Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.csavinationmerge
commit
b9939a46a1
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@ -1866,6 +1866,12 @@ namespace OpenSim.Framework
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/// Prints the call stack at any given point. Useful for debugging.
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/// </summary>
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public static void PrintCallStack()
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{
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PrintCallStack(m_log.DebugFormat);
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}
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public delegate void DebugPrinter(string msg, params Object[] parm);
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public static void PrintCallStack(DebugPrinter printer)
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{
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StackTrace stackTrace = new StackTrace(true); // get call stack
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StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
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@ -1874,7 +1880,7 @@ namespace OpenSim.Framework
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foreach (StackFrame stackFrame in stackFrames)
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{
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MethodBase mb = stackFrame.GetMethod();
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m_log.DebugFormat("{0}.{1}:{2}", mb.DeclaringType, mb.Name, stackFrame.GetFileLineNumber()); // write method name
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printer("{0}.{1}:{2}", mb.DeclaringType, mb.Name, stackFrame.GetFileLineNumber()); // write method name
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}
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}
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@ -505,11 +505,19 @@ namespace OpenSim.Region.Framework.Scenes
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if (Scene != null)
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{
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// if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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// && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
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if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
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|| Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
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if (
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// (Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E)
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// || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N)
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// || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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// Experimental change for better border crossings.
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// The commented out original lines above would, it seems, trigger
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// a border crossing a little early or late depending on which
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// direction the object was moving.
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(Scene.TestBorderCross(val, Cardinals.E)
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|| Scene.TestBorderCross(val, Cardinals.W)
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|| Scene.TestBorderCross(val, Cardinals.N)
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|| Scene.TestBorderCross(val, Cardinals.S))
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&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
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{
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IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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@ -311,6 +311,15 @@ public sealed class BSCharacter : BSPhysObject
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{
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bool ret = false;
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// TODO: check for out of bounds
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if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position))
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{
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// The character is out of the known/simulated area.
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// Upper levels of code will handle the transition to other areas so, for
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// the time, we just ignore the position.
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return ret;
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}
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// If below the ground, move the avatar up
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float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
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if (Position.Z < terrainHeight)
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@ -329,7 +338,6 @@ public sealed class BSCharacter : BSPhysObject
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}
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}
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// TODO: check for out of bounds
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return ret;
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}
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@ -700,7 +708,7 @@ public sealed class BSCharacter : BSPhysObject
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}
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// Tell the linkset about value changes
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Linkset.UpdateProperties(this);
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Linkset.UpdateProperties(this, true);
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// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
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// base.RequestPhysicsterseUpdate();
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@ -871,8 +871,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition))
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{
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// TODO: correct position by applying force rather than forcing position.
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VehiclePosition += new Vector3(0f, 0f, GetTerrainHeight(VehiclePosition) + 2f);
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VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition);
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Vector3 newPosition = VehiclePosition;
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newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f;
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VehiclePosition = newPosition;
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VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}",
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Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition);
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}
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return ret;
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}
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@ -38,6 +38,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Each type of linkset will define the information needed for its type.
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public abstract class BSLinksetInfo
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{
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public virtual void Clear() { }
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}
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public abstract class BSLinkset
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@ -95,13 +96,6 @@ public abstract class BSLinkset
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return BSPhysicsShapeType.SHAPE_UNKNOWN;
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}
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// Linksets move around the children so the linkset might need to compute the child position
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public virtual OMV.Vector3 Position(BSPhysObject member)
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{ return member.RawPosition; }
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public virtual OMV.Quaternion Orientation(BSPhysObject member)
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{ return member.RawOrientation; }
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// TODO: does this need to be done for Velocity and RotationalVelocityy?
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// We keep the prim's mass in the linkset structure since it could be dependent on other prims
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protected float m_mass;
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public float LinksetMass
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@ -258,8 +252,9 @@ public abstract class BSLinkset
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// Called when a parameter update comes from the physics engine for any object
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// of the linkset is received.
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// Passed flag is update came from physics engine (true) or the user (false).
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// Called at taint-time!!
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public abstract void UpdateProperties(BSPhysObject physObject);
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public abstract void UpdateProperties(BSPhysObject physObject, bool physicalUpdate);
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// Routine used when rebuilding the body of the root of the linkset
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// Destroy all the constraints have have been made to root.
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@ -28,6 +28,8 @@ using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenSim.Framework;
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using OMV = OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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@ -45,6 +47,11 @@ sealed class BSLinksetCompoundInfo : BSLinksetInfo
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OffsetPos = p;
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OffsetRot = r;
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}
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public override void Clear()
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{
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OffsetPos = OMV.Vector3.Zero;
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OffsetRot = OMV.Quaternion.Identity;
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}
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public override string ToString()
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{
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StringBuilder buff = new StringBuilder();
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@ -82,22 +89,22 @@ public sealed class BSLinksetCompound : BSLinkset
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// its internal properties.
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public override void Refresh(BSPhysObject requestor)
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{
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// External request for Refresh (from BSPrim) doesn't need to do anything
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// InternalRefresh(requestor);
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// Something changed so do the rebuilding thing
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// ScheduleRebuild();
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}
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// Schedule a refresh to happen after all the other taint processing.
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private void InternalRefresh(BSPhysObject requestor)
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private void ScheduleRebuild()
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{
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DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1},rebuilding={2}",
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LinksetRoot.LocalID, requestor.LocalID, Rebuilding);
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DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,rebuilding={1}",
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LinksetRoot.LocalID, Rebuilding);
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// When rebuilding, it is possible to set properties that would normally require a rebuild.
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// If already rebuilding, don't request another rebuild.
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if (!Rebuilding)
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{
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PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate()
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PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", LinksetRoot.LocalID, delegate()
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{
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if (IsRoot(requestor) && HasAnyChildren)
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if (HasAnyChildren)
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RecomputeLinksetCompound();
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});
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}
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@ -117,8 +124,7 @@ public sealed class BSLinksetCompound : BSLinkset
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{
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// The root is going dynamic. Make sure mass is properly set.
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m_mass = ComputeLinksetMass();
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if (HasAnyChildren)
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InternalRefresh(LinksetRoot);
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ScheduleRebuild();
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}
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else
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{
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@ -147,8 +153,7 @@ public sealed class BSLinksetCompound : BSLinkset
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DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
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if (IsRoot(child))
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{
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if (HasAnyChildren)
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InternalRefresh(LinksetRoot);
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ScheduleRebuild();
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}
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else
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{
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@ -164,22 +169,21 @@ public sealed class BSLinksetCompound : BSLinkset
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return ret;
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}
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// Called at taint-time!!
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public override void UpdateProperties(BSPhysObject updated)
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public override void UpdateProperties(BSPhysObject updated, bool physicalUpdate)
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{
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// Nothing to do for compound linksets on property updates
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}
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// The children move around in relationship to the root.
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// Just grab the current values of wherever it is right now.
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public override OMV.Vector3 Position(BSPhysObject member)
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{
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return BulletSimAPI.GetPosition2(member.PhysBody.ptr);
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}
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public override OMV.Quaternion Orientation(BSPhysObject member)
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{
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return BulletSimAPI.GetOrientation2(member.PhysBody.ptr);
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// The user moving a child around requires the rebuilding of the linkset compound shape
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// One problem is this happens when a border is crossed -- the simulator implementation
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// is to store the position into the group which causes the move of the object
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// but it also means all the child positions get updated.
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// What would cause an unnecessary rebuild so we make sure the linkset is in a
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// region before bothering to do a rebuild.
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if (!IsRoot(updated)
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&& !physicalUpdate
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&& PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition))
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{
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updated.LinksetInfo = null;
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ScheduleRebuild();
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}
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}
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// Routine called when rebuilding the body of some member of the linkset.
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@ -261,8 +265,8 @@ public sealed class BSLinksetCompound : BSLinkset
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DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
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// Cause constraints and assorted properties to be recomputed before the next simulation step.
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InternalRefresh(LinksetRoot);
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// Rebuild the compound shape with the new child shape included
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ScheduleRebuild();
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}
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return;
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}
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@ -289,8 +293,8 @@ public sealed class BSLinksetCompound : BSLinkset
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}
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else
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{
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// Schedule a rebuild of the linkset before the next simulation tick.
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InternalRefresh(LinksetRoot);
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// Rebuild the compound shape with the child removed
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ScheduleRebuild();
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}
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}
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return;
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|
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@ -78,23 +78,11 @@ public sealed class BSLinksetConstraints : BSLinkset
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}
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// Called at taint-time!!
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public override void UpdateProperties(BSPhysObject updated)
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public override void UpdateProperties(BSPhysObject updated, bool inTaintTime)
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{
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// Nothing to do for constraints on property updates
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}
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// The children of the linkset are moved around by the constraints.
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// Just grab the current values of wherever it is right now.
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public override OMV.Vector3 Position(BSPhysObject member)
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{
|
||||
return BulletSimAPI.GetPosition2(member.PhysBody.ptr);
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}
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||||
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||||
public override OMV.Quaternion Orientation(BSPhysObject member)
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{
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return BulletSimAPI.GetOrientation2(member.PhysBody.ptr);
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||||
}
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||||
|
||||
// Routine called when rebuilding the body of some member of the linkset.
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// Destroy all the constraints have have been made to root and set
|
||||
// up to rebuild the constraints before the next simulation step.
|
||||
|
|
|
@ -214,7 +214,7 @@ public abstract class BSPhysObject : PhysicsActor
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{
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||||
bool ret = true;
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// If the 'no collision' call, force it to happen right now so quick collision_end
|
||||
bool force = CollisionCollection.Count == 0;
|
||||
bool force = (CollisionCollection.Count == 0);
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// throttle the collisions to the number of milliseconds specified in the subscription
|
||||
if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
|
||||
|
@ -232,8 +232,10 @@ public abstract class BSPhysObject : PhysicsActor
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// DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
|
||||
base.SendCollisionUpdate(CollisionCollection);
|
||||
|
||||
// The collisionCollection structure is passed around in the simulator.
|
||||
// The CollisionCollection instance is passed around in the simulator.
|
||||
// Make sure we don't have a handle to that one and that a new one is used for next time.
|
||||
// This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
|
||||
// a race condition is created for the other users of this instance.
|
||||
CollisionCollection = new CollisionEventUpdate();
|
||||
}
|
||||
return ret;
|
||||
|
@ -251,7 +253,8 @@ public abstract class BSPhysObject : PhysicsActor
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|||
|
||||
PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
|
||||
{
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
else
|
||||
|
|
|
@ -279,9 +279,12 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
public override OMV.Vector3 Position {
|
||||
get {
|
||||
/* NOTE: this refetch is not necessary. The simulator knows about linkset children
|
||||
* and does not fetch this position info for children. Thus this is commented out.
|
||||
// child prims move around based on their parent. Need to get the latest location
|
||||
if (!Linkset.IsRoot(this))
|
||||
_position = Linkset.Position(this);
|
||||
_position = Linkset.PositionGet(this);
|
||||
*/
|
||||
|
||||
// don't do the GetObjectPosition for root elements because this function is called a zillion times.
|
||||
// _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
|
||||
|
@ -289,21 +292,22 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
set {
|
||||
// If the position must be forced into the physics engine, use ForcePosition.
|
||||
// All positions are given in world positions.
|
||||
if (_position == value)
|
||||
{
|
||||
DetailLog("{0},BSPrim.setPosition,taint,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
return;
|
||||
}
|
||||
_position = value;
|
||||
// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
|
||||
PositionSanityCheck(false);
|
||||
|
||||
// A linkset might need to know if a component information changed.
|
||||
Linkset.UpdateProperties(this, false);
|
||||
|
||||
PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
ForcePosition = _position;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -314,9 +318,11 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
set {
|
||||
_position = value;
|
||||
// PositionSanityCheck(); // Don't do this! Causes a loop and caller should know better.
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
ActivateIfPhysical(false);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -327,6 +333,14 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
bool ret = false;
|
||||
|
||||
if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position))
|
||||
{
|
||||
// The physical object is out of the known/simulated area.
|
||||
// Upper levels of code will handle the transition to other areas so, for
|
||||
// the time, we just ignore the position.
|
||||
return ret;
|
||||
}
|
||||
|
||||
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
|
||||
OMV.Vector3 upForce = OMV.Vector3.Zero;
|
||||
if (RawPosition.Z < terrainHeight)
|
||||
|
@ -350,8 +364,6 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
}
|
||||
|
||||
// TODO: check for out of bounds
|
||||
|
||||
// The above code computes a force to apply to correct any out-of-bounds problems. Apply same.
|
||||
// TODO: This should be intergrated with a geneal physics action mechanism.
|
||||
// TODO: This should be moderated with PID'ness.
|
||||
|
@ -551,18 +563,24 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
public override OMV.Quaternion Orientation {
|
||||
get {
|
||||
/* NOTE: this refetch is not necessary. The simulator knows about linkset children
|
||||
* and does not fetch this position info for children. Thus this is commented out.
|
||||
// Children move around because tied to parent. Get a fresh value.
|
||||
if (!Linkset.IsRoot(this))
|
||||
{
|
||||
_orientation = Linkset.Orientation(this);
|
||||
_orientation = Linkset.OrientationGet(this);
|
||||
}
|
||||
*/
|
||||
return _orientation;
|
||||
}
|
||||
set {
|
||||
if (_orientation == value)
|
||||
return;
|
||||
_orientation = value;
|
||||
// TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
|
||||
|
||||
// A linkset might need to know if a component information changed.
|
||||
Linkset.UpdateProperties(this, false);
|
||||
|
||||
PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
|
@ -1427,14 +1445,14 @@ public sealed class BSPrim : BSPhysObject
|
|||
entprop.Velocity = _velocity;
|
||||
}
|
||||
|
||||
// remember the current and last set values
|
||||
LastEntityProperties = CurrentEntityProperties;
|
||||
CurrentEntityProperties = entprop;
|
||||
|
||||
OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG
|
||||
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}",
|
||||
LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity);
|
||||
|
||||
// remember the current and last set values
|
||||
LastEntityProperties = CurrentEntityProperties;
|
||||
CurrentEntityProperties = entprop;
|
||||
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
/*
|
||||
|
@ -1448,7 +1466,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
*/
|
||||
|
||||
// The linkset implimentation might want to know about this.
|
||||
Linkset.UpdateProperties(this);
|
||||
Linkset.UpdateProperties(this, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -349,8 +349,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// make sure no stepping happens while we're deleting stuff
|
||||
m_initialized = false;
|
||||
|
||||
TerrainManager.ReleaseGroundPlaneAndTerrain();
|
||||
|
||||
foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
|
||||
{
|
||||
kvp.Value.Destroy();
|
||||
|
@ -370,6 +368,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
Shapes = null;
|
||||
}
|
||||
|
||||
if (TerrainManager != null)
|
||||
{
|
||||
TerrainManager.ReleaseGroundPlaneAndTerrain();
|
||||
TerrainManager.Dispose();
|
||||
TerrainManager = null;
|
||||
}
|
||||
|
||||
// Anything left in the unmanaged code should be cleaned out
|
||||
BulletSimAPI.Shutdown2(World.ptr);
|
||||
|
||||
|
@ -512,8 +517,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
|
||||
|
||||
if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
|
||||
DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}",
|
||||
DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
|
||||
DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
|
||||
DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
|
||||
updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
|
||||
if (VehiclePhysicalLoggingEnabled) DumpVehicles(); // DEBUG
|
||||
}
|
||||
catch (Exception e)
|
||||
|
@ -568,6 +574,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
// Objects that are done colliding are removed from the ObjectsWithCollisions list.
|
||||
// Not done above because it is inside an iteration of ObjectWithCollisions.
|
||||
// This complex collision processing is required to create an empty collision
|
||||
// event call after all collisions have happened on an object. This enables
|
||||
// the simulator to generate the 'collision end' event.
|
||||
if (ObjectsWithNoMoreCollisions.Count > 0)
|
||||
{
|
||||
foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
|
||||
|
@ -592,7 +601,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
ProcessPostStepTaints();
|
||||
|
||||
// This causes the unmanaged code to output ALL the values found in ALL the objects in the world.
|
||||
// The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
|
||||
// Only enable this in a limited test world with few objects.
|
||||
// BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG
|
||||
|
||||
|
|
|
@ -67,7 +67,7 @@ public abstract class BSTerrainPhys : IDisposable
|
|||
}
|
||||
|
||||
// ==========================================================================================
|
||||
public sealed class BSTerrainManager
|
||||
public sealed class BSTerrainManager : IDisposable
|
||||
{
|
||||
static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
|
||||
|
||||
|
@ -122,6 +122,11 @@ public sealed class BSTerrainManager
|
|||
MegaRegionParentPhysicsScene = null;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
ReleaseGroundPlaneAndTerrain();
|
||||
}
|
||||
|
||||
// Create the initial instance of terrain and the underlying ground plane.
|
||||
// This is called from the initialization routine so we presume it is
|
||||
// safe to call Bullet in real time. We hope no one is moving prims around yet.
|
||||
|
@ -327,6 +332,13 @@ public sealed class BSTerrainManager
|
|||
return newTerrainPhys;
|
||||
}
|
||||
|
||||
// Return 'true' of this position is somewhere in known physical terrain space
|
||||
public bool IsWithinKnownTerrain(Vector3 pos)
|
||||
{
|
||||
Vector3 terrainBaseXYZ;
|
||||
BSTerrainPhys physTerrain;
|
||||
return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ);
|
||||
}
|
||||
|
||||
// Given an X and Y, find the height of the terrain.
|
||||
// Since we could be handling multiple terrains for a mega-region,
|
||||
|
@ -337,13 +349,13 @@ public sealed class BSTerrainManager
|
|||
private float lastHeightTX = 999999f;
|
||||
private float lastHeightTY = 999999f;
|
||||
private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
|
||||
public float GetTerrainHeightAtXYZ(Vector3 loc)
|
||||
public float GetTerrainHeightAtXYZ(Vector3 pos)
|
||||
{
|
||||
float tX = loc.X;
|
||||
float tY = loc.Y;
|
||||
float tX = pos.X;
|
||||
float tY = pos.Y;
|
||||
// You'd be surprized at the number of times this routine is called
|
||||
// with the same parameters as last time.
|
||||
if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY)
|
||||
if (!m_terrainModified && (lastHeightTX == tX) && (lastHeightTY == tY))
|
||||
return lastHeight;
|
||||
m_terrainModified = false;
|
||||
|
||||
|
@ -351,23 +363,20 @@ public sealed class BSTerrainManager
|
|||
lastHeightTY = tY;
|
||||
float ret = HEIGHT_GETHEIGHT_RET;
|
||||
|
||||
int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
|
||||
int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
|
||||
Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
|
||||
|
||||
lock (m_terrains)
|
||||
Vector3 terrainBaseXYZ;
|
||||
BSTerrainPhys physTerrain;
|
||||
if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ))
|
||||
{
|
||||
BSTerrainPhys physTerrain;
|
||||
if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
|
||||
{
|
||||
ret = physTerrain.GetTerrainHeightAtXYZ(loc - terrainBaseXYZ);
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
|
||||
LogHeader, PhysicsScene.RegionName, tX, tY);
|
||||
}
|
||||
ret = physTerrain.GetTerrainHeightAtXYZ(pos - terrainBaseXYZ);
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
|
||||
LogHeader, PhysicsScene.RegionName, tX, tY);
|
||||
DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}",
|
||||
BSScene.DetailLogZero, pos, terrainBaseXYZ);
|
||||
}
|
||||
|
||||
lastHeight = ret;
|
||||
return ret;
|
||||
}
|
||||
|
@ -376,29 +385,38 @@ public sealed class BSTerrainManager
|
|||
{
|
||||
float ret = WATER_HEIGHT_GETHEIGHT_RET;
|
||||
|
||||
float tX = pos.X;
|
||||
float tY = pos.Y;
|
||||
|
||||
Vector3 terrainBaseXYZ = Vector3.Zero;
|
||||
terrainBaseXYZ.X = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
|
||||
terrainBaseXYZ.Y = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
|
||||
|
||||
lock (m_terrains)
|
||||
Vector3 terrainBaseXYZ;
|
||||
BSTerrainPhys physTerrain;
|
||||
if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ))
|
||||
{
|
||||
BSTerrainPhys physTerrain;
|
||||
if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
|
||||
{
|
||||
ret = physTerrain.GetWaterLevelAtXYZ(pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
|
||||
LogHeader, PhysicsScene.RegionName, tX, tY);
|
||||
}
|
||||
ret = physTerrain.GetWaterLevelAtXYZ(pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}",
|
||||
LogHeader, PhysicsScene.RegionName, pos, terrainBaseXYZ, ret);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Given an address, return 'true' of there is a description of that terrain and output
|
||||
// the descriptor class and the 'base' fo the addresses therein.
|
||||
private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase)
|
||||
{
|
||||
int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
|
||||
int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
|
||||
Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
|
||||
|
||||
BSTerrainPhys physTerrain = null;
|
||||
lock (m_terrains)
|
||||
{
|
||||
m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain);
|
||||
}
|
||||
outTerrainBase = terrainBaseXYZ;
|
||||
outPhysTerrain = physTerrain;
|
||||
return (physTerrain != null);
|
||||
}
|
||||
|
||||
// Although no one seems to check this, I do support combining.
|
||||
public bool SupportsCombining()
|
||||
{
|
||||
|
|
|
@ -1,3 +1,16 @@
|
|||
CURRENT PRIORITIES
|
||||
=================================================
|
||||
Eliminate all crashes (DONEish)
|
||||
Editing/deleting physical linkset (DONE)
|
||||
Border crossing of physical linkset (DONE)
|
||||
Enable vehicle border crossings (at least as poorly as ODE)
|
||||
Avatar created in previous region and not new region when crossing border
|
||||
Vehicle recreated in new sim at small Z value (offset from root value?)
|
||||
Calibrate turning radius
|
||||
limitMotorUp calibration (more down?)
|
||||
study PID motors (include 'efficiency' implementation
|
||||
Add to avatar movement
|
||||
|
||||
CRASHES
|
||||
=================================================
|
||||
20121129.1411: editting/moving phys object across region boundries causes crash
|
||||
|
@ -11,16 +24,18 @@ CRASHES
|
|||
|
||||
VEHICLES TODO LIST:
|
||||
=================================================
|
||||
Border crossing with linked vehicle causes crash
|
||||
Neb vehicle taking > 25ms of physics time!!
|
||||
Vehicles (Move smoothly)
|
||||
Add vehicle collisions so IsColliding is properly reported.
|
||||
Needed for banking, limitMotorUp, movementLimiting, ...
|
||||
Some vehicles should not be able to turn if no speed or off ground.
|
||||
Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
|
||||
Neb car jiggling left and right
|
||||
Happens on terrain and any other mesh object. Flat cubes are much smoother.
|
||||
This has been reduced but not eliminated.
|
||||
Light cycle falling over when driving
|
||||
For limitMotorUp, use raycast down to find if vehicle is in the air.
|
||||
Implement referenceFrame for all the motion routines.
|
||||
Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
|
||||
Verify that angular motion specified around Z moves in the vehicle coordinates.
|
||||
Verify llGetVel() is returning a smooth and good value for vehicle movement.
|
||||
|
@ -31,12 +46,13 @@ Should vehicle angular/linear movement friction happen after all the components
|
|||
After getting off a vehicle, the root prim is phantom (can be walked through)
|
||||
Need to force a position update for the root prim after compound shape destruction
|
||||
Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
|
||||
Implement referenceFrame for all the motion routines.
|
||||
Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
|
||||
Border crossing with linked vehicle causes crash
|
||||
For limitMotorUp, use raycast down to find if vehicle is in the air.
|
||||
Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
|
||||
A kludge that isn't fixing the real problem of Bullet adding extra motion.
|
||||
|
||||
BULLETSIM TODO LIST:
|
||||
=================================================
|
||||
Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
|
||||
Avatar height off after unsitting (floats off ground)
|
||||
Editting appearance then moving restores.
|
||||
Must not be initializing height when recreating capsule after unsit.
|
||||
|
@ -64,11 +80,16 @@ Implement ShapeCollection.Dispose()
|
|||
Implement water as a plain so raycasting and collisions can happen with same.
|
||||
Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
|
||||
Also osGetPhysicsEngineVerion() maybe.
|
||||
Linkset.Position and Linkset.Orientation requre rewrite to properly return
|
||||
child position. LinksetConstraint acts like it's at taint time!!
|
||||
|
||||
LINKSETS
|
||||
======================================================
|
||||
Linksets should allow collisions to individual children
|
||||
Add LocalID to children shapes in LinksetCompound and create events for individuals
|
||||
LinksetCompound: when one of the children changes orientation (like tires
|
||||
turning on a vehicle, the whole compound object is rebuilt. Optimize this
|
||||
so orientation/position of individual children can change without a rebuild.
|
||||
Verify/think through scripts in children of linksets. What do they reference
|
||||
and return when getting position, velocity, ...
|
||||
Confirm constraint linksets still work after making all the changes for compound linksets.
|
||||
|
@ -140,6 +161,11 @@ Remove HeightmapInfo from terrain specification
|
|||
Since C++ code does not need terrain height, this structure et al are not needed.
|
||||
Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
|
||||
bob at the water level. BSPrim.PositionSanityCheck().
|
||||
Should taints check for existance or activeness of target?
|
||||
When destroying linksets/etc, taints can be generated for objects that are
|
||||
actually gone when the taint happens. Crashes don't happen because the taint closure
|
||||
keeps the object from being freed, but that is just an accident.
|
||||
Possibly have and 'active' flag that is checked by the taint processor?
|
||||
|
||||
THREADING
|
||||
=================================================
|
||||
|
|
Loading…
Reference in New Issue