Merge branch 'master' into careminster

avinationmerge
Melanie 2013-02-13 01:54:06 +00:00
commit d0c5e0990b
14 changed files with 523 additions and 157 deletions

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@ -135,6 +135,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests
string value = (string)InvokeOp("JsonGetValue", storeId, "Hello");
Assert.That(value, Is.EqualTo("42.15"));
}
// Test with an array as the root node
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "[ 'one', 'two', 'three' ]");
Assert.That(storeId, Is.Not.EqualTo(UUID.Zero));
string value = (string)InvokeOp("JsonGetValue", storeId, "[1]");
Assert.That(value, Is.EqualTo("two"));
}
}
[Test]
@ -260,6 +269,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
// Test remove of node in object pointing to a string
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : 'World' }");
int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello");
@ -270,16 +281,58 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests
string returnValue2 = (string)InvokeOp("JsonGetValue", storeId, "Hello");
Assert.That(returnValue2, Is.EqualTo(""));
}
// Test remove of node in object pointing to another object
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : { 'World' : 'Wally' } }");
int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello");
Assert.That(returnValue, Is.EqualTo(1));
int result = (int)InvokeOp("JsonTestPath", storeId, "Hello");
Assert.That(result, Is.EqualTo(0));
string returnValue2 = (string)InvokeOp("JsonGetValueJson", storeId, "Hello");
Assert.That(returnValue2, Is.EqualTo(""));
}
// Test remove of node in an array
{
UUID storeId
= (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : [ 'value1', 'value2' ] }");
int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello[0]");
Assert.That(returnValue, Is.EqualTo(1));
int result = (int)InvokeOp("JsonTestPath", storeId, "Hello[0]");
Assert.That(result, Is.EqualTo(1));
result = (int)InvokeOp("JsonTestPath", storeId, "Hello[1]");
Assert.That(result, Is.EqualTo(0));
string stringReturnValue = (string)InvokeOp("JsonGetValue", storeId, "Hello[0]");
Assert.That(stringReturnValue, Is.EqualTo("value2"));
stringReturnValue = (string)InvokeOp("JsonGetValueJson", storeId, "Hello[1]");
Assert.That(stringReturnValue, Is.EqualTo(""));
}
// Test remove of non-existing value
int fakeValueRemove = (int)InvokeOp("JsonRemoveValue", storeId, "Hello");
Assert.That(fakeValueRemove, Is.EqualTo(0));
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : 'World' }");
int fakeValueRemove = (int)InvokeOp("JsonRemoveValue", storeId, "Cheese");
Assert.That(fakeValueRemove, Is.EqualTo(0));
}
{
// Test get from non-existing store
UUID fakeStoreId = TestHelpers.ParseTail(0x500);
int fakeStoreValueRemove = (int)InvokeOp("JsonRemoveValue", fakeStoreId, "Hello");
Assert.That(fakeStoreValueRemove, Is.EqualTo(0));
}
}
[Test]
public void TestJsonTestPath()
@ -352,7 +405,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests
// TestHelpers.EnableLogging();
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ }");
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "Fun", "Times");
Assert.That(result, Is.EqualTo(1));
@ -361,9 +414,159 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests
Assert.That(value, Is.EqualTo("Times"));
}
// Commented out as this currently unexpectedly fails.
// Test setting a key containing periods with delineation
// {
// UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
//
// int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun.Circus}", "Times");
// Assert.That(result, Is.EqualTo(1));
//
// string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun.Circus}");
// Assert.That(value, Is.EqualTo("Times"));
// }
// *** Test [] ***
// Test setting a key containing unbalanced ] without delineation. Expecting failure
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "Fun]Circus", "Times");
Assert.That(result, Is.EqualTo(0));
string value = (string)InvokeOp("JsonGetValue", storeId, "Fun]Circus");
Assert.That(value, Is.EqualTo(""));
}
// Test setting a key containing unbalanced [ without delineation. Expecting failure
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "Fun[Circus", "Times");
Assert.That(result, Is.EqualTo(0));
string value = (string)InvokeOp("JsonGetValue", storeId, "Fun[Circus");
Assert.That(value, Is.EqualTo(""));
}
// Test setting a key containing unbalanced [] without delineation. Expecting failure
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "Fun[]Circus", "Times");
Assert.That(result, Is.EqualTo(0));
string value = (string)InvokeOp("JsonGetValue", storeId, "Fun[]Circus");
Assert.That(value, Is.EqualTo(""));
}
// Test setting a key containing unbalanced ] with delineation
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun]Circus}", "Times");
Assert.That(result, Is.EqualTo(1));
string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun]Circus}");
Assert.That(value, Is.EqualTo("Times"));
}
// Test setting a key containing unbalanced [ with delineation
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun[Circus}", "Times");
Assert.That(result, Is.EqualTo(1));
string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun[Circus}");
Assert.That(value, Is.EqualTo("Times"));
}
// Test setting a key containing empty balanced [] with delineation
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun[]Circus}", "Times");
Assert.That(result, Is.EqualTo(1));
string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun[]Circus}");
Assert.That(value, Is.EqualTo("Times"));
}
// Commented out as this currently unexpectedly fails.
// // Test setting a key containing brackets around an integer with delineation
// {
// UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
//
// int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun[0]Circus}", "Times");
// Assert.That(result, Is.EqualTo(1));
//
// string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun[]Circus}");
// Assert.That(value, Is.EqualTo("Times"));
// }
// *** Test {} ***
// Test setting a key containing unbalanced } without delineation. Expecting failure (?)
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "Fun}Circus", "Times");
Assert.That(result, Is.EqualTo(0));
string value = (string)InvokeOp("JsonGetValue", storeId, "Fun}Circus");
Assert.That(value, Is.EqualTo(""));
}
// Test setting a key containing unbalanced { without delineation. Expecting failure (?)
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "Fun{Circus", "Times");
Assert.That(result, Is.EqualTo(0));
string value = (string)InvokeOp("JsonGetValue", storeId, "Fun}Circus");
Assert.That(value, Is.EqualTo(""));
}
// Commented out as this currently unexpectedly fails.
// // Test setting a key containing unbalanced }
// {
// UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
//
// int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun}Circus}", "Times");
// Assert.That(result, Is.EqualTo(1));
//
// string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun}Circus}");
// Assert.That(value, Is.EqualTo("Times"));
// }
// Test setting a key containing unbalanced { with delineation
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun{Circus}", "Times");
Assert.That(result, Is.EqualTo(1));
string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun{Circus}");
Assert.That(value, Is.EqualTo("Times"));
}
// Test setting a key containing balanced {} with delineation. This should fail.
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun{Filled}Circus}", "Times");
Assert.That(result, Is.EqualTo(0));
string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun{Filled}Circus}");
Assert.That(value, Is.EqualTo(""));
}
// Test setting to location that does not exist. This should fail.
{
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ }");
UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
int result = (int)InvokeOp("JsonSetValue", storeId, "Fun.Circus", "Times");
Assert.That(result, Is.EqualTo(0));

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@ -225,9 +225,10 @@ public enum CollisionFlags : uint
CF_DISABLE_VISUALIZE_OBJECT = 1 << 5,
CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
// Following used by BulletSim to control collisions and updates
BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10,
BS_FLOATS_ON_WATER = 1 << 11,
BS_VEHICLE_COLLISIONS = 1 << 12,
BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, // return collision events from unmanaged to managed
BS_FLOATS_ON_WATER = 1 << 11, // the object should float at water level
BS_VEHICLE_COLLISIONS = 1 << 12, // return collisions for vehicle ground checking
BS_RETURN_ROOT_COMPOUND_SHAPE = 1 << 13, // return the pos/rot of the root shape in a compound shape
BS_NONE = 0,
BS_ALL = 0xFFFFFFFF
};

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@ -83,7 +83,7 @@ public sealed class BSCharacter : BSPhysObject
_velocity = OMV.Vector3.Zero;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
Friction = BSParam.AvatarStandingFriction;
Density = BSParam.AvatarDensity;
Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor;
// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values.
@ -231,6 +231,15 @@ public sealed class BSCharacter : BSPhysObject
PhysicsScene.PE.SetFriction(PhysBody, Friction);
}
}
else
{
if (Flying)
{
// Flying and not collising and velocity nearly zero.
ZeroMotion(true /* inTaintTime */);
}
}
DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding);
}
else
@ -274,7 +283,7 @@ public sealed class BSCharacter : BSPhysObject
// This test is done if moving forward, not flying and is colliding with something.
// DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}",
// LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count);
if (IsColliding && !Flying && TargetSpeed > 0.1f /* && ForwardSpeed < 0.1f */)
if (IsColliding && !Flying && TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */)
{
// The range near the character's feet where we will consider stairs
float nearFeetHeightMin = RawPosition.Z - (Size.Z / 2f) + 0.05f;
@ -869,7 +878,7 @@ public sealed class BSCharacter : BSPhysObject
* Math.Min(Size.X, Size.Y) / 2
* Size.Y / 2f // plus the volume of the capsule end caps
);
_mass = Density * _avatarVolume;
_mass = Density * BSParam.DensityScaleFactor * _avatarVolume;
}
// The physics engine says that properties have updated. Update same and inform

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@ -127,6 +127,8 @@ public abstract class BSLinkset
m_children = new HashSet<BSPrimLinkable>();
LinksetMass = parent.RawMass;
Rebuilding = false;
parent.ClearDisplacement();
}
// Link to a linkset where the child knows the parent.
@ -280,6 +282,7 @@ public abstract class BSLinkset
return mass;
}
// Computes linkset's center of mass in world coordinates.
protected virtual OMV.Vector3 ComputeLinksetCenterOfMass()
{
OMV.Vector3 com;

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@ -93,7 +93,8 @@ public sealed class BSLinksetCompound : BSLinkset
{
private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
public BSLinksetCompound(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
public BSLinksetCompound(BSScene scene, BSPrimLinkable parent)
: base(scene, parent)
{
}
@ -217,14 +218,6 @@ public sealed class BSLinksetCompound : BSLinkset
// and that is caused by us updating the object.
if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0)
{
// Gather the child info. It might not be there if the linkset is in transition.
BSLinksetCompoundInfo lsi = updated.LinksetInfo as BSLinksetCompoundInfo;
if (lsi != null)
{
// Since the child moved or rotationed, it needs a new relative position within the linkset
BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, OMV.Vector3.Zero);
updated.LinksetInfo = newLsi;
// Find the physical instance of the child
if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape))
{
@ -234,19 +227,19 @@ public sealed class BSLinksetCompound : BSLinkset
// The index must be checked because Bullet references the child array but does no validity
// checking of the child index passed.
int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape);
if (lsi.Index < numLinksetChildren)
if (updated.LinksetChildIndex < numLinksetChildren)
{
BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, lsi.Index);
BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, updated.LinksetChildIndex);
if (linksetChildShape.HasPhysicalShape)
{
// Found the child shape within the compound shape
PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, lsi.Index,
newLsi.OffsetFromCenterOfMass,
newLsi.OffsetRot,
PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, updated.LinksetChildIndex,
updated.RawPosition - LinksetRoot.RawPosition,
updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation),
true /* shouldRecalculateLocalAabb */);
updatedChild = true;
DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},newLsi={2}",
updated.LocalID, whichUpdated, newLsi);
DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},pos={2},rot={3}",
updated.LocalID, whichUpdated, updated.RawPosition, updated.RawOrientation);
}
else // DEBUG DEBUG
{ // DEBUG DEBUG
@ -258,19 +251,13 @@ public sealed class BSLinksetCompound : BSLinkset
{ // DEBUG DEBUG
// the child is not yet in the compound shape. This is non-fatal.
DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,childNotInCompoundShape,numChildren={1},index={2}",
updated.LocalID, numLinksetChildren, lsi.Index);
updated.LocalID, numLinksetChildren, updated.LinksetChildIndex);
} // DEBUG DEBUG
}
else // DEBUG DEBUG
{ // DEBUG DEBUG
DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noBodyOrNotCompound", updated.LocalID);
} // DEBUG DEBUG
}
else // DEBUG DEBUG
{ // DEBUG DEBUG
DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noLinkSetInfo,rootPhysShape={1}",
updated.LocalID, LinksetRoot.PhysShape);
} // DEBUG DEBUG
if (!updatedChild)
{
@ -379,6 +366,8 @@ public sealed class BSLinksetCompound : BSLinkset
// Safe to call even if the child is not really in the linkset.
protected override void RemoveChildFromLinkset(BSPrimLinkable child)
{
child.ClearDisplacement();
if (m_children.Remove(child))
{
DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
@ -424,30 +413,31 @@ public sealed class BSLinksetCompound : BSLinkset
// The center of mass for the linkset is the geometric center of the group.
// Compute a displacement for each component so it is relative to the center-of-mass.
// Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass
OMV.Vector3 centerOfMass;
OMV.Vector3 centerDisplacement = OMV.Vector3.Zero;
if (disableCOM) // DEBUG DEBUG
{ // DEBUG DEBUG
centerOfMass = LinksetRoot.RawPosition; // DEBUG DEBUG
// LinksetRoot.PositionDisplacement = OMV.Vector3.Zero;
} // DEBUG DEBUG
else
OMV.Vector3 centerOfMassW = LinksetRoot.RawPosition;
if (!disableCOM) // DEBUG DEBUG
{
centerOfMass = ComputeLinksetCenterOfMass();
// 'centerDisplacement' is the value to *add* to all the shape offsets
centerDisplacement = LinksetRoot.RawPosition - centerOfMass;
// Since we're displacing the center of the shape, we need to move the body in the world
// LinksetRoot.PositionDisplacement = centerDisplacement;
// This causes the root prim position to be set properly based on the new PositionDisplacement
LinksetRoot.ForcePosition = LinksetRoot.RawPosition;
// Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM
PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0, -centerDisplacement, OMV.Quaternion.Identity, false);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}",
LinksetRoot.LocalID, centerOfMass, LinksetRoot.RawPosition, centerDisplacement);
// Compute a center-of-mass in world coordinates.
centerOfMassW = ComputeLinksetCenterOfMass();
}
OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation);
// 'centerDisplacement' is the value to subtract from children to give physical offset position
OMV.Vector3 centerDisplacement = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation;
LinksetRoot.SetEffectiveCenterOfMassW(centerDisplacement);
// This causes the physical position of the root prim to be offset to accomodate for the displacements
LinksetRoot.ForcePosition = LinksetRoot.RawPosition;
// Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM
PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0 /* childIndex */,
-centerDisplacement,
OMV.Quaternion.Identity, // LinksetRoot.RawOrientation,
false /* shouldRecalculateLocalAabb (is done later after linkset built) */);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}",
LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
@ -455,38 +445,33 @@ public sealed class BSLinksetCompound : BSLinkset
int memberIndex = 1;
ForEachMember(delegate(BSPrimLinkable cPrim)
{
if (!IsRoot(cPrim))
if (IsRoot(cPrim))
{
// Compute the displacement of the child from the root of the linkset.
// This info is saved in the child prim so the relationship does not
// change over time and the new child position can be computed
// when the linkset is being disassembled (the linkset may have moved).
BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo;
if (lci == null)
{
lci = new BSLinksetCompoundInfo(memberIndex, LinksetRoot, cPrim, centerDisplacement);
cPrim.LinksetInfo = lci;
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci);
cPrim.LinksetChildIndex = 0;
}
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},lci={3}",
LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci);
else
{
cPrim.LinksetChildIndex = memberIndex;
if (cPrim.PhysShape.isNativeShape)
{
// A native shape is turned into a hull collision shape because native
// shapes are not shared so we have to hullify it so it will be tracked
// and freed at the correct time. This also solves the scaling problem
// (native shapes scaled but hull/meshes are assumed to not be).
// (native shapes scale but hull/meshes are assumed to not be).
// TODO: decide of the native shape can just be used in the compound shape.
// Use call to CreateGeomNonSpecial().
BulletShape saveShape = cPrim.PhysShape;
cPrim.PhysShape.Clear(); // Don't let the create free the child's shape
// PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null);
PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
BulletShape newShape = cPrim.PhysShape;
cPrim.PhysShape = saveShape;
PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, lci.OffsetFromCenterOfMass, lci.OffsetRot);
OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement;
OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation;
PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, offsetPos, offsetRot);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}",
LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, newShape, offsetPos, offsetRot);
}
else
{
@ -498,9 +483,13 @@ public sealed class BSLinksetCompound : BSLinkset
PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
}
PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, lci.OffsetFromCenterOfMass, lci.OffsetRot);
OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement;
OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation;
PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNonNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}",
LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot);
}
lci.Index = memberIndex;
memberIndex++;
}
return false; // 'false' says to move onto the next child in the list
@ -509,12 +498,16 @@ public sealed class BSLinksetCompound : BSLinkset
// With all of the linkset packed into the root prim, it has the mass of everyone.
LinksetMass = ComputeLinksetMass();
LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true);
// Enable the physical position updator to return the position and rotation of the root shape
PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE);
}
finally
{
Rebuilding = false;
}
// See that the Aabb surrounds the new shape
PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape);
}
}

View File

@ -49,6 +49,7 @@ public static class BSParam
public static float MaxLinearVelocity { get; private set; }
public static float MaxAngularVelocity { get; private set; }
public static float MaxAddForceMagnitude { get; private set; }
public static float DensityScaleFactor { get; private set; }
public static float LinearDamping { get; private set; }
public static float AngularDamping { get; private set; }
@ -281,29 +282,35 @@ public static class BSParam
new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)",
0.0001f,
(s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); },
(s) => { return (float)MinimumObjectMass; },
(s) => { return MinimumObjectMass; },
(s,p,l,v) => { MinimumObjectMass = v; } ),
new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)",
10000.01f,
(s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); },
(s) => { return (float)MaximumObjectMass; },
(s) => { return MaximumObjectMass; },
(s,p,l,v) => { MaximumObjectMass = v; } ),
new ParameterDefn("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
1000.0f,
(s,cf,p,v) => { MaxLinearVelocity = cf.GetFloat(p, v); },
(s) => { return (float)MaxLinearVelocity; },
(s) => { return MaxLinearVelocity; },
(s,p,l,v) => { MaxLinearVelocity = v; } ),
new ParameterDefn("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
1000.0f,
(s,cf,p,v) => { MaxAngularVelocity = cf.GetFloat(p, v); },
(s) => { return (float)MaxAngularVelocity; },
(s) => { return MaxAngularVelocity; },
(s,p,l,v) => { MaxAngularVelocity = v; } ),
// LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
20000.0f,
(s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); },
(s) => { return (float)MaxAddForceMagnitude; },
(s) => { return MaxAddForceMagnitude; },
(s,p,l,v) => { MaxAddForceMagnitude = v; } ),
// Density is passed around as 100kg/m3. This scales that to 1kg/m3.
new ParameterDefn("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
0.01f,
(s,cf,p,v) => { DensityScaleFactor = cf.GetFloat(p, v); },
(s) => { return DensityScaleFactor; },
(s,p,l,v) => { DensityScaleFactor = v; } ),
new ParameterDefn("PID_D", "Derivitive factor for motion smoothing",
2200f,

View File

@ -99,6 +99,9 @@ public abstract class BSPhysObject : PhysicsActor
CollisionAccumulation = 0;
ColliderIsMoving = false;
CollisionScore = 0;
// All axis free.
LockedAxis = LockedAxisFree;
}
// Tell the object to clean up.
@ -136,6 +139,7 @@ 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 BSPhysicsShapeType PreferredPhysicalShape
@ -150,15 +154,17 @@ public abstract class BSPhysObject : PhysicsActor
public EntityProperties LastEntityProperties { get; set; }
public virtual OMV.Vector3 Scale { get; set; }
public abstract bool IsSolid { get; }
public abstract bool IsStatic { get; }
public abstract bool IsSelected { get; }
// It can be confusing for an actor to know if it should move or update an object
// depeneding on the setting of 'selected', 'physical, ...
// This flag is the true test -- if true, the object is being acted on in the physical world
public abstract bool IsPhysicallyActive { get; }
// Detailed state of the object.
public abstract bool IsSolid { get; }
public abstract bool IsStatic { get; }
public abstract bool IsSelected { get; }
// Materialness
public MaterialAttributes.Material Material { get; private set; }
public override void SetMaterial(int material)
@ -169,7 +175,8 @@ public abstract class BSPhysObject : PhysicsActor
MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
Friction = matAttrib.friction;
Restitution = matAttrib.restitution;
Density = matAttrib.density;
Density = matAttrib.density / BSParam.DensityScaleFactor;
DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
}
// Stop all physical motion.
@ -185,14 +192,6 @@ public abstract class BSPhysObject : PhysicsActor
public abstract OMV.Quaternion RawOrientation { get; set; }
public abstract OMV.Quaternion ForceOrientation { get; set; }
public virtual float TargetSpeed
{
get
{
OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
return characterOrientedVelocity.X;
}
}
public abstract OMV.Vector3 RawVelocity { get; set; }
public abstract OMV.Vector3 ForceVelocity { get; set; }
@ -202,6 +201,7 @@ public abstract class BSPhysObject : PhysicsActor
public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
// The current velocity forward
public virtual float ForwardSpeed
{
get
@ -210,6 +210,22 @@ public abstract class BSPhysObject : PhysicsActor
return characterOrientedVelocity.X;
}
}
// The forward speed we are trying to achieve (TargetVelocity)
public virtual float TargetVelocitySpeed
{
get
{
OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
return characterOrientedVelocity.X;
}
}
// The user can optionally set the center of mass. The user's setting will override any
// computed center-of-mass (like in linksets).
public OMV.Vector3? UserSetCenterOfMass { get; set; }
public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free.
public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free
#region Collisions
@ -407,9 +423,7 @@ public abstract class BSPhysObject : PhysicsActor
{
// Clean out any existing action
UnRegisterPreStepAction(op, id);
RegisteredPrestepActions[identifier] = actn;
PhysicsScene.BeforeStep += actn;
}
DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier);
@ -455,9 +469,7 @@ public abstract class BSPhysObject : PhysicsActor
{
// Clean out any existing action
UnRegisterPostStepAction(op, id);
RegisteredPoststepActions[identifier] = actn;
PhysicsScene.AfterStep += actn;
}
DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier);
@ -495,6 +507,57 @@ public abstract class BSPhysObject : PhysicsActor
DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID);
}
// When an update to the physical properties happens, this event is fired to let
// different actors to modify the update before it is passed around
public delegate void PreUpdatePropertyAction(ref EntityProperties entprop);
public event PreUpdatePropertyAction OnPreUpdateProperty;
protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop)
{
PreUpdatePropertyAction actions = OnPreUpdateProperty;
if (actions != null)
actions(ref entprop);
}
private Dictionary<string, PreUpdatePropertyAction> RegisteredPreUpdatePropertyActions = new Dictionary<string, PreUpdatePropertyAction>();
public void RegisterPreUpdatePropertyAction(string identifier, PreUpdatePropertyAction actn)
{
lock (RegisteredPreUpdatePropertyActions)
{
// Clean out any existing action
UnRegisterPreUpdatePropertyAction(identifier);
RegisteredPreUpdatePropertyActions[identifier] = actn;
OnPreUpdateProperty += actn;
}
DetailLog("{0},BSPhysObject.RegisterPreUpdatePropertyAction,id={1}", LocalID, identifier);
}
public bool UnRegisterPreUpdatePropertyAction(string identifier)
{
bool removed = false;
lock (RegisteredPreUpdatePropertyActions)
{
if (RegisteredPreUpdatePropertyActions.ContainsKey(identifier))
{
OnPreUpdateProperty -= RegisteredPreUpdatePropertyActions[identifier];
RegisteredPreUpdatePropertyActions.Remove(identifier);
removed = true;
}
}
DetailLog("{0},BSPhysObject.UnRegisterPreUpdatePropertyAction,id={1},removed={2}", LocalID, identifier, removed);
return removed;
}
public void UnRegisterAllPreUpdatePropertyActions()
{
lock (RegisteredPreUpdatePropertyActions)
{
foreach (KeyValuePair<string, PreUpdatePropertyAction> kvp in RegisteredPreUpdatePropertyActions)
{
OnPreUpdateProperty -= kvp.Value;
}
RegisteredPreUpdatePropertyActions.Clear();
}
DetailLog("{0},BSPhysObject.UnRegisterAllPreUpdatePropertyAction,", LocalID);
}
#endregion // Per Simulation Step actions
// High performance detailed logging routine used by the physical objects.

View File

@ -242,6 +242,45 @@ public class BSPrim : BSPhysObject
public override void LockAngularMotion(OMV.Vector3 axis)
{
DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
OMV.Vector3 locking = new OMV.Vector3(1f, 1f, 1f);
if (axis.X != 1) locking.X = 0f;
if (axis.Y != 1) locking.Y = 0f;
if (axis.Z != 1) locking.Z = 0f;
LockedAxis = locking;
/* Not implemented yet
if (LockedAxis != LockedAxisFree)
{
// Something is locked so start the thingy that keeps that axis from changing
RegisterPreUpdatePropertyAction("BSPrim.LockAngularMotion", delegate(ref EntityProperties entprop)
{
if (LockedAxis != LockedAxisFree)
{
if (IsPhysicallyActive)
{
// Bullet can lock axis but it only works for global axis.
// Check if this prim is aligned on global axis and use Bullet's
// system if so.
ForceOrientation = entprop.Rotation;
ForceRotationalVelocity = entprop.RotationalVelocity;
}
}
else
{
UnRegisterPreUpdatePropertyAction("BSPrim.LockAngularMotion");
}
});
}
else
{
// Everything seems unlocked
UnRegisterPreUpdatePropertyAction("BSPrim.LockAngularMotion");
}
*/
return;
}
@ -311,7 +350,8 @@ public class BSPrim : BSPhysObject
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
OMV.Vector3 upForce = OMV.Vector3.Zero;
if (RawPosition.Z < terrainHeight)
float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z));
if ((RawPosition.Z + approxSize / 2f) < terrainHeight)
{
DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight);
float targetHeight = terrainHeight + (Size.Z / 2f);
@ -442,7 +482,7 @@ public class BSPrim : BSPhysObject
RegisterPreStepAction("BSPrim.setForce", LocalID,
delegate(float timeStep)
{
if (!IsPhysicallyActive)
if (!IsPhysicallyActive || _force == OMV.Vector3.Zero)
{
UnRegisterPreStepAction("BSPrim.setForce", LocalID);
return;
@ -576,6 +616,8 @@ public class BSPrim : BSPhysObject
}
}
}
// The simulator/viewer keep density as 100kg/m3.
// Remember to use BSParam.DensityScaleFactor to create the physical density.
public override float Density
{
get { return base.Density; }
@ -647,7 +689,7 @@ public class BSPrim : BSPhysObject
RegisterPreStepAction("BSPrim.setTorque", LocalID,
delegate(float timeStep)
{
if (!IsPhysicallyActive)
if (!IsPhysicallyActive || _torque == OMV.Vector3.Zero)
{
UnRegisterPreStepAction("BSPrim.setTorque", LocalID);
return;
@ -1569,7 +1611,8 @@ public class BSPrim : BSPhysObject
profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f;
volume *= (profileEnd - profileBegin);
returnMass = Density * volume;
returnMass = Density * BSParam.DensityScaleFactor * volume;
DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
@ -1607,6 +1650,8 @@ public class BSPrim : BSPhysObject
// the world that things have changed.
public override void UpdateProperties(EntityProperties entprop)
{
TriggerPreUpdatePropertyAction(ref entprop);
// A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet
// TODO: handle physics introduced by Bullet with computed vehicle physics.
if (VehicleController.IsActive)
@ -1619,6 +1664,10 @@ public class BSPrim : BSPhysObject
// Assign directly to the local variables so the normal set actions do not happen
_position = entprop.Position;
_orientation = entprop.Rotation;
// _velocity = entprop.Velocity;
// DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be
// very sensitive to velocity changes.
if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f))
_velocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;

View File

@ -44,72 +44,107 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSPrimDisplaced : BSPrim
{
// 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is.
// Because Bullet needs the zero coordinate to be the center of mass of the linkset,
// sometimes it is necessary to displace the position the physics engine thinks
// the position is. PositionDisplacement must be added and removed from the
// position as the simulator position is stored and fetched from the physics
// engine. Similar to OrientationDisplacement.
// The purpose of this module is to do any mapping between what the simulator thinks
// the prim position and orientation is and what the physical position/orientation.
// This difference happens because Bullet assumes the center-of-mass is the <0,0,0>
// of the prim/linkset. The simulator tracks the location of the prim/linkset by
// the location of the root prim. So, if center-of-mass is anywhere but the origin
// of the root prim, the physical origin is displaced from the simulator origin.
//
// This routine works by capturing the Force* setting of position/orientation/... and
// adjusting the simulator values (being set) into the physical values.
// The conversion is also done in the opposite direction (physical origin -> simulator origin).
//
// The updateParameter call is also captured and the values from the physics engine
// are converted into simulator origin values before being passed to the base
// class.
public virtual OMV.Vector3 PositionDisplacement { get; set; }
public virtual OMV.Quaternion OrientationDisplacement { get; set; }
public virtual OMV.Vector3 CenterOfMassLocation { get; set; }
public virtual OMV.Vector3 GeometricCenterLocation { get; set; }
public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
: base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
{
CenterOfMassLocation = RawPosition;
GeometricCenterLocation = RawPosition;
ClearDisplacement();
}
public void ClearDisplacement()
{
PositionDisplacement = OMV.Vector3.Zero;
OrientationDisplacement = OMV.Quaternion.Identity;
}
// Set this sets and computes the displacement from the passed prim to the center-of-mass.
// A user set value for center-of-mass overrides whatever might be passed in here.
// The displacement is in local coordinates (relative to root prim in linkset oriented coordinates).
public virtual void SetEffectiveCenterOfMassW(Vector3 centerOfMassDisplacement)
{
Vector3 comDisp;
if (UserSetCenterOfMass.HasValue)
comDisp = (OMV.Vector3)UserSetCenterOfMass;
else
comDisp = centerOfMassDisplacement;
if (comDisp == Vector3.Zero)
{
// If there is no diplacement. Things get reset.
PositionDisplacement = OMV.Vector3.Zero;
OrientationDisplacement = OMV.Quaternion.Identity;
}
else
{
// Remember the displacement from root as well as the origional rotation of the
// new center-of-mass.
PositionDisplacement = comDisp;
OrientationDisplacement = OMV.Quaternion.Identity;
}
}
public override Vector3 ForcePosition
{
get
{
return base.ForcePosition;
}
get { return base.ForcePosition; }
set
{
if (PositionDisplacement != OMV.Vector3.Zero)
base.ForcePosition = value - (PositionDisplacement * RawOrientation);
else
base.ForcePosition = value;
CenterOfMassLocation = RawPosition;
GeometricCenterLocation = RawPosition;
}
}
public override Quaternion ForceOrientation
{
get
{
return base.ForceOrientation;
}
get { return base.ForceOrientation; }
set
{
base.ForceOrientation = value;
}
}
// TODO: decide if this is the right place for these variables.
// Somehow incorporate the optional settability by the user.
// Is this used?
public override OMV.Vector3 CenterOfMass
{
get { return CenterOfMassLocation; }
get { return RawPosition; }
}
// Is this used?
public override OMV.Vector3 GeometricCenter
{
get { return GeometricCenterLocation; }
get { return RawPosition; }
}
public override void UpdateProperties(EntityProperties entprop)
{
// Undo any center-of-mass displacement that might have been done.
if (PositionDisplacement != OMV.Vector3.Zero)
if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity)
{
// Correct for any rotation around the center-of-mass
// TODO!!!
entprop.Position -= PositionDisplacement;
entprop.Position = entprop.Position + (PositionDisplacement * entprop.Rotation);
// entprop.Rotation = something;
}
base.UpdateProperties(entprop);

View File

@ -38,6 +38,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public class BSPrimLinkable : BSPrimDisplaced
{
public BSLinkset Linkset { get; set; }
// The index of this child prim.
public int LinksetChildIndex { get; set; }
public BSLinksetInfo LinksetInfo { get; set; }
public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
@ -90,7 +93,6 @@ public class BSPrimLinkable : BSPrimDisplaced
DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
return;
base.delink();
}
// When simulator changes position, this might be moving a child of the linkset.
@ -133,6 +135,7 @@ public class BSPrimLinkable : BSPrimDisplaced
// When going from non-physical to physical, this re-enables the constraints that
// had been automatically disabled when the mass was set to zero.
// For compound based linksets, this enables and disables interactions of the children.
if (Linkset != null) // null can happen during initialization
Linkset.Refresh(this);
}

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