Merge branch 'master' of /home/opensim/var/repo/opensim

integration
BlueWall 2012-08-14 07:15:42 -04:00
commit c3535596ea
20 changed files with 674 additions and 330 deletions

View File

@ -239,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
sp.ClearAttachments();
}
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
{
lock (sp.AttachmentsSyncLock)
{
@ -298,7 +298,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
group.AbsolutePosition = attachPos;
if (sp.PresenceType != PresenceType.Npc)
UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
}
@ -306,7 +306,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return true;
}
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt)
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
{
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
@ -316,19 +316,23 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
// Error logging commented because UUID.Zero now means temp attachment
// else
// m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
// attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
if (!temp)
{
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
}
public SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
{
@ -406,6 +410,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
UUID inventoryID = so.FromItemID;
// As per Linden spec, drop is disabled for temp attachs
if (inventoryID == UUID.Zero)
return;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
// so.Name, so.LocalId, inventoryID);
@ -416,7 +424,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.PrimCount, sp.UUID, sp.AbsolutePosition))
return;
bool changed = sp.Appearance.DetachAttachment(inventoryID);
bool changed = false;
if (inventoryID != UUID.Zero)
changed = sp.Appearance.DetachAttachment(inventoryID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
@ -448,6 +458,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
{
// As per Linden spec, detach (take) is disabled for temp attachs
if (so.FromItemID == UUID.Zero)
return;
lock (sp.AttachmentsSyncLock)
{
// Save avatar attachment information
@ -521,6 +535,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <param name="saveAllScripted"></param>
private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
{
if (grp.FromItemID == UUID.Zero)
{
// We can't save temp attachments
grp.HasGroupChanged = false;
return;
}
// Saving attachments for NPCs messes them up for the real owner!
INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
if (module != null)
@ -777,7 +798,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// This will throw if the attachment fails
try
{
AttachObject(sp, objatt, attachmentPt, false);
AttachObject(sp, objatt, attachmentPt, false, false);
}
catch (Exception e)
{
@ -931,7 +952,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
AttachmentPt &= 0x7f;
// Calls attach with a Zero position
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false))
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, false))
{
// m_log.Debug(
// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId

View File

@ -189,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
// Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True);
@ -243,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
sp2.AbsolutePosition = new Vector3(0, 0, 0);
sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
Assert.That(sp.HasAttachments(), Is.False);
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));

View File

@ -83,7 +83,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="AttachmentPt"></param>
/// <param name="silent"></param>
/// <returns>true if the object was successfully attached, false otherwise</returns>
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent);
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool temp);
/// <summary>
/// Rez an attachment from user inventory and change inventory status to match.

View File

@ -2628,7 +2628,7 @@ namespace OpenSim.Region.Framework.Scenes
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
if (AttachmentsModule != null)
AttachmentsModule.AttachObject(sp, grp, 0, false);
AttachmentsModule.AttachObject(sp, grp, 0, false, false);
}
else
{

View File

@ -0,0 +1,126 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.ClientStack.LindenUDP;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.Avatar.Attachments
{
/// <summary>
/// A module that just holds commands for inspecting avatar appearance.
/// </summary>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "TempAttachmentsModule")]
public class TempAttachmentsModule : INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
public void Initialise(IConfigSource configSource)
{
}
public void AddRegion(Scene scene)
{
}
public void RemoveRegion(Scene scene)
{
}
public void RegionLoaded(Scene scene)
{
m_scene = scene;
IScriptModuleComms comms = scene.RequestModuleInterface<IScriptModuleComms>();
if (comms != null)
{
comms.RegisterScriptInvocation( this, "llAttachToAvatarTemp");
m_log.DebugFormat("[TEMP ATTACHS]: Registered script functions");
}
else
{
m_log.ErrorFormat("[TEMP ATTACHS]: Failed to register script functions");
}
}
public void Close()
{
}
public Type ReplaceableInterface
{
get { return null; }
}
public string Name
{
get { return "TempAttachmentsModule"; }
}
private void llAttachToAvatarTemp(UUID host, UUID script, int attachmentPoint)
{
SceneObjectPart hostPart = m_scene.GetSceneObjectPart(host);
if (hostPart == null)
return;
if (hostPart.ParentGroup.IsAttachment)
return;
IAttachmentsModule attachmentsModule = m_scene.RequestModuleInterface<IAttachmentsModule>();
if (attachmentsModule == null)
return;
TaskInventoryItem item = hostPart.Inventory.GetInventoryItem(script);
if (item == null)
return;
if ((item.PermsMask & 32) == 0) // PERMISSION_ATTACH
return;
ScenePresence target;
if (!m_scene.TryGetScenePresence(item.PermsGranter, out target))
return;
attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true);
}
}
}

View File

@ -0,0 +1,80 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyrightD
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Text;
using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BS6DofConstraint : BSConstraint
{
// Create a btGeneric6DofConstraint
public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
Vector3 frame1, Quaternion frame1rot,
Vector3 frame2, Quaternion frame2rot )
{
m_world = world;
m_body1 = obj1;
m_body2 = obj2;
m_constraint = new BulletConstraint(
BulletSimAPI.Create6DofConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
frame1, frame1rot,
frame2, frame2rot,
true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/));
m_enabled = true;
}
public bool SetCFMAndERP(float cfm, float erp)
{
bool ret = true;
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
return ret;
}
public bool UseFrameOffset(bool useOffset)
{
bool ret = false;
float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
if (m_enabled)
ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
return ret;
}
public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
{
bool ret = false;
float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
if (m_enabled)
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
return ret;
}
}
}

View File

@ -102,7 +102,9 @@ public class BSCharacter : PhysicsActor
_orientation = Quaternion.Identity;
_velocity = Vector3.Zero;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
_scale = new Vector3(1f, 1f, 1f);
// The dimensions of the avatar capsule are kept in the scale.
// Physics creates a unit capsule which is scaled by the physics engine.
_scale = new Vector3(_scene.Params.avatarCapsuleRadius, _scene.Params.avatarCapsuleRadius, size.Z);
_density = _scene.Params.avatarDensity;
ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale
@ -120,7 +122,7 @@ public class BSCharacter : PhysicsActor
shapeData.Restitution = _scene.Params.avatarRestitution;
// do actual create at taint time
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSCharacter.create", delegate()
{
BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData);
@ -136,7 +138,7 @@ public class BSCharacter : PhysicsActor
public void Destroy()
{
// DetailLog("{0},Destroy", LocalID);
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSCharacter.destroy", delegate()
{
BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
});
@ -151,8 +153,27 @@ public class BSCharacter : PhysicsActor
get { return false; }
}
public override Vector3 Size {
get { return _size; }
set { _size = value;
get
{
// Avatar capsule size is kept in the scale parameter.
return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z);
}
set {
// When an avatar's size is set, only the height is changed
// and that really only depends on the radius.
_size = value;
_scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y);
// TODO: something has to be done with the avatar's vertical position
ComputeAvatarVolumeAndMass();
_scene.TaintedObject("BSCharacter.setSize", delegate()
{
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true);
});
}
}
public override PrimitiveBaseShape Shape {
@ -184,13 +205,37 @@ public class BSCharacter : PhysicsActor
}
set {
_position = value;
_scene.TaintedObject(delegate()
PositionSanityCheck();
_scene.TaintedObject("BSCharacter.setPosition", delegate()
{
DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
}
// Check that the current position is sane and, if not, modify the position to make it so.
// Check for being below terrain and being out of bounds.
// Returns 'true' of the position was made sane by some action.
private bool PositionSanityCheck()
{
bool ret = false;
// If below the ground, move the avatar up
float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position);
if (_position.Z < terrainHeight)
{
DetailLog("{0},PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation);
_position.Z = terrainHeight + 2.0f;
ret = true;
}
// TODO: check for out of bounds
return ret;
}
public override float Mass {
get {
return _mass;
@ -201,9 +246,9 @@ public class BSCharacter : PhysicsActor
set {
_force = value;
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
Scene.TaintedObject(delegate()
Scene.TaintedObject("BSCharacter.SetForce", delegate()
{
DetailLog("{0},setForce,taint,force={1}", LocalID, _force);
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force);
});
}
@ -228,9 +273,9 @@ public class BSCharacter : PhysicsActor
set {
_velocity = value;
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSCharacter.setVelocity", delegate()
{
DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity);
DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity);
});
}
@ -254,7 +299,7 @@ public class BSCharacter : PhysicsActor
set {
_orientation = value;
// m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSCharacter.setOrientation", delegate()
{
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
@ -274,11 +319,14 @@ public class BSCharacter : PhysicsActor
public override bool Flying {
get { return _flying; }
set {
if (_flying != value)
{
_flying = value;
// simulate flying by changing the effect of gravity
this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
}
}
}
private float ComputeBuoyancyFromFlying(bool ifFlying) {
return ifFlying ? 1f : 0f;
}
@ -318,7 +366,7 @@ public class BSCharacter : PhysicsActor
public override float Buoyancy {
get { return _buoyancy; }
set { _buoyancy = value;
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSCharacter.setBuoyancy", delegate()
{
DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
@ -365,7 +413,7 @@ public class BSCharacter : PhysicsActor
_force.Y += force.Y;
_force.Z += force.Z;
// m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSCharacter.AddForce", delegate()
{
DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force);
BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
@ -391,7 +439,7 @@ public class BSCharacter : PhysicsActor
// make sure first collision happens
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
Scene.TaintedObject(delegate()
Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate()
{
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
@ -401,7 +449,7 @@ public class BSCharacter : PhysicsActor
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
// Avatars get all their collision events
// Scene.TaintedObject(delegate()
// Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate()
// {
// BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
// });
@ -416,9 +464,15 @@ public class BSCharacter : PhysicsActor
{
_avatarVolume = (float)(
Math.PI
* _scene.Params.avatarCapsuleRadius * _scale.X
* _scene.Params.avatarCapsuleRadius * _scale.Y
* _scene.Params.avatarCapsuleHeight * _scale.Z);
* _scale.X
* _scale.Y // the area of capsule cylinder
* _scale.Z // times height of capsule cylinder
+ 1.33333333f
* Math.PI
* _scale.X
* Math.Min(_scale.X, _scale.Y)
* _scale.Y // plus the volume of the capsule end caps
);
_mass = _density * _avatarVolume;
}
@ -426,43 +480,17 @@ public class BSCharacter : PhysicsActor
// the world that things have changed.
public void UpdateProperties(EntityProperties entprop)
{
/*
bool changed = false;
// we assign to the local variables so the normal set action does not happen
if (_position != entprop.Position) {
_position = entprop.Position;
changed = true;
}
if (_orientation != entprop.Rotation) {
_orientation = entprop.Rotation;
changed = true;
}
if (_velocity != entprop.Velocity) {
_velocity = entprop.Velocity;
changed = true;
}
if (_acceleration != entprop.Acceleration) {
_acceleration = entprop.Acceleration;
changed = true;
}
if (_rotationalVelocity != entprop.RotationalVelocity) {
_rotationalVelocity = entprop.RotationalVelocity;
changed = true;
}
if (changed) {
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
// Avatar movement is not done by generating this event. There is code in the heartbeat
// loop that updates avatars.
// base.RequestPhysicsterseUpdate();
}
*/
_position = entprop.Position;
_orientation = entprop.Rotation;
_velocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
// Avatars don't report theirr changes the usual way. Changes are checked for in the heartbeat loop.
// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
// base.RequestPhysicsterseUpdate();
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
entprop.Acceleration, entprop.RotationalVelocity);
}
// Called by the scene when a collision with this object is reported

View File

@ -32,35 +32,26 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSConstraint : IDisposable
public abstract class BSConstraint : IDisposable
{
private BulletSim m_world;
private BulletBody m_body1;
private BulletBody m_body2;
private BulletConstraint m_constraint;
private bool m_enabled = false;
protected BulletSim m_world;
protected BulletBody m_body1;
protected BulletBody m_body2;
protected BulletConstraint m_constraint;
protected bool m_enabled = false;
public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
Vector3 frame1, Quaternion frame1rot,
Vector3 frame2, Quaternion frame2rot
)
public BSConstraint()
{
m_world = world;
m_body1 = obj1;
m_body2 = obj2;
m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
frame1, frame1rot,
frame2, frame2rot,
true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/));
m_enabled = true;
}
public void Dispose()
public virtual void Dispose()
{
if (m_enabled)
{
// BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID);
BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success);
m_constraint.Ptr = System.IntPtr.Zero;
m_enabled = false;
}
}
@ -68,7 +59,7 @@ public class BSConstraint : IDisposable
public BulletBody Body1 { get { return m_body1; } }
public BulletBody Body2 { get { return m_body2; } }
public bool SetLinearLimits(Vector3 low, Vector3 high)
public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
{
bool ret = false;
if (m_enabled)
@ -76,7 +67,7 @@ public class BSConstraint : IDisposable
return ret;
}
public bool SetAngularLimits(Vector3 low, Vector3 high)
public virtual bool SetAngularLimits(Vector3 low, Vector3 high)
{
bool ret = false;
if (m_enabled)
@ -84,34 +75,7 @@ public class BSConstraint : IDisposable
return ret;
}
public bool SetCFMAndERP(float cfm, float erp)
{
bool ret = true;
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
return ret;
}
public bool UseFrameOffset(bool useOffset)
{
bool ret = false;
float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
if (m_enabled)
ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
return ret;
}
public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
{
bool ret = false;
float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
if (m_enabled)
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
return ret;
}
public bool CalculateTransforms()
public virtual bool CalculateTransforms()
{
bool ret = false;
if (m_enabled)

View File

@ -63,21 +63,13 @@ public class BSConstraintCollection : IDisposable
m_constraints.Clear();
}
public BSConstraint CreateConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
Vector3 frame1, Quaternion frame1rot,
Vector3 frame2, Quaternion frame2rot)
{
BSConstraint constrain = new BSConstraint(world, obj1, obj2, frame1, frame1rot, frame2, frame2rot);
this.AddConstraint(constrain);
return constrain;
}
public bool AddConstraint(BSConstraint cons)
{
// There is only one constraint between any bodies. Remove any old just to make sure.
RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
m_world.scene.DetailLog("{0},BSConstraintCollection.AddConstraint,call,body1={1},body2={2}", BSScene.DetailLogZero, cons.Body1.ID, cons.Body2.ID);
m_constraints.Add(cons);
return true;
@ -118,6 +110,7 @@ public class BSConstraintCollection : IDisposable
if (this.TryGetConstraint(body1, body2, out constrain))
{
m_world.scene.DetailLog("{0},BSConstraintCollection.RemoveAndDestroyConstraint,taint,body1={1},body2={2}", BSScene.DetailLogZero, body1.ID, body2.ID);
// remove the constraint from our collection
m_constraints.Remove(constrain);
// tell the engine that all its structures need to be freed
@ -158,10 +151,11 @@ public class BSConstraintCollection : IDisposable
public bool RecalculateAllConstraints()
{
foreach (BSConstraint constrain in m_constraints)
ForEachConstraint(delegate(BSConstraint constrain)
{
constrain.CalculateTransforms();
}
return false;
});
return true;
}

View File

@ -40,6 +40,7 @@ public class BSLinkset
public BSPrim Root { get { return m_linksetRoot; } }
private BSScene m_scene;
public BSScene Scene { get { return m_scene; } }
private List<BSPrim> m_children;
@ -80,14 +81,14 @@ public class BSLinkset
// Link to a linkset where the child knows the parent.
// Parent changing should not happen so do some sanity checking.
// We return the parent's linkset so the child can track it's membership.
public BSLinkset AddMeToLinkset(BSPrim child, BSPrim parent)
// We return the parent's linkset so the child can track its membership.
public BSLinkset AddMeToLinkset(BSPrim child)
{
lock (m_linksetActivityLock)
{
parent.Linkset.AddChildToLinkset(child);
AddChildToLinkset(child);
}
return parent.Linkset;
return this;
}
public BSLinkset RemoveMeFromLinkset(BSPrim child)
@ -101,7 +102,7 @@ public class BSLinkset
{
// Note that we don't do a foreach because the remove routine
// takes it out of the list.
RemoveChildFromLinkset(m_children[0]);
RemoveChildFromOtherLinkset(m_children[0]);
}
m_children.Clear(); // just to make sure
}
@ -113,9 +114,10 @@ public class BSLinkset
}
// The child is down to a linkset of just itself
return new BSLinkset(m_scene, child);
return new BSLinkset(Scene, child);
}
/* DEPRECATED: this is really bad in that it trys to unlink other prims.
// An existing linkset had one of its members rebuilt or something.
// Go through the linkset and rebuild the pointers to the bodies of the linkset members.
public BSLinkset RefreshLinkset(BSPrim requestor)
@ -124,6 +126,7 @@ public class BSLinkset
lock (m_linksetActivityLock)
{
// The body pointer is refetched in case anything has moved.
System.IntPtr aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, m_linksetRoot.LocalID);
if (aPtr == System.IntPtr.Zero)
{
@ -155,13 +158,14 @@ public class BSLinkset
}
foreach (BSPrim bsp in toRemove)
{
RemoveChildFromLinkset(bsp);
RemoveChildFromOtherLinkset(bsp);
}
}
}
return ret;
}
*/
// Return 'true' if the passed object is the root object of this linkset
@ -170,6 +174,8 @@ public class BSLinkset
return (requestor.LocalID == m_linksetRoot.LocalID);
}
public int NumberOfChildren { get { return m_children.Count; } }
// Return 'true' if this linkset has any children (more than the root member)
public bool HasAnyChildren { get { return (m_children.Count > 0); } }
@ -208,6 +214,7 @@ public class BSLinkset
com += bp.Position * bp.MassRaw;
totalMass += bp.MassRaw;
}
if (totalMass != 0f)
com /= totalMass;
return com;
@ -221,51 +228,54 @@ public class BSLinkset
{
com += bp.Position * bp.MassRaw;
}
com /= m_children.Count + 1;
com /= (m_children.Count + 1);
return com;
}
// I am the root of a linkset and a new child is being added
public void AddChildToLinkset(BSPrim pchild)
// Called while LinkActivity is locked.
public void AddChildToLinkset(BSPrim child)
{
BSPrim child = pchild;
if (!HasChild(child))
{
m_children.Add(child);
m_scene.TaintedObject(delegate()
BSPrim root = Root; // capture the root as of now
m_scene.TaintedObject("AddChildToLinkset", delegate()
{
DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
DetailLog("{0},AddChildToLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
PhysicallyLinkAChildToRoot(pchild); // build the physical binding between me and the child
DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
PhysicallyLinkAChildToRoot(root, child); // build the physical binding between me and the child
});
}
return;
}
// Forcefully removing a child from a linkset.
// This is not being called by the child so we have to make sure the child doesn't think
// it's still connected to the linkset.
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
// has to be updated also (like pointer to prim's parent).
public void RemoveChildFromOtherLinkset(BSPrim pchild)
{
pchild.Linkset = new BSLinkset(m_scene, pchild);
RemoveChildFromLinkset(pchild);
}
// I am the root of a linkset and one of my children is being removed.
// Safe to call even if the child is not really in my linkset.
public void RemoveChildFromLinkset(BSPrim pchild)
public void RemoveChildFromLinkset(BSPrim child)
{
BSPrim child = pchild;
if (m_children.Remove(child))
{
m_scene.TaintedObject(delegate()
BSPrim root = Root; // capture the root as of now
m_scene.TaintedObject("RemoveChildFromLinkset", delegate()
{
DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
DetailLog("{0},RemoveChildFromLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
if (m_children.Count == 0)
{
// if the linkset is empty, make sure all linkages have been removed
PhysicallyUnlinkAllChildrenFromRoot();
}
else
{
PhysicallyUnlinkAChildFromRoot(pchild);
}
PhysicallyUnlinkAChildFromRoot(root, child);
});
}
else
@ -278,14 +288,14 @@ public class BSLinkset
// Create a constraint between me (root of linkset) and the passed prim (the child).
// Called at taint time!
private void PhysicallyLinkAChildToRoot(BSPrim childPrim)
private void PhysicallyLinkAChildToRoot(BSPrim rootPrim, BSPrim childPrim)
{
// Zero motion for children so they don't interpolate
childPrim.ZeroMotion();
// relative position normalized to the root prim
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(m_linksetRoot.Orientation);
OMV.Vector3 childRelativePosition = (childPrim.Position - m_linksetRoot.Position) * invThisOrientation;
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
// relative rotation of the child to the parent
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
@ -293,16 +303,17 @@ public class BSLinkset
// create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
BSConstraint constrain = m_scene.Constraints.CreateConstraint(
m_scene.World, m_linksetRoot.Body, childPrim.Body,
// childRelativePosition,
// childRelativeRotation,
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
BS6DofConstraint constrain = new BS6DofConstraint(
m_scene.World, rootPrim.Body, childPrim.Body,
childRelativePosition,
childRelativeRotation,
OMV.Vector3.Zero,
OMV.Quaternion.Identity,
OMV.Vector3.Zero,
OMV.Quaternion.Identity
-childRelativeRotation
);
m_scene.Constraints.AddConstraint(constrain);
// zero linear and angular limits makes the objects unable to move in relation to each other
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
@ -317,28 +328,31 @@ public class BSLinkset
// Remove linkage between myself and a particular child
// Called at taint time!
private void PhysicallyUnlinkAChildFromRoot(BSPrim childPrim)
private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim)
{
DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}",
LogHeader, m_linksetRoot.LocalID, childPrim.LocalID);
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
// BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID);
m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body, childPrim.Body);
// DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}",
// LogHeader, rootPrim.LocalID, childPrim.LocalID);
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
m_scene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body);
// Make the child refresh its location
BulletSimAPI.PushUpdate2(childPrim.Body.Ptr);
}
// Remove linkage between myself and any possible children I might have
// Called at taint time!
private void PhysicallyUnlinkAllChildrenFromRoot()
private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim)
{
// DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", m_linksetRoot.LocalID);
m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body);
// BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
m_scene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
}
// Invoke the detailed logger and output something if it's enabled.
private void DebugLog(string msg, params Object[] args)
{
if (m_scene.ShouldDebugLog)
m_scene.Logger.DebugFormat(msg, args);
}

View File

@ -42,7 +42,7 @@ public sealed class BSPrim : PhysicsActor
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS PRIM]";
private void DebugLog(string mm, params Object[] xx) { if (_scene.shouldDebugLog) m_log.DebugFormat(mm, xx); }
private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); }
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
@ -145,7 +145,8 @@ public sealed class BSPrim : PhysicsActor
_vehicle = new BSDynamics(this); // add vehicleness
_mass = CalculateMass();
// do the actual object creation at taint time
_scene.TaintedObject(delegate()
DetailLog("{0},BSPrim.constructor,call", LocalID);
_scene.TaintedObject("BSPrim.create", delegate()
{
RecreateGeomAndObject();
@ -160,17 +161,22 @@ public sealed class BSPrim : PhysicsActor
public void Destroy()
{
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
// DetailLog("{0},Destroy", LocalID);
// Undo any vehicle properties
_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
_scene.RemoveVehiclePrim(this); // just to make sure
_scene.TaintedObject(delegate()
{
// Undo any links between me and any other object
BSPrim parentBefore = _linkset.Root;
int childrenBefore = _linkset.NumberOfChildren;
_linkset = _linkset.RemoveMeFromLinkset(this);
DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
// Undo any vehicle properties
this.VehicleType = (int)Vehicle.TYPE_NONE;
_scene.TaintedObject("BSPrim.destroy", delegate()
{
DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
});
@ -183,11 +189,11 @@ public sealed class BSPrim : PhysicsActor
get { return _size; }
set {
_size = value;
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.setSize", delegate()
{
_mass = CalculateMass(); // changing size changes the mass
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
// DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
// DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
RecreateGeomAndObject();
});
}
@ -195,7 +201,7 @@ public sealed class BSPrim : PhysicsActor
public override PrimitiveBaseShape Shape {
set {
_pbs = value;
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.setShape", delegate()
{
_mass = CalculateMass(); // changing the shape changes the mass
RecreateGeomAndObject();
@ -213,7 +219,7 @@ public sealed class BSPrim : PhysicsActor
public override bool Selected {
set {
_isSelected = value;
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.setSelected", delegate()
{
SetObjectDynamic();
});
@ -224,10 +230,17 @@ public sealed class BSPrim : PhysicsActor
// link me to the specified parent
public override void link(PhysicsActor obj) {
BSPrim parent = obj as BSPrim;
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
DetailLog("{0},link,parent={1}", LocalID, obj.LocalID);
if (parent != null)
{
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID);
BSPrim parentBefore = _linkset.Root;
int childrenBefore = _linkset.NumberOfChildren;
_linkset = _linkset.AddMeToLinkset(this, parent);
_linkset = parent.Linkset.AddMeToLinkset(this);
DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
}
return;
}
@ -237,9 +250,14 @@ public sealed class BSPrim : PhysicsActor
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
_linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString());
DetailLog("{0},delink,parent={1}", LocalID, _linkset.Root.LocalID.ToString());
_linkset.RemoveMeFromLinkset(this);
BSPrim parentBefore = _linkset.Root;
int childrenBefore = _linkset.NumberOfChildren;
_linkset = _linkset.RemoveMeFromLinkset(this);
DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
return;
}
@ -262,7 +280,7 @@ public sealed class BSPrim : PhysicsActor
public override void LockAngularMotion(OMV.Vector3 axis)
{
DetailLog("{0},LockAngularMotion,call,axis={1}", LocalID, axis);
DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
return;
}
@ -279,9 +297,9 @@ public sealed class BSPrim : PhysicsActor
set {
_position = value;
// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.setPosition", delegate()
{
DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
@ -316,9 +334,9 @@ public sealed class BSPrim : PhysicsActor
get { return _force; }
set {
_force = value;
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.setForce", delegate()
{
DetailLog("{0},setForce,taint,force={1}", LocalID, _force);
DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
});
@ -331,53 +349,41 @@ public sealed class BSPrim : PhysicsActor
}
set {
Vehicle type = (Vehicle)value;
_scene.TaintedObject(delegate()
BSPrim vehiclePrim = this;
_scene.TaintedObject("setVehicleType", delegate()
{
DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type);
// Done at taint time so we're sure the physics engine is not using the variables
// Vehicle code changes the parameters for this vehicle type.
_vehicle.ProcessTypeChange(type);
if (type == Vehicle.TYPE_NONE)
{
_scene.RemoveVehiclePrim(this);
}
else
{
_scene.TaintedObject(delegate()
{
// Tell the physics engine to clear state
BulletSimAPI.ClearForces2(this.Body.Ptr);
});
// make it so the scene will call us each tick to do vehicle things
_scene.AddVehiclePrim(this);
}
return;
// Tell the scene about the vehicle so it will get processing each frame.
_scene.VehicleInSceneTypeChanged(this, type);
});
}
}
public override void VehicleFloatParam(int param, float value)
{
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
{
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
});
}
public override void VehicleVectorParam(int param, OMV.Vector3 value)
{
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
{
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
});
}
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
{
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
{
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
});
}
public override void VehicleFlags(int param, bool remove)
{
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.VehicleFlags", delegate()
{
_vehicle.ProcessVehicleFlags(param, remove);
});
@ -395,7 +401,7 @@ public sealed class BSPrim : PhysicsActor
public override void SetVolumeDetect(int param) {
bool newValue = (param != 0);
_isVolumeDetect = newValue;
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
{
SetObjectDynamic();
});
@ -406,9 +412,9 @@ public sealed class BSPrim : PhysicsActor
get { return _velocity; }
set {
_velocity = value;
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.setVelocity", delegate()
{
DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity);
DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
});
}
@ -416,7 +422,7 @@ public sealed class BSPrim : PhysicsActor
public override OMV.Vector3 Torque {
get { return _torque; }
set { _torque = value;
DetailLog("{0},SetTorque,call,torque={1}", LocalID, _torque);
DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
}
}
public override float CollisionScore {
@ -440,10 +446,10 @@ public sealed class BSPrim : PhysicsActor
set {
_orientation = value;
// TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.setOrientation", delegate()
{
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
DetailLog("{0},setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
@ -457,7 +463,7 @@ public sealed class BSPrim : PhysicsActor
get { return _isPhysical; }
set {
_isPhysical = value;
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.setIsPhysical", delegate()
{
SetObjectDynamic();
});
@ -478,7 +484,6 @@ public sealed class BSPrim : PhysicsActor
// Make gravity work if the object is physical and not selected
// No locking here because only called when it is safe
// Only called at taint time so it is save to call into Bullet.
private void SetObjectDynamic()
{
// RA: remove this for the moment.
@ -490,8 +495,10 @@ public sealed class BSPrim : PhysicsActor
// Bullet wants static objects to have a mass of zero
float mass = IsStatic ? 0f : _mass;
DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass);
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
}
// prims don't fly
@ -546,9 +553,9 @@ public sealed class BSPrim : PhysicsActor
set {
_rotationalVelocity = value;
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
{
DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
});
}
@ -563,9 +570,9 @@ public sealed class BSPrim : PhysicsActor
get { return _buoyancy; }
set {
_buoyancy = value;
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.setBuoyancy", delegate()
{
DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
});
}
@ -617,7 +624,7 @@ public sealed class BSPrim : PhysicsActor
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
return;
}
_scene.TaintedObject(delegate()
_scene.TaintedObject("BSPrim.AddForce", delegate()
{
OMV.Vector3 fSum = OMV.Vector3.Zero;
lock (m_accumulatedForces)
@ -628,17 +635,17 @@ public sealed class BSPrim : PhysicsActor
}
m_accumulatedForces.Clear();
}
DetailLog("{0},AddObjectForce,taint,force={1}", LocalID, _force);
DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
});
}
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
DetailLog("{0},AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
// m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
}
public override void SetMomentum(OMV.Vector3 momentum) {
DetailLog("{0},SetMomentum,call,mom={1}", LocalID, momentum);
DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
}
public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms;
@ -647,7 +654,7 @@ public sealed class BSPrim : PhysicsActor
// make sure first collision happens
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
Scene.TaintedObject(delegate()
Scene.TaintedObject("BSPrim.SubscribeEvents", delegate()
{
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
@ -655,7 +662,7 @@ public sealed class BSPrim : PhysicsActor
}
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
Scene.TaintedObject(delegate()
Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate()
{
BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
@ -977,26 +984,26 @@ public sealed class BSPrim : PhysicsActor
{
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
{
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
{
// if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
// {
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
{
DetailLog("{0},CreateGeom,sphere", LocalID);
DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
// Bullet native objects are scaled by the Bullet engine so pass the size in
_scale = _size;
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
ret = true;
}
}
// }
}
else
{
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
{
DetailLog("{0},CreateGeom,box", LocalID);
DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
_scale = _size;
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
@ -1039,12 +1046,12 @@ public sealed class BSPrim : PhysicsActor
// if this new shape is the same as last time, don't recreate the mesh
if (_meshKey == newMeshKey) return;
DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, _meshKey);
DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
// Since we're recreating new, get rid of any previously generated shape
if (_meshKey != 0)
{
// m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
DetailLog("{0},CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
_mesh = null;
_meshKey = 0;
@ -1074,7 +1081,7 @@ public sealed class BSPrim : PhysicsActor
_shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
// meshes are already scaled by the meshmerizer
_scale = new OMV.Vector3(1f, 1f, 1f);
DetailLog("{0},CreateGeomMesh,done", LocalID);
DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
return;
}
@ -1088,17 +1095,17 @@ public sealed class BSPrim : PhysicsActor
// if the hull hasn't changed, don't rebuild it
if (newHullKey == _hullKey) return;
DetailLog("{0},CreateGeomHull,create,key={1}", LocalID, _meshKey);
DetailLog("{0},BSPrim.CreateGeomHull,create,key={1}", LocalID, _meshKey);
// Since we're recreating new, get rid of any previously generated shape
if (_hullKey != 0)
{
// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
DetailLog("{0},CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
_hullKey = 0;
_hulls.Clear();
DetailLog("{0},CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
DetailLog("{0},BSPrim.CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
_mesh = null; // the mesh cannot match either
_meshKey = 0;
@ -1195,7 +1202,7 @@ public sealed class BSPrim : PhysicsActor
_shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
// meshes are already scaled by the meshmerizer
_scale = new OMV.Vector3(1f, 1f, 1f);
DetailLog("{0},CreateGeomHull,done", LocalID);
DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
return;
}
@ -1221,7 +1228,7 @@ public sealed class BSPrim : PhysicsActor
bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
// the CreateObject() may have recreated the rigid body. Make sure we have the latest.
m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID);
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
return ret;
}
@ -1333,20 +1340,18 @@ public sealed class BSPrim : PhysicsActor
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
DetailLog("{0},UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
base.RequestPhysicsterseUpdate();
}
/*
else
{
// For debugging, we also report the movement of children
DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
entprop.Acceleration, entprop.RotationalVelocity);
}
*/
}
// I've collided with something

View File

@ -73,7 +73,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS SCENE]";
public void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); }
public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); }
public string BulletSimVersion = "?";
@ -162,14 +162,24 @@ public class BSScene : PhysicsScene, IPhysicsParameters
}
public delegate void TaintCallback();
private List<TaintCallback> _taintedObjects;
private struct TaintCallbackEntry
{
public String ident;
public TaintCallback callback;
public TaintCallbackEntry(string i, TaintCallback c)
{
ident = i;
callback = c;
}
}
private List<TaintCallbackEntry> _taintedObjects;
private Object _taintLock = new Object();
// A pointer to an instance if this structure is passed to the C++ code
ConfigurationParameters[] m_params;
GCHandle m_paramsHandle;
public bool shouldDebugLog { get; private set; }
public bool ShouldDebugLog { get; private set; }
private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
@ -232,7 +242,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
}
_taintedObjects = new List<TaintCallback>();
_taintedObjects = new List<TaintCallbackEntry>();
mesher = meshmerizer;
// The bounding box for the simulated world
@ -245,7 +255,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// Initialization to support the transition to a new API which puts most of the logic
// into the C# code so it is easier to modify and add to.
m_worldSim = new BulletSim(m_worldID, BulletSimAPI.GetSimHandle2(m_worldID));
m_worldSim = new BulletSim(m_worldID, this, BulletSimAPI.GetSimHandle2(m_worldID));
m_constraintCollection = new BSConstraintCollection(World);
m_initialized = true;
@ -352,7 +362,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
BSPrim bsprim = prim as BSPrim;
if (bsprim != null)
{
m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
DetailLog("{0},RemovePrim,call", bsprim.LocalID);
// m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
try
{
lock (m_prims) m_prims.Remove(bsprim.LocalID);
@ -377,6 +388,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
if (!m_initialized) return null;
DetailLog("{0},AddPrimShape,call", localID);
BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
lock (m_prims) m_prims.Add(localID, prim);
return prim;
@ -416,12 +429,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
{
numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
}
catch (Exception e)
{
m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e);
DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
// updatedEntityCount = 0;
collidersCount = 0;
}
@ -535,7 +548,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public override void SetTerrain(float[] heightMap) {
m_heightMap = heightMap;
this.TaintedObject(delegate()
this.TaintedObject("BSScene.SetTerrain", delegate()
{
BulletSimAPI.SetHeightmap(m_worldID, m_heightMap);
});
@ -727,12 +740,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// Calls to the PhysicsActors can't directly call into the physics engine
// because it might be busy. We delay changes to a known time.
// We rely on C#'s closure to save and restore the context for the delegate.
public void TaintedObject(TaintCallback callback)
public void TaintedObject(String ident, TaintCallback callback)
{
if (!m_initialized) return;
lock (_taintLock)
_taintedObjects.Add(callback);
_taintedObjects.Add(new TaintCallbackEntry(ident, callback));
return;
}
@ -744,22 +757,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters
if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process
{
// swizzle a new list into the list location so we can process what's there
List<TaintCallback> oldList;
List<TaintCallbackEntry> oldList;
lock (_taintLock)
{
oldList = _taintedObjects;
_taintedObjects = new List<TaintCallback>();
_taintedObjects = new List<TaintCallbackEntry>();
}
foreach (TaintCallback callback in oldList)
foreach (TaintCallbackEntry tcbe in oldList)
{
try
{
callback();
tcbe.callback();
}
catch (Exception e)
{
m_log.ErrorFormat("{0}: ProcessTaints: Exception: {1}", LogHeader, e);
m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
}
}
oldList.Clear();
@ -767,6 +780,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
}
#region Vehicles
public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
{
if (newType == Vehicle.TYPE_NONE)
{
RemoveVehiclePrim(vehic);
}
else
{
// make it so the scene will call us each tick to do vehicle things
AddVehiclePrim(vehic);
}
}
// Make so the scene will call this prim for vehicle actions each tick.
// Safe to call if prim is already in the vehicle list.
public void AddVehiclePrim(BSPrim vehicle)
@ -812,12 +839,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private struct ParameterDefn
{
public string name;
public string desc;
public float defaultValue;
public ParamUser userParam;
public ParamGet getter;
public ParamSet setter;
public string name; // string name of the parameter
public string desc; // a short description of what the parameter means
public float defaultValue; // default value if not specified anywhere else
public ParamUser userParam; // get the value from the configuration file
public ParamGet getter; // return the current value stored for this parameter
public ParamSet setter; // set the current value for this parameter
public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s)
{
name = n;
@ -834,7 +861,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// To add a new externally referencable/settable parameter, add the paramter storage
// location somewhere in the program and make an entry in this table with the
// getters and setters.
// To add a new variable, it is easiest to find an existing definition and copy it.
// It is easiest to find an existing definition and copy it.
// Parameter values are floats. Booleans are converted to a floating value.
//
// A ParameterDefn() takes the following parameters:
@ -870,7 +897,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s) => { return (float)s.m_meshLOD; },
(s,p,l,v) => { s.m_meshLOD = (int)v; } ),
new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
32,
32f,
(s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); },
(s) => { return (float)s.m_sculptLOD; },
(s,p,l,v) => { s.m_sculptLOD = (int)v; } ),
@ -1027,14 +1054,19 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ),
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)",
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
0f, // zero to disable
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].maxPersistantManifoldPoolSize; },
(s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ),
new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
0f, // zero to disable
(s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; },
(s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ),
new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
ConfigurationParameters.numericTrue,
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
ConfigurationParameters.numericFalse,
(s,cf,p,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
(s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; },
(s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ),
new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
@ -1101,9 +1133,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
ConfigurationParameters.numericFalse,
(s,cf,p,v) => { s.shouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
(s) => { return s.NumericBool(s.shouldDebugLog); },
(s,p,l,v) => { s.shouldDebugLog = s.BoolNumeric(v); } ),
(s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
(s) => { return s.NumericBool(s.ShouldDebugLog); },
(s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ),
};
@ -1243,7 +1275,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
List<uint> objectIDs = lIDs;
string xparm = parm.ToLower();
float xval = val;
TaintedObject(delegate() {
TaintedObject("BSScene.UpdateParameterSet", delegate() {
foreach (uint lID in objectIDs)
{
BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval);
@ -1263,7 +1295,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
uint xlocalID = localID;
string xparm = parm.ToLower();
float xval = val;
TaintedObject(delegate() {
TaintedObject("BSScene.TaintedUpdateParameter", delegate() {
BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval);
});
}
@ -1289,10 +1321,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
#endregion Runtime settable parameters
// Invoke the detailed logger and output something if it's enabled.
private void DetailLog(string msg, params Object[] args)
public void DetailLog(string msg, params Object[] args)
{
PhysicsLogging.Write(msg, args);
}
// used to fill in the LocalID when there isn't one
public const string DetailLogZero = "0000000000";
}
}

View File

@ -35,9 +35,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin {
// Classes to allow some type checking for the API
public struct BulletSim
{
public BulletSim(uint id, IntPtr xx) { ID = id; Ptr = xx; }
public IntPtr Ptr;
public BulletSim(uint id, BSScene bss, IntPtr xx) { ID = id; scene = bss; Ptr = xx; }
public uint ID;
// The scene is only in here so very low level routines have a handle to print debug/error messages
public BSScene scene;
public IntPtr Ptr;
}
public struct BulletBody
@ -158,6 +160,7 @@ public struct ConfigurationParameters
public float avatarContactProcessingThreshold;
public float maxPersistantManifoldPoolSize;
public float maxCollisionAlgorithmPoolSize;
public float shouldDisableContactPoolDynamicAllocation;
public float shouldForceUpdateAllAabbs;
public float shouldRandomizeSolverOrder;
@ -362,7 +365,7 @@ public static extern IntPtr GetSimHandle2(uint worldID);
public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetBodyHandle2(IntPtr sim, uint id);
public static extern IntPtr GetBodyHandle2(IntPtr world, uint id);
// ===============================================================================
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
@ -371,40 +374,43 @@ public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
int maxUpdates, IntPtr updateArray);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool UpdateParameter2(IntPtr sim, uint localID, String parm, float value);
public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetHeightmap2(IntPtr sim, float[] heightmap);
public static extern void SetHeightmap2(IntPtr world, float[] heightmap);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void Shutdown2(IntPtr sim);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int PhysicsStep2(IntPtr sim, float timeStep, int maxSubSteps, float fixedTimeStep,
public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep,
out int updatedEntityCount,
out IntPtr updatedEntitiesPtr,
out int collidersCount,
out IntPtr collidersPtr);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool PushUpdate2(IntPtr obj);
/*
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateMesh2(IntPtr sim, int indicesCount, int* indices, int verticesCount, float* vertices );
public static extern IntPtr CreateMesh2(IntPtr world, int indicesCount, int* indices, int verticesCount, float* vertices );
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool BuildHull2(IntPtr sim, IntPtr mesh);
public static extern bool BuildHull2(IntPtr world, IntPtr mesh);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool ReleaseHull2(IntPtr sim, IntPtr mesh);
public static extern bool ReleaseHull2(IntPtr world, IntPtr mesh);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DestroyMesh2(IntPtr sim, IntPtr mesh);
public static extern bool DestroyMesh2(IntPtr world, IntPtr mesh);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData);
public static extern IntPtr CreateObject2(IntPtr world, ShapeData shapeData);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2,
public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
Vector3 frame1loc, Quaternion frame1rot,
Vector3 frame2loc, Quaternion frame2rot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
@ -428,7 +434,13 @@ public static extern bool CalculateTransforms2(IntPtr constrain);
public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain);
public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 AddObjectToWorld2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetPosition2(IntPtr obj);
@ -481,6 +493,9 @@ public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
@ -508,12 +523,6 @@ public static extern bool SetMargin2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DestroyObject2(IntPtr world, uint id);

View File

@ -183,6 +183,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public void llResetScript()
{
m_host.AddScriptLPS(1);
// We need to tell the URL module, if we hav one, to release
// the allocated URLs
if (m_UrlModule != null)
m_UrlModule.ScriptRemoved(m_item.ItemID);
m_ScriptEngine.ApiResetScript(m_item.ItemID);
}
@ -3037,7 +3043,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
if (attachmentsModule != null)
return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false);
return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, false);
else
return false;
}
@ -4951,12 +4957,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
return 0;
}
// Vectors & Rotations always return zero in SL, but
// keys don't always return zero, it seems to be a bit complex.
else if (src.Data[index] is LSL_Vector ||
src.Data[index] is LSL_Rotation)
{
return 0;
}
try
{
if (src.Data[index] is LSL_Integer)
return (LSL_Integer) src.Data[index];
return (LSL_Integer)src.Data[index];
else if (src.Data[index] is LSL_Float)
return Convert.ToInt32(((LSL_Float) src.Data[index]).value);
return Convert.ToInt32(((LSL_Float)src.Data[index]).value);
return new LSL_Integer(src.Data[index].ToString());
}
catch (FormatException)
@ -4976,14 +4991,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
return 0.0;
}
// Vectors & Rotations always return zero in SL
else if (src.Data[index] is LSL_Vector ||
src.Data[index] is LSL_Rotation)
{
return 0;
}
// valid keys seem to get parsed as integers then converted to floats
else
{
UUID uuidt;
if (src.Data[index] is LSL_Key && UUID.TryParse(src.Data[index].ToString(), out uuidt))
{
return Convert.ToDouble(new LSL_Integer(src.Data[index].ToString()).value);
}
}
try
{
if (src.Data[index] is LSL_Integer)
return Convert.ToDouble(((LSL_Integer) src.Data[index]).value);
return Convert.ToDouble(((LSL_Integer)src.Data[index]).value);
else if (src.Data[index] is LSL_Float)
return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
return Convert.ToDouble(((LSL_Float)src.Data[index]).value);
else if (src.Data[index] is LSL_String)
return Convert.ToDouble(((LSL_String) src.Data[index]).m_string);
return Convert.ToDouble(((LSL_String)src.Data[index]).m_string);
return Convert.ToDouble(src.Data[index]);
}
catch (FormatException)
@ -5006,17 +5037,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return src.Data[index].ToString();
}
public LSL_String llList2Key(LSL_List src, int index)
public LSL_Key llList2Key(LSL_List src, int index)
{
m_host.AddScriptLPS(1);
if (index < 0)
{
index = src.Length + index;
}
if (index >= src.Length || index < 0)
{
return "";
}
// SL spits out an empty string for types other than key & string
// At the time of patching, LSL_Key is currently LSL_String,
// so the OR check may be a little redundant, but it's being done
// for completion and should LSL_Key ever be implemented
// as it's own struct
else if (!(src.Data[index] is LSL_String ||
src.Data[index] is LSL_Key))
{
return "";
}
return src.Data[index].ToString();
}
@ -5035,6 +5079,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
return (LSL_Vector)src.Data[index];
}
// SL spits always out ZERO_VECTOR for anything other than
// strings or vectors. Although keys always return ZERO_VECTOR,
// it is currently difficult to make the distinction between
// a string, a key as string and a string that by coincidence
// is a string, so we're going to leave that up to the
// LSL_Vector constructor.
else if (!(src.Data[index] is LSL_String ||
src.Data[index] is LSL_Vector))
{
return new LSL_Vector(0, 0, 0);
}
else
{
return new LSL_Vector(src.Data[index].ToString());
@ -5052,7 +5108,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
return new LSL_Rotation(0, 0, 0, 1);
}
if (src.Data[index].GetType() == typeof(LSL_Rotation))
// SL spits always out ZERO_ROTATION for anything other than
// strings or vectors. Although keys always return ZERO_ROTATION,
// it is currently difficult to make the distinction between
// a string, a key as string and a string that by coincidence
// is a string, so we're going to leave that up to the
// LSL_Rotation constructor.
else if (!(src.Data[index] is LSL_String ||
src.Data[index] is LSL_Rotation))
{
return new LSL_Rotation(0, 0, 0, 1);
}
else if (src.Data[index].GetType() == typeof(LSL_Rotation))
{
return (LSL_Rotation)src.Data[index];
}

View File

@ -176,6 +176,7 @@ namespace OpenSim.Services.Interfaces
List<AvatarAttachment> attachments = appearance.GetAttachments();
foreach (AvatarAttachment attach in attachments)
{
if (attach.ItemID != UUID.Zero)
Data["_ap_" + attach.AttachPoint] = attach.ItemID.ToString();
}
}

View File

@ -939,7 +939,7 @@
FixedTimeStep = .01667
MaxCollisionsPerFrame = 2048
MaxUpdatesPerFrame = 2048
MaxUpdatesPerFrame = 8192
[RemoteAdmin]
enabled = false

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