Merge branch 'master' into careminster
commit
8114260946
|
@ -119,17 +119,20 @@ namespace OpenSim.Region.CoreModules.World.Sound
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m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
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{
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double dis = Util.GetDistanceTo(sp.AbsolutePosition, position);
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if (dis > 100.0) // Max audio distance
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return;
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float thisSpGain;
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// Scale by distance
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if (radius == 0)
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gain = (float)((double)gain * ((100.0 - dis) / 100.0));
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thisSpGain = (float)((double)gain * ((100.0 - dis) / 100.0));
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else
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gain = (float)((double)gain * ((radius - dis) / radius));
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thisSpGain = (float)((double)gain * ((radius - dis) / radius));
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sp.ControllingClient.SendTriggeredSound(
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soundId, ownerID, objectID, parentID, handle, position, (float)gain);
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soundId, ownerID, objectID, parentID, handle, position, thisSpGain);
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});
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}
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}
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@ -67,6 +67,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="key"></param>
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void DispatchReply(UUID scriptId, int code, string text, string key);
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/// For constants
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void RegisterConstant(string cname, object value);
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object LookupModConstant(string cname);
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// For use ONLY by the script API
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void RaiseEvent(UUID script, string id, string module, string command, string key);
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}
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@ -46,6 +46,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Dictionary<string,object> m_constants = new Dictionary<string,object>();
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#region ScriptInvocation
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protected class ScriptInvocationData
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{
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@ -269,6 +271,37 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms
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Delegate fn = LookupScriptInvocation(fname);
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return fn.DynamicInvoke(olist.ToArray());
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}
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/// <summary>
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/// Operation to for a region module to register a constant to be used
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/// by the script engine
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/// </summary>
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public void RegisterConstant(string cname, object value)
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{
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m_log.DebugFormat("[MODULE COMMANDS] register constant <{0}> with value {1}",cname,value.ToString());
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lock (m_constants)
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{
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m_constants.Add(cname,value);
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}
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}
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/// <summary>
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/// Operation to check for a registered constant
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/// </summary>
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public object LookupModConstant(string cname)
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{
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// m_log.DebugFormat("[MODULE COMMANDS] lookup constant <{0}>",cname);
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lock (m_constants)
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{
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object value = null;
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if (m_constants.TryGetValue(cname,out value))
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return value;
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}
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return null;
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}
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#endregion
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}
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@ -50,7 +50,8 @@ public class BSConstraint : IDisposable
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m_body2 = obj2;
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m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
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frame1, frame1rot,
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frame2, frame2rot));
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frame2, frame2rot,
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true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/));
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m_enabled = true;
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}
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@ -83,6 +84,15 @@ public class BSConstraint : IDisposable
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return ret;
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}
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public bool SetCFMAndERP(float cfm, float erp)
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{
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bool ret = false;
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
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return ret;
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}
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public bool UseFrameOffset(bool useOffset)
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{
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bool ret = false;
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@ -83,7 +83,8 @@ public class BSConstraintCollection : IDisposable
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return true;
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}
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// Get the constraint between two bodies. There can be only one the way we're using them.
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// Get the constraint between two bodies. There can be only one.
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// Return 'true' if a constraint was found.
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public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint)
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{
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bool found = false;
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@ -105,6 +106,9 @@ public class BSConstraintCollection : IDisposable
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return found;
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}
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// Remove any constraint between the passed bodies.
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// Presumed there is only one such constraint possible.
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// Return 'true' if a constraint was found and destroyed.
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public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
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{
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// return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID);
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@ -125,6 +129,8 @@ public class BSConstraintCollection : IDisposable
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return ret;
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}
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// Remove all constraints that reference the passed body.
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// Return 'true' if any constraints were destroyed.
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public bool RemoveAndDestroyConstraint(BulletBody body1)
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{
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// return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID);
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@ -117,10 +117,50 @@ public class BSLinkset
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}
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// An existing linkset had one of its members rebuilt or something.
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// Undo all the physical linking and rebuild the physical linkset.
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public bool RefreshLinkset(BSPrim requestor)
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// Go through the linkset and rebuild the pointers to the bodies of the linkset members.
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public BSLinkset RefreshLinkset(BSPrim requestor)
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{
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return true;
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BSLinkset ret = requestor.Linkset;
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lock (m_linksetActivityLock)
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{
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System.IntPtr aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, m_linksetRoot.LocalID);
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if (aPtr == System.IntPtr.Zero)
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{
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// That's odd. We can't find the root of the linkset.
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// The linkset is somehow dead. The requestor is now a member of a linkset of one.
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DetailLog("{0},RefreshLinkset.RemoveRoot,child={1}", m_linksetRoot.LocalID, m_linksetRoot.LocalID);
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ret = RemoveMeFromLinkset(m_linksetRoot);
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}
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else
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{
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// Reconstruct the pointer to the body of the linkset root.
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DetailLog("{0},RefreshLinkset.RebuildRoot,rootID={1},ptr={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, aPtr);
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m_linksetRoot.Body = new BulletBody(m_linksetRoot.LocalID, aPtr);
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List<BSPrim> toRemove = new List<BSPrim>();
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foreach (BSPrim bsp in m_children)
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{
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aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, bsp.LocalID);
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if (aPtr == System.IntPtr.Zero)
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{
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toRemove.Add(bsp);
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}
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else
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{
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// Reconstruct the pointer to the body of the linkset root.
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DetailLog("{0},RefreshLinkset.RebuildChild,rootID={1},ptr={2}", bsp.LocalID, m_linksetRoot.LocalID, aPtr);
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bsp.Body = new BulletBody(bsp.LocalID, aPtr);
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}
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}
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foreach (BSPrim bsp in toRemove)
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{
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RemoveChildFromLinkset(bsp);
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}
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}
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}
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return ret;
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}
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@ -256,10 +296,13 @@ public class BSLinkset
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DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
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BSConstraint constrain = m_scene.Constraints.CreateConstraint(
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m_scene.World, m_linksetRoot.Body, childPrim.Body,
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childRelativePosition,
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childRelativeRotation,
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// childRelativePosition,
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// childRelativeRotation,
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OMV.Vector3.Zero,
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OMV.Quaternion.Identity);
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OMV.Quaternion.Identity,
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OMV.Vector3.Zero,
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OMV.Quaternion.Identity
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);
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constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
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constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
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@ -268,6 +311,7 @@ public class BSLinkset
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constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor),
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m_scene.Params.linkConstraintTransMotorMaxVel,
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m_scene.Params.linkConstraintTransMotorMaxForce);
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constrain.SetCFMAndERP(m_scene.Params.linkConstraintCFM, m_scene.Params.linkConstraintERP);
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}
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|
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@ -103,7 +103,10 @@ public sealed class BSPrim : PhysicsActor
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long _collidingGroundStep;
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private BulletBody m_body;
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public BulletBody Body { get { return m_body; } }
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public BulletBody Body {
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get { return m_body; }
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set { m_body = value; }
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}
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private BSDynamics _vehicle;
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@ -477,9 +480,11 @@ public sealed class BSPrim : PhysicsActor
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// Only called at taint time so it is save to call into Bullet.
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private void SetObjectDynamic()
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{
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// m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
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RecreateGeomAndObject();
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// RA: remove this for the moment.
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// The problem is that dynamic objects are hulls so if we are becoming physical
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// the shape has to be checked and possibly built.
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// Maybe a VerifyCorrectPhysicalShape() routine?
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// RecreateGeomAndObject();
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float mass = _mass;
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// Bullet wants static objects have a mass of zero
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@ -971,21 +976,23 @@ public sealed class BSPrim : PhysicsActor
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{
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DetailLog("{0},CreateGeom,sphere", LocalID);
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_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
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ret = true;
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// Bullet native objects are scaled by the Bullet engine so pass the size in
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_scale = _size;
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// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
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ret = true;
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}
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}
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}
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else
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{
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// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size);
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// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
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if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)
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{
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DetailLog("{0},CreateGeom,box", LocalID);
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_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
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ret = true;
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_scale = _size;
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// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
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ret = true;
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}
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}
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}
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|
@ -1203,11 +1210,9 @@ public sealed class BSPrim : PhysicsActor
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FillShapeInfo(out shape);
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// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
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BulletSimAPI.CreateObject(_scene.WorldID, shape);
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// the CreateObject() may have recreated the rigid body. Make sure we have the latest.
|
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m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID);
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||||
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// The root object could have been recreated. Make sure everything linksety is up to date.
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_linkset.RefreshLinkset(this);
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}
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// Copy prim's info into the BulletSim shape description structure
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|
@ -1236,8 +1241,8 @@ public sealed class BSPrim : PhysicsActor
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|||
private void RecreateGeomAndObject()
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{
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// m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID);
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||||
CreateGeom(true);
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CreateObject();
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||||
if (CreateGeom(true))
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CreateObject();
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1322,6 +1327,15 @@ public sealed class BSPrim : PhysicsActor
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|||
|
||||
base.RequestPhysicsterseUpdate();
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}
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/*
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||||
else
|
||||
{
|
||||
// For debugging, we can also report the movement of children
|
||||
DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
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LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
|
||||
entprop.Acceleration, entprop.RotationalVelocity);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// I've collided with something
|
||||
|
|
|
@ -315,6 +315,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
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||||
{
|
||||
// m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
|
||||
|
||||
if (!m_initialized) return null;
|
||||
|
||||
BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying);
|
||||
lock (m_avatars) m_avatars.Add(localID, actor);
|
||||
return actor;
|
||||
|
@ -323,6 +326,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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public override void RemoveAvatar(PhysicsActor actor)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
|
||||
|
||||
if (!m_initialized) return;
|
||||
|
||||
BSCharacter bsactor = actor as BSCharacter;
|
||||
if (bsactor != null)
|
||||
{
|
||||
|
@ -341,6 +347,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
public override void RemovePrim(PhysicsActor prim)
|
||||
{
|
||||
if (!m_initialized) return;
|
||||
|
||||
BSPrim bsprim = prim as BSPrim;
|
||||
if (bsprim != null)
|
||||
{
|
||||
|
@ -366,6 +374,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
|
||||
|
||||
if (!m_initialized) return null;
|
||||
|
||||
BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
|
||||
lock (m_prims) m_prims.Add(localID, prim);
|
||||
return prim;
|
||||
|
@ -807,6 +818,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
// List of all of the externally visible parameters.
|
||||
// For each parameter, this table maps a text name to getter and setters.
|
||||
// To add a new externally referencable/settable parameter, add the paramter storage
|
||||
// location somewhere in the program and make an entry in this table with the
|
||||
// getters and setters.
|
||||
// To add a new variable, it is easiest to find an existing definition and copy it.
|
||||
// Parameter values are floats. Booleans are converted to a floating value.
|
||||
//
|
||||
// A ParameterDefn() takes the following parameters:
|
||||
// -- the text name of the parameter. This is used for console input and ini file.
|
||||
// -- a short text description of the parameter. This shows up in the console listing.
|
||||
|
@ -815,7 +832,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// -- a delegate for getting the value as a float
|
||||
// -- a delegate for setting the value from a float
|
||||
//
|
||||
// To add a new variable, it is best to find an existing definition and copy it.
|
||||
// The single letter parameters for the delegates are:
|
||||
// s = BSScene
|
||||
// p = string parameter name
|
||||
// l = localID of referenced object
|
||||
// v = float value
|
||||
// cf = parameter configuration class (for fetching values from ini file)
|
||||
private ParameterDefn[] ParameterDefinitions =
|
||||
{
|
||||
new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties",
|
||||
|
@ -1048,6 +1070,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; },
|
||||
(s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ),
|
||||
new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0",
|
||||
0.0f,
|
||||
(s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].linkConstraintCFM; },
|
||||
(s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ),
|
||||
new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
|
||||
0.2f,
|
||||
(s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].linkConstraintERP; },
|
||||
(s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ),
|
||||
|
||||
new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)",
|
||||
0f,
|
||||
|
|
|
@ -66,13 +66,14 @@ public struct ShapeData
|
|||
{
|
||||
public enum PhysicsShapeType
|
||||
{
|
||||
SHAPE_AVATAR = 0,
|
||||
SHAPE_BOX = 1,
|
||||
SHAPE_CONE = 2,
|
||||
SHAPE_CYLINDER = 3,
|
||||
SHAPE_SPHERE = 4,
|
||||
SHAPE_MESH = 5,
|
||||
SHAPE_HULL = 6
|
||||
SHAPE_UNKNOWN = 0,
|
||||
SHAPE_AVATAR = 1,
|
||||
SHAPE_BOX = 2,
|
||||
SHAPE_CONE = 3,
|
||||
SHAPE_CYLINDER = 4,
|
||||
SHAPE_SPHERE = 5,
|
||||
SHAPE_MESH = 6,
|
||||
SHAPE_HULL = 7
|
||||
};
|
||||
public uint ID;
|
||||
public PhysicsShapeType Type;
|
||||
|
@ -168,6 +169,8 @@ public struct ConfigurationParameters
|
|||
public float linkConstraintEnableTransMotor;
|
||||
public float linkConstraintTransMotorMaxVel;
|
||||
public float linkConstraintTransMotorMaxForce;
|
||||
public float linkConstraintERP;
|
||||
public float linkConstraintCFM;
|
||||
|
||||
public const float numericTrue = 1f;
|
||||
public const float numericFalse = 0f;
|
||||
|
@ -189,6 +192,28 @@ public enum CollisionFlags : uint
|
|||
PHYSICAL_OBJECT = 1 << 12,
|
||||
};
|
||||
|
||||
// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
|
||||
// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
|
||||
public enum ConstraintParams : int
|
||||
{
|
||||
BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730
|
||||
BT_CONSTRAINT_STOP_ERP,
|
||||
BT_CONSTRAINT_CFM,
|
||||
BT_CONSTRAINT_STOP_CFM,
|
||||
};
|
||||
public enum ConstraintParamAxis : int
|
||||
{
|
||||
AXIS_LINEAR_X = 0,
|
||||
AXIS_LINEAR_Y,
|
||||
AXIS_LINEAR_Z,
|
||||
AXIS_ANGULAR_X,
|
||||
AXIS_ANGULAR_Y,
|
||||
AXIS_ANGULAR_Z,
|
||||
AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls
|
||||
AXIS_ANGULAR_ALL,
|
||||
AXIS_ALL
|
||||
};
|
||||
|
||||
// ===============================================================================
|
||||
static class BulletSimAPI {
|
||||
|
||||
|
@ -380,7 +405,8 @@ public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2,
|
||||
Vector3 frame1loc, Quaternion frame1rot,
|
||||
Vector3 frame2loc, Quaternion frame2rot);
|
||||
Vector3 frame2loc, Quaternion frame2rot,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
|
||||
|
@ -397,6 +423,9 @@ public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enabl
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool CalculateTransforms2(IntPtr constrain);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain);
|
||||
|
||||
|
|
|
@ -51,8 +51,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
{
|
||||
get
|
||||
{
|
||||
lock (SenseRepeatListLock)
|
||||
return SenseRepeaters.Count;
|
||||
return SenseRepeaters.Count;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -115,6 +114,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
public double distance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sensors to process.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Do not add or remove sensors from this list directly. Instead, copy the list and substitute the updated
|
||||
/// copy. This is to avoid locking the list for the duration of the sensor sweep, which increases the danger
|
||||
/// of deadlocks with future code updates.
|
||||
///
|
||||
/// Always lock SenseRepeatListLock when updating this list.
|
||||
/// </remarks>
|
||||
private List<SenseRepeatClass> SenseRepeaters = new List<SenseRepeatClass>();
|
||||
private object SenseRepeatListLock = new object();
|
||||
|
||||
|
@ -124,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
{
|
||||
// Always remove first, in case this is a re-set
|
||||
UnSetSenseRepeaterEvents(m_localID, m_itemID);
|
||||
|
||||
if (sec == 0) // Disabling timer
|
||||
return;
|
||||
|
||||
|
@ -143,9 +153,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
ts.host = host;
|
||||
|
||||
ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
|
||||
|
||||
AddSenseRepeater(ts);
|
||||
}
|
||||
|
||||
private void AddSenseRepeater(SenseRepeatClass senseRepeater)
|
||||
{
|
||||
lock (SenseRepeatListLock)
|
||||
{
|
||||
SenseRepeaters.Add(ts);
|
||||
List<SenseRepeatClass> newSenseRepeaters = new List<SenseRepeatClass>(SenseRepeaters);
|
||||
newSenseRepeaters.Add(senseRepeater);
|
||||
SenseRepeaters = newSenseRepeaters;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -154,39 +172,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
// Remove from timer
|
||||
lock (SenseRepeatListLock)
|
||||
{
|
||||
List<SenseRepeatClass> NewSensors = new List<SenseRepeatClass>();
|
||||
List<SenseRepeatClass> newSenseRepeaters = new List<SenseRepeatClass>();
|
||||
foreach (SenseRepeatClass ts in SenseRepeaters)
|
||||
{
|
||||
if (ts.localID != m_localID || ts.itemID != m_itemID)
|
||||
{
|
||||
NewSensors.Add(ts);
|
||||
newSenseRepeaters.Add(ts);
|
||||
}
|
||||
}
|
||||
SenseRepeaters.Clear();
|
||||
SenseRepeaters = NewSensors;
|
||||
|
||||
SenseRepeaters = newSenseRepeaters;
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckSenseRepeaterEvents()
|
||||
{
|
||||
lock (SenseRepeatListLock)
|
||||
// Go through all timers
|
||||
foreach (SenseRepeatClass ts in SenseRepeaters)
|
||||
{
|
||||
// Nothing to do here?
|
||||
if (SenseRepeaters.Count == 0)
|
||||
return;
|
||||
|
||||
// Go through all timers
|
||||
foreach (SenseRepeatClass ts in SenseRepeaters)
|
||||
// Time has passed?
|
||||
if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
|
||||
{
|
||||
// Time has passed?
|
||||
if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
|
||||
{
|
||||
SensorSweep(ts);
|
||||
// set next interval
|
||||
ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
|
||||
}
|
||||
SensorSweep(ts);
|
||||
// set next interval
|
||||
ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
|
||||
}
|
||||
} // lock
|
||||
}
|
||||
}
|
||||
|
||||
public void SenseOnce(uint m_localID, UUID m_itemID,
|
||||
|
@ -619,21 +630,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
{
|
||||
List<Object> data = new List<Object>();
|
||||
|
||||
lock (SenseRepeatListLock)
|
||||
foreach (SenseRepeatClass ts in SenseRepeaters)
|
||||
{
|
||||
foreach (SenseRepeatClass ts in SenseRepeaters)
|
||||
if (ts.itemID == itemID)
|
||||
{
|
||||
if (ts.itemID == itemID)
|
||||
{
|
||||
data.Add(ts.interval);
|
||||
data.Add(ts.name);
|
||||
data.Add(ts.keyID);
|
||||
data.Add(ts.type);
|
||||
data.Add(ts.range);
|
||||
data.Add(ts.arc);
|
||||
}
|
||||
data.Add(ts.interval);
|
||||
data.Add(ts.name);
|
||||
data.Add(ts.keyID);
|
||||
data.Add(ts.type);
|
||||
data.Add(ts.range);
|
||||
data.Add(ts.arc);
|
||||
}
|
||||
}
|
||||
|
||||
return data.ToArray();
|
||||
}
|
||||
|
||||
|
@ -667,8 +676,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
ts.next =
|
||||
DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
|
||||
|
||||
lock (SenseRepeatListLock)
|
||||
SenseRepeaters.Add(ts);
|
||||
AddSenseRepeater(ts);
|
||||
|
||||
idx += 6;
|
||||
}
|
||||
|
|
|
@ -38,7 +38,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
|
|||
{
|
||||
public class CSCodeGenerator : ICodeConverter
|
||||
{
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private SYMBOL m_astRoot = null;
|
||||
private Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> m_positionMap;
|
||||
|
@ -255,7 +255,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
|
|||
else if (s is IdentDotExpression)
|
||||
retstr += Generate(CheckName(((IdentDotExpression) s).Name) + "." + ((IdentDotExpression) s).Member, s);
|
||||
else if (s is IdentExpression)
|
||||
retstr += Generate(CheckName(((IdentExpression) s).Name), s);
|
||||
retstr += GenerateIdentifier(((IdentExpression) s).Name, s);
|
||||
else if (s is IDENT)
|
||||
retstr += Generate(CheckName(((TOKEN) s).yytext), s);
|
||||
else
|
||||
|
@ -867,6 +867,41 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
|
|||
return retstr;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates the code for an identifier
|
||||
/// </summary>
|
||||
/// <param name="id">The symbol name</param>
|
||||
/// <param name="s">The Symbol node.</param>
|
||||
/// <returns>String containing C# code for identifier reference.</returns>
|
||||
private string GenerateIdentifier(string id, SYMBOL s)
|
||||
{
|
||||
if (m_comms != null)
|
||||
{
|
||||
object value = m_comms.LookupModConstant(id);
|
||||
if (value != null)
|
||||
{
|
||||
string retval = null;
|
||||
if (value is int)
|
||||
retval = ((int)value).ToString();
|
||||
else if (value is float)
|
||||
retval = String.Format("new LSL_Types.LSLFloat({0})",((float)value).ToString());
|
||||
else if (value is string)
|
||||
retval = String.Format("new LSL_Types.LSLString(\"{0}\")",((string)value));
|
||||
else if (value is OpenMetaverse.UUID)
|
||||
retval = String.Format("new LSL_Types.key(\"{0}\")",((OpenMetaverse.UUID)value).ToString());
|
||||
else if (value is OpenMetaverse.Vector3)
|
||||
retval = String.Format("new LSL_Types.Vector3(\"{0}\")",((OpenMetaverse.Vector3)value).ToString());
|
||||
else if (value is OpenMetaverse.Quaternion)
|
||||
retval = String.Format("new LSL_Types.Quaternion(\"{0}\")",((OpenMetaverse.Quaternion)value).ToString());
|
||||
else retval = id;
|
||||
|
||||
return Generate(retval, s);
|
||||
}
|
||||
}
|
||||
|
||||
return Generate(CheckName(id), s);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates the code for a FunctionCall node.
|
||||
/// </summary>
|
||||
|
|
|
@ -474,7 +474,7 @@ namespace OpenSim.Services.Connectors
|
|||
|
||||
List<InventoryItemBase> items = new List<InventoryItemBase>();
|
||||
|
||||
foreach (Object o in ret.Values) // getting the values directly, we don't care about the keys item_i
|
||||
foreach (Object o in ((Dictionary<string,object>)ret["ITEMS"]).Values)
|
||||
items.Add(BuildItem((Dictionary<string, object>)o));
|
||||
|
||||
return items;
|
||||
|
|
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Reference in New Issue