Merge branch 'master' of /home/opensim/var/repo/opensim

integration
BlueWall 2012-09-09 09:53:48 -04:00
commit 83f6565049
22 changed files with 624 additions and 93 deletions

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@ -31,6 +31,7 @@ namespace OpenSim.Framework
public class Constants
{
public const uint RegionSize = 256;
public const uint RegionHeight = 4096;
public const byte TerrainPatchSize = 16;
public const string DefaultTexture = "89556747-24cb-43ed-920b-47caed15465f";

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@ -126,6 +126,7 @@ namespace OpenSim.Framework
private int m_physPrimMax = 0;
private bool m_clampPrimSize = false;
private int m_objectCapacity = 0;
private int m_linksetCapacity = 0;
private int m_agentCapacity = 0;
private string m_regionType = String.Empty;
private RegionLightShareData m_windlight = new RegionLightShareData();
@ -317,6 +318,11 @@ namespace OpenSim.Framework
get { return m_objectCapacity; }
}
public int LinksetCapacity
{
get { return m_linksetCapacity; }
}
public int AgentCapacity
{
get { return m_agentCapacity; }
@ -654,6 +660,9 @@ namespace OpenSim.Framework
m_objectCapacity = config.GetInt("MaxPrims", 15000);
allKeys.Remove("MaxPrims");
m_linksetCapacity = config.GetInt("LinksetPrims", 0);
allKeys.Remove("LinksetPrims");
#endregion
@ -709,6 +718,9 @@ namespace OpenSim.Framework
if (m_objectCapacity != 0)
config.Set("MaxPrims", m_objectCapacity);
if (m_linksetCapacity != 0)
config.Set("LinksetPrims", m_linksetCapacity);
if (m_agentCapacity != 0)
config.Set("MaxAgents", m_agentCapacity);
@ -804,6 +816,9 @@ namespace OpenSim.Framework
configMember.addConfigurationOption("object_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
"Max objects this sim will hold", m_objectCapacity.ToString(), true);
configMember.addConfigurationOption("linkset_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
"Max prims an object will hold", m_linksetCapacity.ToString(), true);
configMember.addConfigurationOption("agent_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
"Max avatars this sim will hold", m_agentCapacity.ToString(), true);
@ -922,6 +937,9 @@ namespace OpenSim.Framework
case "object_capacity":
m_objectCapacity = (int)configuration_result;
break;
case "linkset_capacity":
m_linksetCapacity = (int)configuration_result;
break;
case "agent_capacity":
m_agentCapacity = (int)configuration_result;
break;
@ -1052,4 +1070,4 @@ namespace OpenSim.Framework
return kvp;
}
}
}
}

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@ -123,6 +123,11 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public float m_maxPhys = 10;
/// <summary>
/// Max prims an object will hold
/// </summary>
public int m_linksetCapacity = 0;
public bool m_clampPrimSize;
public bool m_trustBinaries;
public bool m_allowScriptCrossings;
@ -772,6 +777,12 @@ namespace OpenSim.Region.Framework.Scenes
m_clampPrimSize = true;
}
m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
if (RegionInfo.LinksetCapacity > 0)
{
m_linksetCapacity = RegionInfo.LinksetCapacity;
}
m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
@ -4334,6 +4345,16 @@ namespace OpenSim.Region.Framework.Scenes
return LandChannel.GetLandObject(x, y).LandData;
}
/// <summary>
/// Get LandData by position.
/// </summary>
/// <param name="pos"></param>
/// <returns></returns>
public LandData GetLandData(Vector3 pos)
{
return GetLandData(pos.X, pos.Y);
}
public LandData GetLandData(uint x, uint y)
{
m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y);

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@ -2014,6 +2014,24 @@ namespace OpenSim.Region.Framework.Scenes
if (objectGroup == this)
return;
// If the configured linkset capacity is greater than zero,
// and the new linkset would have a prim count higher than this
// value, do not link it.
if (m_scene.m_linksetCapacity > 0 &&
(PrimCount + objectGroup.PrimCount) >
m_scene.m_linksetCapacity)
{
m_log.DebugFormat(
"[SCENE OBJECT GROUP]: Cannot link group with root" +
" part {0}, {1} ({2} prims) to group with root part" +
" {3}, {4} ({5} prims) because the new linkset" +
" would exceed the configured maximum of {6}",
objectGroup.RootPart.Name, objectGroup.RootPart.UUID,
objectGroup.PrimCount, RootPart.Name, RootPart.UUID,
PrimCount, m_scene.m_linksetCapacity);
return;
}
// 'linkPart' == the root of the group being linked into this group
SceneObjectPart linkPart = objectGroup.m_rootPart;

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@ -447,7 +447,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
// settings allow voice, then whether parcel allows
// voice, if all do retrieve or obtain the parcel
// voice channel
LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
LandData land = scene.GetLandData(avatar.AbsolutePosition);
//m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);

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@ -623,7 +623,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
// settings allow voice, then whether parcel allows
// voice, if all do retrieve or obtain the parcel
// voice channel
LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
LandData land = scene.GetLandData(avatar.AbsolutePosition);
m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);

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@ -73,7 +73,8 @@ public class BSCharacter : BSPhysObject
private bool _kinematic;
private float _buoyancy;
public override BulletBody Body { get; set; }
public override BulletBody BSBody { get; set; }
public override BulletShape BSShape { get; set; }
public override BSLinkset Linkset { get; set; }
private int _subscribedEventsMs = 0;
@ -92,6 +93,7 @@ public class BSCharacter : BSPhysObject
_localID = localID;
_avName = avName;
Scene = parent_scene;
_physicsActorType = (int)ActorTypes.Agent;
_position = pos;
_size = size;
_flying = isFlying;
@ -128,9 +130,9 @@ public class BSCharacter : BSPhysObject
// Set the buoyancy for flying. This will be refactored when all the settings happen in C#
BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID));
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID));
// avatars get all collisions no matter what (makes walking on ground and such work)
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
return;
@ -440,7 +442,7 @@ public class BSCharacter : BSPhysObject
Scene.TaintedObject("BSCharacter.AddForce", delegate()
{
DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force);
});
}
else
@ -465,7 +467,7 @@ public class BSCharacter : BSPhysObject
Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate()
{
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
}

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@ -98,6 +98,10 @@ public abstract class BSConstraint : IDisposable
{
// m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}",
// BSScene.DetailLogZero, Body1.ID, Body2.ID);
// Setting an object's mass to zero (making it static like when it's selected)
// automatically disables the constraints.
// If enabled, be sure to set the constraint itself to enabled.
BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
}
else

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@ -233,7 +233,7 @@ public class BSLinkset
foreach (BSPhysObject child in m_children)
{
BSConstraint constrain;
if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain))
if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
{
// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
@ -245,8 +245,8 @@ public class BSLinkset
// their constraints have not been created yet.
// Caused by the fact that m_children is built at run time but building constraints
// happens at taint time.
// m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}",
// m_linksetRoot.Body.ID, child.Body.ID);
// m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}",
// LogHeader, m_linksetRoot.Body.ID, child.Body.ID);
}
}
}
@ -327,7 +327,7 @@ public class BSLinkset
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}",
rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint);
BS6DofConstraint constrain = new BS6DofConstraint(
m_physicsScene.World, rootPrim.Body, childPrim.Body,
m_physicsScene.World, rootPrim.BSBody, childPrim.BSBody,
midPoint,
true,
true
@ -388,10 +388,10 @@ public class BSLinkset
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
// Find the constraint for this link and get rid of it from the overall collection and from my list
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body);
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody);
// Make the child refresh its location
BulletSimAPI.PushUpdate2(childPrim.Body.Ptr);
BulletSimAPI.PushUpdate2(childPrim.BSBody.Ptr);
}
// Remove linkage between myself and any possible children I might have
@ -400,7 +400,7 @@ public class BSLinkset
{
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody);
}
// Invoke the detailed logger and output something if it's enabled.

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@ -48,7 +48,11 @@ public abstract class BSPhysObject : PhysicsActor
// Return the object mass without calculating it or side effects
public abstract float MassRaw { get; }
public abstract BulletBody Body { get; set; }
// Reference to the physical body (btCollisionObject) of this object
public abstract BulletBody BSBody { get; set; }
// Reference to the physical shape (btCollisionShape) of this object
public abstract BulletShape BSShape { get; set; }
public abstract void ZeroMotion();
public virtual void StepVehicle(float timeStep) { }

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@ -94,8 +94,10 @@ public sealed class BSPrim : BSPhysObject
private int _nextCollisionOkTime = 0;
long _collidingStep;
long _collidingGroundStep;
CollisionFlags m_currentCollisionFlags = 0;
public override BulletBody Body { get; set; }
public override BulletBody BSBody { get; set; }
public override BulletShape BSShape { get; set; }
private BSDynamics _vehicle;
@ -113,6 +115,7 @@ public sealed class BSPrim : BSPhysObject
// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
_localID = localID;
_avName = primName;
_physicsActorType = (int)ActorTypes.Prim;
_scene = parent_scene;
_position = pos;
_size = size;
@ -142,7 +145,9 @@ public sealed class BSPrim : BSPhysObject
// Get the pointer to the physical body for this object.
// At the moment, we're still letting BulletSim manage the creation and destruction
// of the object. Someday we'll move that into the C# code.
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr));
m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr);
});
}
@ -258,10 +263,10 @@ public sealed class BSPrim : BSPhysObject
_rotationalVelocity = OMV.Vector3.Zero;
// Zero some other properties directly into the physics engine
BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero);
BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero);
BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
BulletSimAPI.ClearForces2(Body.Ptr);
BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero);
BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero);
BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
BulletSimAPI.ClearForces2(BSBody.Ptr);
}
public override void LockAngularMotion(OMV.Vector3 axis)
@ -324,7 +329,7 @@ public sealed class BSPrim : BSPhysObject
{
DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force);
});
}
}
@ -442,8 +447,7 @@ public sealed class BSPrim : BSPhysObject
}
public override int PhysicsActorType {
get { return _physicsActorType; }
set { _physicsActorType = value;
}
set { _physicsActorType = value; }
}
public override bool IsPhysical {
get { return _isPhysical; }
@ -470,6 +474,11 @@ public sealed class BSPrim : BSPhysObject
// Make gravity work if the object is physical and not selected
// No locking here because only called when it is safe
// There are four flags we're interested in:
// IsStatic: Object does not move, otherwise the object has mass and moves
// isSolid: other objects bounce off of this object
// isVolumeDetect: other objects pass through but can generate collisions
// collisionEvents: whether this object returns collision events
private void SetObjectDynamic()
{
// If it's becoming dynamic, it will need hullness
@ -479,12 +488,66 @@ public sealed class BSPrim : BSPhysObject
float mass = IsStatic ? 0f : _mass;
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
/*
BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr);
// recompute any linkset parameters
// Set up the object physicalness (static or dynamic)
MakeDynamic();
// Make solid or not and arrange for collisions, etc
MakeSolid();
m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr);
BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr);
*/
// Recompute any linkset parameters.
// When going from non-physical to physical, this re-enables the constraints that
// had been automatically disabled when the mass was set to zero.
Linkset.Refresh(this);
CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags);
}
// "Making dynamic" means changing to and from static.
// When static, gravity does not effect the object and it is fixed in space.
// When dynamic, the object can fall and be pushed by others.
// This is independent of its 'solidness' which controls what passes through
// this object and what interacts with it.
private void MakeDynamic()
{
if (IsStatic)
{
// Become a Bullet 'static' object type
BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
// Stop all movement
BulletSimAPI.ClearAllForces2(BSBody.Ptr);
// Mass is zero which disables a bunch of physics stuff in Bullet
BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero);
// There is no inertia in a static object
BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
// The activation state is 'sleeping' so Bullet will not try to act on it
BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING);
}
else
{
// Not a Bullet static object
BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
// A dynamic object has mass
BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero);
// The shape is interesting and has mass and a center of gravity
IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr);
BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero);
// Inertia is based on our new mass
BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
// Force activation of the object so Bullet will act on it.
BulletSimAPI.Activate2(BSBody.Ptr, true);
}
}
private void MakeSolid()
{
}
// prims don't fly
@ -609,7 +672,7 @@ public sealed class BSPrim : BSPhysObject
}
else
{
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
return;
}
_scene.TaintedObject("BSPrim.AddForce", delegate()
@ -624,7 +687,8 @@ public sealed class BSPrim : BSPhysObject
m_accumulatedForces.Clear();
}
DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
// For unknown reason, "ApplyCentralForce" is really additive.
BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum);
});
}
@ -644,7 +708,7 @@ public sealed class BSPrim : BSPhysObject
Scene.TaintedObject("BSPrim.SubscribeEvents", delegate()
{
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
}
@ -652,7 +716,7 @@ public sealed class BSPrim : BSPhysObject
_subscribedEventsMs = 0;
Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate()
{
BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
public override bool SubscribedEvents() {
@ -1237,7 +1301,7 @@ public sealed class BSPrim : BSPhysObject
bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
// the CreateObject() may have recreated the rigid body. Make sure we have the latest.
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
return ret;
}

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@ -403,13 +403,13 @@ public class BSTerrainManager
{
float regionX = tX - offsetX;
float regionY = tY - offsetY;
if (regionX > mapInfo.sizeX) regionX = 0;
if (regionY > mapInfo.sizeY) regionY = 0;
if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0;
if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0;
int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
ret = mapInfo.heightMap[mapIndex];
m_terrainModified = false;
DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
// DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
// BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
}
else
{

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@ -218,7 +218,20 @@ public struct ConfigurationParameters
public const float numericFalse = 0f;
}
// Values used by Bullet and BulletSim to control collisions
// The states a bullet collision object can have
public enum ActivationState : uint
{
ACTIVE_TAG = 1,
ISLAND_SLEEPING,
WANTS_DEACTIVATION,
DISABLE_DEACTIVATION,
DISABLE_SIMULATION
}
// Values used by Bullet and BulletSim to control object properties.
// Bullet's "CollisionFlags" has more to do with operations on the
// object (if collisions happen, if gravity effects it, ...).
public enum CollisionFlags : uint
{
CF_STATIC_OBJECT = 1 << 0,
@ -233,8 +246,75 @@ public enum CollisionFlags : uint
BS_VOLUME_DETECT_OBJECT = 1 << 11,
BS_PHANTOM_OBJECT = 1 << 12,
BS_PHYSICAL_OBJECT = 1 << 13,
BS_TERRAIN_OBJECT = 1 << 14,
BS_NONE = 0,
BS_ALL = 0xFFFFFFFF
};
// Values for collisions groups and masks
public enum CollisionFilterGroups : uint
{
NoneFilter = 0,
DefaultFilter = 1 << 0,
StaticFilter = 1 << 1,
KinematicFilter = 1 << 2,
DebrisFilter = 1 << 3,
SensorTrigger = 1 << 4,
CharacterFilter = 1 << 5,
AllFilter = 0xFFFFFFFF,
// Filter groups defined by BulletSim
GroundPlaneFilter = 1 << 10,
TerrainFilter = 1 << 11,
RaycastFilter = 1 << 12,
SolidFilter = 1 << 13,
};
// For each type, we first clear and then set the collision flags
public enum ClearCollisionFlag : uint
{
Terrain = CollisionFlags.BS_ALL,
Phantom = CollisionFlags.BS_ALL,
VolumeDetect = CollisionFlags.BS_ALL,
PhysicalObject = CollisionFlags.BS_ALL,
StaticObject = CollisionFlags.BS_ALL
}
public enum SetCollisionFlag : uint
{
Terrain = CollisionFlags.CF_STATIC_OBJECT
| CollisionFlags.BS_TERRAIN_OBJECT,
Phantom = CollisionFlags.CF_STATIC_OBJECT
| CollisionFlags.BS_PHANTOM_OBJECT
| CollisionFlags.CF_NO_CONTACT_RESPONSE,
VolumeDetect = CollisionFlags.CF_STATIC_OBJECT
| CollisionFlags.BS_VOLUME_DETECT_OBJECT
| CollisionFlags.CF_NO_CONTACT_RESPONSE,
PhysicalObject = CollisionFlags.BS_PHYSICAL_OBJECT,
StaticObject = CollisionFlags.CF_STATIC_OBJECT,
}
// Collision filters used for different types of objects
public enum SetCollisionFilter : uint
{
Terrain = CollisionFilterGroups.AllFilter,
Phantom = CollisionFilterGroups.GroundPlaneFilter
| CollisionFilterGroups.TerrainFilter,
VolumeDetect = CollisionFilterGroups.AllFilter,
PhysicalObject = CollisionFilterGroups.AllFilter,
StaticObject = CollisionFilterGroups.AllFilter,
}
// Collision masks used for different types of objects
public enum SetCollisionMask : uint
{
Terrain = CollisionFilterGroups.AllFilter,
Phantom = CollisionFilterGroups.GroundPlaneFilter
| CollisionFilterGroups.TerrainFilter,
VolumeDetect = CollisionFilterGroups.AllFilter,
PhysicalObject = CollisionFilterGroups.AllFilter,
StaticObject = CollisionFilterGroups.AllFilter
}
// 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
@ -347,6 +427,7 @@ public static extern bool SetObjectVelocity(uint worldID, uint id, Vector3 veloc
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity);
// Set the current force acting on the object
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force);
@ -403,6 +484,7 @@ public static extern void SetDebugLogCallback(DebugLogCallback callback);
// The names have a "2" tacked on. This will be removed as the C# code gets rebuilt
// and the old code is removed.
// Functions use while converting from API1 to API2. Can be removed when totally converted.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetSimHandle2(uint worldID);
@ -413,6 +495,7 @@ public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
public static extern IntPtr GetBodyHandle2(IntPtr world, uint id);
// ===============================================================================
// Initialization and simulation
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
int maxCollisions, IntPtr collisionArray,
@ -438,6 +521,7 @@ public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSt
public static extern bool PushUpdate2(IntPtr obj);
// =====================================================================================
// Mesh, hull, shape and body creation helper routines
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateMeshShape2(IntPtr world,
int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
@ -460,12 +544,26 @@ public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetBodyShape2(IntPtr sim, IntPtr obj, IntPtr shape);
public static extern IntPtr AllocateBodyInfo2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ReleaseBodyInfo2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
// =====================================================================================
// Terrain creation and helper routines
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpMapInfo(IntPtr sim, IntPtr manInfo);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords,
[MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
@ -484,6 +582,7 @@ public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float
public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo);
// =====================================================================================
// Constraint creation and helper routines
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
Vector3 frame1loc, Quaternion frame1rot,
@ -536,16 +635,108 @@ public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams
public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
// =====================================================================================
// btCollisionWorld entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateAabbs2(IntPtr world);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool GetForceUpdateAllAabbs2(IntPtr world);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force);
// =====================================================================================
// btDynamicsWorld entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain);
// =====================================================================================
// btCollisionObject entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool HasAnisotripicFriction2(IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetContactProcessingThreshold2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetContactProcessingThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsStaticObject2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsKinematicObject2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsStaticOrKinematicObject2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool HasContactResponse2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetCollisionShape2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetActivationState2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetActivationState2(IntPtr obj, int state);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetDeactivationTime2(IntPtr obj, float dtime);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetDeactivationTime2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ForceActivationState2(IntPtr obj, ActivationState state);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void Activate2(IntPtr obj, bool forceActivation);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsActive2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetRestitution2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetRestitution2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetFriction2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetFriction2(IntPtr obj);
/* Haven't defined the type 'Transform'
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Transform GetWorldTransform2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void setWorldTransform2(IntPtr obj, Transform trans);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetPosition2(IntPtr obj);
@ -553,89 +744,288 @@ public static extern Vector3 GetPosition2(IntPtr obj);
public static extern Quaternion GetOrientation2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetVelocity2(IntPtr obj, Vector3 velocity);
public static extern IntPtr GetBroadphaseHandle2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle);
/*
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Transform GetInterpolationWorldTransform2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectForce2(IntPtr obj, Vector3 force);
public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool AddObjectForce2(IntPtr obj, Vector3 force);
public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val);
public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetCcdSweepSphereRadius2(IntPtr obj, float val);
public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
public static extern float GetHitFraction2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetDeactivationTime2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetFriction2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetHitFraction2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetRestitution2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang);
public static extern void SetHitFraction2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
public static extern float GetCcdMotionThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool UpdateInertiaTensor2(IntPtr obj);
public static extern void SetCcdMotionThreshold2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetGravity2(IntPtr obj, Vector3 val);
public static extern float GetCcdSweepSphereRadius2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr ClearForces2(IntPtr obj);
public static extern void SetCcdSweepSphereRadius2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr ClearAllForces2(IntPtr obj);
public static extern IntPtr GetUserPointer2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetMargin2(IntPtr obj, float val);
public static extern void SetUserPointer2(IntPtr obj, IntPtr val);
// =====================================================================================
// btRigidBody entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyGravity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj);
public static extern void SetGravity2(IntPtr obj, Vector3 val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DestroyObject2(IntPtr world, IntPtr obj);
public static extern Vector3 GetGravity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetLinearDamping2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetAngularDamping2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetLinearSleepingThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetAngularSleepingThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyDamping2(IntPtr obj, float timeStep);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetLinearFactor2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor);
/*
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot);
// Add a force to the object as if its mass is one.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force);
// Set the force being applied to the object as if its mass is one.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetObjectForce2(IntPtr obj, Vector3 force);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetTotalForce2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetTotalTorque2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyTorque2(IntPtr obj, Vector3 torque);
// Apply force at the given point. Will add torque to the object.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos);
// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp);
// Apply impulse to the object's torque. Force is scaled by object's mass.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp);
// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ClearForces2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ClearAllForces2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateInertiaTensor2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj);
/*
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Transform GetCenterOfMassTransform2(IntPtr obj);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetLinearVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetAngularVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void Translate2(IntPtr obj, Vector3 trans);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateDeactivation2(IntPtr obj, float timeStep);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool WantsSleeping2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetAngularFactor2(IntPtr obj, float factor);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetAngularFactor2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsInWorld2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetConstraintRef2(IntPtr obj, int index);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetNumConstraintRefs2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetDeltaLinearVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetDeltaAngularVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetPushVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetTurnVelocity2(IntPtr obj);
// =====================================================================================
// btCollisionShape entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetAngularMotionDisc2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsPolyhedral2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsConvex2d2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsConvex2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsNonMoving2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsConcave2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsCompound2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsSoftBody2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsInfinite2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetLocalScaling2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void CalculateLocalInertia2(IntPtr shape, float mass, Vector3 inertia);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetShapeType2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetMargin2(IntPtr shape, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetMargin2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCollisionFilterMask(IntPtr shape, uint filter, uint mask);
// =====================================================================================
// Debugging
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpPhysicsStatistics2(IntPtr sim);

View File

@ -1948,7 +1948,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-adjacent region.
pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region.
pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region.
pos.z > 4096 // return FALSE if altitude than 4096m
pos.z > Constants.RegionHeight // return FALSE if altitude than 4096m
)
)
{
@ -1959,8 +1959,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read.
Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition;
LandData here = World.GetLandData((float)objectPos.X, (float)objectPos.Y);
LandData there = World.GetLandData((float)pos.x, (float)pos.y);
LandData here = World.GetLandData(objectPos);
LandData there = World.GetLandData(pos);
// we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits.
@ -9770,20 +9770,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
switch ((ParcelMediaCommandEnum) aList.Data[i])
{
case ParcelMediaCommandEnum.Url:
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaURL));
break;
case ParcelMediaCommandEnum.Desc:
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).Description));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).Description));
break;
case ParcelMediaCommandEnum.Texture:
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaID.ToString()));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaID.ToString()));
break;
case ParcelMediaCommandEnum.Type:
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaType));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaType));
break;
case ParcelMediaCommandEnum.Size:
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaWidth));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaHeight));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaWidth));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaHeight));
break;
default:
ParcelMediaCommandEnum mediaCommandEnum = ParcelMediaCommandEnum.Url;
@ -10398,7 +10398,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param)
{
m_host.AddScriptLPS(1);
LandData land = World.GetLandData((float)pos.x, (float)pos.y);
LandData land = World.GetLandData(pos);
if (land == null)
{
return new LSL_List(0);

View File

@ -2941,7 +2941,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
ScenePresence presence = World.GetScenePresence(avatarId);
if (presence != null)
{
LandData land = World.GetLandData((float)pos.X, (float)pos.Y);
LandData land = World.GetLandData(pos);
if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage)
{
float health = presence.Health;

View File

@ -101,7 +101,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
public string RegisterRegion(UUID scopeID, GridRegion regionInfo)
{
Vector3d minPosition = new Vector3d(regionInfo.RegionLocX, regionInfo.RegionLocY, 0.0);
Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, 4096.0);
Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
OSDMap extraData = new OSDMap
{
@ -286,7 +286,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
List<GridRegion> foundRegions = new List<GridRegion>();
Vector3d minPosition = new Vector3d(xmin, ymin, 0.0);
Vector3d maxPosition = new Vector3d(xmax, ymax, 4096.0);
Vector3d maxPosition = new Vector3d(xmax, ymax, Constants.RegionHeight);
NameValueCollection requestArgs = new NameValueCollection
{

View File

@ -107,6 +107,11 @@
;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
;; This can be overriden in the region config file.
; ClampPrimSize = false
;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
;; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
;; This can be overriden in the region config file.
; LinksetPrims = 0
;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.

View File

@ -94,6 +94,10 @@
; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
; This can be overriden in the region config file.
ClampPrimSize = false
; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
; This can be overriden in the region config file.
LinksetPrims = 0
; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
; This only applies when crossing to a region running in a different simulator.

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