Merge branch 'master' into careminster
commit
c623e35805
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@ -182,12 +182,14 @@ what it is today.
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This software uses components from the following developers:
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* Sleepycat Software (Berkeley DB)
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* Aurora-Sim (http://aurora-sim.org)
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* SQLite (Public Domain)
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* XmlRpcCS (http://xmlrpccs.sf.net/)
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* MySQL, Inc. (MySQL Connector/NET)
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* NUnit (http://www.nunit.org)
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* AGEIA Inc. (PhysX)
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* Russel L. Smith (ODE)
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* Erwin Coumans (Bullet)
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* Prebuild (http://sourceforge.net/projects/dnpb/)
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* LibOpenMetaverse (http://lib.openmetaverse.org/)
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* DotNetOpenMail v0.5.8b (http://dotnetopenmail.sourceforge.net)
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@ -34,7 +34,7 @@ using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSCharacter : BSPhysObject
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public sealed class BSCharacter : BSPhysObject
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS CHAR]";
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@ -97,28 +97,14 @@ public class BSCharacter : BSPhysObject
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// set _avatarVolume and _mass based on capsule size, _density and Scale
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ComputeAvatarVolumeAndMass();
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DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
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LocalID, _size, Scale, _avatarDensity, _avatarVolume, MassRaw);
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ShapeData shapeData = new ShapeData();
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shapeData.ID = LocalID;
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shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
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shapeData.Position = _position;
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shapeData.Rotation = _orientation;
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shapeData.Velocity = _velocity;
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shapeData.Size = Scale; // capsule is a native shape but scale is not just <1,1,1>
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shapeData.Scale = Scale;
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shapeData.Mass = _mass;
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shapeData.Buoyancy = _buoyancy;
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shapeData.Static = ShapeData.numericFalse;
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shapeData.Friction = PhysicsScene.Params.avatarStandingFriction;
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shapeData.Restitution = PhysicsScene.Params.avatarRestitution;
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LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
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// do actual create at taint time
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PhysicsScene.TaintedObject("BSCharacter.create", delegate()
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{
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DetailLog("{0},BSCharacter.create,taint", LocalID);
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// New body and shape into BSBody and BSShape
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PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, shapeData, null, null, null);
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PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null);
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SetPhysicalProperties();
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});
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@ -131,46 +117,45 @@ public class BSCharacter : BSPhysObject
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DetailLog("{0},BSCharacter.Destroy", LocalID);
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PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
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{
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PhysicsScene.Shapes.DereferenceBody(BSBody, true, null);
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PhysicsScene.Shapes.DereferenceShape(BSShape, true, null);
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PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null);
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PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null);
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});
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}
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private void SetPhysicalProperties()
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{
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BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr);
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BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
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ZeroMotion();
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ForcePosition = _position;
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// Set the velocity and compute the proper friction
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ForceVelocity = _velocity;
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BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution);
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BulletSimAPI.SetMargin2(BSShape.ptr, PhysicsScene.Params.collisionMargin);
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BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale);
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BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
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BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution);
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BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
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BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
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BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
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if (PhysicsScene.Params.ccdMotionThreshold > 0f)
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{
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BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
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BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
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BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
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BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
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}
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OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw);
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BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia);
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UpdatePhysicalMassProperties(RawMass);
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// Make so capsule does not fall over
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BulletSimAPI.SetAngularFactorV2(BSBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);
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BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);
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BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr);
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BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
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// BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
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BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_DEACTIVATION);
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BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr);
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BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION);
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BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
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// Do this after the object has been added to the world
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BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr,
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BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr,
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(uint)CollisionFilterGroups.AvatarFilter,
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(uint)CollisionFilterGroups.AvatarMask);
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}
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@ -196,13 +181,12 @@ public class BSCharacter : BSPhysObject
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ComputeAvatarScale(_size);
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ComputeAvatarVolumeAndMass();
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DetailLog("{0},BSCharacter.setSize,call,scale={1},density={2},volume={3},mass={4}",
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LocalID, Scale, _avatarDensity, _avatarVolume, MassRaw);
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LocalID, Scale, _avatarDensity, _avatarVolume, RawMass);
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PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
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{
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BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale);
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OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw);
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BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia);
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BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
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UpdatePhysicalMassProperties(RawMass);
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});
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}
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@ -214,6 +198,11 @@ public class BSCharacter : BSPhysObject
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{
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set { BaseShape = value; }
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}
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// I want the physics engine to make an avatar capsule
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public override ShapeData.PhysicsShapeType PreferredPhysicalShape
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{
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get {return ShapeData.PhysicsShapeType.SHAPE_AVATAR; }
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}
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public override bool Grabbed {
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set { _grabbed = value; }
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@ -236,16 +225,22 @@ public class BSCharacter : BSPhysObject
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_rotationalVelocity = OMV.Vector3.Zero;
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// Zero some other properties directly into the physics engine
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BulletSimAPI.SetLinearVelocity2(BSBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetAngularVelocity2(BSBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetInterpolationVelocity2(BSBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
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BulletSimAPI.ClearForces2(BSBody.ptr);
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetInterpolationVelocity2(PhysBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
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BulletSimAPI.ClearForces2(PhysBody.ptr);
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}
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public override void LockAngularMotion(OMV.Vector3 axis) { return; }
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public override OMV.Vector3 RawPosition
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{
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get { return _position; }
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set { _position = value; }
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}
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public override OMV.Vector3 Position {
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get {
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// Don't refetch the position because this function is called a zillion times
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// _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID);
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return _position;
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}
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@ -256,19 +251,19 @@ public class BSCharacter : BSPhysObject
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PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
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{
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DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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});
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}
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}
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public override OMV.Vector3 ForcePosition {
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get {
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_position = BulletSimAPI.GetPosition2(BSBody.ptr);
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_position = BulletSimAPI.GetPosition2(PhysBody.ptr);
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return _position;
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}
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set {
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_position = value;
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PositionSanityCheck();
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BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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}
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}
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@ -312,15 +307,11 @@ public class BSCharacter : BSPhysObject
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{
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// The new position value must be pushed into the physics engine but we can't
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// just assign to "Position" because of potential call loops.
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BSScene.TaintCallback sanityOperation = delegate()
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PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
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{
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DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
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};
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if (inTaintTime)
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sanityOperation();
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else
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PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", sanityOperation);
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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});
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ret = true;
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}
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return ret;
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@ -329,7 +320,14 @@ public class BSCharacter : BSPhysObject
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public override float Mass { get { return _mass; } }
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// used when we only want this prim's mass and not the linkset thing
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public override float MassRaw { get {return _mass; } }
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public override float RawMass {
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get {return _mass; }
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}
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public override void UpdatePhysicalMassProperties(float physMass)
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{
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OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
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BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
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}
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public override OMV.Vector3 Force {
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get { return _force; }
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@ -339,7 +337,7 @@ public class BSCharacter : BSPhysObject
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PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
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{
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DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
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BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
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BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
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});
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}
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}
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@ -378,7 +376,7 @@ public class BSCharacter : BSPhysObject
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if (_currentFriction != PhysicsScene.Params.avatarStandingFriction)
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{
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_currentFriction = PhysicsScene.Params.avatarStandingFriction;
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BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction);
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BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
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}
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}
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else
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@ -386,15 +384,15 @@ public class BSCharacter : BSPhysObject
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if (_currentFriction != PhysicsScene.Params.avatarFriction)
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{
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_currentFriction = PhysicsScene.Params.avatarFriction;
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BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction);
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BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
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}
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}
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_velocity = value;
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// Remember the set velocity so we can suppress the reduction by friction, ...
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_appliedVelocity = value;
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BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
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BulletSimAPI.Activate2(BSBody.ptr, true);
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
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BulletSimAPI.Activate2(PhysBody.ptr, true);
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}
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}
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public override OMV.Vector3 Torque {
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@ -411,6 +409,11 @@ public class BSCharacter : BSPhysObject
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get { return _acceleration; }
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set { _acceleration = value; }
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}
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public override OMV.Quaternion RawOrientation
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{
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get { return _orientation; }
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set { _orientation = value; }
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}
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public override OMV.Quaternion Orientation {
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get { return _orientation; }
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set {
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@ -419,7 +422,7 @@ public class BSCharacter : BSPhysObject
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PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
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{
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// _position = BulletSimAPI.GetPosition2(BSBody.ptr);
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BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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});
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}
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}
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@ -428,13 +431,13 @@ public class BSCharacter : BSPhysObject
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{
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get
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{
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_orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
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||||
_orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
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return _orientation;
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}
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set
|
||||
{
|
||||
_orientation = value;
|
||||
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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}
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}
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public override int PhysicsActorType {
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@ -493,9 +496,9 @@ public class BSCharacter : BSPhysObject
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PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
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{
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if (_floatOnWater)
|
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CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
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CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
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else
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
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CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
});
|
||||
}
|
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}
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||||
|
@ -528,7 +531,7 @@ public class BSCharacter : BSPhysObject
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DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
// Buoyancy is faked by changing the gravity applied to the object
|
||||
float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
|
||||
BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav));
|
||||
BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
|
||||
}
|
||||
}
|
||||
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||||
|
@ -574,7 +577,7 @@ public class BSCharacter : BSPhysObject
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|||
PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
|
||||
BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
|
||||
BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
|
||||
});
|
||||
}
|
||||
else
|
||||
|
@ -642,7 +645,7 @@ public class BSCharacter : BSPhysObject
|
|||
// That's just the way they are defined.
|
||||
OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z);
|
||||
_velocity = avVel;
|
||||
BulletSimAPI.SetLinearVelocity2(BSBody.ptr, avVel);
|
||||
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel);
|
||||
}
|
||||
|
||||
// Tell the linkset about value changes
|
||||
|
|
|
@ -42,6 +42,12 @@ public abstract class BSConstraint : IDisposable
|
|||
protected BulletConstraint m_constraint;
|
||||
protected bool m_enabled = false;
|
||||
|
||||
public BulletBody Body1 { get { return m_body1; } }
|
||||
public BulletBody Body2 { get { return m_body2; } }
|
||||
public BulletConstraint Constraint { get { return m_constraint; } }
|
||||
public abstract ConstraintType Type { get; }
|
||||
public bool IsEnabled { get { return m_enabled; } }
|
||||
|
||||
public BSConstraint()
|
||||
{
|
||||
}
|
||||
|
@ -64,12 +70,6 @@ public abstract class BSConstraint : IDisposable
|
|||
}
|
||||
}
|
||||
|
||||
public BulletBody Body1 { get { return m_body1; } }
|
||||
public BulletBody Body2 { get { return m_body2; } }
|
||||
public BulletConstraint Constraint { get { return m_constraint; } }
|
||||
public abstract ConstraintType Type { get; }
|
||||
|
||||
|
||||
public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
|
||||
{
|
||||
bool ret = false;
|
||||
|
|
|
@ -32,14 +32,14 @@ using OpenMetaverse;
|
|||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
public class BS6DofConstraint : BSConstraint
|
||||
public sealed class BSConstraint6Dof : BSConstraint
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]";
|
||||
|
||||
public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
|
||||
|
||||
// Create a btGeneric6DofConstraint
|
||||
public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1, Quaternion frame1rot,
|
||||
Vector3 frame2, Quaternion frame2rot,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
|
@ -58,7 +58,7 @@ public class BS6DofConstraint : BSConstraint
|
|||
obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
}
|
||||
|
||||
public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 joinPoint,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
{
|
||||
|
@ -71,8 +71,7 @@ public class BS6DofConstraint : BSConstraint
|
|||
BSScene.DetailLogZero, world.worldID,
|
||||
obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
"[BULLETSIM 6DOF CONSTRAINT]", world.worldID,
|
||||
obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
LogHeader, world.worldID, obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
m_enabled = false;
|
||||
}
|
||||
else
|
||||
|
@ -135,7 +134,11 @@ public class BS6DofConstraint : BSConstraint
|
|||
bool ret = false;
|
||||
float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||
if (m_enabled)
|
||||
{
|
||||
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.ptr, onOff, targetVelocity, maxMotorForce);
|
||||
m_world.physicsScene.DetailLog("{0},BS6DOFConstraint,TransLimitMotor,enable={1},vel={2},maxForce={3}",
|
||||
BSScene.DetailLogZero, enable, targetVelocity, maxMotorForce);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
|
@ -33,7 +33,7 @@ using OpenMetaverse;
|
|||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
public class BSConstraintCollection : IDisposable
|
||||
public sealed class BSConstraintCollection : IDisposable
|
||||
{
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
// private static readonly string LogHeader = "[CONSTRAINT COLLECTION]";
|
||||
|
@ -143,8 +143,6 @@ public class BSConstraintCollection : IDisposable
|
|||
// Return 'true' if any constraints were destroyed.
|
||||
public bool RemoveAndDestroyConstraint(BulletBody body1)
|
||||
{
|
||||
// return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID);
|
||||
|
||||
List<BSConstraint> toRemove = new List<BSConstraint>();
|
||||
uint lookingID = body1.ID;
|
||||
lock (m_constraints)
|
||||
|
|
|
@ -32,11 +32,11 @@ using OpenMetaverse;
|
|||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
class BSHingeConstraint : BSConstraint
|
||||
public sealed class BSConstraintHinge : BSConstraint
|
||||
{
|
||||
public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
|
||||
|
||||
public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
public BSConstraintHinge(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 pivotInA, Vector3 pivotInB,
|
||||
Vector3 axisInA, Vector3 axisInB,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
|
@ -52,7 +52,7 @@ using OpenSim.Region.Physics.Manager;
|
|||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public class BSDynamics
|
||||
public sealed class BSDynamics
|
||||
{
|
||||
private BSScene PhysicsScene { get; set; }
|
||||
// the prim this dynamic controller belongs to
|
||||
|
@ -72,8 +72,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// LIMIT_ROLL_ONLY
|
||||
private Vector3 m_BlockingEndPoint = Vector3.Zero;
|
||||
private Quaternion m_RollreferenceFrame = Quaternion.Identity;
|
||||
private Quaternion m_referenceFrame = Quaternion.Identity;
|
||||
|
||||
// Linear properties
|
||||
private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
|
||||
private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center
|
||||
private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
|
||||
private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body
|
||||
private Vector3 m_linearFrictionTimescale = Vector3.Zero;
|
||||
|
@ -86,7 +89,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
//Angular properties
|
||||
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
|
||||
private int m_angularMotorApply = 0; // application frame counter
|
||||
// private int m_angularMotorApply = 0; // application frame counter
|
||||
private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity
|
||||
private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
|
||||
private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
|
||||
|
@ -95,19 +98,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
|
||||
|
||||
//Deflection properties
|
||||
// private float m_angularDeflectionEfficiency = 0;
|
||||
// private float m_angularDeflectionTimescale = 0;
|
||||
// private float m_linearDeflectionEfficiency = 0;
|
||||
// private float m_linearDeflectionTimescale = 0;
|
||||
private float m_angularDeflectionEfficiency = 0;
|
||||
private float m_angularDeflectionTimescale = 0;
|
||||
private float m_linearDeflectionEfficiency = 0;
|
||||
private float m_linearDeflectionTimescale = 0;
|
||||
|
||||
//Banking properties
|
||||
// private float m_bankingEfficiency = 0;
|
||||
// private float m_bankingMix = 0;
|
||||
// private float m_bankingTimescale = 0;
|
||||
private float m_bankingEfficiency = 0;
|
||||
private float m_bankingMix = 0;
|
||||
private float m_bankingTimescale = 0;
|
||||
|
||||
//Hover and Buoyancy properties
|
||||
private float m_VhoverHeight = 0f;
|
||||
// private float m_VhoverEfficiency = 0f;
|
||||
private float m_VhoverEfficiency = 0f;
|
||||
private float m_VhoverTimescale = 0f;
|
||||
private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
|
||||
private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
|
||||
|
@ -138,10 +141,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
|
||||
// m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f);
|
||||
m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f);
|
||||
break;
|
||||
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
|
||||
// m_angularDeflectionTimescale = Math.Max(pValue, 0.01f);
|
||||
m_angularDeflectionTimescale = Math.Max(pValue, 0.01f);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
|
||||
m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f);
|
||||
|
@ -150,20 +153,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_angularMotorTimescale = Math.Max(pValue, 0.01f);
|
||||
break;
|
||||
case Vehicle.BANKING_EFFICIENCY:
|
||||
// m_bankingEfficiency = Math.Max(pValue, 0.01f);
|
||||
m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f));
|
||||
break;
|
||||
case Vehicle.BANKING_MIX:
|
||||
// m_bankingMix = Math.Max(pValue, 0.01f);
|
||||
m_bankingMix = Math.Max(pValue, 0.01f);
|
||||
break;
|
||||
case Vehicle.BANKING_TIMESCALE:
|
||||
// m_bankingTimescale = Math.Max(pValue, 0.01f);
|
||||
m_bankingTimescale = Math.Max(pValue, 0.01f);
|
||||
break;
|
||||
case Vehicle.BUOYANCY:
|
||||
m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f));
|
||||
break;
|
||||
// case Vehicle.HOVER_EFFICIENCY:
|
||||
// m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f));
|
||||
// break;
|
||||
case Vehicle.HOVER_EFFICIENCY:
|
||||
m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f));
|
||||
break;
|
||||
case Vehicle.HOVER_HEIGHT:
|
||||
m_VhoverHeight = pValue;
|
||||
break;
|
||||
|
@ -171,10 +174,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_VhoverTimescale = Math.Max(pValue, 0.01f);
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
|
||||
// m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f);
|
||||
m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f);
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
|
||||
// m_linearDeflectionTimescale = Math.Max(pValue, 0.01f);
|
||||
m_linearDeflectionTimescale = Math.Max(pValue, 0.01f);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
|
||||
m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f);
|
||||
|
@ -196,7 +199,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||
m_angularMotorApply = 10;
|
||||
// m_angularMotorApply = 100;
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
|
@ -206,7 +209,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
// m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
|
||||
m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
|
||||
}
|
||||
|
@ -221,15 +224,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
// Limit requested angular speed to 2 rps= 4 pi rads/sec
|
||||
if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
|
||||
if (m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
|
||||
if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
|
||||
if (m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
|
||||
if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
|
||||
if (m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
|
||||
m_angularMotorApply = 10;
|
||||
pValue.X = Math.Max(-12.56f, Math.Min(pValue.X, 12.56f));
|
||||
pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f));
|
||||
pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f));
|
||||
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
// m_angularMotorApply = 100;
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
|
@ -239,7 +239,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
// m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.BLOCK_EXIT:
|
||||
m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
|
@ -253,7 +253,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
switch (pParam)
|
||||
{
|
||||
case Vehicle.REFERENCE_FRAME:
|
||||
// m_referenceFrame = pValue;
|
||||
m_referenceFrame = pValue;
|
||||
break;
|
||||
case Vehicle.ROLL_FRAME:
|
||||
m_RollreferenceFrame = pValue;
|
||||
|
@ -265,21 +265,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove);
|
||||
VehicleFlag parm = (VehicleFlag)pParam;
|
||||
if (remove)
|
||||
if (pParam == -1)
|
||||
m_flags = (VehicleFlag)0;
|
||||
else
|
||||
{
|
||||
if (pParam == -1)
|
||||
{
|
||||
m_flags = (VehicleFlag)0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (remove)
|
||||
m_flags &= ~parm;
|
||||
}
|
||||
else
|
||||
m_flags |= parm;
|
||||
}
|
||||
else {
|
||||
m_flags |= parm;
|
||||
}
|
||||
}//end ProcessVehicleFlags
|
||||
}
|
||||
|
||||
internal void ProcessTypeChange(Vehicle pType)
|
||||
{
|
||||
|
@ -288,99 +283,142 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
Type = pType;
|
||||
switch (pType)
|
||||
{
|
||||
case Vehicle.TYPE_NONE:
|
||||
m_linearFrictionTimescale = new Vector3(0, 0, 0);
|
||||
m_angularFrictionTimescale = new Vector3(0, 0, 0);
|
||||
case Vehicle.TYPE_NONE:
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 0;
|
||||
m_linearMotorDecayTimescale = 0;
|
||||
m_linearFrictionTimescale = new Vector3(0, 0, 0);
|
||||
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 0;
|
||||
m_angularMotorDecayTimescale = 0;
|
||||
m_angularMotorTimescale = 0;
|
||||
m_angularFrictionTimescale = new Vector3(0, 0, 0);
|
||||
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 0;
|
||||
m_VhoverTimescale = 0;
|
||||
m_VehicleBuoyancy = 0;
|
||||
|
||||
m_linearDeflectionEfficiency = 1;
|
||||
m_linearDeflectionTimescale = 1;
|
||||
|
||||
m_angularDeflectionEfficiency = 0;
|
||||
m_angularDeflectionTimescale = 1000;
|
||||
|
||||
m_verticalAttractionEfficiency = 0;
|
||||
m_verticalAttractionTimescale = 0;
|
||||
|
||||
m_bankingEfficiency = 0;
|
||||
m_bankingTimescale = 1000;
|
||||
m_bankingMix = 1;
|
||||
|
||||
m_referenceFrame = Quaternion.Identity;
|
||||
m_flags = (VehicleFlag)0;
|
||||
break;
|
||||
|
||||
case Vehicle.TYPE_SLED:
|
||||
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 1000;
|
||||
m_linearMotorDecayTimescale = 120;
|
||||
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
|
||||
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 1000;
|
||||
m_angularMotorDecayTimescale = 120;
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
|
||||
m_VhoverHeight = 0;
|
||||
// m_VhoverEfficiency = 1;
|
||||
m_VhoverEfficiency = 10; // TODO: this looks wrong!!
|
||||
m_VhoverTimescale = 10;
|
||||
m_VehicleBuoyancy = 0;
|
||||
// m_linearDeflectionEfficiency = 1;
|
||||
// m_linearDeflectionTimescale = 1;
|
||||
// m_angularDeflectionEfficiency = 1;
|
||||
// m_angularDeflectionTimescale = 1000;
|
||||
// m_bankingEfficiency = 0;
|
||||
// m_bankingMix = 1;
|
||||
// m_bankingTimescale = 10;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
|
||||
m_linearDeflectionEfficiency = 1;
|
||||
m_linearDeflectionTimescale = 1;
|
||||
|
||||
m_angularDeflectionEfficiency = 1;
|
||||
m_angularDeflectionTimescale = 1000;
|
||||
|
||||
m_verticalAttractionEfficiency = 0;
|
||||
m_verticalAttractionTimescale = 0;
|
||||
|
||||
m_bankingEfficiency = 0;
|
||||
m_bankingTimescale = 10;
|
||||
m_bankingMix = 1;
|
||||
|
||||
m_referenceFrame = Quaternion.Identity;
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags &=
|
||||
~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_CAR:
|
||||
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 1;
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
|
||||
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 1;
|
||||
m_angularMotorDecayTimescale = 0.8f;
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
|
||||
m_VhoverHeight = 0;
|
||||
// m_VhoverEfficiency = 0;
|
||||
m_VhoverEfficiency = 0;
|
||||
m_VhoverTimescale = 1000;
|
||||
m_VehicleBuoyancy = 0;
|
||||
// // m_linearDeflectionEfficiency = 1;
|
||||
// // m_linearDeflectionTimescale = 2;
|
||||
// // m_angularDeflectionEfficiency = 0;
|
||||
// m_angularDeflectionTimescale = 10;
|
||||
|
||||
m_linearDeflectionEfficiency = 1;
|
||||
m_linearDeflectionTimescale = 2;
|
||||
|
||||
m_angularDeflectionEfficiency = 0;
|
||||
m_angularDeflectionTimescale = 10;
|
||||
|
||||
m_verticalAttractionEfficiency = 1f;
|
||||
m_verticalAttractionTimescale = 10f;
|
||||
// m_bankingEfficiency = -0.2f;
|
||||
// m_bankingMix = 1;
|
||||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
|
||||
m_bankingEfficiency = -0.2f;
|
||||
m_bankingMix = 1;
|
||||
m_bankingTimescale = 1;
|
||||
|
||||
m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
|
||||
| VehicleFlag.HOVER_TERRAIN_ONLY
|
||||
| VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
|
||||
| VehicleFlag.LIMIT_ROLL_ONLY
|
||||
| VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
m_flags |= (VehicleFlag.HOVER_UP_ONLY);
|
||||
| VehicleFlag.LIMIT_MOTOR_UP
|
||||
| VehicleFlag.HOVER_UP_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_BOAT:
|
||||
m_linearFrictionTimescale = new Vector3(10, 3, 2);
|
||||
m_angularFrictionTimescale = new Vector3(10,10,10);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 5;
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
m_linearFrictionTimescale = new Vector3(10, 3, 2);
|
||||
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 4;
|
||||
m_angularMotorDecayTimescale = 4;
|
||||
m_angularFrictionTimescale = new Vector3(10,10,10);
|
||||
|
||||
m_VhoverHeight = 0;
|
||||
// m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverTimescale = 2;
|
||||
m_VehicleBuoyancy = 1;
|
||||
// m_linearDeflectionEfficiency = 0.5f;
|
||||
// m_linearDeflectionTimescale = 3;
|
||||
// m_angularDeflectionEfficiency = 0.5f;
|
||||
// m_angularDeflectionTimescale = 5;
|
||||
|
||||
m_linearDeflectionEfficiency = 0.5f;
|
||||
m_linearDeflectionTimescale = 3;
|
||||
|
||||
m_angularDeflectionEfficiency = 0.5f;
|
||||
m_angularDeflectionTimescale = 5;
|
||||
|
||||
m_verticalAttractionEfficiency = 0.5f;
|
||||
m_verticalAttractionTimescale = 5f;
|
||||
// m_bankingEfficiency = -0.3f;
|
||||
// m_bankingMix = 0.8f;
|
||||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
|
||||
m_bankingEfficiency = -0.3f;
|
||||
m_bankingMix = 0.8f;
|
||||
m_bankingTimescale = 1;
|
||||
|
||||
m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
|
||||
| VehicleFlag.HOVER_GLOBAL_HEIGHT
|
||||
| VehicleFlag.LIMIT_ROLL_ONLY
|
||||
|
@ -390,28 +428,35 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
| VehicleFlag.HOVER_WATER_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_AIRPLANE:
|
||||
m_linearFrictionTimescale = new Vector3(200, 10, 5);
|
||||
m_angularFrictionTimescale = new Vector3(20, 20, 20);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 2;
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
m_linearFrictionTimescale = new Vector3(200, 10, 5);
|
||||
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 4;
|
||||
m_angularMotorDecayTimescale = 4;
|
||||
m_angularFrictionTimescale = new Vector3(20, 20, 20);
|
||||
|
||||
m_VhoverHeight = 0;
|
||||
// m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverTimescale = 1000;
|
||||
m_VehicleBuoyancy = 0;
|
||||
// m_linearDeflectionEfficiency = 0.5f;
|
||||
// m_linearDeflectionTimescale = 3;
|
||||
// m_angularDeflectionEfficiency = 1;
|
||||
// m_angularDeflectionTimescale = 2;
|
||||
|
||||
m_linearDeflectionEfficiency = 0.5f;
|
||||
m_linearDeflectionTimescale = 3;
|
||||
|
||||
m_angularDeflectionEfficiency = 1;
|
||||
m_angularDeflectionTimescale = 2;
|
||||
|
||||
m_verticalAttractionEfficiency = 0.9f;
|
||||
m_verticalAttractionTimescale = 2f;
|
||||
// m_bankingEfficiency = 1;
|
||||
// m_bankingMix = 0.7f;
|
||||
// m_bankingTimescale = 2;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
|
||||
m_bankingEfficiency = 1;
|
||||
m_bankingMix = 0.7f;
|
||||
m_bankingTimescale = 2;
|
||||
|
||||
m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
|
||||
| VehicleFlag.HOVER_TERRAIN_ONLY
|
||||
| VehicleFlag.HOVER_GLOBAL_HEIGHT
|
||||
|
@ -421,28 +466,36 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_BALLOON:
|
||||
m_linearFrictionTimescale = new Vector3(5, 5, 5);
|
||||
m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 5;
|
||||
m_linearFrictionTimescale = new Vector3(5, 5, 5);
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 6;
|
||||
m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
||||
m_angularMotorDecayTimescale = 10;
|
||||
|
||||
m_VhoverHeight = 5;
|
||||
// m_VhoverEfficiency = 0.8f;
|
||||
m_VhoverEfficiency = 0.8f;
|
||||
m_VhoverTimescale = 10;
|
||||
m_VehicleBuoyancy = 1;
|
||||
// m_linearDeflectionEfficiency = 0;
|
||||
// m_linearDeflectionTimescale = 5;
|
||||
// m_angularDeflectionEfficiency = 0;
|
||||
// m_angularDeflectionTimescale = 5;
|
||||
|
||||
m_linearDeflectionEfficiency = 0;
|
||||
m_linearDeflectionTimescale = 5;
|
||||
|
||||
m_angularDeflectionEfficiency = 0;
|
||||
m_angularDeflectionTimescale = 5;
|
||||
|
||||
m_verticalAttractionEfficiency = 1f;
|
||||
m_verticalAttractionTimescale = 100f;
|
||||
// m_bankingEfficiency = 0;
|
||||
// m_bankingMix = 0.7f;
|
||||
// m_bankingTimescale = 5;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
|
||||
m_bankingEfficiency = 0;
|
||||
m_bankingMix = 0.7f;
|
||||
m_bankingTimescale = 5;
|
||||
m_referenceFrame = Quaternion.Identity;
|
||||
|
||||
m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
|
||||
| VehicleFlag.HOVER_TERRAIN_ONLY
|
||||
| VehicleFlag.HOVER_UP_ONLY
|
||||
|
@ -452,21 +505,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
| VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
break;
|
||||
}
|
||||
}//end SetDefaultsForType
|
||||
}
|
||||
|
||||
// Some of the properties of this prim may have changed.
|
||||
// Do any updating needed for a vehicle
|
||||
public void Refresh()
|
||||
{
|
||||
if (!IsActive)
|
||||
return;
|
||||
|
||||
// Set the prim's inertia to zero. The vehicle code handles that and this
|
||||
// removes the motion and torque actions introduced by Bullet.
|
||||
Vector3 inertia = Vector3.Zero;
|
||||
// comment out for DEBUG test
|
||||
// BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
|
||||
// BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
|
||||
if (IsActive)
|
||||
{
|
||||
// Friction effects are handled by this vehicle code
|
||||
BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, 0f);
|
||||
BulletSimAPI.SetHitFraction2(Prim.PhysBody.ptr, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
// One step of the vehicle properties for the next 'pTimestep' seconds.
|
||||
|
@ -474,10 +524,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
if (!IsActive) return;
|
||||
|
||||
// DEBUG
|
||||
// Because Bullet does apply forces to the vehicle, our last computed
|
||||
// linear and angular velocities are not what is happening now.
|
||||
// Vector3 externalAngularVelocity = Prim.ForceRotationalVelocity - m_lastAngularVelocity;
|
||||
// m_lastAngularVelocity += (externalAngularVelocity * 0.5f) * pTimestep;
|
||||
// m_lastAngularVelocity = Prim.ForceRotationalVelocity; // DEBUG: account for what Bullet did last time
|
||||
// m_lastLinearVelocityVector = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG:
|
||||
// END DEBUG
|
||||
|
||||
MoveLinear(pTimestep);
|
||||
MoveAngular(pTimestep);
|
||||
LimitRotation(pTimestep);
|
||||
|
||||
// DEBUG: Trying to figure out why Bullet goes crazy when the root prim is moved.
|
||||
// BulletSimAPI.SetInterpolationVelocity2(Prim.BSBody.ptr, m_newVelocity, m_lastAngularVelocity); // DEBUG DEBUG DEBUG
|
||||
|
||||
// remember the position so next step we can limit absolute movement effects
|
||||
m_lastPositionVector = Prim.ForcePosition;
|
||||
|
||||
|
@ -489,62 +551,51 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Also does hover and float.
|
||||
private void MoveLinear(float pTimestep)
|
||||
{
|
||||
// m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates
|
||||
// m_lastLinearVelocityVector is the speed we are moving in that direction
|
||||
// m_linearMotorDirection is the target direction we are moving relative to the vehicle coordinates
|
||||
// m_lastLinearVelocityVector is the current speed we are moving in that direction
|
||||
if (m_linearMotorDirection.LengthSquared() > 0.001f)
|
||||
{
|
||||
Vector3 origDir = m_linearMotorDirection;
|
||||
Vector3 origVel = m_lastLinearVelocityVector;
|
||||
Vector3 vehicleVelocity = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG
|
||||
|
||||
// add drive to body
|
||||
// Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep);
|
||||
Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep);
|
||||
Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale) * pTimestep;
|
||||
// lastLinearVelocityVector is the current body velocity vector
|
||||
// RA: Not sure what the *10 is for. A correction for pTimestep?
|
||||
// m_lastLinearVelocityVector += (addAmount*10);
|
||||
m_lastLinearVelocityVector += addAmount;
|
||||
|
||||
// Limit the velocity vector to less than the last set linear motor direction
|
||||
if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
|
||||
m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
|
||||
if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
|
||||
m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
|
||||
if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
|
||||
m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
|
||||
float decayFactor = (1.0f / m_linearMotorDecayTimescale) * pTimestep;
|
||||
m_linearMotorDirection *= (1f - decayFactor);
|
||||
|
||||
/*
|
||||
// decay applied velocity
|
||||
Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep);
|
||||
// (RA: do not know where the 0.5f comes from)
|
||||
m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
|
||||
*/
|
||||
float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep));
|
||||
m_linearMotorDirection *= keepfraction;
|
||||
Vector3 frictionFactor = (Vector3.One / m_linearFrictionTimescale) * pTimestep;
|
||||
m_lastLinearVelocityVector *= (Vector3.One - frictionFactor);
|
||||
|
||||
VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}",
|
||||
Prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
|
||||
// Rotate new object velocity from vehicle relative to world coordinates
|
||||
m_newVelocity = m_lastLinearVelocityVector * Prim.ForceOrientation;
|
||||
|
||||
VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},vehVel={3},add={4},decay={5},frict={6},lmDir={7},lmVel={8},newVel={9}",
|
||||
Prim.LocalID, origDir, origVel, vehicleVelocity, addAmount, decayFactor, frictionFactor,
|
||||
m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
// if what remains of direction is very small, zero it.
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_lastLinearVelocityVector = Vector3.Zero;
|
||||
m_newVelocity = Vector3.Zero;
|
||||
|
||||
VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID);
|
||||
}
|
||||
|
||||
// convert requested object velocity to object relative vector
|
||||
Quaternion rotq = Prim.ForceOrientation;
|
||||
m_newVelocity = m_lastLinearVelocityVector * rotq;
|
||||
// m_newVelocity is velocity computed from linear motor in world coordinates
|
||||
|
||||
// Add the various forces into m_dir which will be our new direction vector (velocity)
|
||||
|
||||
// add Gravity and Buoyancy
|
||||
// Gravity and Buoyancy
|
||||
// There is some gravity, make a gravity force vector that is applied after object velocity.
|
||||
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
|
||||
Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.Linkset.LinksetMass * (1f - m_VehicleBuoyancy));
|
||||
Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy);
|
||||
|
||||
/*
|
||||
* RA: Not sure why one would do this
|
||||
* RA: Not sure why one would do this unless we are hoping external forces are doing gravity, ...
|
||||
// Preserve the current Z velocity
|
||||
Vector3 vel_now = m_prim.Velocity;
|
||||
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
|
||||
|
@ -567,6 +618,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
|
||||
// Check if hovering
|
||||
// m_VhoverEfficiency: 0=bouncy, 1=totally damped
|
||||
// m_VhoverTimescale: time to achieve height
|
||||
if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
|
||||
{
|
||||
// We should hover, get the target height
|
||||
|
@ -597,13 +650,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
else
|
||||
{
|
||||
float herr0 = pos.Z - m_VhoverTargetHeight;
|
||||
float verticalError = pos.Z - m_VhoverTargetHeight;
|
||||
// RA: where does the 50 come from?
|
||||
float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale);
|
||||
// Replace Vertical speed with correction figure if significant
|
||||
if (Math.Abs(herr0) > 0.01f)
|
||||
if (Math.Abs(verticalError) > 0.01f)
|
||||
{
|
||||
m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
|
||||
m_newVelocity.Z += verticalCorrectionVelocity;
|
||||
//KF: m_VhoverEfficiency is not yet implemented
|
||||
}
|
||||
else if (verticalError < -0.01)
|
||||
{
|
||||
m_newVelocity.Z -= verticalCorrectionVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_newVelocity.Z = 0f;
|
||||
|
@ -680,19 +739,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
// Apply velocity
|
||||
Prim.ForceVelocity = m_newVelocity;
|
||||
// apply gravity force
|
||||
// Why is this set here? The physics engine already does gravity.
|
||||
Prim.AddForce(grav, false, true);
|
||||
// Prim.AddForce(m_newVelocity * Prim.Linkset.LinksetMass, false);
|
||||
Prim.AddForce(grav * Prim.Linkset.LinksetMass, false);
|
||||
|
||||
// Apply friction
|
||||
Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep));
|
||||
m_lastLinearVelocityVector *= keepFraction;
|
||||
|
||||
VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}",
|
||||
Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction);
|
||||
VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4}",
|
||||
Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav);
|
||||
|
||||
} // end MoveLinear()
|
||||
|
||||
// =======================================================================
|
||||
// Apply the effect of the angular motor.
|
||||
private void MoveAngular(float pTimestep)
|
||||
{
|
||||
|
@ -704,94 +759,150 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// m_angularFrictionTimescale // body angular velocity decay rate
|
||||
// m_lastAngularVelocity // what was last applied to body
|
||||
|
||||
// Get what the body is doing, this includes 'external' influences
|
||||
Vector3 angularVelocity = Prim.ForceRotationalVelocity;
|
||||
|
||||
if (m_angularMotorApply > 0)
|
||||
if (m_angularMotorDirection.LengthSquared() > 0.0001)
|
||||
{
|
||||
// Rather than snapping the angular motor velocity from the old value to
|
||||
// a newly set velocity, this routine steps the value from the previous
|
||||
// value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection).
|
||||
// There are m_angularMotorApply steps.
|
||||
Vector3 origVel = m_angularMotorVelocity;
|
||||
Vector3 origDir = m_angularMotorDirection;
|
||||
|
||||
// ramp up to new value
|
||||
// new velocity += error / ( time to get there / step interval)
|
||||
// requested speed - last motor speed
|
||||
m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
|
||||
m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
|
||||
m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
|
||||
// new velocity += error / ( time to get there / step interval)
|
||||
// requested speed - last motor speed
|
||||
m_angularMotorVelocity += (m_angularMotorDirection - m_angularMotorVelocity) / (m_angularMotorTimescale / pTimestep);
|
||||
// decay requested direction
|
||||
m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale));
|
||||
|
||||
VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},origDir={5},vel={6}",
|
||||
Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity);
|
||||
|
||||
m_angularMotorApply--;
|
||||
VDetailLog("{0},MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}",
|
||||
Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
// No motor recently applied, keep the body velocity
|
||||
// and decay the velocity
|
||||
m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
|
||||
if (m_angularMotorVelocity.LengthSquared() < 0.00001)
|
||||
m_angularMotorVelocity = Vector3.Zero;
|
||||
} // end motor section
|
||||
m_angularMotorVelocity = Vector3.Zero;
|
||||
}
|
||||
|
||||
#region Vertical attactor
|
||||
|
||||
// Vertical attractor section
|
||||
Vector3 vertattr = Vector3.Zero;
|
||||
Vector3 deflection = Vector3.Zero;
|
||||
Vector3 banking = Vector3.Zero;
|
||||
|
||||
if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero)
|
||||
{
|
||||
float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep);
|
||||
float VAservo = pTimestep * 0.2f / m_verticalAttractionTimescale;
|
||||
if (Prim.Linkset.LinksetIsColliding)
|
||||
VAservo = pTimestep * 0.05f / (m_verticalAttractionTimescale);
|
||||
|
||||
VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
|
||||
|
||||
// get present body rotation
|
||||
Quaternion rotq = Prim.ForceOrientation;
|
||||
// vector pointing up
|
||||
Vector3 verterr = Vector3.Zero;
|
||||
verterr.Z = 1.0f;
|
||||
|
||||
// rotate it to Body Angle
|
||||
verterr = verterr * rotq;
|
||||
// verterr.X and .Y are the World error amounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
|
||||
// As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
|
||||
// negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
|
||||
// Create a vector of the vehicle "up" in world coordinates
|
||||
Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation;
|
||||
// verticalError.X and .Y are the World error amounts. They are 0 when there is no
|
||||
// error (Vehicle Body is 'vertical'), and .Z will be 1. As the body leans to its
|
||||
// side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall
|
||||
// and .Z will go // negative. Similar for tilt and |.Y|. .X and .Y must be
|
||||
// modulated to prevent a stable inverted body.
|
||||
|
||||
// Error is 0 (no error) to +/- 2 (max error)
|
||||
if (verterr.Z < 0.0f)
|
||||
if (verticalError.Z < 0.0f)
|
||||
{
|
||||
verterr.X = 2.0f - verterr.X;
|
||||
verterr.Y = 2.0f - verterr.Y;
|
||||
verticalError.X = 2.0f - verticalError.X;
|
||||
verticalError.Y = 2.0f - verticalError.Y;
|
||||
}
|
||||
// scale it by VAservo
|
||||
verterr = verterr * VAservo;
|
||||
verticalError = verticalError * VAservo;
|
||||
|
||||
// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
|
||||
// Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
|
||||
vertattr.X = verterr.Y;
|
||||
vertattr.Y = - verterr.X;
|
||||
// As the body rotates around the X axis, then verticalError.Y increases; Rotated around Y
|
||||
// then .X increases, so change Body angular velocity X based on Y, and Y based on X.
|
||||
// Z is not changed.
|
||||
vertattr.X = verticalError.Y;
|
||||
vertattr.Y = - verticalError.X;
|
||||
vertattr.Z = 0f;
|
||||
|
||||
// scaling appears better usingsquare-law
|
||||
Vector3 angularVelocity = Prim.ForceRotationalVelocity;
|
||||
float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
|
||||
vertattr.X += bounce * angularVelocity.X;
|
||||
vertattr.Y += bounce * angularVelocity.Y;
|
||||
|
||||
VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
|
||||
Prim.LocalID, verterr, bounce, vertattr);
|
||||
VDetailLog("{0},MoveAngular,verticalAttraction,verticalError={1},bounce={2},vertattr={3}",
|
||||
Prim.LocalID, verticalError, bounce, vertattr);
|
||||
|
||||
} // else vertical attractor is off
|
||||
}
|
||||
#endregion // Vertical attactor
|
||||
|
||||
#region Deflection
|
||||
|
||||
//Forward is the prefered direction, but if the reference frame has changed, we need to take this into account as well
|
||||
if (m_angularDeflectionEfficiency != 0)
|
||||
{
|
||||
Vector3 preferredAxisOfMotion =
|
||||
new Vector3((pTimestep * 10 * (m_angularDeflectionEfficiency / m_angularDeflectionTimescale)), 0, 0);
|
||||
preferredAxisOfMotion *= Quaternion.Add(Prim.ForceOrientation, m_referenceFrame);
|
||||
|
||||
deflection = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
|
||||
|
||||
VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}",
|
||||
Prim.LocalID, preferredAxisOfMotion, deflection);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Banking
|
||||
|
||||
if (m_bankingEfficiency != 0)
|
||||
{
|
||||
Vector3 dir = Vector3.One * Prim.ForceOrientation;
|
||||
float mult = (m_bankingMix*m_bankingMix)*-1*(m_bankingMix < 0 ? -1 : 1);
|
||||
//Changes which way it banks in and out of turns
|
||||
|
||||
//Use the square of the efficiency, as it looks much more how SL banking works
|
||||
float effSquared = (m_bankingEfficiency*m_bankingEfficiency);
|
||||
if (m_bankingEfficiency < 0)
|
||||
effSquared *= -1; //Keep the negative!
|
||||
|
||||
float mix = Math.Abs(m_bankingMix);
|
||||
if (m_angularMotorVelocity.X == 0)
|
||||
{
|
||||
/*if (!parent.Orientation.ApproxEquals(this.m_referenceFrame, 0.25f))
|
||||
{
|
||||
Vector3 axisAngle;
|
||||
float angle;
|
||||
parent.Orientation.GetAxisAngle(out axisAngle, out angle);
|
||||
Vector3 rotatedVel = parent.Velocity * parent.Orientation;
|
||||
if ((rotatedVel.X < 0 && axisAngle.Y > 0) || (rotatedVel.X > 0 && axisAngle.Y < 0))
|
||||
m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (1f) * 10;
|
||||
else
|
||||
m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (-1f) * 10;
|
||||
}*/
|
||||
}
|
||||
else
|
||||
banking.Z += (effSquared*(mult*mix))*(m_angularMotorVelocity.X) * 4;
|
||||
if (!Prim.Linkset.LinksetIsColliding && Math.Abs(m_angularMotorVelocity.X) > mix)
|
||||
//If they are colliding, we probably shouldn't shove the prim around... probably
|
||||
{
|
||||
float angVelZ = m_angularMotorVelocity.X*-1;
|
||||
/*if(angVelZ > mix)
|
||||
angVelZ = mix;
|
||||
else if(angVelZ < -mix)
|
||||
angVelZ = -mix;*/
|
||||
//This controls how fast and how far the banking occurs
|
||||
Vector3 bankingRot = new Vector3(angVelZ*(effSquared*mult), 0, 0);
|
||||
if (bankingRot.X > 3)
|
||||
bankingRot.X = 3;
|
||||
else if (bankingRot.X < -3)
|
||||
bankingRot.X = -3;
|
||||
bankingRot *= Prim.ForceOrientation;
|
||||
banking += bankingRot;
|
||||
}
|
||||
m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency;
|
||||
VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},banking={3}",
|
||||
Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, banking);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
m_lastVertAttractor = vertattr;
|
||||
|
||||
// Bank section tba
|
||||
|
||||
// Deflection section tba
|
||||
|
||||
// Sum velocities
|
||||
m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
|
||||
m_lastAngularVelocity = m_angularMotorVelocity + vertattr + banking + deflection;
|
||||
|
||||
if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
|
||||
{
|
||||
|
@ -806,52 +917,53 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
|
||||
}
|
||||
|
||||
// apply friction
|
||||
Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
|
||||
m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
|
||||
|
||||
// Apply to the body
|
||||
Prim.ForceRotationalVelocity = m_lastAngularVelocity;
|
||||
// The above calculates the absolute angular velocity needed
|
||||
// Prim.ForceRotationalVelocity = m_lastAngularVelocity;
|
||||
|
||||
VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", Prim.LocalID, decayamount, m_lastAngularVelocity);
|
||||
// Apply a force to overcome current angular velocity
|
||||
Vector3 applyAngularForce = (m_lastAngularVelocity - Prim.ForceRotationalVelocity) * Prim.Linkset.LinksetMass;
|
||||
// Vector3 applyAngularForce = (m_lastAngularVelocity - Prim.ForceRotationalVelocity);
|
||||
// Prim.AddAngularForce(applyAngularForce, false);
|
||||
Prim.ApplyTorqueImpulse(applyAngularForce, false);
|
||||
|
||||
// Apply friction for next time
|
||||
Vector3 decayamount = (Vector3.One / m_angularFrictionTimescale) * pTimestep;
|
||||
m_lastAngularVelocity *= Vector3.One - decayamount;
|
||||
|
||||
VDetailLog("{0},MoveAngular,done,applyAForce={1},decay={2},lastAngular={3}",
|
||||
Prim.LocalID, applyAngularForce, decayamount, m_lastAngularVelocity);
|
||||
} //end MoveAngular
|
||||
|
||||
internal void LimitRotation(float timestep)
|
||||
{
|
||||
Quaternion rotq = Prim.ForceOrientation;
|
||||
Quaternion m_rot = rotq;
|
||||
bool changed = false;
|
||||
if (m_RollreferenceFrame != Quaternion.Identity)
|
||||
{
|
||||
if (rotq.X >= m_RollreferenceFrame.X)
|
||||
{
|
||||
m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2);
|
||||
changed = true;
|
||||
}
|
||||
if (rotq.Y >= m_RollreferenceFrame.Y)
|
||||
{
|
||||
m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2);
|
||||
changed = true;
|
||||
}
|
||||
if (rotq.X <= -m_RollreferenceFrame.X)
|
||||
{
|
||||
m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2);
|
||||
changed = true;
|
||||
}
|
||||
if (rotq.Y <= -m_RollreferenceFrame.Y)
|
||||
{
|
||||
m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2);
|
||||
changed = true;
|
||||
}
|
||||
changed = true;
|
||||
}
|
||||
if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
|
||||
{
|
||||
m_rot.X = 0;
|
||||
m_rot.Y = 0;
|
||||
changed = true;
|
||||
}
|
||||
if (changed)
|
||||
if (rotq != m_rot)
|
||||
{
|
||||
Prim.ForceOrientation = m_rot;
|
||||
VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
|
||||
|
|
|
@ -36,20 +36,29 @@ public abstract class BSLinkset
|
|||
{
|
||||
// private static string LogHeader = "[BULLETSIM LINKSET]";
|
||||
|
||||
public enum LinksetImplementation
|
||||
{
|
||||
Constraint = 0, // linkset tied together with constraints
|
||||
Compound = 1, // linkset tied together as a compound object
|
||||
Manual = 2 // linkset tied together manually (code moves all the pieces)
|
||||
}
|
||||
// Create the correct type of linkset for this child
|
||||
public static BSLinkset Factory(BSScene physScene, BSPhysObject parent)
|
||||
{
|
||||
BSLinkset ret = null;
|
||||
/*
|
||||
if (parent.IsPhysical)
|
||||
ret = new BSLinksetConstraints(physScene, parent);
|
||||
else
|
||||
ret = new BSLinksetManual(physScene, parent);
|
||||
*/
|
||||
|
||||
// at the moment, there is only one
|
||||
ret = new BSLinksetConstraints(physScene, parent);
|
||||
|
||||
switch ((int)physScene.Params.linksetImplementation)
|
||||
{
|
||||
case (int)LinksetImplementation.Compound:
|
||||
ret = new BSLinksetCompound(physScene, parent);
|
||||
break;
|
||||
case (int)LinksetImplementation.Manual:
|
||||
// ret = new BSLinksetManual(physScene, parent);
|
||||
break;
|
||||
default:
|
||||
ret = new BSLinksetConstraints(physScene, parent);
|
||||
break;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -61,22 +70,27 @@ public abstract class BSLinkset
|
|||
public int LinksetID { get; private set; }
|
||||
|
||||
// The children under the root in this linkset.
|
||||
// There are two lists of children: the current children at runtime
|
||||
// and the children at taint-time. For instance, if you delink a
|
||||
// child from the linkset, the child is removed from m_children
|
||||
// but the constraint won't be removed until taint time.
|
||||
// Two lists lets this track the 'current' children and
|
||||
// the physical 'taint' children separately.
|
||||
// After taint processing and before the simulation step, these
|
||||
// two lists must be the same.
|
||||
protected HashSet<BSPhysObject> m_children;
|
||||
protected HashSet<BSPhysObject> m_taintChildren;
|
||||
|
||||
// We lock the diddling of linkset classes to prevent any badness.
|
||||
// This locks the modification of the instances of this class. Changes
|
||||
// to the physical representation is done via the tainting mechenism.
|
||||
protected object m_linksetActivityLock = new Object();
|
||||
|
||||
// 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)
|
||||
{
|
||||
return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
|
||||
}
|
||||
|
||||
// Linksets move around the children so the linkset might need to compute the child position
|
||||
public virtual OMV.Vector3 Position(BSPhysObject member)
|
||||
{ return member.RawPosition; }
|
||||
public virtual OMV.Quaternion Orientation(BSPhysObject member)
|
||||
{ return member.RawOrientation; }
|
||||
// TODO: does this need to be done for Velocity and RotationalVelocityy?
|
||||
|
||||
// We keep the prim's mass in the linkset structure since it could be dependent on other prims
|
||||
protected float m_mass;
|
||||
public float LinksetMass
|
||||
|
@ -88,6 +102,8 @@ public abstract class BSLinkset
|
|||
}
|
||||
}
|
||||
|
||||
public virtual bool LinksetIsColliding { get { return false; } }
|
||||
|
||||
public OMV.Vector3 CenterOfMass
|
||||
{
|
||||
get { return ComputeLinksetCenterOfMass(); }
|
||||
|
@ -108,8 +124,7 @@ public abstract class BSLinkset
|
|||
PhysicsScene = scene;
|
||||
LinksetRoot = parent;
|
||||
m_children = new HashSet<BSPhysObject>();
|
||||
m_taintChildren = new HashSet<BSPhysObject>();
|
||||
m_mass = parent.MassRaw;
|
||||
m_mass = parent.RawMass;
|
||||
}
|
||||
|
||||
// Link to a linkset where the child knows the parent.
|
||||
|
@ -140,7 +155,6 @@ public abstract class BSLinkset
|
|||
// Cannot remove the root from a linkset.
|
||||
return this;
|
||||
}
|
||||
|
||||
RemoveChildFromLinkset(child);
|
||||
}
|
||||
|
||||
|
@ -165,9 +179,8 @@ public abstract class BSLinkset
|
|||
bool ret = false;
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (m_children.Contains(child))
|
||||
ret = true;
|
||||
/*
|
||||
ret = m_children.Contains(child);
|
||||
/* Safer version but the above should work
|
||||
foreach (BSPhysObject bp in m_children)
|
||||
{
|
||||
if (child.LocalID == bp.LocalID)
|
||||
|
@ -181,10 +194,36 @@ public abstract class BSLinkset
|
|||
return ret;
|
||||
}
|
||||
|
||||
// Perform an action on each member of the linkset including root prim.
|
||||
// Depends on the action on whether this should be done at taint time.
|
||||
public delegate bool ForEachMemberAction(BSPhysObject obj);
|
||||
public virtual bool ForEachMember(ForEachMemberAction action)
|
||||
{
|
||||
bool ret = false;
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
action(LinksetRoot);
|
||||
foreach (BSPhysObject po in m_children)
|
||||
{
|
||||
if (action(po))
|
||||
break;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// I am the root of a linkset and a new child is being added
|
||||
// Called while LinkActivity is locked.
|
||||
protected abstract void AddChildToLinkset(BSPhysObject child);
|
||||
|
||||
// I am the root of a linkset and one of my children is being removed.
|
||||
// Safe to call even if the child is not really in my linkset.
|
||||
protected abstract void RemoveChildFromLinkset(BSPhysObject child);
|
||||
|
||||
// When physical properties are changed the linkset needs to recalculate
|
||||
// its internal properties.
|
||||
// May be called at runtime or taint-time (just pass the appropriate flag).
|
||||
public abstract void Refresh(BSPhysObject requestor, bool inTaintTime);
|
||||
// May be called at runtime or taint-time.
|
||||
public abstract void Refresh(BSPhysObject requestor);
|
||||
|
||||
// The object is going dynamic (physical). Do any setup necessary
|
||||
// for a dynamic linkset.
|
||||
|
@ -218,17 +257,17 @@ public abstract class BSLinkset
|
|||
public abstract void RestoreBodyDependencies(BSPrim child);
|
||||
|
||||
// ================================================================
|
||||
// Below this point is internal magic
|
||||
|
||||
protected virtual float ComputeLinksetMass()
|
||||
{
|
||||
float mass;
|
||||
lock (m_linksetActivityLock)
|
||||
float mass = LinksetRoot.RawMass;
|
||||
if (HasAnyChildren)
|
||||
{
|
||||
mass = LinksetRoot.MassRaw;
|
||||
foreach (BSPhysObject bp in m_taintChildren)
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
mass += bp.MassRaw;
|
||||
foreach (BSPhysObject bp in m_children)
|
||||
{
|
||||
mass += bp.RawMass;
|
||||
}
|
||||
}
|
||||
}
|
||||
return mass;
|
||||
|
@ -239,13 +278,13 @@ public abstract class BSLinkset
|
|||
OMV.Vector3 com;
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
com = LinksetRoot.Position * LinksetRoot.MassRaw;
|
||||
float totalMass = LinksetRoot.MassRaw;
|
||||
com = LinksetRoot.Position * LinksetRoot.RawMass;
|
||||
float totalMass = LinksetRoot.RawMass;
|
||||
|
||||
foreach (BSPhysObject bp in m_taintChildren)
|
||||
foreach (BSPhysObject bp in m_children)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
totalMass += bp.MassRaw;
|
||||
com += bp.Position * bp.RawMass;
|
||||
totalMass += bp.RawMass;
|
||||
}
|
||||
if (totalMass != 0f)
|
||||
com /= totalMass;
|
||||
|
@ -261,31 +300,16 @@ public abstract class BSLinkset
|
|||
{
|
||||
com = LinksetRoot.Position;
|
||||
|
||||
foreach (BSPhysObject bp in m_taintChildren)
|
||||
foreach (BSPhysObject bp in m_children)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
com += bp.Position * bp.RawMass;
|
||||
}
|
||||
com /= (m_taintChildren.Count + 1);
|
||||
com /= (m_children.Count + 1);
|
||||
}
|
||||
|
||||
return com;
|
||||
}
|
||||
|
||||
// I am the root of a linkset and a new child is being added
|
||||
// Called while LinkActivity is locked.
|
||||
protected abstract void AddChildToLinkset(BSPhysObject child);
|
||||
|
||||
// Forcefully removing a child from a linkset.
|
||||
// This is not being called by the child so we have to make sure the child doesn't think
|
||||
// it's still connected to the linkset.
|
||||
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
|
||||
// also has to be updated (like pointer to prim's parent).
|
||||
protected abstract void RemoveChildFromOtherLinkset(BSPhysObject pchild);
|
||||
|
||||
// I am the root of a linkset and one of my children is being removed.
|
||||
// Safe to call even if the child is not really in my linkset.
|
||||
protected abstract void RemoveChildFromLinkset(BSPhysObject child);
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
protected void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
|
|
|
@ -0,0 +1,273 @@
|
|||
/*
|
||||
* 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 OMV = OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public sealed class BSLinksetCompound : BSLinkset
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
|
||||
|
||||
public BSLinksetCompound(BSScene scene, BSPhysObject parent)
|
||||
{
|
||||
base.Initialize(scene, parent);
|
||||
}
|
||||
|
||||
// For compound implimented linksets, if there are children, use compound shape for the root.
|
||||
public override ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
|
||||
{
|
||||
ShapeData.PhysicsShapeType ret = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
|
||||
if (IsRoot(requestor) && HasAnyChildren)
|
||||
{
|
||||
ret = ShapeData.PhysicsShapeType.SHAPE_COMPOUND;
|
||||
}
|
||||
// DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret);
|
||||
return ret;
|
||||
}
|
||||
|
||||
// When physical properties are changed the linkset needs to recalculate
|
||||
// its internal properties.
|
||||
// This is queued in the 'post taint' queue so the
|
||||
// refresh will happen once after all the other taints are applied.
|
||||
public override void Refresh(BSPhysObject requestor)
|
||||
{
|
||||
// External request for Refresh (from BSPrim) is not necessary
|
||||
// InternalRefresh(requestor);
|
||||
}
|
||||
|
||||
private void InternalRefresh(BSPhysObject requestor)
|
||||
{
|
||||
DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1}", LinksetRoot.LocalID, requestor.LocalID);
|
||||
// Queue to happen after all the other taint processing
|
||||
PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate()
|
||||
{
|
||||
if (IsRoot(requestor) && HasAnyChildren)
|
||||
RecomputeLinksetCompound();
|
||||
});
|
||||
}
|
||||
|
||||
// The object is going dynamic (physical). Do any setup necessary
|
||||
// for a dynamic linkset.
|
||||
// Only the state of the passed object can be modified. The rest of the linkset
|
||||
// has not yet been fully constructed.
|
||||
// Return 'true' if any properties updated on the passed object.
|
||||
// Called at taint-time!
|
||||
public override bool MakeDynamic(BSPhysObject child)
|
||||
{
|
||||
bool ret = false;
|
||||
DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
|
||||
if (!IsRoot(child))
|
||||
{
|
||||
// Physical children are removed from the world as the shape ofthe root compound
|
||||
// shape takes over.
|
||||
BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// The object is going static (non-physical). Do any setup necessary for a static linkset.
|
||||
// Return 'true' if any properties updated on the passed object.
|
||||
// This doesn't normally happen -- OpenSim removes the objects from the physical
|
||||
// world if it is a static linkset.
|
||||
// Called at taint-time!
|
||||
public override bool MakeStatic(BSPhysObject child)
|
||||
{
|
||||
bool ret = false;
|
||||
DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
|
||||
if (!IsRoot(child))
|
||||
{
|
||||
// The non-physical children can come back to life.
|
||||
BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
// Don't force activation so setting of DISABLE_SIMULATION can stay.
|
||||
BulletSimAPI.Activate2(child.PhysBody.ptr, false);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Called at taint-time!!
|
||||
public override void UpdateProperties(BSPhysObject updated)
|
||||
{
|
||||
// Nothing to do for constraints on property updates
|
||||
}
|
||||
|
||||
// The children move around in relationship to the root.
|
||||
// Just grab the current values of wherever it is right now.
|
||||
public override OMV.Vector3 Position(BSPhysObject member)
|
||||
{
|
||||
return BulletSimAPI.GetPosition2(member.PhysBody.ptr);
|
||||
}
|
||||
|
||||
public override OMV.Quaternion Orientation(BSPhysObject member)
|
||||
{
|
||||
return BulletSimAPI.GetOrientation2(member.PhysBody.ptr);
|
||||
}
|
||||
|
||||
// Routine called when rebuilding the body of some member of the linkset.
|
||||
// Since we don't keep in world relationships, do nothing unless it's a child changing.
|
||||
// Returns 'true' of something was actually removed and would need restoring
|
||||
// Called at taint-time!!
|
||||
public override bool RemoveBodyDependencies(BSPrim child)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
|
||||
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), IsRoot(child));
|
||||
|
||||
if (!IsRoot(child))
|
||||
{
|
||||
// Cause the current shape to be freed and the new one to be built.
|
||||
InternalRefresh(LinksetRoot);
|
||||
ret = true;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
|
||||
// this routine will restore the removed constraints.
|
||||
// Called at taint-time!!
|
||||
public override void RestoreBodyDependencies(BSPrim child)
|
||||
{
|
||||
// The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
|
||||
// Add a new child to the linkset.
|
||||
// Called while LinkActivity is locked.
|
||||
protected override void AddChildToLinkset(BSPhysObject child)
|
||||
{
|
||||
if (!HasChild(child))
|
||||
{
|
||||
m_children.Add(child);
|
||||
|
||||
DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
|
||||
// Cause constraints and assorted properties to be recomputed before the next simulation step.
|
||||
InternalRefresh(LinksetRoot);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Remove the specified child from the linkset.
|
||||
// Safe to call even if the child is not really in my linkset.
|
||||
protected override void RemoveChildFromLinkset(BSPhysObject child)
|
||||
{
|
||||
if (m_children.Remove(child))
|
||||
{
|
||||
DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
child.LocalID,
|
||||
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"),
|
||||
child.LocalID, child.PhysBody.ptr.ToString("X"));
|
||||
|
||||
// Cause the child's body to be rebuilt and thus restored to normal operation
|
||||
child.ForceBodyShapeRebuild(false);
|
||||
|
||||
if (!HasAnyChildren)
|
||||
{
|
||||
// The linkset is now empty. The root needs rebuilding.
|
||||
LinksetRoot.ForceBodyShapeRebuild(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Schedule a rebuild of the linkset before the next simulation tick.
|
||||
InternalRefresh(LinksetRoot);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Called before the simulation step to make sure the compound based linkset
|
||||
// is all initialized.
|
||||
// Constraint linksets are rebuilt every time.
|
||||
// Note that this works for rebuilding just the root after a linkset is taken apart.
|
||||
// Called at taint time!!
|
||||
private void RecomputeLinksetCompound()
|
||||
{
|
||||
// Cause the root shape to be rebuilt as a compound object with just the root in it
|
||||
LinksetRoot.ForceBodyShapeRebuild(true);
|
||||
|
||||
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
|
||||
LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
|
||||
|
||||
// Add a shape for each of the other children in the linkset
|
||||
ForEachMember(delegate(BSPhysObject cPrim)
|
||||
{
|
||||
if (!IsRoot(cPrim))
|
||||
{
|
||||
// Each child position and rotation is given relative to the root.
|
||||
OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation);
|
||||
OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation;
|
||||
OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation;
|
||||
|
||||
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}",
|
||||
LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, displacementPos, displacementRot);
|
||||
|
||||
if (cPrim.PhysShape.isNativeShape)
|
||||
{
|
||||
// Native shapes are not shared so we need to create a new one.
|
||||
// A mesh or hull is created because scale is not available on a native shape.
|
||||
// (TODO: Bullet does have a btScaledCollisionShape. Can that be used?)
|
||||
BulletShape saveShape = cPrim.PhysShape;
|
||||
cPrim.PhysShape.ptr = IntPtr.Zero; // Don't let the create free the child's shape
|
||||
PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
|
||||
BulletShape newShape = cPrim.PhysShape;
|
||||
cPrim.PhysShape = saveShape;
|
||||
BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot);
|
||||
}
|
||||
else
|
||||
{
|
||||
// For the shared shapes (meshes and hulls), just use the shape in the child.
|
||||
if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape))
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
|
||||
LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
|
||||
}
|
||||
BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, displacementPos, displacementRot);
|
||||
}
|
||||
}
|
||||
return false; // 'false' says to move onto the next child in the list
|
||||
});
|
||||
|
||||
// With all of the linkset packed into the root prim, it has the mass of everyone.
|
||||
float linksetMass = LinksetMass;
|
||||
LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
|
||||
|
||||
// DEBUG: see of inter-linkset collisions are causing problems for constraint linksets.
|
||||
// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
|
||||
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -32,7 +32,7 @@ using OMV = OpenMetaverse;
|
|||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public class BSLinksetConstraints : BSLinkset
|
||||
public sealed class BSLinksetConstraints : BSLinkset
|
||||
{
|
||||
// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
|
||||
|
||||
|
@ -43,23 +43,16 @@ public class BSLinksetConstraints : BSLinkset
|
|||
|
||||
// When physical properties are changed the linkset needs to recalculate
|
||||
// its internal properties.
|
||||
// May be called at runtime or taint-time (just pass the appropriate flag).
|
||||
public override void Refresh(BSPhysObject requestor, bool inTaintTime)
|
||||
// This is queued in the 'post taint' queue so the
|
||||
// refresh will happen once after all the other taints are applied.
|
||||
public override void Refresh(BSPhysObject requestor)
|
||||
{
|
||||
// If there are no children or not root, I am not the one that recomputes the constraints
|
||||
if (!HasAnyChildren || !IsRoot(requestor))
|
||||
return;
|
||||
|
||||
BSScene.TaintCallback refreshOperation = delegate()
|
||||
// Queue to happen after all the other taint processing
|
||||
PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
|
||||
{
|
||||
RecomputeLinksetConstraintVariables();
|
||||
DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}",
|
||||
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
|
||||
};
|
||||
if (inTaintTime)
|
||||
refreshOperation();
|
||||
else
|
||||
PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation);
|
||||
if (HasAnyChildren && IsRoot(requestor))
|
||||
RecomputeLinksetConstraints();
|
||||
});
|
||||
}
|
||||
|
||||
// The object is going dynamic (physical). Do any setup necessary
|
||||
|
@ -74,9 +67,10 @@ public class BSLinksetConstraints : BSLinkset
|
|||
return false;
|
||||
}
|
||||
|
||||
// The object is going static (non-physical). Do any setup necessary
|
||||
// for a static linkset.
|
||||
// The object is going static (non-physical). Do any setup necessary for a static linkset.
|
||||
// Return 'true' if any properties updated on the passed object.
|
||||
// This doesn't normally happen -- OpenSim removes the objects from the physical
|
||||
// world if it is a static linkset.
|
||||
// Called at taint-time!
|
||||
public override bool MakeStatic(BSPhysObject child)
|
||||
{
|
||||
|
@ -90,35 +84,36 @@ public class BSLinksetConstraints : BSLinkset
|
|||
// Nothing to do for constraints on property updates
|
||||
}
|
||||
|
||||
// Routine used when rebuilding the body of the root of the linkset
|
||||
// Destroy all the constraints have have been made to root.
|
||||
// This is called when the root body is changing.
|
||||
// Returns 'true' of something eas actually removed and would need restoring
|
||||
// The children of the linkset are moved around by the constraints.
|
||||
// Just grab the current values of wherever it is right now.
|
||||
public override OMV.Vector3 Position(BSPhysObject member)
|
||||
{
|
||||
return BulletSimAPI.GetPosition2(member.PhysBody.ptr);
|
||||
}
|
||||
|
||||
public override OMV.Quaternion Orientation(BSPhysObject member)
|
||||
{
|
||||
return BulletSimAPI.GetOrientation2(member.PhysBody.ptr);
|
||||
}
|
||||
|
||||
// Routine called when rebuilding the body of some member of the linkset.
|
||||
// Destroy all the constraints have have been made to root and set
|
||||
// up to rebuild the constraints before the next simulation step.
|
||||
// Returns 'true' of something was actually removed and would need restoring
|
||||
// Called at taint-time!!
|
||||
public override bool RemoveBodyDependencies(BSPrim child)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
|
||||
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"));
|
||||
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (IsRoot(child))
|
||||
{
|
||||
// If the one with the dependency is root, must undo all children
|
||||
DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
|
||||
child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
|
||||
|
||||
ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
child.LocalID,
|
||||
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
|
||||
child.LocalID, child.BSBody.ptr.ToString("X"));
|
||||
// ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child);
|
||||
// Despite the function name, this removes any link to the specified object.
|
||||
ret = PhysicallyUnlinkAllChildrenFromRoot(child);
|
||||
}
|
||||
// Just undo all the constraints for this linkset. Rebuild at the end of the step.
|
||||
ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
|
||||
// Cause the constraints, et al to be rebuilt before the next simulation step.
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -128,32 +123,12 @@ public class BSLinksetConstraints : BSLinkset
|
|||
// Called at taint-time!!
|
||||
public override void RestoreBodyDependencies(BSPrim child)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (IsRoot(child))
|
||||
{
|
||||
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}",
|
||||
child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count);
|
||||
foreach (BSPhysObject bpo in m_taintChildren)
|
||||
{
|
||||
PhysicallyLinkAChildToRoot(LinksetRoot, bpo);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
LinksetRoot.LocalID,
|
||||
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
|
||||
child.LocalID, child.BSBody.ptr.ToString("X"));
|
||||
PhysicallyLinkAChildToRoot(LinksetRoot, child);
|
||||
}
|
||||
}
|
||||
// The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
// Below this point is internal magic
|
||||
|
||||
// I am the root of a linkset and a new child is being added
|
||||
// Add a new child to the linkset.
|
||||
// Called while LinkActivity is locked.
|
||||
protected override void AddChildToLinkset(BSPhysObject child)
|
||||
{
|
||||
|
@ -161,39 +136,15 @@ public class BSLinksetConstraints : BSLinkset
|
|||
{
|
||||
m_children.Add(child);
|
||||
|
||||
BSPhysObject rootx = LinksetRoot; // capture the root as of now
|
||||
BSPhysObject childx = child;
|
||||
DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
|
||||
DetailLog("{0},AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
|
||||
PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
|
||||
{
|
||||
DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
rootx.LocalID,
|
||||
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
|
||||
childx.LocalID, childx.BSBody.ptr.ToString("X"));
|
||||
// Since this is taint-time, the body and shape could have changed for the child
|
||||
rootx.ForcePosition = rootx.Position; // DEBUG
|
||||
childx.ForcePosition = childx.Position; // DEBUG
|
||||
PhysicallyLinkAChildToRoot(rootx, childx);
|
||||
m_taintChildren.Add(child);
|
||||
});
|
||||
// Cause constraints and assorted properties to be recomputed before the next simulation step.
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Forcefully removing a child from a linkset.
|
||||
// This is not being called by the child so we have to make sure the child doesn't think
|
||||
// it's still connected to the linkset.
|
||||
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
|
||||
// also has to be updated (like pointer to prim's parent).
|
||||
protected override void RemoveChildFromOtherLinkset(BSPhysObject pchild)
|
||||
{
|
||||
pchild.Linkset = BSLinkset.Factory(PhysicsScene, pchild);
|
||||
RemoveChildFromLinkset(pchild);
|
||||
}
|
||||
|
||||
// I am the root of a linkset and one of my children is being removed.
|
||||
// Remove the specified child from the linkset.
|
||||
// Safe to call even if the child is not really in my linkset.
|
||||
protected override void RemoveChildFromLinkset(BSPhysObject child)
|
||||
{
|
||||
|
@ -202,22 +153,21 @@ public class BSLinksetConstraints : BSLinkset
|
|||
BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
|
||||
BSPhysObject childx = child;
|
||||
|
||||
DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
childx.LocalID,
|
||||
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
|
||||
childx.LocalID, childx.BSBody.ptr.ToString("X"));
|
||||
rootx.LocalID, rootx.PhysBody.ptr.ToString("X"),
|
||||
childx.LocalID, childx.PhysBody.ptr.ToString("X"));
|
||||
|
||||
PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
|
||||
PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
m_taintChildren.Remove(child);
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, childx);
|
||||
RecomputeLinksetConstraintVariables();
|
||||
});
|
||||
|
||||
// See that the linkset parameters are recomputed at the end of the taint time.
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
else
|
||||
{
|
||||
// This will happen if we remove the root of the linkset first. Non-fatal occurance.
|
||||
// Non-fatal occurance.
|
||||
// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
|
||||
}
|
||||
return;
|
||||
|
@ -226,6 +176,12 @@ public class BSLinksetConstraints : BSLinkset
|
|||
// Create a constraint between me (root of linkset) and the passed prim (the child).
|
||||
// Called at taint time!
|
||||
private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
|
||||
{
|
||||
// Don't build the constraint when asked. Put it off until just before the simulation step.
|
||||
Refresh(rootPrim);
|
||||
}
|
||||
|
||||
private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim)
|
||||
{
|
||||
// Zero motion for children so they don't interpolate
|
||||
childPrim.ZeroMotion();
|
||||
|
@ -237,22 +193,23 @@ public class BSLinksetConstraints : BSLinkset
|
|||
// real world coordinate of midpoint between the two objects
|
||||
OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
|
||||
|
||||
DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
|
||||
DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"),
|
||||
rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X"),
|
||||
rootPrim.Position, childPrim.Position, midPoint);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
|
||||
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||
PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
|
||||
BSConstraint6Dof constrain = new BSConstraint6Dof(
|
||||
PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true );
|
||||
// PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true );
|
||||
|
||||
/* NOTE: below is an attempt to build constraint with full frame computation, etc.
|
||||
* Using the midpoint is easier since it lets the Bullet code manipulate the transforms
|
||||
* of the objects.
|
||||
* Code left as a warning to future programmers.
|
||||
* Code left for future programmers.
|
||||
// ==================================================================================
|
||||
// relative position normalized to the root prim
|
||||
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
|
||||
|
@ -262,20 +219,13 @@ public class BSLinksetConstraints : BSLinkset
|
|||
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
|
||||
OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||
DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||
PhysicsScene.World, rootPrim.Body, childPrim.Body,
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Inverse(rootPrim.Orientation),
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Inverse(childPrim.Orientation),
|
||||
// A point half way between the parent and child
|
||||
// childRelativePosition/2,
|
||||
// childRelativeRotation,
|
||||
// childRelativePosition/2,
|
||||
// inverseChildRelativeRotation,
|
||||
true,
|
||||
true
|
||||
);
|
||||
|
@ -298,25 +248,26 @@ public class BSLinksetConstraints : BSLinkset
|
|||
{
|
||||
constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations);
|
||||
}
|
||||
return constrain;
|
||||
}
|
||||
|
||||
// Remove linkage between myself and a particular child
|
||||
// Remove linkage between the linkset root and a particular child
|
||||
// The root and child bodies are passed in because we need to remove the constraint between
|
||||
// the bodies that were at unlink time.
|
||||
// the bodies that were present at unlink time.
|
||||
// Called at taint time!
|
||||
private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
|
||||
{
|
||||
bool ret = false;
|
||||
DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
|
||||
DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"));
|
||||
rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X"));
|
||||
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody))
|
||||
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
|
||||
{
|
||||
// Make the child refresh its location
|
||||
BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr);
|
||||
BulletSimAPI.PushUpdate2(childPrim.PhysBody.ptr);
|
||||
ret = true;
|
||||
}
|
||||
|
||||
|
@ -324,62 +275,53 @@ public class BSLinksetConstraints : BSLinkset
|
|||
}
|
||||
|
||||
// Remove linkage between myself and any possible children I might have.
|
||||
// Returns 'true' of any constraints were destroyed.
|
||||
// Called at taint time!
|
||||
private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
|
||||
{
|
||||
DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
|
||||
bool ret = false;
|
||||
DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
|
||||
|
||||
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody))
|
||||
{
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody);
|
||||
}
|
||||
|
||||
// Call each of the constraints that make up this linkset and recompute the
|
||||
// various transforms and variables. Used when objects are added or removed
|
||||
// from a linkset to make sure the constraints know about the new mass and
|
||||
// geometry.
|
||||
// Must only be called at taint time!!
|
||||
private void RecomputeLinksetConstraintVariables()
|
||||
// various transforms and variables. Create constraints of not created yet.
|
||||
// Called before the simulation step to make sure the constraint based linkset
|
||||
// is all initialized.
|
||||
// Called at taint time!!
|
||||
private void RecomputeLinksetConstraints()
|
||||
{
|
||||
float linksetMass = LinksetMass;
|
||||
foreach (BSPhysObject child in m_taintChildren)
|
||||
LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
|
||||
|
||||
// DEBUG: see of inter-linkset collisions are causing problems
|
||||
// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
|
||||
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
|
||||
DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
|
||||
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass);
|
||||
|
||||
foreach (BSPhysObject child in m_children)
|
||||
{
|
||||
// A child in the linkset physically shows the mass of the whole linkset.
|
||||
// This allows Bullet to apply enough force on the child to move the whole linkset.
|
||||
// (Also do the mass stuff before recomputing the constraint so mass is not zero.)
|
||||
child.UpdatePhysicalMassProperties(linksetMass);
|
||||
|
||||
BSConstraint constrain;
|
||||
if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
|
||||
if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain))
|
||||
{
|
||||
// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
|
||||
// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
|
||||
constrain.RecomputeConstraintVariables(linksetMass);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non-fatal error that happens when children are being added to the linkset but
|
||||
// their constraints have not been created yet.
|
||||
break;
|
||||
// If constraint doesn't exist yet, create it.
|
||||
constrain = BuildConstraint(LinksetRoot, child);
|
||||
}
|
||||
constrain.RecomputeConstraintVariables(linksetMass);
|
||||
|
||||
// DEBUG: see of inter-linkset collisions are causing problems
|
||||
// BulletSimAPI.SetCollisionFilterMask2(child.BSBody.ptr,
|
||||
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
|
||||
|
||||
// BulletSimAPI.DumpConstraint2(PhysicsScene.World.ptr, constrain.Constraint.ptr); // DEBUG DEBUG
|
||||
}
|
||||
|
||||
// If the whole linkset is not here, doesn't make sense to recompute linkset wide values
|
||||
if (m_children.Count == m_taintChildren.Count)
|
||||
{
|
||||
// If this is a multiple object linkset, set everybody's center of mass to the set's center of mass
|
||||
OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr,
|
||||
centerOfMass, OMV.Quaternion.Identity);
|
||||
DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}",
|
||||
LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X"));
|
||||
foreach (BSPhysObject child in m_taintChildren)
|
||||
{
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr,
|
||||
centerOfMass, OMV.Quaternion.Identity);
|
||||
}
|
||||
|
||||
// BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -63,12 +63,14 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
public BSLinkset Linkset { get; set; }
|
||||
|
||||
// Return the object mass without calculating it or having side effects
|
||||
public abstract float MassRaw { get; }
|
||||
public abstract float RawMass { get; }
|
||||
// Set the raw mass but also update physical mass properties (inertia, ...)
|
||||
public abstract void UpdatePhysicalMassProperties(float mass);
|
||||
|
||||
// Reference to the physical body (btCollisionObject) of this object
|
||||
public BulletBody BSBody;
|
||||
public BulletBody PhysBody;
|
||||
// Reference to the physical shape (btCollisionShape) of this object
|
||||
public BulletShape BSShape;
|
||||
public BulletShape PhysShape;
|
||||
|
||||
// 'true' if the mesh's underlying asset failed to build.
|
||||
// This will keep us from looping after the first time the build failed.
|
||||
|
@ -76,6 +78,12 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
|
||||
// The objects base shape information. Null if not a prim type shape.
|
||||
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
|
||||
{
|
||||
get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; }
|
||||
}
|
||||
|
||||
// When the physical properties are updated, an EntityProperty holds the update values.
|
||||
// Keep the current and last EntityProperties to enable computation of differences
|
||||
|
@ -99,8 +107,10 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
// Tell the object to clean up.
|
||||
public abstract void Destroy();
|
||||
|
||||
public abstract OMV.Vector3 RawPosition { get; set; }
|
||||
public abstract OMV.Vector3 ForcePosition { get; set; }
|
||||
|
||||
public abstract OMV.Quaternion RawOrientation { get; set; }
|
||||
public abstract OMV.Quaternion ForceOrientation { get; set; }
|
||||
|
||||
public abstract OMV.Vector3 ForceVelocity { get; set; }
|
||||
|
@ -204,7 +214,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
|
||||
PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
|
||||
{
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
else
|
||||
|
@ -218,7 +228,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
SubscribedEventsMs = 0;
|
||||
PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
|
||||
{
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
// Return 'true' if the simulator wants collision events
|
||||
|
|
|
@ -111,8 +111,8 @@ public sealed class BSPrim : BSPhysObject
|
|||
_mass = CalculateMass();
|
||||
|
||||
// No body or shape yet
|
||||
BSBody = new BulletBody(LocalID, IntPtr.Zero);
|
||||
BSShape = new BulletShape(IntPtr.Zero);
|
||||
PhysBody = new BulletBody(LocalID, IntPtr.Zero);
|
||||
PhysShape = new BulletShape(IntPtr.Zero);
|
||||
|
||||
DetailLog("{0},BSPrim.constructor,call", LocalID);
|
||||
// do the actual object creation at taint time
|
||||
|
@ -120,7 +120,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
CreateGeomAndObject(true);
|
||||
|
||||
CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.ptr);
|
||||
CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr);
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -145,8 +145,8 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
|
||||
// If there are physical body and shape, release my use of same.
|
||||
PhysicsScene.Shapes.DereferenceBody(BSBody, true, null);
|
||||
PhysicsScene.Shapes.DereferenceShape(BSShape, true, null);
|
||||
PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null);
|
||||
PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null);
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -171,18 +171,18 @@ public sealed class BSPrim : BSPhysObject
|
|||
ForceBodyShapeRebuild(false);
|
||||
}
|
||||
}
|
||||
// Whatever the linkset wants is what I want.
|
||||
public override ShapeData.PhysicsShapeType PreferredPhysicalShape
|
||||
{ get { return Linkset.PreferredPhysicalShape(this); } }
|
||||
|
||||
public override bool ForceBodyShapeRebuild(bool inTaintTime)
|
||||
{
|
||||
LastAssetBuildFailed = false;
|
||||
BSScene.TaintCallback rebuildOperation = delegate()
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate()
|
||||
{
|
||||
_mass = CalculateMass(); // changing the shape changes the mass
|
||||
CreateGeomAndObject(true);
|
||||
};
|
||||
if (inTaintTime)
|
||||
rebuildOperation();
|
||||
else
|
||||
PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", rebuildOperation);
|
||||
});
|
||||
return true;
|
||||
}
|
||||
public override bool Grabbed {
|
||||
|
@ -242,8 +242,8 @@ public sealed class BSPrim : BSPhysObject
|
|||
_acceleration = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties directly into the physics engine
|
||||
BulletSimAPI.ClearForces2(BSBody.ptr);
|
||||
// Zero some other properties in the physics engine
|
||||
BulletSimAPI.ClearAllForces2(PhysBody.ptr);
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(OMV.Vector3 axis)
|
||||
|
@ -252,11 +252,16 @@ public sealed class BSPrim : BSPhysObject
|
|||
return;
|
||||
}
|
||||
|
||||
public override OMV.Vector3 RawPosition
|
||||
{
|
||||
get { return _position; }
|
||||
set { _position = value; }
|
||||
}
|
||||
public override OMV.Vector3 Position {
|
||||
get {
|
||||
// child prims move around based on their parent. Need to get the latest location
|
||||
if (!Linkset.IsRoot(this))
|
||||
// child prims move around based on their parent. Need to get the latest location
|
||||
_position = BulletSimAPI.GetPosition2(BSBody.ptr);
|
||||
_position = Linkset.Position(this);
|
||||
|
||||
// don't do the GetObjectPosition for root elements because this function is called a zillion times
|
||||
// _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
|
||||
|
@ -274,19 +279,21 @@ public sealed class BSPrim : BSPhysObject
|
|||
PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
ActivateIfPhysical(false);
|
||||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 ForcePosition {
|
||||
get {
|
||||
_position = BulletSimAPI.GetPosition2(BSBody.ptr);
|
||||
_position = BulletSimAPI.GetPosition2(PhysBody.ptr);
|
||||
return _position;
|
||||
}
|
||||
set {
|
||||
_position = value;
|
||||
PositionSanityCheck();
|
||||
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -311,6 +318,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
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)
|
||||
{
|
||||
_position.Z = waterHeight;
|
||||
|
@ -332,16 +340,11 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
// The new position value must be pushed into the physics engine but we can't
|
||||
// just assign to "Position" because of potential call loops.
|
||||
BSScene.TaintCallback sanityOperation = delegate()
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
ForcePosition = _position;
|
||||
};
|
||||
if (inTaintTime)
|
||||
sanityOperation();
|
||||
else
|
||||
PhysicsScene.TaintedObject("BSPrim.PositionSanityCheck", sanityOperation);
|
||||
|
||||
});
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
|
@ -353,13 +356,34 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
get
|
||||
{
|
||||
// return Linkset.LinksetMass;
|
||||
return _mass;
|
||||
return Linkset.LinksetMass;
|
||||
// return _mass;
|
||||
}
|
||||
}
|
||||
|
||||
// used when we only want this prim's mass and not the linkset thing
|
||||
public override float MassRaw { get { return _mass; } }
|
||||
public override float RawMass {
|
||||
get { return _mass; }
|
||||
}
|
||||
// Set the physical mass to the passed mass.
|
||||
// Note that this does not change _mass!
|
||||
public override void UpdatePhysicalMassProperties(float physMass)
|
||||
{
|
||||
if (IsStatic)
|
||||
{
|
||||
BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, OMV.Vector3.Zero);
|
||||
BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
|
||||
BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
|
||||
// center of mass is at the zero of the object
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation);
|
||||
// BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
|
||||
DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, localInertia);
|
||||
}
|
||||
}
|
||||
|
||||
// Is this used?
|
||||
public override OMV.Vector3 CenterOfMass
|
||||
|
@ -380,7 +404,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
PhysicsScene.TaintedObject("BSPrim.setForce", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
|
||||
BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
|
||||
BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -400,6 +424,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
// Done at taint time so we're sure the physics engine is not using the variables
|
||||
// Vehicle code changes the parameters for this vehicle type.
|
||||
_vehicle.ProcessTypeChange(type);
|
||||
ActivateIfPhysical(false);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -408,6 +433,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
|
||||
{
|
||||
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
|
||||
ActivateIfPhysical(false);
|
||||
});
|
||||
}
|
||||
public override void VehicleVectorParam(int param, OMV.Vector3 value)
|
||||
|
@ -415,6 +441,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
|
||||
{
|
||||
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
|
||||
ActivateIfPhysical(false);
|
||||
});
|
||||
}
|
||||
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
|
||||
|
@ -422,6 +449,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
|
||||
{
|
||||
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
|
||||
ActivateIfPhysical(false);
|
||||
});
|
||||
}
|
||||
public override void VehicleFlags(int param, bool remove)
|
||||
|
@ -436,9 +464,16 @@ public sealed class BSPrim : BSPhysObject
|
|||
// Called from Scene when doing simulation step so we're in taint processing time.
|
||||
public override void StepVehicle(float timeStep)
|
||||
{
|
||||
if (IsPhysical)
|
||||
if (IsPhysical && _vehicle.IsActive)
|
||||
{
|
||||
_vehicle.Step(timeStep);
|
||||
/* // TEST TEST DEBUG DEBUG -- trying to reduce the extra action of Bullet simulation step
|
||||
PhysicsScene.PostTaintObject("BSPrim.StepVehicles", LocalID, delegate()
|
||||
{
|
||||
// This resets the interpolation values and recomputes the tensor variables
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(BSBody.ptr, ForcePosition, ForceOrientation);
|
||||
});
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -463,7 +498,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
|
||||
BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
|
||||
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -471,12 +506,14 @@ public sealed class BSPrim : BSPhysObject
|
|||
get { return _velocity; }
|
||||
set {
|
||||
_velocity = value;
|
||||
BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
|
||||
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 Torque {
|
||||
get { return _torque; }
|
||||
set { _torque = value;
|
||||
set {
|
||||
_torque = value;
|
||||
AddAngularForce(_torque, false, false);
|
||||
// DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
|
||||
}
|
||||
}
|
||||
|
@ -489,12 +526,17 @@ public sealed 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 {
|
||||
// Children move around because tied to parent. Get a fresh value.
|
||||
if (!Linkset.IsRoot(this))
|
||||
{
|
||||
// Children move around because tied to parent. Get a fresh value.
|
||||
_orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
|
||||
_orientation = Linkset.Orientation(this);
|
||||
}
|
||||
return _orientation;
|
||||
}
|
||||
|
@ -507,7 +549,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
// _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
|
||||
// DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -516,13 +558,13 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
get
|
||||
{
|
||||
_orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
|
||||
_orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
|
||||
return _orientation;
|
||||
}
|
||||
set
|
||||
{
|
||||
_orientation = value;
|
||||
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
}
|
||||
}
|
||||
public override int PhysicsActorType {
|
||||
|
@ -539,6 +581,8 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
// DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
|
||||
SetObjectDynamic(true);
|
||||
// whether phys-to-static or static-to-phys, the object is not moving.
|
||||
ZeroMotion();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -576,7 +620,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
|
||||
// Mangling all the physical properties requires the object not be in the physical world.
|
||||
// This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr);
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
|
||||
|
||||
// Set up the object physicalness (does gravity and collisions move this object)
|
||||
MakeDynamic(IsStatic);
|
||||
|
@ -590,24 +634,24 @@ public sealed class BSPrim : BSPhysObject
|
|||
// Make solid or not (do things bounce off or pass through this object).
|
||||
MakeSolid(IsSolid);
|
||||
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr);
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
|
||||
|
||||
// Rebuild its shape
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr);
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
|
||||
|
||||
// Collision filter can be set only when the object is in the world
|
||||
if (BSBody.collisionFilter != 0 || BSBody.collisionMask != 0)
|
||||
if (PhysBody.collisionFilter != 0 || PhysBody.collisionMask != 0)
|
||||
{
|
||||
BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)BSBody.collisionFilter, (uint)BSBody.collisionMask);
|
||||
BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask);
|
||||
}
|
||||
|
||||
// Recompute any linkset parameters.
|
||||
// When going from non-physical to physical, this re-enables the constraints that
|
||||
// had been automatically disabled when the mass was set to zero.
|
||||
Linkset.Refresh(this, true);
|
||||
Linkset.Refresh(this);
|
||||
|
||||
DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}",
|
||||
LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape);
|
||||
DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}",
|
||||
LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape);
|
||||
}
|
||||
|
||||
// "Making dynamic" means changing to and from static.
|
||||
|
@ -620,75 +664,74 @@ public sealed class BSPrim : BSPhysObject
|
|||
if (makeStatic)
|
||||
{
|
||||
// Become a Bullet 'static' object type
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
// Stop all movement
|
||||
BulletSimAPI.ClearAllForces2(BSBody.ptr);
|
||||
ZeroMotion();
|
||||
// Center of mass is at the center of the object
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.ptr, _position, _orientation);
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
|
||||
// Mass is zero which disables a bunch of physics stuff in Bullet
|
||||
BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero);
|
||||
// There is no inertia in a static object
|
||||
BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
|
||||
UpdatePhysicalMassProperties(0f);
|
||||
// Set collision detection parameters
|
||||
if (PhysicsScene.Params.ccdMotionThreshold > 0f)
|
||||
{
|
||||
BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
|
||||
BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
|
||||
BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
|
||||
BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
|
||||
}
|
||||
// There can be special things needed for implementing linksets
|
||||
Linkset.MakeStatic(this);
|
||||
// The activation state is 'disabled' so Bullet will not try to act on it.
|
||||
BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
// Start it out sleeping and physical actions could wake it up.
|
||||
// BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING);
|
||||
|
||||
BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter;
|
||||
BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
|
||||
PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter;
|
||||
PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Not a Bullet static object
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
|
||||
// Set various physical properties so internal dynamic properties will get computed correctly as they are set
|
||||
BulletSimAPI.SetFriction2(BSBody.ptr, PhysicsScene.Params.defaultFriction);
|
||||
BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.defaultRestitution);
|
||||
BulletSimAPI.SetFriction2(PhysBody.ptr, PhysicsScene.Params.defaultFriction);
|
||||
BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.defaultRestitution);
|
||||
|
||||
// per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
|
||||
BulletSimAPI.ClearAllForces2(BSBody.ptr);
|
||||
// Since this can be called multiple times, only zero forces when becoming physical
|
||||
// BulletSimAPI.ClearAllForces2(BSBody.ptr);
|
||||
|
||||
// For good measure, make sure the transform is set through to the motion state
|
||||
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
|
||||
// Center of mass is at the center of the object
|
||||
BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
|
||||
|
||||
// A dynamic object has mass
|
||||
IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr);
|
||||
OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass);
|
||||
BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia);
|
||||
BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
|
||||
UpdatePhysicalMassProperties(RawMass);
|
||||
|
||||
// Set collision detection parameters
|
||||
if (PhysicsScene.Params.ccdMotionThreshold > 0f)
|
||||
{
|
||||
BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
|
||||
BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
|
||||
BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
|
||||
BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
|
||||
}
|
||||
|
||||
// Various values for simulation limits
|
||||
BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping);
|
||||
BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime);
|
||||
BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
|
||||
BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
|
||||
BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping);
|
||||
BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime);
|
||||
BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
|
||||
BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
|
||||
|
||||
// There might be special things needed for implementing linksets.
|
||||
Linkset.MakeDynamic(this);
|
||||
|
||||
// Force activation of the object so Bullet will act on it.
|
||||
// Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
|
||||
BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
|
||||
BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG);
|
||||
// BulletSimAPI.Activate2(BSBody.ptr, true);
|
||||
|
||||
BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter;
|
||||
BSBody.collisionMask = CollisionFilterGroups.ObjectMask;
|
||||
PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter;
|
||||
PhysBody.collisionMask = CollisionFilterGroups.ObjectMask;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -698,7 +741,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
// the functions after this one set up the state of a possibly newly created collision body.
|
||||
private void MakeSolid(bool makeSolid)
|
||||
{
|
||||
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr);
|
||||
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr);
|
||||
if (makeSolid)
|
||||
{
|
||||
// Verify the previous code created the correct shape for this type of thing.
|
||||
|
@ -706,7 +749,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
|
||||
}
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -714,22 +757,31 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
|
||||
}
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter;
|
||||
BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask;
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
PhysBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter;
|
||||
PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask;
|
||||
}
|
||||
}
|
||||
|
||||
// Enable physical actions. Bullet will keep sleeping non-moving physical objects so
|
||||
// they need waking up when parameters are changed.
|
||||
// Called in taint-time!!
|
||||
private void ActivateIfPhysical(bool forceIt)
|
||||
{
|
||||
if (IsPhysical)
|
||||
BulletSimAPI.Activate2(PhysBody.ptr, forceIt);
|
||||
}
|
||||
|
||||
// Turn on or off the flag controlling whether collision events are returned to the simulator.
|
||||
private void EnableCollisions(bool wantsCollisionEvents)
|
||||
{
|
||||
if (wantsCollisionEvents)
|
||||
{
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -774,9 +826,9 @@ public sealed class BSPrim : BSPhysObject
|
|||
PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
|
||||
{
|
||||
if (_floatOnWater)
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
else
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -798,8 +850,8 @@ public sealed class BSPrim : BSPhysObject
|
|||
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
||||
PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
||||
BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity);
|
||||
DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
||||
BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -809,7 +861,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
set {
|
||||
_rotationalVelocity = value;
|
||||
BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity);
|
||||
BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
|
||||
}
|
||||
}
|
||||
public override bool Kinematic {
|
||||
|
@ -835,7 +887,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
// DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
// Buoyancy is faked by changing the gravity applied to the object
|
||||
float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
|
||||
BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav));
|
||||
BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -888,7 +940,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
|
||||
return;
|
||||
}
|
||||
BSScene.TaintCallback addForceOperation = delegate()
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
|
||||
{
|
||||
OMV.Vector3 fSum = OMV.Vector3.Zero;
|
||||
lock (m_accumulatedForces)
|
||||
|
@ -900,20 +952,60 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
m_accumulatedForces.Clear();
|
||||
}
|
||||
// DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum);
|
||||
// For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object.
|
||||
BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum);
|
||||
};
|
||||
if (inTaintTime)
|
||||
addForceOperation();
|
||||
else
|
||||
PhysicsScene.TaintedObject("BSPrim.AddForce", addForceOperation);
|
||||
DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum);
|
||||
if (fSum != OMV.Vector3.Zero)
|
||||
BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum);
|
||||
});
|
||||
}
|
||||
|
||||
private List<OMV.Vector3> m_accumulatedAngularForces = new List<OMV.Vector3>();
|
||||
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
|
||||
// DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
|
||||
// m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
|
||||
AddAngularForce(force, pushforce, false);
|
||||
}
|
||||
public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime)
|
||||
{
|
||||
if (force.IsFinite())
|
||||
{
|
||||
// _force += force;
|
||||
lock (m_accumulatedAngularForces)
|
||||
m_accumulatedAngularForces.Add(new OMV.Vector3(force));
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
|
||||
return;
|
||||
}
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
|
||||
{
|
||||
OMV.Vector3 fSum = OMV.Vector3.Zero;
|
||||
lock (m_accumulatedAngularForces)
|
||||
{
|
||||
// Sum the accumulated additional forces for one big force to apply once.
|
||||
foreach (OMV.Vector3 v in m_accumulatedAngularForces)
|
||||
{
|
||||
fSum += v;
|
||||
}
|
||||
m_accumulatedAngularForces.Clear();
|
||||
}
|
||||
DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum);
|
||||
if (fSum != OMV.Vector3.Zero)
|
||||
{
|
||||
BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum);
|
||||
_torque = fSum;
|
||||
}
|
||||
});
|
||||
}
|
||||
// A torque impulse.
|
||||
public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime)
|
||||
{
|
||||
OMV.Vector3 applyImpulse = impulse;
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.ApplyTorqueImpulse,taint,tImpulse={1}", LocalID, applyImpulse);
|
||||
BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse);
|
||||
});
|
||||
}
|
||||
|
||||
public override void SetMomentum(OMV.Vector3 momentum) {
|
||||
// DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
|
||||
}
|
||||
|
@ -1195,9 +1287,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
|
||||
returnMass = _density * volume;
|
||||
|
||||
/*
|
||||
* This change means each object keeps its own mass and the Mass property
|
||||
* will return the sum if we're part of a linkset.
|
||||
/* Comment out code that computes the mass of the linkset. That is done in the Linkset class.
|
||||
if (IsRootOfLinkset)
|
||||
{
|
||||
foreach (BSPrim prim in _childrenPrims)
|
||||
|
@ -1217,34 +1307,11 @@ public sealed class BSPrim : BSPhysObject
|
|||
}// end CalculateMass
|
||||
#endregion Mass Calculation
|
||||
|
||||
// Copy prim's info into the BulletSim shape description structure
|
||||
public void FillShapeInfo(out ShapeData shape)
|
||||
{
|
||||
shape.ID = LocalID;
|
||||
shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
|
||||
shape.Position = _position;
|
||||
shape.Rotation = _orientation;
|
||||
shape.Velocity = _velocity;
|
||||
shape.Size = _size;
|
||||
shape.Scale = Scale;
|
||||
shape.Mass = _isPhysical ? _mass : 0f;
|
||||
shape.Buoyancy = _buoyancy;
|
||||
shape.HullKey = 0;
|
||||
shape.MeshKey = 0;
|
||||
shape.Friction = _friction;
|
||||
shape.Restitution = _restitution;
|
||||
shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
|
||||
shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
|
||||
shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue;
|
||||
}
|
||||
// Rebuild the geometry and object.
|
||||
// This is called when the shape changes so we need to recreate the mesh/hull.
|
||||
// Called at taint-time!!!
|
||||
private void CreateGeomAndObject(bool forceRebuild)
|
||||
{
|
||||
ShapeData shapeData;
|
||||
FillShapeInfo(out shapeData);
|
||||
|
||||
// If this prim is part of a linkset, we must remove and restore the physical
|
||||
// links if the body is rebuilt.
|
||||
bool needToRestoreLinkset = false;
|
||||
|
@ -1253,8 +1320,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
// Updates BSBody and BSShape with the new information.
|
||||
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
|
||||
// Returns 'true' if either the body or the shape was changed.
|
||||
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
|
||||
null, delegate(BulletBody dBody)
|
||||
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody)
|
||||
{
|
||||
// Called if the current prim body is about to be destroyed.
|
||||
// Remove all the physical dependencies on the old body.
|
||||
|
@ -1353,8 +1419,9 @@ public sealed class BSPrim : BSPhysObject
|
|||
|
||||
PositionSanityCheck(true);
|
||||
|
||||
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
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);
|
||||
|
||||
// BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG
|
||||
|
||||
|
|
|
@ -62,7 +62,7 @@ using OpenMetaverse;
|
|||
//
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public class BSScene : PhysicsScene, IPhysicsParameters
|
||||
public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly string LogHeader = "[BULLETS SCENE]";
|
||||
|
@ -116,6 +116,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// True if initialized and ready to do simulation steps
|
||||
private bool m_initialized = false;
|
||||
|
||||
// Flag which is true when processing taints.
|
||||
// Not guaranteed to be correct all the time (don't depend on this) but good for debugging.
|
||||
public bool InTaintTime { get; private set; }
|
||||
|
||||
// Pinned memory used to pass step information between managed and unmanaged
|
||||
private int m_maxCollisionsPerFrame;
|
||||
private CollisionDesc[] m_collisionArray;
|
||||
|
@ -171,7 +175,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
}
|
||||
private Object _taintLock = new Object(); // lock for using the next object
|
||||
private List<TaintCallbackEntry> _taintedObjects;
|
||||
private List<TaintCallbackEntry> _taintOperations;
|
||||
private Dictionary<string, TaintCallbackEntry> _postTaintOperations;
|
||||
private List<TaintCallbackEntry> _postStepOperations;
|
||||
|
||||
// A pointer to an instance if this structure is passed to the C++ code
|
||||
// Used to pass basic configuration values to the unmanaged code.
|
||||
|
@ -203,7 +209,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
||||
{
|
||||
mesher = meshmerizer;
|
||||
_taintedObjects = new List<TaintCallbackEntry>();
|
||||
_taintOperations = new List<TaintCallbackEntry>();
|
||||
_postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
|
||||
_postStepOperations = new List<TaintCallbackEntry>();
|
||||
PhysObjects = new Dictionary<uint, BSPhysObject>();
|
||||
Shapes = new BSShapeCollection(this);
|
||||
|
||||
|
@ -266,6 +274,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
TerrainManager = new BSTerrainManager(this);
|
||||
TerrainManager.CreateInitialGroundPlaneAndTerrain();
|
||||
|
||||
m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)Params.linksetImplementation);
|
||||
|
||||
InTaintTime = false;
|
||||
m_initialized = true;
|
||||
}
|
||||
|
||||
|
@ -475,23 +486,21 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
if (!m_initialized) return 5.0f;
|
||||
|
||||
// update the prim states while we know the physics engine is not busy
|
||||
int numTaints = _taintedObjects.Count;
|
||||
int numTaints = _taintOperations.Count;
|
||||
ProcessTaints();
|
||||
|
||||
// Some of the prims operate with special vehicle properties
|
||||
ProcessVehicles(timeStep);
|
||||
numTaints += _taintedObjects.Count;
|
||||
numTaints += _taintOperations.Count;
|
||||
ProcessTaints(); // the vehicles might have added taints
|
||||
|
||||
// step the physical world one interval
|
||||
m_simulationStep++;
|
||||
int numSubSteps = 0;
|
||||
|
||||
// DEBUG
|
||||
// DetailLog("{0},BSScene.Simulate,beforeStep,ntaimts={1},step={2}", DetailLogZero, numTaints, m_simulationStep);
|
||||
|
||||
try
|
||||
{
|
||||
// DumpVehicles(); // DEBUG
|
||||
if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
|
||||
|
||||
numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep,
|
||||
|
@ -500,6 +509,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
|
||||
DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}",
|
||||
DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
|
||||
// DumpVehicles(); // DEBUG
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -575,6 +585,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
}
|
||||
|
||||
ProcessPostStepTaints();
|
||||
|
||||
// This causes the unmanaged code to output ALL the values found in ALL the objects in the world.
|
||||
// Only enable this in a limited test world with few objects.
|
||||
// BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG
|
||||
|
@ -670,6 +682,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
public override bool IsThreaded { get { return false; } }
|
||||
|
||||
#region Taints
|
||||
|
||||
// Calls to the PhysicsActors can't directly call into the physics engine
|
||||
// because it might be busy. We delay changes to a known time.
|
||||
// We rely on C#'s closure to save and restore the context for the delegate.
|
||||
|
@ -679,30 +693,48 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
lock (_taintLock)
|
||||
{
|
||||
_taintedObjects.Add(new TaintCallbackEntry(ident, callback));
|
||||
_taintOperations.Add(new TaintCallbackEntry(ident, callback));
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Sometimes a potentially tainted operation can be used in and out of taint time.
|
||||
// This routine executes the command immediately if in taint-time otherwise it is queued.
|
||||
public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback)
|
||||
{
|
||||
if (inTaintTime)
|
||||
callback();
|
||||
else
|
||||
TaintedObject(ident, callback);
|
||||
}
|
||||
|
||||
// When someone tries to change a property on a BSPrim or BSCharacter, the object queues
|
||||
// a callback into itself to do the actual property change. That callback is called
|
||||
// here just before the physics engine is called to step the simulation.
|
||||
public void ProcessTaints()
|
||||
{
|
||||
if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process
|
||||
InTaintTime = true;
|
||||
ProcessRegularTaints();
|
||||
ProcessPostTaintTaints();
|
||||
InTaintTime = false;
|
||||
}
|
||||
|
||||
private void ProcessRegularTaints()
|
||||
{
|
||||
if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process
|
||||
{
|
||||
int taintCount = m_taintsToProcessPerStep;
|
||||
TaintCallbackEntry oneCallback = new TaintCallbackEntry();
|
||||
while (_taintedObjects.Count > 0 && taintCount-- > 0)
|
||||
while (_taintOperations.Count > 0 && taintCount-- > 0)
|
||||
{
|
||||
bool gotOne = false;
|
||||
lock (_taintLock)
|
||||
{
|
||||
if (_taintedObjects.Count > 0)
|
||||
if (_taintOperations.Count > 0)
|
||||
{
|
||||
oneCallback = _taintedObjects[0];
|
||||
_taintedObjects.RemoveAt(0);
|
||||
oneCallback = _taintOperations[0];
|
||||
_taintOperations.RemoveAt(0);
|
||||
gotOne = true;
|
||||
}
|
||||
}
|
||||
|
@ -746,6 +778,101 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
}
|
||||
|
||||
// Schedule an update to happen after all the regular taints are processed.
|
||||
// Note that new requests for the same operation ("ident") for the same object ("ID")
|
||||
// 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)
|
||||
{
|
||||
_postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
private void ProcessPostTaintTaints()
|
||||
{
|
||||
if (_postTaintOperations.Count > 0)
|
||||
{
|
||||
Dictionary<string, TaintCallbackEntry> oldList;
|
||||
lock (_taintLock)
|
||||
{
|
||||
oldList = _postTaintOperations;
|
||||
_postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
|
||||
}
|
||||
|
||||
foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList)
|
||||
{
|
||||
try
|
||||
{
|
||||
DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG
|
||||
kvp.Value.callback();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e);
|
||||
}
|
||||
}
|
||||
oldList.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public void PostStepTaintObject(String ident, TaintCallback callback)
|
||||
{
|
||||
if (!m_initialized) return;
|
||||
|
||||
lock (_taintLock)
|
||||
{
|
||||
_postStepOperations.Add(new TaintCallbackEntry(ident, callback));
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
private void ProcessPostStepTaints()
|
||||
{
|
||||
if (_postStepOperations.Count > 0)
|
||||
{
|
||||
List<TaintCallbackEntry> oldList;
|
||||
lock (_taintLock)
|
||||
{
|
||||
oldList = _postStepOperations;
|
||||
_postStepOperations = new List<TaintCallbackEntry>();
|
||||
}
|
||||
|
||||
foreach (TaintCallbackEntry tcbe in oldList)
|
||||
{
|
||||
try
|
||||
{
|
||||
DetailLog("{0},BSScene.ProcessPostStepTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG
|
||||
tcbe.callback();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("{0}: ProcessPostStepTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
|
||||
}
|
||||
}
|
||||
oldList.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
return InTaintTime;
|
||||
}
|
||||
|
||||
#endregion // Taints
|
||||
|
||||
#region Vehicles
|
||||
|
||||
public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
|
||||
|
@ -970,49 +1097,49 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].linearDamping; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ),
|
||||
(s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, v); } ),
|
||||
new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
|
||||
0f,
|
||||
(s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].angularDamping; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ),
|
||||
(s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, v); } ),
|
||||
new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
|
||||
0.2f,
|
||||
(s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].deactivationTime; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.BSBody.ptr, v); } ),
|
||||
(s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ),
|
||||
new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
|
||||
0.8f,
|
||||
(s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].linearSleepingThreshold; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ),
|
||||
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
|
||||
new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
|
||||
1.0f,
|
||||
(s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].angularSleepingThreshold; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ),
|
||||
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
|
||||
new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
|
||||
0f, // set to zero to disable
|
||||
(s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].ccdMotionThreshold; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.BSBody.ptr, v); } ),
|
||||
(s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ),
|
||||
new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
|
||||
0f,
|
||||
(s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].ccdSweptSphereRadius; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetCcdSweepSphereRadius2(o.BSBody.ptr, v); } ),
|
||||
(s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ),
|
||||
new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" ,
|
||||
0.1f,
|
||||
(s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].contactProcessingThreshold; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.BSBody.ptr, v); } ),
|
||||
(s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ),
|
||||
|
||||
new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
|
||||
0.5f,
|
||||
|
@ -1107,6 +1234,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s) => { return s.m_params[0].numberOfSolverIterations; },
|
||||
(s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ),
|
||||
|
||||
new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
|
||||
(float)BSLinkset.LinksetImplementation.Compound,
|
||||
(s,cf,p,v) => { s.m_params[0].linksetImplementation = cf.GetFloat(p,v); },
|
||||
(s) => { return s.m_params[0].linksetImplementation; },
|
||||
(s,p,l,v) => { s.m_params[0].linksetImplementation = v; } ),
|
||||
new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
|
||||
ConfigurationParameters.numericFalse,
|
||||
(s,cf,p,v) => { s.m_params[0].linkConstraintUseFrameOffset = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||
|
@ -1128,12 +1260,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; },
|
||||
(s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ),
|
||||
new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
|
||||
0.001f,
|
||||
0.1f,
|
||||
(s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].linkConstraintCFM; },
|
||||
(s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ),
|
||||
new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
|
||||
0.8f,
|
||||
0.1f,
|
||||
(s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].linkConstraintERP; },
|
||||
(s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ),
|
||||
|
@ -1259,7 +1391,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// If the local ID is APPLY_TO_NONE, just change the default value
|
||||
// If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
|
||||
// If the localID is a specific object, apply the parameter change to only that object
|
||||
protected void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val)
|
||||
private void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val)
|
||||
{
|
||||
List<uint> objectIDs = new List<uint>();
|
||||
switch (localID)
|
||||
|
@ -1284,7 +1416,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
// schedule the actual updating of the paramter to when the phys engine is not busy
|
||||
protected void TaintedUpdateParameter(string parm, List<uint> lIDs, float val)
|
||||
private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val)
|
||||
{
|
||||
float xval = val;
|
||||
List<uint> xlIDs = lIDs;
|
||||
|
@ -1326,12 +1458,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
#endregion Runtime settable parameters
|
||||
|
||||
// Debugging routine for dumping detailed physical information for vehicle prims
|
||||
private void DumpVehicles()
|
||||
{
|
||||
foreach (BSPrim prim in m_vehicles)
|
||||
{
|
||||
BulletSimAPI.DumpRigidBody2(World.ptr, prim.PhysBody.ptr);
|
||||
BulletSimAPI.DumpCollisionShape2(World.ptr, prim.PhysShape.ptr);
|
||||
}
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
public void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
PhysicsLogging.Write(msg, args);
|
||||
// Add the Flush() if debugging crashes to get all the messages written out.
|
||||
// PhysicsLogging.Flush();
|
||||
// Add the Flush() if debugging crashes. Gets all the messages written out.
|
||||
PhysicsLogging.Flush();
|
||||
}
|
||||
// Used to fill in the LocalID when there isn't one. It's the correct number of characters.
|
||||
public const string DetailLogZero = "0000000000";
|
||||
|
|
|
@ -34,11 +34,11 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet;
|
|||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public class BSShapeCollection : IDisposable
|
||||
public sealed class BSShapeCollection : IDisposable
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
|
||||
|
||||
protected BSScene PhysicsScene { get; set; }
|
||||
private BSScene PhysicsScene { get; set; }
|
||||
|
||||
private Object m_collectionActivityLock = new Object();
|
||||
|
||||
|
@ -48,6 +48,7 @@ public class BSShapeCollection : IDisposable
|
|||
public IntPtr ptr;
|
||||
public int referenceCount;
|
||||
public DateTime lastReferenced;
|
||||
public UInt64 shapeKey;
|
||||
}
|
||||
|
||||
// Description of a hull.
|
||||
|
@ -57,6 +58,7 @@ public class BSShapeCollection : IDisposable
|
|||
public IntPtr ptr;
|
||||
public int referenceCount;
|
||||
public DateTime lastReferenced;
|
||||
public UInt64 shapeKey;
|
||||
}
|
||||
|
||||
// The sharable set of meshes and hulls. Indexed by their shape hash.
|
||||
|
@ -90,9 +92,10 @@ public class BSShapeCollection : IDisposable
|
|||
// remove the physical constraints before the body is destroyed.
|
||||
// Called at taint-time!!
|
||||
public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
|
||||
ShapeData shapeData, PrimitiveBaseShape pbs,
|
||||
ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
|
||||
{
|
||||
PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape");
|
||||
|
||||
bool ret = false;
|
||||
|
||||
// This lock could probably be pushed down lower but building shouldn't take long
|
||||
|
@ -100,41 +103,38 @@ public class BSShapeCollection : IDisposable
|
|||
{
|
||||
// Do we have the correct geometry for this type of object?
|
||||
// Updates prim.BSShape with information/pointers to shape.
|
||||
// CreateGeom returns 'true' of BSShape as changed to a new shape.
|
||||
bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback);
|
||||
// Returns 'true' of BSShape is changed to a new shape.
|
||||
bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback);
|
||||
// If we had to select a new shape geometry for the object,
|
||||
// rebuild the body around it.
|
||||
// Updates prim.BSBody with information/pointers to requested body
|
||||
// Returns 'true' if BSBody was changed.
|
||||
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
|
||||
prim.BSShape, shapeData, bodyCallback);
|
||||
prim.PhysShape, bodyCallback);
|
||||
ret = newGeom || newBody;
|
||||
}
|
||||
DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}",
|
||||
prim.LocalID, forceRebuild, ret, prim.BSBody, prim.BSShape);
|
||||
DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}",
|
||||
prim.LocalID, forceRebuild, ret, prim.PhysBody, prim.PhysShape);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Track another user of a body
|
||||
// Track another user of a body.
|
||||
// We presume the caller has allocated the body.
|
||||
// Bodies only have one user so the body is just put into the world if not already there.
|
||||
public void ReferenceBody(BulletBody body, bool inTaintTime)
|
||||
{
|
||||
lock (m_collectionActivityLock)
|
||||
{
|
||||
DetailLog("{0},BSShapeCollection.ReferenceBody,newBody", body.ID, body);
|
||||
BSScene.TaintCallback createOperation = delegate()
|
||||
DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body);
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate()
|
||||
{
|
||||
if (!BulletSimAPI.IsInWorld2(body.ptr))
|
||||
{
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr);
|
||||
DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body);
|
||||
}
|
||||
};
|
||||
if (inTaintTime)
|
||||
createOperation();
|
||||
else
|
||||
PhysicsScene.TaintedObject("BSShapeCollection.ReferenceBody", createOperation);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -147,25 +147,23 @@ public class BSShapeCollection : IDisposable
|
|||
|
||||
lock (m_collectionActivityLock)
|
||||
{
|
||||
BSScene.TaintCallback removeOperation = delegate()
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceBody", delegate()
|
||||
{
|
||||
DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}, inTaintTime={2}",
|
||||
body.ID, body.ptr.ToString("X"), inTaintTime);
|
||||
DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1},inTaintTime={2}",
|
||||
body.ID, body, inTaintTime);
|
||||
// If the caller needs to know the old body is going away, pass the event up.
|
||||
if (bodyCallback != null) bodyCallback(body);
|
||||
|
||||
// It may have already been removed from the world in which case the next is a NOOP.
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr);
|
||||
if (BulletSimAPI.IsInWorld2(body.ptr))
|
||||
{
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr);
|
||||
DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body);
|
||||
}
|
||||
|
||||
// Zero any reference to the shape so it is not freed when the body is deleted.
|
||||
BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero);
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr);
|
||||
};
|
||||
// If already in taint-time, do the operations now. Otherwise queue for later.
|
||||
if (inTaintTime)
|
||||
removeOperation();
|
||||
else
|
||||
PhysicsScene.TaintedObject("BSShapeCollection.DereferenceBody", removeOperation);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -175,7 +173,7 @@ public class BSShapeCollection : IDisposable
|
|||
// Meshes and hulls for the same shape have the same hash key.
|
||||
// NOTE that native shapes are not added to the mesh list or removed.
|
||||
// Returns 'true' if this is the initial reference to the shape. Otherwise reused.
|
||||
private bool ReferenceShape(BulletShape shape)
|
||||
public bool ReferenceShape(BulletShape shape)
|
||||
{
|
||||
bool ret = false;
|
||||
switch (shape.type)
|
||||
|
@ -193,6 +191,7 @@ public class BSShapeCollection : IDisposable
|
|||
{
|
||||
// This is a new reference to a mesh
|
||||
meshDesc.ptr = shape.ptr;
|
||||
meshDesc.shapeKey = shape.shapeKey;
|
||||
// We keep a reference to the underlying IMesh data so a hull can be built
|
||||
meshDesc.referenceCount = 1;
|
||||
DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}",
|
||||
|
@ -215,6 +214,7 @@ public class BSShapeCollection : IDisposable
|
|||
{
|
||||
// This is a new reference to a hull
|
||||
hullDesc.ptr = shape.ptr;
|
||||
hullDesc.shapeKey = shape.shapeKey;
|
||||
hullDesc.referenceCount = 1;
|
||||
DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}",
|
||||
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount);
|
||||
|
@ -239,7 +239,7 @@ public class BSShapeCollection : IDisposable
|
|||
if (shape.ptr == IntPtr.Zero)
|
||||
return;
|
||||
|
||||
BSScene.TaintCallback dereferenceOperation = delegate()
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceShape", delegate()
|
||||
{
|
||||
if (shape.ptr != IntPtr.Zero)
|
||||
{
|
||||
|
@ -261,6 +261,9 @@ public class BSShapeCollection : IDisposable
|
|||
case ShapeData.PhysicsShapeType.SHAPE_MESH:
|
||||
DereferenceMesh(shape, shapeCallback);
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_COMPOUND:
|
||||
DereferenceCompound(shape, shapeCallback);
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
|
||||
break;
|
||||
default:
|
||||
|
@ -268,18 +271,7 @@ public class BSShapeCollection : IDisposable
|
|||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
if (inTaintTime)
|
||||
{
|
||||
lock (m_collectionActivityLock)
|
||||
{
|
||||
dereferenceOperation();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysicsScene.TaintedObject("BSShapeCollection.DereferenceShape", dereferenceOperation);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Count down the reference count for a mesh shape
|
||||
|
@ -294,8 +286,8 @@ public class BSShapeCollection : IDisposable
|
|||
if (shapeCallback != null) shapeCallback(shape);
|
||||
meshDesc.lastReferenced = System.DateTime.Now;
|
||||
Meshes[shape.shapeKey] = meshDesc;
|
||||
DetailLog("{0},BSShapeCollection.DereferenceMesh,key={1},refCnt={2}",
|
||||
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount);
|
||||
DetailLog("{0},BSShapeCollection.DereferenceMesh,shape={1},refCnt={2}",
|
||||
BSScene.DetailLogZero, shape, meshDesc.referenceCount);
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -309,11 +301,94 @@ public class BSShapeCollection : IDisposable
|
|||
{
|
||||
hullDesc.referenceCount--;
|
||||
// TODO: release the Bullet storage (aging old entries?)
|
||||
|
||||
// Tell upper layers that, if they have dependencies on this shape, this link is going away
|
||||
if (shapeCallback != null) shapeCallback(shape);
|
||||
|
||||
hullDesc.lastReferenced = System.DateTime.Now;
|
||||
Hulls[shape.shapeKey] = hullDesc;
|
||||
DetailLog("{0},BSShapeCollection.DereferenceHull,key={1},refCnt={2}",
|
||||
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount);
|
||||
DetailLog("{0},BSShapeCollection.DereferenceHull,shape={1},refCnt={2}",
|
||||
BSScene.DetailLogZero, shape, hullDesc.referenceCount);
|
||||
}
|
||||
}
|
||||
|
||||
// Remove a reference to a compound shape.
|
||||
// Taking a compound shape apart is a little tricky because if you just delete the
|
||||
// physical shape, it will free all the underlying children. We can't do that because
|
||||
// they could be shared. So, this removes each of the children from the compound and
|
||||
// dereferences them separately before destroying the compound collision object itself.
|
||||
// Called at taint-time.
|
||||
private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
if (!BulletSimAPI.IsCompound2(shape.ptr))
|
||||
{
|
||||
// Failed the sanity check!!
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}",
|
||||
LogHeader, shape.type, shape.ptr.ToString("X"));
|
||||
DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}",
|
||||
BSScene.DetailLogZero, shape.type, shape.ptr.ToString("X"));
|
||||
return;
|
||||
}
|
||||
|
||||
int numChildren = BulletSimAPI.GetNumberOfCompoundChildren2(shape.ptr);
|
||||
DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren);
|
||||
|
||||
for (int ii = numChildren - 1; ii >= 0; ii--)
|
||||
{
|
||||
IntPtr childShape = BulletSimAPI.RemoveChildShapeFromCompoundShapeIndex2(shape.ptr, ii);
|
||||
DereferenceAnonCollisionShape(childShape);
|
||||
}
|
||||
BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr);
|
||||
}
|
||||
|
||||
// Sometimes we have a pointer to a collision shape but don't know what type it is.
|
||||
// Figure out type and call the correct dereference routine.
|
||||
// Called at taint-time.
|
||||
private void DereferenceAnonCollisionShape(IntPtr cShape)
|
||||
{
|
||||
MeshDesc meshDesc;
|
||||
HullDesc hullDesc;
|
||||
|
||||
BulletShape shapeInfo = new BulletShape(cShape);
|
||||
if (TryGetMeshByPtr(cShape, out meshDesc))
|
||||
{
|
||||
shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_MESH;
|
||||
shapeInfo.shapeKey = meshDesc.shapeKey;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (TryGetHullByPtr(cShape, out hullDesc))
|
||||
{
|
||||
shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_HULL;
|
||||
shapeInfo.shapeKey = hullDesc.shapeKey;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (BulletSimAPI.IsCompound2(cShape))
|
||||
{
|
||||
shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_COMPOUND;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (BulletSimAPI.IsNativeShape2(cShape))
|
||||
{
|
||||
shapeInfo.isNativeShape = true;
|
||||
shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo);
|
||||
|
||||
if (shapeInfo.type != ShapeData.PhysicsShapeType.SHAPE_UNKNOWN)
|
||||
{
|
||||
DereferenceShape(shapeInfo, true, null);
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}",
|
||||
LogHeader, PhysicsScene.RegionName, cShape.ToString("X"));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -325,22 +400,46 @@ public class BSShapeCollection : IDisposable
|
|||
// Info in prim.BSShape is updated to the new shape.
|
||||
// Returns 'true' if the geometry was rebuilt.
|
||||
// Called at taint-time!
|
||||
private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData,
|
||||
PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
|
||||
private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
bool haveShape = false;
|
||||
|
||||
if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
{
|
||||
// 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);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
|
||||
ret = true;
|
||||
haveShape = true;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
ret = GetReferenceToCompoundShape(prim, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape);
|
||||
haveShape = true;
|
||||
}
|
||||
|
||||
if (!haveShape)
|
||||
{
|
||||
ret = CreateGeomNonSpecial(forceRebuild, prim, shapeCallback);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Create a mesh/hull shape or a native shape if 'nativeShapePossible' is 'true'.
|
||||
private bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
bool haveShape = false;
|
||||
bool nativeShapePossible = true;
|
||||
PrimitiveBaseShape pbs = prim.BaseShape;
|
||||
|
||||
if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
{
|
||||
// an avatar capsule is close to a native shape (it is not shared)
|
||||
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
|
||||
ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape);
|
||||
ret = true;
|
||||
haveShape = true;
|
||||
}
|
||||
// If the prim attributes are simple, this could be a simple Bullet native shape
|
||||
if (!haveShape
|
||||
&& pbs != null
|
||||
|
@ -354,98 +453,110 @@ public class BSShapeCollection : IDisposable
|
|||
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
|
||||
&& pbs.PathShearX == 0 && pbs.PathShearY == 0) ) )
|
||||
{
|
||||
// It doesn't look like Bullet scales spheres so make sure the scales are all equal
|
||||
if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
|
||||
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)
|
||||
{
|
||||
haveShape = true;
|
||||
if (forceRebuild
|
||||
|| prim.Scale != shapeData.Size
|
||||
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
|
||||
|| prim.Scale != prim.Size
|
||||
|| prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
|
||||
ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
|
||||
ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.BSShape);
|
||||
prim.LocalID, forceRebuild, prim.PhysShape);
|
||||
}
|
||||
}
|
||||
if (pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
|
||||
if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
|
||||
{
|
||||
haveShape = true;
|
||||
if (forceRebuild
|
||||
|| prim.Scale != shapeData.Size
|
||||
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
|
||||
|| prim.Scale != prim.Size
|
||||
|| prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
|
||||
ret = GetReferenceToNativeShape( prim, ShapeData.PhysicsShapeType.SHAPE_BOX,
|
||||
ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.BSShape);
|
||||
prim.LocalID, forceRebuild, prim.PhysShape);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If a simple shape is not happening, create a mesh and possibly a hull.
|
||||
// Note that if it's a native shape, the check for physical/non-physical is not
|
||||
// made. Native shapes are best used in either case.
|
||||
if (!haveShape && pbs != null)
|
||||
{
|
||||
if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects)
|
||||
{
|
||||
// Update prim.BSShape to reference a hull of this shape.
|
||||
ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
|
||||
shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
|
||||
shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
|
||||
}
|
||||
ret = CreateGeomMeshOrHull(prim, shapeCallback);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
|
||||
bool ret = false;
|
||||
// Note that if it's a native shape, the check for physical/non-physical is not
|
||||
// made. Native shapes work in either case.
|
||||
if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects)
|
||||
{
|
||||
// Update prim.BSShape to reference a hull of this shape.
|
||||
ret = GetReferenceToHull(prim,shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
|
||||
prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = GetReferenceToMesh(prim, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
|
||||
prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// 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 shapeData,
|
||||
private bool GetReferenceToNativeShape(BSPhysObject prim,
|
||||
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
// release any previous shape
|
||||
DereferenceShape(prim.BSShape, true, shapeCallback);
|
||||
DereferenceShape(prim.PhysShape, true, shapeCallback);
|
||||
|
||||
shapeData.Type = shapeType;
|
||||
// Bullet native objects are scaled by the Bullet engine so pass the size in
|
||||
prim.Scale = shapeData.Size;
|
||||
shapeData.Scale = shapeData.Size;
|
||||
prim.Scale = prim.Size;
|
||||
|
||||
BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey);
|
||||
BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey);
|
||||
|
||||
// Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
|
||||
DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
|
||||
shapeData.ID, newShape, shapeData.Scale);
|
||||
prim.LocalID, newShape, prim.Scale);
|
||||
|
||||
prim.BSShape = newShape;
|
||||
prim.PhysShape = newShape;
|
||||
return true;
|
||||
}
|
||||
|
||||
private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType,
|
||||
ShapeData shapeData, ShapeData.FixedShapeKey shapeKey)
|
||||
private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, ShapeData.PhysicsShapeType shapeType,
|
||||
ShapeData.FixedShapeKey shapeKey)
|
||||
{
|
||||
BulletShape newShape;
|
||||
// Need to make sure the passed shape information is for the native type.
|
||||
ShapeData nativeShapeData = shapeData;
|
||||
ShapeData nativeShapeData = new ShapeData();
|
||||
nativeShapeData.Type = shapeType;
|
||||
nativeShapeData.ID = prim.LocalID;
|
||||
nativeShapeData.Scale = prim.Scale;
|
||||
nativeShapeData.Size = prim.Scale;
|
||||
nativeShapeData.MeshKey = (ulong)shapeKey;
|
||||
nativeShapeData.HullKey = (ulong)shapeKey;
|
||||
|
||||
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
{
|
||||
newShape = new BulletShape(
|
||||
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, nativeShapeData.Scale)
|
||||
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
|
||||
, shapeType);
|
||||
DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", nativeShapeData.ID, nativeShapeData.Scale);
|
||||
DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -454,7 +565,7 @@ public class BSShapeCollection : IDisposable
|
|||
if (newShape.ptr == IntPtr.Zero)
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
|
||||
LogHeader, nativeShapeData.ID, nativeShapeData.Type);
|
||||
LogHeader, prim.LocalID, shapeType);
|
||||
}
|
||||
newShape.shapeKey = (System.UInt64)shapeKey;
|
||||
newShape.isNativeShape = true;
|
||||
|
@ -466,33 +577,32 @@ public class BSShapeCollection : IDisposable
|
|||
// Dereferences previous shape in BSShape and adds a reference for this new shape.
|
||||
// Returns 'true' of a mesh was actually built. Otherwise .
|
||||
// Called at taint-time!
|
||||
private bool GetReferenceToMesh(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
BulletShape newShape = new BulletShape(IntPtr.Zero);
|
||||
|
||||
float lod;
|
||||
System.UInt64 newMeshKey = ComputeShapeKey(shapeData, pbs, out lod);
|
||||
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.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
|
||||
if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
|
||||
return false;
|
||||
|
||||
DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}",
|
||||
prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X"));
|
||||
DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}",
|
||||
prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"));
|
||||
|
||||
// Since we're recreating new, get rid of the reference to the previous shape
|
||||
DereferenceShape(prim.BSShape, true, shapeCallback);
|
||||
DereferenceShape(prim.PhysShape, true, shapeCallback);
|
||||
|
||||
newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod);
|
||||
newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod);
|
||||
// Take evasive action if the mesh was not constructed.
|
||||
newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs);
|
||||
newShape = VerifyMeshCreated(newShape, prim);
|
||||
|
||||
ReferenceShape(newShape);
|
||||
|
||||
// meshes are already scaled by the meshmerizer
|
||||
prim.Scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
prim.BSShape = newShape;
|
||||
prim.PhysShape = newShape;
|
||||
|
||||
return true; // 'true' means a new shape has been added to this prim
|
||||
}
|
||||
|
@ -526,7 +636,7 @@ public class BSShapeCollection : IDisposable
|
|||
verticesAsFloats[vi++] = vv.Z;
|
||||
}
|
||||
|
||||
// m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
|
||||
// m_log.DebugFormat("{0}: BSShapeCollection.CreatePhysicalMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
|
||||
// LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count);
|
||||
|
||||
meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
|
||||
|
@ -541,32 +651,31 @@ public class BSShapeCollection : IDisposable
|
|||
|
||||
// See that hull shape exists in the physical world and update prim.BSShape.
|
||||
// We could be creating the hull because scale changed or whatever.
|
||||
private bool GetReferenceToHull(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
BulletShape newShape;
|
||||
|
||||
float lod;
|
||||
System.UInt64 newHullKey = ComputeShapeKey(shapeData, pbs, out lod);
|
||||
System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
|
||||
|
||||
// if the hull hasn't changed, don't rebuild it
|
||||
if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
|
||||
if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
|
||||
return false;
|
||||
|
||||
DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}",
|
||||
prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X"));
|
||||
DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}",
|
||||
prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X"));
|
||||
|
||||
// Remove usage of the previous shape.
|
||||
DereferenceShape(prim.BSShape, true, shapeCallback);
|
||||
DereferenceShape(prim.PhysShape, true, shapeCallback);
|
||||
|
||||
newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod);
|
||||
newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs);
|
||||
newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod);
|
||||
newShape = VerifyMeshCreated(newShape, prim);
|
||||
|
||||
ReferenceShape(newShape);
|
||||
|
||||
// hulls are already scaled by the meshmerizer
|
||||
prim.Scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
prim.BSShape = newShape;
|
||||
prim.PhysShape = newShape;
|
||||
return true; // 'true' means a new shape has been added to this prim
|
||||
}
|
||||
|
||||
|
@ -685,9 +794,31 @@ public class BSShapeCollection : IDisposable
|
|||
return;
|
||||
}
|
||||
|
||||
// Compound shapes are always built from scratch.
|
||||
// This shouldn't be to bad since most of the parts will be meshes that had been built previously.
|
||||
private bool GetReferenceToCompoundShape(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
// Remove reference to the old shape
|
||||
// Don't need to do this as the shape is freed when the new root shape is created below.
|
||||
// DereferenceShape(prim.PhysShape, true, shapeCallback);
|
||||
|
||||
BulletShape cShape = new BulletShape(
|
||||
BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), ShapeData.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);
|
||||
BulletSimAPI.AddChildShapeToCompoundShape2(cShape.ptr, prim.PhysShape.ptr, OMV.Vector3.Zero, OMV.Quaternion.Identity);
|
||||
DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}",
|
||||
prim.LocalID, cShape, prim.PhysShape);
|
||||
|
||||
prim.PhysShape = cShape;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Create a hash of all the shape parameters to be used as a key
|
||||
// for this particular shape.
|
||||
private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs, out float retLod)
|
||||
private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod)
|
||||
{
|
||||
// level of detail based on size and type of the object
|
||||
float lod = PhysicsScene.MeshLOD;
|
||||
|
@ -695,40 +826,40 @@ public class BSShapeCollection : IDisposable
|
|||
lod = PhysicsScene.SculptLOD;
|
||||
|
||||
// Mega prims usually get more detail because one can interact with shape approximations at this size.
|
||||
float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z));
|
||||
float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z));
|
||||
if (maxAxis > PhysicsScene.MeshMegaPrimThreshold)
|
||||
lod = PhysicsScene.MeshMegaPrimLOD;
|
||||
|
||||
retLod = lod;
|
||||
return pbs.GetMeshKey(shapeData.Size, lod);
|
||||
return pbs.GetMeshKey(size, lod);
|
||||
}
|
||||
// For those who don't want the LOD
|
||||
private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs)
|
||||
private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs)
|
||||
{
|
||||
float lod;
|
||||
return ComputeShapeKey(shapeData, pbs, out lod);
|
||||
return ComputeShapeKey(size, pbs, out lod);
|
||||
}
|
||||
|
||||
// The creation of a mesh or hull can fail if an underlying asset is not available.
|
||||
// There are two cases: 1) the asset is not in the cache and it needs to be fetched;
|
||||
// and 2) the asset cannot be converted (like decompressing JPEG2000s).
|
||||
// The first case causes the asset to be fetched. The second case just requires
|
||||
// and 2) the asset cannot be converted (like failed decompression of JPEG2000s).
|
||||
// The first case causes the asset to be fetched. The second case requires
|
||||
// us to not loop forever.
|
||||
// Called after creating a physical mesh or hull. If the physical shape was created,
|
||||
// just return.
|
||||
private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs)
|
||||
private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim)
|
||||
{
|
||||
// If the shape was successfully created, nothing more to do
|
||||
if (newShape.ptr != IntPtr.Zero)
|
||||
return newShape;
|
||||
|
||||
// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
|
||||
if (pbs.SculptEntry && !prim.LastAssetBuildFailed && pbs.SculptTexture != OMV.UUID.Zero)
|
||||
if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero)
|
||||
{
|
||||
prim.LastAssetBuildFailed = true;
|
||||
BSPhysObject xprim = prim;
|
||||
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}",
|
||||
LogHeader, shapeData.ID.ToString("X"), prim.LastAssetBuildFailed);
|
||||
LogHeader, prim.LocalID, prim.LastAssetBuildFailed);
|
||||
Util.FireAndForget(delegate
|
||||
{
|
||||
RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
|
||||
|
@ -745,7 +876,7 @@ public class BSShapeCollection : IDisposable
|
|||
yprim.BaseShape.SculptData = asset.Data;
|
||||
// This will cause the prim to see that the filler shape is not the right
|
||||
// one and try again to build the object.
|
||||
// No race condition with the native sphere setting since the rebuild is at taint time.
|
||||
// No race condition with the normal shape setting since the rebuild is at taint time.
|
||||
yprim.ForceBodyShapeRebuild(false);
|
||||
|
||||
});
|
||||
|
@ -757,13 +888,13 @@ public class BSShapeCollection : IDisposable
|
|||
if (prim.LastAssetBuildFailed)
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}",
|
||||
LogHeader, shapeData.ID, pbs.SculptTexture);
|
||||
LogHeader, prim.LocalID, prim.BaseShape.SculptTexture);
|
||||
}
|
||||
}
|
||||
|
||||
// While we figure out the real problem, stick a simple native shape on the object.
|
||||
BulletShape fillinShape =
|
||||
BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_BOX, shapeData, ShapeData.FixedShapeKey.KEY_BOX);
|
||||
BuildPhysicalNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
|
||||
|
||||
return fillinShape;
|
||||
}
|
||||
|
@ -773,18 +904,18 @@ public class BSShapeCollection : IDisposable
|
|||
// Returns 'true' if an object was actually created.
|
||||
// Called at taint-time.
|
||||
private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
|
||||
ShapeData shapeData, BodyDestructionCallback bodyCallback)
|
||||
BodyDestructionCallback bodyCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
// the mesh, hull or native shape must have already been created in Bullet
|
||||
bool mustRebuild = (prim.BSBody.ptr == IntPtr.Zero);
|
||||
bool mustRebuild = (prim.PhysBody.ptr == IntPtr.Zero);
|
||||
|
||||
// If there is an existing body, verify it's of an acceptable type.
|
||||
// If not a solid object, body is a GhostObject. Otherwise a RigidBody.
|
||||
if (!mustRebuild)
|
||||
{
|
||||
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.BSBody.ptr);
|
||||
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.PhysBody.ptr);
|
||||
if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY
|
||||
|| !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT)
|
||||
{
|
||||
|
@ -796,27 +927,27 @@ public class BSShapeCollection : IDisposable
|
|||
if (mustRebuild || forceRebuild)
|
||||
{
|
||||
// Free any old body
|
||||
DereferenceBody(prim.BSBody, true, bodyCallback);
|
||||
DereferenceBody(prim.PhysBody, true, bodyCallback);
|
||||
|
||||
BulletBody aBody;
|
||||
IntPtr bodyPtr = IntPtr.Zero;
|
||||
if (prim.IsSolid)
|
||||
{
|
||||
bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr,
|
||||
shapeData.ID, shapeData.Position, shapeData.Rotation);
|
||||
prim.LocalID, prim.RawPosition, prim.RawOrientation);
|
||||
DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
|
||||
}
|
||||
else
|
||||
{
|
||||
bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr,
|
||||
shapeData.ID, shapeData.Position, shapeData.Rotation);
|
||||
prim.LocalID, prim.ForcePosition, prim.ForceOrientation);
|
||||
DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
|
||||
}
|
||||
aBody = new BulletBody(shapeData.ID, bodyPtr);
|
||||
aBody = new BulletBody(prim.LocalID, bodyPtr);
|
||||
|
||||
ReferenceBody(aBody, true);
|
||||
|
||||
prim.BSBody = aBody;
|
||||
prim.PhysBody = aBody;
|
||||
|
||||
ret = true;
|
||||
}
|
||||
|
@ -824,6 +955,42 @@ public class BSShapeCollection : IDisposable
|
|||
return ret;
|
||||
}
|
||||
|
||||
private bool TryGetMeshByPtr(IntPtr addr, out MeshDesc outDesc)
|
||||
{
|
||||
bool ret = false;
|
||||
MeshDesc foundDesc = new MeshDesc();
|
||||
foreach (MeshDesc md in Meshes.Values)
|
||||
{
|
||||
if (md.ptr == addr)
|
||||
{
|
||||
foundDesc = md;
|
||||
ret = true;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
outDesc = foundDesc;
|
||||
return ret;
|
||||
}
|
||||
|
||||
private bool TryGetHullByPtr(IntPtr addr, out HullDesc outDesc)
|
||||
{
|
||||
bool ret = false;
|
||||
HullDesc foundDesc = new HullDesc();
|
||||
foreach (HullDesc hd in Hulls.Values)
|
||||
{
|
||||
if (hd.ptr == addr)
|
||||
{
|
||||
foundDesc = hd;
|
||||
ret = true;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
outDesc = foundDesc;
|
||||
return ret;
|
||||
}
|
||||
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
if (PhysicsScene.PhysicsLogging.Enabled)
|
||||
|
|
|
@ -40,7 +40,7 @@ using OpenMetaverse;
|
|||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public class BSTerrainManager
|
||||
public sealed class BSTerrainManager
|
||||
{
|
||||
static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
|
||||
|
||||
|
@ -238,7 +238,7 @@ public class BSTerrainManager
|
|||
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);
|
||||
|
||||
BSScene.TaintCallback rebuildOperation = delegate()
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:UpdateExisting", delegate()
|
||||
{
|
||||
if (MegaRegionParentPhysicsScene != null)
|
||||
{
|
||||
|
@ -337,14 +337,7 @@ public class BSTerrainManager
|
|||
BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
|
||||
m_terrainModified = true;
|
||||
};
|
||||
|
||||
// There is the option to do the changes now (we're already in 'taint time'), or
|
||||
// to do the Bullet operations later.
|
||||
if (inTaintTime)
|
||||
rebuildOperation();
|
||||
else
|
||||
PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -364,7 +357,7 @@ public class BSTerrainManager
|
|||
BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
|
||||
|
||||
// Code that must happen at taint-time
|
||||
BSScene.TaintCallback createOperation = delegate()
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain: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
|
||||
|
@ -377,13 +370,7 @@ public class BSTerrainManager
|
|||
UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
|
||||
|
||||
m_terrainModified = true;
|
||||
};
|
||||
|
||||
// If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time.
|
||||
if (inTaintTime)
|
||||
createOperation();
|
||||
else
|
||||
PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -194,6 +194,7 @@ public struct ShapeData
|
|||
// following defined by BulletSim
|
||||
SHAPE_GROUNDPLANE = 20,
|
||||
SHAPE_TERRAIN = 21,
|
||||
SHAPE_COMPOUND = 22,
|
||||
};
|
||||
public uint ID;
|
||||
public PhysicsShapeType Type;
|
||||
|
@ -299,6 +300,7 @@ public struct ConfigurationParameters
|
|||
public float shouldEnableFrictionCaching;
|
||||
public float numberOfSolverIterations;
|
||||
|
||||
public float linksetImplementation;
|
||||
public float linkConstraintUseFrameOffset;
|
||||
public float linkConstraintEnableTransMotor;
|
||||
public float linkConstraintTransMotorMaxVel;
|
||||
|
@ -378,6 +380,7 @@ public enum CollisionFilterGroups : uint
|
|||
BTerrainFilter = 1 << 11,
|
||||
BRaycastFilter = 1 << 12,
|
||||
BSolidFilter = 1 << 13,
|
||||
BLinksetFilter = 1 << 14,
|
||||
|
||||
// The collsion filters and masked are defined in one place -- don't want them scattered
|
||||
AvatarFilter = BCharacterFilter,
|
||||
|
@ -386,6 +389,8 @@ public enum CollisionFilterGroups : uint
|
|||
ObjectMask = BAllFilter,
|
||||
StaticObjectFilter = BStaticFilter,
|
||||
StaticObjectMask = BAllFilter,
|
||||
LinksetFilter = BLinksetFilter,
|
||||
LinksetMask = BAllFilter & ~BLinksetFilter,
|
||||
VolumeDetectFilter = BSensorTrigger,
|
||||
VolumeDetectMask = ~BSensorTrigger,
|
||||
TerrainFilter = BTerrainFilter,
|
||||
|
@ -395,8 +400,6 @@ public enum CollisionFilterGroups : uint
|
|||
|
||||
};
|
||||
|
||||
|
||||
|
||||
// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
|
||||
// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
|
||||
public enum ConstraintParams : int
|
||||
|
@ -611,13 +614,22 @@ public static extern bool IsNativeShape2(IntPtr shape);
|
|||
public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateCompoundShape2(IntPtr sim);
|
||||
public static extern IntPtr CreateCompoundShape2(IntPtr sim, bool enableDynamicAabbTree);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void AddChildToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot);
|
||||
public static extern int GetNumberOfCompoundChildren2(IntPtr cShape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr removeShape);
|
||||
public static extern void AddChildShapeToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr RemoveChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id);
|
||||
|
@ -881,10 +893,10 @@ public static extern float GetCcdMotionThreshold2(IntPtr obj);
|
|||
public static extern void SetCcdMotionThreshold2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetCcdSweepSphereRadius2(IntPtr obj);
|
||||
public static extern float GetCcdSweptSphereRadius2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetCcdSweepSphereRadius2(IntPtr obj, float val);
|
||||
public static extern void SetCcdSweptSphereRadius2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetUserPointer2(IntPtr obj);
|
||||
|
|
|
@ -460,6 +460,15 @@ namespace OpenSim.Services.HypergridService
|
|||
|
||||
if (folders != null && folders.Length > 0)
|
||||
return folders[0];
|
||||
|
||||
// OK, so the RootFolder type didn't work. Let's look for any type with parent UUID.Zero.
|
||||
folders = m_Database.GetFolders(
|
||||
new string[] { "agentID", "folderName", "parentFolderID" },
|
||||
new string[] { principalID.ToString(), "My Inventory", UUID.Zero.ToString() });
|
||||
|
||||
if (folders != null && folders.Length > 0)
|
||||
return folders[0];
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,26 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://aurora-sim.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 Aurora-Sim 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.
|
||||
*/
|
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Reference in New Issue