Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
c3db595944
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@ -67,10 +67,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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/// </summary>
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protected bool m_merge;
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/// <value>
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/// We only use this to request modules
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/// </value>
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protected Scene m_scene;
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protected IInventoryService m_InventoryService;
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protected IAssetService m_AssetService;
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protected IUserAccountService m_UserAccountService;
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/// <value>
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/// The stream from which the inventory archive will be loaded.
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@ -118,9 +117,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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protected Dictionary<UUID, UUID> m_creatorIdForAssetId = new Dictionary<UUID, UUID>();
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public InventoryArchiveReadRequest(
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Scene scene, UserAccount userInfo, string invPath, string loadPath, bool merge)
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IInventoryService inv, IAssetService assets, IUserAccountService uacc, UserAccount userInfo, string invPath, string loadPath, bool merge)
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: this(
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scene,
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inv,
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assets,
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uacc,
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userInfo,
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invPath,
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new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress),
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@ -129,9 +130,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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}
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public InventoryArchiveReadRequest(
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Scene scene, UserAccount userInfo, string invPath, Stream loadStream, bool merge)
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IInventoryService inv, IAssetService assets, IUserAccountService uacc, UserAccount userInfo, string invPath, Stream loadStream, bool merge)
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{
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m_scene = scene;
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m_InventoryService = inv;
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m_AssetService = assets;
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m_UserAccountService = uacc;
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m_merge = merge;
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m_userInfo = userInfo;
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m_invPath = invPath;
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@ -162,7 +165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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List<InventoryFolderBase> folderCandidates
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= InventoryArchiveUtils.FindFoldersByPath(
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m_scene.InventoryService, m_userInfo.PrincipalID, m_invPath);
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m_InventoryService, m_userInfo.PrincipalID, m_invPath);
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if (folderCandidates.Count == 0)
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{
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@ -297,7 +300,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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string plainPath = ArchiveConstants.ExtractPlainPathFromIarPath(archivePath);
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List<InventoryFolderBase> folderCandidates
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= InventoryArchiveUtils.FindFoldersByPath(
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m_scene.InventoryService, m_userInfo.PrincipalID, plainPath);
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m_InventoryService, m_userInfo.PrincipalID, plainPath);
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if (folderCandidates.Count != 0)
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{
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@ -380,7 +383,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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= new InventoryFolderBase(
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newFolderId, newFolderName, m_userInfo.PrincipalID,
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(short)AssetType.Unknown, destFolder.ID, 1);
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m_scene.InventoryService.AddFolder(destFolder);
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m_InventoryService.AddFolder(destFolder);
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// Record that we have now created this folder
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iarPathExisting += rawDirsToCreate[i] + "/";
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@ -406,7 +409,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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// Don't use the item ID that's in the file
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item.ID = UUID.Random();
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UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.UserAccountService);
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UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_UserAccountService);
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if (UUID.Zero != ospResolvedId) // The user exists in this grid
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{
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// m_log.DebugFormat("[INVENTORY ARCHIVER]: Found creator {0} via OSPA resolution", ospResolvedId);
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@ -436,7 +439,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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// relying on native tar tools.
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m_creatorIdForAssetId[item.AssetID] = item.CreatorIdAsUuid;
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m_scene.AddInventoryItem(item);
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if (!m_InventoryService.AddItem(item))
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m_log.WarnFormat("[INVENTORY ARCHIVER]: Unable to save item {0} in folder {1}", item.Name, item.Folder);
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return item;
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}
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@ -533,7 +537,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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AssetBase asset = new AssetBase(assetId, "From IAR", assetType, UUID.Zero.ToString());
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asset.Data = data;
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m_scene.AssetService.Store(asset);
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m_AssetService.Store(asset);
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return true;
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}
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@ -294,7 +294,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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try
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{
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request = new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadStream, merge);
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request = new InventoryArchiveReadRequest(m_aScene.InventoryService, m_aScene.AssetService, m_aScene.UserAccountService, userInfo, invPath, loadStream, merge);
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}
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catch (EntryPointNotFoundException e)
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{
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@ -342,7 +342,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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try
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{
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request = new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadPath, merge);
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request = new InventoryArchiveReadRequest(m_aScene.InventoryService, m_aScene.AssetService, m_aScene.UserAccountService, userInfo, invPath, loadPath, merge);
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}
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catch (EntryPointNotFoundException e)
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{
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@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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{
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// Test replication of path1
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new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null, false)
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new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, null, (Stream)null, false)
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.ReplicateArchivePathToUserInventory(
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iarPath1, scene.InventoryService.GetRootFolder(ua1.PrincipalID),
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foldersCreated, nodesLoaded);
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@ -246,7 +246,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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{
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// Test replication of path2
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new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null, false)
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new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, null, (Stream)null, false)
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.ReplicateArchivePathToUserInventory(
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iarPath2, scene.InventoryService.GetRootFolder(ua1.PrincipalID),
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foldersCreated, nodesLoaded);
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@ -292,7 +292,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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string itemArchivePath = string.Join("", new string[] { folder1ArchiveName, folder2ArchiveName });
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new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null, false)
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new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, null, (Stream)null, false)
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.ReplicateArchivePathToUserInventory(
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itemArchivePath, scene.InventoryService.GetRootFolder(ua1.PrincipalID),
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new Dictionary<string, InventoryFolderBase>(), new HashSet<InventoryNodeBase>());
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@ -343,7 +343,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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string itemArchivePath = string.Join("", new string[] { folder1ArchiveName, folder2ArchiveName });
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new InventoryArchiveReadRequest(scene, ua1, folder1ExistingName, (Stream)null, true)
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new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, folder1ExistingName, (Stream)null, true)
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.ReplicateArchivePathToUserInventory(
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itemArchivePath, scene.InventoryService.GetRootFolder(ua1.PrincipalID),
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new Dictionary<string, InventoryFolderBase>(), new HashSet<InventoryNodeBase>());
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@ -86,7 +86,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH));
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InventoryArchiveReadRequest iarr
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= new InventoryArchiveReadRequest(null, null, null, (Stream)null, false);
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= new InventoryArchiveReadRequest(null, null, null, null, null, (Stream)null, false);
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iarr.LoadControlFile(filePath, data);
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Assert.That(iarr.ControlFileLoaded, Is.True);
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@ -176,7 +176,7 @@ namespace OpenSim.Region.CoreModules.Framework.Library
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m_log.InfoFormat("[LIBRARY MODULE]: Loading library archive {0} ({1})...", iarFileName, simpleName);
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simpleName = GetInventoryPathFromName(simpleName);
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InventoryArchiveReadRequest archread = new InventoryArchiveReadRequest(m_MockScene, uinfo, simpleName, iarFileName, false);
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InventoryArchiveReadRequest archread = new InventoryArchiveReadRequest(m_MockScene.InventoryService, m_MockScene.AssetService, m_MockScene.UserAccountService, uinfo, simpleName, iarFileName, false);
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try
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{
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HashSet<InventoryNodeBase> nodes = archread.Execute();
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@ -185,7 +185,7 @@ namespace OpenSim.Region.CoreModules.Framework.Library
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// didn't find the subfolder with the given name; place it on the top
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m_log.InfoFormat("[LIBRARY MODULE]: Didn't find {0} in library. Placing archive on the top level", simpleName);
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archread.Close();
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archread = new InventoryArchiveReadRequest(m_MockScene, uinfo, "/", iarFileName, false);
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archread = new InventoryArchiveReadRequest(m_MockScene.InventoryService, m_MockScene.AssetService, m_MockScene.UserAccountService, uinfo, "/", iarFileName, false);
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archread.Execute();
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}
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@ -58,7 +58,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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if (umanmod == Name)
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{
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m_Enabled = true;
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RegisterConsoleCmds();
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Init();
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m_log.DebugFormat("[USER MANAGEMENT MODULE]: {0} is enabled", Name);
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}
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}
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@ -28,9 +28,11 @@ using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Threading;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.ClientStack.LindenUDP;
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using OpenSim.Region.Framework;
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using OpenSim.Region.Framework.Interfaces;
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@ -57,6 +59,10 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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// The cache
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protected Dictionary<UUID, UserData> m_UserCache = new Dictionary<UUID, UserData>();
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// Throttle the name requests
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private OpenSim.Framework.BlockingQueue<NameRequest> m_RequestQueue = new OpenSim.Framework.BlockingQueue<NameRequest>();
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#region ISharedRegionModule
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public void Initialise(IConfigSource config)
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@ -65,7 +71,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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if (umanmod == Name)
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{
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m_Enabled = true;
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RegisterConsoleCmds();
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Init();
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m_log.DebugFormat("[USER MANAGEMENT MODULE]: {0} is enabled", Name);
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}
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}
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@ -160,16 +166,9 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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}
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else
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{
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string[] names;
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bool foundRealName = TryGetUserNames(uuid, out names);
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NameRequest request = new NameRequest(remote_client, uuid);
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m_RequestQueue.Enqueue(request);
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if (names.Length == 2)
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{
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if (!foundRealName)
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m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], uuid, remote_client.Name);
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remote_client.SendNameReply(uuid, names[0], names[1]);
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}
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}
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}
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@ -514,9 +513,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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return;
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}
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//try update unknown users
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//and creator's home URL's
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if ((oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) || (oldUser.HomeURL != null && !creatorData.StartsWith(oldUser.HomeURL)))
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//try update unknown users, but don't update anyone else
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if (oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown"))
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{
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lock (m_UserCache)
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m_UserCache.Remove(id);
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@ -597,6 +595,18 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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#endregion IUserManagement
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protected void Init()
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{
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RegisterConsoleCmds();
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Watchdog.StartThread(
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ProcessQueue,
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"NameRequestThread",
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ThreadPriority.BelowNormal,
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true,
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false);
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}
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protected void RegisterConsoleCmds()
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{
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MainConsole.Instance.Commands.AddCommand("Users", true,
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@ -663,5 +673,40 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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MainConsole.Instance.Output(cdt.ToString());
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}
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private void ProcessQueue()
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{
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while (true)
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{
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Watchdog.UpdateThread();
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NameRequest request = m_RequestQueue.Dequeue();
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string[] names;
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bool foundRealName = TryGetUserNames(request.uuid, out names);
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if (names.Length == 2)
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{
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if (!foundRealName)
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m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], request.uuid, request.client.Name);
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request.client.SendNameReply(request.uuid, names[0], names[1]);
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}
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}
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}
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|
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}
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class NameRequest
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{
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public IClientAPI client;
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public UUID uuid;
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public NameRequest(IClientAPI c, UUID n)
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{
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client = c;
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uuid = n;
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}
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}
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}
|
|
@ -195,19 +195,20 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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{
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InventoryCollection invCol = m_RemoteConnector.GetFolderContent(userID, folderID);
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|
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if (invCol != null && UserManager != null)
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{
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// Protect ourselves against the caller subsequently modifying the items list
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List<InventoryItemBase> items = new List<InventoryItemBase>(invCol.Items);
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// Commenting this for now, because it's causing more grief than good
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//if (invCol != null && UserManager != null)
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//{
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// // Protect ourselves against the caller subsequently modifying the items list
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// List<InventoryItemBase> items = new List<InventoryItemBase>(invCol.Items);
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|
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if (items != null && items.Count > 0)
|
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Util.FireAndForget(delegate
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{
|
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foreach (InventoryItemBase item in items)
|
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if (!string.IsNullOrEmpty(item.CreatorData))
|
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UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData);
|
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});
|
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}
|
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// if (items != null && items.Count > 0)
|
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// //Util.FireAndForget(delegate
|
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// //{
|
||||
// foreach (InventoryItemBase item in items)
|
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// if (!string.IsNullOrEmpty(item.CreatorData))
|
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// UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData);
|
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// //});
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//}
|
||||
|
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return invCol;
|
||||
}
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|
|
|
@ -505,7 +505,11 @@ namespace OpenSim.Region.Framework.Scenes
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CreatorID = uuid;
|
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}
|
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if (parts.Length >= 2)
|
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{
|
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CreatorData = parts[1];
|
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if (!CreatorData.EndsWith("/"))
|
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CreatorData += "/";
|
||||
}
|
||||
if (parts.Length >= 3)
|
||||
name = parts[2];
|
||||
|
||||
|
|
|
@ -43,12 +43,10 @@ public sealed class BSCharacter : BSPhysObject
|
|||
private OMV.Vector3 _size;
|
||||
private bool _grabbed;
|
||||
private bool _selected;
|
||||
private OMV.Vector3 _position;
|
||||
private float _mass;
|
||||
private float _avatarVolume;
|
||||
private float _collisionScore;
|
||||
private OMV.Vector3 _acceleration;
|
||||
private OMV.Quaternion _orientation;
|
||||
private int _physicsActorType;
|
||||
private bool _isPhysical;
|
||||
private bool _flying;
|
||||
|
@ -70,10 +68,10 @@ public sealed class BSCharacter : BSPhysObject
|
|||
: base(parent_scene, localID, avName, "BSCharacter")
|
||||
{
|
||||
_physicsActorType = (int)ActorTypes.Agent;
|
||||
_position = pos;
|
||||
RawPosition = pos;
|
||||
|
||||
_flying = isFlying;
|
||||
_orientation = OMV.Quaternion.Identity;
|
||||
RawOrientation = OMV.Quaternion.Identity;
|
||||
RawVelocity = OMV.Vector3.Zero;
|
||||
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
|
||||
Friction = BSParam.AvatarStandingFriction;
|
||||
|
@ -133,7 +131,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
|
||||
|
||||
ZeroMotion(true);
|
||||
ForcePosition = _position;
|
||||
ForcePosition = RawPosition;
|
||||
|
||||
// Set the velocity
|
||||
if (m_moveActor != null)
|
||||
|
@ -272,38 +270,33 @@ public sealed class BSCharacter : BSPhysObject
|
|||
|
||||
public override void LockAngularMotion(OMV.Vector3 axis) { return; }
|
||||
|
||||
public override OMV.Vector3 RawPosition
|
||||
{
|
||||
get { return _position; }
|
||||
set { _position = value; }
|
||||
}
|
||||
public override OMV.Vector3 Position {
|
||||
get {
|
||||
// Don't refetch the position because this function is called a zillion times
|
||||
// _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID);
|
||||
return _position;
|
||||
// RawPosition = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID);
|
||||
return RawPosition;
|
||||
}
|
||||
set {
|
||||
_position = value;
|
||||
RawPosition = value;
|
||||
|
||||
PhysScene.TaintedObject("BSCharacter.setPosition", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
|
||||
PositionSanityCheck();
|
||||
ForcePosition = _position;
|
||||
ForcePosition = RawPosition;
|
||||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 ForcePosition {
|
||||
get {
|
||||
_position = PhysScene.PE.GetPosition(PhysBody);
|
||||
return _position;
|
||||
RawPosition = PhysScene.PE.GetPosition(PhysBody);
|
||||
return RawPosition;
|
||||
}
|
||||
set {
|
||||
_position = value;
|
||||
RawPosition = value;
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -331,16 +324,16 @@ public sealed class BSCharacter : BSPhysObject
|
|||
float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
|
||||
if (Position.Z < terrainHeight)
|
||||
{
|
||||
DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight);
|
||||
_position.Z = terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters;
|
||||
DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight);
|
||||
RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters);
|
||||
ret = true;
|
||||
}
|
||||
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
|
||||
{
|
||||
float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position);
|
||||
float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition);
|
||||
if (Position.Z < waterHeight)
|
||||
{
|
||||
_position.Z = waterHeight;
|
||||
RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, waterHeight);
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
|
@ -360,8 +353,8 @@ public sealed class BSCharacter : BSPhysObject
|
|||
// just assign to "Position" because of potential call loops.
|
||||
PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
ForcePosition = _position;
|
||||
DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
|
||||
ForcePosition = RawPosition;
|
||||
});
|
||||
ret = true;
|
||||
}
|
||||
|
@ -466,19 +459,14 @@ public sealed class BSCharacter : BSPhysObject
|
|||
get { return _acceleration; }
|
||||
set { _acceleration = value; }
|
||||
}
|
||||
public override OMV.Quaternion RawOrientation
|
||||
{
|
||||
get { return _orientation; }
|
||||
set { _orientation = value; }
|
||||
}
|
||||
public override OMV.Quaternion Orientation {
|
||||
get { return _orientation; }
|
||||
get { return RawOrientation; }
|
||||
set {
|
||||
// Orientation is set zillions of times when an avatar is walking. It's like
|
||||
// the viewer doesn't trust us.
|
||||
if (_orientation != value)
|
||||
if (RawOrientation != value)
|
||||
{
|
||||
_orientation = value;
|
||||
RawOrientation = value;
|
||||
PhysScene.TaintedObject("BSCharacter.setOrientation", delegate()
|
||||
{
|
||||
// Bullet assumes we know what we are doing when forcing orientation
|
||||
|
@ -486,10 +474,10 @@ public sealed class BSCharacter : BSPhysObject
|
|||
// This forces rotation to be only around the Z axis and doesn't change any of the other axis.
|
||||
// This keeps us from flipping the capsule over which the veiwer does not understand.
|
||||
float oRoll, oPitch, oYaw;
|
||||
_orientation.GetEulerAngles(out oRoll, out oPitch, out oYaw);
|
||||
RawOrientation.GetEulerAngles(out oRoll, out oPitch, out oYaw);
|
||||
OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw);
|
||||
// DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}",
|
||||
// LocalID, _orientation, OMV.Vector3.UnitX * _orientation,
|
||||
// LocalID, RawOrientation, OMV.Vector3.UnitX * RawOrientation,
|
||||
// trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation);
|
||||
ForceOrientation = trimmedOrientation;
|
||||
});
|
||||
|
@ -501,16 +489,16 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
get
|
||||
{
|
||||
_orientation = PhysScene.PE.GetOrientation(PhysBody);
|
||||
return _orientation;
|
||||
RawOrientation = PhysScene.PE.GetOrientation(PhysBody);
|
||||
return RawOrientation;
|
||||
}
|
||||
set
|
||||
{
|
||||
_orientation = value;
|
||||
RawOrientation = value;
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
// _position = PhysicsScene.PE.GetPosition(BSBody);
|
||||
PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
// RawPosition = PhysicsScene.PE.GetPosition(BSBody);
|
||||
PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -723,9 +711,9 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
// Don't change position if standing on a stationary object.
|
||||
if (!IsStationary)
|
||||
_position = entprop.Position;
|
||||
RawPosition = entprop.Position;
|
||||
|
||||
_orientation = entprop.Rotation;
|
||||
RawOrientation = entprop.Rotation;
|
||||
|
||||
// Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar
|
||||
// and will send agent updates to the clients if velocity changes by more than
|
||||
|
@ -740,8 +728,8 @@ public sealed class BSCharacter : BSPhysObject
|
|||
// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
|
||||
if (PositionSanityCheck(true))
|
||||
{
|
||||
DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position);
|
||||
entprop.Position = _position;
|
||||
DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, RawPosition);
|
||||
entprop.Position = RawPosition;
|
||||
}
|
||||
|
||||
// remember the current and last set values
|
||||
|
@ -755,7 +743,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
// base.RequestPhysicsterseUpdate();
|
||||
|
||||
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, _position, _orientation, RawVelocity, _acceleration, _rotationalVelocity);
|
||||
LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
public void SetupVehicleDebugging()
|
||||
{
|
||||
enableAngularVerticalAttraction = true;
|
||||
enableAngularDeflection = false;
|
||||
enableAngularDeflection = true;
|
||||
enableAngularBanking = true;
|
||||
if (BSParam.VehicleDebuggingEnable)
|
||||
{
|
||||
|
@ -173,7 +173,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
|
||||
m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f);
|
||||
m_angularDeflectionEfficiency = ClampInRange(0f, pValue, 1f);
|
||||
break;
|
||||
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
|
||||
m_angularDeflectionTimescale = Math.Max(pValue, 0.01f);
|
||||
|
@ -774,7 +774,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
// Since the computation of terrain height can be a little involved, this routine
|
||||
// is used to fetch the height only once for each vehicle simulation step.
|
||||
Vector3 lastRememberedHeightPos;
|
||||
Vector3 lastRememberedHeightPos = new Vector3(-1, -1, -1);
|
||||
private float GetTerrainHeight(Vector3 pos)
|
||||
{
|
||||
if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos)
|
||||
|
@ -788,14 +788,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
// Since the computation of water level can be a little involved, this routine
|
||||
// is used ot fetch the level only once for each vehicle simulation step.
|
||||
Vector3 lastRememberedWaterHeightPos = new Vector3(-1, -1, -1);
|
||||
private float GetWaterLevel(Vector3 pos)
|
||||
{
|
||||
if ((m_knownHas & m_knownChangedWaterLevel) == 0)
|
||||
if ((m_knownHas & m_knownChangedWaterLevel) == 0 || pos != lastRememberedWaterHeightPos)
|
||||
{
|
||||
lastRememberedWaterHeightPos = pos;
|
||||
m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos);
|
||||
m_knownHas |= m_knownChangedWaterLevel;
|
||||
}
|
||||
return (float)m_knownWaterLevel;
|
||||
return m_knownWaterLevel;
|
||||
}
|
||||
|
||||
private Vector3 VehiclePosition
|
||||
|
@ -991,11 +993,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
Vector3 vel = VehicleVelocity;
|
||||
if ((m_flags & (VehicleFlag.NO_X)) != 0)
|
||||
{
|
||||
vel.X = 0;
|
||||
}
|
||||
if ((m_flags & (VehicleFlag.NO_Y)) != 0)
|
||||
{
|
||||
vel.Y = 0;
|
||||
}
|
||||
if ((m_flags & (VehicleFlag.NO_Z)) != 0)
|
||||
{
|
||||
vel.Z = 0;
|
||||
}
|
||||
VehicleVelocity = vel;
|
||||
}
|
||||
|
||||
|
@ -1505,10 +1513,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// TODO: implement reference frame.
|
||||
public void ComputeAngularDeflection()
|
||||
{
|
||||
// Since angularMotorUp and angularDeflection are computed independently, they will calculate
|
||||
// approximately the same X or Y correction. When added together (when contributions are combined)
|
||||
// this creates an over-correction and then wabbling as the target is overshot.
|
||||
// TODO: rethink how the different correction computations inter-relate.
|
||||
|
||||
if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2)
|
||||
{
|
||||
|
@ -1523,10 +1527,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
// The direction the vehicle is pointing
|
||||
Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
|
||||
pointingDirection.Normalize();
|
||||
//Predict where the Vehicle will be pointing after AngularVelocity change is applied. This will keep
|
||||
// from overshooting and allow this correction to merge with the Vertical Attraction peacefully.
|
||||
Vector3 predictedPointingDirection = pointingDirection * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f);
|
||||
predictedPointingDirection.Normalize();
|
||||
|
||||
// The difference between what is and what should be.
|
||||
Vector3 deflectionError = movingDirection - pointingDirection;
|
||||
// Vector3 deflectionError = movingDirection - predictedPointingDirection;
|
||||
Vector3 deflectionError = Vector3.Cross(movingDirection, predictedPointingDirection);
|
||||
|
||||
// Don't try to correct very large errors (not our job)
|
||||
// if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X);
|
||||
|
@ -1539,15 +1547,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// ret = m_angularDeflectionCorrectionMotor(1f, deflectionError);
|
||||
|
||||
// Scale the correction by recovery timescale and efficiency
|
||||
deflectContributionV = (-deflectionError) * m_angularDeflectionEfficiency;
|
||||
deflectContributionV /= m_angularDeflectionTimescale;
|
||||
|
||||
VehicleRotationalVelocity += deflectContributionV * VehicleOrientation;
|
||||
// Not modeling a spring so clamp the scale to no more then the arc
|
||||
deflectContributionV = (-deflectionError) * ClampInRange(0, m_angularDeflectionEfficiency/m_angularDeflectionTimescale,1f);
|
||||
//deflectContributionV /= m_angularDeflectionTimescale;
|
||||
|
||||
// VehicleRotationalVelocity += deflectContributionV * VehicleOrientation;
|
||||
VehicleRotationalVelocity += deflectContributionV;
|
||||
VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}",
|
||||
ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV);
|
||||
VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}",
|
||||
ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale);
|
||||
VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3},PredictedPointingDir={4}",
|
||||
ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale, predictedPointingDirection);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -35,62 +35,6 @@ using OMV = OpenMetaverse;
|
|||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
/*
|
||||
// When a child is linked, the relationship position of the child to the parent
|
||||
// is remembered so the child's world position can be recomputed when it is
|
||||
// removed from the linkset.
|
||||
sealed class BSLinksetCompoundInfo : BSLinksetInfo
|
||||
{
|
||||
public int Index;
|
||||
public OMV.Vector3 OffsetFromRoot;
|
||||
public OMV.Vector3 OffsetFromCenterOfMass;
|
||||
public OMV.Quaternion OffsetRot;
|
||||
public BSLinksetCompoundInfo(int indx, OMV.Vector3 p, OMV.Quaternion r)
|
||||
{
|
||||
Index = indx;
|
||||
OffsetFromRoot = p;
|
||||
OffsetFromCenterOfMass = p;
|
||||
OffsetRot = r;
|
||||
}
|
||||
// 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape)
|
||||
public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement)
|
||||
{
|
||||
// Each child position and rotation is given relative to the center-of-mass.
|
||||
OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation);
|
||||
OMV.Vector3 displacementFromRoot = (child.RawPosition - root.RawPosition) * invRootOrientation;
|
||||
OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement;
|
||||
OMV.Quaternion displacementRot = child.RawOrientation * invRootOrientation;
|
||||
|
||||
// Save relative position for recomputing child's world position after moving linkset.
|
||||
Index = indx;
|
||||
OffsetFromRoot = displacementFromRoot;
|
||||
OffsetFromCenterOfMass = displacementFromCOM;
|
||||
OffsetRot = displacementRot;
|
||||
}
|
||||
public override void Clear()
|
||||
{
|
||||
Index = 0;
|
||||
OffsetFromRoot = OMV.Vector3.Zero;
|
||||
OffsetFromCenterOfMass = OMV.Vector3.Zero;
|
||||
OffsetRot = OMV.Quaternion.Identity;
|
||||
}
|
||||
public override string ToString()
|
||||
{
|
||||
StringBuilder buff = new StringBuilder();
|
||||
buff.Append("<i=");
|
||||
buff.Append(Index.ToString());
|
||||
buff.Append(",p=");
|
||||
buff.Append(OffsetFromRoot.ToString());
|
||||
buff.Append(",m=");
|
||||
buff.Append(OffsetFromCenterOfMass.ToString());
|
||||
buff.Append(",r=");
|
||||
buff.Append(OffsetRot.ToString());
|
||||
buff.Append(">");
|
||||
return buff.ToString();
|
||||
}
|
||||
};
|
||||
*/
|
||||
|
||||
public sealed class BSLinksetCompound : BSLinkset
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
|
||||
|
@ -151,7 +95,9 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
public override bool MakeStatic(BSPrimLinkable child)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
|
||||
child.ClearDisplacement();
|
||||
if (IsRoot(child))
|
||||
{
|
||||
// Schedule a rebuild to verify that the root shape is set to the real shape.
|
||||
|
@ -315,7 +261,6 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
// Note that this works for rebuilding just the root after a linkset is taken apart.
|
||||
// Called at taint time!!
|
||||
private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape
|
||||
private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting
|
||||
private void RecomputeLinksetCompound()
|
||||
{
|
||||
try
|
||||
|
@ -326,55 +271,70 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
// to what they should be as if the root was not in a linkset.
|
||||
// Not that bad since we only get into this routine if there are children in the linkset and
|
||||
// something has been updated/changed.
|
||||
// Have to do the rebuild before checking for physical because this might be a linkset
|
||||
// being destructed and going non-physical.
|
||||
LinksetRoot.ForceBodyShapeRebuild(true);
|
||||
|
||||
// There is no reason to build all this physical stuff for a non-physical linkset.
|
||||
if (!LinksetRoot.IsPhysicallyActive)
|
||||
{
|
||||
// Clean up any old linkset shape and make sure the root shape is set to the root object.
|
||||
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID);
|
||||
|
||||
return; // Note the 'finally' clause at the botton which will get executed.
|
||||
}
|
||||
|
||||
// Get a new compound shape to build the linkset shape in.
|
||||
BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene);
|
||||
|
||||
// The center of mass for the linkset is the geometric center of the group.
|
||||
// Compute a displacement for each component so it is relative to the center-of-mass.
|
||||
// Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass
|
||||
OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass();
|
||||
|
||||
OMV.Quaternion invRootOrientation = OMV.Quaternion.Normalize(OMV.Quaternion.Inverse(LinksetRoot.RawOrientation));
|
||||
OMV.Vector3 origRootPosition = LinksetRoot.RawPosition;
|
||||
|
||||
// 'centerDisplacement' is the value to subtract from children to give physical offset position
|
||||
// 'centerDisplacementV' is the vehicle relative distance from the simulator root position to the center-of-mass
|
||||
OMV.Vector3 centerDisplacementV = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation;
|
||||
if (UseBulletSimRootOffsetHack || disableCOM)
|
||||
if (UseBulletSimRootOffsetHack || !BSParam.LinksetOffsetCenterOfMass)
|
||||
{
|
||||
// Zero everything if center-of-mass displacement is not being done.
|
||||
centerDisplacementV = OMV.Vector3.Zero;
|
||||
LinksetRoot.ClearDisplacement();
|
||||
}
|
||||
else
|
||||
{
|
||||
LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV);
|
||||
// The actual center-of-mass could have been set by the user.
|
||||
centerDisplacementV = LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV);
|
||||
}
|
||||
|
||||
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}",
|
||||
LinksetRoot.LocalID, LinksetRoot.RawPosition, centerOfMassW, centerDisplacementV);
|
||||
LinksetRoot.LocalID, origRootPosition, centerOfMassW, centerDisplacementV);
|
||||
|
||||
// Add the shapes of all the components of the linkset
|
||||
int memberIndex = 1;
|
||||
ForEachMember(delegate(BSPrimLinkable cPrim)
|
||||
{
|
||||
if (IsRoot(cPrim))
|
||||
{
|
||||
// Root shape is always index zero.
|
||||
cPrim.LinksetChildIndex = IsRoot(cPrim) ? 0 : memberIndex;
|
||||
cPrim.LinksetChildIndex = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
cPrim.LinksetChildIndex = memberIndex;
|
||||
memberIndex++;
|
||||
}
|
||||
|
||||
// Get a reference to the shape of the child and add that shape to the linkset compound shape
|
||||
// Get a reference to the shape of the child for adding of that shape to the linkset compound shape
|
||||
BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim);
|
||||
OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacementV;
|
||||
|
||||
// Offset the child shape from the center-of-mass and rotate it to vehicle relative.
|
||||
OMV.Vector3 offsetPos = (cPrim.RawPosition - origRootPosition) * invRootOrientation - centerDisplacementV;
|
||||
OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation;
|
||||
|
||||
// Add the child shape to the compound shape being built
|
||||
m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot);
|
||||
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}",
|
||||
LinksetRoot.LocalID, memberIndex, childShape, offsetPos, offsetRot);
|
||||
LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot);
|
||||
|
||||
// Since we are borrowing the shape of the child, disable the origional child body
|
||||
if (!IsRoot(cPrim))
|
||||
|
@ -386,8 +346,6 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
cPrim.PhysBody.collisionType = CollisionType.LinksetChild;
|
||||
}
|
||||
|
||||
memberIndex++;
|
||||
|
||||
return false; // 'false' says to move onto the next child in the list
|
||||
});
|
||||
|
||||
|
@ -409,8 +367,9 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
{
|
||||
// Enable the physical position updator to return the position and rotation of the root shape.
|
||||
// This enables a feature in the C++ code to return the world coordinates of the first shape in the
|
||||
// compound shape. This eleviates the need to offset the returned physical position by the
|
||||
// compound shape. This aleviates the need to offset the returned physical position by the
|
||||
// center-of-mass offset.
|
||||
// TODO: either debug this feature or remove it.
|
||||
m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -188,6 +188,8 @@ public class BSVMotor : BSMotor
|
|||
CurrentValue = current;
|
||||
return Step(timeStep);
|
||||
}
|
||||
// Given and error, computer a correction for this step.
|
||||
// Simple scaling of the error by the timestep.
|
||||
public virtual Vector3 StepError(float timeStep, Vector3 error)
|
||||
{
|
||||
if (!Enabled) return Vector3.Zero;
|
||||
|
@ -221,7 +223,7 @@ public class BSVMotor : BSMotor
|
|||
CurrentValue, TargetValue);
|
||||
|
||||
LastError = BSMotor.InfiniteVector;
|
||||
while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
|
||||
while (maxOutput-- > 0 && !ErrorIsZero())
|
||||
{
|
||||
Vector3 lastStep = Step(timeStep);
|
||||
MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}",
|
||||
|
@ -375,7 +377,6 @@ public class BSPIDVMotor : BSVMotor
|
|||
// The factors are vectors for the three dimensions. This is the proportional of each
|
||||
// that is applied. This could be multiplied through the actual factors but it
|
||||
// is sometimes easier to manipulate the factors and their mix separately.
|
||||
// to
|
||||
public Vector3 FactorMix;
|
||||
|
||||
// Arbritrary factor range.
|
||||
|
@ -413,14 +414,14 @@ public class BSPIDVMotor : BSVMotor
|
|||
// If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot.
|
||||
// If efficiency is low (0f), use a factor value that overcorrects.
|
||||
// TODO: might want to vary contribution of different factor depending on efficiency.
|
||||
float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f;
|
||||
// float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow;
|
||||
// float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f;
|
||||
float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow;
|
||||
|
||||
proportionFactor = new Vector3(factor, factor, factor);
|
||||
integralFactor = new Vector3(factor, factor, factor);
|
||||
derivFactor = new Vector3(factor, factor, factor);
|
||||
|
||||
MDetailLog("{0},BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor);
|
||||
MDetailLog("{0}, BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -441,8 +442,8 @@ public class BSPIDVMotor : BSVMotor
|
|||
+ derivitive / TimeScale * derivFactor * FactorMix.Z
|
||||
;
|
||||
|
||||
MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}",
|
||||
BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret);
|
||||
MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},lerr={3},runnInt={4},deriv={5},ret={6}",
|
||||
BSScene.DetailLogZero, timeStep, error, LastError, RunningIntegration, derivitive, ret);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
|
|
@ -176,6 +176,7 @@ public static class BSParam
|
|||
|
||||
// Linkset implementation parameters
|
||||
public static float LinksetImplementation { get; private set; }
|
||||
public static bool LinksetOffsetCenterOfMass { get; private set; }
|
||||
public static bool LinkConstraintUseFrameOffset { get; private set; }
|
||||
public static bool LinkConstraintEnableTransMotor { get; private set; }
|
||||
public static float LinkConstraintTransMotorMaxVel { get; private set; }
|
||||
|
@ -684,6 +685,8 @@ public static class BSParam
|
|||
|
||||
new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
|
||||
(float)BSLinkset.LinksetImplementation.Compound ),
|
||||
new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same",
|
||||
false ),
|
||||
new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
|
||||
false ),
|
||||
new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
|
||||
|
|
|
@ -90,6 +90,8 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
PhysBody = new BulletBody(localID);
|
||||
PhysShape = new BSShapeNull();
|
||||
|
||||
UserSetCenterOfMassDisplacement = null;
|
||||
|
||||
PrimAssetState = PrimAssetCondition.Unknown;
|
||||
|
||||
// Default material type. Also sets Friction, Restitution and Density.
|
||||
|
@ -180,6 +182,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
Material = (MaterialAttributes.Material)material;
|
||||
|
||||
// Setting the material sets the material attributes also.
|
||||
// TODO: decide if this is necessary -- the simulator does this.
|
||||
MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
|
||||
Friction = matAttrib.friction;
|
||||
Restitution = matAttrib.restitution;
|
||||
|
@ -194,10 +197,10 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
// Update the physical location and motion of the object. Called with data from Bullet.
|
||||
public abstract void UpdateProperties(EntityProperties entprop);
|
||||
|
||||
public abstract OMV.Vector3 RawPosition { get; set; }
|
||||
public virtual OMV.Vector3 RawPosition { get; set; }
|
||||
public abstract OMV.Vector3 ForcePosition { get; set; }
|
||||
|
||||
public abstract OMV.Quaternion RawOrientation { get; set; }
|
||||
public virtual OMV.Quaternion RawOrientation { get; set; }
|
||||
public abstract OMV.Quaternion ForceOrientation { get; set; }
|
||||
|
||||
public OMV.Vector3 RawVelocity { get; set; }
|
||||
|
|
|
@ -51,12 +51,8 @@ public class BSPrim : BSPhysObject
|
|||
private bool _isSelected;
|
||||
private bool _isVolumeDetect;
|
||||
|
||||
// _position is what the simulator thinks the positions of the prim is.
|
||||
private OMV.Vector3 _position;
|
||||
|
||||
private float _mass; // the mass of this object
|
||||
private OMV.Vector3 _acceleration;
|
||||
private OMV.Quaternion _orientation;
|
||||
private int _physicsActorType;
|
||||
private bool _isPhysical;
|
||||
private bool _flying;
|
||||
|
@ -88,10 +84,10 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
|
||||
_physicsActorType = (int)ActorTypes.Prim;
|
||||
_position = pos;
|
||||
RawPosition = pos;
|
||||
_size = size;
|
||||
Scale = size; // prims are the size the user wants them to be (different for BSCharactes).
|
||||
_orientation = rotation;
|
||||
RawOrientation = rotation;
|
||||
_buoyancy = 0f;
|
||||
RawVelocity = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
@ -270,46 +266,42 @@ public class BSPrim : BSPhysObject
|
|||
return;
|
||||
}
|
||||
|
||||
public override OMV.Vector3 RawPosition
|
||||
{
|
||||
get { return _position; }
|
||||
set { _position = value; }
|
||||
}
|
||||
public override OMV.Vector3 Position {
|
||||
get {
|
||||
// don't do the GetObjectPosition for root elements because this function is called a zillion times.
|
||||
// _position = ForcePosition;
|
||||
return _position;
|
||||
// RawPosition = ForcePosition;
|
||||
return RawPosition;
|
||||
}
|
||||
set {
|
||||
// If the position must be forced into the physics engine, use ForcePosition.
|
||||
// All positions are given in world positions.
|
||||
if (_position == value)
|
||||
if (RawPosition == value)
|
||||
{
|
||||
DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
|
||||
return;
|
||||
}
|
||||
_position = value;
|
||||
RawPosition = value;
|
||||
PositionSanityCheck(false);
|
||||
|
||||
PhysScene.TaintedObject("BSPrim.setPosition", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
ForcePosition = _position;
|
||||
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
|
||||
ForcePosition = RawPosition;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: overloaded by BSPrimDisplaced to handle offset for center-of-gravity.
|
||||
public override OMV.Vector3 ForcePosition {
|
||||
get {
|
||||
_position = PhysScene.PE.GetPosition(PhysBody);
|
||||
return _position;
|
||||
RawPosition = PhysScene.PE.GetPosition(PhysBody);
|
||||
return RawPosition;
|
||||
}
|
||||
set {
|
||||
_position = value;
|
||||
RawPosition = value;
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
|
@ -343,10 +335,10 @@ public class BSPrim : BSPhysObject
|
|||
float targetHeight = terrainHeight + (Size.Z / 2f);
|
||||
// If the object is below ground it just has to be moved up because pushing will
|
||||
// not get it through the terrain
|
||||
_position.Z = targetHeight;
|
||||
RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, targetHeight);
|
||||
if (inTaintTime)
|
||||
{
|
||||
ForcePosition = _position;
|
||||
ForcePosition = RawPosition;
|
||||
}
|
||||
// If we are throwing the object around, zero its other forces
|
||||
ZeroMotion(inTaintTime);
|
||||
|
@ -355,7 +347,7 @@ public class BSPrim : BSPhysObject
|
|||
|
||||
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
|
||||
{
|
||||
float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position);
|
||||
float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition);
|
||||
// TODO: a floating motor so object will bob in the water
|
||||
if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f)
|
||||
{
|
||||
|
@ -364,7 +356,7 @@ public class BSPrim : BSPhysObject
|
|||
|
||||
// Apply upforce and overcome gravity.
|
||||
OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity;
|
||||
DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce);
|
||||
DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, RawPosition, upForce, correctionForce);
|
||||
AddForce(correctionForce, false, inTaintTime);
|
||||
ret = true;
|
||||
}
|
||||
|
@ -383,11 +375,11 @@ public class BSPrim : BSPhysObject
|
|||
uint wayOutThere = Constants.RegionSize * Constants.RegionSize;
|
||||
// There have been instances of objects getting thrown way out of bounds and crashing
|
||||
// the border crossing code.
|
||||
if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere
|
||||
|| _position.Y < -Constants.RegionSize || _position.Y > wayOutThere
|
||||
|| _position.Z < -Constants.RegionSize || _position.Z > wayOutThere)
|
||||
if ( RawPosition.X < -Constants.RegionSize || RawPosition.X > wayOutThere
|
||||
|| RawPosition.Y < -Constants.RegionSize || RawPosition.Y > wayOutThere
|
||||
|| RawPosition.Z < -Constants.RegionSize || RawPosition.Z > wayOutThere)
|
||||
{
|
||||
_position = new OMV.Vector3(10, 10, 50);
|
||||
RawPosition = new OMV.Vector3(10, 10, 50);
|
||||
ZeroMotion(inTaintTime);
|
||||
ret = true;
|
||||
}
|
||||
|
@ -713,23 +705,19 @@ public class BSPrim : BSPhysObject
|
|||
get { return _acceleration; }
|
||||
set { _acceleration = value; }
|
||||
}
|
||||
public override OMV.Quaternion RawOrientation
|
||||
{
|
||||
get { return _orientation; }
|
||||
set { _orientation = value; }
|
||||
}
|
||||
|
||||
public override OMV.Quaternion Orientation {
|
||||
get {
|
||||
return _orientation;
|
||||
return RawOrientation;
|
||||
}
|
||||
set {
|
||||
if (_orientation == value)
|
||||
if (RawOrientation == value)
|
||||
return;
|
||||
_orientation = value;
|
||||
RawOrientation = value;
|
||||
|
||||
PhysScene.TaintedObject("BSPrim.setOrientation", delegate()
|
||||
{
|
||||
ForceOrientation = _orientation;
|
||||
ForceOrientation = RawOrientation;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -738,14 +726,14 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
get
|
||||
{
|
||||
_orientation = PhysScene.PE.GetOrientation(PhysBody);
|
||||
return _orientation;
|
||||
RawOrientation = PhysScene.PE.GetOrientation(PhysBody);
|
||||
return RawOrientation;
|
||||
}
|
||||
set
|
||||
{
|
||||
_orientation = value;
|
||||
RawOrientation = value;
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation);
|
||||
}
|
||||
}
|
||||
public override int PhysicsActorType {
|
||||
|
@ -802,6 +790,7 @@ public class BSPrim : BSPhysObject
|
|||
// isSolid: other objects bounce off of this object
|
||||
// isVolumeDetect: other objects pass through but can generate collisions
|
||||
// collisionEvents: whether this object returns collision events
|
||||
// NOTE: overloaded by BSPrimLinkable to also update linkset physical parameters.
|
||||
public virtual void UpdatePhysicalParameters()
|
||||
{
|
||||
if (!PhysBody.HasPhysicalBody)
|
||||
|
@ -888,7 +877,7 @@ public class BSPrim : BSPhysObject
|
|||
// PhysicsScene.PE.ClearAllForces(BSBody);
|
||||
|
||||
// For good measure, make sure the transform is set through to the motion state
|
||||
ForcePosition = _position;
|
||||
ForcePosition = RawPosition;
|
||||
ForceVelocity = RawVelocity;
|
||||
ForceRotationalVelocity = _rotationalVelocity;
|
||||
|
||||
|
@ -1125,7 +1114,9 @@ public class BSPrim : BSPhysObject
|
|||
OMV.Vector3 addForce = force;
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
|
||||
{
|
||||
// Bullet adds this central force to the total force for this tick
|
||||
// Bullet adds this central force to the total force for this tick.
|
||||
// Deep down in Bullet:
|
||||
// linearVelocity += totalForce / mass * timeStep;
|
||||
DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
|
@ -1493,6 +1484,8 @@ public class BSPrim : BSPhysObject
|
|||
|
||||
returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
|
||||
// DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
|
||||
DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}",
|
||||
LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size);
|
||||
|
||||
return returnMass;
|
||||
}// end CalculateMass
|
||||
|
@ -1528,6 +1521,8 @@ public class BSPrim : BSPhysObject
|
|||
|
||||
// The physics engine says that properties have updated. Update same and inform
|
||||
// the world that things have changed.
|
||||
// NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims.
|
||||
// NOTE: BSPrim.UpdateProperties is overloaded by BSPrimDisplaced which handles mapping physical position to simulator position.
|
||||
public override void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
// Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator.
|
||||
|
@ -1536,8 +1531,8 @@ public class BSPrim : BSPhysObject
|
|||
// DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG
|
||||
|
||||
// Assign directly to the local variables so the normal set actions do not happen
|
||||
_position = entprop.Position;
|
||||
_orientation = entprop.Rotation;
|
||||
RawPosition = entprop.Position;
|
||||
RawOrientation = entprop.Rotation;
|
||||
// DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be
|
||||
// very sensitive to velocity changes.
|
||||
if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold))
|
||||
|
@ -1550,21 +1545,19 @@ public class BSPrim : BSPhysObject
|
|||
// The sanity check can change the velocity and/or position.
|
||||
if (PositionSanityCheck(true /* inTaintTime */ ))
|
||||
{
|
||||
entprop.Position = _position;
|
||||
entprop.Position = RawPosition;
|
||||
entprop.Velocity = RawVelocity;
|
||||
entprop.RotationalVelocity = _rotationalVelocity;
|
||||
entprop.Acceleration = _acceleration;
|
||||
}
|
||||
|
||||
OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG
|
||||
OMV.Vector3 direction = OMV.Vector3.UnitX * RawOrientation; // DEBUG DEBUG DEBUG
|
||||
DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction);
|
||||
|
||||
// remember the current and last set values
|
||||
LastEntityProperties = CurrentEntityProperties;
|
||||
CurrentEntityProperties = entprop;
|
||||
|
||||
// Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims.
|
||||
|
||||
PhysScene.PostUpdate(this);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,11 +23,6 @@
|
|||
* 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.
|
||||
*
|
||||
* The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial
|
||||
* are Copyright (c) 2009 Linden Research, Inc and are used under their license
|
||||
* of Creative Commons Attribution-Share Alike 3.0
|
||||
* (http://creativecommons.org/licenses/by-sa/3.0/).
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
@ -44,14 +39,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
public class BSPrimDisplaced : BSPrim
|
||||
{
|
||||
// The purpose of this module is to do any mapping between what the simulator thinks
|
||||
// The purpose of this subclass is to do any mapping between what the simulator thinks
|
||||
// the prim position and orientation is and what the physical position/orientation.
|
||||
// This difference happens because Bullet assumes the center-of-mass is the <0,0,0>
|
||||
// of the prim/linkset. The simulator tracks the location of the prim/linkset by
|
||||
// the location of the root prim. So, if center-of-mass is anywhere but the origin
|
||||
// of the root prim, the physical origin is displaced from the simulator origin.
|
||||
// of the prim/linkset. The simulator, on the other hand, tracks the location of
|
||||
// the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere
|
||||
// but the origin of the root prim, the physical origin is displaced from the simulator origin.
|
||||
//
|
||||
// This routine works by capturing the Force* setting of position/orientation/... and
|
||||
// This routine works by capturing ForcePosition and
|
||||
// adjusting the simulator values (being set) into the physical values.
|
||||
// The conversion is also done in the opposite direction (physical origin -> simulator origin).
|
||||
//
|
||||
|
@ -59,8 +54,8 @@ public class BSPrimDisplaced : BSPrim
|
|||
// are converted into simulator origin values before being passed to the base
|
||||
// class.
|
||||
|
||||
// PositionDisplacement is the vehicle relative distance from the root prim position to the center-of-mass.
|
||||
public virtual OMV.Vector3 PositionDisplacement { get; set; }
|
||||
public virtual OMV.Quaternion OrientationDisplacement { get; set; }
|
||||
|
||||
public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
|
||||
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
|
||||
|
@ -69,50 +64,82 @@ public class BSPrimDisplaced : BSPrim
|
|||
ClearDisplacement();
|
||||
}
|
||||
|
||||
// Clears any center-of-mass displacement introduced by linksets, etc.
|
||||
// Does not clear the displacement set by the user.
|
||||
public void ClearDisplacement()
|
||||
{
|
||||
if (UserSetCenterOfMassDisplacement.HasValue)
|
||||
PositionDisplacement = (OMV.Vector3)UserSetCenterOfMassDisplacement;
|
||||
else
|
||||
PositionDisplacement = OMV.Vector3.Zero;
|
||||
OrientationDisplacement = OMV.Quaternion.Identity;
|
||||
}
|
||||
|
||||
// Set this sets and computes the displacement from the passed prim to the center-of-mass.
|
||||
// A user set value for center-of-mass overrides whatever might be passed in here.
|
||||
// The displacement is in local coordinates (relative to root prim in linkset oriented coordinates).
|
||||
public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement)
|
||||
// Returns the relative offset from the root position to the center-of-mass.
|
||||
// Called at taint time.
|
||||
public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement)
|
||||
{
|
||||
PhysScene.AssertInTaintTime("BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement");
|
||||
Vector3 comDisp;
|
||||
if (UserSetCenterOfMassDisplacement.HasValue)
|
||||
comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement;
|
||||
else
|
||||
comDisp = centerOfMassDisplacement;
|
||||
|
||||
// Eliminate any jitter caused be very slight differences in masses and positions
|
||||
if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) )
|
||||
comDisp = Vector3.Zero;
|
||||
|
||||
DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}",
|
||||
LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp);
|
||||
if (comDisp == Vector3.Zero)
|
||||
if ( !comDisp.ApproxEquals(PositionDisplacement, 0.01f) )
|
||||
{
|
||||
// If there is no diplacement. Things get reset.
|
||||
PositionDisplacement = OMV.Vector3.Zero;
|
||||
OrientationDisplacement = OMV.Quaternion.Identity;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Remember the displacement from root as well as the origional rotation of the
|
||||
// new center-of-mass.
|
||||
// Displacement setting is changing.
|
||||
// The relationship between the physical object and simulated object must be aligned.
|
||||
PositionDisplacement = comDisp;
|
||||
OrientationDisplacement = OMV.Quaternion.Identity;
|
||||
}
|
||||
this.ForcePosition = RawPosition;
|
||||
}
|
||||
|
||||
return PositionDisplacement;
|
||||
}
|
||||
|
||||
// 'ForcePosition' is the one way to set the physical position of the body in the physics engine.
|
||||
// Displace the simulator idea of position (center of root prim) to the physical position.
|
||||
public override Vector3 ForcePosition
|
||||
{
|
||||
get { return base.ForcePosition; }
|
||||
get {
|
||||
OMV.Vector3 physPosition = PhysScene.PE.GetPosition(PhysBody);
|
||||
if (PositionDisplacement != OMV.Vector3.Zero)
|
||||
{
|
||||
// If there is some displacement, return the physical position (center-of-mass)
|
||||
// location minus the displacement to give the center of the root prim.
|
||||
OMV.Vector3 displacement = PositionDisplacement * ForceOrientation;
|
||||
DetailLog("{0},BSPrimDisplaced.ForcePosition,get,physPos={1},disp={2},simPos={3}",
|
||||
LocalID, physPosition, displacement, physPosition - displacement);
|
||||
physPosition -= displacement;
|
||||
}
|
||||
RawPosition = physPosition;
|
||||
return physPosition;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (PositionDisplacement != OMV.Vector3.Zero)
|
||||
{
|
||||
OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation);
|
||||
DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos);
|
||||
base.ForcePosition = displacedPos;
|
||||
// This value is the simulator's idea of where the prim is: the center of the root prim
|
||||
RawPosition = value;
|
||||
|
||||
// Move the passed root prim postion to the center-of-mass position and set in the physics engine.
|
||||
OMV.Vector3 displacement = PositionDisplacement * RawOrientation;
|
||||
OMV.Vector3 displacedPos = RawPosition + displacement;
|
||||
DetailLog("{0},BSPrimDisplaced.ForcePosition,set,simPos={1},disp={2},physPos={3}",
|
||||
LocalID, RawPosition, displacement, displacedPos);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
PhysScene.PE.SetTranslation(PhysBody, displacedPos, RawOrientation);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -121,25 +148,12 @@ public class BSPrimDisplaced : BSPrim
|
|||
}
|
||||
}
|
||||
|
||||
public override Quaternion ForceOrientation
|
||||
{
|
||||
get { return base.ForceOrientation; }
|
||||
set
|
||||
{
|
||||
// TODO:
|
||||
base.ForceOrientation = value;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: decide if this is the right place for these variables.
|
||||
// Somehow incorporate the optional settability by the user.
|
||||
// Is this used?
|
||||
// These are also overridden by BSPrimLinkable if the prim can be part of a linkset
|
||||
public override OMV.Vector3 CenterOfMass
|
||||
{
|
||||
get { return RawPosition; }
|
||||
}
|
||||
|
||||
// Is this used?
|
||||
public override OMV.Vector3 GeometricCenter
|
||||
{
|
||||
get { return RawPosition; }
|
||||
|
@ -148,15 +162,18 @@ public class BSPrimDisplaced : BSPrim
|
|||
public override void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
// Undo any center-of-mass displacement that might have been done.
|
||||
if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity)
|
||||
if (PositionDisplacement != OMV.Vector3.Zero)
|
||||
{
|
||||
// Correct for any rotation around the center-of-mass
|
||||
// TODO!!!
|
||||
// The origional shape was offset from 'zero' by PositionDisplacement.
|
||||
// These physical location must be back converted to be centered around the displaced
|
||||
// root shape.
|
||||
|
||||
OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation);
|
||||
DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos);
|
||||
// Move the returned center-of-mass location to the root prim location.
|
||||
OMV.Vector3 displacement = PositionDisplacement * entprop.Rotation;
|
||||
OMV.Vector3 displacedPos = entprop.Position - displacement;
|
||||
DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},simPos={3}",
|
||||
LocalID, entprop.Position, displacement, displacedPos);
|
||||
entprop.Position = displacedPos;
|
||||
// entprop.Rotation = something;
|
||||
}
|
||||
|
||||
base.UpdateProperties(entprop);
|
||||
|
|
|
@ -37,6 +37,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
public class BSPrimLinkable : BSPrimDisplaced
|
||||
{
|
||||
// The purpose of this subclass is to add linkset functionality to the prim. This overrides
|
||||
// operations necessary for keeping the linkset created and, additionally, this
|
||||
// calls the linkset implementation for its creation and management.
|
||||
|
||||
// This adds the overrides for link() and delink() so the prim is linkable.
|
||||
|
||||
public BSLinkset Linkset { get; set; }
|
||||
// The index of this child prim.
|
||||
public int LinksetChildIndex { get; set; }
|
||||
|
@ -69,8 +75,8 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
BSPrimLinkable parent = obj as BSPrimLinkable;
|
||||
if (parent != null)
|
||||
{
|
||||
BSPhysObject parentBefore = Linkset.LinksetRoot;
|
||||
int childrenBefore = Linkset.NumberOfChildren;
|
||||
BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
|
||||
int childrenBefore = Linkset.NumberOfChildren; // DEBUG
|
||||
|
||||
Linkset = parent.Linkset.AddMeToLinkset(this);
|
||||
|
||||
|
@ -85,8 +91,8 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
// TODO: decide if this parent checking needs to happen at taint time
|
||||
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
|
||||
|
||||
BSPhysObject parentBefore = Linkset.LinksetRoot;
|
||||
int childrenBefore = Linkset.NumberOfChildren;
|
||||
BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
|
||||
int childrenBefore = Linkset.NumberOfChildren; // DEBUG
|
||||
|
||||
Linkset = Linkset.RemoveMeFromLinkset(this);
|
||||
|
||||
|
@ -128,6 +134,17 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
get { return Linkset.LinksetMass; }
|
||||
}
|
||||
|
||||
public override OMV.Vector3 CenterOfMass
|
||||
{
|
||||
get { return Linkset.CenterOfMass; }
|
||||
}
|
||||
|
||||
public override OMV.Vector3 GeometricCenter
|
||||
{
|
||||
get { return Linkset.GeometricCenter; }
|
||||
}
|
||||
|
||||
// Refresh the linkset structure and parameters when the prim's physical parameters are changed.
|
||||
public override void UpdatePhysicalParameters()
|
||||
{
|
||||
base.UpdatePhysicalParameters();
|
||||
|
@ -139,14 +156,18 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
Linkset.Refresh(this);
|
||||
}
|
||||
|
||||
// When the prim is made dynamic or static, the linkset needs to change.
|
||||
protected override void MakeDynamic(bool makeStatic)
|
||||
{
|
||||
base.MakeDynamic(makeStatic);
|
||||
if (Linkset != null) // null can happen during initialization
|
||||
{
|
||||
if (makeStatic)
|
||||
Linkset.MakeStatic(this);
|
||||
else
|
||||
Linkset.MakeDynamic(this);
|
||||
}
|
||||
}
|
||||
|
||||
// Body is being taken apart. Remove physical dependencies and schedule a rebuild.
|
||||
protected override void RemoveDependencies()
|
||||
|
@ -155,6 +176,8 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
base.RemoveDependencies();
|
||||
}
|
||||
|
||||
// Called after a simulation step for the changes in physical object properties.
|
||||
// Do any filtering/modification needed for linksets.
|
||||
public override void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
if (Linkset.IsRoot(this))
|
||||
|
@ -176,6 +199,7 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
|
||||
}
|
||||
|
||||
// Called after a simulation step to post a collision with this object.
|
||||
public override bool Collide(uint collidingWith, BSPhysObject collidee,
|
||||
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
|
||||
{
|
||||
|
|
|
@ -785,7 +785,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
// The simulation of the time interval took less than realtime.
|
||||
// Do a sleep for the rest of realtime.
|
||||
DetailLog("{0},BulletSPluginPhysicsThread,sleeping={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS);
|
||||
Thread.Sleep(simulationTimeVsRealtimeDifferenceMS);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -3,25 +3,21 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT
|
|||
Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass.
|
||||
Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive?
|
||||
Negative buoyancy computed correctly
|
||||
Center-of-gravity
|
||||
Computation of mesh mass. How done? How should it be done?
|
||||
Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
|
||||
the wheel to appear to jump back. Looks like sending position from previous update.
|
||||
Enable vehicle border crossings (at least as poorly as ODE)
|
||||
Terrain skirts
|
||||
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?) (DONE)
|
||||
User settable terrain mesh
|
||||
Allow specifying as convex or concave and use different getHeight functions depending
|
||||
Boats, when turning nose down into the water
|
||||
Acts like rotation around Z is also effecting rotation around X and Y
|
||||
Deleting a linkset while standing on the root will leave the physical shape of the root behind.
|
||||
Not sure if it is because standing on it. Done with large prim linksets.
|
||||
Linkset child rotations.
|
||||
Nebadon spiral tube has middle sections which are rotated wrong.
|
||||
Select linked spiral tube. Delink and note where the middle section ends up.
|
||||
Refarb compound linkset creation to create a pseudo-root for center-of-mass
|
||||
Let children change their shape to physical indendently and just add shapes to compound
|
||||
Vehicle angular vertical attraction
|
||||
vehicle angular banking
|
||||
Center-of-gravity
|
||||
Vehicle angular deflection
|
||||
Preferred orientation angular correction fix
|
||||
Teravus llMoveToTarget script debug
|
||||
Mixing of hover, buoyancy/gravity, moveToTarget, into one force
|
||||
Setting hover height to zero disables hover even if hover flags are on (from SL wiki)
|
||||
|
@ -33,10 +29,16 @@ Vehicle script tuning/debugging
|
|||
Avanti speed script
|
||||
Weapon shooter script
|
||||
Move material definitions (friction, ...) into simulator.
|
||||
osGetPhysicsEngineVerion() and create a version code for the C++ DLL
|
||||
One sided meshes? Should terrain be built into a closed shape?
|
||||
When meshes get partially wedged into the terrain, they cannot push themselves out.
|
||||
It is possible that Bullet processes collisions whether entering or leaving a mesh.
|
||||
Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869
|
||||
Small physical objects do not interact correctly
|
||||
Create chain of .5x.5x.1 torui and make all but top physical so to hang.
|
||||
The chain will fall apart and pairs will dance around on ground
|
||||
Chains of 1x1x.2 will stay connected but will dance.
|
||||
Chains above 2x2x.4 are more stable and get stablier as torui get larger.
|
||||
|
||||
VEHICLES TODO LIST:
|
||||
=================================================
|
||||
|
@ -45,14 +47,12 @@ LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers.
|
|||
Same for other velocity settings.
|
||||
UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims:
|
||||
https://github.com/UbitUmarov/Ubit-opensim
|
||||
Vehicles (Move smoothly)
|
||||
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.
|
||||
Implement referenceFrame for all the motion routines.
|
||||
For limitMotorUp, use raycast down to find if vehicle is in the air.
|
||||
Verify llGetVel() is returning a smooth and good value for vehicle movement.
|
||||
llGetVel() should return the root's velocity if requested in a child prim.
|
||||
Implement function efficiency for lineaar and angular motion.
|
||||
|
@ -93,29 +93,15 @@ Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
|
|||
Duplicating a physical prim causes old prim to jump away
|
||||
Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
|
||||
Scenes with hundred of thousands of static objects take a lot of physics CPU time.
|
||||
BSPrim.Force should set a continious force on the prim. The force should be
|
||||
applied each tick. Some limits?
|
||||
Gun sending shooter flying.
|
||||
Collision margin (gap between physical objects lying on each other)
|
||||
Boundry checking (crashes related to crossing boundry)
|
||||
Add check for border edge position for avatars and objects.
|
||||
Verify the events are created for border crossings.
|
||||
Avatar rotation (check out changes to ScenePresence for physical rotation)
|
||||
Avatar running (what does phys engine need to do?)
|
||||
Small physical objects do not interact correctly
|
||||
Create chain of .5x.5x.1 torui and make all but top physical so to hang.
|
||||
The chain will fall apart and pairs will dance around on ground
|
||||
Chains of 1x1x.2 will stay connected but will dance.
|
||||
Chains above 2x2x.4 are more stable and get stablier as torui get larger.
|
||||
Add PID motor for avatar movement (slow to stop, ...)
|
||||
setForce should set a constant force. Different than AddImpulse.
|
||||
Implement raycast.
|
||||
Implement ShapeCollection.Dispose()
|
||||
Implement water as a plain so raycasting and collisions can happen with same.
|
||||
Implement water as a plain or mesh so raycasting and collisions can happen with same.
|
||||
Add collision penetration return
|
||||
Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance()
|
||||
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!!
|
||||
Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
|
||||
|
@ -127,9 +113,6 @@ Selecting and deselecting physical objects causes CPU processing time to jump
|
|||
Re-implement buoyancy as a separate force on the object rather than diddling gravity.
|
||||
Register a pre-step event to add the force.
|
||||
More efficient memory usage when passing hull information from BSPrim to BulletSim
|
||||
Avatar movement motor check for zero or small movement. Somehow suppress small movements
|
||||
when avatar has stopped and is just standing. Simple test for near zero has
|
||||
the problem of preventing starting up (increase from zero) especially when falling.
|
||||
Physical and phantom will drop through the terrain
|
||||
|
||||
|
||||
|
@ -172,7 +155,6 @@ Do we need to do convex hulls all the time? Can complex meshes be left meshes?
|
|||
There is some problem with meshes and collisions
|
||||
Hulls are not as detailed as meshes. Hulled vehicles insides are different shape.
|
||||
Debounce avatar contact so legs don't keep folding up when standing.
|
||||
Implement LSL physics controls. Like STATUS_ROTATE_X.
|
||||
Add border extensions to terrain to help region crossings and objects leaving region.
|
||||
Use a different capsule shape for avatar when sitting
|
||||
LL uses a pyrimidal shape scaled by the avatar's bounding box
|
||||
|
@ -205,8 +187,6 @@ Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale
|
|||
|
||||
INTERNAL IMPROVEMENT/CLEANUP
|
||||
=================================================
|
||||
Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
|
||||
BSScene.TaintedObject() could immediately execute the callback if already in taint time.
|
||||
Create the physical wrapper classes (BulletBody, BulletShape) by methods on
|
||||
BSAPITemplate and make their actual implementation Bullet engine specific.
|
||||
For the short term, just call the existing functions in ShapeCollection.
|
||||
|
@ -365,4 +345,35 @@ After getting off a vehicle, the root prim is phantom (can be walked through)
|
|||
Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects.
|
||||
Regular triangle meshes don't do physical collisions.
|
||||
(DONE: discovered GImpact is VERY CPU intensive)
|
||||
Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
|
||||
the wheel to appear to jump back. Looks like sending position from previous update.
|
||||
(DONE: redo of compound linksets fixed problem)
|
||||
Refarb compound linkset creation to create a pseudo-root for center-of-mass
|
||||
Let children change their shape to physical indendently and just add shapes to compound
|
||||
(DONE: redo of compound linkset fixed problem)
|
||||
Vehicle angular vertical attraction (DONE: vegaslon code)
|
||||
vehicle angular banking (DONE: vegaslon code)
|
||||
Vehicle angular deflection (DONE: vegaslon code)
|
||||
Preferred orientation angular correction fix
|
||||
Vehicles (Move smoothly)
|
||||
For limitMotorUp, use raycast down to find if vehicle is in the air.
|
||||
(WILL NOT BE DONE: gravity does the job well enough)
|
||||
BSPrim.Force should set a continious force on the prim. The force should be
|
||||
applied each tick. Some limits?
|
||||
(DONE: added physical actors. Implemented SetForce, SetTorque, ...)
|
||||
Implement LSL physics controls. Like STATUS_ROTATE_X. (DONE)
|
||||
Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
|
||||
Avatar rotation (check out changes to ScenePresence for physical rotation) (DONE)
|
||||
Avatar running (what does phys engine need to do?) (DONE: multiplies run factor by walking force)
|
||||
setForce should set a constant force. Different than AddImpulse. (DONE)
|
||||
Add PID motor for avatar movement (slow to stop, ...) (WNBD: current works ok)
|
||||
Avatar movement motor check for zero or small movement. Somehow suppress small movements
|
||||
when avatar has stopped and is just standing. Simple test for near zero has
|
||||
the problem of preventing starting up (increase from zero) especially when falling.
|
||||
(DONE: avatar movement actor knows if standing on stationary object and zeros motion)
|
||||
Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
|
||||
BSScene.TaintedObject() could immediately execute the callback if already in taint time.
|
||||
(DONE)
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2382,6 +2382,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
return force;
|
||||
}
|
||||
|
||||
public void llSetVelocity(LSL_Vector velocity, int local)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
if (!m_host.ParentGroup.IsDeleted)
|
||||
{
|
||||
if (local != 0)
|
||||
velocity *= llGetRot();
|
||||
|
||||
m_host.ParentGroup.RootPart.Velocity = velocity;
|
||||
}
|
||||
}
|
||||
|
||||
public void llSetAngularVelocity(LSL_Vector angularVelocity, int local)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
if (!m_host.ParentGroup.IsDeleted)
|
||||
{
|
||||
if (local != 0)
|
||||
angularVelocity *= llGetRot();
|
||||
|
||||
m_host.ParentGroup.RootPart.AngularVelocity = angularVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
public LSL_Integer llTarget(LSL_Vector position, double range)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
|
|
|
@ -342,6 +342,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
|||
void llSetDamage(double damage);
|
||||
void llSetForce(LSL_Vector force, int local);
|
||||
void llSetForceAndTorque(LSL_Vector force, LSL_Vector torque, int local);
|
||||
void llSetVelocity(LSL_Vector velocity, int local);
|
||||
void llSetAngularVelocity(LSL_Vector angularVelocity, int local);
|
||||
void llSetHoverHeight(double height, int water, double tau);
|
||||
void llSetInventoryPermMask(string item, int mask, int value);
|
||||
void llSetLinkAlpha(int linknumber, double alpha, int face);
|
||||
|
|
|
@ -1548,6 +1548,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
m_LSL_Functions.llSetForceAndTorque(force, torque, local);
|
||||
}
|
||||
|
||||
public void llSetVelocity(LSL_Vector force, int local)
|
||||
{
|
||||
m_LSL_Functions.llSetVelocity(force, local);
|
||||
}
|
||||
|
||||
public void llSetAngularVelocity(LSL_Vector force, int local)
|
||||
{
|
||||
m_LSL_Functions.llSetAngularVelocity(force, local);
|
||||
}
|
||||
|
||||
public void llSetHoverHeight(double height, int water, double tau)
|
||||
{
|
||||
m_LSL_Functions.llSetHoverHeight(height, water, tau);
|
||||
|
|
|
@ -107,7 +107,7 @@ namespace OpenSim.Server.Handlers.Simulation
|
|||
}
|
||||
else
|
||||
{
|
||||
m_log.InfoFormat("[AGENT HANDLER]: method {0} not supported in agent message", method);
|
||||
m_log.InfoFormat("[AGENT HANDLER]: method {0} not supported in agent message (caller is {1})", method, Util.GetCallerIP(request));
|
||||
responsedata["int_response_code"] = HttpStatusCode.MethodNotAllowed;
|
||||
responsedata["str_response_string"] = "Method not allowed";
|
||||
|
||||
|
|
|
@ -65,7 +65,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
public void PostInitialise() { }
|
||||
public void Close() { }
|
||||
|
||||
public SimianPresenceServiceConnector() { m_activityDetector = new SimianActivityDetector(this); }
|
||||
public SimianPresenceServiceConnector() { }
|
||||
public string Name { get { return "SimianPresenceServiceConnector"; } }
|
||||
public void AddRegion(Scene scene)
|
||||
{
|
||||
|
@ -121,6 +121,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
if (!serviceUrl.EndsWith("/") && !serviceUrl.EndsWith("="))
|
||||
serviceUrl = serviceUrl + '/';
|
||||
m_serverUrl = serviceUrl;
|
||||
m_activityDetector = new SimianActivityDetector(this);
|
||||
m_Enabled = true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -156,7 +156,7 @@ namespace OpenSim.Services.UserAccountService
|
|||
|
||||
public bool SetLastPosition(string userID, UUID sessionID, UUID regionID, Vector3 lastPosition, Vector3 lastLookAt)
|
||||
{
|
||||
//m_log.DebugFormat("[Grid User Service]: SetLastPosition for {0}", userID);
|
||||
m_log.DebugFormat("[GRID USER SERVICE]: SetLastPosition for {0}", userID);
|
||||
GridUserData d = m_Database.Get(userID);
|
||||
if (d == null)
|
||||
{
|
||||
|
|
|
@ -919,54 +919,72 @@
|
|||
; ## Joint support
|
||||
; ##
|
||||
|
||||
; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
|
||||
; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
|
||||
; default is false
|
||||
; If you would like physics joints to be enabled through a special naming
|
||||
; convention in the client, set this to true.
|
||||
; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
|
||||
; Default is false
|
||||
;use_NINJA_physics_joints = true
|
||||
|
||||
; ##
|
||||
; ## additional meshing options
|
||||
; ##
|
||||
|
||||
; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
|
||||
; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
|
||||
; true. Note that this will increase memory usage and region startup time. Default is false.
|
||||
; Physical collision mesh proxies are normally created for complex prim shapes,
|
||||
; and collisions for simple boxes and spheres are computed algorithmically.
|
||||
; If you would rather have mesh proxies for simple prims, you can set this to
|
||||
; true. Note that this will increase memory usage and region startup time.
|
||||
; Default is false.
|
||||
;force_simple_prim_meshing = true
|
||||
|
||||
[BulletSim]
|
||||
; All the BulletSim parameters can be displayed with the console command "physics get all"
|
||||
; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
|
||||
; All the BulletSim parameters can be displayed with the console command
|
||||
; "physics get all" and all are defined in the source file
|
||||
; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
|
||||
|
||||
; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll
|
||||
; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster.
|
||||
; There are two bullet physics libraries, bulletunmanaged is the default and is a
|
||||
; native c++ dll bulletxna is a managed C# dll. They have comparible functionality
|
||||
; but the c++ one is much faster.
|
||||
BulletEngine = "bulletunmanaged"
|
||||
; BulletEngine = "bulletxna"
|
||||
|
||||
; Terrain Implementation
|
||||
TerrainImplementation = 1 ; 0=Heightfield, 1=mesh
|
||||
; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2'
|
||||
; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory.
|
||||
; BulletSim can run on its own thread independent of the simulator's heartbeat
|
||||
; thread. Enabling this will nto let the physics engine slow down avatar movement, etc.
|
||||
UseSeparatePhysicsThread = false
|
||||
|
||||
; Terrain implementation can use either Bullet's heightField or BulletSim can build
|
||||
; a mesh. 0=heightField, 1=mesh
|
||||
TerrainImplementation = 1
|
||||
; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
|
||||
; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
|
||||
; magnification uses lots of memory.
|
||||
TerrainMeshMagnification = 2
|
||||
|
||||
; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
|
||||
; Avatar physics height adjustments.
|
||||
; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
|
||||
AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range
|
||||
AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range
|
||||
AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range
|
||||
|
||||
; Default linkset implmentation
|
||||
; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound
|
||||
; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time.
|
||||
; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
|
||||
; builds a compound shape from the children shapes to create a single physical
|
||||
; shape. 'Compound' uses a lot less CPU time.
|
||||
LinkImplementation = 1 ; 0=constraint, 1=compound
|
||||
|
||||
; If 'true', offset a linkset's origin based on mass of linkset parts.
|
||||
LinksetOffsetCenterOfMass = false
|
||||
|
||||
; If 'true', turn scuplties into meshes
|
||||
MeshSculptedPrim = true
|
||||
|
||||
; If 'true', force simple prims (box and sphere) to be meshed
|
||||
; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres
|
||||
; If 'false', the Bullet native special case shape is used for square rectangles
|
||||
; and even dimensioned spheres.
|
||||
ForceSimplePrimMeshing = false
|
||||
|
||||
; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
|
||||
; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through.
|
||||
; Happens often in sculpties. If turned off, there will be some doorways
|
||||
; that cannot be walked through.
|
||||
ShouldRemoveZeroWidthTriangles = true
|
||||
|
||||
; If 'true', use convex hull definition in mesh asset if present.
|
||||
|
|
Loading…
Reference in New Issue