diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index c63b0a4d0e..b51570f0cc 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -323,6 +323,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } + // Validate assorted conditions + string reason = string.Empty; + if (!ValidateGenericConditions(sp, reg, finalDestination, teleportFlags, out reason)) + { + sp.ControllingClient.SendTeleportFailed(reason); + return; + } + // // This is it // @@ -354,6 +362,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } } + // Nothing to validate here + protected virtual bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason) + { + reason = String.Empty; + return true; + } + /// /// Determines whether this instance is within the max transfer distance. /// @@ -568,7 +583,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent..."); - if (!UpdateAgent(reg, finalDestination, agent)) + if (!UpdateAgent(reg, finalDestination, agent, sp)) { // Region doesn't take it m_log.WarnFormat( @@ -695,7 +710,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return success; } - protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent) + protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent, ScenePresence sp) { return Scene.SimulationService.UpdateAgent(finalDestination, agent); } diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 08863c2d05..0b386d3f67 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -54,6 +54,60 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer private GatekeeperServiceConnector m_GatekeeperConnector; + protected bool m_RestrictAppearanceAbroad; + protected string m_AccountName; + protected List m_ExportedAppearances; + protected List m_Attachs; + + protected List ExportedAppearance + { + get + { + if (m_ExportedAppearances != null) + return m_ExportedAppearances; + + m_ExportedAppearances = new List(); + m_Attachs = new List(); + + string[] names = m_AccountName.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries); + + foreach (string name in names) + { + string[] parts = name.Trim().Split(); + if (parts.Length != 2) + { + m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: Wrong user account name format {0}. Specify 'First Last'", name); + return null; + } + UserAccount account = Scene.UserAccountService.GetUserAccount(UUID.Zero, parts[0], parts[1]); + if (account == null) + { + m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: Unknown account {0}", m_AccountName); + return null; + } + AvatarAppearance a = Scene.AvatarService.GetAppearance(account.PrincipalID); + if (a != null) + m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Successfully retrieved appearance for {0}", name); + + foreach (AvatarAttachment att in a.GetAttachments()) + { + InventoryItemBase item = new InventoryItemBase(att.ItemID, account.PrincipalID); + item = Scene.InventoryService.GetItem(item); + if (item != null) + a.SetAttachment(att.AttachPoint, att.ItemID, item.AssetID); + else + m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: Unable to retrieve item {0} from inventory {1}", att.ItemID, name); + } + + m_ExportedAppearances.Add(a); + m_Attachs.AddRange(a.GetAttachments()); + } + + return m_ExportedAppearances; + } + } + + #region ISharedRegionModule public override string Name @@ -72,8 +126,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { IConfig transferConfig = source.Configs["EntityTransfer"]; if (transferConfig != null) + { m_levelHGTeleport = transferConfig.GetInt("LevelHGTeleport", 0); + m_RestrictAppearanceAbroad = transferConfig.GetBoolean("RestrictAppearanceAbroad", false); + if (m_RestrictAppearanceAbroad) + { + m_AccountName = transferConfig.GetString("AccountForAppearance", string.Empty); + if (m_AccountName == string.Empty) + m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: RestrictAppearanceAbroad is on, but no account has been given for avatar appearance!"); + } + } + InitialiseCommon(source); m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: {0} enabled.", Name); } @@ -195,6 +259,124 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout); } + protected override bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason) + { + reason = "Please wear your grid's allowed appearance before teleporting to another grid"; + if (!m_RestrictAppearanceAbroad) + return true; + + // The rest is only needed for controlling appearance + + int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, reg.RegionID); + if (flags == -1 /* no region in DB */ || (flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0) + { + // this user is going to another grid + if (Scene.UserManagementModule.IsLocalGridUser(sp.UUID)) + { + m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: RestrictAppearanceAbroad is ON. Checking generic appearance"); + + // Check wearables + for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) + { + for (int j = 0; j < sp.Appearance.Wearables[i].Count; j++) + { + if (sp.Appearance.Wearables[i] == null) + continue; + + bool found = false; + foreach (AvatarAppearance a in ExportedAppearance) + if (a.Wearables[i] != null) + { + found = true; + break; + } + + if (!found) + { + m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Wearable not allowed to go outside {0}", i); + return false; + } + + found = false; + foreach (AvatarAppearance a in ExportedAppearance) + if (sp.Appearance.Wearables[i][j].AssetID == a.Wearables[i][j].AssetID) + { + found = true; + break; + } + + if (!found) + { + m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Wearable not allowed to go outside {0}", i); + return false; + } + } + } + + // Check attachments + foreach (AvatarAttachment att in sp.Appearance.GetAttachments()) + { + bool found = false; + foreach (AvatarAttachment att2 in m_Attachs) + { + if (att2.AssetID == att.AssetID) + { + found = true; + break; + } + } + if (!found) + { + m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Attachment not allowed to go outside {0}", att.AttachPoint); + return false; + } + } + } + } + + reason = string.Empty; + return true; + } + + + //protected override bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agentData, ScenePresence sp) + //{ + // int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, reg.RegionID); + // if (flags == -1 /* no region in DB */ || (flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0) + // { + // // this user is going to another grid + // if (m_RestrictAppearanceAbroad && Scene.UserManagementModule.IsLocalGridUser(agentData.AgentID)) + // { + // // We need to strip the agent off its appearance + // m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: RestrictAppearanceAbroad is ON. Sending generic appearance"); + + // // Delete existing npc attachments + // Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false); + + // // XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet since it doesn't transfer attachments + // AvatarAppearance newAppearance = new AvatarAppearance(ExportedAppearance, true); + // sp.Appearance = newAppearance; + + // // Rez needed npc attachments + // Scene.AttachmentsModule.RezAttachments(sp); + + + // IAvatarFactoryModule module = Scene.RequestModuleInterface(); + // //module.SendAppearance(sp.UUID); + // module.RequestRebake(sp, false); + + // Scene.AttachmentsModule.CopyAttachments(sp, agentData); + // agentData.Appearance = sp.Appearance; + // } + // } + + // foreach (AvatarAttachment a in agentData.Appearance.GetAttachments()) + // m_log.DebugFormat("[XXX]: {0}-{1}", a.ItemID, a.AssetID); + + + // return base.UpdateAgent(reg, finalDestination, agentData, sp); + //} + public override void TeleportHome(UUID id, IClientAPI client) { m_log.DebugFormat( diff --git a/OpenSim/Region/OptionalModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs b/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs similarity index 90% rename from OpenSim/Region/OptionalModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs rename to OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs index 23cc633bfc..98396ff803 100644 --- a/OpenSim/Region/OptionalModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs @@ -211,6 +211,23 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms RegisterScriptInvocation(target, mi); } } + + public void RegisterScriptInvocations(IRegionModuleBase target) + { + foreach(MethodInfo method in target.GetType().GetMethods( + BindingFlags.Public | BindingFlags.Instance | + BindingFlags.Static)) + { + if(method.GetCustomAttributes( + typeof(ScriptInvocationAttribute), true).Any()) + { + if(method.IsStatic) + RegisterScriptInvocation(target.GetType(), method); + else + RegisterScriptInvocation(target, method); + } + } + } public Delegate[] GetScriptInvocationList() { @@ -313,6 +330,20 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms } } + public void RegisterConstants(IRegionModuleBase target) + { + foreach (FieldInfo field in target.GetType().GetFields( + BindingFlags.Public | BindingFlags.Static | + BindingFlags.Instance)) + { + if (field.GetCustomAttributes( + typeof(ScriptConstantAttribute), true).Any()) + { + RegisterConstant(field.Name, field.GetValue(target)); + } + } + } + /// /// Operation to check for a registered constant /// diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs index c78915f970..449c1f1108 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs @@ -204,8 +204,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset public byte[] GetData(string id) { // m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Requesting data for asset {0}", id); - - AssetBase asset = m_Cache.Get(id); + + AssetBase asset = null; + + if (m_Cache != null) + asset = m_Cache.Get(id); if (asset != null) return asset.Data; diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs new file mode 100644 index 0000000000..198247317b --- /dev/null +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs @@ -0,0 +1,136 @@ +/* + * 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.IO; +using System.Reflection; +using System.Threading; +using log4net.Config; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset; +using OpenSim.Tests.Common; + +namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests +{ + [TestFixture] + public class AssetConnectorsTests : OpenSimTestCase + { + [Test] + public void TestAddAsset() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + IConfigSource config = new IniConfigSource(); + config.AddConfig("Modules"); + config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); + config.AddConfig("AssetService"); + config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); + config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); + + LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); + lasc.Initialise(config); + + AssetBase a1 = AssetHelpers.CreateNotecardAsset(); + lasc.Store(a1); + + AssetBase retreivedA1 = lasc.Get(a1.ID); + Assert.That(retreivedA1.ID, Is.EqualTo(a1.ID)); + Assert.That(retreivedA1.Metadata.ID, Is.EqualTo(a1.Metadata.ID)); + Assert.That(retreivedA1.Data.Length, Is.EqualTo(a1.Data.Length)); + + AssetMetadata retrievedA1Metadata = lasc.GetMetadata(a1.ID); + Assert.That(retrievedA1Metadata.ID, Is.EqualTo(a1.ID)); + + byte[] retrievedA1Data = lasc.GetData(a1.ID); + Assert.That(retrievedA1Data.Length, Is.EqualTo(a1.Data.Length)); + + // TODO: Add cache and check that this does receive a copy of the asset + } + + [Test] + public void TestAddTemporaryAsset() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + IConfigSource config = new IniConfigSource(); + config.AddConfig("Modules"); + config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); + config.AddConfig("AssetService"); + config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); + config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); + + LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); + lasc.Initialise(config); + + AssetBase a1 = AssetHelpers.CreateNotecardAsset(); + a1.Temporary = true; + + lasc.Store(a1); + + Assert.That(lasc.Get(a1.ID), Is.Null); + Assert.That(lasc.GetData(a1.ID), Is.Null); + Assert.That(lasc.GetMetadata(a1.ID), Is.Null); + + // TODO: Add cache and check that this does receive a copy of the asset + } + + [Test] + public void TestAddLocalAsset() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + IConfigSource config = new IniConfigSource(); + config.AddConfig("Modules"); + config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); + config.AddConfig("AssetService"); + config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); + config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); + + LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); + lasc.Initialise(config); + + AssetBase a1 = AssetHelpers.CreateNotecardAsset(); + a1.Local = true; + + lasc.Store(a1); + + Assert.That(lasc.Get(a1.ID), Is.Null); + Assert.That(lasc.GetData(a1.ID), Is.Null); + Assert.That(lasc.GetMetadata(a1.ID), Is.Null); + + // TODO: Add cache and check that this does receive a copy of the asset + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs b/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs index dae7c00207..93930ce43b 100644 --- a/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs +++ b/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs @@ -74,6 +74,14 @@ namespace OpenSim.Region.Framework.Interfaces /// void RegisterScriptInvocation(Type target, string[] methods); + /// + /// Automatically register script invocations by checking for methods + /// with . Should only check + /// public methods. + /// + /// + void RegisterScriptInvocations(IRegionModuleBase target); + /// /// Returns an array of all registered script calls /// @@ -96,11 +104,43 @@ namespace OpenSim.Region.Framework.Interfaces /// void DispatchReply(UUID scriptId, int code, string text, string key); - /// For constants + /// + /// Operation to for a region module to register a constant to be used + /// by the script engine + /// + /// + /// The name of the constant. LSL convention is for constant names to + /// be uppercase. + /// + /// + /// The value of the constant. Should be of a type that can be + /// converted to one of + /// void RegisterConstant(string cname, object value); + + /// + /// Automatically register all constants on a region module by + /// checking for fields with . + /// + /// + void RegisterConstants(IRegionModuleBase target); + + /// + /// Operation to check for a registered constant + /// + /// Name of constant + /// Value of constant or null if none found. object LookupModConstant(string cname); // For use ONLY by the script API void RaiseEvent(UUID script, string id, string module, string command, string key); } + + [AttributeUsage(AttributeTargets.Method)] + public class ScriptInvocationAttribute : Attribute + { } + + [AttributeUsage(AttributeTargets.Field)] + public class ScriptConstantAttribute : Attribute + { } } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index c2c0b96013..9c3c53df0c 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -5527,6 +5527,9 @@ namespace OpenSim.Region.Framework.Scenes public string GetExtraSetting(string name) { + if (m_extraSettings == null) + return String.Empty; + string val; if (!m_extraSettings.TryGetValue(name, out val)) diff --git a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs index cb89cd1133..d7fb272d2c 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs @@ -130,37 +130,37 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments SendConsoleOutput(agentID, String.Format("auto_grant_attach_perms set to {0}", val)); } - private void llAttachToAvatarTemp(UUID host, UUID script, int attachmentPoint) + private int llAttachToAvatarTemp(UUID host, UUID script, int attachmentPoint) { SceneObjectPart hostPart = m_scene.GetSceneObjectPart(host); if (hostPart == null) - return; + return 0; if (hostPart.ParentGroup.IsAttachment) - return; + return 0; IAttachmentsModule attachmentsModule = m_scene.RequestModuleInterface(); if (attachmentsModule == null) - return; + return 0; TaskInventoryItem item = hostPart.Inventory.GetInventoryItem(script); if (item == null) - return; + return 0; if ((item.PermsMask & 32) == 0) // PERMISSION_ATTACH - return; + return 0; ScenePresence target; if (!m_scene.TryGetScenePresence(item.PermsGranter, out target)) - return; + return 0; if (target.UUID != hostPart.ParentGroup.OwnerID) { uint effectivePerms = hostPart.ParentGroup.GetEffectivePermissions(); if ((effectivePerms & (uint)PermissionMask.Transfer) == 0) - return; + return 0; hostPart.ParentGroup.SetOwnerId(target.UUID); hostPart.ParentGroup.SetRootPartOwner(hostPart.ParentGroup.RootPart, target.UUID, target.ControllingClient.ActiveGroupId); @@ -183,7 +183,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments hostPart.ParentGroup.RootPart.ScheduleFullUpdate(); } - attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true); + return attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true) ? 1 : 0; } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index fa22c78d8a..526dbadd97 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -131,8 +131,6 @@ public class BSCharacter : BSPhysObject BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); - // avatars get all collisions no matter what (makes walking on ground and such work) - BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); return; @@ -480,11 +478,10 @@ public class BSCharacter : BSPhysObject // 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); - // }); + Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() + { + BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + }); } // Return 'true' if someone has subscribed to events public override bool SubscribedEvents() { @@ -532,20 +529,20 @@ public class BSCharacter : BSPhysObject // The collision, if it should be reported to the character, is placed in a collection // that will later be sent to the simulator when SendCollisions() is called. CollisionEventUpdate collisionCollection = null; - public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) + public override bool Collide(uint collidingWith, BSPhysObject collidee, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) { - // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); + bool ret = false; // The following makes IsColliding() and IsCollidingGround() work _collidingStep = Scene.SimulationStep; - if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) + if (collidingWith <= Scene.TerrainManager.HighestTerrainID) { _collidingGroundStep = Scene.SimulationStep; } // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); // throttle collisions to the rate specified in the subscription - if (_subscribedEventsMs != 0) { + if (SubscribedEvents()) { int nowTime = Scene.SimulationNowTime; if (nowTime >= _nextCollisionOkTime) { _nextCollisionOkTime = nowTime + _subscribedEventsMs; @@ -553,8 +550,10 @@ public class BSCharacter : BSPhysObject if (collisionCollection == null) collisionCollection = new CollisionEventUpdate(); collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + ret = true; } } + return ret; } public override void SendCollisions() diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 2e15ced238..1376a29bbf 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs @@ -74,6 +74,17 @@ public abstract class BSConstraint : IDisposable return ret; } + public virtual bool SetSolverIterations(float cnt) + { + bool ret = false; + if (m_enabled) + { + BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.Ptr, cnt); + ret = true; + } + return ret; + } + public virtual bool CalculateTransforms() { bool ret = false; @@ -96,12 +107,9 @@ public abstract class BSConstraint : IDisposable ret = CalculateTransforms(); if (ret) { - // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", - // BSScene.DetailLogZero, Body1.ID, Body2.ID); - // Setting an object's mass to zero (making it static like when it's selected) // automatically disables the constraints. - // If enabled, be sure to set the constraint itself to enabled. + // If the link is enabled, be sure to set the constraint itself to enabled. BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); } else diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 8169e990bb..61006f07d6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -80,7 +80,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Linear properties private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL - private Vector3 m_dir = Vector3.Zero; // velocity applied to body + private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body private Vector3 m_linearFrictionTimescale = Vector3.Zero; private float m_linearMotorDecayTimescale = 0; private float m_linearMotorTimescale = 0; @@ -131,7 +131,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_type = Vehicle.TYPE_NONE; } - internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) + internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) { VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); switch (pParam) @@ -230,7 +230,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } }//end ProcessFloatVehicleParam - internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) + internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) { VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); switch (pParam) @@ -299,7 +299,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } }//end ProcessVehicleFlags - internal void ProcessTypeChange(Vehicle pType, float stepSize) + internal void ProcessTypeChange(Vehicle pType) { VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); // Set Defaults For Type @@ -478,29 +478,30 @@ namespace OpenSim.Region.Physics.BulletSPlugin MoveAngular(pTimestep); LimitRotation(pTimestep); + // remember the position so next step we can limit absolute movement effects + m_lastPositionVector = m_prim.Position; + VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); }// end Step private void MoveLinear(float pTimestep) { - // requested m_linearMotorDirection is significant - // if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) - if (m_linearMotorDirection.LengthSquared() > 0.0001f) + // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates + // m_lastLinearVelocityVector is the speed we are moving in that direction + if (m_linearMotorDirection.LengthSquared() > 0.001f) { Vector3 origDir = m_linearMotorDirection; Vector3 origVel = m_lastLinearVelocityVector; // add drive to body - // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); - Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale); - // lastLinearVelocityVector is the current body velocity vector? + // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep); + Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); + // lastLinearVelocityVector is the current body velocity vector // RA: Not sure what the *10 is for. A correction for pTimestep? // m_lastLinearVelocityVector += (addAmount*10); m_lastLinearVelocityVector += addAmount; - // This will work temporarily, but we really need to compare speed on an axis - // KF: Limit body velocity to applied velocity? // Limit the velocity vector to less than the last set linear motor direction if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; @@ -509,53 +510,108 @@ namespace OpenSim.Region.Physics.BulletSPlugin if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; - // decay applied velocity - Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); - m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; - /* - Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale; - m_lastLinearVelocityVector += addAmount; - - float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale); - m_linearMotorDirection *= decayfraction; - + // decay applied velocity + Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep); + // (RA: do not know where the 0.5f comes from) + m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; */ + float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep)); + m_linearMotorDirection *= keepfraction; - VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", - m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); + VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}", + m_prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector); } else { - // if what remains of applied is small, zero it. - // if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) - // m_lastLinearVelocityVector = Vector3.Zero; + // if what remains of direction is very small, zero it. m_linearMotorDirection = Vector3.Zero; m_lastLinearVelocityVector = Vector3.Zero; + VDetailLog("{0},MoveLinear,zeroed", m_prim.LocalID); } // convert requested object velocity to object relative vector Quaternion rotq = m_prim.Orientation; - m_dir = m_lastLinearVelocityVector * rotq; + m_newVelocity = m_lastLinearVelocityVector * rotq; // Add the various forces into m_dir which will be our new direction vector (velocity) // add Gravity and Buoyancy - // KF: So far I have found no good method to combine a script-requested - // .Z velocity and gravity. Therefore only 0g will used script-requested - // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. - Vector3 grav = Vector3.Zero; // There is some gravity, make a gravity force vector that is applied after object velocity. // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; - grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy); + Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); + + /* + * RA: Not sure why one would do this // Preserve the current Z velocity Vector3 vel_now = m_prim.Velocity; m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity + */ Vector3 pos = m_prim.Position; - Vector3 posChange = pos; // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); - double Zchange = Math.Abs(posChange.Z); + + // If below the terrain, move us above the ground a little. + float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); + // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. + // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. + // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; + // if (rotatedSize.Z < terrainHeight) + if (pos.Z < terrainHeight) + { + pos.Z = terrainHeight + 2; + m_prim.Position = pos; + VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", m_prim.LocalID, terrainHeight, pos); + } + + // Check if hovering + if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) + { + // We should hover, get the target height + if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) + { + m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; + } + if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) + { + m_VhoverTargetHeight = terrainHeight + m_VhoverHeight; + } + if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) + { + m_VhoverTargetHeight = m_VhoverHeight; + } + + if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) + { + // If body is aready heigher, use its height as target height + if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; + } + if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) + { + if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) + { + m_prim.Position = pos; + } + } + else + { + float herr0 = pos.Z - m_VhoverTargetHeight; + // Replace Vertical speed with correction figure if significant + if (Math.Abs(herr0) > 0.01f) + { + m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); + //KF: m_VhoverEfficiency is not yet implemented + } + else + { + m_newVelocity.Z = 0f; + } + } + + VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight); + } + + Vector3 posChange = pos - m_lastPositionVector; if (m_BlockingEndPoint != Vector3.Zero) { bool changed = false; @@ -592,125 +648,43 @@ namespace OpenSim.Region.Physics.BulletSPlugin } } - // If below the terrain, move us above the ground a little. - if (pos.Z < m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos)) - { - pos.Z = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2; - m_prim.Position = pos; - VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); - } - - // Check if hovering - if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) - { - // We should hover, get the target height - if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) - { - m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; - } - if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) - { - m_VhoverTargetHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; - } - if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) - { - m_VhoverTargetHeight = m_VhoverHeight; - } - - if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) - { - // If body is aready heigher, use its height as target height - if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; - } - if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) - { - if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) - { - m_prim.Position = pos; - } - } - else - { - float herr0 = pos.Z - m_VhoverTargetHeight; - // Replace Vertical speed with correction figure if significant - if (Math.Abs(herr0) > 0.01f) - { - m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); - //KF: m_VhoverEfficiency is not yet implemented - } - else - { - m_dir.Z = 0f; - } - } - - VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); - -// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped -// m_VhoverTimescale = 0f; // time to acheive height -// pTimestep is time since last frame,in secs - } - + float Zchange = Math.Abs(posChange.Z); if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) { - //Start Experimental Values if (Zchange > .3) - { grav.Z = (float)(grav.Z * 3); - } if (Zchange > .15) - { grav.Z = (float)(grav.Z * 2); - } if (Zchange > .75) - { grav.Z = (float)(grav.Z * 1.5); - } if (Zchange > .05) - { grav.Z = (float)(grav.Z * 1.25); - } if (Zchange > .025) - { grav.Z = (float)(grav.Z * 1.125); - } - float terraintemp = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); - float postemp = (pos.Z - terraintemp); + float postemp = (pos.Z - terrainHeight); if (postemp > 2.5f) - { grav.Z = (float)(grav.Z * 1.037125); - } VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); - //End Experimental Values } if ((m_flags & (VehicleFlag.NO_X)) != 0) - { - m_dir.X = 0; - } + m_newVelocity.X = 0; if ((m_flags & (VehicleFlag.NO_Y)) != 0) - { - m_dir.Y = 0; - } + m_newVelocity.Y = 0; if ((m_flags & (VehicleFlag.NO_Z)) != 0) - { - m_dir.Z = 0; - } - - m_lastPositionVector = m_prim.Position; + m_newVelocity.Z = 0; // Apply velocity - m_prim.Velocity = m_dir; + m_prim.Velocity = m_newVelocity; // apply gravity force // Why is this set here? The physics engine already does gravity. // m_prim.AddForce(grav, false); - // m_prim.Force = grav; // Apply friction - Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); - m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; + Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); + m_lastLinearVelocityVector *= keepFraction; - VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", - m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); + VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", + m_prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); } // end MoveLinear() @@ -735,17 +709,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin // There are m_angularMotorApply steps. Vector3 origAngularVelocity = m_angularMotorVelocity; // ramp up to new value - // current velocity += error / (time to get there / step interval) - // requested speed - last motor speed + // current velocity += error / ( time to get there / step interval) + // requested speed - last motor speed m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); - VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", - m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); + VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", + m_prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); - m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected - // velocity may still be acheived. + // This is done so that if script request rate is less than phys frame rate the expected + // velocity may still be acheived. + m_angularMotorApply--; } else { @@ -760,7 +735,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 vertattr = Vector3.Zero; if (m_verticalAttractionTimescale < 300) { - float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); + float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); // get present body rotation Quaternion rotq = m_prim.Orientation; // make a vector pointing up @@ -863,16 +838,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_rot.Y = 0; changed = true; } - if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) - { - m_rot.X = 0; - m_rot.Y = 0; - changed = true; - } if (changed) + { m_prim.Orientation = m_rot; + VDetailLog("{0},LimitRotation,done,orig={1},new={2}", m_prim.LocalID, rotq, m_rot); + } - VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); } // Invoke the detailed logger and output something if it's enabled. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 5f6601d631..7e784ebb83 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -202,11 +202,33 @@ public class BSLinkset return com; } + // The object is going dynamic (physical). Do any setup necessary + // for a dynamic linkset. + // Only the state of the passed object can be modified. The rest of the linkset + // has not yet been fully constructed. + // Return 'true' if any properties updated on the passed object. + // Called at taint-time! + public bool MakeDynamic(BSPhysObject child) + { + bool ret = false; + return ret; + } + + // The object is going static (non-physical). Do any setup necessary + // for a static linkset. + // Return 'true' if any properties updated on the passed object. + // Called at taint-time! + public bool MakeStatic(BSPhysObject child) + { + // What is done for each object in BSPrim is what we want. + return false; + } + // When physical properties are changed the linkset needs to recalculate // its internal properties. public void Refresh(BSPhysObject requestor) { - // If there are no children, there aren't any constraints to recompute + // If there are no children, there can't be any constraints to recompute if (!HasAnyChildren) return; @@ -225,11 +247,12 @@ public class BSLinkset // from a linkset to make sure the constraints know about the new mass and // geometry. // Must only be called at taint time!! - private bool RecomputeLinksetConstraintVariables() + private void RecomputeLinksetConstraintVariables() { float linksetMass = LinksetMass; lock (m_linksetActivityLock) { + bool somethingMissing = false; foreach (BSPhysObject child in m_children) { BSConstraint constrain; @@ -241,16 +264,36 @@ public class BSLinkset } else { - // Non-fatal error that can happen when children are being added to the linkset but + // Non-fatal error that happens when children are being added to the linkset but // their constraints have not been created yet. // Caused by the fact that m_children is built at run time but building constraints // happens at taint time. - // m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}", - // LogHeader, m_linksetRoot.Body.ID, child.Body.ID); + somethingMissing = true; + break; } } + + // If the whole linkset is not here, doesn't make sense to recompute linkset wide values + if (!somethingMissing) + { + // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass + OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); + BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); + foreach (BSPhysObject child in m_children) + { + BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); + } + /* + // The root prim takes on the weight of the whole linkset + OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass); + BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia); + OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); + BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); + BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr); + */ + } } - return false; + return; } // I am the root of a linkset and a new child is being added @@ -296,9 +339,9 @@ public class BSLinkset DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); PhysicallyUnlinkAChildFromRoot(rootx, childx); + RecomputeLinksetConstraintVariables(); }); - RecomputeLinksetConstraintVariables(); } else { @@ -377,6 +420,10 @@ public class BSLinkset PhysicsScene.Params.linkConstraintTransMotorMaxVel, PhysicsScene.Params.linkConstraintTransMotorMaxForce); constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); + if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) + { + constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); + } RecomputeLinksetConstraintVariables(); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e411fcb3df..3fe71e1003 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -41,7 +41,7 @@ public abstract class BSPhysObject : PhysicsActor { public abstract BSLinkset Linkset { get; set; } - public abstract void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, + public abstract bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); public abstract void SendCollisions(); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6d0af63986..26a581fc77 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -136,11 +136,11 @@ public sealed class BSPrim : BSPhysObject Linkset = new BSLinkset(Scene, this); // a linkset of one _vehicle = new BSDynamics(Scene, this); // add vehicleness _mass = CalculateMass(); - // do the actual object creation at taint time DetailLog("{0},BSPrim.constructor,call", LocalID); + // do the actual object creation at taint time _scene.TaintedObject("BSPrim.create", delegate() { - RecreateGeomAndObject(); + CreateGeomAndObject(true); // Get the pointer to the physical body for this object. // At the moment, we're still letting BulletSim manage the creation and destruction @@ -186,9 +186,10 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setSize", delegate() { _mass = CalculateMass(); // changing size changes the mass - BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); - DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); - RecreateGeomAndObject(); + // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct + // scale and margins are set. + CreateGeomAndObject(true); + DetailLog("{0}: BSPrim.setSize: size={1}, scale={2}, mass={3}, physical={4}", LocalID, _size, _scale, _mass, IsPhysical); }); } } @@ -198,7 +199,7 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setShape", delegate() { _mass = CalculateMass(); // changing the shape changes the mass - RecreateGeomAndObject(); + CreateGeomAndObject(false); }); } } @@ -279,7 +280,7 @@ public sealed class BSPrim : BSPhysObject get { if (!Linkset.IsRoot(this)) // child prims move around based on their parent. Need to get the latest location - _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); + _position = BulletSimAPI.GetPosition2(BSBody.Ptr); // don't do the GetObjectPosition for root elements because this function is called a zillion times // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); @@ -291,7 +292,7 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setPosition", delegate() { DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); - BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); + BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); }); } } @@ -302,7 +303,8 @@ public sealed class BSPrim : BSPhysObject { get { - return Linkset.LinksetMass; + // return Linkset.LinksetMass; + return _mass; } } @@ -328,7 +330,6 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setForce", delegate() { DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); - // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); }); } @@ -345,7 +346,7 @@ public sealed class BSPrim : BSPhysObject { // 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, Scene.LastSimulatedTimestep); + _vehicle.ProcessTypeChange(type); // Tell the scene about the vehicle so it will get processing each frame. _scene.VehicleInSceneTypeChanged(this, type); }); @@ -355,14 +356,14 @@ public sealed class BSPrim : BSPhysObject { _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() { - _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); + _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); }); } public override void VehicleVectorParam(int param, OMV.Vector3 value) { _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() { - _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); + _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); }); } public override void VehicleRotationParam(int param, OMV.Quaternion rotation) @@ -406,7 +407,7 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setVelocity", delegate() { DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); - BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); + BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, _velocity); }); } } @@ -430,7 +431,7 @@ public sealed class BSPrim : BSPhysObject if (!Linkset.IsRoot(this)) { // Children move around because tied to parent. Get a fresh value. - _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); + _orientation = BulletSimAPI.GetOrientation2(BSBody.Ptr); } return _orientation; } @@ -441,7 +442,7 @@ public sealed class BSPrim : BSPhysObject { // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); - BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); + BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); }); } } @@ -483,31 +484,37 @@ public sealed class BSPrim : BSPhysObject { // If it's becoming dynamic, it will need hullness VerifyCorrectPhysicalShape(); + UpdatePhysicalParameters(); + } + private void UpdatePhysicalParameters() + { + /* // Bullet wants static objects to have a mass of zero float mass = IsStatic ? 0f : _mass; BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); - /* + */ BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); - // Set up the object physicalness (static or dynamic) - MakeDynamic(); + // Set up the object physicalness (does gravity and collisions move this object) + MakeDynamic(IsStatic); - // Make solid or not and arrange for collisions, etc - MakeSolid(); + // Make solid or not (do things bounce off or pass through this object) + MakeSolid(IsSolid); - m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); + // Arrange for collisions events if the simulator wants them + EnableCollisions(SubscribedEvents()); BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); - */ // Recompute any linkset parameters. // When going from non-physical to physical, this re-enables the constraints that // had been automatically disabled when the mass was set to zero. Linkset.Refresh(this); - DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags); + DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,static={1},solid={2},mass={3}, cf={4}", + LocalID, IsStatic, IsSolid, _mass, m_currentCollisionFlags); } // "Making dynamic" means changing to and from static. @@ -515,39 +522,84 @@ public sealed class BSPrim : BSPhysObject // When dynamic, the object can fall and be pushed by others. // This is independent of its 'solidness' which controls what passes through // this object and what interacts with it. - private void MakeDynamic() + private void MakeDynamic(bool makeStatic) { - if (IsStatic) + if (makeStatic) { // Become a Bullet 'static' object type - BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); + m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); // Stop all movement BulletSimAPI.ClearAllForces2(BSBody.Ptr); + // Center of mass is at the center of the object + BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.Ptr, _position, _orientation); // Mass is zero which disables a bunch of physics stuff in Bullet BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero); // There is no inertia in a static object BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); + // There can be special things needed for implementing linksets + Linkset.MakeStatic(this); // The activation state is 'sleeping' so Bullet will not try to act on it BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); } else { // Not a Bullet static object - BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); + m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); + + // Set various physical properties so internal things will get computed correctly as they are set + BulletSimAPI.SetFriction2(BSBody.Ptr, Scene.Params.defaultFriction); + BulletSimAPI.SetRestitution2(BSBody.Ptr, Scene.Params.defaultRestitution); + // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 + BulletSimAPI.SetInterpolationLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); + BulletSimAPI.SetInterpolationAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); + BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); + // A dynamic object has mass - BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero); - // The shape is interesting and has mass and a center of gravity IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); - BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero); + OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Linkset.LinksetMass); + BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia); // Inertia is based on our new mass BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); + + // Various values for simulation limits + BulletSimAPI.SetDamping2(BSBody.Ptr, Scene.Params.linearDamping, Scene.Params.angularDamping); + BulletSimAPI.SetDeactivationTime2(BSBody.Ptr, Scene.Params.deactivationTime); + BulletSimAPI.SetSleepingThresholds2(BSBody.Ptr, Scene.Params.linearSleepingThreshold, Scene.Params.angularSleepingThreshold); + BulletSimAPI.SetContactProcessingThreshold2(BSBody.Ptr, Scene.Params.contactProcessingThreshold); + + // There can be special things needed for implementing linksets + Linkset.MakeDynamic(this); + // Force activation of the object so Bullet will act on it. BulletSimAPI.Activate2(BSBody.Ptr, true); } } - private void MakeSolid() + // "Making solid" means that other object will not pass through this object. + private void MakeSolid(bool makeSolid) { + if (makeSolid) + { + // Easy in Bullet -- just remove the object flag that controls collision response + m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); + } + else + { + m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); + } + } + + // Turn on or off the flag controlling whether collision events are returned to the simulator. + private void EnableCollisions(bool wantsCollisionEvents) + { + if (wantsCollisionEvents) + { + m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + } + else + { + m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + } } // prims don't fly @@ -607,7 +659,7 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() { DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); - BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); + BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, _rotationalVelocity); }); } } @@ -624,7 +676,10 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setBuoyancy", delegate() { DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); - BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); + // Buoyancy is faked by changing the gravity applied to the object + float grav = Scene.Params.gravity * (1f - _buoyancy); + BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); + // BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); }); } } @@ -686,8 +741,8 @@ public sealed class BSPrim : BSPhysObject } m_accumulatedForces.Clear(); } - DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); - // For unknown reason, "ApplyCentralForce" is really additive. + DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); + // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); }); } @@ -1023,36 +1078,44 @@ public sealed class BSPrim : BSPhysObject }// end CalculateMass #endregion Mass Calculation - // Create the geometry information in Bullet for later use - // The objects needs a hull if it's physical otherwise a mesh is enough - // No locking here because this is done when we know physics is not simulating - // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used - // Returns 'true' if the geometry was rebuilt + // Create the geometry information in Bullet for later use. + // The objects needs a hull if it's physical otherwise a mesh is enough. + // No locking here because this is done when we know physics is not simulating. + // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. + // Returns 'true' if the geometry was rebuilt. + // Called at taint-time! private bool CreateGeom(bool forceRebuild) { - // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. bool ret = false; - if (!_scene.NeedsMeshing(_pbs)) + bool haveShape = false; + + // If the prim attributes are simple, this could be a simple Bullet native shape + if ((_pbs.SculptEntry && !Scene.ShouldMeshSculptedPrim) + || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 + && _pbs.ProfileHollow == 0 + && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 + && _pbs.PathBegin == 0 && _pbs.PathEnd == 0 + && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0 + && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100 + && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) ) { if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) { - // 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},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; - } - // } + haveShape = true; + if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) + { + 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); + haveShape = true; if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) { DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); @@ -1063,16 +1126,16 @@ public sealed class BSPrim : BSPhysObject } } } - else + // If a simple shape isn't happening, create a mesh and possibly a hull + if (!haveShape) { if (IsPhysical) { if (forceRebuild || _hullKey == 0) { // physical objects require a hull for interaction. - // This will create the mesh if it doesn't already exist - CreateGeomHull(); - ret = true; + // This also creates the mesh if it doesn't already exist + ret = CreateGeomHull(); } } else @@ -1080,8 +1143,7 @@ public sealed class BSPrim : BSPhysObject if (forceRebuild || _meshKey == 0) { // Static (non-physical) objects only need a mesh for bumping into - CreateGeomMesh(); - ret = true; + ret = CreateGeomMesh(); } } } @@ -1089,7 +1151,9 @@ public sealed class BSPrim : BSPhysObject } // No locking here because this is done when we know physics is not simulating - private void CreateGeomMesh() + // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). + // Called at taint-time! + private bool CreateGeomMesh() { // level of detail based on size and type of the object float lod = _scene.MeshLOD; @@ -1103,7 +1167,7 @@ public sealed class BSPrim : BSPhysObject // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); // if this new shape is the same as last time, don't recreate the mesh - if (_meshKey == newMeshKey) return; + if (_meshKey == newMeshKey) return false; DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); // Since we're recreating new, get rid of any previously generated shape @@ -1140,19 +1204,19 @@ public sealed class BSPrim : BSPhysObject _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; // meshes are already scaled by the meshmerizer _scale = new OMV.Vector3(1f, 1f, 1f); - DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); - return; + return true; } // No locking here because this is done when we know physics is not simulating - private void CreateGeomHull() + // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). + private bool CreateGeomHull() { float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); // if the hull hasn't changed, don't rebuild it - if (newHullKey == _hullKey) return; + if (newHullKey == _hullKey) return false; DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); @@ -1255,7 +1319,7 @@ public sealed class BSPrim : BSPhysObject // meshes are already scaled by the meshmerizer _scale = new OMV.Vector3(1f, 1f, 1f); DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); - return; + return true; } // Callback from convex hull creater with a newly created hull. @@ -1268,20 +1332,12 @@ public sealed class BSPrim : BSPhysObject private void VerifyCorrectPhysicalShape() { - if (IsStatic) - { - // if static, we don't need a hull so, if there is one, rebuild without it - if (_hullKey != 0) - { - RecreateGeomAndObject(); - } - } - else + if (!IsStatic) { // if not static, it will need a hull to efficiently collide with things if (_hullKey == 0) { - RecreateGeomAndObject(); + CreateGeomAndObject(false); } } @@ -1300,8 +1356,9 @@ public sealed class BSPrim : BSPhysObject // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); - // the CreateObject() may have recreated the rigid body. Make sure we have the latest. + // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); + BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); return ret; } @@ -1325,15 +1382,20 @@ public sealed class BSPrim : BSPhysObject shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; } - // Rebuild the geometry and object. // This is called when the shape changes so we need to recreate the mesh/hull. // No locking here because this is done when the physics engine is not simulating - private void RecreateGeomAndObject() + private void CreateGeomAndObject(bool forceRebuild) { - // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); - if (CreateGeom(true)) + // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, _localID, forceRebuild); + // Create the geometry that will make up the object + if (CreateGeom(forceRebuild)) + { + // Create the object and place it into the world CreateObject(); + // Make sure the properties are set on the new object + UpdatePhysicalParameters(); + } return; } @@ -1414,12 +1476,14 @@ public sealed class BSPrim : BSPhysObject DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); + // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr); + base.RequestPhysicsterseUpdate(); } /* else { - // For debugging, we also report the movement of children + // For debugging, we can also report the movement of children 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); @@ -1430,15 +1494,15 @@ public sealed class BSPrim : BSPhysObject // I've collided with something // Called at taint time from within the Step() function CollisionEventUpdate collisionCollection; - public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) + public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { - // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); + bool ret = false; // The following lines make IsColliding() and IsCollidingGround() work - _collidingStep = _scene.SimulationStep; - if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) + _collidingStep = Scene.SimulationStep; + if (collidingWith <= Scene.TerrainManager.HighestTerrainID) { - _collidingGroundStep = _scene.SimulationStep; + _collidingGroundStep = Scene.SimulationStep; } // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); @@ -1446,21 +1510,23 @@ public sealed class BSPrim : BSPhysObject // prims in the same linkset cannot collide with each other if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) { - return; + return ret; } // if someone has subscribed for collision events.... if (SubscribedEvents()) { // throttle the collisions to the number of milliseconds specified in the subscription - int nowTime = _scene.SimulationNowTime; + int nowTime = Scene.SimulationNowTime; if (nowTime >= _nextCollisionOkTime) { _nextCollisionOkTime = nowTime + _subscribedEventsMs; if (collisionCollection == null) collisionCollection = new CollisionEventUpdate(); collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + ret = true; } } + return ret; } // The scene is telling us it's time to pass our collected collisions into the simulator diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 4a468af3ae..52997dd526 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -56,7 +56,6 @@ using OpenMetaverse; // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect // Implement LockAngularMotion // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) -// Does NeedsMeshing() really need to exclude all the different shapes? // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. // Add PID movement operations. What does ScenePresence.MoveToTarget do? // Check terrain size. 128 or 127? @@ -79,7 +78,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters private HashSet m_objectsWithCollisions = new HashSet(); // Following is a kludge and can be removed when avatar animation updating is // moved to a better place. - private HashSet m_avatarsWithCollisions = new HashSet(); + private HashSet m_avatarsWithCollisions = new HashSet(); // List of all the objects that have vehicle properties and should be called // to update each physics step. @@ -111,11 +110,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters private long m_simulationStep = 0; public long SimulationStep { get { return m_simulationStep; } } - // The length of the last timestep we were asked to simulate. - // This is used by the vehicle code. Since the vehicle code is called - // once per simulation step, its constants need to be scaled by this. - public float LastSimulatedTimestep { get; private set; } - // A value of the time now so all the collision and update routines do not have to get their own // Set to 'now' just before all the prims and actors are called for collisions and updates public int SimulationNowTime { get; private set; } @@ -132,8 +126,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters private EntityProperties[] m_updateArray; private GCHandle m_updateArrayPinnedHandle; - private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed - private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes + public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed + public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes public float PID_D { get; private set; } // derivative public float PID_P { get; private set; } // proportional @@ -153,6 +147,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters { get { return new Vector3(0f, 0f, Params.gravity); } } + // Just the Z value of the gravity + public float DefaultGravityZ + { + get { return Params.gravity; } + } public float MaximumObjectMass { get; private set; } @@ -171,8 +170,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters callback = c; } } + private Object _taintLock = new Object(); // lock for using the next object private List _taintedObjects; - private Object _taintLock = new Object(); // A pointer to an instance if this structure is passed to the C++ code // Used to pass basic configuration values to the unmanaged code. @@ -465,12 +464,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters int collidersCount = 0; IntPtr collidersPtr; - LastSimulatedTimestep = timeStep; - // prevent simulation until we've been initialized - if (!m_initialized) return 10.0f; - - int simulateStartTime = Util.EnvironmentTickCount(); + if (!m_initialized) return 5.0f; // update the prim states while we know the physics engine is not busy int numTaints = _taintedObjects.Count; @@ -478,6 +473,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters // Some of the prims operate with special vehicle properties ProcessVehicles(timeStep); + numTaints += _taintedObjects.Count; ProcessTaints(); // the vehicles might have added taints // step the physical world one interval @@ -506,6 +502,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters // Get a value for 'now' so all the collision and update routines don't have to get their own SimulationNowTime = Util.EnvironmentTickCount(); + // This is a kludge to get avatar movement updates. + // ODE sends collisions for avatars even if there are have been no collisions. This updates + // avatar animations and stuff. + // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. + m_objectsWithCollisions = new HashSet(m_avatarsWithCollisions); + // If there were collisions, process them by sending the event to the prim. // Collisions must be processed before updates. if (collidersCount > 0) @@ -527,13 +529,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters bsp.SendCollisions(); m_objectsWithCollisions.Clear(); - // This is a kludge to get avatar movement updated. - // ODE sends collisions even if there are none and this is used to update - // avatar animations and stuff. - foreach (BSPhysObject bpo in m_avatarsWithCollisions) - bpo.SendCollisions(); - // m_avatarsWithCollisions.Clear(); - // If any of the objects had updated properties, tell the object it has been changed by the physics engine if (updatedEntityCount > 0) { @@ -544,7 +539,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters if (PhysObjects.TryGetValue(entprop.ID, out pobj)) { pobj.UpdateProperties(entprop); - continue; } } } @@ -558,18 +552,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters } } - // this is a waste since the outside routine also calcuates the physics simulation - // period. TODO: There should be a way of computing physics frames from simulator computation. - // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); - // return (timeStep * (float)simulateTotalTime); - - // TODO: FIX THIS: fps calculation possibly wrong. - // This calculation says 1/timeStep is the ideal frame rate. Any time added to - // that by the physics simulation gives a slower frame rate. - long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); - if (totalSimulationTime >= timeStep) - return 0; - return 1f / (timeStep + totalSimulationTime); + // The physics engine returns the number of milliseconds it simulated this call. + // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. + // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. + return numSubSteps * m_fixedTimeStep; } // Something has collided @@ -580,28 +566,25 @@ public class BSScene : PhysicsScene, IPhysicsParameters return; // don't send collisions to the terrain } - BSPhysObject collider = PhysObjects[localID]; - // TODO: as of this code, terrain was not in the physical object list. - // When BSTerrain is created and it will be in the list, we can remove - // the possibility that it's not there and just fetch the collidee. - BSPhysObject collidee = null; + BSPhysObject collider; + if (!PhysObjects.TryGetValue(localID, out collider)) + { + // If the object that is colliding cannot be found, just ignore the collision. + return; + } - ActorTypes type = ActorTypes.Prim; - if (collidingWith <= TerrainManager.HighestTerrainID) - { - type = ActorTypes.Ground; - } - else - { - collidee = PhysObjects[collidingWith]; - if (collidee is BSCharacter) - type = ActorTypes.Agent; - } + // The terrain is not in the physical object list so 'collidee' + // can be null when Collide() is called. + BSPhysObject collidee = null; + PhysObjects.TryGetValue(collidingWith, out collidee); // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); - collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration); - m_objectsWithCollisions.Add(collider); + if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) + { + // If a collision was posted, remember to send it to the simulator + m_objectsWithCollisions.Add(collider); + } return; } @@ -619,9 +602,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters public override void SetWaterLevel(float baseheight) { m_waterLevel = baseheight; - // TODO: pass to physics engine so things will float? } - public float GetWaterLevel() + // Someday.... + public float GetWaterLevelAtXYZ(Vector3 loc) { return m_waterLevel; } @@ -659,121 +642,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters public override bool IsThreaded { get { return false; } } - /// - /// Routine to figure out if we need to mesh this prim with our mesher - /// - /// - /// true if the prim needs meshing - public bool NeedsMeshing(PrimitiveBaseShape pbs) - { - // most of this is redundant now as the mesher will return null if it cant mesh a prim - // but we still need to check for sculptie meshing being enabled so this is the most - // convenient place to do it for now... - - // int iPropertiesNotSupportedDefault = 0; - - if (pbs.SculptEntry && !_meshSculptedPrim) - { - // Render sculpties as boxes - return false; - } - - // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet - // can use an internal representation for the prim - if (!_forceSimplePrimMeshing) - { - if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) - || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 - && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) - { - - if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 - && pbs.ProfileHollow == 0 - && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 - && pbs.PathBegin == 0 && pbs.PathEnd == 0 - && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 - && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 - && pbs.PathShearX == 0 && pbs.PathShearY == 0) - { - return false; - } - } - } - - /* TODO: verify that the mesher will now do all these shapes - if (pbs.ProfileHollow != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) - iPropertiesNotSupportedDefault++; - - if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X)) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1) - iPropertiesNotSupportedDefault++; - - // test for torus - if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) - { - if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) - { - if (pbs.PathCurve == (byte)Extrusion.Straight) - { - iPropertiesNotSupportedDefault++; - } - // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits - else if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) - { - if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) - { - if (pbs.PathCurve == (byte)Extrusion.Straight) - { - iPropertiesNotSupportedDefault++; - } - else if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - if (iPropertiesNotSupportedDefault == 0) - { - return false; - } - */ - return true; - } - // 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. @@ -782,7 +650,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters if (!m_initialized) return; lock (_taintLock) + { _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); + } + return; } @@ -919,14 +790,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters { new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", ConfigurationParameters.numericTrue, - (s,cf,p,v) => { s._meshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, - (s) => { return s.NumericBool(s._meshSculptedPrim); }, - (s,p,l,v) => { s._meshSculptedPrim = s.BoolNumeric(v); } ), + (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, + (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); }, + (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ), new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", ConfigurationParameters.numericFalse, - (s,cf,p,v) => { s._forceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, - (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, - (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), + (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, + (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, + (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 8f, @@ -1162,8 +1033,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), - new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0", - 0.0f, + new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", + 0.1f, (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintCFM; }, (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), @@ -1172,6 +1043,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintERP; }, (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), + new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", + 40, + (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); }, + (s) => { return s.m_params[0].linkConstraintSolverIterations; }, + (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ), new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", 0f, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 47d7199e2e..d48462e119 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -154,27 +154,31 @@ public class BSTerrainManager // The simulator wants to set a new heightmap for the terrain. public void SetTerrain(float[] heightMap) { - if (m_worldOffset != Vector3.Zero && m_parentScene != null) + float[] localHeightMap = heightMap; + m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() { - // If a child of a mega-region, we shouldn't have any terrain allocated for us - ReleaseGroundPlaneAndTerrain(); - // If doing the mega-prim stuff and we are the child of the zero region, - // the terrain is added to our parent - if (m_parentScene is BSScene) + if (m_worldOffset != Vector3.Zero && m_parentScene != null) { - DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", - BSScene.DetailLogZero, m_worldOffset, m_worldMax); - ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, - heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); + // If a child of a mega-region, we shouldn't have any terrain allocated for us + ReleaseGroundPlaneAndTerrain(); + // If doing the mega-prim stuff and we are the child of the zero region, + // the terrain is added to our parent + if (m_parentScene is BSScene) + { + DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", + BSScene.DetailLogZero, m_worldOffset, m_worldMax); + ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, + localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); + } } - } - else - { - // If not doing the mega-prim thing, just change the terrain - DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); + else + { + // If not doing the mega-prim thing, just change the terrain + DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); - UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); - } + UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); + } + }); } // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain @@ -319,6 +323,8 @@ public class BSTerrainManager // Make sure the new shape is processed. BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); + + m_terrainModified = true; }; // There is the option to do the changes now (we're already in 'taint time'), or @@ -357,6 +363,8 @@ public class BSTerrainManager m_heightMaps.Add(terrainRegionBase, mapInfo); // Build the terrain UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); + + m_terrainModified = true; }; // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. @@ -383,7 +391,7 @@ public class BSTerrainManager private float lastHeightTX = 999999f; private float lastHeightTY = 999999f; private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; - public float GetTerrainHeightAtXY(float tX, float tY) + private float GetTerrainHeightAtXY(float tX, float tY) { // You'd be surprized at the number of times this routine is called // with the same parameters as last time. @@ -403,11 +411,18 @@ public class BSTerrainManager { float regionX = tX - offsetX; float regionY = tY - offsetY; - if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0; - if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0; int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; - ret = mapInfo.heightMap[mapIndex]; - m_terrainModified = false; + try + { + ret = mapInfo.heightMap[mapIndex]; + } + catch + { + // Sometimes they give us wonky values of X and Y. Give a warning and return something. + m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", + LogHeader, terrainBaseXY, regionX, regionY); + ret = HEIGHT_GETHEIGHT_RET; + } // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); } @@ -416,6 +431,7 @@ public class BSTerrainManager m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", LogHeader, m_physicsScene.RegionName, tX, tY); } + m_terrainModified = false; lastHeight = ret; return ret; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index e579cf29e0..9221cdb30e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -213,6 +213,7 @@ public struct ConfigurationParameters public float linkConstraintTransMotorMaxForce; public float linkConstraintERP; public float linkConstraintCFM; + public float linkConstraintSolverIterations; public const float numericTrue = 1f; public const float numericFalse = 0f; @@ -395,23 +396,6 @@ public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool CreateObject(uint worldID, ShapeData shapeData); -/* Remove old functionality -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas); - -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern void AddConstraint(uint worldID, uint id1, uint id2, - Vector3 frame1, Quaternion frame1rot, - Vector3 frame2, Quaternion frame2rot, - Vector3 lowLinear, Vector3 hiLinear, Vector3 lowAngular, Vector3 hiAngular); - -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern bool RemoveConstraintByID(uint worldID, uint id1); - -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2); - */ - [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern Vector3 GetObjectPosition(uint WorldID, uint id); @@ -538,15 +522,27 @@ public static extern IntPtr BuildHullShape2(IntPtr world, IntPtr meshShape); public static extern IntPtr BuildNativeShape2(IntPtr world, float shapeType, float collisionMargin, Vector3 scale); +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool IsNativeShape2(IntPtr shape); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern IntPtr CreateCompoundShape2(IntPtr sim); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern void AddChildToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr removeShape); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo); + [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot); -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo); - [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot); @@ -561,9 +557,6 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj); // ===================================================================================== // Terrain creation and helper routines -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern void DumpMapInfo(IntPtr sim, IntPtr manInfo); - [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); @@ -1010,7 +1003,7 @@ public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale); public static extern Vector3 GetLocalScaling2(IntPtr shape); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern void CalculateLocalInertia2(IntPtr shape, float mass, Vector3 inertia); +public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern int GetShapeType2(IntPtr shape); @@ -1026,6 +1019,12 @@ public static extern void SetCollisionFilterMask(IntPtr shape, uint filter, uint // ===================================================================================== // Debugging +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo); + [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern void DumpPhysicsStatistics2(IntPtr sim); diff --git a/OpenSim/Services/AssetService/AssetServiceBase.cs b/OpenSim/Services/AssetService/AssetServiceBase.cs index 177c56541c..58ab052ebe 100644 --- a/OpenSim/Services/AssetService/AssetServiceBase.cs +++ b/OpenSim/Services/AssetService/AssetServiceBase.cs @@ -84,7 +84,7 @@ namespace OpenSim.Services.AssetService m_Database = LoadPlugin(dllName); if (m_Database == null) - throw new Exception("Could not find a storage interface in the given module"); + throw new Exception(string.Format("Could not find a storage interface in the module {0}", dllName)); m_Database.Initialise(connString); @@ -96,7 +96,7 @@ namespace OpenSim.Services.AssetService m_AssetLoader = LoadPlugin(loaderName); if (m_AssetLoader == null) - throw new Exception("Asset loader could not be loaded"); + throw new Exception(string.Format("Asset loader could not be loaded from {0}", loaderName)); } } } diff --git a/OpenSim/Services/HypergridService/HGSuitcaseInventoryService.cs b/OpenSim/Services/HypergridService/HGSuitcaseInventoryService.cs index 91cc6ebc66..556a0da49c 100644 --- a/OpenSim/Services/HypergridService/HGSuitcaseInventoryService.cs +++ b/OpenSim/Services/HypergridService/HGSuitcaseInventoryService.cs @@ -573,6 +573,7 @@ namespace OpenSim.Services.HypergridService private bool IsPartOfAppearance(UUID principalID, UUID itemID) { AvatarAppearance a = GetAppearance(principalID); + if (a == null) return false; diff --git a/bin/config-include/StandaloneHypergrid.ini b/bin/config-include/StandaloneHypergrid.ini index cc6c587de7..b0ae351c3d 100644 --- a/bin/config-include/StandaloneHypergrid.ini +++ b/bin/config-include/StandaloneHypergrid.ini @@ -153,6 +153,7 @@ ; For the InventoryServiceInConnector LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGInventoryService" UserAccountsService = "OpenSim.Services.UserAccountService.dll:UserAccountService" + AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService" ;; The interface that local users get when they are in other grids ;; This restricts/filters the asset operations from the outside diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll index 0dd508c1da..3b35a9804a 100755 Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so index 747df24288..65eba371a0 100755 Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll index 877ad4cc1d..f01655bd66 100755 Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so index a55e633388..5302e298ee 100755 Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ diff --git a/prebuild.xml b/prebuild.xml index b1b54c5c78..b33a178767 100644 --- a/prebuild.xml +++ b/prebuild.xml @@ -3009,6 +3009,7 @@ +