Merge branch 'careminster' into avination
Conflicts: OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.csavinationmerge
commit
9b014a7167
|
@ -93,6 +93,8 @@ namespace OpenSim.Framework.Serialization.External
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"MediaURL", (ld, xtr) => ld.MediaURL = xtr.ReadElementString("MediaURL"));
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m_ldProcessors.Add(
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"MusicURL", (ld, xtr) => ld.MusicURL = xtr.ReadElementString("MusicURL"));
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m_ldProcessors.Add(
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"OwnerID", (ld, xtr) => ld.OwnerID = UUID.Parse(xtr.ReadElementString("OwnerID")));
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m_ldProcessors.Add(
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"ParcelAccessList", ProcessParcelAccessList);
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@ -186,7 +188,16 @@ namespace OpenSim.Framework.Serialization.External
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return landData;
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}
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public static string Serialize(LandData landData)
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/// <summary>
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/// Serialize land data
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/// </summary>
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/// <param name='landData'></param>
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/// <param name='options'>
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/// Serialization options.
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/// Can be null if there are no options.
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/// "wipe-owners" will write UUID.Zero rather than the ownerID so that a later reload loads all parcels with the estate owner as the owner
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/// </param>
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public static string Serialize(LandData landData, Dictionary<string, object> options)
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{
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StringWriter sw = new StringWriter();
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XmlTextWriter xtw = new XmlTextWriter(sw);
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@ -215,7 +226,14 @@ namespace OpenSim.Framework.Serialization.External
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xtw.WriteElementString("MediaID", landData.MediaID.ToString());
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xtw.WriteElementString("MediaURL", landData.MediaURL);
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xtw.WriteElementString("MusicURL", landData.MusicURL);
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xtw.WriteElementString("OwnerID", landData.OwnerID.ToString());
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UUID ownerIdToWrite;
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if (options != null && options.ContainsKey("wipe-owners"))
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ownerIdToWrite = UUID.Zero;
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else
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ownerIdToWrite = landData.OwnerID;
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xtw.WriteElementString("OwnerID", ownerIdToWrite.ToString());
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xtw.WriteStartElement("ParcelAccessList");
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foreach (LandAccessEntry pal in landData.ParcelAccessList)
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@ -42,22 +42,23 @@ namespace OpenSim.Framework.Serialization.Tests
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private LandData land;
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private LandData landWithParcelAccessList;
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private static string preSerialized = "<?xml version=\"1.0\" encoding=\"utf-16\"?>\n<LandData>\n <Area>128</Area>\n <AuctionID>0</AuctionID>\n <AuthBuyerID>00000000-0000-0000-0000-000000000000</AuthBuyerID>\n <Category>10</Category>\n <ClaimDate>0</ClaimDate>\n <ClaimPrice>0</ClaimPrice>\n <GlobalID>54ff9641-dd40-4a2c-b1f1-47dd3af24e50</GlobalID>\n <GroupID>d740204e-bbbf-44aa-949d-02c7d739f6a5</GroupID>\n <IsGroupOwned>False</IsGroupOwned>\n <Bitmap>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA=</Bitmap>\n <Description>land data to test LandDataSerializer</Description>\n <Flags>536870944</Flags>\n <LandingType>2</LandingType>\n <Name>LandDataSerializerTest Land</Name>\n <Status>0</Status>\n <LocalID>0</LocalID>\n <MediaAutoScale>1</MediaAutoScale>\n <MediaID>d4452578-2f25-4b97-a81b-819af559cfd7</MediaID>\n <MediaURL>http://videos.opensimulator.org/bumblebee.mp4</MediaURL>\n <MusicURL />\n <OwnerID>1b8eedf9-6d15-448b-8015-24286f1756bf</OwnerID>\n <ParcelAccessList />\n <PassHours>0</PassHours>\n <PassPrice>0</PassPrice>\n <SalePrice>0</SalePrice>\n <SnapshotID>00000000-0000-0000-0000-000000000000</SnapshotID>\n <UserLocation><0, 0, 0></UserLocation>\n <UserLookAt><0, 0, 0></UserLookAt>\n <Dwell>0</Dwell>\n <OtherCleanTime>0</OtherCleanTime>\n</LandData>";
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private static string preSerializedWithParcelAccessList = "<?xml version=\"1.0\" encoding=\"utf-16\"?>\n<LandData>\n <Area>128</Area>\n <AuctionID>0</AuctionID>\n <AuthBuyerID>00000000-0000-0000-0000-000000000000</AuthBuyerID>\n <Category>10</Category>\n <ClaimDate>0</ClaimDate>\n <ClaimPrice>0</ClaimPrice>\n <GlobalID>54ff9641-dd40-4a2c-b1f1-47dd3af24e50</GlobalID>\n <GroupID>d740204e-bbbf-44aa-949d-02c7d739f6a5</GroupID>\n <IsGroupOwned>False</IsGroupOwned>\n <Bitmap>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA=</Bitmap>\n <Description>land data to test LandDataSerializer</Description>\n <Flags>536870944</Flags>\n <LandingType>2</LandingType>\n <Name>LandDataSerializerTest Land</Name>\n <Status>0</Status>\n <LocalID>0</LocalID>\n <MediaAutoScale>1</MediaAutoScale>\n <MediaID>d4452578-2f25-4b97-a81b-819af559cfd7</MediaID>\n <MediaURL>http://videos.opensimulator.org/bumblebee.mp4</MediaURL>\n <MusicURL />\n <OwnerID>1b8eedf9-6d15-448b-8015-24286f1756bf</OwnerID>\n <ParcelAccessList>\n <ParcelAccessEntry>\n <AgentID>62d65d45-c91a-4f77-862c-46557d978b6c</AgentID>\n <Time>0</Time>\n <AccessList>2</AccessList>\n </ParcelAccessEntry>\n <ParcelAccessEntry>\n <AgentID>ec2a8d18-2378-4fe0-8b68-2a31b57c481e</AgentID>\n <Time>0</Time>\n <AccessList>1</AccessList>\n </ParcelAccessEntry>\n </ParcelAccessList>\n <PassHours>0</PassHours>\n <PassPrice>0</PassPrice>\n <SalePrice>0</SalePrice>\n <SnapshotID>00000000-0000-0000-0000-000000000000</SnapshotID>\n <UserLocation><0, 0, 0></UserLocation>\n <UserLookAt><0, 0, 0></UserLookAt>\n <Dwell>0</Dwell>\n <OtherCleanTime>0</OtherCleanTime>\n</LandData>";
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// private static string preSerialized = "<?xml version=\"1.0\" encoding=\"utf-16\"?>\n<LandData>\n <Area>128</Area>\n <AuctionID>0</AuctionID>\n <AuthBuyerID>00000000-0000-0000-0000-000000000000</AuthBuyerID>\n <Category>10</Category>\n <ClaimDate>0</ClaimDate>\n <ClaimPrice>0</ClaimPrice>\n <GlobalID>54ff9641-dd40-4a2c-b1f1-47dd3af24e50</GlobalID>\n <GroupID>d740204e-bbbf-44aa-949d-02c7d739f6a5</GroupID>\n <IsGroupOwned>False</IsGroupOwned>\n <Bitmap>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA=</Bitmap>\n <Description>land data to test LandDataSerializer</Description>\n <Flags>536870944</Flags>\n <LandingType>2</LandingType>\n <Name>LandDataSerializerTest Land</Name>\n <Status>0</Status>\n <LocalID>0</LocalID>\n <MediaAutoScale>1</MediaAutoScale>\n <MediaID>d4452578-2f25-4b97-a81b-819af559cfd7</MediaID>\n <MediaURL>http://videos.opensimulator.org/bumblebee.mp4</MediaURL>\n <MusicURL />\n <OwnerID>1b8eedf9-6d15-448b-8015-24286f1756bf</OwnerID>\n <ParcelAccessList />\n <PassHours>0</PassHours>\n <PassPrice>0</PassPrice>\n <SalePrice>0</SalePrice>\n <SnapshotID>00000000-0000-0000-0000-000000000000</SnapshotID>\n <UserLocation><0, 0, 0></UserLocation>\n <UserLookAt><0, 0, 0></UserLookAt>\n <Dwell>0</Dwell>\n <OtherCleanTime>0</OtherCleanTime>\n</LandData>";
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private static string preSerializedWithParcelAccessList
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= "<?xml version=\"1.0\" encoding=\"utf-16\"?>\n<LandData>\n <Area>128</Area>\n <AuctionID>0</AuctionID>\n <AuthBuyerID>00000000-0000-0000-0000-000000000000</AuthBuyerID>\n <Category>10</Category>\n <ClaimDate>0</ClaimDate>\n <ClaimPrice>0</ClaimPrice>\n <GlobalID>54ff9641-dd40-4a2c-b1f1-47dd3af24e50</GlobalID>\n <GroupID>d740204e-bbbf-44aa-949d-02c7d739f6a5</GroupID>\n <IsGroupOwned>False</IsGroupOwned>\n <Bitmap>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA=</Bitmap>\n <Description>land data to test LandDataSerializer</Description>\n <Flags>536870944</Flags>\n <LandingType>2</LandingType>\n <Name>LandDataSerializerTest Land</Name>\n <Status>0</Status>\n <LocalID>0</LocalID>\n <MediaAutoScale>1</MediaAutoScale>\n <MediaID>d4452578-2f25-4b97-a81b-819af559cfd7</MediaID>\n <MediaURL>http://videos.opensimulator.org/bumblebee.mp4</MediaURL>\n <MusicURL />\n <OwnerID>1b8eedf9-6d15-448b-8015-24286f1756bf</OwnerID>\n <ParcelAccessList>\n <ParcelAccessEntry>\n <AgentID>62d65d45-c91a-4f77-862c-46557d978b6c</AgentID>\n <Time>0</Time>\n <AccessList>2</AccessList>\n </ParcelAccessEntry>\n <ParcelAccessEntry>\n <AgentID>ec2a8d18-2378-4fe0-8b68-2a31b57c481e</AgentID>\n <Time>0</Time>\n <AccessList>1</AccessList>\n </ParcelAccessEntry>\n </ParcelAccessList>\n <PassHours>0</PassHours>\n <PassPrice>0</PassPrice>\n <SalePrice>0</SalePrice>\n <SnapshotID>00000000-0000-0000-0000-000000000000</SnapshotID>\n <UserLocation><0, 0, 0></UserLocation>\n <UserLookAt><0, 0, 0></UserLookAt>\n <Dwell>0</Dwell>\n <OtherCleanTime>0</OtherCleanTime>\n</LandData>";
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[SetUp]
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public void setup()
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{
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// setup LandData object
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this.land = new LandData();
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this.land.AABBMax = new Vector3(0, 0, 0);
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this.land.AABBMin = new Vector3(128, 128, 128);
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this.land.AABBMax = new Vector3(1, 2, 3);
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this.land.AABBMin = new Vector3(129, 130, 131);
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this.land.Area = 128;
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this.land.AuctionID = 0;
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this.land.AuthBuyerID = new UUID();
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this.land.AuctionID = 4;
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this.land.AuthBuyerID = new UUID("7176df0c-6c50-45db-8a37-5e78be56a0cd");
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this.land.Category = ParcelCategory.Residential;
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this.land.ClaimDate = 0;
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this.land.ClaimPrice = 0;
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this.land.ClaimDate = 1;
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this.land.ClaimPrice = 2;
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this.land.GlobalID = new UUID("54ff9641-dd40-4a2c-b1f1-47dd3af24e50");
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this.land.GroupID = new UUID("d740204e-bbbf-44aa-949d-02c7d739f6a5");
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this.land.Description = "land data to test LandDataSerializer";
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@ -65,7 +66,7 @@ namespace OpenSim.Framework.Serialization.Tests
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this.land.LandingType = (byte)LandingType.Direct;
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this.land.Name = "LandDataSerializerTest Land";
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this.land.Status = ParcelStatus.Leased;
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this.land.LocalID = 0;
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this.land.LocalID = 1;
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this.land.MediaAutoScale = (byte)0x01;
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this.land.MediaID = new UUID("d4452578-2f25-4b97-a81b-819af559cfd7");
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this.land.MediaURL = "http://videos.opensimulator.org/bumblebee.mp4";
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@ -90,26 +91,26 @@ namespace OpenSim.Framework.Serialization.Tests
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/// <summary>
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/// Test the LandDataSerializer.Serialize() method
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/// </summary>
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[Test]
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public void LandDataSerializerSerializeTest()
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{
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TestHelpers.InMethod();
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string serialized = LandDataSerializer.Serialize(this.land).Replace("\r\n", "\n");
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Assert.That(serialized.Length > 0, "Serialize(LandData) returned empty string");
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// adding a simple boolean variable because resharper nUnit integration doesn't like this
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// XML data in the Assert.That statement. Not sure why.
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bool result = (serialized == preSerialized);
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Assert.That(result, "result of Serialize LandData does not match expected result");
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string serializedWithParcelAccessList = LandDataSerializer.Serialize(this.landWithParcelAccessList).Replace("\r\n", "\n");
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Assert.That(serializedWithParcelAccessList.Length > 0,
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"Serialize(LandData) returned empty string for LandData object with ParcelAccessList");
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result = (serializedWithParcelAccessList == preSerializedWithParcelAccessList);
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Assert.That(result,
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"result of Serialize(LandData) does not match expected result (pre-serialized with parcel access list");
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}
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// [Test]
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// public void LandDataSerializerSerializeTest()
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// {
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// TestHelpers.InMethod();
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//
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// string serialized = LandDataSerializer.Serialize(this.land).Replace("\r\n", "\n");
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// Assert.That(serialized.Length > 0, "Serialize(LandData) returned empty string");
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//
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// // adding a simple boolean variable because resharper nUnit integration doesn't like this
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// // XML data in the Assert.That statement. Not sure why.
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// bool result = (serialized == preSerialized);
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// Assert.That(result, "result of Serialize LandData does not match expected result");
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//
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// string serializedWithParcelAccessList = LandDataSerializer.Serialize(this.landWithParcelAccessList).Replace("\r\n", "\n");
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// Assert.That(serializedWithParcelAccessList.Length > 0,
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// "Serialize(LandData) returned empty string for LandData object with ParcelAccessList");
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// result = (serializedWithParcelAccessList == preSerializedWithParcelAccessList);
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// Assert.That(result,
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// "result of Serialize(LandData) does not match expected result (pre-serialized with parcel access list");
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// }
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/// <summary>
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/// Test the LandDataSerializer.Deserialize() method
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|
@ -120,10 +121,28 @@ namespace OpenSim.Framework.Serialization.Tests
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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LandData ld = LandDataSerializer.Deserialize(LandDataSerializerTest.preSerialized);
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Assert.That(ld != null, "Deserialize(string) returned null");
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Assert.That(ld.GlobalID == this.land.GlobalID, "Reified LandData.GlobalID != original LandData.GlobalID");
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Assert.That(ld.Name == this.land.Name, "Reified LandData.Name != original LandData.Name");
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LandData ld = LandDataSerializer.Deserialize(LandDataSerializer.Serialize(this.land, null));
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Assert.That(ld, Is.Not.Null, "Deserialize(string) returned null");
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// Assert.That(ld.AABBMax, Is.EqualTo(land.AABBMax));
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// Assert.That(ld.AABBMin, Is.EqualTo(land.AABBMin));
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Assert.That(ld.Area, Is.EqualTo(land.Area));
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Assert.That(ld.AuctionID, Is.EqualTo(land.AuctionID));
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Assert.That(ld.AuthBuyerID, Is.EqualTo(land.AuthBuyerID));
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Assert.That(ld.Category, Is.EqualTo(land.Category));
|
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Assert.That(ld.ClaimDate, Is.EqualTo(land.ClaimDate));
|
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Assert.That(ld.ClaimPrice, Is.EqualTo(land.ClaimPrice));
|
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Assert.That(ld.GlobalID, Is.EqualTo(land.GlobalID), "Reified LandData.GlobalID != original LandData.GlobalID");
|
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Assert.That(ld.GroupID, Is.EqualTo(land.GroupID));
|
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Assert.That(ld.Description, Is.EqualTo(land.Description));
|
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Assert.That(ld.Flags, Is.EqualTo(land.Flags));
|
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Assert.That(ld.LandingType, Is.EqualTo(land.LandingType));
|
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Assert.That(ld.Name, Is.EqualTo(land.Name), "Reified LandData.Name != original LandData.Name");
|
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Assert.That(ld.Status, Is.EqualTo(land.Status));
|
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Assert.That(ld.LocalID, Is.EqualTo(land.LocalID));
|
||||
Assert.That(ld.MediaAutoScale, Is.EqualTo(land.MediaAutoScale));
|
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Assert.That(ld.MediaID, Is.EqualTo(land.MediaID));
|
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Assert.That(ld.MediaURL, Is.EqualTo(land.MediaURL));
|
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Assert.That(ld.OwnerID, Is.EqualTo(land.OwnerID));
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
|
|
@ -294,14 +294,13 @@ namespace OpenSim
|
|||
"save oar [-h|--home=<url>] [--noassets] [--publish] [--perm=<permissions>] [<OAR path>]",
|
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"Save a region's data to an OAR archive.",
|
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// "-v|--version=<N> generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine
|
||||
"-h|--home=<url> adds the url of the profile service to the saved user information." + Environment.NewLine
|
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+ "--noassets stops assets being saved to the OAR." + Environment.NewLine
|
||||
+ "--publish saves an OAR stripped of owner and last owner information." + Environment.NewLine
|
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+ " on reload, the estate owner will be the owner of all objects" + Environment.NewLine
|
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+ " this is useful if you're making oars generally available that might be reloaded to the same grid from which you published" + Environment.NewLine
|
||||
+ " this option is EXPERIMENTAL" + Environment.NewLine
|
||||
+ "--perm=<permissions> stops objects with insufficient permissions from being saved to the OAR." + Environment.NewLine
|
||||
+ " <permissions> can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer" + Environment.NewLine
|
||||
"-h|--home=<url> adds the url of the profile service to the saved user information.\n"
|
||||
+ "--noassets stops assets being saved to the OAR.\n"
|
||||
+ "--publish saves an OAR stripped of owner and last owner information.\n"
|
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+ " on reload, the estate owner will be the owner of all objects\n"
|
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+ " this is useful if you're making oars generally available that might be reloaded to the same grid from which you published\n"
|
||||
+ "--perm=<permissions> stops objects with insufficient permissions from being saved to the OAR.\n"
|
||||
+ " <permissions> can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer\n"
|
||||
+ "The OAR path must be a filesystem path."
|
||||
+ " If this is not given then the oar is saved to region.oar in the current directory.",
|
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SaveOar);
|
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|
|
|
@ -126,9 +126,14 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
IConfig sconfig = config.Configs["Startup"];
|
||||
if (sconfig != null)
|
||||
{
|
||||
m_persistBakedTextures = sconfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
|
||||
m_levelUpload = sconfig.GetInt("LevelUpload", 0);
|
||||
}
|
||||
|
||||
IConfig appearanceConfig = config.Configs["Appearance"];
|
||||
if (appearanceConfig != null)
|
||||
{
|
||||
m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
|
||||
}
|
||||
}
|
||||
|
||||
m_assetService = m_Scene.AssetService;
|
||||
|
|
|
@ -66,9 +66,9 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
|
||||
public void Initialise(IConfigSource source)
|
||||
{
|
||||
IConfig sconfig = source.Configs["Startup"];
|
||||
if (sconfig != null)
|
||||
m_persistBakedTextures = sconfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
|
||||
IConfig appearanceConfig = source.Configs["Appearance"];
|
||||
if (appearanceConfig != null)
|
||||
m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
|
||||
}
|
||||
|
||||
public void AddRegion(Scene s)
|
||||
|
|
|
@ -284,7 +284,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
sp.ClearAttachments();
|
||||
}
|
||||
|
||||
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData)
|
||||
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp)
|
||||
{
|
||||
lock (sp.AttachmentsSyncLock)
|
||||
{
|
||||
|
@ -361,7 +361,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
group.AbsolutePosition = attachPos;
|
||||
|
||||
if (sp.PresenceType != PresenceType.Npc)
|
||||
UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
|
||||
UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
|
||||
|
||||
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
|
||||
}
|
||||
|
@ -369,7 +369,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
return true;
|
||||
}
|
||||
|
||||
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt)
|
||||
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
|
||||
{
|
||||
// Remove any previous attachments
|
||||
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
|
||||
|
@ -379,18 +379,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
{
|
||||
if (attachments[0].FromItemID != UUID.Zero)
|
||||
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
|
||||
else
|
||||
m_log.WarnFormat(
|
||||
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
|
||||
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
|
||||
// Error logging commented because UUID.Zero now means temp attachment
|
||||
// else
|
||||
// m_log.WarnFormat(
|
||||
// "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
|
||||
// attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
|
||||
}
|
||||
|
||||
// Add the new attachment to inventory if we don't already have it.
|
||||
UUID newAttachmentItemID = group.FromItemID;
|
||||
if (newAttachmentItemID == UUID.Zero)
|
||||
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
|
||||
if (!temp)
|
||||
{
|
||||
UUID newAttachmentItemID = group.FromItemID;
|
||||
if (newAttachmentItemID == UUID.Zero)
|
||||
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
|
||||
|
||||
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
|
||||
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
|
||||
}
|
||||
}
|
||||
|
||||
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
|
||||
|
@ -474,6 +478,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
|
||||
UUID inventoryID = so.FromItemID;
|
||||
|
||||
// As per Linden spec, drop is disabled for temp attachs
|
||||
if (inventoryID == UUID.Zero)
|
||||
return;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
|
||||
// so.Name, so.LocalId, inventoryID);
|
||||
|
@ -484,7 +492,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
so.PrimCount, sp.UUID, sp.AbsolutePosition))
|
||||
return;
|
||||
|
||||
bool changed = sp.Appearance.DetachAttachment(inventoryID);
|
||||
bool changed = false;
|
||||
if (inventoryID != UUID.Zero)
|
||||
changed = sp.Appearance.DetachAttachment(inventoryID);
|
||||
if (changed && m_scene.AvatarFactory != null)
|
||||
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
|
||||
|
||||
|
@ -516,6 +526,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
|
||||
public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
|
||||
{
|
||||
// As per Linden spec, detach (take) is disabled for temp attachs
|
||||
if (so.FromItemID == UUID.Zero)
|
||||
return;
|
||||
|
||||
lock (sp.AttachmentsSyncLock)
|
||||
{
|
||||
// Save avatar attachment information
|
||||
|
@ -589,6 +603,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
/// <param name="saveAllScripted"></param>
|
||||
private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
|
||||
{
|
||||
if (grp.FromItemID == UUID.Zero)
|
||||
{
|
||||
// We can't save temp attachments
|
||||
grp.HasGroupChanged = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Saving attachments for NPCs messes them up for the real owner!
|
||||
INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
|
||||
if (module != null)
|
||||
|
@ -845,7 +866,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
// This will throw if the attachment fails
|
||||
try
|
||||
{
|
||||
AttachObject(sp, objatt, attachmentPt, false, false);
|
||||
AttachObject(sp, objatt, attachmentPt, false, false, false);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -1005,7 +1026,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
AttachmentPt &= 0x7f;
|
||||
|
||||
// Calls attach with a Zero position
|
||||
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true))
|
||||
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true, false))
|
||||
{
|
||||
// m_log.Debug(
|
||||
// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
|
||||
|
|
|
@ -189,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
|
||||
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
|
||||
|
||||
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
|
||||
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false);
|
||||
|
||||
// Check status on scene presence
|
||||
Assert.That(sp.HasAttachments(), Is.True);
|
||||
|
@ -243,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
sp2.AbsolutePosition = new Vector3(0, 0, 0);
|
||||
sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
|
||||
|
||||
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
|
||||
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false);
|
||||
|
||||
Assert.That(sp.HasAttachments(), Is.False);
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
|
|
|
@ -66,11 +66,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
scene.RegisterModuleInterface<IAvatarFactoryModule>(this);
|
||||
scene.EventManager.OnNewClient += SubscribeToClientEvents;
|
||||
|
||||
IConfig sconfig = config.Configs["Startup"];
|
||||
if (sconfig != null)
|
||||
IConfig appearanceConfig = config.Configs["Appearance"];
|
||||
if (appearanceConfig != null)
|
||||
{
|
||||
m_savetime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
|
||||
m_sendtime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
|
||||
m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
|
||||
m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
|
||||
// m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
|
||||
}
|
||||
|
||||
|
|
|
@ -596,9 +596,14 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
|
|||
}
|
||||
break;
|
||||
case "R":
|
||||
Font anewFont = new Font(myFont, FontStyle.Regular);
|
||||
myFont.Dispose();
|
||||
myFont = anewFont;
|
||||
// We need to place this newFont inside its own context so that the .NET compiler
|
||||
// doesn't complain about a redefinition of an existing newFont, even though there is none
|
||||
// The mono compiler doesn't produce this error.
|
||||
{
|
||||
Font newFont = new Font(myFont, FontStyle.Regular);
|
||||
myFont.Dispose();
|
||||
myFont = newFont;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -124,7 +124,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
|||
LandData landData = lo.LandData;
|
||||
string landDataPath = String.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH,
|
||||
landData.GlobalID.ToString());
|
||||
m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData));
|
||||
m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
|
||||
}
|
||||
|
||||
m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");
|
||||
|
|
|
@ -84,7 +84,7 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="AttachmentPt"></param>
|
||||
/// <param name="silent"></param>
|
||||
/// <returns>true if the object was successfully attached, false otherwise</returns>
|
||||
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo);
|
||||
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo, bool temp);
|
||||
|
||||
/// <summary>
|
||||
/// Rez an attachment from user inventory and change inventory status to match.
|
||||
|
|
|
@ -842,7 +842,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
|
||||
m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
|
||||
m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
|
||||
SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
|
@ -850,6 +849,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
|
||||
}
|
||||
|
||||
// FIXME: Ultimately this should be in a module.
|
||||
IConfig appearanceConfig = m_config.Configs["Appearance"];
|
||||
if (appearanceConfig != null)
|
||||
{
|
||||
SendPeriodicAppearanceUpdates
|
||||
= appearanceConfig.GetBoolean("ResendAppearanceUpdates", SendPeriodicAppearanceUpdates);
|
||||
}
|
||||
|
||||
#endregion Region Config
|
||||
|
||||
#region Interest Management
|
||||
|
@ -2748,7 +2755,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
|
||||
|
||||
if (AttachmentsModule != null)
|
||||
AttachmentsModule.AttachObject(sp, grp, 0, false, false);
|
||||
AttachmentsModule.AttachObject(sp, grp, 0, false, false, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -951,7 +951,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// its existing localID and UUID.
|
||||
/// </summary>
|
||||
/// <param name='part'>Root part for this scene object.</param>
|
||||
public SceneObjectGroup(SceneObjectPart part)
|
||||
public SceneObjectGroup(SceneObjectPart part) : this()
|
||||
{
|
||||
SetRootPart(part);
|
||||
}
|
||||
|
|
|
@ -0,0 +1,126 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
using log4net;
|
||||
using Mono.Addins;
|
||||
using Nini.Config;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.ClientStack.LindenUDP;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.OptionalModules.Avatar.Attachments
|
||||
{
|
||||
/// <summary>
|
||||
/// A module that just holds commands for inspecting avatar appearance.
|
||||
/// </summary>
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "TempAttachmentsModule")]
|
||||
public class TempAttachmentsModule : INonSharedRegionModule
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private Scene m_scene;
|
||||
|
||||
public void Initialise(IConfigSource configSource)
|
||||
{
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
{
|
||||
m_scene = scene;
|
||||
|
||||
IScriptModuleComms comms = scene.RequestModuleInterface<IScriptModuleComms>();
|
||||
if (comms != null)
|
||||
{
|
||||
comms.RegisterScriptInvocation( this, "llAttachToAvatarTemp");
|
||||
m_log.DebugFormat("[TEMP ATTACHS]: Registered script functions");
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.ErrorFormat("[TEMP ATTACHS]: Failed to register script functions");
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene scene)
|
||||
{
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene scene)
|
||||
{
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
}
|
||||
|
||||
public Type ReplaceableInterface
|
||||
{
|
||||
get { return null; }
|
||||
}
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return "TempAttachmentsModule"; }
|
||||
}
|
||||
|
||||
private void llAttachToAvatarTemp(UUID host, UUID script, int attachmentPoint)
|
||||
{
|
||||
SceneObjectPart hostPart = m_scene.GetSceneObjectPart(host);
|
||||
|
||||
if (hostPart == null)
|
||||
return;
|
||||
|
||||
if (hostPart.ParentGroup.IsAttachment)
|
||||
return;
|
||||
|
||||
IAttachmentsModule attachmentsModule = m_scene.RequestModuleInterface<IAttachmentsModule>();
|
||||
if (attachmentsModule == null)
|
||||
return;
|
||||
|
||||
TaskInventoryItem item = hostPart.Inventory.GetInventoryItem(script);
|
||||
if (item == null)
|
||||
return;
|
||||
|
||||
if ((item.PermsMask & 32) == 0) // PERMISSION_ATTACH
|
||||
return;
|
||||
|
||||
ScenePresence target;
|
||||
if (!m_scene.TryGetScenePresence(item.PermsGranter, out target))
|
||||
return;
|
||||
|
||||
attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true, true);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,80 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyrightD
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
public class BS6DofConstraint : BSConstraint
|
||||
{
|
||||
// Create a btGeneric6DofConstraint
|
||||
public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1, Quaternion frame1rot,
|
||||
Vector3 frame2, Quaternion frame2rot )
|
||||
{
|
||||
m_world = world;
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = new BulletConstraint(
|
||||
BulletSimAPI.Create6DofConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
|
||||
frame1, frame1rot,
|
||||
frame2, frame2rot,
|
||||
true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/));
|
||||
m_enabled = true;
|
||||
}
|
||||
|
||||
public bool SetCFMAndERP(float cfm, float erp)
|
||||
{
|
||||
bool ret = true;
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public bool UseFrameOffset(bool useOffset)
|
||||
{
|
||||
bool ret = false;
|
||||
float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
|
||||
{
|
||||
bool ret = false;
|
||||
float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -40,6 +40,7 @@ public class BSCharacter : PhysicsActor
|
|||
private static readonly string LogHeader = "[BULLETS CHAR]";
|
||||
|
||||
private BSScene _scene;
|
||||
public BSScene Scene { get { return _scene; } }
|
||||
private String _avName;
|
||||
// private bool _stopped;
|
||||
private Vector3 _size;
|
||||
|
@ -73,6 +74,12 @@ public class BSCharacter : PhysicsActor
|
|||
private bool _kinematic;
|
||||
private float _buoyancy;
|
||||
|
||||
private BulletBody m_body;
|
||||
public BulletBody Body {
|
||||
get { return m_body; }
|
||||
set { m_body = value; }
|
||||
}
|
||||
|
||||
private int _subscribedEventsMs = 0;
|
||||
private int _nextCollisionOkTime = 0;
|
||||
|
||||
|
@ -95,7 +102,9 @@ public class BSCharacter : PhysicsActor
|
|||
_orientation = Quaternion.Identity;
|
||||
_velocity = Vector3.Zero;
|
||||
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
|
||||
_scale = new Vector3(1f, 1f, 1f);
|
||||
// The dimensions of the avatar capsule are kept in the scale.
|
||||
// Physics creates a unit capsule which is scaled by the physics engine.
|
||||
_scale = new Vector3(_scene.Params.avatarCapsuleRadius, _scene.Params.avatarCapsuleRadius, size.Z);
|
||||
_density = _scene.Params.avatarDensity;
|
||||
ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale
|
||||
|
||||
|
@ -113,9 +122,13 @@ public class BSCharacter : PhysicsActor
|
|||
shapeData.Restitution = _scene.Params.avatarRestitution;
|
||||
|
||||
// do actual create at taint time
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSCharacter.create", delegate()
|
||||
{
|
||||
BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData);
|
||||
|
||||
m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
|
||||
// avatars get all collisions no matter what
|
||||
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
|
||||
return;
|
||||
|
@ -124,7 +137,8 @@ public class BSCharacter : PhysicsActor
|
|||
// called when this character is being destroyed and the resources should be released
|
||||
public void Destroy()
|
||||
{
|
||||
_scene.TaintedObject(delegate()
|
||||
// DetailLog("{0},Destroy", LocalID);
|
||||
_scene.TaintedObject("BSCharacter.destroy", delegate()
|
||||
{
|
||||
BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
|
||||
});
|
||||
|
@ -139,8 +153,27 @@ public class BSCharacter : PhysicsActor
|
|||
get { return false; }
|
||||
}
|
||||
public override Vector3 Size {
|
||||
get { return _size; }
|
||||
set { _size = value;
|
||||
get
|
||||
{
|
||||
// Avatar capsule size is kept in the scale parameter.
|
||||
return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z);
|
||||
}
|
||||
|
||||
set {
|
||||
// When an avatar's size is set, only the height is changed
|
||||
// and that really only depends on the radius.
|
||||
_size = value;
|
||||
_scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y);
|
||||
|
||||
// TODO: something has to be done with the avatar's vertical position
|
||||
|
||||
ComputeAvatarVolumeAndMass();
|
||||
|
||||
_scene.TaintedObject("BSCharacter.setSize", delegate()
|
||||
{
|
||||
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true);
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
public override PrimitiveBaseShape Shape {
|
||||
|
@ -172,12 +205,37 @@ public class BSCharacter : PhysicsActor
|
|||
}
|
||||
set {
|
||||
_position = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
PositionSanityCheck();
|
||||
|
||||
_scene.TaintedObject("BSCharacter.setPosition", delegate()
|
||||
{
|
||||
DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Check that the current position is sane and, if not, modify the position to make it so.
|
||||
// Check for being below terrain and being out of bounds.
|
||||
// Returns 'true' of the position was made sane by some action.
|
||||
private bool PositionSanityCheck()
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
// If below the ground, move the avatar up
|
||||
float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position);
|
||||
if (_position.Z < terrainHeight)
|
||||
{
|
||||
DetailLog("{0},PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
_position.Z = terrainHeight + 2.0f;
|
||||
ret = true;
|
||||
}
|
||||
|
||||
// TODO: check for out of bounds
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public override float Mass {
|
||||
get {
|
||||
return _mass;
|
||||
|
@ -188,9 +246,10 @@ public class BSCharacter : PhysicsActor
|
|||
set {
|
||||
_force = value;
|
||||
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
|
||||
_scene.TaintedObject(delegate()
|
||||
Scene.TaintedObject("BSCharacter.SetForce", delegate()
|
||||
{
|
||||
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
||||
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
|
||||
BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -214,8 +273,9 @@ public class BSCharacter : PhysicsActor
|
|||
set {
|
||||
_velocity = value;
|
||||
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSCharacter.setVelocity", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
|
||||
BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity);
|
||||
});
|
||||
}
|
||||
|
@ -239,7 +299,7 @@ public class BSCharacter : PhysicsActor
|
|||
set {
|
||||
_orientation = value;
|
||||
// m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSCharacter.setOrientation", delegate()
|
||||
{
|
||||
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
||||
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
|
||||
|
@ -259,9 +319,12 @@ public class BSCharacter : PhysicsActor
|
|||
public override bool Flying {
|
||||
get { return _flying; }
|
||||
set {
|
||||
_flying = value;
|
||||
// simulate flying by changing the effect of gravity
|
||||
this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
|
||||
if (_flying != value)
|
||||
{
|
||||
_flying = value;
|
||||
// simulate flying by changing the effect of gravity
|
||||
this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
|
||||
}
|
||||
}
|
||||
}
|
||||
private float ComputeBuoyancyFromFlying(bool ifFlying) {
|
||||
|
@ -303,8 +366,9 @@ public class BSCharacter : PhysicsActor
|
|||
public override float Buoyancy {
|
||||
get { return _buoyancy; }
|
||||
set { _buoyancy = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSCharacter.setBuoyancy", delegate()
|
||||
{
|
||||
DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
|
||||
});
|
||||
}
|
||||
|
@ -349,9 +413,10 @@ public class BSCharacter : PhysicsActor
|
|||
_force.Y += force.Y;
|
||||
_force.Z += force.Z;
|
||||
// m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSCharacter.AddForce", delegate()
|
||||
{
|
||||
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
||||
DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force);
|
||||
BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
|
||||
});
|
||||
}
|
||||
else
|
||||
|
@ -369,11 +434,25 @@ public class BSCharacter : PhysicsActor
|
|||
// Turn on collision events at a rate no faster than one every the given milliseconds
|
||||
public override void SubscribeEvents(int ms) {
|
||||
_subscribedEventsMs = ms;
|
||||
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
|
||||
if (ms > 0)
|
||||
{
|
||||
// make sure first collision happens
|
||||
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
|
||||
|
||||
Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate()
|
||||
{
|
||||
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
}
|
||||
// Stop collision events
|
||||
public override void UnSubscribeEvents() {
|
||||
_subscribedEventsMs = 0;
|
||||
// Avatars get all their collision events
|
||||
// Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate()
|
||||
// {
|
||||
// BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
// });
|
||||
}
|
||||
// Return 'true' if someone has subscribed to events
|
||||
public override bool SubscribedEvents() {
|
||||
|
@ -385,9 +464,15 @@ public class BSCharacter : PhysicsActor
|
|||
{
|
||||
_avatarVolume = (float)(
|
||||
Math.PI
|
||||
* _scene.Params.avatarCapsuleRadius * _scale.X
|
||||
* _scene.Params.avatarCapsuleRadius * _scale.Y
|
||||
* _scene.Params.avatarCapsuleHeight * _scale.Z);
|
||||
* _scale.X
|
||||
* _scale.Y // the area of capsule cylinder
|
||||
* _scale.Z // times height of capsule cylinder
|
||||
+ 1.33333333f
|
||||
* Math.PI
|
||||
* _scale.X
|
||||
* Math.Min(_scale.X, _scale.Y)
|
||||
* _scale.Y // plus the volume of the capsule end caps
|
||||
);
|
||||
_mass = _density * _avatarVolume;
|
||||
}
|
||||
|
||||
|
@ -395,43 +480,17 @@ public class BSCharacter : PhysicsActor
|
|||
// the world that things have changed.
|
||||
public void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
/*
|
||||
bool changed = false;
|
||||
// we assign to the local variables so the normal set action does not happen
|
||||
if (_position != entprop.Position) {
|
||||
_position = entprop.Position;
|
||||
changed = true;
|
||||
}
|
||||
if (_orientation != entprop.Rotation) {
|
||||
_orientation = entprop.Rotation;
|
||||
changed = true;
|
||||
}
|
||||
if (_velocity != entprop.Velocity) {
|
||||
_velocity = entprop.Velocity;
|
||||
changed = true;
|
||||
}
|
||||
if (_acceleration != entprop.Acceleration) {
|
||||
_acceleration = entprop.Acceleration;
|
||||
changed = true;
|
||||
}
|
||||
if (_rotationalVelocity != entprop.RotationalVelocity) {
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
changed = true;
|
||||
}
|
||||
if (changed) {
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
// Avatar movement is not done by generating this event. There is code in the heartbeat
|
||||
// loop that updates avatars.
|
||||
// base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
*/
|
||||
_position = entprop.Position;
|
||||
_orientation = entprop.Rotation;
|
||||
_velocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
// Avatars don't report theirr changes the usual way. Changes are checked for in the heartbeat loop.
|
||||
// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
|
||||
// base.RequestPhysicsterseUpdate();
|
||||
|
||||
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
|
||||
entprop.Acceleration, entprop.RotationalVelocity);
|
||||
}
|
||||
|
||||
// Called by the scene when a collision with this object is reported
|
||||
|
@ -480,5 +539,10 @@ public class BSCharacter : PhysicsActor
|
|||
// End kludge
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
Scene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -32,35 +32,26 @@ using OpenMetaverse;
|
|||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
public class BSConstraint : IDisposable
|
||||
public abstract class BSConstraint : IDisposable
|
||||
{
|
||||
private BulletSim m_world;
|
||||
private BulletBody m_body1;
|
||||
private BulletBody m_body2;
|
||||
private BulletConstraint m_constraint;
|
||||
private bool m_enabled = false;
|
||||
protected BulletSim m_world;
|
||||
protected BulletBody m_body1;
|
||||
protected BulletBody m_body2;
|
||||
protected BulletConstraint m_constraint;
|
||||
protected bool m_enabled = false;
|
||||
|
||||
public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1, Quaternion frame1rot,
|
||||
Vector3 frame2, Quaternion frame2rot
|
||||
)
|
||||
public BSConstraint()
|
||||
{
|
||||
m_world = world;
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
|
||||
frame1, frame1rot,
|
||||
frame2, frame2rot,
|
||||
true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/));
|
||||
m_enabled = true;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
public virtual void Dispose()
|
||||
{
|
||||
if (m_enabled)
|
||||
{
|
||||
// BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID);
|
||||
BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
|
||||
bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
|
||||
m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success);
|
||||
m_constraint.Ptr = System.IntPtr.Zero;
|
||||
m_enabled = false;
|
||||
}
|
||||
}
|
||||
|
@ -68,7 +59,7 @@ public class BSConstraint : IDisposable
|
|||
public BulletBody Body1 { get { return m_body1; } }
|
||||
public BulletBody Body2 { get { return m_body2; } }
|
||||
|
||||
public bool SetLinearLimits(Vector3 low, Vector3 high)
|
||||
public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
|
||||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
|
@ -76,7 +67,7 @@ public class BSConstraint : IDisposable
|
|||
return ret;
|
||||
}
|
||||
|
||||
public bool SetAngularLimits(Vector3 low, Vector3 high)
|
||||
public virtual bool SetAngularLimits(Vector3 low, Vector3 high)
|
||||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
|
@ -84,34 +75,7 @@ public class BSConstraint : IDisposable
|
|||
return ret;
|
||||
}
|
||||
|
||||
public bool SetCFMAndERP(float cfm, float erp)
|
||||
{
|
||||
bool ret = true;
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public bool UseFrameOffset(bool useOffset)
|
||||
{
|
||||
bool ret = false;
|
||||
float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
|
||||
{
|
||||
bool ret = false;
|
||||
float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public bool CalculateTransforms()
|
||||
public virtual bool CalculateTransforms()
|
||||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
|
|
|
@ -63,21 +63,13 @@ public class BSConstraintCollection : IDisposable
|
|||
m_constraints.Clear();
|
||||
}
|
||||
|
||||
public BSConstraint CreateConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1, Quaternion frame1rot,
|
||||
Vector3 frame2, Quaternion frame2rot)
|
||||
{
|
||||
BSConstraint constrain = new BSConstraint(world, obj1, obj2, frame1, frame1rot, frame2, frame2rot);
|
||||
|
||||
this.AddConstraint(constrain);
|
||||
return constrain;
|
||||
}
|
||||
|
||||
public bool AddConstraint(BSConstraint cons)
|
||||
{
|
||||
// There is only one constraint between any bodies. Remove any old just to make sure.
|
||||
RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
|
||||
|
||||
m_world.scene.DetailLog("{0},BSConstraintCollection.AddConstraint,call,body1={1},body2={2}", BSScene.DetailLogZero, cons.Body1.ID, cons.Body2.ID);
|
||||
|
||||
m_constraints.Add(cons);
|
||||
|
||||
return true;
|
||||
|
@ -118,6 +110,7 @@ public class BSConstraintCollection : IDisposable
|
|||
|
||||
if (this.TryGetConstraint(body1, body2, out constrain))
|
||||
{
|
||||
m_world.scene.DetailLog("{0},BSConstraintCollection.RemoveAndDestroyConstraint,taint,body1={1},body2={2}", BSScene.DetailLogZero, body1.ID, body2.ID);
|
||||
// remove the constraint from our collection
|
||||
m_constraints.Remove(constrain);
|
||||
// tell the engine that all its structures need to be freed
|
||||
|
@ -158,10 +151,11 @@ public class BSConstraintCollection : IDisposable
|
|||
|
||||
public bool RecalculateAllConstraints()
|
||||
{
|
||||
foreach (BSConstraint constrain in m_constraints)
|
||||
ForEachConstraint(delegate(BSConstraint constrain)
|
||||
{
|
||||
constrain.CalculateTransforms();
|
||||
}
|
||||
return false;
|
||||
});
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -40,6 +40,7 @@ public class BSLinkset
|
|||
public BSPrim Root { get { return m_linksetRoot; } }
|
||||
|
||||
private BSScene m_scene;
|
||||
public BSScene Scene { get { return m_scene; } }
|
||||
|
||||
private List<BSPrim> m_children;
|
||||
|
||||
|
@ -80,14 +81,14 @@ public class BSLinkset
|
|||
|
||||
// Link to a linkset where the child knows the parent.
|
||||
// Parent changing should not happen so do some sanity checking.
|
||||
// We return the parent's linkset so the child can track it's membership.
|
||||
public BSLinkset AddMeToLinkset(BSPrim child, BSPrim parent)
|
||||
// We return the parent's linkset so the child can track its membership.
|
||||
public BSLinkset AddMeToLinkset(BSPrim child)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
parent.Linkset.AddChildToLinkset(child);
|
||||
AddChildToLinkset(child);
|
||||
}
|
||||
return parent.Linkset;
|
||||
return this;
|
||||
}
|
||||
|
||||
public BSLinkset RemoveMeFromLinkset(BSPrim child)
|
||||
|
@ -101,7 +102,7 @@ public class BSLinkset
|
|||
{
|
||||
// Note that we don't do a foreach because the remove routine
|
||||
// takes it out of the list.
|
||||
RemoveChildFromLinkset(m_children[0]);
|
||||
RemoveChildFromOtherLinkset(m_children[0]);
|
||||
}
|
||||
m_children.Clear(); // just to make sure
|
||||
}
|
||||
|
@ -113,9 +114,10 @@ public class BSLinkset
|
|||
}
|
||||
|
||||
// The child is down to a linkset of just itself
|
||||
return new BSLinkset(m_scene, child);
|
||||
return new BSLinkset(Scene, child);
|
||||
}
|
||||
|
||||
/* DEPRECATED: this is really bad in that it trys to unlink other prims.
|
||||
// An existing linkset had one of its members rebuilt or something.
|
||||
// Go through the linkset and rebuild the pointers to the bodies of the linkset members.
|
||||
public BSLinkset RefreshLinkset(BSPrim requestor)
|
||||
|
@ -124,6 +126,7 @@ public class BSLinkset
|
|||
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
// The body pointer is refetched in case anything has moved.
|
||||
System.IntPtr aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, m_linksetRoot.LocalID);
|
||||
if (aPtr == System.IntPtr.Zero)
|
||||
{
|
||||
|
@ -155,13 +158,14 @@ public class BSLinkset
|
|||
}
|
||||
foreach (BSPrim bsp in toRemove)
|
||||
{
|
||||
RemoveChildFromLinkset(bsp);
|
||||
RemoveChildFromOtherLinkset(bsp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
// Return 'true' if the passed object is the root object of this linkset
|
||||
|
@ -170,6 +174,8 @@ public class BSLinkset
|
|||
return (requestor.LocalID == m_linksetRoot.LocalID);
|
||||
}
|
||||
|
||||
public int NumberOfChildren { get { return m_children.Count; } }
|
||||
|
||||
// Return 'true' if this linkset has any children (more than the root member)
|
||||
public bool HasAnyChildren { get { return (m_children.Count > 0); } }
|
||||
|
||||
|
@ -208,7 +214,8 @@ public class BSLinkset
|
|||
com += bp.Position * bp.MassRaw;
|
||||
totalMass += bp.MassRaw;
|
||||
}
|
||||
com /= totalMass;
|
||||
if (totalMass != 0f)
|
||||
com /= totalMass;
|
||||
|
||||
return com;
|
||||
}
|
||||
|
@ -221,51 +228,54 @@ public class BSLinkset
|
|||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
}
|
||||
com /= m_children.Count + 1;
|
||||
com /= (m_children.Count + 1);
|
||||
|
||||
return com;
|
||||
}
|
||||
|
||||
// I am the root of a linkset and a new child is being added
|
||||
public void AddChildToLinkset(BSPrim pchild)
|
||||
// Called while LinkActivity is locked.
|
||||
public void AddChildToLinkset(BSPrim child)
|
||||
{
|
||||
BSPrim child = pchild;
|
||||
if (!HasChild(child))
|
||||
{
|
||||
m_children.Add(child);
|
||||
|
||||
m_scene.TaintedObject(delegate()
|
||||
BSPrim root = Root; // capture the root as of now
|
||||
m_scene.TaintedObject("AddChildToLinkset", delegate()
|
||||
{
|
||||
DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
|
||||
DetailLog("{0},AddChildToLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
|
||||
PhysicallyLinkAChildToRoot(pchild); // build the physical binding between me and the child
|
||||
DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||
PhysicallyLinkAChildToRoot(root, child); // build the physical binding between me and the child
|
||||
});
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Forcefully removing a child from a linkset.
|
||||
// This is not being called by the child so we have to make sure the child doesn't think
|
||||
// it's still connected to the linkset.
|
||||
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
|
||||
// has to be updated also (like pointer to prim's parent).
|
||||
public void RemoveChildFromOtherLinkset(BSPrim pchild)
|
||||
{
|
||||
pchild.Linkset = new BSLinkset(m_scene, pchild);
|
||||
RemoveChildFromLinkset(pchild);
|
||||
}
|
||||
|
||||
// I am the root of a linkset and one of my children is being removed.
|
||||
// Safe to call even if the child is not really in my linkset.
|
||||
public void RemoveChildFromLinkset(BSPrim pchild)
|
||||
public void RemoveChildFromLinkset(BSPrim child)
|
||||
{
|
||||
BSPrim child = pchild;
|
||||
|
||||
if (m_children.Remove(child))
|
||||
{
|
||||
m_scene.TaintedObject(delegate()
|
||||
BSPrim root = Root; // capture the root as of now
|
||||
m_scene.TaintedObject("RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
|
||||
DetailLog("{0},RemoveChildFromLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
|
||||
DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||
|
||||
if (m_children.Count == 0)
|
||||
{
|
||||
// if the linkset is empty, make sure all linkages have been removed
|
||||
PhysicallyUnlinkAllChildrenFromRoot();
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysicallyUnlinkAChildFromRoot(pchild);
|
||||
}
|
||||
PhysicallyUnlinkAChildFromRoot(root, child);
|
||||
});
|
||||
}
|
||||
else
|
||||
|
@ -278,14 +288,14 @@ public class BSLinkset
|
|||
|
||||
// Create a constraint between me (root of linkset) and the passed prim (the child).
|
||||
// Called at taint time!
|
||||
private void PhysicallyLinkAChildToRoot(BSPrim childPrim)
|
||||
private void PhysicallyLinkAChildToRoot(BSPrim rootPrim, BSPrim childPrim)
|
||||
{
|
||||
// Zero motion for children so they don't interpolate
|
||||
childPrim.ZeroMotion();
|
||||
|
||||
// relative position normalized to the root prim
|
||||
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(m_linksetRoot.Orientation);
|
||||
OMV.Vector3 childRelativePosition = (childPrim.Position - m_linksetRoot.Position) * invThisOrientation;
|
||||
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
|
||||
OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
|
||||
|
||||
// relative rotation of the child to the parent
|
||||
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
|
||||
|
@ -293,16 +303,17 @@ public class BSLinkset
|
|||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
|
||||
DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
|
||||
BSConstraint constrain = m_scene.Constraints.CreateConstraint(
|
||||
m_scene.World, m_linksetRoot.Body, childPrim.Body,
|
||||
// childRelativePosition,
|
||||
// childRelativeRotation,
|
||||
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||
m_scene.World, rootPrim.Body, childPrim.Body,
|
||||
childRelativePosition,
|
||||
childRelativeRotation,
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Identity,
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Identity
|
||||
-childRelativeRotation
|
||||
);
|
||||
m_scene.Constraints.AddConstraint(constrain);
|
||||
|
||||
// zero linear and angular limits makes the objects unable to move in relation to each other
|
||||
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
|
||||
|
@ -317,29 +328,32 @@ public class BSLinkset
|
|||
|
||||
// Remove linkage between myself and a particular child
|
||||
// Called at taint time!
|
||||
private void PhysicallyUnlinkAChildFromRoot(BSPrim childPrim)
|
||||
private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim)
|
||||
{
|
||||
DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}",
|
||||
LogHeader, m_linksetRoot.LocalID, childPrim.LocalID);
|
||||
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
|
||||
// BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID);
|
||||
m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body, childPrim.Body);
|
||||
// DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}",
|
||||
// LogHeader, rootPrim.LocalID, childPrim.LocalID);
|
||||
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||
|
||||
m_scene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body);
|
||||
// Make the child refresh its location
|
||||
BulletSimAPI.PushUpdate2(childPrim.Body.Ptr);
|
||||
}
|
||||
|
||||
// Remove linkage between myself and any possible children I might have
|
||||
// Called at taint time!
|
||||
private void PhysicallyUnlinkAllChildrenFromRoot()
|
||||
private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim)
|
||||
{
|
||||
// DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
|
||||
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", m_linksetRoot.LocalID);
|
||||
m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body);
|
||||
// BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
|
||||
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
|
||||
|
||||
m_scene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DebugLog(string msg, params Object[] args)
|
||||
{
|
||||
m_scene.Logger.DebugFormat(msg, args);
|
||||
if (m_scene.ShouldDebugLog)
|
||||
m_scene.Logger.DebugFormat(msg, args);
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
|
|
|
@ -42,7 +42,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly string LogHeader = "[BULLETS PRIM]";
|
||||
|
||||
private void DebugLog(string mm, params Object[] xx) { if (_scene.shouldDebugLog) m_log.DebugFormat(mm, xx); }
|
||||
private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); }
|
||||
|
||||
private IMesh _mesh;
|
||||
private PrimitiveBaseShape _pbs;
|
||||
|
@ -138,14 +138,15 @@ public sealed class BSPrim : PhysicsActor
|
|||
_isPhysical = pisPhysical;
|
||||
_isVolumeDetect = false;
|
||||
_subscribedEventsMs = 0;
|
||||
_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
|
||||
_density = _scene.Params.defaultDensity; // TODO: compute based on object material
|
||||
_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
|
||||
_density = _scene.Params.defaultDensity; // TODO: compute based on object material
|
||||
_restitution = _scene.Params.defaultRestitution;
|
||||
_linkset = new BSLinkset(_scene, this); // a linkset of one
|
||||
_vehicle = new BSDynamics(this); // add vehicleness
|
||||
_vehicle = new BSDynamics(this); // add vehicleness
|
||||
_mass = CalculateMass();
|
||||
// do the actual object creation at taint time
|
||||
_scene.TaintedObject(delegate()
|
||||
DetailLog("{0},BSPrim.constructor,call", LocalID);
|
||||
_scene.TaintedObject("BSPrim.create", delegate()
|
||||
{
|
||||
RecreateGeomAndObject();
|
||||
|
||||
|
@ -160,17 +161,22 @@ public sealed class BSPrim : PhysicsActor
|
|||
public void Destroy()
|
||||
{
|
||||
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
|
||||
// DetailLog("{0},Destroy", LocalID);
|
||||
|
||||
// Undo any links between me and any other object
|
||||
BSPrim parentBefore = _linkset.Root;
|
||||
int childrenBefore = _linkset.NumberOfChildren;
|
||||
|
||||
_linkset = _linkset.RemoveMeFromLinkset(this);
|
||||
|
||||
DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
|
||||
LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
|
||||
|
||||
// Undo any vehicle properties
|
||||
_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
|
||||
_scene.RemoveVehiclePrim(this); // just to make sure
|
||||
this.VehicleType = (int)Vehicle.TYPE_NONE;
|
||||
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.destroy", delegate()
|
||||
{
|
||||
// Undo any links between me and any other object
|
||||
_linkset = _linkset.RemoveMeFromLinkset(this);
|
||||
|
||||
DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
|
||||
// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
|
||||
BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
|
||||
});
|
||||
|
@ -183,11 +189,11 @@ public sealed class BSPrim : PhysicsActor
|
|||
get { return _size; }
|
||||
set {
|
||||
_size = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.setSize", delegate()
|
||||
{
|
||||
_mass = CalculateMass(); // changing size changes the mass
|
||||
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
|
||||
DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
|
||||
// DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
|
||||
RecreateGeomAndObject();
|
||||
});
|
||||
}
|
||||
|
@ -195,7 +201,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override PrimitiveBaseShape Shape {
|
||||
set {
|
||||
_pbs = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.setShape", delegate()
|
||||
{
|
||||
_mass = CalculateMass(); // changing the shape changes the mass
|
||||
RecreateGeomAndObject();
|
||||
|
@ -213,7 +219,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override bool Selected {
|
||||
set {
|
||||
_isSelected = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.setSelected", delegate()
|
||||
{
|
||||
SetObjectDynamic();
|
||||
});
|
||||
|
@ -224,10 +230,17 @@ public sealed class BSPrim : PhysicsActor
|
|||
// link me to the specified parent
|
||||
public override void link(PhysicsActor obj) {
|
||||
BSPrim parent = obj as BSPrim;
|
||||
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
|
||||
DetailLog("{0},link,parent={1}", LocalID, obj.LocalID);
|
||||
if (parent != null)
|
||||
{
|
||||
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID);
|
||||
BSPrim parentBefore = _linkset.Root;
|
||||
int childrenBefore = _linkset.NumberOfChildren;
|
||||
|
||||
_linkset = _linkset.AddMeToLinkset(this, parent);
|
||||
_linkset = parent.Linkset.AddMeToLinkset(this);
|
||||
|
||||
DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
|
||||
LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -237,9 +250,14 @@ public sealed class BSPrim : PhysicsActor
|
|||
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
|
||||
DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
|
||||
_linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString());
|
||||
DetailLog("{0},delink,parent={1}", LocalID, _linkset.Root.LocalID.ToString());
|
||||
|
||||
_linkset.RemoveMeFromLinkset(this);
|
||||
BSPrim parentBefore = _linkset.Root;
|
||||
int childrenBefore = _linkset.NumberOfChildren;
|
||||
|
||||
_linkset = _linkset.RemoveMeFromLinkset(this);
|
||||
|
||||
DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
|
||||
LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -262,7 +280,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
public override void LockAngularMotion(OMV.Vector3 axis)
|
||||
{
|
||||
DetailLog("{0},LockAngularMotion,call,axis={1}", LocalID, axis);
|
||||
DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -279,9 +297,9 @@ public sealed class BSPrim : PhysicsActor
|
|||
set {
|
||||
_position = value;
|
||||
// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.setPosition", delegate()
|
||||
{
|
||||
DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
|
||||
});
|
||||
}
|
||||
|
@ -316,9 +334,9 @@ public sealed class BSPrim : PhysicsActor
|
|||
get { return _force; }
|
||||
set {
|
||||
_force = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.setForce", delegate()
|
||||
{
|
||||
DetailLog("{0},SetForce,taint,force={1}", LocalID, _force);
|
||||
DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
|
||||
// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
||||
BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
|
||||
});
|
||||
|
@ -331,53 +349,41 @@ public sealed class BSPrim : PhysicsActor
|
|||
}
|
||||
set {
|
||||
Vehicle type = (Vehicle)value;
|
||||
_scene.TaintedObject(delegate()
|
||||
BSPrim vehiclePrim = this;
|
||||
_scene.TaintedObject("setVehicleType", delegate()
|
||||
{
|
||||
DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type);
|
||||
// Done at taint time so we're sure the physics engine is not using the variables
|
||||
// Vehicle code changes the parameters for this vehicle type.
|
||||
_vehicle.ProcessTypeChange(type);
|
||||
if (type == Vehicle.TYPE_NONE)
|
||||
{
|
||||
_scene.RemoveVehiclePrim(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
// Tell the physics engine to clear state
|
||||
BulletSimAPI.ClearForces2(this.Body.Ptr);
|
||||
});
|
||||
|
||||
// make it so the scene will call us each tick to do vehicle things
|
||||
_scene.AddVehiclePrim(this);
|
||||
}
|
||||
return;
|
||||
// Tell the scene about the vehicle so it will get processing each frame.
|
||||
_scene.VehicleInSceneTypeChanged(this, type);
|
||||
});
|
||||
}
|
||||
}
|
||||
public override void VehicleFloatParam(int param, float value)
|
||||
{
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
|
||||
{
|
||||
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
|
||||
});
|
||||
}
|
||||
public override void VehicleVectorParam(int param, OMV.Vector3 value)
|
||||
{
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
|
||||
{
|
||||
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
|
||||
});
|
||||
}
|
||||
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
|
||||
{
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
|
||||
{
|
||||
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
|
||||
});
|
||||
}
|
||||
public override void VehicleFlags(int param, bool remove)
|
||||
{
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.VehicleFlags", delegate()
|
||||
{
|
||||
_vehicle.ProcessVehicleFlags(param, remove);
|
||||
});
|
||||
|
@ -395,7 +401,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override void SetVolumeDetect(int param) {
|
||||
bool newValue = (param != 0);
|
||||
_isVolumeDetect = newValue;
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
|
||||
{
|
||||
SetObjectDynamic();
|
||||
});
|
||||
|
@ -406,9 +412,9 @@ public sealed class BSPrim : PhysicsActor
|
|||
get { return _velocity; }
|
||||
set {
|
||||
_velocity = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.setVelocity", delegate()
|
||||
{
|
||||
DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity);
|
||||
DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
|
||||
BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
|
||||
});
|
||||
}
|
||||
|
@ -416,7 +422,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override OMV.Vector3 Torque {
|
||||
get { return _torque; }
|
||||
set { _torque = value;
|
||||
DetailLog("{0},SetTorque,call,torque={1}", LocalID, _torque);
|
||||
DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
|
||||
}
|
||||
}
|
||||
public override float CollisionScore {
|
||||
|
@ -440,10 +446,10 @@ public sealed class BSPrim : PhysicsActor
|
|||
set {
|
||||
_orientation = value;
|
||||
// TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.setOrientation", delegate()
|
||||
{
|
||||
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
||||
DetailLog("{0},SetOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
|
||||
});
|
||||
}
|
||||
|
@ -457,7 +463,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
get { return _isPhysical; }
|
||||
set {
|
||||
_isPhysical = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.setIsPhysical", delegate()
|
||||
{
|
||||
SetObjectDynamic();
|
||||
});
|
||||
|
@ -478,7 +484,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
// Make gravity work if the object is physical and not selected
|
||||
// No locking here because only called when it is safe
|
||||
// Only called at taint time so it is save to call into Bullet.
|
||||
private void SetObjectDynamic()
|
||||
{
|
||||
// RA: remove this for the moment.
|
||||
|
@ -487,13 +492,13 @@ public sealed class BSPrim : PhysicsActor
|
|||
// Maybe a VerifyCorrectPhysicalShape() routine?
|
||||
// RecreateGeomAndObject();
|
||||
|
||||
float mass = _mass;
|
||||
// Bullet wants static objects have a mass of zero
|
||||
if (IsStatic)
|
||||
mass = 0f;
|
||||
// Bullet wants static objects to have a mass of zero
|
||||
float mass = IsStatic ? 0f : _mass;
|
||||
|
||||
DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass);
|
||||
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
|
||||
|
||||
CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
|
||||
DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
|
||||
}
|
||||
|
||||
// prims don't fly
|
||||
|
@ -548,9 +553,9 @@ public sealed class BSPrim : PhysicsActor
|
|||
set {
|
||||
_rotationalVelocity = value;
|
||||
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
|
||||
{
|
||||
DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
||||
DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
||||
BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
|
||||
});
|
||||
}
|
||||
|
@ -565,9 +570,9 @@ public sealed class BSPrim : PhysicsActor
|
|||
get { return _buoyancy; }
|
||||
set {
|
||||
_buoyancy = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.setBuoyancy", delegate()
|
||||
{
|
||||
DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
|
||||
});
|
||||
}
|
||||
|
@ -607,6 +612,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
|
||||
public override void AddForce(OMV.Vector3 force, bool pushforce) {
|
||||
// for an object, doesn't matter if force is a pushforce or not
|
||||
if (force.IsFinite())
|
||||
{
|
||||
// _force += force;
|
||||
|
@ -618,40 +624,48 @@ public sealed class BSPrim : PhysicsActor
|
|||
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
|
||||
return;
|
||||
}
|
||||
_scene.TaintedObject(delegate()
|
||||
_scene.TaintedObject("BSPrim.AddForce", delegate()
|
||||
{
|
||||
OMV.Vector3 fSum = OMV.Vector3.Zero;
|
||||
lock (m_accumulatedForces)
|
||||
{
|
||||
if (m_accumulatedForces.Count > 0)
|
||||
foreach (OMV.Vector3 v in m_accumulatedForces)
|
||||
{
|
||||
OMV.Vector3 fSum = OMV.Vector3.Zero;
|
||||
foreach (OMV.Vector3 v in m_accumulatedForces)
|
||||
{
|
||||
fSum += v;
|
||||
}
|
||||
m_accumulatedForces.Clear();
|
||||
|
||||
DetailLog("{0},SetObjectForce,taint,force={1}", LocalID, fSum);
|
||||
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, fSum);
|
||||
fSum += v;
|
||||
}
|
||||
m_accumulatedForces.Clear();
|
||||
}
|
||||
DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
|
||||
BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
|
||||
});
|
||||
}
|
||||
|
||||
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
|
||||
DetailLog("{0},AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
|
||||
DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
|
||||
// m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
|
||||
}
|
||||
public override void SetMomentum(OMV.Vector3 momentum) {
|
||||
DetailLog("{0},SetMomentum,call,mom={1}", LocalID, momentum);
|
||||
DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
|
||||
}
|
||||
public override void SubscribeEvents(int ms) {
|
||||
_subscribedEventsMs = ms;
|
||||
// make sure first collision happens
|
||||
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
|
||||
if (ms > 0)
|
||||
{
|
||||
// make sure first collision happens
|
||||
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
|
||||
|
||||
Scene.TaintedObject("BSPrim.SubscribeEvents", delegate()
|
||||
{
|
||||
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
}
|
||||
public override void UnSubscribeEvents() {
|
||||
_subscribedEventsMs = 0;
|
||||
Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate()
|
||||
{
|
||||
BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
public override bool SubscribedEvents() {
|
||||
return (_subscribedEventsMs > 0);
|
||||
|
@ -970,26 +984,26 @@ public sealed class BSPrim : PhysicsActor
|
|||
{
|
||||
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
|
||||
{
|
||||
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
|
||||
{
|
||||
// if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
|
||||
// {
|
||||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
|
||||
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
|
||||
{
|
||||
DetailLog("{0},CreateGeom,sphere", LocalID);
|
||||
DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
|
||||
// Bullet native objects are scaled by the Bullet engine so pass the size in
|
||||
_scale = _size;
|
||||
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
// }
|
||||
}
|
||||
else
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
|
||||
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
|
||||
{
|
||||
DetailLog("{0},CreateGeom,box", LocalID);
|
||||
DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
|
||||
_scale = _size;
|
||||
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
|
||||
|
@ -1032,12 +1046,12 @@ public sealed class BSPrim : PhysicsActor
|
|||
// if this new shape is the same as last time, don't recreate the mesh
|
||||
if (_meshKey == newMeshKey) return;
|
||||
|
||||
DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, _meshKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
|
||||
// Since we're recreating new, get rid of any previously generated shape
|
||||
if (_meshKey != 0)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
|
||||
DetailLog("{0},CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
|
||||
_mesh = null;
|
||||
_meshKey = 0;
|
||||
|
@ -1067,7 +1081,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
|
||||
// meshes are already scaled by the meshmerizer
|
||||
_scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
DetailLog("{0},CreateGeomMesh,done", LocalID);
|
||||
DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1081,17 +1095,17 @@ public sealed class BSPrim : PhysicsActor
|
|||
// if the hull hasn't changed, don't rebuild it
|
||||
if (newHullKey == _hullKey) return;
|
||||
|
||||
DetailLog("{0},CreateGeomHull,create,key={1}", LocalID, _meshKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,create,key={1}", LocalID, _meshKey);
|
||||
|
||||
// Since we're recreating new, get rid of any previously generated shape
|
||||
if (_hullKey != 0)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
|
||||
DetailLog("{0},CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
|
||||
_hullKey = 0;
|
||||
_hulls.Clear();
|
||||
DetailLog("{0},CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
|
||||
_mesh = null; // the mesh cannot match either
|
||||
_meshKey = 0;
|
||||
|
@ -1188,7 +1202,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
|
||||
// meshes are already scaled by the meshmerizer
|
||||
_scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
DetailLog("{0},CreateGeomHull,done", LocalID);
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1214,7 +1228,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
|
||||
|
||||
// the CreateObject() may have recreated the rigid body. Make sure we have the latest.
|
||||
m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID);
|
||||
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -1326,20 +1340,18 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
|
||||
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
DetailLog("{0},UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
/*
|
||||
else
|
||||
{
|
||||
// For debugging, we also report the movement of children
|
||||
DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
|
||||
entprop.Acceleration, entprop.RotationalVelocity);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// I've collided with something
|
||||
|
|
|
@ -73,7 +73,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly string LogHeader = "[BULLETS SCENE]";
|
||||
|
||||
public void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); }
|
||||
public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); }
|
||||
|
||||
public string BulletSimVersion = "?";
|
||||
|
||||
|
@ -162,14 +162,24 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
public delegate void TaintCallback();
|
||||
private List<TaintCallback> _taintedObjects;
|
||||
private struct TaintCallbackEntry
|
||||
{
|
||||
public String ident;
|
||||
public TaintCallback callback;
|
||||
public TaintCallbackEntry(string i, TaintCallback c)
|
||||
{
|
||||
ident = i;
|
||||
callback = c;
|
||||
}
|
||||
}
|
||||
private List<TaintCallbackEntry> _taintedObjects;
|
||||
private Object _taintLock = new Object();
|
||||
|
||||
// A pointer to an instance if this structure is passed to the C++ code
|
||||
ConfigurationParameters[] m_params;
|
||||
GCHandle m_paramsHandle;
|
||||
|
||||
public bool shouldDebugLog { get; private set; }
|
||||
public bool ShouldDebugLog { get; private set; }
|
||||
|
||||
private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
|
||||
|
||||
|
@ -232,7 +242,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
|
||||
}
|
||||
|
||||
_taintedObjects = new List<TaintCallback>();
|
||||
_taintedObjects = new List<TaintCallbackEntry>();
|
||||
|
||||
mesher = meshmerizer;
|
||||
// The bounding box for the simulated world
|
||||
|
@ -245,7 +255,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
// Initialization to support the transition to a new API which puts most of the logic
|
||||
// into the C# code so it is easier to modify and add to.
|
||||
m_worldSim = new BulletSim(m_worldID, BulletSimAPI.GetSimHandle2(m_worldID));
|
||||
m_worldSim = new BulletSim(m_worldID, this, BulletSimAPI.GetSimHandle2(m_worldID));
|
||||
m_constraintCollection = new BSConstraintCollection(World);
|
||||
|
||||
m_initialized = true;
|
||||
|
@ -352,7 +362,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
BSPrim bsprim = prim as BSPrim;
|
||||
if (bsprim != null)
|
||||
{
|
||||
m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
|
||||
DetailLog("{0},RemovePrim,call", bsprim.LocalID);
|
||||
// m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
|
||||
try
|
||||
{
|
||||
lock (m_prims) m_prims.Remove(bsprim.LocalID);
|
||||
|
@ -377,6 +388,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
if (!m_initialized) return null;
|
||||
|
||||
DetailLog("{0},AddPrimShape,call", localID);
|
||||
|
||||
BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
|
||||
lock (m_prims) m_prims.Add(localID, prim);
|
||||
return prim;
|
||||
|
@ -416,12 +429,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
|
||||
out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
|
||||
DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
|
||||
DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e);
|
||||
DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
|
||||
DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
|
||||
// updatedEntityCount = 0;
|
||||
collidersCount = 0;
|
||||
}
|
||||
|
@ -535,7 +548,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
public override void SetTerrain(float[] heightMap) {
|
||||
m_heightMap = heightMap;
|
||||
this.TaintedObject(delegate()
|
||||
this.TaintedObject("BSScene.SetTerrain", delegate()
|
||||
{
|
||||
BulletSimAPI.SetHeightmap(m_worldID, m_heightMap);
|
||||
});
|
||||
|
@ -727,12 +740,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// Calls to the PhysicsActors can't directly call into the physics engine
|
||||
// because it might be busy. We delay changes to a known time.
|
||||
// We rely on C#'s closure to save and restore the context for the delegate.
|
||||
public void TaintedObject(TaintCallback callback)
|
||||
public void TaintedObject(String ident, TaintCallback callback)
|
||||
{
|
||||
if (!m_initialized) return;
|
||||
|
||||
lock (_taintLock)
|
||||
_taintedObjects.Add(callback);
|
||||
_taintedObjects.Add(new TaintCallbackEntry(ident, callback));
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -744,22 +757,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process
|
||||
{
|
||||
// swizzle a new list into the list location so we can process what's there
|
||||
List<TaintCallback> oldList;
|
||||
List<TaintCallbackEntry> oldList;
|
||||
lock (_taintLock)
|
||||
{
|
||||
oldList = _taintedObjects;
|
||||
_taintedObjects = new List<TaintCallback>();
|
||||
_taintedObjects = new List<TaintCallbackEntry>();
|
||||
}
|
||||
|
||||
foreach (TaintCallback callback in oldList)
|
||||
foreach (TaintCallbackEntry tcbe in oldList)
|
||||
{
|
||||
try
|
||||
{
|
||||
callback();
|
||||
tcbe.callback();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("{0}: ProcessTaints: Exception: {1}", LogHeader, e);
|
||||
m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
|
||||
}
|
||||
}
|
||||
oldList.Clear();
|
||||
|
@ -767,6 +780,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
#region Vehicles
|
||||
|
||||
public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
|
||||
{
|
||||
if (newType == Vehicle.TYPE_NONE)
|
||||
{
|
||||
RemoveVehiclePrim(vehic);
|
||||
}
|
||||
else
|
||||
{
|
||||
// make it so the scene will call us each tick to do vehicle things
|
||||
AddVehiclePrim(vehic);
|
||||
}
|
||||
}
|
||||
|
||||
// Make so the scene will call this prim for vehicle actions each tick.
|
||||
// Safe to call if prim is already in the vehicle list.
|
||||
public void AddVehiclePrim(BSPrim vehicle)
|
||||
|
@ -812,12 +839,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
private struct ParameterDefn
|
||||
{
|
||||
public string name;
|
||||
public string desc;
|
||||
public float defaultValue;
|
||||
public ParamUser userParam;
|
||||
public ParamGet getter;
|
||||
public ParamSet setter;
|
||||
public string name; // string name of the parameter
|
||||
public string desc; // a short description of what the parameter means
|
||||
public float defaultValue; // default value if not specified anywhere else
|
||||
public ParamUser userParam; // get the value from the configuration file
|
||||
public ParamGet getter; // return the current value stored for this parameter
|
||||
public ParamSet setter; // set the current value for this parameter
|
||||
public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s)
|
||||
{
|
||||
name = n;
|
||||
|
@ -834,7 +861,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// To add a new externally referencable/settable parameter, add the paramter storage
|
||||
// location somewhere in the program and make an entry in this table with the
|
||||
// getters and setters.
|
||||
// To add a new variable, it is easiest to find an existing definition and copy it.
|
||||
// It is easiest to find an existing definition and copy it.
|
||||
// Parameter values are floats. Booleans are converted to a floating value.
|
||||
//
|
||||
// A ParameterDefn() takes the following parameters:
|
||||
|
@ -870,7 +897,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s) => { return (float)s.m_meshLOD; },
|
||||
(s,p,l,v) => { s.m_meshLOD = (int)v; } ),
|
||||
new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
|
||||
32,
|
||||
32f,
|
||||
(s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); },
|
||||
(s) => { return (float)s.m_sculptLOD; },
|
||||
(s,p,l,v) => { s.m_sculptLOD = (int)v; } ),
|
||||
|
@ -1027,14 +1054,19 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ),
|
||||
|
||||
|
||||
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)",
|
||||
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
|
||||
0f, // zero to disable
|
||||
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].maxPersistantManifoldPoolSize; },
|
||||
(s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ),
|
||||
new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
|
||||
0f, // zero to disable
|
||||
(s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; },
|
||||
(s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ),
|
||||
new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
|
||||
ConfigurationParameters.numericTrue,
|
||||
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||
ConfigurationParameters.numericFalse,
|
||||
(s,cf,p,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||
(s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; },
|
||||
(s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ),
|
||||
new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
|
||||
|
@ -1101,9 +1133,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
|
||||
new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
|
||||
ConfigurationParameters.numericFalse,
|
||||
(s,cf,p,v) => { s.shouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
|
||||
(s) => { return s.NumericBool(s.shouldDebugLog); },
|
||||
(s,p,l,v) => { s.shouldDebugLog = s.BoolNumeric(v); } ),
|
||||
(s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
|
||||
(s) => { return s.NumericBool(s.ShouldDebugLog); },
|
||||
(s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ),
|
||||
|
||||
};
|
||||
|
||||
|
@ -1243,7 +1275,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
List<uint> objectIDs = lIDs;
|
||||
string xparm = parm.ToLower();
|
||||
float xval = val;
|
||||
TaintedObject(delegate() {
|
||||
TaintedObject("BSScene.UpdateParameterSet", delegate() {
|
||||
foreach (uint lID in objectIDs)
|
||||
{
|
||||
BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval);
|
||||
|
@ -1263,7 +1295,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
uint xlocalID = localID;
|
||||
string xparm = parm.ToLower();
|
||||
float xval = val;
|
||||
TaintedObject(delegate() {
|
||||
TaintedObject("BSScene.TaintedUpdateParameter", delegate() {
|
||||
BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval);
|
||||
});
|
||||
}
|
||||
|
@ -1289,10 +1321,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
#endregion Runtime settable parameters
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
public void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
// used to fill in the LocalID when there isn't one
|
||||
public const string DetailLogZero = "0000000000";
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -35,9 +35,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin {
|
|||
// Classes to allow some type checking for the API
|
||||
public struct BulletSim
|
||||
{
|
||||
public BulletSim(uint id, IntPtr xx) { ID = id; Ptr = xx; }
|
||||
public IntPtr Ptr;
|
||||
public BulletSim(uint id, BSScene bss, IntPtr xx) { ID = id; scene = bss; Ptr = xx; }
|
||||
public uint ID;
|
||||
// The scene is only in here so very low level routines have a handle to print debug/error messages
|
||||
public BSScene scene;
|
||||
public IntPtr Ptr;
|
||||
}
|
||||
|
||||
public struct BulletBody
|
||||
|
@ -158,6 +160,7 @@ public struct ConfigurationParameters
|
|||
public float avatarContactProcessingThreshold;
|
||||
|
||||
public float maxPersistantManifoldPoolSize;
|
||||
public float maxCollisionAlgorithmPoolSize;
|
||||
public float shouldDisableContactPoolDynamicAllocation;
|
||||
public float shouldForceUpdateAllAabbs;
|
||||
public float shouldRandomizeSolverOrder;
|
||||
|
@ -179,17 +182,18 @@ public struct ConfigurationParameters
|
|||
// Values used by Bullet and BulletSim to control collisions
|
||||
public enum CollisionFlags : uint
|
||||
{
|
||||
STATIC_OBJECT = 1 << 0,
|
||||
KINEMATIC_OBJECT = 1 << 1,
|
||||
NO_CONTACT_RESPONSE = 1 << 2,
|
||||
CUSTOM_MATERIAL_CALLBACK = 1 << 3,
|
||||
CHARACTER_OBJECT = 1 << 4,
|
||||
DISABLE_VISUALIZE_OBJECT = 1 << 5,
|
||||
DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
|
||||
CF_STATIC_OBJECT = 1 << 0,
|
||||
CF_KINEMATIC_OBJECT = 1 << 1,
|
||||
CF_NO_CONTACT_RESPONSE = 1 << 2,
|
||||
CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3,
|
||||
CF_CHARACTER_OBJECT = 1 << 4,
|
||||
CF_DISABLE_VISUALIZE_OBJECT = 1 << 5,
|
||||
CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
|
||||
// Following used by BulletSim to control collisions
|
||||
VOLUME_DETECT_OBJECT = 1 << 10,
|
||||
PHANTOM_OBJECT = 1 << 11,
|
||||
PHYSICAL_OBJECT = 1 << 12,
|
||||
BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10,
|
||||
BS_VOLUME_DETECT_OBJECT = 1 << 11,
|
||||
BS_PHANTOM_OBJECT = 1 << 12,
|
||||
BS_PHYSICAL_OBJECT = 1 << 13,
|
||||
};
|
||||
|
||||
// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
|
||||
|
@ -361,7 +365,7 @@ public static extern IntPtr GetSimHandle2(uint worldID);
|
|||
public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetBodyHandle2(IntPtr sim, uint id);
|
||||
public static extern IntPtr GetBodyHandle2(IntPtr world, uint id);
|
||||
|
||||
// ===============================================================================
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
|
@ -370,40 +374,43 @@ public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
|
|||
int maxUpdates, IntPtr updateArray);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateParameter2(IntPtr sim, uint localID, String parm, float value);
|
||||
public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetHeightmap2(IntPtr sim, float[] heightmap);
|
||||
public static extern void SetHeightmap2(IntPtr world, float[] heightmap);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void Shutdown2(IntPtr sim);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern int PhysicsStep2(IntPtr sim, float timeStep, int maxSubSteps, float fixedTimeStep,
|
||||
public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep,
|
||||
out int updatedEntityCount,
|
||||
out IntPtr updatedEntitiesPtr,
|
||||
out int collidersCount,
|
||||
out IntPtr collidersPtr);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool PushUpdate2(IntPtr obj);
|
||||
|
||||
/*
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateMesh2(IntPtr sim, int indicesCount, int* indices, int verticesCount, float* vertices );
|
||||
public static extern IntPtr CreateMesh2(IntPtr world, int indicesCount, int* indices, int verticesCount, float* vertices );
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool BuildHull2(IntPtr sim, IntPtr mesh);
|
||||
public static extern bool BuildHull2(IntPtr world, IntPtr mesh);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ReleaseHull2(IntPtr sim, IntPtr mesh);
|
||||
public static extern bool ReleaseHull2(IntPtr world, IntPtr mesh);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyMesh2(IntPtr sim, IntPtr mesh);
|
||||
public static extern bool DestroyMesh2(IntPtr world, IntPtr mesh);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData);
|
||||
public static extern IntPtr CreateObject2(IntPtr world, ShapeData shapeData);
|
||||
*/
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2,
|
||||
public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
|
||||
Vector3 frame1loc, Quaternion frame1rot,
|
||||
Vector3 frame2loc, Quaternion frame2rot,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
|
||||
|
@ -427,7 +434,13 @@ public static extern bool CalculateTransforms2(IntPtr constrain);
|
|||
public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain);
|
||||
public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 AddObjectToWorld2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetPosition2(IntPtr obj);
|
||||
|
@ -447,6 +460,9 @@ public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocit
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetObjectForce2(IntPtr obj, Vector3 force);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool AddObjectForce2(IntPtr obj, Vector3 force);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val);
|
||||
|
||||
|
@ -478,13 +494,16 @@ public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val);
|
|||
public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr SetCollisionFlags2(IntPtr obj, uint flags);
|
||||
public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr AddToCollisionFlags2(IntPtr obj, uint flags);
|
||||
public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, uint flags);
|
||||
public static extern IntPtr AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
|
||||
|
@ -504,12 +523,6 @@ public static extern bool SetMargin2(IntPtr obj, float val);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj);
|
||||
|
||||
[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 DestroyObject2(IntPtr world, uint id);
|
||||
|
||||
|
|
|
@ -3346,7 +3346,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
|
||||
|
||||
if (attachmentsModule != null)
|
||||
return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, true);
|
||||
return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, true, false);
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
@ -5375,12 +5375,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Vectors & Rotations always return zero in SL, but
|
||||
// keys don't always return zero, it seems to be a bit complex.
|
||||
else if (src.Data[index] is LSL_Vector ||
|
||||
src.Data[index] is LSL_Rotation)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
try
|
||||
{
|
||||
|
||||
if (src.Data[index] is LSL_Integer)
|
||||
return (LSL_Integer) src.Data[index];
|
||||
return (LSL_Integer)src.Data[index];
|
||||
else if (src.Data[index] is LSL_Float)
|
||||
return Convert.ToInt32(((LSL_Float) src.Data[index]).value);
|
||||
return Convert.ToInt32(((LSL_Float)src.Data[index]).value);
|
||||
return new LSL_Integer(src.Data[index].ToString());
|
||||
}
|
||||
catch (FormatException)
|
||||
|
@ -5400,12 +5409,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
// Vectors & Rotations always return zero in SL
|
||||
else if (src.Data[index] is LSL_Vector ||
|
||||
src.Data[index] is LSL_Rotation)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
// valid keys seem to get parsed as integers then converted to floats
|
||||
else
|
||||
{
|
||||
UUID uuidt;
|
||||
if (src.Data[index] is LSL_Key && UUID.TryParse(src.Data[index].ToString(), out uuidt))
|
||||
{
|
||||
return Convert.ToDouble(new LSL_Integer(src.Data[index].ToString()).value);
|
||||
}
|
||||
}
|
||||
try
|
||||
{
|
||||
if (src.Data[index] is LSL_Integer)
|
||||
return Convert.ToDouble(((LSL_Integer) src.Data[index]).value);
|
||||
return Convert.ToDouble(((LSL_Integer)src.Data[index]).value);
|
||||
else if (src.Data[index] is LSL_Float)
|
||||
return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
|
||||
return Convert.ToDouble(((LSL_Float)src.Data[index]).value);
|
||||
else if (src.Data[index] is LSL_String)
|
||||
{
|
||||
string str = ((LSL_String) src.Data[index]).m_string;
|
||||
|
@ -5443,17 +5468,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
return src.Data[index].ToString();
|
||||
}
|
||||
|
||||
public LSL_String llList2Key(LSL_List src, int index)
|
||||
public LSL_Key llList2Key(LSL_List src, int index)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
if (index < 0)
|
||||
{
|
||||
index = src.Length + index;
|
||||
}
|
||||
|
||||
if (index >= src.Length || index < 0)
|
||||
{
|
||||
return "";
|
||||
}
|
||||
|
||||
// SL spits out an empty string for types other than key & string
|
||||
// At the time of patching, LSL_Key is currently LSL_String,
|
||||
// so the OR check may be a little redundant, but it's being done
|
||||
// for completion and should LSL_Key ever be implemented
|
||||
// as it's own struct
|
||||
else if (!(src.Data[index] is LSL_String ||
|
||||
src.Data[index] is LSL_Key))
|
||||
{
|
||||
return "";
|
||||
}
|
||||
|
||||
return src.Data[index].ToString();
|
||||
}
|
||||
|
||||
|
@ -5472,6 +5510,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
{
|
||||
return (LSL_Vector)src.Data[index];
|
||||
}
|
||||
|
||||
// SL spits always out ZERO_VECTOR for anything other than
|
||||
// strings or vectors. Although keys always return ZERO_VECTOR,
|
||||
// it is currently difficult to make the distinction between
|
||||
// a string, a key as string and a string that by coincidence
|
||||
// is a string, so we're going to leave that up to the
|
||||
// LSL_Vector constructor.
|
||||
else if (!(src.Data[index] is LSL_String ||
|
||||
src.Data[index] is LSL_Vector))
|
||||
{
|
||||
return new LSL_Vector(0, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
return new LSL_Vector(src.Data[index].ToString());
|
||||
|
@ -5489,7 +5539,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
{
|
||||
return new LSL_Rotation(0, 0, 0, 1);
|
||||
}
|
||||
if (src.Data[index].GetType() == typeof(LSL_Rotation))
|
||||
|
||||
// SL spits always out ZERO_ROTATION for anything other than
|
||||
// strings or vectors. Although keys always return ZERO_ROTATION,
|
||||
// it is currently difficult to make the distinction between
|
||||
// a string, a key as string and a string that by coincidence
|
||||
// is a string, so we're going to leave that up to the
|
||||
// LSL_Rotation constructor.
|
||||
else if (!(src.Data[index] is LSL_String ||
|
||||
src.Data[index] is LSL_Rotation))
|
||||
{
|
||||
return new LSL_Rotation(0, 0, 0, 1);
|
||||
}
|
||||
else if (src.Data[index].GetType() == typeof(LSL_Rotation))
|
||||
{
|
||||
return (LSL_Rotation)src.Data[index];
|
||||
}
|
||||
|
|
|
@ -182,7 +182,8 @@ namespace OpenSim.Services.Interfaces
|
|||
List<AvatarAttachment> attachments = appearance.GetAttachments();
|
||||
foreach (AvatarAttachment attach in attachments)
|
||||
{
|
||||
Data["_ap_" + attach.AttachPoint] = attach.ItemID.ToString();
|
||||
if (attach.ItemID != UUID.Zero)
|
||||
Data["_ap_" + attach.AttachPoint] = attach.ItemID.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -181,11 +181,6 @@
|
|||
; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
|
||||
MaximumTimeBeforePersistenceConsidered = 600
|
||||
|
||||
; Experimental setting to resend appearance updates every 60 seconds.
|
||||
; These packets are small and this can help with grey avatar syndrome.
|
||||
; Default is false
|
||||
SendPeriodicAppearanceUpdates = false
|
||||
|
||||
; ##
|
||||
; ## PHYSICS
|
||||
; ##
|
||||
|
@ -341,27 +336,12 @@
|
|||
; OpenJPEG if false
|
||||
; UseCSJ2K = true
|
||||
|
||||
|
||||
; Use "Trash" folder for items deleted from the scene
|
||||
; When set to True (the default) items deleted from the scene will be
|
||||
; stored in the user's trash or lost and found folder. When set to
|
||||
; False items will be removed from the scene permanently
|
||||
UseTrashOnDelete = True
|
||||
|
||||
; Persist avatar baked textures
|
||||
; Persisting baked textures can speed up login and region border
|
||||
; crossings especially with large numbers of users, though it
|
||||
; will store potentially large numbers of textures in your asset
|
||||
; database
|
||||
PersistBakedTextures = false
|
||||
|
||||
; Control the delay before appearance is sent to other avatars and
|
||||
; saved in the avatar service. Attempts to limit the impact caused
|
||||
; by the very chatty dialog that sets appearance when an avatar
|
||||
; logs in or teleports into a region; values are in seconds
|
||||
DelayBeforeAppearanceSave = 5
|
||||
DelayBeforeAppearanceSend = 2
|
||||
|
||||
|
||||
[RegionReady]
|
||||
; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
|
||||
|
@ -671,6 +651,28 @@
|
|||
CoalesceMultipleObjectsToInventory = true
|
||||
|
||||
|
||||
[Appearance]
|
||||
; Persist avatar baked textures
|
||||
; Persisting baked textures can speed up login and region border
|
||||
; crossings especially with large numbers of users, though it
|
||||
; will store potentially large numbers of textures in your asset
|
||||
; database
|
||||
PersistBakedTextures = false
|
||||
|
||||
; Control the delay before appearance is sent to other avatars and
|
||||
; saved in the avatar service. Attempts to limit the impact caused
|
||||
; by the very chatty dialog that sets appearance when an avatar
|
||||
; logs in or teleports into a region; values are in seconds
|
||||
DelayBeforeAppearanceSave = 5
|
||||
DelayBeforeAppearanceSend = 2
|
||||
|
||||
; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
|
||||
; This may help with some situations where avatars are persistently grey, though it will not help
|
||||
; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
|
||||
; This setting is experimental.
|
||||
ResendAppearanceUpdates = false
|
||||
|
||||
|
||||
[Attachments]
|
||||
; Controls whether avatar attachments are enabled.
|
||||
; Defaults to true - only set to false for debugging purposes
|
||||
|
@ -937,7 +939,7 @@
|
|||
FixedTimeStep = .01667
|
||||
|
||||
MaxCollisionsPerFrame = 2048
|
||||
MaxUpdatesPerFrame = 2048
|
||||
MaxUpdatesPerFrame = 8192
|
||||
|
||||
[RemoteAdmin]
|
||||
enabled = false
|
||||
|
|
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Loading…
Reference in New Issue