diff --git a/OpenSim/Framework/Constants.cs b/OpenSim/Framework/Constants.cs
index 1b1aaf2bc4..a2eb5ee18e 100644
--- a/OpenSim/Framework/Constants.cs
+++ b/OpenSim/Framework/Constants.cs
@@ -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";
diff --git a/OpenSim/Framework/RegionInfo.cs b/OpenSim/Framework/RegionInfo.cs
index 81310894dd..ded2df2132 100644
--- a/OpenSim/Framework/RegionInfo.cs
+++ b/OpenSim/Framework/RegionInfo.cs
@@ -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;
}
}
-}
\ No newline at end of file
+}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a2d553d237..c2c0b96013 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -123,6 +123,11 @@ namespace OpenSim.Region.Framework.Scenes
///
public float m_maxPhys = 10;
+ ///
+ /// Max prims an object will hold
+ ///
+ 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;
}
+ ///
+ /// Get LandData by position.
+ ///
+ ///
+ ///
+ 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);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index b4a155e940..e528288699 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -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;
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 7fafdc6190..37ab35a146 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -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);
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index a36fd74745..c5fcef4646 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -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);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 747ae7130f..fa22c78d8a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -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);
});
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
index d9270d1b2d..2e15ced238 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
@@ -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
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index b04e1b666a..5f6601d631 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -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.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index ef463cae19..e411fcb3df 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -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) { }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 6bfce5c865..6d0af63986 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -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;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index ab45f8fbab..47d7199e2e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -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
{
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index a0bad3a378..e579cf29e0 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -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);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index be22cb4fee..11826bdfe1 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -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);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 2e1e5b669d..8b73cd9ae0 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -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;
diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
index 67a65ff623..35cb408a91 100644
--- a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
+++ b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
@@ -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 foundRegions = new List();
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
{
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index eac30b85a8..f0ebcce0b2 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -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.
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index dbd3e3a039..c080fbf1b3 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -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.
diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll
index 5673b91f7c..0dd508c1da 100755
Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ
diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so
index a9768b206b..747df24288 100755
Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ
diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll
index de9df085d1..877ad4cc1d 100755
Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ
diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so
index aefab07418..a55e633388 100755
Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ