diff --git a/.nant/local.include b/.nant/local.include
index 9c9aa28a5c..5185717cbc 100644
--- a/.nant/local.include
+++ b/.nant/local.include
@@ -132,6 +132,11 @@
+
+
+
+
+
@@ -240,6 +245,11 @@
+
+
+
+
+
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 3c48dcca45..e2aa41e820 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -82,7 +82,13 @@ public sealed class BSCharacter : BSPhysObject
{
_physicsActorType = (int)ActorTypes.Agent;
_position = pos;
+
+ // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
+ // replace with the default values.
_size = size;
+ if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth;
+ if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth;
+
_flying = isFlying;
_orientation = OMV.Quaternion.Identity;
_velocity = OMV.Vector3.Zero;
@@ -175,8 +181,7 @@ public sealed class BSCharacter : BSPhysObject
get
{
// Avatar capsule size is kept in the scale parameter.
- // return _size;
- return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z);
+ return _size;
}
set {
@@ -184,8 +189,8 @@ public sealed class BSCharacter : BSPhysObject
_size = value;
ComputeAvatarScale(_size);
ComputeAvatarVolumeAndMass();
- DetailLog("{0},BSCharacter.setSize,call,scale={1},density={2},volume={3},mass={4}",
- LocalID, Scale, _avatarDensity, _avatarVolume, RawMass);
+ DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
+ LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
{
@@ -203,9 +208,9 @@ public sealed class BSCharacter : BSPhysObject
set { BaseShape = value; }
}
// I want the physics engine to make an avatar capsule
- public override ShapeData.PhysicsShapeType PreferredPhysicalShape
+ public override PhysicsShapeType PreferredPhysicalShape
{
- get {return ShapeData.PhysicsShapeType.SHAPE_AVATAR; }
+ get {return PhysicsShapeType.SHAPE_CAPSULE; }
}
public override bool Grabbed {
@@ -614,13 +619,19 @@ public sealed class BSCharacter : BSPhysObject
// The 'size' given by the simulator is the mid-point of the avatar
// and X and Y are unspecified.
- OMV.Vector3 newScale = OMV.Vector3.Zero;
- newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
- newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
+ OMV.Vector3 newScale = size;
+ // newScale.X = PhysicsScene.Params.avatarCapsuleWidth;
+ // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth;
// From the total height, remove the capsule half spheres that are at each end
- newScale.Z = size.Z - (newScale.X + newScale.Y);
- Scale = newScale;
+ // The 1.15f came from ODE. Not sure what this factors in.
+ // newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y);
+
+ // The total scale height is the central cylindar plus the caps on the two ends.
+ newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f);
+
+ // Convert diameters to radii and height to half height -- the way Bullet expects it.
+ Scale = newScale / 2f;
}
// set _avatarVolume and _mass based on capsule size, _density and Scale
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 436e043670..4ee047b836 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -82,9 +82,9 @@ public abstract class BSLinkset
// Some linksets have a preferred physical shape.
// Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
- public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
+ public virtual PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
{
- return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
+ return PhysicsShapeType.SHAPE_UNKNOWN;
}
// Linksets move around the children so the linkset might need to compute the child position
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index 3238c85ef1..cb378409f5 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -42,12 +42,12 @@ public sealed class BSLinksetCompound : BSLinkset
}
// For compound implimented linksets, if there are children, use compound shape for the root.
- public override ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
+ public override PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
{
- ShapeData.PhysicsShapeType ret = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
+ PhysicsShapeType ret = PhysicsShapeType.SHAPE_UNKNOWN;
if (IsRoot(requestor) && HasAnyChildren)
{
- ret = ShapeData.PhysicsShapeType.SHAPE_COMPOUND;
+ ret = PhysicsShapeType.SHAPE_COMPOUND;
}
// DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret);
return ret;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 991e5b1ebe..e68b1678d8 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -94,9 +94,9 @@ public abstract class BSPhysObject : PhysicsActor
public PrimitiveBaseShape BaseShape { get; protected set; }
// Some types of objects have preferred physical representations.
// Returns SHAPE_UNKNOWN if there is no preference.
- public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
+ public virtual PhysicsShapeType PreferredPhysicalShape
{
- get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; }
+ get { return PhysicsShapeType.SHAPE_UNKNOWN; }
}
// When the physical properties are updated, an EntityProperty holds the update values.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 500c84acbc..5d16bbf2e5 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -47,7 +47,6 @@ public sealed class BSPrim : BSPhysObject
// _size is what the user passed. Scale is what we pass to the physics engine with the mesh.
// Often Scale is unity because the meshmerizer will apply _size when creating the mesh.
private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
- // private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
private bool _grabbed;
private bool _isSelected;
@@ -94,7 +93,7 @@ public sealed class BSPrim : BSPhysObject
_physicsActorType = (int)ActorTypes.Prim;
_position = pos;
_size = size;
- Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type
+ Scale = size; // the scale will be set by CreateGeom depending on object type
_orientation = rotation;
_buoyancy = 1f;
_velocity = OMV.Vector3.Zero;
@@ -155,6 +154,8 @@ public sealed class BSPrim : BSPhysObject
public override OMV.Vector3 Size {
get { return _size; }
set {
+ // We presume the scale and size are the same. If scale must be changed for
+ // the physical shape, that is done when the geometry is built.
_size = value;
ForceBodyShapeRebuild(false);
}
@@ -170,7 +171,7 @@ public sealed class BSPrim : BSPhysObject
}
}
// Whatever the linkset wants is what I want.
- public override ShapeData.PhysicsShapeType PreferredPhysicalShape
+ public override PhysicsShapeType PreferredPhysicalShape
{ get { return Linkset.PreferredPhysicalShape(this); } }
public override bool ForceBodyShapeRebuild(bool inTaintTime)
@@ -274,19 +275,19 @@ public sealed class BSPrim : BSPhysObject
if (!Linkset.IsRoot(this))
_position = Linkset.Position(this);
- // don't do the GetObjectPosition for root elements because this function is called a zillion times
+ // don't do the GetObjectPosition for root elements because this function is called a zillion times.
// _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
return _position;
}
set {
- // If you must push the position into the physics engine, use ForcePosition.
+ // If the position must be forced into the physics engine, use ForcePosition.
if (_position == value)
{
return;
}
_position = value;
// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
- PositionSanityCheck();
+ PositionSanityCheck(false);
PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
{
// DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
@@ -302,7 +303,7 @@ public sealed class BSPrim : BSPhysObject
}
set {
_position = value;
- PositionSanityCheck();
+ // PositionSanityCheck(); // Don't do this! Causes a loop and caller should know better.
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
ActivateIfPhysical(false);
}
@@ -311,52 +312,43 @@ public sealed class BSPrim : BSPhysObject
// Check that the current position is sane and, if not, modify the position to make it so.
// Check for being below terrain and being out of bounds.
// Returns 'true' of the position was made sane by some action.
- private bool PositionSanityCheck()
+ private bool PositionSanityCheck(bool inTaintTime)
{
bool ret = false;
- // If totally below the ground, move the prim up
- // TODO: figure out the right solution for this... only for dynamic objects?
- /*
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
+ OMV.Vector3 upForce = OMV.Vector3.Zero;
if (Position.Z < terrainHeight)
{
DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
- _position.Z = terrainHeight + 2.0f;
+ float targetHeight = terrainHeight + (Size.Z / 2f);
+ // Upforce proportional to the distance away from the terrain. Correct the error in 1 sec.
+ upForce.Z = (terrainHeight - Position.Z) * 1f;
ret = true;
}
- */
+
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
{
float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
// TODO: a floating motor so object will bob in the water
- if (Position.Z < waterHeight)
+ if (Math.Abs(Position.Z - waterHeight) > 0.1f)
{
- _position.Z = waterHeight;
+ // Upforce proportional to the distance away from the water. Correct the error in 1 sec.
+ upForce.Z = (waterHeight - Position.Z) * 1f;
ret = true;
}
}
// TODO: check for out of bounds
- return ret;
- }
- // A version of the sanity check that also makes sure a new position value is
- // pushed to the physics engine. This routine would be used by anyone
- // who is not already pushing the value.
- private bool PositionSanityCheck(bool inTaintTime)
- {
- bool ret = false;
- if (PositionSanityCheck())
+ // The above code computes a force to apply to correct any out-of-bounds problems. Apply same.
+ if (ret)
{
- // The new position value must be pushed into the physics engine but we can't
- // just assign to "Position" because of potential call loops.
- PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck", delegate()
+ PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck:belowTerrain", delegate()
{
- DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
- ForcePosition = _position;
+ // Apply upforce and overcome gravity.
+ ForceVelocity = ForceVelocity + upForce - PhysicsScene.DefaultGravity;
});
- ret = true;
}
return ret;
}
@@ -940,6 +932,7 @@ public sealed class BSPrim : BSPhysObject
public override void AddForce(OMV.Vector3 force, bool pushforce) {
AddForce(force, pushforce, false);
}
+ // Applying a force just adds this to the total force on the object.
public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
// for an object, doesn't matter if force is a pushforce or not
if (force.IsFinite())
@@ -971,6 +964,7 @@ public sealed class BSPrim : BSPhysObject
});
}
+ // An impulse force is scaled by the mass of the object.
public void ApplyForceImpulse(OMV.Vector3 impulse, bool inTaintTime)
{
OMV.Vector3 applyImpulse = impulse;
@@ -1423,7 +1417,7 @@ public sealed class BSPrim : BSPhysObject
if (changed != 0)
{
// Only update the position of single objects and linkset roots
- if (this._parentPrim == null)
+ if (Linkset.IsRoot(this))
{
base.RequestPhysicsterseUpdate();
}
@@ -1435,19 +1429,24 @@ public sealed class BSPrim : BSPhysObject
// Updates only for individual prims and for the root object of a linkset.
if (Linkset.IsRoot(this))
{
- // Assign to the local variables so the normal set action does not happen
+ // Assign directly to the local variables so the normal set action does not happen
_position = entprop.Position;
_orientation = entprop.Rotation;
_velocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
+ // The sanity check can change the velocity and/or position.
+ if (PositionSanityCheck(true))
+ {
+ entprop.Position = _position;
+ entprop.Velocity = _velocity;
+ }
+
// remember the current and last set values
LastEntityProperties = CurrentEntityProperties;
CurrentEntityProperties = entprop;
- PositionSanityCheck(true);
-
OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation;
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}",
LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 2fee95e1a2..27a78d1f2a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -712,7 +712,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// here just before the physics engine is called to step the simulation.
public void ProcessTaints()
{
- InTaintTime = true;
+ InTaintTime = true; // Only used for debugging so locking is not necessary.
ProcessRegularTaints();
ProcessPostTaintTaints();
InTaintTime = false;
@@ -758,6 +758,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
DetailLog("{0},BSScene.ProcessTaints,leftTaintsOnList,numNotProcessed={1}", DetailLogZero, _taintOperations.Count);
}
*/
+
// swizzle a new list into the list location so we can process what's there
List oldList;
lock (_taintLock)
@@ -787,8 +788,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// will replace any previous operation by the same object.
public void PostTaintObject(String ident, uint ID, TaintCallback callback)
{
- if (!m_initialized) return;
-
string uniqueIdent = ident + "-" + ID.ToString();
lock (_taintLock)
{
@@ -864,13 +863,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
}
}
+ // Only used for debugging. Does not change state of anything so locking is not necessary.
public bool AssertInTaintTime(string whereFrom)
{
if (!InTaintTime)
{
DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
- Util.PrintCallStack();
+ Util.PrintCallStack(); // Prints the stack into the DEBUG log file.
}
return InTaintTime;
}
@@ -1145,6 +1145,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); },
(s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ),
+ new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
+ (float)BSTerrainPhys.TerrainImplementation.Mesh,
+ (s,cf,p,v) => { s.m_params[0].terrainImplementation = cf.GetFloat(p,v); },
+ (s) => { return s.m_params[0].terrainImplementation; },
+ (s,p,l,v) => { s.m_params[0].terrainImplementation = v; } ),
new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
0.5f,
(s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); },
@@ -1180,11 +1185,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
(s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].avatarRestitution; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ),
- new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar",
- 0.37f,
- (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].avatarCapsuleRadius; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ),
+ new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
+ 0.6f,
+ (s,cf,p,v) => { s.m_params[0].avatarCapsuleWidth = cf.GetFloat(p, v); },
+ (s) => { return s.m_params[0].avatarCapsuleWidth; },
+ (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleWidth, p, l, v); } ),
+ new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
+ 0.45f,
+ (s,cf,p,v) => { s.m_params[0].avatarCapsuleDepth = cf.GetFloat(p, v); },
+ (s) => { return s.m_params[0].avatarCapsuleDepth; },
+ (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleDepth, p, l, v); } ),
new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
1.5f,
(s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); },
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 29a23c0247..869735ce46 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -178,7 +178,7 @@ public sealed class BSShapeCollection : IDisposable
bool ret = false;
switch (shape.type)
{
- case ShapeData.PhysicsShapeType.SHAPE_MESH:
+ case PhysicsShapeType.SHAPE_MESH:
MeshDesc meshDesc;
if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
{
@@ -201,7 +201,7 @@ public sealed class BSShapeCollection : IDisposable
meshDesc.lastReferenced = System.DateTime.Now;
Meshes[shape.shapeKey] = meshDesc;
break;
- case ShapeData.PhysicsShapeType.SHAPE_HULL:
+ case PhysicsShapeType.SHAPE_HULL:
HullDesc hullDesc;
if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
{
@@ -224,7 +224,7 @@ public sealed class BSShapeCollection : IDisposable
hullDesc.lastReferenced = System.DateTime.Now;
Hulls[shape.shapeKey] = hullDesc;
break;
- case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
+ case PhysicsShapeType.SHAPE_UNKNOWN:
break;
default:
// Native shapes are not tracked and they don't go into any list
@@ -255,16 +255,16 @@ public sealed class BSShapeCollection : IDisposable
{
switch (shape.type)
{
- case ShapeData.PhysicsShapeType.SHAPE_HULL:
+ case PhysicsShapeType.SHAPE_HULL:
DereferenceHull(shape, shapeCallback);
break;
- case ShapeData.PhysicsShapeType.SHAPE_MESH:
+ case PhysicsShapeType.SHAPE_MESH:
DereferenceMesh(shape, shapeCallback);
break;
- case ShapeData.PhysicsShapeType.SHAPE_COMPOUND:
+ case PhysicsShapeType.SHAPE_COMPOUND:
DereferenceCompound(shape, shapeCallback);
break;
- case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
+ case PhysicsShapeType.SHAPE_UNKNOWN:
break;
default:
break;
@@ -352,28 +352,28 @@ public sealed class BSShapeCollection : IDisposable
BulletShape shapeInfo = new BulletShape(cShape);
if (TryGetMeshByPtr(cShape, out meshDesc))
{
- shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_MESH;
+ shapeInfo.type = PhysicsShapeType.SHAPE_MESH;
shapeInfo.shapeKey = meshDesc.shapeKey;
}
else
{
if (TryGetHullByPtr(cShape, out hullDesc))
{
- shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_HULL;
+ shapeInfo.type = PhysicsShapeType.SHAPE_HULL;
shapeInfo.shapeKey = hullDesc.shapeKey;
}
else
{
if (BulletSimAPI.IsCompound2(cShape))
{
- shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_COMPOUND;
+ shapeInfo.type = PhysicsShapeType.SHAPE_COMPOUND;
}
else
{
if (BulletSimAPI.IsNativeShape2(cShape))
{
shapeInfo.isNativeShape = true;
- shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
+ shapeInfo.type = PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
}
}
}
@@ -381,7 +381,7 @@ public sealed class BSShapeCollection : IDisposable
DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo);
- if (shapeInfo.type != ShapeData.PhysicsShapeType.SHAPE_UNKNOWN)
+ if (shapeInfo.type != PhysicsShapeType.SHAPE_UNKNOWN)
{
DereferenceShape(shapeInfo, true, null);
}
@@ -405,11 +405,11 @@ public sealed class BSShapeCollection : IDisposable
bool ret = false;
bool haveShape = false;
- if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
+ if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
{
// an avatar capsule is close to a native shape (it is not shared)
- ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
- ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
+ ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_CAPSULE,
+ FixedShapeKey.KEY_CAPSULE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
ret = true;
haveShape = true;
@@ -417,7 +417,7 @@ public sealed class BSShapeCollection : IDisposable
// Compound shapes are handled special as they are rebuilt from scratch.
// This isn't too great a hardship since most of the child shapes will already been created.
- if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
+ if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND)
{
ret = GetReferenceToCompoundShape(prim, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape);
@@ -460,11 +460,11 @@ public sealed class BSShapeCollection : IDisposable
haveShape = true;
if (forceRebuild
|| prim.Scale != prim.Size
- || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
+ || prim.PhysShape.type != PhysicsShapeType.SHAPE_SPHERE
)
{
- ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
- ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
+ ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_SPHERE,
+ FixedShapeKey.KEY_SPHERE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.PhysShape);
}
@@ -474,11 +474,11 @@ public sealed class BSShapeCollection : IDisposable
haveShape = true;
if (forceRebuild
|| prim.Scale != prim.Size
- || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
+ || prim.PhysShape.type != PhysicsShapeType.SHAPE_BOX
)
{
- ret = GetReferenceToNativeShape( prim, ShapeData.PhysicsShapeType.SHAPE_BOX,
- ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
+ ret = GetReferenceToNativeShape( prim, PhysicsShapeType.SHAPE_BOX,
+ FixedShapeKey.KEY_BOX, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.PhysShape);
}
@@ -519,15 +519,12 @@ public sealed class BSShapeCollection : IDisposable
// Creates a native shape and assignes it to prim.BSShape.
// "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
private bool GetReferenceToNativeShape(BSPhysObject prim,
- ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
+ PhysicsShapeType shapeType, FixedShapeKey shapeKey,
ShapeDestructionCallback shapeCallback)
{
// release any previous shape
DereferenceShape(prim.PhysShape, true, shapeCallback);
- // Bullet native objects are scaled by the Bullet engine so pass the size in
- prim.Scale = prim.Size;
-
BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey);
// Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
@@ -538,8 +535,8 @@ public sealed class BSShapeCollection : IDisposable
return true;
}
- private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, ShapeData.PhysicsShapeType shapeType,
- ShapeData.FixedShapeKey shapeKey)
+ private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, PhysicsShapeType shapeType,
+ FixedShapeKey shapeKey)
{
BulletShape newShape;
// Need to make sure the passed shape information is for the native type.
@@ -547,12 +544,13 @@ public sealed class BSShapeCollection : IDisposable
nativeShapeData.Type = shapeType;
nativeShapeData.ID = prim.LocalID;
nativeShapeData.Scale = prim.Scale;
- nativeShapeData.Size = prim.Scale;
+ nativeShapeData.Size = prim.Scale; // unneeded, I think.
nativeShapeData.MeshKey = (ulong)shapeKey;
nativeShapeData.HullKey = (ulong)shapeKey;
- if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
+ if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
{
+ // The proper scale has been calculated in the prim.
newShape = new BulletShape(
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
, shapeType);
@@ -560,6 +558,9 @@ public sealed class BSShapeCollection : IDisposable
}
else
{
+ // Native shapes are scaled in Bullet so set the scaling to the size
+ prim.Scale = prim.Size;
+ nativeShapeData.Scale = prim.Scale;
newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
}
if (newShape.ptr == IntPtr.Zero)
@@ -585,7 +586,7 @@ public sealed class BSShapeCollection : IDisposable
System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
// if this new shape is the same as last time, don't recreate the mesh
- if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
+ if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_MESH)
return false;
DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}",
@@ -643,7 +644,7 @@ public sealed class BSShapeCollection : IDisposable
indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
}
}
- BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH);
+ BulletShape newShape = new BulletShape(meshPtr, PhysicsShapeType.SHAPE_MESH);
newShape.shapeKey = newMeshKey;
return newShape;
@@ -659,7 +660,7 @@ public sealed class BSShapeCollection : IDisposable
System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
// if the hull hasn't changed, don't rebuild it
- if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
+ if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_HULL)
return false;
DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}",
@@ -780,7 +781,7 @@ public sealed class BSShapeCollection : IDisposable
}
}
- BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL);
+ BulletShape newShape = new BulletShape(hullPtr, PhysicsShapeType.SHAPE_HULL);
newShape.shapeKey = newHullKey;
return newShape; // 'true' means a new shape has been added to this prim
@@ -803,7 +804,7 @@ public sealed class BSShapeCollection : IDisposable
// DereferenceShape(prim.PhysShape, true, shapeCallback);
BulletShape cShape = new BulletShape(
- BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), ShapeData.PhysicsShapeType.SHAPE_COMPOUND);
+ BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), PhysicsShapeType.SHAPE_COMPOUND);
// Create the shape for the root prim and add it to the compound shape. Cannot be a native shape.
CreateGeomMeshOrHull(prim, shapeCallback);
@@ -894,7 +895,7 @@ public sealed class BSShapeCollection : IDisposable
// While we figure out the real problem, stick a simple native shape on the object.
BulletShape fillinShape =
- BuildPhysicalNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
+ BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
return fillinShape;
}
@@ -940,7 +941,7 @@ public sealed class BSShapeCollection : IDisposable
else
{
bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr,
- prim.LocalID, prim.ForcePosition, prim.ForceOrientation);
+ prim.LocalID, prim.RawPosition, prim.RawOrientation);
DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
}
aBody = new BulletBody(prim.LocalID, bodyPtr);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index d59a486b69..f2e62d9719 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -35,7 +35,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public abstract class BSShape
{
public IntPtr ptr { get; set; }
- public ShapeData.PhysicsShapeType type { get; set; }
+ public PhysicsShapeType type { get; set; }
public System.UInt64 key { get; set; }
public int referenceCount { get; set; }
public DateTime lastReferenced { get; set; }
@@ -43,7 +43,7 @@ public abstract class BSShape
public BSShape()
{
ptr = IntPtr.Zero;
- type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
+ type = PhysicsShapeType.SHAPE_UNKNOWN;
key = 0;
referenceCount = 0;
lastReferenced = DateTime.Now;
@@ -54,17 +54,17 @@ public abstract class BSShape
{
BSShape ret = null;
- if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
+ if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
{
// an avatar capsule is close to a native shape (it is not shared)
- ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
- ShapeData.FixedShapeKey.KEY_CAPSULE);
+ ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_CAPSULE,
+ FixedShapeKey.KEY_CAPSULE);
physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
}
// Compound shapes are handled special as they are rebuilt from scratch.
// This isn't too great a hardship since most of the child shapes will already been created.
- if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
+ if (ret == null && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND)
{
// Getting a reference to a compound shape gets you the compound shape with the root prim shape added
ret = BSShapeCompound.GetReference(prim);
@@ -123,14 +123,14 @@ public class BSShapeNative : BSShape
{
}
public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
- ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
+ PhysicsShapeType shapeType, FixedShapeKey shapeKey)
{
// Native shapes are not shared and are always built anew.
return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
}
private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
- ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
+ PhysicsShapeType shapeType, FixedShapeKey shapeKey)
{
ShapeData nativeShapeData = new ShapeData();
nativeShapeData.Type = shapeType;
@@ -141,7 +141,7 @@ public class BSShapeNative : BSShape
nativeShapeData.HullKey = (ulong)shapeKey;
- if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
+ if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
{
ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
new file mode 100755
index 0000000000..8fc36d117b
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -0,0 +1,170 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+using OpenSim.Framework;
+using OpenSim.Region.Framework;
+using OpenSim.Region.CoreModules;
+using OpenSim.Region.Physics.Manager;
+
+using Nini.Config;
+using log4net;
+
+using OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public sealed class BSTerrainHeightmap : BSTerrainPhys
+{
+ static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
+
+ BulletHeightMapInfo m_mapInfo = null;
+
+ // Constructor to build a default, flat heightmap terrain.
+ public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
+ : base(physicsScene, regionBase, id)
+ {
+ Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE);
+ Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION);
+ int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
+ float[] initialMap = new float[totalHeights];
+ for (int ii = 0; ii < totalHeights; ii++)
+ {
+ initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
+ }
+ m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
+ m_mapInfo.minCoords = minTerrainCoords;
+ m_mapInfo.maxCoords = maxTerrainCoords;
+ m_mapInfo.terrainRegionBase = TerrainBase;
+ // Don't have to free any previous since we just got here.
+ BuildHeightmapTerrain();
+ }
+
+ // This minCoords and maxCoords passed in give the size of the terrain (min and max Z
+ // are the high and low points of the heightmap).
+ public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
+ Vector3 minCoords, Vector3 maxCoords)
+ : base(physicsScene, regionBase, id)
+ {
+ m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
+ m_mapInfo.minCoords = minCoords;
+ m_mapInfo.maxCoords = maxCoords;
+ m_mapInfo.minZ = minCoords.Z;
+ m_mapInfo.maxZ = maxCoords.Z;
+ m_mapInfo.terrainRegionBase = TerrainBase;
+
+ // Don't have to free any previous since we just got here.
+ BuildHeightmapTerrain();
+ }
+
+ public override void Dispose()
+ {
+ ReleaseHeightMapTerrain();
+ }
+
+ // Using the information in m_mapInfo, create the physical representation of the heightmap.
+ private void BuildHeightmapTerrain()
+ {
+ m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID,
+ m_mapInfo.minCoords, m_mapInfo.maxCoords,
+ m_mapInfo.heightMap, BSTerrainManager.TERRAIN_COLLISION_MARGIN);
+
+ // Create the terrain shape from the mapInfo
+ m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
+ PhysicsShapeType.SHAPE_TERRAIN);
+
+ // The terrain object initial position is at the center of the object
+ Vector3 centerPos;
+ centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f);
+ centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
+ centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);
+
+ m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID,
+ BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr,
+ m_mapInfo.ID, centerPos, Quaternion.Identity));
+
+ // Set current terrain attributes
+ BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
+ BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
+ BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
+ BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
+
+ // Return the new terrain to the world of physical objects
+ BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+
+ // redo its bounding box now that it is in the world
+ BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+
+ BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr,
+ (uint)CollisionFilterGroups.TerrainFilter,
+ (uint)CollisionFilterGroups.TerrainMask);
+
+ // Make it so the terrain will not move or be considered for movement.
+ BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
+
+ return;
+ }
+
+ // If there is information in m_mapInfo pointing to physical structures, release same.
+ private void ReleaseHeightMapTerrain()
+ {
+ if (m_mapInfo != null)
+ {
+ if (m_mapInfo.terrainBody.ptr != IntPtr.Zero)
+ {
+ BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+ // Frees both the body and the shape.
+ BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+ BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr);
+ }
+ }
+ m_mapInfo = null;
+ }
+
+ // The passed position is relative to the base of the region.
+ public override float GetHeightAtXYZ(Vector3 pos)
+ {
+ float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+
+ int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X;
+ try
+ {
+ ret = m_mapInfo.heightMap[mapIndex];
+ }
+ catch
+ {
+ // Sometimes they give us wonky values of X and Y. Give a warning and return something.
+ PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
+ LogHeader, m_mapInfo.terrainRegionBase, pos);
+ ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+ }
+ return ret;
+ }
+}
+}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 7c34af29bd..71fca3310a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -40,6 +40,32 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
+
+// The physical implementation of the terrain is wrapped in this class.
+public abstract class BSTerrainPhys : IDisposable
+{
+ public enum TerrainImplementation
+ {
+ Heightmap = 0,
+ Mesh = 1
+ }
+
+ public BSScene PhysicsScene { get; private set; }
+ // Base of the region in world coordinates. Coordinates inside the region are relative to this.
+ public Vector3 TerrainBase { get; private set; }
+ public uint ID { get; private set; }
+
+ public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id)
+ {
+ PhysicsScene = physicsScene;
+ TerrainBase = regionBase;
+ ID = id;
+ }
+ public abstract void Dispose();
+ public abstract float GetHeightAtXYZ(Vector3 pos);
+}
+
+// ==========================================================================================
public sealed class BSTerrainManager
{
static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
@@ -67,11 +93,10 @@ public sealed class BSTerrainManager
// If doing mega-regions, if we're region zero we will be managing multiple
// region terrains since region zero does the physics for the whole mega-region.
- private Dictionary m_heightMaps;
+ private Dictionary m_terrains;
- // True of the terrain has been modified.
- // Used to force recalculation of terrain height after terrain has been modified
- private bool m_terrainModified;
+ // Flags used to know when to recalculate the height.
+ private bool m_terrainModified = false;
// If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount.
// This is incremented before assigning to new region so it is the last ID allocated.
@@ -89,8 +114,7 @@ public sealed class BSTerrainManager
public BSTerrainManager(BSScene physicsScene)
{
PhysicsScene = physicsScene;
- m_heightMaps = new Dictionary();
- m_terrainModified = false;
+ m_terrains = new Dictionary();
// Assume one region of default size
m_worldOffset = Vector3.Zero;
@@ -99,9 +123,6 @@ public sealed class BSTerrainManager
}
// Create the initial instance of terrain and the underlying ground plane.
- // The objects are allocated in the unmanaged space and the pointers are tracked
- // by the managed code.
- // The terrains and the groundPlane are not added to the list of PhysObjects.
// This is called from the initialization routine so we presume it is
// safe to call Bullet in real time. We hope no one is moving prims around yet.
public void CreateInitialGroundPlaneAndTerrain()
@@ -109,7 +130,7 @@ public sealed class BSTerrainManager
// The ground plane is here to catch things that are trying to drop to negative infinity
BulletShape groundPlaneShape = new BulletShape(
BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
- ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE);
+ PhysicsShapeType.SHAPE_GROUNDPLANE);
m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
Vector3.Zero, Quaternion.Identity));
@@ -121,15 +142,9 @@ public sealed class BSTerrainManager
BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
(uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
- Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
- Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
- int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
- float[] initialMap = new float[totalHeights];
- for (int ii = 0; ii < totalHeights; ii++)
- {
- initialMap[ii] = HEIGHT_INITIALIZATION;
- }
- UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true);
+ // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
+ BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
+ m_terrains.Add(Vector3.Zero, initialTerrain);
}
// Release all the terrain structures we might have allocated
@@ -150,15 +165,11 @@ public sealed class BSTerrainManager
// Release all the terrain we have allocated
public void ReleaseTerrain()
{
- foreach (KeyValuePair kvp in m_heightMaps)
+ foreach (KeyValuePair kvp in m_terrains)
{
- if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr))
- {
- BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr);
- BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
- }
+ kvp.Value.Dispose();
}
- m_heightMaps.Clear();
+ m_terrains.Clear();
}
// The simulator wants to set a new heightmap for the terrain.
@@ -176,8 +187,9 @@ public sealed class BSTerrainManager
{
DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
BSScene.DetailLogZero, m_worldOffset, m_worldMax);
- ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
- localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
+ ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
+ BSScene.CHILDTERRAIN_ID, localHeightMap,
+ m_worldOffset, m_worldOffset + DefaultRegionSize, true);
}
}
else
@@ -185,7 +197,7 @@ public sealed class BSTerrainManager
// If not doing the mega-prim thing, just change the terrain
DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
- UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
+ UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap,
m_worldOffset, m_worldOffset + DefaultRegionSize, true);
}
});
@@ -195,56 +207,63 @@ public sealed class BSTerrainManager
// based on the passed information. The 'id' should be either the terrain id or
// BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
// The latter feature is for creating child terrains for mega-regions.
- // If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0)
- // then a new body and shape is created and the mapInfo is filled.
- // This call is used for doing the initial terrain creation.
// If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
// terrain shape is created and added to the body.
// This call is most often used to update the heightMap and parameters of the terrain.
// (The above does suggest that some simplification/refactoring is in order.)
- private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
+ private void UpdateTerrain(uint id, float[] heightMap,
+ Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
{
- DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
+ DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
+ // Find high and low points of passed heightmap.
+ // The min and max passed in is usually the area objects can be in (maximum
+ // object height, for instance). The terrain wants the bounding box for the
+ // terrain so we replace passed min and max Z with the actual terrain min/max Z.
float minZ = float.MaxValue;
float maxZ = float.MinValue;
- Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y);
-
- int heightMapSize = heightMap.Length;
- for (int ii = 0; ii < heightMapSize; ii++)
+ foreach (float height in heightMap)
{
- float height = heightMap[ii];
if (height < minZ) minZ = height;
if (height > maxZ) maxZ = height;
}
-
- // The shape of the terrain is from its base to its extents.
+ if (minZ == maxZ)
+ {
+ // If min and max are the same, reduce min a little bit so a good bounding box is created.
+ minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE;
+ }
minCoords.Z = minZ;
maxCoords.Z = maxZ;
- BulletHeightMapInfo mapInfo;
- if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo))
+ Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);
+
+ BSTerrainPhys terrainPhys;
+ if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
{
- // If this is terrain we know about, it's easy to update
+ // There is already a terrain in this spot. Free the old and build the new.
+ DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
+ BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
- mapInfo.heightMap = heightMap;
- mapInfo.minCoords = minCoords;
- mapInfo.maxCoords = maxCoords;
- mapInfo.minZ = minZ;
- mapInfo.maxZ = maxZ;
- mapInfo.sizeX = maxCoords.X - minCoords.X;
- mapInfo.sizeY = maxCoords.Y - minCoords.Y;
- DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
- BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
-
- PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:UpdateExisting", delegate()
+ PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate()
{
- if (MegaRegionParentPhysicsScene != null)
+ // Remove old terrain from the collection
+ m_terrains.Remove(terrainRegionBase);
+ // Release any physical memory it may be using.
+ terrainPhys.Dispose();
+
+ if (MegaRegionParentPhysicsScene == null)
+ {
+ BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
+ m_terrains.Add(terrainRegionBase, newTerrainPhys);
+
+ m_terrainModified = true;
+ }
+ else
{
// It's possible that Combine() was called after this code was queued.
// If we are a child of combined regions, we don't create any terrain for us.
- DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
+ DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
// Get rid of any terrain that may have been allocated for us.
ReleaseGroundPlaneAndTerrain();
@@ -252,91 +271,6 @@ public sealed class BSTerrainManager
// I hate doing this, but just bail
return;
}
-
- if (mapInfo.terrainBody.ptr != IntPtr.Zero)
- {
- // Updating an existing terrain.
- DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
- BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
-
- // Remove from the dynamics world because we're going to mangle this object
- BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
-
- // Get rid of the old terrain
- BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
- BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
- mapInfo.Ptr = IntPtr.Zero;
-
- /*
- // NOTE: This routine is half here because I can't get the terrain shape replacement
- // to work. In the short term, the above three lines completely delete the old
- // terrain and the code below recreates one from scratch.
- // Hopefully the Bullet community will help me out on this one.
-
- // First, release the old collision shape (there is only one terrain)
- BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr);
-
- // Fill the existing height map info with the new location and size information
- BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID,
- mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
-
- // Create a terrain shape based on the new info
- mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
-
- // Stuff the shape into the existing terrain body
- BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr);
- */
- }
- // else
- {
- // Creating a new terrain.
- DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
- BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
-
- mapInfo.ID = id;
- mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID,
- mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
-
- // Create the terrain shape from the mapInfo
- mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
- ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
-
- // The terrain object initial position is at the center of the object
- Vector3 centerPos;
- centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
- centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
- centerPos.Z = minZ + ((maxZ - minZ) / 2f);
-
- mapInfo.terrainBody = new BulletBody(mapInfo.ID,
- BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
- id, centerPos, Quaternion.Identity));
- }
-
- // Make sure the entry is in the heightmap table
- m_heightMaps[terrainRegionBase] = mapInfo;
-
- // Set current terrain attributes
- BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
- BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
- BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
- BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
-
- // Return the new terrain to the world of physical objects
- BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
-
- // redo its bounding box now that it is in the world
- BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
-
- BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr,
- (uint)CollisionFilterGroups.TerrainFilter,
- (uint)CollisionFilterGroups.TerrainMask);
-
- // Make sure the new shape is processed.
- // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
- // BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING);
- BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
-
- m_terrainModified = true;
});
}
else
@@ -353,34 +287,51 @@ public sealed class BSTerrainManager
Vector3 minCoordsX = minCoords;
Vector3 maxCoordsX = maxCoords;
- DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
+ DetailLog("{0},UpdateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
// Code that must happen at taint-time
- PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:NewTerrain", delegate()
+ PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:NewTerrain", delegate()
{
- DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
- // Create a new mapInfo that will be filled with the new info
- mapInfo = new BulletHeightMapInfo(id, heightMapX,
- BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID,
- minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
- // Put the unfilled heightmap info into the collection of same
- m_heightMaps.Add(terrainRegionBase, mapInfo);
- // Build the terrain
- UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
+ DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}",
+ BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
+ BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
+ m_terrains.Add(terrainRegionBase, newTerrainPhys);
m_terrainModified = true;
});
}
}
- // Someday we will have complex terrain with caves and tunnels
- public float GetTerrainHeightAtXYZ(Vector3 loc)
+ // TODO: redo terrain implementation selection to allow other base types than heightMap.
+ private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
{
- // For the moment, it's flat and convex
- return GetTerrainHeightAtXY(loc.X, loc.Y);
+ PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
+ LogHeader, PhysicsScene.RegionName, terrainRegionBase,
+ (BSTerrainPhys.TerrainImplementation)PhysicsScene.Params.terrainImplementation);
+ BSTerrainPhys newTerrainPhys = null;
+ switch ((int)PhysicsScene.Params.terrainImplementation)
+ {
+ case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
+ newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
+ heightMap, minCoords, maxCoords);
+ break;
+ case (int)BSTerrainPhys.TerrainImplementation.Mesh:
+ newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
+ heightMap, minCoords, maxCoords);
+ break;
+ default:
+ PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
+ LogHeader,
+ (int)PhysicsScene.Params.terrainImplementation,
+ PhysicsScene.Params.terrainImplementation,
+ PhysicsScene.RegionName, terrainRegionBase);
+ break;
+ }
+ return newTerrainPhys;
}
+
// Given an X and Y, find the height of the terrain.
// Since we could be handling multiple terrains for a mega-region,
// the base of the region is calcuated assuming all regions are
@@ -390,8 +341,10 @@ public sealed class BSTerrainManager
private float lastHeightTX = 999999f;
private float lastHeightTY = 999999f;
private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
- private float GetTerrainHeightAtXY(float tX, float tY)
+ public float GetTerrainHeightAtXYZ(Vector3 loc)
{
+ float tX = loc.X;
+ float tY = loc.Y;
// You'd be surprized at the number of times this routine is called
// with the same parameters as last time.
if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY)
@@ -403,27 +356,14 @@ public sealed class BSTerrainManager
int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
- Vector2 terrainBaseXY = new Vector2(offsetX, offsetY);
+ Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
- BulletHeightMapInfo mapInfo;
- if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo))
+ BSTerrainPhys physTerrain;
+ if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
{
- float regionX = tX - offsetX;
- float regionY = tY - offsetY;
- int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
- try
- {
- ret = mapInfo.heightMap[mapIndex];
- }
- catch
- {
- // Sometimes they give us wonky values of X and Y. Give a warning and return something.
- PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
- LogHeader, terrainBaseXY, regionX, regionY);
- ret = HEIGHT_GETHEIGHT_RET;
- }
- // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
- // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
+ ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ);
+ DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,loc={1},base={2},height={3}",
+ BSScene.DetailLogZero, loc, terrainBaseXYZ, ret);
}
else
{
@@ -466,7 +406,7 @@ public sealed class BSTerrainManager
// Unhook all the combining that I know about.
public void UnCombine(PhysicsScene pScene)
{
- // Just like ODE, for the moment a NOP
+ // Just like ODE, we don't do anything yet.
DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
new file mode 100755
index 0000000000..3279b6fcaf
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -0,0 +1,256 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+using OpenSim.Framework;
+using OpenSim.Region.Framework;
+using OpenSim.Region.CoreModules;
+using OpenSim.Region.Physics.Manager;
+
+using Nini.Config;
+using log4net;
+
+using OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public sealed class BSTerrainMesh : BSTerrainPhys
+{
+ static string LogHeader = "[BULLETSIM TERRAIN MESH]";
+
+ private float[] m_savedHeightMap;
+ int m_sizeX;
+ int m_sizeY;
+
+ BulletShape m_terrainShape;
+ BulletBody m_terrainBody;
+
+ public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
+ : base(physicsScene, regionBase, id)
+ {
+ }
+
+ public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */)
+ : base(physicsScene, regionBase, id)
+ {
+ }
+
+ // Create terrain mesh from a heightmap.
+ public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
+ Vector3 minCoords, Vector3 maxCoords)
+ : base(physicsScene, regionBase, id)
+ {
+ int indicesCount;
+ int[] indices;
+ int verticesCount;
+ float[] vertices;
+
+ m_savedHeightMap = initialMap;
+
+ m_sizeX = (int)(maxCoords.X - minCoords.X);
+ m_sizeY = (int)(maxCoords.Y - minCoords.Y);
+
+ if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap,
+ m_sizeX, m_sizeY,
+ (float)m_sizeX, (float)m_sizeY,
+ Vector3.Zero, 1.0f,
+ out indicesCount, out indices, out verticesCount, out vertices))
+ {
+ // DISASTER!!
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
+ PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
+ // Something is very messed up and a crash is in our future.
+ return;
+ }
+
+ m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
+ indicesCount, indices, verticesCount, vertices),
+ PhysicsShapeType.SHAPE_MESH);
+ if (m_terrainShape.ptr == IntPtr.Zero)
+ {
+ // DISASTER!!
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
+ physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
+ // Something is very messed up and a crash is in our future.
+ return;
+ }
+
+ Vector3 pos = regionBase;
+ Quaternion rot = Quaternion.Identity;
+
+ m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot));
+ if (m_terrainBody.ptr == IntPtr.Zero)
+ {
+ // DISASTER!!
+ physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
+ // Something is very messed up and a crash is in our future.
+ return;
+ }
+
+ // Set current terrain attributes
+ BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction);
+ BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
+ BulletSimAPI.SetRestitution2(m_terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
+ BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
+
+ // Static objects are not very massive.
+ BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);
+
+ // Return the new terrain to the world of physical objects
+ BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+
+ // redo its bounding box now that it is in the world
+ BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+
+ BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr,
+ (uint)CollisionFilterGroups.TerrainFilter,
+ (uint)CollisionFilterGroups.TerrainMask);
+
+ // Make it so the terrain will not move or be considered for movement.
+ BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
+ }
+
+ public override void Dispose()
+ {
+ if (m_terrainBody.ptr != IntPtr.Zero)
+ {
+ BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+ // Frees both the body and the shape.
+ BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+ }
+ }
+
+ public override float GetHeightAtXYZ(Vector3 pos)
+ {
+ // For the moment use the saved heightmap to get the terrain height.
+ // TODO: raycast downward to find the true terrain below the position.
+ float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+
+ int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X;
+ try
+ {
+ ret = m_savedHeightMap[mapIndex];
+ }
+ catch
+ {
+ // Sometimes they give us wonky values of X and Y. Give a warning and return something.
+ PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
+ LogHeader, TerrainBase, pos);
+ ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+ }
+ return ret;
+ }
+
+ // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
+ // Return 'true' if successfully created.
+ public static bool ConvertHeightmapToMesh(
+ BSScene physicsScene,
+ float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
+ float extentX, float extentY, // zero based range for output vertices
+ Vector3 extentBase, // base to be added to all vertices
+ float magnification, // number of vertices to create between heightMap coords
+ out int indicesCountO, out int[] indicesO,
+ out int verticesCountO, out float[] verticesO)
+ {
+ bool ret = false;
+
+ int indicesCount = 0;
+ int verticesCount = 0;
+ int[] indices = new int[0];
+ float[] vertices = new float[0];
+
+ // Simple mesh creation which assumes magnification == 1.
+ // TODO: do a more general solution that scales, adds new vertices and smoothes the result.
+
+ try
+ {
+ // One vertice per heightmap value plus the vertices off the top and bottom edge.
+ int totalVertices = (sizeX + 1) * (sizeY + 1);
+ vertices = new float[totalVertices * 3];
+ int totalIndices = sizeX * sizeY * 6;
+ indices = new int[totalIndices];
+
+ float magX = (float)sizeX / extentX;
+ float magY = (float)sizeY / extentY;
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}",
+ BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY);
+ // Note that sizeX+1 vertices are created since there is land between this and the next region.
+ for (int yy = 0; yy <= sizeY; yy++)
+ {
+ for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times
+ {
+ int offset = yy * sizeX + xx;
+ // Extend the height from the height from the last row or column
+ if (yy == sizeY) offset -= sizeX;
+ if (xx == sizeX) offset -= 1;
+ float height = heightMap[offset];
+ vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
+ vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
+ vertices[verticesCount + 2] = height + extentBase.Z;
+ verticesCount += 3;
+ }
+ }
+ verticesCount = verticesCount / 3;
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeVerts,verCount={1}",
+ BSScene.DetailLogZero, verticesCount);
+
+ for (int yy = 0; yy < sizeY; yy++)
+ {
+ for (int xx = 0; xx < sizeX; xx++)
+ {
+ int offset = yy * sizeX + xx;
+ // Each vertices is presumed to be the upper left corner of a box of two triangles
+ indices[indicesCount + 0] = offset;
+ indices[indicesCount + 1] = offset + 1;
+ indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column
+ indices[indicesCount + 3] = offset + 1;
+ indices[indicesCount + 4] = offset + sizeX + 2;
+ indices[indicesCount + 5] = offset + sizeX + 1;
+ indicesCount += 6;
+ }
+ }
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeIndices,indCount={1}", // DEEBUG DEBUG DEBUG
+ LogHeader, indicesCount); // DEBUG
+ ret = true;
+ }
+ catch (Exception e)
+ {
+ physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
+ LogHeader, physicsScene.RegionName, extentBase, e);
+ }
+
+ indicesCountO = indicesCount;
+ indicesO = indices;
+ verticesCountO = verticesCount;
+ verticesO = vertices;
+
+ return ret;
+ }
+}
+}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 28fae13827..4647c2d3c7 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -88,11 +88,11 @@ public struct BulletShape
public BulletShape(IntPtr xx)
{
ptr = xx;
- type=ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
- shapeKey = 0;
+ type=PhysicsShapeType.SHAPE_UNKNOWN;
+ shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
isNativeShape = false;
}
- public BulletShape(IntPtr xx, ShapeData.PhysicsShapeType typ)
+ public BulletShape(IntPtr xx, PhysicsShapeType typ)
{
ptr = xx;
type = typ;
@@ -100,7 +100,7 @@ public struct BulletShape
isNativeShape = false;
}
public IntPtr ptr;
- public ShapeData.PhysicsShapeType type;
+ public PhysicsShapeType type;
public System.UInt64 shapeKey;
public bool isNativeShape;
public override string ToString()
@@ -152,7 +152,7 @@ public class BulletHeightMapInfo
ID = id;
Ptr = xx;
heightMap = hm;
- terrainRegionBase = new Vector2(0f, 0f);
+ terrainRegionBase = Vector3.Zero;
minCoords = new Vector3(100f, 100f, 25f);
maxCoords = new Vector3(101f, 101f, 26f);
minZ = maxZ = 0f;
@@ -161,7 +161,7 @@ public class BulletHeightMapInfo
public uint ID;
public IntPtr Ptr;
public float[] heightMap;
- public Vector2 terrainRegionBase;
+ public Vector3 terrainRegionBase;
public Vector3 minCoords;
public Vector3 maxCoords;
public float sizeX, sizeY;
@@ -178,24 +178,37 @@ public struct ConvexHull
int VertexCount;
Vector3[] Vertices;
}
+public enum PhysicsShapeType
+{
+ SHAPE_UNKNOWN = 0,
+ SHAPE_CAPSULE = 1,
+ SHAPE_BOX = 2,
+ SHAPE_CONE = 3,
+ SHAPE_CYLINDER = 4,
+ SHAPE_SPHERE = 5,
+ SHAPE_MESH = 6,
+ SHAPE_HULL = 7,
+ // following defined by BulletSim
+ SHAPE_GROUNDPLANE = 20,
+ SHAPE_TERRAIN = 21,
+ SHAPE_COMPOUND = 22,
+ SHAPE_HEIGHTMAP = 23,
+};
+
+// The native shapes have predefined shape hash keys
+public enum FixedShapeKey : ulong
+{
+ KEY_NONE = 0,
+ KEY_BOX = 1,
+ KEY_SPHERE = 2,
+ KEY_CONE = 3,
+ KEY_CYLINDER = 4,
+ KEY_CAPSULE = 5,
+}
+
[StructLayout(LayoutKind.Sequential)]
public struct ShapeData
{
- public enum PhysicsShapeType
- {
- SHAPE_UNKNOWN = 0,
- SHAPE_AVATAR = 1,
- SHAPE_BOX = 2,
- SHAPE_CONE = 3,
- SHAPE_CYLINDER = 4,
- SHAPE_SPHERE = 5,
- SHAPE_MESH = 6,
- SHAPE_HULL = 7,
- // following defined by BulletSim
- SHAPE_GROUNDPLANE = 20,
- SHAPE_TERRAIN = 21,
- SHAPE_COMPOUND = 22,
- };
public uint ID;
public PhysicsShapeType Type;
public Vector3 Position;
@@ -216,16 +229,6 @@ public struct ShapeData
// note that bools are passed as floats since bool size changes by language and architecture
public const float numericTrue = 1f;
public const float numericFalse = 0f;
-
- // The native shapes have predefined shape hash keys
- public enum FixedShapeKey : ulong
- {
- KEY_BOX = 1,
- KEY_SPHERE = 2,
- KEY_CONE = 3,
- KEY_CYLINDER = 4,
- KEY_CAPSULE = 5,
- }
}
[StructLayout(LayoutKind.Sequential)]
public struct SweepHit
@@ -280,6 +283,7 @@ public struct ConfigurationParameters
public float ccdSweptSphereRadius;
public float contactProcessingThreshold;
+ public float terrainImplementation;
public float terrainFriction;
public float terrainHitFraction;
public float terrainRestitution;
@@ -287,7 +291,8 @@ public struct ConfigurationParameters
public float avatarStandingFriction;
public float avatarDensity;
public float avatarRestitution;
- public float avatarCapsuleRadius;
+ public float avatarCapsuleWidth;
+ public float avatarCapsuleDepth;
public float avatarCapsuleHeight;
public float avatarContactProcessingThreshold;
@@ -388,13 +393,13 @@ public enum CollisionFilterGroups : uint
ObjectFilter = BSolidFilter,
ObjectMask = BAllFilter,
StaticObjectFilter = BStaticFilter,
- StaticObjectMask = BAllFilter,
+ StaticObjectMask = BAllFilter & ~BStaticFilter, // static objects don't collide with each other
LinksetFilter = BLinksetFilter,
- LinksetMask = BAllFilter & ~BLinksetFilter,
+ LinksetMask = BAllFilter & ~BLinksetFilter, // linkset objects don't collide with each other
VolumeDetectFilter = BSensorTrigger,
VolumeDetectMask = ~BSensorTrigger,
TerrainFilter = BTerrainFilter,
- TerrainMask = BAllFilter & ~BStaticFilter,
+ TerrainMask = BAllFilter & ~BStaticFilter, // static objects on the ground don't collide
GroundPlaneFilter = BGroundPlaneFilter,
GroundPlaneMask = BAllFilter
diff --git a/OpenSim/Server/Handlers/Asset/AssetServerPostHandler.cs b/OpenSim/Server/Handlers/Asset/AssetServerPostHandler.cs
index 87b3d2dd32..a006fa8395 100644
--- a/OpenSim/Server/Handlers/Asset/AssetServerPostHandler.cs
+++ b/OpenSim/Server/Handlers/Asset/AssetServerPostHandler.cs
@@ -57,14 +57,23 @@ namespace OpenSim.Server.Handlers.Asset
public override byte[] Handle(string path, Stream request,
IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
{
+ AssetBase asset;
XmlSerializer xs = new XmlSerializer(typeof (AssetBase));
- AssetBase asset = (AssetBase) xs.Deserialize(request);
+
+ try
+ {
+ asset = (AssetBase)xs.Deserialize(request);
+ }
+ catch (XmlException)
+ {
+ httpResponse.StatusCode = (int)HttpStatusCode.BadRequest;
+ return null;
+ }
string[] p = SplitParams(path);
if (p.Length > 1)
{
- bool result =
- m_AssetService.UpdateContent(p[1], asset.Data);
+ bool result = m_AssetService.UpdateContent(p[1], asset.Data);
xs = new XmlSerializer(typeof(bool));
return ServerUtils.SerializeResult(xs, result);
diff --git a/OpenSim/Server/Handlers/Asset/Tests/AssetServerPostHandlerTests.cs b/OpenSim/Server/Handlers/Asset/Tests/AssetServerPostHandlerTests.cs
new file mode 100644
index 0000000000..427fa1674d
--- /dev/null
+++ b/OpenSim/Server/Handlers/Asset/Tests/AssetServerPostHandlerTests.cs
@@ -0,0 +1,110 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.IO;
+using System.Net;
+using System.Text;
+using System.Xml;
+using System.Xml.Serialization;
+using Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Server.Handlers.Asset;
+using OpenSim.Services.AssetService;
+using OpenSim.Services.Interfaces;
+using OpenSim.Tests.Common;
+using OpenSim.Tests.Common.Mock;
+
+namespace OpenSim.Server.Handlers.Asset.Test
+{
+ [TestFixture]
+ public class AssetServerPostHandlerTests : OpenSimTestCase
+ {
+ [Test]
+ public void TestGoodAssetStoreRequest()
+ {
+ TestHelpers.InMethod();
+
+ UUID assetId = TestHelpers.ParseTail(0x1);
+
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("AssetService");
+ config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
+
+ AssetService assetService = new AssetService(config);
+
+ AssetServerPostHandler asph = new AssetServerPostHandler(assetService);
+
+ AssetBase asset = AssetHelpers.CreateNotecardAsset(assetId, "Hello World");
+
+ MemoryStream buffer = new MemoryStream();
+
+ XmlWriterSettings settings = new XmlWriterSettings();
+ settings.Encoding = Encoding.UTF8;
+
+ using (XmlWriter writer = XmlWriter.Create(buffer, settings))
+ {
+ XmlSerializer serializer = new XmlSerializer(typeof(AssetBase));
+ serializer.Serialize(writer, asset);
+ writer.Flush();
+ }
+
+ buffer.Position = 0;
+ asph.Handle(null, buffer, null, null);
+
+ AssetBase retrievedAsset = assetService.Get(assetId.ToString());
+
+ Assert.That(retrievedAsset, Is.Not.Null);
+ }
+
+ [Test]
+ public void TestBadXmlAssetStoreRequest()
+ {
+ TestHelpers.InMethod();
+
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("AssetService");
+ config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
+
+ AssetService assetService = new AssetService(config);
+
+ AssetServerPostHandler asph = new AssetServerPostHandler(assetService);
+
+ MemoryStream buffer = new MemoryStream();
+ byte[] badData = new byte[] { 0x48, 0x65, 0x6c, 0x6c, 0x6f };
+ buffer.Write(badData, 0, badData.Length);
+ buffer.Position = 0;
+
+ TestOSHttpResponse response = new TestOSHttpResponse();
+ asph.Handle(null, buffer, null, response);
+
+ Assert.That(response.StatusCode, Is.EqualTo((int)HttpStatusCode.BadRequest));
+ }
+ }
+}
\ No newline at end of file
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 01ba5b9119..54f252ec3a 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -909,7 +909,8 @@
AvatarFriction = 0.2
AvatarRestitution = 0.0
AvatarDensity = 60.0
- AvatarCapsuleRadius = 0.37
+ AvatarCapsuleWidth = 0.6
+ AvatarCapsuleDepth = 0.45
AvatarCapsuleHeight = 1.5
AvatarContactProcessingThreshold = 0.1
diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll
index 9c8cf005f9..2ae1c75e3d 100755
Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ
diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so
index 0277cf1c1c..d4852a55bd 100755
Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ
diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll
index 5675ff3bcf..77cf7e3f28 100755
Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ
diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so
index 49396a82dc..4ec62b2a66 100755
Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ
diff --git a/prebuild.xml b/prebuild.xml
index cff14ce3fe..e13ce8bca0 100644
--- a/prebuild.xml
+++ b/prebuild.xml
@@ -3421,6 +3421,52 @@
+
+
+
+ ../../../bin/
+
+
+
+
+ ../../../bin/
+
+
+
+ ../../../bin/
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+