhysRepData nextRep = createqueue.Dequeue();
|
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if(!m_running)
|
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return;
|
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if (nextRep == null)
|
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continue;
|
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if (m_scene.haveActor(nextRep.actor))
|
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{
|
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switch (nextRep.comand)
|
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{
|
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case meshWorkerCmnds.changefull:
|
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case meshWorkerCmnds.changeshapetype:
|
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case meshWorkerCmnds.changesize:
|
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if (CreateActorPhysRep(nextRep) && m_scene.haveActor(nextRep.actor))
|
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m_scene.AddChange(nextRep.actor, changes.PhysRepData, nextRep);
|
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break;
|
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case meshWorkerCmnds.addnew:
|
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if (CreateActorPhysRep(nextRep))
|
||||
m_scene.AddChange(nextRep.actor, changes.AddPhysRep, nextRep);
|
||||
break;
|
||||
case meshWorkerCmnds.getmesh:
|
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DoRepDataGetMesh(nextRep);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
m_running = false;
|
||||
m_thread.Abort();
|
||||
}
|
||||
|
||||
public void ChangeActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs,
|
||||
Vector3 size, byte shapetype)
|
||||
{
|
||||
ODEPhysRepData repData = new ODEPhysRepData();
|
||||
repData.actor = actor;
|
||||
repData.pbs = pbs;
|
||||
repData.size = size;
|
||||
repData.shapetype = shapetype;
|
||||
|
||||
// if (CheckMeshDone(repData))
|
||||
{
|
||||
CheckMeshDone(repData);
|
||||
CalcVolumeData(repData);
|
||||
m_scene.AddChange(actor, changes.PhysRepData, repData);
|
||||
return;
|
||||
}
|
||||
|
||||
// repData.comand = meshWorkerCmnds.changefull;
|
||||
// createqueue.Enqueue(repData);
|
||||
}
|
||||
|
||||
public void NewActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs,
|
||||
Vector3 size, byte shapetype)
|
||||
{
|
||||
ODEPhysRepData repData = new ODEPhysRepData();
|
||||
repData.actor = actor;
|
||||
repData.pbs = pbs;
|
||||
repData.size = size;
|
||||
repData.shapetype = shapetype;
|
||||
|
||||
// bool done = CheckMeshDone(repData);
|
||||
|
||||
CheckMeshDone(repData);
|
||||
CalcVolumeData(repData);
|
||||
m_scene.AddChange(actor, changes.AddPhysRep, repData);
|
||||
// if (done)
|
||||
return;
|
||||
|
||||
// repData.comand = meshWorkerCmnds.addnew;
|
||||
// createqueue.Enqueue(repData);
|
||||
}
|
||||
|
||||
public void RequestMeshAsset(ODEPhysRepData repData)
|
||||
{
|
||||
if (repData.assetState != AssetState.needAsset)
|
||||
return;
|
||||
|
||||
if (repData.assetID == null || repData.assetID == UUID.Zero)
|
||||
return;
|
||||
|
||||
repData.mesh = null;
|
||||
|
||||
repData.assetState = AssetState.loadingAsset;
|
||||
|
||||
repData.comand = meshWorkerCmnds.getmesh;
|
||||
createqueue.Enqueue(repData);
|
||||
}
|
||||
|
||||
public bool CreateActorPhysRep(ODEPhysRepData repData)
|
||||
{
|
||||
getMesh(repData);
|
||||
IMesh mesh = repData.mesh;
|
||||
|
||||
if (mesh != null)
|
||||
{
|
||||
IntPtr vertices, indices;
|
||||
int vertexCount, indexCount;
|
||||
int vertexStride, triStride;
|
||||
|
||||
mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount);
|
||||
mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount);
|
||||
|
||||
if (vertexCount == 0 || indexCount == 0)
|
||||
{
|
||||
m_log.WarnFormat("[PHYSICS]: Invalid mesh data on prim {0} mesh UUID {1}",
|
||||
repData.actor.Name, repData.pbs.SculptTexture.ToString());
|
||||
repData.assetState = AssetState.AssetFailed;
|
||||
repData.hasOBB = false;
|
||||
repData.mesh = null;
|
||||
m_scene.mesher.ReleaseMesh(mesh);
|
||||
}
|
||||
else
|
||||
{
|
||||
repData.OBBOffset = mesh.GetCentroid();
|
||||
repData.OBB = mesh.GetOBB();
|
||||
repData.hasOBB = true;
|
||||
repData.physCost = 0.0013f * (float)indexCount;
|
||||
// todo
|
||||
repData.streamCost = 1.0f;
|
||||
mesh.releaseSourceMeshData();
|
||||
}
|
||||
}
|
||||
CalcVolumeData(repData);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void AssetLoaded(ODEPhysRepData repData)
|
||||
{
|
||||
if (m_scene.haveActor(repData.actor))
|
||||
{
|
||||
if (needsMeshing(repData.pbs)) // no need for pbs now?
|
||||
{
|
||||
repData.comand = meshWorkerCmnds.changefull;
|
||||
createqueue.Enqueue(repData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DoRepDataGetMesh(ODEPhysRepData repData)
|
||||
{
|
||||
if (!repData.pbs.SculptEntry)
|
||||
return;
|
||||
|
||||
if (repData.assetState != AssetState.loadingAsset)
|
||||
return;
|
||||
|
||||
if (repData.assetID == null || repData.assetID == UUID.Zero)
|
||||
return;
|
||||
|
||||
if (repData.assetID != repData.pbs.SculptTexture)
|
||||
return;
|
||||
|
||||
RequestAssetDelegate assetProvider = m_scene.RequestAssetMethod;
|
||||
if (assetProvider == null)
|
||||
return;
|
||||
ODEAssetRequest asr = new ODEAssetRequest(this, assetProvider, repData, m_log);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Routine to figure out if we need to mesh this prim with our mesher
|
||||
/// </summary>
|
||||
|
@ -169,194 +375,151 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
return true;
|
||||
}
|
||||
|
||||
public IMesh getMesh(PhysicsActor actor, PrimitiveBaseShape ppbs, Vector3 psize, byte pshapetype)
|
||||
public bool CheckMeshDone(ODEPhysRepData repData)
|
||||
{
|
||||
if (!(actor is OdePrim))
|
||||
return null;
|
||||
PhysicsActor actor = repData.actor;
|
||||
PrimitiveBaseShape pbs = repData.pbs;
|
||||
|
||||
repData.mesh = null;
|
||||
repData.hasOBB = false;
|
||||
|
||||
if (!needsMeshing(pbs))
|
||||
{
|
||||
repData.assetState = AssetState.noNeedAsset;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (pbs.SculptEntry)
|
||||
{
|
||||
if (repData.assetState == AssetState.AssetFailed)
|
||||
{
|
||||
if (pbs.SculptTexture == repData.assetID)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
repData.assetState = AssetState.noNeedAsset;
|
||||
repData.assetID = null;
|
||||
}
|
||||
|
||||
IMesh mesh = null;
|
||||
PrimitiveBaseShape pbs = ppbs;
|
||||
Vector3 size = psize;
|
||||
byte shapetype = pshapetype;
|
||||
|
||||
if (needsMeshing(pbs))
|
||||
Vector3 size = repData.size;
|
||||
byte shapetype = repData.shapetype;
|
||||
|
||||
bool convex;
|
||||
|
||||
int clod = (int)LevelOfDetail.High;
|
||||
if (shapetype == 0)
|
||||
convex = false;
|
||||
else
|
||||
{
|
||||
bool convex;
|
||||
int clod = (int)LevelOfDetail.High;
|
||||
if (shapetype == 0)
|
||||
convex = false;
|
||||
else
|
||||
convex = true;
|
||||
if (pbs.SculptType != (byte)SculptType.Mesh)
|
||||
clod = (int)LevelOfDetail.Low;
|
||||
}
|
||||
mesh = m_mesher.GetMesh(actor.Name, pbs, size, clod, true, convex);
|
||||
if (mesh == null)
|
||||
{
|
||||
if (pbs.SculptEntry)
|
||||
{
|
||||
convex = true;
|
||||
if (pbs.SculptType != (byte)SculptType.Mesh)
|
||||
clod = (int)LevelOfDetail.Low;
|
||||
}
|
||||
mesh = m_mesher.GetMesh(actor.Name, pbs, size, clod, true, convex);
|
||||
if (mesh == null)
|
||||
{
|
||||
if (!pbs.SculptEntry)
|
||||
return m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex);
|
||||
|
||||
if (pbs.SculptTexture == UUID.Zero)
|
||||
return null;
|
||||
|
||||
if (pbs.SculptType != (byte)SculptType.Mesh)
|
||||
{ // check for sculpt decoded image on cache)
|
||||
if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + pbs.SculptTexture.ToString())))
|
||||
return m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex);
|
||||
if (pbs.SculptTexture != null && pbs.SculptTexture != UUID.Zero)
|
||||
{
|
||||
repData.assetID = pbs.SculptTexture;
|
||||
repData.assetState = AssetState.needAsset;
|
||||
}
|
||||
|
||||
if (pbs.SculptData != null && pbs.SculptData.Length > 0)
|
||||
return m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex);
|
||||
|
||||
ODEAssetRequest asr;
|
||||
RequestAssetDelegate assetProvider = m_scene.RequestAssetMethod;
|
||||
if (assetProvider != null)
|
||||
asr = new ODEAssetRequest(this, assetProvider, actor, pbs, m_log);
|
||||
|
||||
return null;
|
||||
else
|
||||
repData.assetState = AssetState.AssetFailed;
|
||||
}
|
||||
}
|
||||
return mesh;
|
||||
}
|
||||
|
||||
private bool GetTriMeshGeo(ODEPhysRepData repData)
|
||||
{
|
||||
IntPtr vertices, indices;
|
||||
IntPtr triMeshData = IntPtr.Zero;
|
||||
IntPtr geo = IntPtr.Zero;
|
||||
int vertexCount, indexCount;
|
||||
int vertexStride, triStride;
|
||||
|
||||
PhysicsActor actor = repData.actor;
|
||||
|
||||
IMesh mesh = repData.mesh;
|
||||
|
||||
if (mesh == null)
|
||||
{
|
||||
mesh = getMesh(repData.actor, repData.pbs, repData.size, repData.shapetype);
|
||||
}
|
||||
|
||||
if (mesh == null)
|
||||
return false;
|
||||
|
||||
mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
|
||||
mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
|
||||
|
||||
if (vertexCount == 0 || indexCount == 0)
|
||||
{
|
||||
m_log.WarnFormat("[PHYSICS]: Invalid mesh data on prim {0} mesh UUID {1}",
|
||||
actor.Name, repData.pbs.SculptTexture.ToString());
|
||||
mesh.releaseSourceMeshData();
|
||||
return false;
|
||||
}
|
||||
|
||||
repData.OBBOffset = mesh.GetCentroid();
|
||||
repData.OBB = mesh.GetOBB();
|
||||
repData.hasOBB = true;
|
||||
repData.physCost = 0.0013f * (float)indexCount;
|
||||
|
||||
mesh.releaseSourceMeshData();
|
||||
|
||||
try
|
||||
repData.mesh = mesh;
|
||||
if (pbs.SculptEntry)
|
||||
{
|
||||
triMeshData = d.GeomTriMeshDataCreate();
|
||||
|
||||
d.GeomTriMeshDataBuildSimple(triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
|
||||
d.GeomTriMeshDataPreprocess(triMeshData);
|
||||
|
||||
m_scene.waitForSpaceUnlock(m_workODEspace);
|
||||
geo = d.CreateTriMesh(m_workODEspace, triMeshData, null, null, null);
|
||||
repData.assetState = AssetState.AssetOK;
|
||||
repData.assetID = pbs.SculptTexture;
|
||||
pbs.SculptData = Utils.EmptyBytes;
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", actor.Name, e);
|
||||
if (triMeshData != IntPtr.Zero)
|
||||
{
|
||||
d.GeomTriMeshDataDestroy(triMeshData);
|
||||
repData.triMeshData = IntPtr.Zero;
|
||||
}
|
||||
repData.geo = IntPtr.Zero;
|
||||
return false;
|
||||
}
|
||||
|
||||
repData.geo = geo;
|
||||
repData.triMeshData = triMeshData;
|
||||
repData.curSpace = m_workODEspace;
|
||||
return true;
|
||||
}
|
||||
|
||||
public ODEPhysRepData CreateActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs, IMesh pMesh, Vector3 size, byte shapetype)
|
||||
|
||||
public bool getMesh(ODEPhysRepData repData)
|
||||
{
|
||||
ODEPhysRepData repData = new ODEPhysRepData();
|
||||
PhysicsActor actor = repData.actor;
|
||||
|
||||
repData.actor = actor;
|
||||
repData.pbs = pbs;
|
||||
repData.mesh = pMesh;
|
||||
repData.size = size;
|
||||
repData.shapetype = shapetype;
|
||||
PrimitiveBaseShape pbs = repData.pbs;
|
||||
|
||||
IntPtr geo = IntPtr.Zero;
|
||||
bool hasMesh = false;
|
||||
if (needsMeshing(pbs))
|
||||
repData.mesh = null;
|
||||
repData.hasOBB = false;
|
||||
|
||||
if (!needsMeshing(pbs))
|
||||
return false;
|
||||
|
||||
if (pbs.SculptEntry)
|
||||
{
|
||||
if (GetTriMeshGeo(repData))
|
||||
hasMesh = true;
|
||||
else
|
||||
repData.NoColide = true;
|
||||
if (repData.assetState == AssetState.AssetFailed)
|
||||
{
|
||||
if (pbs.SculptTexture == repData.assetID)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasMesh)
|
||||
repData.assetState = AssetState.noNeedAsset;
|
||||
|
||||
IMesh mesh = null;
|
||||
Vector3 size = repData.size;
|
||||
byte shapetype = repData.shapetype;
|
||||
|
||||
bool convex;
|
||||
int clod = (int)LevelOfDetail.High;
|
||||
if (shapetype == 0)
|
||||
convex = false;
|
||||
else
|
||||
{
|
||||
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
|
||||
&& size.X == size.Y && size.Y == size.Z)
|
||||
{ // it's a sphere
|
||||
m_scene.waitForSpaceUnlock(m_workODEspace);
|
||||
try
|
||||
convex = true;
|
||||
if (pbs.SculptType != (byte)SculptType.Mesh)
|
||||
clod = (int)LevelOfDetail.Low;
|
||||
}
|
||||
mesh = m_mesher.GetMesh(actor.Name, pbs, size, clod, true, convex);
|
||||
if (mesh == null)
|
||||
{
|
||||
if (pbs.SculptEntry)
|
||||
{
|
||||
if (pbs.SculptTexture == UUID.Zero)
|
||||
return false;
|
||||
|
||||
repData.assetID = pbs.SculptTexture;
|
||||
repData.assetState = AssetState.AssetOK;
|
||||
|
||||
if (pbs.SculptData == null || pbs.SculptData.Length == 0)
|
||||
{
|
||||
geo = d.CreateSphere(m_workODEspace, size.X * 0.5f);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
else
|
||||
{// do it as a box
|
||||
m_scene.waitForSpaceUnlock(m_workODEspace);
|
||||
try
|
||||
{
|
||||
//Console.WriteLine(" CreateGeom 4");
|
||||
geo = d.CreateBox(m_workODEspace, size.X, size.Y, size.Z);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
|
||||
return null;
|
||||
repData.assetState = AssetState.needAsset;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
repData.physCost = 0.1f;
|
||||
repData.streamCost = 1.0f;
|
||||
repData.geo = geo;
|
||||
mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex);
|
||||
|
||||
}
|
||||
|
||||
repData.curSpace = m_workODEspace;
|
||||
|
||||
CalcVolumeData(repData);
|
||||
repData.mesh = mesh;
|
||||
repData.pbs.SculptData = Utils.EmptyBytes;
|
||||
|
||||
return repData;
|
||||
}
|
||||
if (mesh == null)
|
||||
{
|
||||
if (pbs.SculptEntry)
|
||||
repData.assetState = AssetState.AssetFailed;
|
||||
|
||||
public void ChangeActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs,
|
||||
Vector3 size, byte shapetype, MeshWorkerChange what)
|
||||
{
|
||||
ODEPhysRepData repData = CreateActorPhysRep(actor, pbs, null, size, shapetype);
|
||||
repData.changed |= what;
|
||||
if (repData != null && actor != null)
|
||||
((OdePrim)actor).AddChange(changes.PhysRepData, repData);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (pbs.SculptEntry)
|
||||
repData.assetState = AssetState.AssetOK;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CalculateBasicPrimVolume(ODEPhysRepData repData)
|
||||
|
@ -662,46 +825,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private void CalcVolumeData(ODEPhysRepData repData)
|
||||
{
|
||||
float volume;
|
||||
Vector3 OBB = repData.size;
|
||||
Vector3 OBBoffset;
|
||||
IntPtr geo = repData.geo;
|
||||
|
||||
if (geo == IntPtr.Zero || repData.triMeshData == IntPtr.Zero)
|
||||
{
|
||||
OBB.X *= 0.5f;
|
||||
OBB.Y *= 0.5f;
|
||||
OBB.Z *= 0.5f;
|
||||
|
||||
repData.OBB = OBB;
|
||||
repData.OBBOffset = Vector3.Zero;
|
||||
}
|
||||
else if (!repData.hasOBB) // should this happen?
|
||||
{
|
||||
d.AABB AABB;
|
||||
d.GeomGetAABB(geo, out AABB); // get the AABB from engine geom
|
||||
|
||||
OBB.X = (AABB.MaxX - AABB.MinX) * 0.5f;
|
||||
OBB.Y = (AABB.MaxY - AABB.MinY) * 0.5f;
|
||||
OBB.Z = (AABB.MaxZ - AABB.MinZ) * 0.5f;
|
||||
repData.OBB = OBB;
|
||||
OBBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
|
||||
OBBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
|
||||
OBBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
|
||||
repData.OBBOffset = Vector3.Zero;
|
||||
}
|
||||
|
||||
// also its own inertia and mass
|
||||
// keep using basic shape mass for now
|
||||
CalculateBasicPrimVolume(repData);
|
||||
|
||||
if (repData.hasOBB)
|
||||
{
|
||||
OBB = repData.OBB;
|
||||
Vector3 OBB = repData.OBB;
|
||||
float pc = repData.physCost;
|
||||
float psf = OBB.X * (OBB.Y + OBB.Z) + OBB.Y * OBB.Z;
|
||||
psf *= 1.33f * .2f;
|
||||
|
||||
pc *= psf;
|
||||
if (pc < 0.1f)
|
||||
pc = 0.1f;
|
||||
|
@ -709,54 +838,79 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
repData.physCost = pc;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 OBB = repData.size;
|
||||
OBB.X *= 0.5f;
|
||||
OBB.Y *= 0.5f;
|
||||
OBB.Z *= 0.5f;
|
||||
|
||||
repData.OBB = OBB;
|
||||
repData.OBBOffset = Vector3.Zero;
|
||||
|
||||
repData.physCost = 0.1f;
|
||||
repData.streamCost = 1.0f;
|
||||
}
|
||||
|
||||
CalculateBasicPrimVolume(repData);
|
||||
}
|
||||
}
|
||||
|
||||
public class ODEAssetRequest
|
||||
{
|
||||
PhysicsActor m_actor;
|
||||
ODEMeshWorker m_worker;
|
||||
PrimitiveBaseShape m_pbs;
|
||||
private ILog m_log;
|
||||
ODEPhysRepData repData;
|
||||
|
||||
public ODEAssetRequest(ODEMeshWorker pWorker, RequestAssetDelegate provider,
|
||||
PhysicsActor pActor, PrimitiveBaseShape ppbs, ILog plog)
|
||||
ODEPhysRepData pRepData, ILog plog)
|
||||
{
|
||||
m_actor = pActor;
|
||||
m_worker = pWorker;
|
||||
m_pbs = ppbs;
|
||||
m_log = plog;
|
||||
repData = pRepData;
|
||||
|
||||
repData.assetState = AssetState.AssetFailed;
|
||||
if (provider == null)
|
||||
return;
|
||||
|
||||
UUID assetID = m_pbs.SculptTexture;
|
||||
if (repData.assetID == null)
|
||||
return;
|
||||
|
||||
UUID assetID = (UUID) repData.assetID;
|
||||
if (assetID == UUID.Zero)
|
||||
return;
|
||||
|
||||
repData.assetState = AssetState.loadingAsset;
|
||||
provider(assetID, ODEassetReceived);
|
||||
}
|
||||
|
||||
void ODEassetReceived(AssetBase asset)
|
||||
{
|
||||
if (m_actor != null && m_pbs != null)
|
||||
repData.assetState = AssetState.AssetFailed;
|
||||
if (asset != null)
|
||||
{
|
||||
if (asset != null)
|
||||
if (asset.Data != null && asset.Data.Length > 0)
|
||||
{
|
||||
if (asset.Data != null && asset.Data.Length > 0)
|
||||
{
|
||||
m_pbs.SculptData = asset.Data;
|
||||
m_actor.Shape = m_pbs;
|
||||
}
|
||||
else
|
||||
m_log.WarnFormat("[PHYSICS]: asset provider returned invalid mesh data for prim {0} asset UUID {1}.",
|
||||
m_actor.Name, asset.ID.ToString());
|
||||
if (!repData.pbs.SculptEntry)
|
||||
return;
|
||||
if (repData.pbs.SculptTexture != repData.assetID)
|
||||
return;
|
||||
|
||||
// asset get may return a pointer to the same asset data
|
||||
// for similar prims and we destroy with it
|
||||
// so waste a lot of time stressing gc and hoping it clears things
|
||||
// TODO avoid this
|
||||
repData.pbs.SculptData = new byte[asset.Data.Length];
|
||||
asset.Data.CopyTo(repData.pbs.SculptData,0);
|
||||
repData.assetState = AssetState.AssetOK;
|
||||
m_worker.AssetLoaded(repData);
|
||||
}
|
||||
else
|
||||
m_log.WarnFormat("[PHYSICS]: asset provider returned null asset fo mesh of prim {0}.",
|
||||
m_actor.Name);
|
||||
m_log.WarnFormat("[PHYSICS]: asset provider returned invalid mesh data for prim {0} asset UUID {1}.",
|
||||
repData.actor.Name, asset.ID.ToString());
|
||||
}
|
||||
else
|
||||
m_log.WarnFormat("[PHYSICS]: asset provider returned null asset fo mesh of prim {0}.",
|
||||
repData.actor.Name);
|
||||
}
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -60,29 +60,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public int lastframe;
|
||||
}
|
||||
|
||||
public class ODEPhysRepData
|
||||
{
|
||||
public PhysicsActor actor;
|
||||
public IntPtr geo = IntPtr.Zero;
|
||||
public IntPtr triMeshData = IntPtr.Zero;
|
||||
public IMesh mesh;
|
||||
public IntPtr curSpace = IntPtr.Zero;
|
||||
public PrimitiveBaseShape pbs;
|
||||
|
||||
public Vector3 size = Vector3.Zero;
|
||||
public Vector3 OBB = Vector3.Zero;
|
||||
public Vector3 OBBOffset = Vector3.Zero;
|
||||
|
||||
public float volume;
|
||||
|
||||
public float physCost = 0.0f;
|
||||
public float streamCost = 0;
|
||||
public MeshWorkerChange changed;
|
||||
public byte shapetype = 0;
|
||||
public bool NoColide = false;
|
||||
public bool hasOBB = false;
|
||||
public bool hasMeshVolume = false;
|
||||
}
|
||||
|
||||
// colision flags of things others can colide with
|
||||
// rays, sensors, probes removed since can't be colided with
|
||||
|
@ -133,13 +110,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
light = 7 // compatibility with old viewers
|
||||
}
|
||||
[Flags]
|
||||
public enum MeshWorkerChange : uint
|
||||
|
||||
public enum AssetState : byte
|
||||
{
|
||||
none = 0,
|
||||
size = 1,
|
||||
shape = 2,
|
||||
shapetype = 3,
|
||||
noNeedAsset = 0,
|
||||
needAsset = 1,
|
||||
loadingAsset = 2,
|
||||
procAsset = 3,
|
||||
AssetOK = 4,
|
||||
|
||||
AssetFailed = 0xff
|
||||
}
|
||||
|
||||
public enum changes : int
|
||||
|
@ -180,6 +160,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
Size,
|
||||
Shape,
|
||||
PhysRepData,
|
||||
AddPhysRep,
|
||||
|
||||
CollidesWater,
|
||||
VolumeDtc,
|
||||
|
@ -330,7 +311,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public IntPtr TopSpace; // the global space
|
||||
public IntPtr ActiveSpace; // space for active prims
|
||||
public IntPtr StaticSpace; // space for the static things around
|
||||
public IntPtr WorkSpace; // no collisions work space
|
||||
|
||||
// some speedup variables
|
||||
private int spaceGridMaxX;
|
||||
|
@ -342,7 +322,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private IntPtr[] staticPrimspaceOffRegion;
|
||||
|
||||
public Object OdeLock;
|
||||
private static Object SimulationLock;
|
||||
public static Object SimulationLock;
|
||||
|
||||
public IMesher mesher;
|
||||
|
||||
|
@ -403,7 +383,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// now the major subspaces
|
||||
ActiveSpace = d.HashSpaceCreate(TopSpace);
|
||||
StaticSpace = d.HashSpaceCreate(TopSpace);
|
||||
WorkSpace = d.HashSpaceCreate(TopSpace);
|
||||
}
|
||||
catch
|
||||
{
|
||||
|
@ -413,12 +392,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.HashSpaceSetLevels(TopSpace, -2, 8);
|
||||
d.HashSpaceSetLevels(ActiveSpace, -2, 8);
|
||||
d.HashSpaceSetLevels(StaticSpace, -2, 8);
|
||||
d.HashSpaceSetLevels(WorkSpace, -2, 8);
|
||||
|
||||
// demote to second level
|
||||
d.SpaceSetSublevel(ActiveSpace, 1);
|
||||
d.SpaceSetSublevel(StaticSpace, 1);
|
||||
d.SpaceSetSublevel(WorkSpace, 1);
|
||||
|
||||
d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
|
||||
CollisionCategories.Geom |
|
||||
|
@ -436,8 +413,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
));
|
||||
d.GeomSetCollideBits(StaticSpace, 0);
|
||||
|
||||
d.GeomSetCategoryBits(WorkSpace, 0);
|
||||
d.GeomSetCollideBits(WorkSpace, 0);
|
||||
|
||||
contactgroup = d.JointGroupCreate(0);
|
||||
//contactgroup
|
||||
|
@ -518,7 +493,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
m_meshWorker = new ODEMeshWorker(this, m_log, meshmerizer, WorkSpace, physicsconfig);
|
||||
m_meshWorker = new ODEMeshWorker(this, m_log, meshmerizer, physicsconfig);
|
||||
|
||||
HalfOdeStep = ODE_STEPSIZE * 0.5f;
|
||||
odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f);
|
||||
|
@ -1316,6 +1291,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
_collisionEventPrimRemove.Add(obj);
|
||||
}
|
||||
|
||||
public override float TimeDilation
|
||||
{
|
||||
get { return m_timeDilation; }
|
||||
}
|
||||
|
||||
public override bool SupportsNINJAJoints
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
#region Add/Remove Entities
|
||||
|
||||
|
@ -1371,59 +1355,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
((OdeCharacter) actor).Destroy();
|
||||
}
|
||||
|
||||
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
|
||||
PrimitiveBaseShape pbs, bool isphysical, uint localID)
|
||||
{
|
||||
Vector3 pos = position;
|
||||
Vector3 siz = size;
|
||||
Quaternion rot = rotation;
|
||||
|
||||
OdePrim newPrim;
|
||||
lock (OdeLock)
|
||||
{
|
||||
newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
|
||||
|
||||
lock (_prims)
|
||||
_prims.Add(newPrim);
|
||||
}
|
||||
return newPrim;
|
||||
}
|
||||
|
||||
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
|
||||
PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
|
||||
{
|
||||
Vector3 pos = position;
|
||||
Vector3 siz = size;
|
||||
Quaternion rot = rotation;
|
||||
|
||||
OdePrim newPrim;
|
||||
lock (OdeLock)
|
||||
{
|
||||
newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
|
||||
|
||||
lock (_prims)
|
||||
_prims.Add(newPrim);
|
||||
}
|
||||
return newPrim;
|
||||
}
|
||||
|
||||
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
|
||||
PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
|
||||
{
|
||||
Vector3 pos = position;
|
||||
Vector3 siz = size;
|
||||
Quaternion rot = rotation;
|
||||
|
||||
OdePrim newPrim;
|
||||
lock (OdeLock)
|
||||
{
|
||||
newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
|
||||
|
||||
lock (_prims)
|
||||
_prims.Add(newPrim);
|
||||
}
|
||||
return newPrim;
|
||||
}
|
||||
|
||||
public void addActivePrim(OdePrim activatePrim)
|
||||
{
|
||||
|
@ -1444,44 +1375,39 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
|
||||
PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
|
||||
{
|
||||
OdePrim newPrim;
|
||||
lock (OdeLock)
|
||||
{
|
||||
newPrim = new OdePrim(name, this, position, size, rotation, pbs, isphysical, isPhantom, shapeType, localID);
|
||||
lock (_prims)
|
||||
_prims.Add(newPrim);
|
||||
}
|
||||
return newPrim;
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
|
||||
{
|
||||
return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
|
||||
return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, 0 , localid);
|
||||
}
|
||||
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
||||
{
|
||||
#if SPAM
|
||||
m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
|
||||
#endif
|
||||
|
||||
return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
|
||||
return AddPrim(primName, position, size, rotation, pbs, isPhysical,false, 0, localid);
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
|
||||
{
|
||||
#if SPAM
|
||||
m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
|
||||
#endif
|
||||
|
||||
return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
|
||||
}
|
||||
|
||||
public override float TimeDilation
|
||||
{
|
||||
get { return m_timeDilation; }
|
||||
}
|
||||
|
||||
public override bool SupportsNINJAJoints
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
|
||||
public void remActivePrim(OdePrim deactivatePrim)
|
||||
{
|
||||
lock (_activeprims)
|
||||
|
@ -1534,6 +1460,28 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
}
|
||||
|
||||
public bool havePrim(OdePrim prm)
|
||||
{
|
||||
lock (_prims)
|
||||
return _prims.Contains(prm);
|
||||
}
|
||||
|
||||
public bool haveActor(PhysicsActor actor)
|
||||
{
|
||||
if (actor is OdePrim)
|
||||
{
|
||||
lock (_prims)
|
||||
return _prims.Contains((OdePrim)actor);
|
||||
}
|
||||
else if (actor is OdeCharacter)
|
||||
{
|
||||
lock (_characters)
|
||||
return _characters.Contains((OdeCharacter)actor);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Space Separation Calculation
|
||||
|
@ -1706,20 +1654,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
if (world == IntPtr.Zero)
|
||||
return 0;
|
||||
|
||||
d.WorldSetQuickStepNumIterations(world, curphysiteractions);
|
||||
|
||||
// adjust number of iterations per step
|
||||
|
||||
// try
|
||||
// {
|
||||
d.WorldSetQuickStepNumIterations(world, curphysiteractions);
|
||||
/* }
|
||||
catch (StackOverflowException)
|
||||
{
|
||||
m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
|
||||
// ode.drelease(world);
|
||||
base.TriggerPhysicsBasedRestart();
|
||||
}
|
||||
*/
|
||||
while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
|
||||
{
|
||||
try
|
||||
|
@ -1747,8 +1684,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
catch
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: doChange failed for a actor");
|
||||
};
|
||||
m_log.WarnFormat("[PHYSICS]: doChange failed for a actor {0} {1}",
|
||||
item.actor.Name, item.what.ToString());
|
||||
}
|
||||
}
|
||||
ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
|
||||
if (ttmp > 20)
|
||||
|
@ -2491,6 +2429,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
*/
|
||||
public override void Dispose()
|
||||
{
|
||||
if (m_meshWorker != null)
|
||||
m_meshWorker.Stop();
|
||||
|
||||
lock (OdeLock)
|
||||
{
|
||||
m_rayCastManager.Dispose();
|
||||
|
|
Loading…
Reference in New Issue