Merge branch 'master' of ssh://3dhosting.de/var/git/careminster

avinationmerge
Melanie 2013-04-22 22:26:04 +02:00
commit a7a92e7339
25 changed files with 557 additions and 253 deletions

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@ -1225,7 +1225,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
{ {
GridUserInfo userInfo = m_application.SceneManager.CurrentOrFirstScene.GridUserService.GetGridUserInfo(account.PrincipalID.ToString()); GridUserInfo userInfo = m_application.SceneManager.CurrentOrFirstScene.GridUserService.GetGridUserInfo(account.PrincipalID.ToString());
if (userInfo != null) if (userInfo != null)
responseData["lastlogin"] = userInfo.Login; responseData["lastlogin"] = Util.ToUnixTime(userInfo.Login);
else else
responseData["lastlogin"] = 0; responseData["lastlogin"] = 0;

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@ -1153,7 +1153,7 @@ COMMIT
BEGIN TRANSACTION BEGIN TRANSACTION
ALTER TABLE prims ADD COLUMN DynAttrs TEXT; ALTER TABLE prims ADD DynAttrs TEXT;
COMMIT COMMIT
@ -1161,10 +1161,10 @@ COMMIT
BEGIN TRANSACTION BEGIN TRANSACTION
ALTER TABLE prims ADD COLUMN `PhysicsShapeType` tinyint(4) NOT NULL default '0'; ALTER TABLE prims ADD `PhysicsShapeType` tinyint(4) NOT NULL default '0';
ALTER TABLE prims ADD COLUMN `Density` double NOT NULL default '1000'; ALTER TABLE prims ADD `Density` double NOT NULL default '1000';
ALTER TABLE prims ADD COLUMN `GravityModifier` double NOT NULL default '1'; ALTER TABLE prims ADD `GravityModifier` double NOT NULL default '1';
ALTER TABLE prims ADD COLUMN `Friction` double NOT NULL default '0.6'; ALTER TABLE prims ADD `Friction` double NOT NULL default '0.6';
ALTER TABLE prims ADD COLUMN `Restitution` double NOT NULL default '0.5'; ALTER TABLE prims ADD `Restitution` double NOT NULL default '0.5';
COMMIT COMMIT

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@ -454,7 +454,7 @@ namespace OpenSim.Framework.Servers.HttpServer
} }
OSHttpResponse resp = new OSHttpResponse(new HttpResponse(context, request),context); OSHttpResponse resp = new OSHttpResponse(new HttpResponse(context, request),context);
resp.ReuseContext = true;
HandleRequest(req, resp); HandleRequest(req, resp);

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@ -280,10 +280,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
private void OnConnectionClosed(IClientAPI client) private void OnConnectionClosed(IClientAPI client)
{ {
if (client.IsLoggingOut) if (client.IsLoggingOut && m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Aborting))
{ {
m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Aborting);
m_log.DebugFormat( m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Aborted teleport request from {0} in {1} due to simultaneous logout", "[ENTITY TRANSFER MODULE]: Aborted teleport request from {0} in {1} due to simultaneous logout",
client.Name, Scene.Name); client.Name, Scene.Name);

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@ -50,12 +50,11 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
{ {
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region ISharedRegionModule #region ISharedRegionModule
public new void Initialise(IConfigSource config) public new void Initialise(IConfigSource config)
{ {
string umanmod = config.Configs["Modules"].GetString("UserManagementModule", base.Name); string umanmod = config.Configs["Modules"].GetString("UserManagementModule", Name);
if (umanmod == Name) if (umanmod == Name)
{ {
m_Enabled = true; m_Enabled = true;

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@ -1218,23 +1218,14 @@ namespace OpenSim.Region.Framework.Scenes
// the mappings more consistant. // the mappings more consistant.
public Vector3 SitTargetPositionLL public Vector3 SitTargetPositionLL
{ {
get { return new Vector3(m_sitTargetPosition.X, m_sitTargetPosition.Y,m_sitTargetPosition.Z); } get { return m_sitTargetPosition; }
set { m_sitTargetPosition = value; } set { m_sitTargetPosition = value; }
} }
public Quaternion SitTargetOrientationLL public Quaternion SitTargetOrientationLL
{ {
get get { return m_sitTargetOrientation; }
{ set { m_sitTargetOrientation = value; }
return new Quaternion(
m_sitTargetOrientation.X,
m_sitTargetOrientation.Y,
m_sitTargetOrientation.Z,
m_sitTargetOrientation.W
);
}
set { m_sitTargetOrientation = new Quaternion(value.X, value.Y, value.Z, value.W); }
} }
public bool Stopped public bool Stopped
@ -4349,30 +4340,31 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
public void UpdateGroupPosition(Vector3 pos) public void UpdateGroupPosition(Vector3 newPos)
{ {
if ((pos.X != GroupPosition.X) || Vector3 oldPos = GroupPosition;
(pos.Y != GroupPosition.Y) ||
(pos.Z != GroupPosition.Z)) if ((newPos.X != oldPos.X) ||
(newPos.Y != oldPos.Y) ||
(newPos.Z != oldPos.Z))
{ {
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
GroupPosition = newPos; GroupPosition = newPos;
ScheduleTerseUpdate(); ScheduleTerseUpdate();
} }
} }
/// <summary> /// <summary>
/// /// Update this part's offset position.
/// </summary> /// </summary>
/// <param name="pos"></param> /// <param name="pos"></param>
public void UpdateOffSet(Vector3 pos) public void UpdateOffSet(Vector3 newPos)
{ {
if ((pos.X != OffsetPosition.X) || Vector3 oldPos = OffsetPosition;
(pos.Y != OffsetPosition.Y) ||
(pos.Z != OffsetPosition.Z))
{
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
if ((newPos.X != oldPos.X) ||
(newPos.Y != oldPos.Y) ||
(newPos.Z != oldPos.Z))
{
if (ParentGroup.RootPart.GetStatusSandbox()) if (ParentGroup.RootPart.GetStatusSandbox())
{ {
if (Util.GetDistanceTo(ParentGroup.RootPart.StatusSandboxPos, newPos) > 10) if (Util.GetDistanceTo(ParentGroup.RootPart.StatusSandboxPos, newPos) > 10)

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@ -259,12 +259,12 @@ public override BulletShape CreateHullShape(BulletWorld world, int hullCount, fl
BSPhysicsShapeType.SHAPE_HULL); BSPhysicsShapeType.SHAPE_HULL);
} }
public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms)
{ {
BulletWorldUnman worldu = world as BulletWorldUnman; BulletWorldUnman worldu = world as BulletWorldUnman;
BulletShapeUnman shapeu = meshShape as BulletShapeUnman; BulletShapeUnman shapeu = meshShape as BulletShapeUnman;
return new BulletShapeUnman( return new BulletShapeUnman(
BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr), BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr, parms),
BSPhysicsShapeType.SHAPE_HULL); BSPhysicsShapeType.SHAPE_HULL);
} }
@ -1411,7 +1411,7 @@ public static extern IntPtr CreateHullShape2(IntPtr world,
int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape); public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape, HACDParams parms);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData);

View File

@ -1773,10 +1773,9 @@ private sealed class BulletConstraintXNA : BulletConstraint
return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL);
} }
public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms)
{ {
/* TODO */ return null; /* TODO */ return null;
} }
public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)

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@ -0,0 +1,175 @@
/*
* 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.Linq;
using System.Text;
using OMV = OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSActorLockAxis : BSActor
{
bool TryExperimentalLockAxisCode = true;
BSConstraint LockAxisConstraint = null;
public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
: base(physicsScene, pObj,actorName)
{
m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID);
LockAxisConstraint = null;
}
// BSActor.isActive
public override bool isActive
{
get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
}
// Release any connections and resources used by the actor.
// BSActor.Dispose()
public override void Dispose()
{
RemoveAxisLockConstraint();
}
// Called when physical parameters (properties set in Bullet) need to be re-applied.
// Called at taint-time.
// BSActor.Refresh()
public override void Refresh()
{
m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}",
m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive);
// If all the axis are free, we don't need to exist
if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree)
{
m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,allAxisFree,removing={1}", m_controllingPrim.LocalID, ActorName);
m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName);
return;
}
// If the object is physically active, add the axis locking constraint
if (Enabled
&& m_controllingPrim.IsPhysicallyActive
&& TryExperimentalLockAxisCode
&& m_controllingPrim.LockedAxis != m_controllingPrim.LockedAxisFree)
{
if (LockAxisConstraint == null)
AddAxisLockConstraint();
}
else
{
RemoveAxisLockConstraint();
}
}
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
// Register a prestep action to restore physical requirements before the next simulation step.
// Called at taint-time.
// BSActor.RemoveBodyDependencies()
public override void RemoveBodyDependencies()
{
if (LockAxisConstraint != null)
{
// If a constraint is set up, remove it from the physical scene
RemoveAxisLockConstraint();
// Schedule a call before the next simulation step to restore the constraint.
m_physicsScene.PostTaintObject(m_controllingPrim.LockedAxisActorName, m_controllingPrim.LocalID, delegate()
{
Refresh();
});
}
}
private void AddAxisLockConstraint()
{
// Lock that axis by creating a 6DOF constraint that has one end in the world and
// the other in the object.
// http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817
// http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380
// Remove any existing axis constraint (just to be sure)
RemoveAxisLockConstraint();
BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody,
OMV.Vector3.Zero, OMV.Quaternion.Identity,
false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */);
LockAxisConstraint = axisConstrainer;
m_physicsScene.Constraints.AddConstraint(LockAxisConstraint);
// The constraint is tied to the world and oriented to the prim.
// Free to move linearly in the region
OMV.Vector3 linearLow = OMV.Vector3.Zero;
OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize;
axisConstrainer.SetLinearLimits(linearLow, linearHigh);
// Angular with some axis locked
float fPI = (float)Math.PI;
OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI);
OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI);
if (m_controllingPrim.LockedAxis.X != 1f)
{
angularLow.X = 0f;
angularHigh.X = 0f;
}
if (m_controllingPrim.LockedAxis.Y != 1f)
{
angularLow.Y = 0f;
angularHigh.Y = 0f;
}
if (m_controllingPrim.LockedAxis.Z != 1f)
{
angularLow.Z = 0f;
angularHigh.Z = 0f;
}
if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh))
{
m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID);
}
m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}",
m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh);
// Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass);
}
private void RemoveAxisLockConstraint()
{
if (LockAxisConstraint != null)
{
m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint);
LockAxisConstraint = null;
m_physicsScene.DetailLog("{0},BSActorLockAxis.RemoveAxisLockConstraint,destroyingConstraint", m_controllingPrim.LocalID);
}
}
}
}

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@ -0,0 +1,131 @@
/*
* 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;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSActorCollection
{
private BSScene PhysicsScene { get; set; }
private Dictionary<string, BSActor> m_actors;
public BSActorCollection(BSScene physicsScene)
{
PhysicsScene = physicsScene;
m_actors = new Dictionary<string, BSActor>();
}
public void Add(string name, BSActor actor)
{
m_actors[name] = actor;
}
public bool RemoveAndRelease(string name)
{
bool ret = false;
if (m_actors.ContainsKey(name))
{
BSActor beingRemoved = m_actors[name];
beingRemoved.Dispose();
m_actors.Remove(name);
ret = true;
}
return ret;
}
public void Clear()
{
Release();
m_actors.Clear();
}
public bool HasActor(string name)
{
return m_actors.ContainsKey(name);
}
public void ForEachActor(Action<BSActor> act)
{
foreach (KeyValuePair<string, BSActor> kvp in m_actors)
act(kvp.Value);
}
public void Release()
{
ForEachActor(a => a.Dispose());
}
public void Refresh()
{
ForEachActor(a => a.Refresh());
}
public void RemoveBodyDependencies()
{
ForEachActor(a => a.RemoveBodyDependencies());
}
}
// =============================================================================
/// <summary>
/// Each physical object can have 'actors' who are pushing the object around.
/// This can be used for hover, locking axis, making vehicles, etc.
/// Each physical object can have multiple actors acting on it.
///
/// An actor usually registers itself with physics scene events (pre-step action)
/// and modifies the parameters on the host physical object.
/// </summary>
public abstract class BSActor
{
protected BSScene m_physicsScene { get; private set; }
protected BSPhysObject m_controllingPrim { get; private set; }
protected bool Enabled { get; set; }
public string ActorName { get; private set; }
public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName)
{
m_physicsScene = physicsScene;
m_controllingPrim = pObj;
ActorName = actorName;
Enabled = true;
}
// Return 'true' if activily updating the prim
public virtual bool isActive
{
get { return Enabled; }
}
// Turn the actor on an off.
public virtual void Enable(bool setEnabled)
{
Enabled = setEnabled;
}
// Release any connections and resources used by the actor.
public abstract void Dispose();
// Called when physical parameters (properties set in Bullet) need to be re-applied.
public abstract void Refresh();
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
// Register a prestep action to restore physical requirements before the next simulation step.
public abstract void RemoveBodyDependencies();
}
}

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@ -191,6 +191,21 @@ public struct ConfigurationParameters
public const float numericFalse = 0f; public const float numericFalse = 0f;
} }
// Parameters passed for the conversion of a mesh to a hull using Bullet's HACD library.
[StructLayout(LayoutKind.Sequential)]
public struct HACDParams
{
// usual default values
public float maxVerticesPerHull; // 100
public float minClusters; // 2
public float compacityWeight; // 0.1
public float volumeWeight; // 0.0
public float concavity; // 100
public float addExtraDistPoints; // false
public float addNeighboursDistPoints; // false
public float addFacesPoints; // false
public float shouldAdjustCollisionMargin; // false
}
// The states a bullet collision object can have // The states a bullet collision object can have
public enum ActivationState : uint public enum ActivationState : uint
@ -308,7 +323,7 @@ public abstract BulletShape CreateMeshShape(BulletWorld world,
public abstract BulletShape CreateHullShape(BulletWorld world, public abstract BulletShape CreateHullShape(BulletWorld world,
int hullCount, float[] hulls); int hullCount, float[] hulls);
public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape); public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms);
public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData); public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData);

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@ -61,6 +61,7 @@ public sealed class BSCharacter : BSPhysObject
private OMV.Vector3 _rotationalVelocity; private OMV.Vector3 _rotationalVelocity;
private bool _kinematic; private bool _kinematic;
private float _buoyancy; private float _buoyancy;
private bool _isStationaryStanding; // true is standing on a stationary object
private BSVMotor _velocityMotor; private BSVMotor _velocityMotor;
@ -84,6 +85,7 @@ public sealed class BSCharacter : BSPhysObject
_buoyancy = ComputeBuoyancyFromFlying(isFlying); _buoyancy = ComputeBuoyancyFromFlying(isFlying);
Friction = BSParam.AvatarStandingFriction; Friction = BSParam.AvatarStandingFriction;
Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor;
_isStationaryStanding = false;
// Old versions of ScenePresence passed only the height. If width and/or depth are zero, // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values. // replace with the default values.
@ -208,6 +210,7 @@ public sealed class BSCharacter : BSPhysObject
// The code below uses whether the collider is static or moving to decide whether to zero motion. // The code below uses whether the collider is static or moving to decide whether to zero motion.
_velocityMotor.Step(timeStep); _velocityMotor.Step(timeStep);
_isStationaryStanding = false;
// If we're not supposed to be moving, make sure things are zero. // If we're not supposed to be moving, make sure things are zero.
if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero) if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero)
@ -221,6 +224,7 @@ public sealed class BSCharacter : BSPhysObject
if (!ColliderIsMoving) if (!ColliderIsMoving)
{ {
DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
_isStationaryStanding = true;
ZeroMotion(true /* inTaintTime */); ZeroMotion(true /* inTaintTime */);
} }
@ -882,7 +886,10 @@ public sealed class BSCharacter : BSPhysObject
// the world that things have changed. // the world that things have changed.
public override void UpdateProperties(EntityProperties entprop) public override void UpdateProperties(EntityProperties entprop)
{ {
_position = entprop.Position; // Don't change position if standing on a stationary object.
if (!_isStationaryStanding)
_position = entprop.Position;
_orientation = entprop.Rotation; _orientation = entprop.Rotation;
// Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar

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@ -85,7 +85,9 @@ public abstract class BSConstraint : IDisposable
{ {
bool ret = false; bool ret = false;
if (m_enabled) if (m_enabled)
{
ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high);
}
return ret; return ret;
} }

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@ -97,14 +97,14 @@ public sealed class BSConstraint6Dof : BSConstraint
// A 6 Dof constraint that is fixed in the world and constrained to a on-the-fly created static object // A 6 Dof constraint that is fixed in the world and constrained to a on-the-fly created static object
public BSConstraint6Dof(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot, public BSConstraint6Dof(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies)
: base(world) : base(world)
{ {
m_body1 = obj1; m_body1 = obj1;
m_body2 = obj1; // Look out for confusion down the road m_body2 = obj1; // Look out for confusion down the road
m_constraint = PhysicsScene.PE.Create6DofConstraintFixed(m_world, m_body1, m_constraint = PhysicsScene.PE.Create6DofConstraintFixed(m_world, m_body1,
frameInBloc, frameInBrot, frameInBloc, frameInBrot,
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies);
m_enabled = true; m_enabled = true;
world.physicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}", world.physicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}",
BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.AddrString); BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.AddrString);

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@ -40,13 +40,14 @@ using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletSPlugin namespace OpenSim.Region.Physics.BulletSPlugin
{ {
public sealed class BSDynamics public sealed class BSDynamics : BSActor
{ {
private static string LogHeader = "[BULLETSIM VEHICLE]"; private static string LogHeader = "[BULLETSIM VEHICLE]";
private BSScene PhysicsScene { get; set; }
// the prim this dynamic controller belongs to // the prim this dynamic controller belongs to
private BSPrim Prim { get; set; } private BSPrim ControllingPrim { get; set; }
private bool m_haveRegisteredForSceneEvents;
// mass of the vehicle fetched each time we're calles // mass of the vehicle fetched each time we're calles
private float m_vehicleMass; private float m_vehicleMass;
@ -129,11 +130,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public bool enableAngularDeflection; public bool enableAngularDeflection;
public bool enableAngularBanking; public bool enableAngularBanking;
public BSDynamics(BSScene myScene, BSPrim myPrim) public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName)
: base(myScene, myPrim, actorName)
{ {
PhysicsScene = myScene; ControllingPrim = myPrim;
Prim = myPrim;
Type = Vehicle.TYPE_NONE; Type = Vehicle.TYPE_NONE;
m_haveRegisteredForSceneEvents = false;
SetupVehicleDebugging(); SetupVehicleDebugging();
} }
@ -155,7 +157,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Return 'true' if this vehicle is doing vehicle things // Return 'true' if this vehicle is doing vehicle things
public bool IsActive public bool IsActive
{ {
get { return (Type != Vehicle.TYPE_NONE && Prim.IsPhysicallyActive); } get { return (Type != Vehicle.TYPE_NONE && ControllingPrim.IsPhysicallyActive); }
} }
// Return 'true' if this a vehicle that should be sitting on the ground // Return 'true' if this a vehicle that should be sitting on the ground
@ -167,7 +169,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
#region Vehicle parameter setting #region Vehicle parameter setting
public void ProcessFloatVehicleParam(Vehicle pParam, float pValue) public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
{ {
VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue);
switch (pParam) switch (pParam)
{ {
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
@ -195,7 +197,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
break; break;
case Vehicle.BUOYANCY: case Vehicle.BUOYANCY:
m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f);
m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy); m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy);
break; break;
case Vehicle.HOVER_EFFICIENCY: case Vehicle.HOVER_EFFICIENCY:
m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); m_VhoverEfficiency = ClampInRange(0f, pValue, 1f);
@ -258,7 +260,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
{ {
VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue);
switch (pParam) switch (pParam)
{ {
case Vehicle.ANGULAR_FRICTION_TIMESCALE: case Vehicle.ANGULAR_FRICTION_TIMESCALE:
@ -294,7 +296,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
{ {
VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue);
switch (pParam) switch (pParam)
{ {
case Vehicle.REFERENCE_FRAME: case Vehicle.REFERENCE_FRAME:
@ -308,7 +310,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessVehicleFlags(int pParam, bool remove) internal void ProcessVehicleFlags(int pParam, bool remove)
{ {
VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", ControllingPrim.LocalID, pParam, remove);
VehicleFlag parm = (VehicleFlag)pParam; VehicleFlag parm = (VehicleFlag)pParam;
if (pParam == -1) if (pParam == -1)
m_flags = (VehicleFlag)0; m_flags = (VehicleFlag)0;
@ -323,7 +325,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public void ProcessTypeChange(Vehicle pType) public void ProcessTypeChange(Vehicle pType)
{ {
VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType); VDetailLog("{0},ProcessTypeChange,type={1}", ControllingPrim.LocalID, pType);
// Set Defaults For Type // Set Defaults For Type
Type = pType; Type = pType;
switch (pType) switch (pType)
@ -563,12 +565,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale,
m_linearMotorDecayTimescale, m_linearFrictionTimescale, m_linearMotorDecayTimescale, m_linearFrictionTimescale,
1f); 1f);
m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale,
m_angularMotorDecayTimescale, m_angularFrictionTimescale, m_angularMotorDecayTimescale, m_angularFrictionTimescale,
1f); 1f);
m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
/* Not implemented /* Not implemented
m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale,
@ -578,13 +580,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f);
m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
*/ */
if (this.Type == Vehicle.TYPE_NONE)
{
UnregisterForSceneEvents();
}
else
{
RegisterForSceneEvents();
}
} }
#endregion // Vehicle parameter setting #endregion // Vehicle parameter setting
public void Refresh() // BSActor.Refresh()
public override void Refresh()
{ {
// If asking for a refresh, reset the physical parameters before the next simulation step. // If asking for a refresh, reset the physical parameters before the next simulation step.
PhysicsScene.PostTaintObject("BSDynamics.Refresh", Prim.LocalID, delegate() m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate()
{ {
SetPhysicalParameters(); SetPhysicalParameters();
}); });
@ -597,49 +609,90 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (IsActive) if (IsActive)
{ {
// Remember the mass so we don't have to fetch it every step // Remember the mass so we don't have to fetch it every step
m_vehicleMass = Prim.TotalMass; m_vehicleMass = ControllingPrim.TotalMass;
// Friction affects are handled by this vehicle code // Friction affects are handled by this vehicle code
PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction); m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction);
PhysicsScene.PE.SetRestitution(Prim.PhysBody, BSParam.VehicleRestitution); m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution);
// Moderate angular movement introduced by Bullet. // Moderate angular movement introduced by Bullet.
// TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
// Maybe compute linear and angular factor and damping from params. // Maybe compute linear and angular factor and damping from params.
PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping); m_physicsScene.PE.SetAngularDamping(ControllingPrim.PhysBody, BSParam.VehicleAngularDamping);
PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactor); m_physicsScene.PE.SetLinearFactor(ControllingPrim.PhysBody, BSParam.VehicleLinearFactor);
PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactor); m_physicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor);
// Vehicles report collision events so we know when it's on the ground // Vehicles report collision events so we know when it's on the ground
PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
Prim.Inertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass); ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass);
PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, Prim.Inertia); m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody); m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
// Set the gravity for the vehicle depending on the buoyancy // Set the gravity for the vehicle depending on the buoyancy
// TODO: what should be done if prim and vehicle buoyancy differ? // TODO: what should be done if prim and vehicle buoyancy differ?
m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy); m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy);
// The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero); m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero);
VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
Prim.LocalID, m_vehicleMass, Prim.Inertia, m_VehicleGravity, ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity,
BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution, BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution,
BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor
); );
} }
else else
{ {
if (Prim.PhysBody.HasPhysicalBody) if (ControllingPrim.PhysBody.HasPhysicalBody)
PhysicsScene.PE.RemoveFromCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
} }
} }
public bool RemoveBodyDependencies(BSPhysObject prim) // BSActor.RemoveBodyDependencies
public override void RemoveBodyDependencies()
{ {
Refresh(); Refresh();
return IsActive; }
// BSActor.Release()
public override void Dispose()
{
UnregisterForSceneEvents();
Type = Vehicle.TYPE_NONE;
Enabled = false;
return;
}
private void RegisterForSceneEvents()
{
if (!m_haveRegisteredForSceneEvents)
{
m_physicsScene.BeforeStep += this.Step;
m_physicsScene.AfterStep += this.PostStep;
ControllingPrim.OnPreUpdateProperty += this.PreUpdateProperty;
m_haveRegisteredForSceneEvents = true;
}
}
private void UnregisterForSceneEvents()
{
if (m_haveRegisteredForSceneEvents)
{
m_physicsScene.BeforeStep -= this.Step;
m_physicsScene.AfterStep -= this.PostStep;
ControllingPrim.OnPreUpdateProperty -= this.PreUpdateProperty;
m_haveRegisteredForSceneEvents = false;
}
}
private void PreUpdateProperty(ref EntityProperties entprop)
{
// A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet
// TODO: handle physics introduced by Bullet with computed vehicle physics.
if (IsActive)
{
entprop.RotationalVelocity = Vector3.Zero;
}
} }
#region Known vehicle value functions #region Known vehicle value functions
@ -686,14 +739,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (m_knownChanged != 0) if (m_knownChanged != 0)
{ {
if ((m_knownChanged & m_knownChangedPosition) != 0) if ((m_knownChanged & m_knownChangedPosition) != 0)
Prim.ForcePosition = m_knownPosition; ControllingPrim.ForcePosition = m_knownPosition;
if ((m_knownChanged & m_knownChangedOrientation) != 0) if ((m_knownChanged & m_knownChangedOrientation) != 0)
Prim.ForceOrientation = m_knownOrientation; ControllingPrim.ForceOrientation = m_knownOrientation;
if ((m_knownChanged & m_knownChangedVelocity) != 0) if ((m_knownChanged & m_knownChangedVelocity) != 0)
{ {
Prim.ForceVelocity = m_knownVelocity; ControllingPrim.ForceVelocity = m_knownVelocity;
// Fake out Bullet by making it think the velocity is the same as last time. // Fake out Bullet by making it think the velocity is the same as last time.
// Bullet does a bunch of smoothing for changing parameters. // Bullet does a bunch of smoothing for changing parameters.
// Since the vehicle is demanding this setting, we override Bullet's smoothing // Since the vehicle is demanding this setting, we override Bullet's smoothing
@ -702,28 +755,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin
} }
if ((m_knownChanged & m_knownChangedForce) != 0) if ((m_knownChanged & m_knownChangedForce) != 0)
Prim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/); ControllingPrim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/);
if ((m_knownChanged & m_knownChangedForceImpulse) != 0) if ((m_knownChanged & m_knownChangedForceImpulse) != 0)
Prim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/); ControllingPrim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/);
if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0)
{ {
Prim.ForceRotationalVelocity = m_knownRotationalVelocity; ControllingPrim.ForceRotationalVelocity = m_knownRotationalVelocity;
// PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); // PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity);
} }
if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0)
Prim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/); ControllingPrim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/);
if ((m_knownChanged & m_knownChangedRotationalForce) != 0) if ((m_knownChanged & m_knownChangedRotationalForce) != 0)
{ {
Prim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/); ControllingPrim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/);
} }
// If we set one of the values (ie, the physics engine didn't do it) we must force // If we set one of the values (ie, the physics engine didn't do it) we must force
// an UpdateProperties event to send the changes up to the simulator. // an UpdateProperties event to send the changes up to the simulator.
PhysicsScene.PE.PushUpdate(Prim.PhysBody); m_physicsScene.PE.PushUpdate(ControllingPrim.PhysBody);
} }
m_knownChanged = 0; m_knownChanged = 0;
} }
@ -736,7 +789,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos)
{ {
lastRememberedHeightPos = pos; lastRememberedHeightPos = pos;
m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); m_knownTerrainHeight = ControllingPrim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
m_knownHas |= m_knownChangedTerrainHeight; m_knownHas |= m_knownChangedTerrainHeight;
} }
return m_knownTerrainHeight; return m_knownTerrainHeight;
@ -748,7 +801,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
if ((m_knownHas & m_knownChangedWaterLevel) == 0) if ((m_knownHas & m_knownChangedWaterLevel) == 0)
{ {
m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); m_knownWaterLevel = ControllingPrim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos);
m_knownHas |= m_knownChangedWaterLevel; m_knownHas |= m_knownChangedWaterLevel;
} }
return (float)m_knownWaterLevel; return (float)m_knownWaterLevel;
@ -760,7 +813,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
if ((m_knownHas & m_knownChangedPosition) == 0) if ((m_knownHas & m_knownChangedPosition) == 0)
{ {
m_knownPosition = Prim.ForcePosition; m_knownPosition = ControllingPrim.ForcePosition;
m_knownHas |= m_knownChangedPosition; m_knownHas |= m_knownChangedPosition;
} }
return m_knownPosition; return m_knownPosition;
@ -779,7 +832,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
if ((m_knownHas & m_knownChangedOrientation) == 0) if ((m_knownHas & m_knownChangedOrientation) == 0)
{ {
m_knownOrientation = Prim.ForceOrientation; m_knownOrientation = ControllingPrim.ForceOrientation;
m_knownHas |= m_knownChangedOrientation; m_knownHas |= m_knownChangedOrientation;
} }
return m_knownOrientation; return m_knownOrientation;
@ -798,7 +851,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
if ((m_knownHas & m_knownChangedVelocity) == 0) if ((m_knownHas & m_knownChangedVelocity) == 0)
{ {
m_knownVelocity = Prim.ForceVelocity; m_knownVelocity = ControllingPrim.ForceVelocity;
m_knownHas |= m_knownChangedVelocity; m_knownHas |= m_knownChangedVelocity;
} }
return m_knownVelocity; return m_knownVelocity;
@ -839,7 +892,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) if ((m_knownHas & m_knownChangedRotationalVelocity) == 0)
{ {
m_knownRotationalVelocity = Prim.ForceRotationalVelocity; m_knownRotationalVelocity = ControllingPrim.ForceRotationalVelocity;
m_knownHas |= m_knownChangedRotationalVelocity; m_knownHas |= m_knownChangedRotationalVelocity;
} }
return (Vector3)m_knownRotationalVelocity; return (Vector3)m_knownRotationalVelocity;
@ -914,11 +967,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// for the physics engine to note the changes so an UpdateProperties event will happen. // for the physics engine to note the changes so an UpdateProperties event will happen.
PushKnownChanged(); PushKnownChanged();
if (PhysicsScene.VehiclePhysicalLoggingEnabled) if (m_physicsScene.VehiclePhysicalLoggingEnabled)
PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); m_physicsScene.PE.DumpRigidBody(m_physicsScene.World, ControllingPrim.PhysBody);
VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}", VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}",
Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); ControllingPrim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
} }
// Called after the simulation step // Called after the simulation step
@ -926,8 +979,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
if (!IsActive) return; if (!IsActive) return;
if (PhysicsScene.VehiclePhysicalLoggingEnabled) if (m_physicsScene.VehiclePhysicalLoggingEnabled)
PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); m_physicsScene.PE.DumpRigidBody(m_physicsScene.World, ControllingPrim.PhysBody);
} }
// Apply the effect of the linear motor and other linear motions (like hover and float). // Apply the effect of the linear motor and other linear motions (like hover and float).
@ -967,12 +1020,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VehicleVelocity /= VehicleVelocity.Length(); VehicleVelocity /= VehicleVelocity.Length();
VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; VehicleVelocity *= BSParam.VehicleMaxLinearVelocity;
VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}",
Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity);
} }
else if (newVelocityLengthSq < 0.001f) else if (newVelocityLengthSq < 0.001f)
VehicleVelocity = Vector3.Zero; VehicleVelocity = Vector3.Zero;
VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", Prim.LocalID, Prim.IsColliding, VehicleVelocity ); VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.IsColliding, VehicleVelocity );
} // end MoveLinear() } // end MoveLinear()
@ -997,7 +1050,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VehicleVelocity += linearMotorVelocityW; VehicleVelocity += linearMotorVelocityW;
VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}", VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}",
Prim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity); ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity);
} }
public void ComputeLinearTerrainHeightCorrection(float pTimestep) public void ComputeLinearTerrainHeightCorrection(float pTimestep)
@ -1011,7 +1064,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f;
VehiclePosition = newPosition; VehiclePosition = newPosition;
VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}",
Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); ControllingPrim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition);
} }
} }
@ -1050,7 +1103,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
pos.Z = m_VhoverTargetHeight; pos.Z = m_VhoverTargetHeight;
VehiclePosition = pos; VehiclePosition = pos;
VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", Prim.LocalID, pos); VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", ControllingPrim.LocalID, pos);
} }
} }
else else
@ -1079,7 +1132,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
*/ */
VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corr={7}", VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corr={7}",
Prim.LocalID, VehiclePosition, m_VhoverEfficiency, ControllingPrim.LocalID, VehiclePosition, m_VhoverEfficiency,
m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight,
verticalError, verticalCorrection); verticalError, verticalCorrection);
} }
@ -1124,7 +1177,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
VehiclePosition = pos; VehiclePosition = pos;
VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
Prim.LocalID, m_BlockingEndPoint, posChange, pos); ControllingPrim.LocalID, m_BlockingEndPoint, posChange, pos);
} }
} }
return changed; return changed;
@ -1164,7 +1217,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Another approach is to measure if we're going up. If going up and not colliding, // Another approach is to measure if we're going up. If going up and not colliding,
// the vehicle is in the air. Fix that by pushing down. // the vehicle is in the air. Fix that by pushing down.
if (!Prim.IsColliding && VehicleVelocity.Z > 0.1) if (!ControllingPrim.IsColliding && VehicleVelocity.Z > 0.1)
{ {
// Get rid of any of the velocity vector that is pushing us up. // Get rid of any of the velocity vector that is pushing us up.
float upVelocity = VehicleVelocity.Z; float upVelocity = VehicleVelocity.Z;
@ -1186,7 +1239,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
} }
*/ */
VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}", VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}",
Prim.LocalID, Prim.IsColliding, upVelocity, VehicleVelocity); ControllingPrim.LocalID, ControllingPrim.IsColliding, upVelocity, VehicleVelocity);
} }
} }
} }
@ -1196,14 +1249,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass; Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass;
// Hack to reduce downward force if the vehicle is probably sitting on the ground // Hack to reduce downward force if the vehicle is probably sitting on the ground
if (Prim.IsColliding && IsGroundVehicle) if (ControllingPrim.IsColliding && IsGroundVehicle)
appliedGravity *= BSParam.VehicleGroundGravityFudge; appliedGravity *= BSParam.VehicleGroundGravityFudge;
VehicleAddForce(appliedGravity); VehicleAddForce(appliedGravity);
VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}",
Prim.LocalID, m_VehicleGravity, ControllingPrim.LocalID, m_VehicleGravity,
Prim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity);
} }
// ======================================================================= // =======================================================================
@ -1227,11 +1280,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
// The vehicle is not adding anything angular wise. // The vehicle is not adding anything angular wise.
VehicleRotationalVelocity = Vector3.Zero; VehicleRotationalVelocity = Vector3.Zero;
VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); VDetailLog("{0}, MoveAngular,done,zero", ControllingPrim.LocalID);
} }
else else
{ {
VDetailLog("{0}, MoveAngular,done,nonZero,angVel={1}", Prim.LocalID, VehicleRotationalVelocity); VDetailLog("{0}, MoveAngular,done,nonZero,angVel={1}", ControllingPrim.LocalID, VehicleRotationalVelocity);
} }
// ================================================================== // ==================================================================
@ -1262,7 +1315,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
torqueFromOffset.Z = 0; torqueFromOffset.Z = 0;
VehicleAddAngularForce(torqueFromOffset * m_vehicleMass); VehicleAddAngularForce(torqueFromOffset * m_vehicleMass);
VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", ControllingPrim.LocalID, torqueFromOffset);
} }
} }
@ -1288,7 +1341,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// } // }
VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation;
VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV); VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", ControllingPrim.LocalID, angularMotorContributionV);
} }
// From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial:
@ -1334,7 +1387,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VehicleRotationalVelocity += vertContributionV; VehicleRotationalVelocity += vertContributionV;
VDetailLog("{0}, MoveAngular,verticalAttraction,diffAxis={1},diffAng={2},corrRot={3},contrib={4}", VDetailLog("{0}, MoveAngular,verticalAttraction,diffAxis={1},diffAng={2},corrRot={3},contrib={4}",
Prim.LocalID, ControllingPrim.LocalID,
differenceAxis, differenceAxis,
differenceAngle, differenceAngle,
correctionRotation, correctionRotation,
@ -1433,9 +1486,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; VehicleRotationalVelocity += deflectContributionV * VehicleOrientation;
VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}",
Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV);
VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}",
Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale);
} }
} }
@ -1501,7 +1554,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}",
Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV);
} }
} }
@ -1540,7 +1593,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (rotq != m_rot) if (rotq != m_rot)
{ {
VehicleOrientation = m_rot; VehicleOrientation = m_rot;
VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", ControllingPrim.LocalID, rotq, m_rot);
} }
} }
@ -1554,8 +1607,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Invoke the detailed logger and output something if it's enabled. // Invoke the detailed logger and output something if it's enabled.
private void VDetailLog(string msg, params Object[] args) private void VDetailLog(string msg, params Object[] args)
{ {
if (Prim.PhysicsScene.VehicleLoggingEnabled) if (ControllingPrim.PhysicsScene.VehicleLoggingEnabled)
Prim.PhysicsScene.DetailLog(msg, args); ControllingPrim.PhysicsScene.DetailLog(msg, args);
} }
} }
} }

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@ -78,6 +78,9 @@ public abstract class BSPhysObject : PhysicsActor
Name = name; // PhysicsActor also has the name of the object. Someday consolidate. Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
TypeName = typeName; TypeName = typeName;
// The collection of things that push me around
PhysicalActors = new BSActorCollection(PhysicsScene);
// Initialize variables kept in base. // Initialize variables kept in base.
GravModifier = 1.0f; GravModifier = 1.0f;
Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
@ -109,6 +112,10 @@ public abstract class BSPhysObject : PhysicsActor
{ {
UnRegisterAllPreStepActions(); UnRegisterAllPreStepActions();
UnRegisterAllPostStepActions(); UnRegisterAllPostStepActions();
PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate()
{
PhysicalActors.Release();
});
} }
public BSScene PhysicsScene { get; protected set; } public BSScene PhysicsScene { get; protected set; }
@ -180,7 +187,7 @@ public abstract class BSPhysObject : PhysicsActor
Friction = matAttrib.friction; Friction = matAttrib.friction;
Restitution = matAttrib.restitution; Restitution = matAttrib.restitution;
Density = matAttrib.density / BSParam.DensityScaleFactor; Density = matAttrib.density / BSParam.DensityScaleFactor;
DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
} }
// Stop all physical motion. // Stop all physical motion.
@ -230,6 +237,7 @@ public abstract class BSPhysObject : PhysicsActor
public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free.
public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free
public readonly String LockedAxisActorName = "BSPrim.LockedAxis";
#region Collisions #region Collisions
@ -413,6 +421,9 @@ public abstract class BSPhysObject : PhysicsActor
#endregion // Collisions #endregion // Collisions
#region Per Simulation Step actions #region Per Simulation Step actions
public BSActorCollection PhysicalActors;
// There are some actions that must be performed for a physical object before each simulation step. // There are some actions that must be performed for a physical object before each simulation step.
// These actions are optional so, rather than scanning all the physical objects and asking them // These actions are optional so, rather than scanning all the physical objects and asking them
// if they have anything to do, a physical object registers for an event call before the step is performed. // if they have anything to do, a physical object registers for an event call before the step is performed.

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@ -72,7 +72,8 @@ public class BSPrim : BSPhysObject
private int CrossingFailures { get; set; } private int CrossingFailures { get; set; }
public BSDynamics VehicleController { get; private set; } public BSDynamics VehicleActor;
public string VehicleActorName = "BasicVehicle";
private BSVMotor _targetMotor; private BSVMotor _targetMotor;
private OMV.Vector3 _PIDTarget; private OMV.Vector3 _PIDTarget;
@ -100,11 +101,12 @@ public class BSPrim : BSPhysObject
_isPhysical = pisPhysical; _isPhysical = pisPhysical;
_isVolumeDetect = false; _isVolumeDetect = false;
VehicleController = new BSDynamics(PhysicsScene, this); // add vehicleness VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName);
PhysicalActors.Add(VehicleActorName, VehicleActor);
_mass = CalculateMass(); _mass = CalculateMass();
DetailLog("{0},BSPrim.constructor,call", LocalID); // DetailLog("{0},BSPrim.constructor,call", LocalID);
// do the actual object creation at taint time // do the actual object creation at taint time
PhysicsScene.TaintedObject("BSPrim.create", delegate() PhysicsScene.TaintedObject("BSPrim.create", delegate()
{ {
@ -126,7 +128,7 @@ public class BSPrim : BSPhysObject
// Undo any vehicle properties // Undo any vehicle properties
this.VehicleType = (int)Vehicle.TYPE_NONE; this.VehicleType = (int)Vehicle.TYPE_NONE;
PhysicsScene.TaintedObject("BSPrim.destroy", delegate() PhysicsScene.TaintedObject("BSPrim.Destroy", delegate()
{ {
DetailLog("{0},BSPrim.Destroy,taint,", LocalID); DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
// If there are physical body and shape, release my use of same. // If there are physical body and shape, release my use of same.
@ -257,98 +259,32 @@ public class BSPrim : BSPhysObject
}); });
} }
bool TryExperimentalLockAxisCode = false;
BSConstraint LockAxisConstraint = null;
public override void LockAngularMotion(OMV.Vector3 axis) public override void LockAngularMotion(OMV.Vector3 axis)
{ {
DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
// "1" means free, "0" means locked // "1" means free, "0" means locked
OMV.Vector3 locking = new OMV.Vector3(1f, 1f, 1f); OMV.Vector3 locking = LockedAxisFree;
if (axis.X != 1) locking.X = 0f; if (axis.X != 1) locking.X = 0f;
if (axis.Y != 1) locking.Y = 0f; if (axis.Y != 1) locking.Y = 0f;
if (axis.Z != 1) locking.Z = 0f; if (axis.Z != 1) locking.Z = 0f;
LockedAxis = locking; LockedAxis = locking;
if (TryExperimentalLockAxisCode && LockedAxis != LockedAxisFree) if (LockedAxis != LockedAxisFree)
{ {
// Lock that axis by creating a 6DOF constraint that has one end in the world and
// the other in the object.
// http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817
// http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380
PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
{ {
CleanUpLockAxisPhysicals(true /* inTaintTime */); // If there is not already an axis locker, make one
if (!PhysicalActors.HasActor(LockedAxisActorName))
BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(PhysicsScene.World, PhysBody,
OMV.Vector3.Zero, OMV.Quaternion.Inverse(RawOrientation),
true /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */);
LockAxisConstraint = axisConstrainer;
PhysicsScene.Constraints.AddConstraint(LockAxisConstraint);
// The constraint is tied to the world and oriented to the prim.
// Free to move linearly
OMV.Vector3 linearLow = OMV.Vector3.Zero;
OMV.Vector3 linearHigh = PhysicsScene.TerrainManager.DefaultRegionSize;
axisConstrainer.SetLinearLimits(linearLow, linearHigh);
// Angular with some axis locked
float f2PI = (float)Math.PI * 2f;
OMV.Vector3 angularLow = new OMV.Vector3(-f2PI, -f2PI, -f2PI);
OMV.Vector3 angularHigh = new OMV.Vector3(f2PI, f2PI, f2PI);
if (LockedAxis.X != 1f)
{ {
angularLow.X = 0f; DetailLog("{0},BSPrim.LockAngularMotion,taint,registeringLockAxisActor", LocalID);
angularHigh.X = 0f; PhysicalActors.Add(LockedAxisActorName, new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName));
} }
if (LockedAxis.Y != 1f) UpdatePhysicalParameters();
{
angularLow.Y = 0f;
angularHigh.Y = 0f;
}
if (LockedAxis.Z != 1f)
{
angularLow.Z = 0f;
angularHigh.Z = 0f;
}
axisConstrainer.SetAngularLimits(angularLow, angularHigh);
DetailLog("{0},BSPrim.LockAngularMotion,create,linLow={1},linHi={2},angLow={3},angHi={4}",
LocalID, linearLow, linearHigh, angularLow, angularHigh);
// Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
axisConstrainer.RecomputeConstraintVariables(RawMass);
}); });
} }
else
{
// Everything seems unlocked
CleanUpLockAxisPhysicals(false /* inTaintTime */);
}
return; return;
} }
// Get rid of any constraint built for LockAxis
// Most often the constraint is removed when the constraint collection is cleaned for this prim.
private void CleanUpLockAxisPhysicals(bool inTaintTime)
{
if (LockAxisConstraint != null)
{
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CleanUpLockAxisPhysicals", delegate()
{
if (LockAxisConstraint != null)
{
PhysicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint);
LockAxisConstraint = null;
DetailLog("{0},BSPrim.CleanUpLockAxisPhysicals,destroyingConstraint", LocalID);
}
});
}
}
public override OMV.Vector3 RawPosition public override OMV.Vector3 RawPosition
{ {
@ -604,7 +540,7 @@ public class BSPrim : BSPhysObject
public override int VehicleType { public override int VehicleType {
get { get {
return (int)VehicleController.Type; // if we are a vehicle, return that type return (int)VehicleActor.Type; // if we are a vehicle, return that type
} }
set { set {
Vehicle type = (Vehicle)value; Vehicle type = (Vehicle)value;
@ -613,20 +549,8 @@ public class BSPrim : BSPhysObject
{ {
// Done at taint time so we're sure the physics engine is not using the variables // 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 code changes the parameters for this vehicle type.
VehicleController.ProcessTypeChange(type); VehicleActor.ProcessTypeChange(type);
ActivateIfPhysical(false); ActivateIfPhysical(false);
// If an active vehicle, register the vehicle code to be called before each step
if (VehicleController.Type == Vehicle.TYPE_NONE)
{
UnRegisterPreStepAction("BSPrim.Vehicle", LocalID);
UnRegisterPostStepAction("BSPrim.Vehicle", LocalID);
}
else
{
RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step);
RegisterPostStepAction("BSPrim.Vehicle", LocalID, VehicleController.PostStep);
}
}); });
} }
} }
@ -634,7 +558,7 @@ public class BSPrim : BSPhysObject
{ {
PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
{ {
VehicleController.ProcessFloatVehicleParam((Vehicle)param, value); VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value);
ActivateIfPhysical(false); ActivateIfPhysical(false);
}); });
} }
@ -642,7 +566,7 @@ public class BSPrim : BSPhysObject
{ {
PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
{ {
VehicleController.ProcessVectorVehicleParam((Vehicle)param, value); VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value);
ActivateIfPhysical(false); ActivateIfPhysical(false);
}); });
} }
@ -650,7 +574,7 @@ public class BSPrim : BSPhysObject
{ {
PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
{ {
VehicleController.ProcessRotationVehicleParam((Vehicle)param, rotation); VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation);
ActivateIfPhysical(false); ActivateIfPhysical(false);
}); });
} }
@ -658,7 +582,7 @@ public class BSPrim : BSPhysObject
{ {
PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate()
{ {
VehicleController.ProcessVehicleFlags(param, remove); VehicleActor.ProcessVehicleFlags(param, remove);
}); });
} }
@ -915,7 +839,8 @@ public class BSPrim : BSPhysObject
MakeDynamic(IsStatic); MakeDynamic(IsStatic);
// Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters)
VehicleController.Refresh(); VehicleActor.Refresh();
PhysicalActors.Refresh();
// Arrange for collision events if the simulator wants them // Arrange for collision events if the simulator wants them
EnableCollisions(SubscribedEvents()); EnableCollisions(SubscribedEvents());
@ -1721,9 +1646,9 @@ public class BSPrim : BSPhysObject
volume *= (profileEnd - profileBegin); volume *= (profileEnd - profileBegin);
returnMass = Density * BSParam.DensityScaleFactor * volume; returnMass = Density * BSParam.DensityScaleFactor * volume;
DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
// DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
return returnMass; return returnMass;
}// end CalculateMass }// end CalculateMass
@ -1752,7 +1677,8 @@ public class BSPrim : BSPhysObject
protected virtual void RemoveBodyDependencies() protected virtual void RemoveBodyDependencies()
{ {
VehicleController.RemoveBodyDependencies(this); VehicleActor.RemoveBodyDependencies();
PhysicalActors.RemoveBodyDependencies();
} }
// The physics engine says that properties have updated. Update same and inform // The physics engine says that properties have updated. Update same and inform
@ -1761,13 +1687,6 @@ public class BSPrim : BSPhysObject
{ {
TriggerPreUpdatePropertyAction(ref entprop); TriggerPreUpdatePropertyAction(ref entprop);
// A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet
// TODO: handle physics introduced by Bullet with computed vehicle physics.
if (VehicleController.IsActive)
{
entprop.RotationalVelocity = OMV.Vector3.Zero;
}
// DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG
// Assign directly to the local variables so the normal set actions do not happen // Assign directly to the local variables so the normal set actions do not happen

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@ -463,7 +463,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
if (!m_initialized) return null; if (!m_initialized) return null;
DetailLog("{0},BSScene.AddPrimShape,call", localID); // DetailLog("{0},BSScene.AddPrimShape,call", localID);
BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical); BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical);
lock (PhysObjects) PhysObjects.Add(localID, prim); lock (PhysObjects) PhysObjects.Add(localID, prim);

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@ -199,15 +199,8 @@ public sealed class BSTerrainManager : IDisposable
if (MegaRegionParentPhysicsScene is BSScene) if (MegaRegionParentPhysicsScene is BSScene)
{ {
DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax); DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax);
// This looks really odd but this region is passing its terrain to its mega-region root region ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.AddMegaRegionChildTerrain(
// and the creation of the terrain must happen on the root region's taint thread and not BSScene.CHILDTERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize);
// my taint thread.
((BSScene)MegaRegionParentPhysicsScene).PostTaintObject("TerrainManager.SetTerrain.Mega-" + m_worldOffset.ToString(), 0, delegate()
{
((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
BSScene.CHILDTERRAIN_ID, localHeightMap,
m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */);
});
} }
} }
else else
@ -215,12 +208,23 @@ public sealed class BSTerrainManager : IDisposable
// If not doing the mega-prim thing, just change the terrain // If not doing the mega-prim thing, just change the terrain
DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize);
m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */);
} }
}); });
} }
// Another region is calling this region passing a terrain.
// A region that is not the mega-region root will pass its terrain to the root region so the root region
// physics engine will have all the terrains.
private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
{
// Since we are called by another region's thread, the action must be rescheduled onto our processing thread.
PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + m_worldOffset.ToString(), 0, delegate()
{
UpdateTerrain(id, heightMap, minCoords, maxCoords);
});
}
// If called for terrain has has not been previously allocated, a new terrain will be built // If called for terrain has has not been previously allocated, a new terrain will be built
// based on the passed information. The 'id' should be either the terrain id or // based on the passed information. The 'id' should be either the terrain id or
// BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
@ -230,11 +234,10 @@ public sealed class BSTerrainManager : IDisposable
// This call is most often used to update the heightMap and parameters of the terrain. // This call is most often used to update the heightMap and parameters of the terrain.
// (The above does suggest that some simplification/refactoring is in order.) // (The above does suggest that some simplification/refactoring is in order.)
// Called during taint-time. // Called during taint-time.
private void UpdateTerrain(uint id, float[] heightMap, private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
{ {
DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3},inTaintTime={4}", DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}",
BSScene.DetailLogZero, id, minCoords, maxCoords, inTaintTime); BSScene.DetailLogZero, id, minCoords, maxCoords);
// Find high and low points of passed heightmap. // Find high and low points of passed heightmap.
// The min and max passed in is usually the area objects can be in (maximum // The min and max passed in is usually the area objects can be in (maximum

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@ -114,9 +114,9 @@ public class BasicVehicles : OpenSimTestCase
// Instead the appropriate values are set and calls are made just the parts of the // Instead the appropriate values are set and calls are made just the parts of the
// controller we want to exercise. Stepping the physics engine then applies // controller we want to exercise. Stepping the physics engine then applies
// the actions of that one feature. // the actions of that one feature.
TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
TestVehicle.VehicleController.enableAngularVerticalAttraction = true; TestVehicle.VehicleActor.enableAngularVerticalAttraction = true;
TestVehicle.IsPhysical = true; TestVehicle.IsPhysical = true;
PhysicsScene.ProcessTaints(); PhysicsScene.ProcessTaints();
@ -124,9 +124,9 @@ public class BasicVehicles : OpenSimTestCase
// Step the simulator a bunch of times and vertical attraction should orient the vehicle up // Step the simulator a bunch of times and vertical attraction should orient the vehicle up
for (int ii = 0; ii < simSteps; ii++) for (int ii = 0; ii < simSteps; ii++)
{ {
TestVehicle.VehicleController.ForgetKnownVehicleProperties(); TestVehicle.VehicleActor.ForgetKnownVehicleProperties();
TestVehicle.VehicleController.ComputeAngularVerticalAttraction(); TestVehicle.VehicleActor.ComputeAngularVerticalAttraction();
TestVehicle.VehicleController.PushKnownChanged(); TestVehicle.VehicleActor.PushKnownChanged();
PhysicsScene.Simulate(simulationTimeStep); PhysicsScene.Simulate(simulationTimeStep);
} }

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@ -609,7 +609,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene)) if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene))
return; return;
MainConsole.Instance.OutputFormat(GetStatusReport()); MainConsole.Instance.Output(GetStatusReport());
} }
public string GetStatusReport() public string GetStatusReport()
@ -708,7 +708,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
sb.AppendFormat("Containing part UUID: {0}\n", instance.ObjectID); sb.AppendFormat("Containing part UUID: {0}\n", instance.ObjectID);
sb.AppendFormat("Position : {0}\n", sop.AbsolutePosition); sb.AppendFormat("Position : {0}\n", sop.AbsolutePosition);
MainConsole.Instance.OutputFormat(sb.ToString()); MainConsole.Instance.Output(sb.ToString());
} }
private void HandleSuspendScript(IScriptInstance instance) private void HandleSuspendScript(IScriptInstance instance)

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