Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
commit
ca5c0814f4
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@ -16,7 +16,7 @@ people that make the day to day of OpenSim happen.
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* BlueWall (James Hughes)
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* Nebadon Izumi (Michael Cerquoni, OSgrid)
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* Snoopy Pfeffer
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* Richard Adams (Intel)
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* Robert Adams (Intel)
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= Core Developers Following the White Rabbit =
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Core developers who have temporarily (we hope) gone chasing the white rabbit.
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@ -406,6 +406,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
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{
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DetachSingleAttachmentToGround(sp, soLocalId, sp.AbsolutePosition, Quaternion.Identity);
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}
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public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId, Vector3 absolutePos, Quaternion absoluteRot)
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{
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if (!Enabled)
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return;
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@ -448,7 +453,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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so.FromItemID = UUID.Zero;
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SceneObjectPart rootPart = so.RootPart;
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so.AbsolutePosition = sp.AbsolutePosition;
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so.AbsolutePosition = absolutePos;
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if (absoluteRot != Quaternion.Identity)
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{
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so.UpdateGroupRotationR(absoluteRot);
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}
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so.AttachedAvatar = UUID.Zero;
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rootPart.SetParentLocalId(0);
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so.ClearPartAttachmentData();
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@ -111,6 +111,15 @@ namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
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Write(String.Format(line, args));
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}
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public void Flush()
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{
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if (!Enabled) return;
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if (m_logFile != null)
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{
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m_logFile.Flush();
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}
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}
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public void Write(string line)
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{
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if (!Enabled) return;
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@ -108,6 +108,15 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="objectLocalID"></param>
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void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
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/// <summary>
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/// Detach the given item to the ground at the specified coordinates & rotation
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="objectLocalID"></param>
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/// <param name="absolutePos"></param>
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/// <param name="absoluteRot"></param>
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void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID, Vector3 absolutePos, Quaternion absoluteRot);
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/// <summary>
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/// Detach the given attachment so that it remains in the user's inventory.
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/// </summary>
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@ -218,6 +218,18 @@ public class BSCharacter : BSPhysObject
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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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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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}
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}
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// Check that the current position is sane and, if not, modify the position to make it so.
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// Check for being below terrain and being out of bounds.
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@ -234,6 +246,15 @@ public class BSCharacter : BSPhysObject
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_position.Z = terrainHeight + 2.0f;
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ret = true;
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}
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if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
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{
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float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
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if (Position.Z < waterHeight)
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{
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_position.Z = waterHeight;
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ret = true;
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}
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}
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// TODO: check for out of bounds
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return ret;
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@ -242,18 +263,22 @@ public class BSCharacter : BSPhysObject
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// A version of the sanity check that also makes sure a new position value is
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// pushed back to the physics engine. This routine would be used by anyone
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// who is not already pushing the value.
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private bool PositionSanityCheck2()
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private bool PositionSanityCheck2(bool atTaintTime)
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{
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bool ret = false;
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if (PositionSanityCheck())
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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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PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", delegate()
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BSScene.TaintCallback sanityOperation = 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.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
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});
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};
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if (atTaintTime)
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sanityOperation();
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else
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PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", sanityOperation);
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ret = true;
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}
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return ret;
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@ -333,6 +358,20 @@ public class BSCharacter : BSPhysObject
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});
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}
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}
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// Go directly to Bullet to get/set the value.
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public override OMV.Quaternion ForceOrientation
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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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return _orientation;
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}
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set
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{
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_orientation = value;
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BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
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}
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}
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public override int PhysicsActorType {
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get { return _physicsActorType; }
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set { _physicsActorType = value;
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@ -378,7 +417,16 @@ public class BSCharacter : BSPhysObject
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set { _collidingObj = value; }
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}
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public override bool FloatOnWater {
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set { _floatOnWater = value; }
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set {
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_floatOnWater = value;
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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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else
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CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
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});
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}
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}
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public override OMV.Vector3 RotationalVelocity {
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get { return _rotationalVelocity; }
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@ -493,15 +541,14 @@ public class BSCharacter : BSPhysObject
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_velocity = entprop.Velocity;
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_acceleration = entprop.Acceleration;
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_rotationalVelocity = entprop.RotationalVelocity;
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// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
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PositionSanityCheck2(true);
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// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
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// base.RequestPhysicsterseUpdate();
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// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
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PositionSanityCheck2();
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float heightHere = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug
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DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}",
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LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere);
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DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
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LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
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}
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}
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}
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@ -92,7 +92,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
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private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
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private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
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// private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
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private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
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//Deflection properties
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// private float m_angularDeflectionEfficiency = 0;
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@ -138,74 +138,55 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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switch (pParam)
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{
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case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
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if (pValue < 0.01f) pValue = 0.01f;
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// m_angularDeflectionEfficiency = pValue;
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// m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
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if (pValue < 0.01f) pValue = 0.01f;
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// m_angularDeflectionTimescale = pValue;
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// m_angularDeflectionTimescale = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
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if (pValue < 0.01f) pValue = 0.01f;
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m_angularMotorDecayTimescale = pValue;
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m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.ANGULAR_MOTOR_TIMESCALE:
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if (pValue < 0.01f) pValue = 0.01f;
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m_angularMotorTimescale = pValue;
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m_angularMotorTimescale = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.BANKING_EFFICIENCY:
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if (pValue < 0.01f) pValue = 0.01f;
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// m_bankingEfficiency = pValue;
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// m_bankingEfficiency = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.BANKING_MIX:
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if (pValue < 0.01f) pValue = 0.01f;
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// m_bankingMix = pValue;
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// m_bankingMix = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.BANKING_TIMESCALE:
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if (pValue < 0.01f) pValue = 0.01f;
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// m_bankingTimescale = pValue;
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// m_bankingTimescale = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.BUOYANCY:
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if (pValue < -1f) pValue = -1f;
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if (pValue > 1f) pValue = 1f;
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m_VehicleBuoyancy = pValue;
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m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f));
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break;
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// case Vehicle.HOVER_EFFICIENCY:
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// if (pValue < 0f) pValue = 0f;
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// if (pValue > 1f) pValue = 1f;
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// m_VhoverEfficiency = pValue;
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// m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f));
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// break;
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case Vehicle.HOVER_HEIGHT:
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m_VhoverHeight = pValue;
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break;
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case Vehicle.HOVER_TIMESCALE:
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if (pValue < 0.01f) pValue = 0.01f;
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m_VhoverTimescale = pValue;
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m_VhoverTimescale = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
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if (pValue < 0.01f) pValue = 0.01f;
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||||
// m_linearDeflectionEfficiency = pValue;
|
||||
// m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f);
|
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break;
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||||
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_linearDeflectionTimescale = pValue;
|
||||
// m_linearDeflectionTimescale = Math.Max(pValue, 0.01f);
|
||||
break;
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case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_linearMotorDecayTimescale = pValue;
|
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m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f);
|
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break;
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case Vehicle.LINEAR_MOTOR_TIMESCALE:
|
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if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_linearMotorTimescale = pValue;
|
||||
m_linearMotorTimescale = Math.Max(pValue, 0.01f);
|
||||
break;
|
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case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
||||
if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
|
||||
if (pValue > 1.0f) pValue = 1.0f;
|
||||
m_verticalAttractionEfficiency = pValue;
|
||||
m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f));
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_verticalAttractionTimescale = pValue;
|
||||
m_verticalAttractionTimescale = Math.Max(pValue, 0.01f);
|
||||
break;
|
||||
|
||||
// These are vector properties but the engine lets you use a single float value to
|
||||
|
@ -371,8 +352,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// m_bankingMix = 1;
|
||||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
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);
|
||||
break;
|
||||
|
@ -399,12 +381,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// m_bankingMix = 0.8f;
|
||||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.HOVER_WATER_ONLY);
|
||||
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
|
||||
| VehicleFlag.HOVER_GLOBAL_HEIGHT
|
||||
| VehicleFlag.LIMIT_ROLL_ONLY
|
||||
| VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
|
||||
| VehicleFlag.LIMIT_MOTOR_UP
|
||||
| VehicleFlag.HOVER_WATER_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_AIRPLANE:
|
||||
m_linearFrictionTimescale = new Vector3(200, 10, 5);
|
||||
|
@ -429,9 +412,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// 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 | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
|
||||
| VehicleFlag.HOVER_TERRAIN_ONLY
|
||||
| VehicleFlag.HOVER_GLOBAL_HEIGHT
|
||||
| VehicleFlag.HOVER_UP_ONLY
|
||||
| VehicleFlag.NO_DEFLECTION_UP
|
||||
| VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_BALLOON:
|
||||
|
@ -457,11 +443,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// m_bankingMix = 0.7f;
|
||||
// m_bankingTimescale = 5;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
m_flags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
|
||||
| VehicleFlag.HOVER_TERRAIN_ONLY
|
||||
| VehicleFlag.HOVER_UP_ONLY
|
||||
| VehicleFlag.NO_DEFLECTION_UP
|
||||
| VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY
|
||||
| VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
break;
|
||||
}
|
||||
}//end SetDefaultsForType
|
||||
|
@ -470,7 +458,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Do any updating needed for a vehicle
|
||||
public void Refresh()
|
||||
{
|
||||
if (Type == Vehicle.TYPE_NONE) return;
|
||||
if (!IsActive)
|
||||
return;
|
||||
|
||||
// Set the prim's inertia to zero. The vehicle code handles that and this
|
||||
// removes the torque action introduced by Bullet.
|
||||
|
@ -489,7 +478,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
LimitRotation(pTimestep);
|
||||
|
||||
// remember the position so next step we can limit absolute movement effects
|
||||
m_lastPositionVector = Prim.Position;
|
||||
m_lastPositionVector = Prim.ForcePosition;
|
||||
|
||||
VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
|
||||
Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity);
|
||||
|
@ -543,7 +532,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
|
||||
// convert requested object velocity to object relative vector
|
||||
Quaternion rotq = Prim.Orientation;
|
||||
Quaternion rotq = Prim.ForceOrientation;
|
||||
m_newVelocity = m_lastLinearVelocityVector * rotq;
|
||||
|
||||
// Add the various forces into m_dir which will be our new direction vector (velocity)
|
||||
|
@ -560,19 +549,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
|
||||
*/
|
||||
|
||||
Vector3 pos = Prim.Position;
|
||||
Vector3 pos = Prim.ForcePosition;
|
||||
// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
|
||||
|
||||
// If below the terrain, move us above the ground a little.
|
||||
float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
|
||||
// Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset.
|
||||
// Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass.
|
||||
// Vector3 rotatedSize = m_prim.Size * m_prim.Orientation;
|
||||
// Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation;
|
||||
// if (rotatedSize.Z < terrainHeight)
|
||||
if (pos.Z < terrainHeight)
|
||||
{
|
||||
pos.Z = terrainHeight + 2;
|
||||
Prim.Position = pos;
|
||||
Prim.ForcePosition = pos;
|
||||
VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos);
|
||||
}
|
||||
|
||||
|
@ -602,7 +591,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2)
|
||||
{
|
||||
Prim.Position = pos;
|
||||
Prim.ForcePosition = pos;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -654,12 +643,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
if (changed)
|
||||
{
|
||||
Prim.Position = pos;
|
||||
Prim.ForcePosition = pos;
|
||||
VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
|
||||
Prim.LocalID, m_BlockingEndPoint, posChange, pos);
|
||||
}
|
||||
}
|
||||
|
||||
// Limit absolute vertical change
|
||||
float Zchange = Math.Abs(posChange.Z);
|
||||
if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
|
||||
{
|
||||
|
@ -678,6 +668,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
grav.Z = (float)(grav.Z * 1.037125);
|
||||
VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", Prim.LocalID, grav);
|
||||
}
|
||||
|
||||
// If not changing some axis, reduce out velocity
|
||||
if ((m_flags & (VehicleFlag.NO_X)) != 0)
|
||||
m_newVelocity.X = 0;
|
||||
if ((m_flags & (VehicleFlag.NO_Y)) != 0)
|
||||
|
@ -720,19 +712,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// 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 origAngularVelocity = m_angularMotorVelocity;
|
||||
Vector3 origVel = m_angularMotorVelocity;
|
||||
Vector3 origDir = m_angularMotorDirection;
|
||||
|
||||
// ramp up to new value
|
||||
// current velocity += error / ( time to get there / step interval)
|
||||
// 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);
|
||||
|
||||
VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}",
|
||||
Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
|
||||
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);
|
||||
|
||||
// This is done so that if script request rate is less than phys frame rate the expected
|
||||
// velocity may still be acheived.
|
||||
m_angularMotorApply--;
|
||||
}
|
||||
else
|
||||
|
@ -746,25 +738,32 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
// Vertical attractor section
|
||||
Vector3 vertattr = Vector3.Zero;
|
||||
if (m_verticalAttractionTimescale < 300)
|
||||
Vector3 deflection = Vector3.Zero;
|
||||
Vector3 banking = Vector3.Zero;
|
||||
|
||||
if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero)
|
||||
{
|
||||
float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep);
|
||||
VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
|
||||
|
||||
// get present body rotation
|
||||
Quaternion rotq = Prim.Orientation;
|
||||
// make a vector pointing up
|
||||
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 ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
|
||||
// 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.
|
||||
|
||||
// Error is 0 (no error) to +/- 2 (max error)
|
||||
if (verterr.Z < 0.0f)
|
||||
{
|
||||
verterr.X = 2.0f - verterr.X;
|
||||
verterr.Y = 2.0f - verterr.Y;
|
||||
}
|
||||
// Error is 0 (no error) to +/- 2 (max error)
|
||||
// scale it by VAservo
|
||||
verterr = verterr * VAservo;
|
||||
|
||||
|
@ -784,7 +783,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
} // else vertical attractor is off
|
||||
|
||||
// m_lastVertAttractor = vertattr;
|
||||
m_lastVertAttractor = vertattr;
|
||||
|
||||
// Bank section tba
|
||||
|
||||
|
@ -818,7 +817,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
internal void LimitRotation(float timestep)
|
||||
{
|
||||
Quaternion rotq = Prim.Orientation;
|
||||
Quaternion rotq = Prim.ForceOrientation;
|
||||
Quaternion m_rot = rotq;
|
||||
bool changed = false;
|
||||
if (m_RollreferenceFrame != Quaternion.Identity)
|
||||
|
@ -853,7 +852,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
if (changed)
|
||||
{
|
||||
Prim.Orientation = m_rot;
|
||||
Prim.ForceOrientation = m_rot;
|
||||
VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
|
||||
}
|
||||
|
||||
|
|
|
@ -34,7 +34,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
public class BSLinkset
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM LINKSET]";
|
||||
// private static string LogHeader = "[BULLETSIM LINKSET]";
|
||||
|
||||
public BSPhysObject LinksetRoot { get; protected set; }
|
||||
|
||||
|
@ -331,21 +331,21 @@ public class BSLinkset
|
|||
m_children.Add(child);
|
||||
|
||||
BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
|
||||
BulletBody rootBodyx = LinksetRoot.BSBody;
|
||||
BSPhysObject childx = child;
|
||||
BulletBody childBodyx = child.BSBody;
|
||||
|
||||
DetailLog("{0},AddChildToLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
rootx.LocalID,
|
||||
rootx.LocalID, rootBodyx.ptr.ToString("X"),
|
||||
childx.LocalID, childBodyx.ptr.ToString("X"));
|
||||
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
|
||||
childx.LocalID, childx.BSBody.ptr.ToString("X"));
|
||||
|
||||
PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
|
||||
{
|
||||
DetailLog("{0},AddChildToLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
// build the physical binding between me and the child
|
||||
m_taintChildren.Add(childx);
|
||||
PhysicallyLinkAChildToRoot(rootx, rootBodyx, childx, childBodyx);
|
||||
|
||||
// Since this is taint-time, the body and shape could have changed for the child
|
||||
PhysicallyLinkAChildToRoot(rootx, rootx.BSBody, childx, childx.BSBody);
|
||||
});
|
||||
}
|
||||
return;
|
||||
|
@ -369,21 +369,19 @@ public class BSLinkset
|
|||
if (m_children.Remove(child))
|
||||
{
|
||||
BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
|
||||
BulletBody rootBodyx = LinksetRoot.BSBody;
|
||||
BSPhysObject childx = child;
|
||||
BulletBody childBodyx = child.BSBody;
|
||||
|
||||
DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
childx.LocalID,
|
||||
rootx.LocalID, rootBodyx.ptr.ToString("X"),
|
||||
childx.LocalID, childBodyx.ptr.ToString("X"));
|
||||
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
|
||||
childx.LocalID, childx.BSBody.ptr.ToString("X"));
|
||||
|
||||
PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
if (m_taintChildren.Contains(childx))
|
||||
m_taintChildren.Remove(childx);
|
||||
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, rootBodyx, childx, childBodyx);
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, rootx.BSBody, childx, childx.BSBody);
|
||||
RecomputeLinksetConstraintVariables();
|
||||
});
|
||||
|
||||
|
|
|
@ -81,6 +81,10 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
// Tell the object to clean up.
|
||||
public abstract void Destroy();
|
||||
|
||||
public abstract OMV.Vector3 ForcePosition { get; set; }
|
||||
|
||||
public abstract OMV.Quaternion ForceOrientation { get; set; }
|
||||
|
||||
#region Collisions
|
||||
|
||||
// Requested number of milliseconds between collision events. Zero means disabled.
|
||||
|
|
|
@ -46,19 +46,13 @@ public sealed class BSPrim : BSPhysObject
|
|||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly string LogHeader = "[BULLETS PRIM]";
|
||||
|
||||
private IMesh _mesh;
|
||||
private PrimitiveBaseShape _pbs;
|
||||
private ShapeData.PhysicsShapeType _shapeType;
|
||||
private ulong _meshKey;
|
||||
private ulong _hullKey;
|
||||
private List<ConvexResult> _hulls;
|
||||
|
||||
// _size is what the user passed. _scale is what we pass to the physics engine with the mesh.
|
||||
// Often _scale is unity because the meshmerizer will apply _size when creating the mesh.
|
||||
private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
|
||||
private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
|
||||
|
||||
private bool _stopped;
|
||||
private bool _grabbed;
|
||||
private bool _isSelected;
|
||||
private bool _isVolumeDetect;
|
||||
|
@ -109,8 +103,6 @@ public sealed class BSPrim : BSPhysObject
|
|||
_buoyancy = 1f;
|
||||
_velocity = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
_hullKey = 0;
|
||||
_meshKey = 0;
|
||||
_pbs = pbs;
|
||||
_isPhysical = pisPhysical;
|
||||
_isVolumeDetect = false;
|
||||
|
@ -160,8 +152,9 @@ public sealed class BSPrim : BSPhysObject
|
|||
});
|
||||
}
|
||||
|
||||
// No one uses this property.
|
||||
public override bool Stopped {
|
||||
get { return _stopped; }
|
||||
get { return false; }
|
||||
}
|
||||
public override OMV.Vector3 Size {
|
||||
get { return _size; }
|
||||
|
@ -274,6 +267,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
set {
|
||||
_position = value;
|
||||
// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
|
||||
PositionSanityCheck();
|
||||
PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
|
@ -281,6 +275,74 @@ public sealed class BSPrim : BSPhysObject
|
|||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 ForcePosition {
|
||||
get {
|
||||
_position = BulletSimAPI.GetPosition2(BSBody.ptr);
|
||||
return _position;
|
||||
}
|
||||
set {
|
||||
_position = value;
|
||||
PositionSanityCheck();
|
||||
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
|
||||
}
|
||||
}
|
||||
|
||||
// Check that the current position is sane and, if not, modify the position to make it so.
|
||||
// Check for being below terrain and being out of bounds.
|
||||
// Returns 'true' of the position was made sane by some action.
|
||||
private bool PositionSanityCheck()
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
// If totally below the ground, move the prim up
|
||||
// TODO: figure out the right solution for this... only for dynamic objects?
|
||||
/*
|
||||
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
|
||||
if (Position.Z < terrainHeight)
|
||||
{
|
||||
DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
|
||||
_position.Z = terrainHeight + 2.0f;
|
||||
ret = true;
|
||||
}
|
||||
*/
|
||||
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
|
||||
{
|
||||
float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
|
||||
if (Position.Z < waterHeight)
|
||||
{
|
||||
_position.Z = waterHeight;
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: check for out of bounds
|
||||
return ret;
|
||||
}
|
||||
|
||||
// A version of the sanity check that also makes sure a new position value is
|
||||
// pushed back to the physics engine. This routine would be used by anyone
|
||||
// who is not already pushing the value.
|
||||
private bool PositionSanityCheck2(bool atTaintTime)
|
||||
{
|
||||
bool ret = false;
|
||||
if (PositionSanityCheck())
|
||||
{
|
||||
// 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()
|
||||
{
|
||||
DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
|
||||
};
|
||||
if (atTaintTime)
|
||||
sanityOperation();
|
||||
else
|
||||
PhysicsScene.TaintedObject("BSPrim.PositionSanityCheck", sanityOperation);
|
||||
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Return the effective mass of the object.
|
||||
// If there are multiple items in the linkset, add them together for the root
|
||||
|
@ -326,14 +388,15 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
set {
|
||||
Vehicle type = (Vehicle)value;
|
||||
BSPrim vehiclePrim = this;
|
||||
|
||||
// Tell the scene about the vehicle so it will get processing each frame.
|
||||
PhysicsScene.VehicleInSceneTypeChanged(this, type);
|
||||
|
||||
PhysicsScene.TaintedObject("setVehicleType", delegate()
|
||||
{
|
||||
// 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);
|
||||
// Tell the scene about the vehicle so it will get processing each frame.
|
||||
PhysicsScene.VehicleInSceneTypeChanged(this, type);
|
||||
this._vehicle.ProcessTypeChange(type);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -371,7 +434,9 @@ public sealed class BSPrim : BSPhysObject
|
|||
public override void StepVehicle(float timeStep)
|
||||
{
|
||||
if (IsPhysical)
|
||||
{
|
||||
_vehicle.Step(timeStep);
|
||||
}
|
||||
}
|
||||
|
||||
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
|
||||
|
@ -435,6 +500,20 @@ public sealed class BSPrim : BSPhysObject
|
|||
});
|
||||
}
|
||||
}
|
||||
// Go directly to Bullet to get/set the value.
|
||||
public override OMV.Quaternion ForceOrientation
|
||||
{
|
||||
get
|
||||
{
|
||||
_orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
|
||||
return _orientation;
|
||||
}
|
||||
set
|
||||
{
|
||||
_orientation = value;
|
||||
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
|
||||
}
|
||||
}
|
||||
public override int PhysicsActorType {
|
||||
get { return _physicsActorType; }
|
||||
set { _physicsActorType = value; }
|
||||
|
@ -488,11 +567,10 @@ public sealed class BSPrim : BSPhysObject
|
|||
// 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);
|
||||
|
||||
|
||||
// Set up the object physicalness (does gravity and collisions move this object)
|
||||
MakeDynamic(IsStatic);
|
||||
|
||||
// Do any vehicle stuff
|
||||
// Update vehicle specific parameters
|
||||
_vehicle.Refresh();
|
||||
|
||||
// Arrange for collision events if the simulator wants them
|
||||
|
@ -563,7 +641,6 @@ public sealed class BSPrim : BSPhysObject
|
|||
// A dynamic object has mass
|
||||
IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr);
|
||||
OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass);
|
||||
// OMV.Vector3 inertia = OMV.Vector3.Zero;
|
||||
BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia);
|
||||
BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
|
||||
|
||||
|
@ -573,7 +650,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
|
||||
BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
|
||||
|
||||
// There can be special things needed for implementing linksets.
|
||||
// There might be special things needed for implementing linksets.
|
||||
Linkset.MakeDynamic(this);
|
||||
|
||||
// Force activation of the object so Bullet will act on it.
|
||||
|
@ -663,7 +740,16 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
}
|
||||
public override bool FloatOnWater {
|
||||
set { _floatOnWater = value; }
|
||||
set {
|
||||
_floatOnWater = value;
|
||||
PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
|
||||
{
|
||||
if (_floatOnWater)
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
else
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 RotationalVelocity {
|
||||
get {
|
||||
|
@ -1082,15 +1168,15 @@ public sealed class BSPrim : BSPhysObject
|
|||
public void FillShapeInfo(out ShapeData shape)
|
||||
{
|
||||
shape.ID = LocalID;
|
||||
shape.Type = _shapeType;
|
||||
shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
|
||||
shape.Position = _position;
|
||||
shape.Rotation = _orientation;
|
||||
shape.Velocity = _velocity;
|
||||
shape.Scale = _scale;
|
||||
shape.Mass = _isPhysical ? _mass : 0f;
|
||||
shape.Buoyancy = _buoyancy;
|
||||
shape.HullKey = _hullKey;
|
||||
shape.MeshKey = _meshKey;
|
||||
shape.HullKey = 0;
|
||||
shape.MeshKey = 0;
|
||||
shape.Friction = _friction;
|
||||
shape.Restitution = _restitution;
|
||||
shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
|
||||
|
@ -1112,7 +1198,8 @@ public sealed class BSPrim : BSPhysObject
|
|||
|
||||
// Create the correct physical representation for this type of object.
|
||||
// Updates BSBody and BSShape with the new information.
|
||||
PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs,
|
||||
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
|
||||
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, _pbs,
|
||||
null, delegate(BulletBody dBody)
|
||||
{
|
||||
// Called if the current prim body is about to be destroyed.
|
||||
|
@ -1205,6 +1292,8 @@ public sealed class BSPrim : BSPhysObject
|
|||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
|
||||
PositionSanityCheck2(true);
|
||||
|
||||
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
|
||||
|
|
|
@ -493,6 +493,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// step the physical world one interval
|
||||
m_simulationStep++;
|
||||
int numSubSteps = 0;
|
||||
|
||||
// Sometimes needed for debugging to find out what happened before the step
|
||||
// PhysicsLogging.Flush();
|
||||
|
||||
try
|
||||
{
|
||||
if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
|
||||
|
@ -536,7 +540,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
// This is a kludge to get avatar movement updates.
|
||||
// ODE sends collisions for avatars even if there are have been no collisions. This updates
|
||||
// the simulator expects collisions for avatars even if there are have been no collisions. This updates
|
||||
// avatar animations and stuff.
|
||||
// If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
|
||||
foreach (BSPhysObject bsp in m_avatars)
|
||||
|
@ -556,7 +560,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
// Objects that are done colliding are removed from the ObjectsWithCollisions list.
|
||||
// This can't be done by SendCollisions because it is inside an iteration of ObjectWithCollisions.
|
||||
// Not done above because it is inside an iteration of ObjectWithCollisions.
|
||||
if (ObjectsWithNoMoreCollisions.Count > 0)
|
||||
{
|
||||
foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
|
||||
|
@ -726,13 +730,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
|
||||
{
|
||||
if (newType == Vehicle.TYPE_NONE)
|
||||
RemoveVehiclePrim(vehic);
|
||||
if (newType != Vehicle.TYPE_NONE)
|
||||
{
|
||||
RemoveVehiclePrim(vehic);
|
||||
}
|
||||
else
|
||||
{
|
||||
// make it so the scene will call us each tick to do vehicle things
|
||||
// make it so the scene will call us each tick to do vehicle things
|
||||
AddVehiclePrim(vehic);
|
||||
}
|
||||
}
|
||||
|
@ -764,7 +765,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
// Some prims have extra vehicle actions
|
||||
// no locking because only called when physics engine is not busy
|
||||
// Called at taint time!
|
||||
private void ProcessVehicles(float timeStep)
|
||||
{
|
||||
foreach (BSPhysObject pobj in m_vehicles)
|
||||
|
@ -1008,12 +1009,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
|
||||
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
|
||||
0f, // zero to disable
|
||||
0f,
|
||||
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].maxPersistantManifoldPoolSize; },
|
||||
(s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ),
|
||||
new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
|
||||
0f, // zero to disable
|
||||
0f,
|
||||
(s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; },
|
||||
(s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ),
|
||||
|
@ -1028,7 +1029,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s) => { return s.m_params[0].shouldForceUpdateAllAabbs; },
|
||||
(s,p,l,v) => { s.m_params[0].shouldForceUpdateAllAabbs = v; } ),
|
||||
new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
|
||||
ConfigurationParameters.numericFalse,
|
||||
ConfigurationParameters.numericTrue,
|
||||
(s,cf,p,v) => { s.m_params[0].shouldRandomizeSolverOrder = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||
(s) => { return s.m_params[0].shouldRandomizeSolverOrder; },
|
||||
(s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ),
|
||||
|
@ -1152,7 +1153,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
if (SettableParameters.Length < ParameterDefinitions.Length)
|
||||
{
|
||||
|
||||
List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
|
||||
for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
|
||||
{
|
||||
|
|
|
@ -36,7 +36,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
public class BSShapeCollection : IDisposable
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
|
||||
// private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
|
||||
|
||||
protected BSScene PhysicsScene { get; set; }
|
||||
|
||||
|
@ -108,7 +108,8 @@ public class BSShapeCollection : IDisposable
|
|||
// 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
|
||||
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData, bodyCallback);
|
||||
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
|
||||
prim.BSShape, shapeData, bodyCallback);
|
||||
ret = newGeom || newBody;
|
||||
}
|
||||
DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}",
|
||||
|
@ -140,7 +141,7 @@ public class BSShapeCollection : IDisposable
|
|||
bodyDesc.lastReferenced = System.DateTime.Now;
|
||||
Bodies[body.ID] = bodyDesc;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Release the usage of a body.
|
||||
// Called when releasing use of a BSBody. BSShape is handled separately.
|
||||
|
@ -167,7 +168,7 @@ public class BSShapeCollection : IDisposable
|
|||
{
|
||||
DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}",
|
||||
body.ID, body.ptr.ToString("X"));
|
||||
// If the caller needs to know, pass the event up.
|
||||
// If the caller needs to know the old body is going away, pass the event up.
|
||||
if (bodyCallback != null) bodyCallback(body);
|
||||
|
||||
// Zero any reference to the shape so it is not freed when the body is deleted.
|
||||
|
@ -448,7 +449,8 @@ public class BSShapeCollection : IDisposable
|
|||
ulong newMeshKey = ComputeShapeKey(shapeData, pbs, out lod);
|
||||
|
||||
// if this new shape is the same as last time, don't recreate the mesh
|
||||
if (prim.BSShape.shapeKey == newMeshKey) return false;
|
||||
if (newMeshKey == prim.BSShape.shapeKey && prim.BSShape.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"));
|
||||
|
|
|
@ -71,7 +71,7 @@ public struct BulletBody
|
|||
buff.Append(ID.ToString());
|
||||
buff.Append(",p=");
|
||||
buff.Append(ptr.ToString("X"));
|
||||
if (collisionFilter != 0 && collisionMask != 0)
|
||||
if (collisionFilter != 0 || collisionMask != 0)
|
||||
{
|
||||
buff.Append(",f=");
|
||||
buff.Append(collisionFilter.ToString("X"));
|
||||
|
@ -344,10 +344,7 @@ public enum CollisionFlags : uint
|
|||
CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
|
||||
// Following used by BulletSim to control collisions
|
||||
BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10,
|
||||
// BS_VOLUME_DETECT_OBJECT = 1 << 11,
|
||||
// BS_PHANTOM_OBJECT = 1 << 12,
|
||||
// BS_PHYSICAL_OBJECT = 1 << 13,
|
||||
// BS_TERRAIN_OBJECT = 1 << 14,
|
||||
BS_FLOATS_ON_WATER = 1 << 11,
|
||||
BS_NONE = 0,
|
||||
BS_ALL = 0xFFFFFFFF,
|
||||
|
||||
|
@ -356,9 +353,6 @@ public enum CollisionFlags : uint
|
|||
BS_ACTIVE = CF_STATIC_OBJECT
|
||||
| CF_KINEMATIC_OBJECT
|
||||
| CF_NO_CONTACT_RESPONSE
|
||||
// | BS_VOLUME_DETECT_OBJECT
|
||||
// | BS_PHANTOM_OBJECT
|
||||
// | BS_PHYSICAL_OBJECT,
|
||||
};
|
||||
|
||||
// Values for collisions groups and masks
|
||||
|
|
|
@ -3549,6 +3549,91 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (m_UrlModule != null)
|
||||
m_UrlModule.HttpContentType(new UUID(id),type);
|
||||
}
|
||||
/// Shout an error if the object owner did not grant the script the specified permissions.
|
||||
/// </summary>
|
||||
/// <param name="perms"></param>
|
||||
/// <returns>boolean indicating whether an error was shouted.</returns>
|
||||
protected bool ShoutErrorOnLackingOwnerPerms(int perms, string errorPrefix)
|
||||
{
|
||||
CheckThreatLevel(ThreatLevel.Moderate, "osDropAttachment");
|
||||
m_host.AddScriptLPS(1);
|
||||
bool fail = false;
|
||||
if (m_item.PermsGranter != m_host.OwnerID)
|
||||
{
|
||||
fail = true;
|
||||
OSSLShoutError(string.Format("{0}. Permissions not granted to owner.", errorPrefix));
|
||||
}
|
||||
else if ((m_item.PermsMask & perms) == 0)
|
||||
{
|
||||
fail = true;
|
||||
OSSLShoutError(string.Format("{0}. Permissions not granted.", errorPrefix));
|
||||
}
|
||||
|
||||
}
|
||||
return fail;
|
||||
}
|
||||
|
||||
protected void DropAttachment(bool checkPerms)
|
||||
{
|
||||
if (checkPerms && ShoutErrorOnLackingOwnerPerms(ScriptBaseClass.PERMISSION_ATTACH, "Cannot drop attachment"))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
|
||||
ScenePresence sp = attachmentsModule == null ? null : m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.OwnerID);
|
||||
|
||||
if (attachmentsModule != null && sp != null)
|
||||
{
|
||||
attachmentsModule.DetachSingleAttachmentToGround(sp, m_host.ParentGroup.LocalId);
|
||||
}
|
||||
}
|
||||
|
||||
protected void DropAttachmentAt(bool checkPerms, LSL_Vector pos, LSL_Rotation rot)
|
||||
{
|
||||
if (checkPerms && ShoutErrorOnLackingOwnerPerms(ScriptBaseClass.PERMISSION_ATTACH, "Cannot drop attachment"))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
|
||||
ScenePresence sp = attachmentsModule == null ? null : m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.OwnerID);
|
||||
|
||||
if (attachmentsModule != null && sp != null)
|
||||
{
|
||||
attachmentsModule.DetachSingleAttachmentToGround(sp, m_host.ParentGroup.LocalId, pos, rot);
|
||||
}
|
||||
}
|
||||
|
||||
public void osDropAttachment()
|
||||
{
|
||||
CheckThreatLevel(ThreatLevel.Moderate, "osDropAttachment");
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
DropAttachment(true);
|
||||
}
|
||||
|
||||
public void osForceDropAttachment()
|
||||
{
|
||||
CheckThreatLevel(ThreatLevel.High, "osForceDropAttachment");
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
DropAttachment(false);
|
||||
}
|
||||
|
||||
public void osDropAttachmentAt(LSL_Vector pos, LSL_Rotation rot)
|
||||
{
|
||||
CheckThreatLevel(ThreatLevel.Moderate, "osDropAttachmentAt");
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
DropAttachmentAt(true, pos, rot);
|
||||
}
|
||||
|
||||
public void osForceDropAttachmentAt(LSL_Vector pos, LSL_Rotation rot)
|
||||
{
|
||||
CheckThreatLevel(ThreatLevel.High, "osForceDropAttachmentAt");
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
DropAttachmentAt(false, pos, rot);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -394,5 +394,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
|||
/// </summary>
|
||||
/// <returns></returns>
|
||||
void osSetContentType(LSL_Key id, string type);
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to drop an attachment to the ground
|
||||
/// </summary>
|
||||
void osDropAttachment();
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to drop an attachment to the ground while bypassing the script permissions
|
||||
/// </summary>
|
||||
void osForceDropAttachment();
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to drop an attachment at the specified coordinates.
|
||||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="rot"></param>
|
||||
void osDropAttachmentAt(vector pos, rotation rot);
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to drop an attachment at the specified coordinates while bypassing the script permissions
|
||||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="rot"></param>
|
||||
void osForceDropAttachmentAt(vector pos, rotation rot);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -972,5 +972,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
{
|
||||
m_OSSL_Functions.osSetContentType(id,type);
|
||||
}
|
||||
|
||||
public void osDropAttachment()
|
||||
{
|
||||
m_OSSL_Functions.osDropAttachment();
|
||||
}
|
||||
|
||||
public void osForceDropAttachment()
|
||||
{
|
||||
m_OSSL_Functions.osForceDropAttachment();
|
||||
}
|
||||
|
||||
public void osDropAttachmentAt(vector pos, rotation rot)
|
||||
{
|
||||
m_OSSL_Functions.osDropAttachmentAt(pos, rot);
|
||||
}
|
||||
|
||||
public void osForceDropAttachmentAt(vector pos, rotation rot)
|
||||
{
|
||||
m_OSSL_Functions.osForceDropAttachmentAt(pos, rot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -293,7 +293,7 @@ namespace OpenSim.Services.LLLoginService
|
|||
{
|
||||
m_log.InfoFormat(
|
||||
"[LLOGIN SERVICE]: Login failed for {0} {1}, reason: user level is {2} but minimum login level is {3}",
|
||||
firstName, lastName, m_MinLoginLevel, account.UserLevel);
|
||||
firstName, lastName, account.UserLevel, m_MinLoginLevel);
|
||||
return LLFailedLoginResponse.LoginBlockedProblem;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue