diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 77e8b009bd..7b823ba8f0 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -200,7 +200,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement // search the local cache foreach (UserData data in m_UserCache.Values) if (users.Find(delegate(UserData d) { return d.Id == data.Id; }) == null && - (data.FirstName.StartsWith(query) || data.LastName.StartsWith(query))) + (data.FirstName.ToLower().StartsWith(query.ToLower()) || data.LastName.ToLower().StartsWith(query.ToLower()))) users.Add(data); AddAdditionalUsers(avatarID, query, users); diff --git a/OpenSim/Region/OptionalModules/Avatar/Concierge/ConciergeModule.cs b/OpenSim/Region/OptionalModules/Avatar/Concierge/ConciergeModule.cs index 018357adf1..c48e58585e 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Concierge/ConciergeModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Concierge/ConciergeModule.cs @@ -375,11 +375,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.Concierge scene.GetRootAgentCount(), scene.RegionInfo.RegionName, scene.RegionInfo.RegionID, DateTime.UtcNow.ToString("s"))); + scene.ForEachRootScenePresence(delegate(ScenePresence sp) { - list.Append(String.Format(" \n", sp.Name, sp.UUID)); - list.Append(""); + list.Append(String.Format(" \n", sp.Name, sp.UUID)); }); + + list.Append(""); string payload = list.ToString(); // post via REST to broker diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index f5b84d4ca4..fdf2cb98f4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs @@ -268,6 +268,25 @@ public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShap BSPhysicsShapeType.SHAPE_HULL); } +public override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape) +{ + BulletWorldUnman worldu = world as BulletWorldUnman; + BulletShapeUnman shapeu = meshShape as BulletShapeUnman; + return new BulletShapeUnman( + BSAPICPP.BuildConvexHullShapeFromMesh2(worldu.ptr, shapeu.ptr), + BSPhysicsShapeType.SHAPE_CONVEXHULL); +} + +public override BulletShape CreateConvexHullShape(BulletWorld world, + int indicesCount, int[] indices, + int verticesCount, float[] vertices) +{ + BulletWorldUnman worldu = world as BulletWorldUnman; + return new BulletShapeUnman( + BSAPICPP.CreateConvexHullShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices), + BSPhysicsShapeType.SHAPE_CONVEXHULL); +} + public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData) { BulletWorldUnman worldu = world as BulletWorldUnman; @@ -1413,6 +1432,14 @@ public static extern IntPtr CreateHullShape2(IntPtr world, [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape, HACDParams parms); +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern IntPtr BuildConvexHullShapeFromMesh2(IntPtr world, IntPtr meshShape); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern IntPtr CreateConvexHullShape2(IntPtr world, + int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, + int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); + [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index f6b4359572..b37265a46f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -1778,6 +1778,16 @@ private sealed class BulletConstraintXNA : BulletConstraint /* TODO */ return null; } + public override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape) + { + /* TODO */ return null; + } + + public override BulletShape CreateConvexHullShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) + { + /* TODO */ return null; + } + public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) { //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 8416740ada..bd5ee0b17f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -40,10 +40,16 @@ public class BSActorAvatarMove : BSActor { BSVMotor m_velocityMotor; + // Set to true if we think we're going up stairs. + // This state is remembered because collisions will turn on and off as we go up stairs. + int m_walkingUpStairs; + float m_lastStepUp; + public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName) : base(physicsScene, pObj, actorName) { m_velocityMotor = null; + m_walkingUpStairs = 0; m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID); } @@ -119,6 +125,8 @@ public class BSActorAvatarMove : BSActor SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); m_physicsScene.BeforeStep += Mover; + + m_walkingUpStairs = 0; } } @@ -216,8 +224,6 @@ public class BSActorAvatarMove : BSActor // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass; - // Should we check for move force being small and forcing velocity to zero? - // Add special movement force to allow avatars to walk up stepped surfaces. moveForce += WalkUpStairs(); @@ -233,24 +239,33 @@ public class BSActorAvatarMove : BSActor { OMV.Vector3 ret = OMV.Vector3.Zero; + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}", + m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying, + m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z); // 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 (m_controllingPrim.IsColliding && !m_controllingPrim.Flying && m_controllingPrim.TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */) + // Check for stairs climbing if colliding, not flying and moving forward + if ( m_controllingPrim.IsColliding + && !m_controllingPrim.Flying + && m_controllingPrim.TargetVelocitySpeed > 0.1f ) { // The range near the character's feet where we will consider stairs - float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f; + // float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f; + // Note: there is a problem with the computation of the capsule height. Thus RawPosition is off + // from the height. Revisit size and this computation when height is scaled properly. + float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) - 0.05f; float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight; - // Look for a collision point that is near the character's feet and is oriented the same as the charactor is + // Look for a collision point that is near the character's feet and is oriented the same as the charactor is. + // Find the highest 'good' collision. + OMV.Vector3 highestTouchPosition = OMV.Vector3.Zero; foreach (KeyValuePair kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList) { // Don't care about collisions with the terrain if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID) { OMV.Vector3 touchPosition = kvp.Value.Position; - // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", - // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", + m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) { // This contact is within the 'near the feet' range. @@ -261,24 +276,76 @@ public class BSActorAvatarMove : BSActor float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); if (diff < BSParam.AvatarStepApproachFactor) { - // Found the stairs contact point. Push up a little to raise the character. - float upForce = (touchPosition.Z - nearFeetHeightMin) * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor; - ret = new OMV.Vector3(0f, 0f, upForce); - - // Also move the avatar up for the new height - OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f); - m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; + if (highestTouchPosition.Z < touchPosition.Z) + highestTouchPosition = touchPosition; } - m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}", - m_controllingPrim.LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret); } } } + m_walkingUpStairs = 0; + // If there is a good step sensing, move the avatar over the step. + if (highestTouchPosition != OMV.Vector3.Zero) + { + // Remember that we are going up stairs. This is needed because collisions + // will stop when we move up so this smoothes out that effect. + m_walkingUpStairs = BSParam.AvatarStepSmoothingSteps; + + m_lastStepUp = highestTouchPosition.Z - nearFeetHeightMin; + ret = ComputeStairCorrection(m_lastStepUp); + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},ret={3}", + m_controllingPrim.LocalID, highestTouchPosition, nearFeetHeightMin, ret); + } + } + else + { + // If we used to be going up stairs but are not now, smooth the case where collision goes away while + // we are bouncing up the stairs. + if (m_walkingUpStairs > 0) + { + m_walkingUpStairs--; + ret = ComputeStairCorrection(m_lastStepUp); + } } return ret; } + private OMV.Vector3 ComputeStairCorrection(float stepUp) + { + OMV.Vector3 ret = OMV.Vector3.Zero; + OMV.Vector3 displacement = OMV.Vector3.Zero; + + if (stepUp > 0f) + { + // Found the stairs contact point. Push up a little to raise the character. + if (BSParam.AvatarStepForceFactor > 0f) + { + float upForce = stepUp * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor; + ret = new OMV.Vector3(0f, 0f, upForce); + } + + // Also move the avatar up for the new height + if (BSParam.AvatarStepUpCorrectionFactor > 0f) + { + // Move the avatar up related to the height of the collision + displacement = new OMV.Vector3(0f, 0f, stepUp * BSParam.AvatarStepUpCorrectionFactor); + m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; + } + else + { + if (BSParam.AvatarStepUpCorrectionFactor < 0f) + { + // Move the avatar up about the specified step height + displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight); + m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; + } + } + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,disp={1},force={2}", + m_controllingPrim.LocalID, displacement, ret); + + } + return ret; + } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index d0d9f34ae8..bfeec24419 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -70,6 +70,7 @@ public enum BSPhysicsShapeType SHAPE_COMPOUND = 22, SHAPE_HEIGHTMAP = 23, SHAPE_AVATAR = 24, + SHAPE_CONVEXHULL= 25, }; // The native shapes have predefined shape hash keys @@ -325,6 +326,12 @@ public abstract BulletShape CreateHullShape(BulletWorld world, public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms); +public abstract BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape); + +public abstract BulletShape CreateConvexHullShape(BulletWorld world, + int indicesCount, int[] indices, + int verticesCount, float[] vertices ); + public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData); public abstract bool IsNativeShape(BulletShape shape); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 06df85e1e1..980d40587b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -128,6 +128,8 @@ public static class BSParam public static float AvatarStepHeight { get; private set; } public static float AvatarStepApproachFactor { get; private set; } public static float AvatarStepForceFactor { get; private set; } + public static float AvatarStepUpCorrectionFactor { get; private set; } + public static int AvatarStepSmoothingSteps { get; private set; } // Vehicle parameters public static float VehicleMaxLinearVelocity { get; private set; } @@ -234,6 +236,7 @@ public static class BSParam objectSet = pObjSetter; } /* Wish I could simplify using this definition but CLR doesn't store references so closure around delegates of references won't work + * TODO: Maybe use reflection and the name of the variable to create a reference for the getter/setter. public ParameterDefn(string pName, string pDesc, T pDefault, ref T loc) : base(pName, pDesc) { @@ -561,7 +564,7 @@ public static class BSParam (s) => { return AvatarBelowGroundUpCorrectionMeters; }, (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ), new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", - 0.3f, + 0.6f, (s) => { return AvatarStepHeight; }, (s,v) => { AvatarStepHeight = v; } ), new ParameterDefn("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", @@ -569,9 +572,17 @@ public static class BSParam (s) => { return AvatarStepApproachFactor; }, (s,v) => { AvatarStepApproachFactor = v; } ), new ParameterDefn("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", - 2.0f, + 1.0f, (s) => { return AvatarStepForceFactor; }, (s,v) => { AvatarStepForceFactor = v; } ), + new ParameterDefn("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step", + 1.0f, + (s) => { return AvatarStepUpCorrectionFactor; }, + (s,v) => { AvatarStepUpCorrectionFactor = v; } ), + new ParameterDefn("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs", + 2, + (s) => { return AvatarStepSmoothingSteps; }, + (s,v) => { AvatarStepSmoothingSteps = v; } ), new ParameterDefn("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", 1000.0f, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 98eb4ca9ad..309d004274 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -96,7 +96,7 @@ public abstract class BSPhysObject : PhysicsActor SetMaterial((int)MaterialAttributes.Material.Wood); CollisionCollection = new CollisionEventUpdate(); - CollisionsLastTick = CollisionCollection; + CollisionsLastReported = CollisionCollection; SubscribedEventsMs = 0; CollidingStep = 0; CollidingGroundStep = 0; @@ -368,11 +368,14 @@ public abstract class BSPhysObject : PhysicsActor } } - // The collisions that have been collected this tick + // The collisions that have been collected for the next collision reporting (throttled by subscription) protected CollisionEventUpdate CollisionCollection; - // Remember collisions from last tick for fancy collision based actions + // This is the collision collection last reported to the Simulator. + public CollisionEventUpdate CollisionsLastReported; + // Remember the collisions recorded in the last tick for fancy collision checking // (like a BSCharacter walking up stairs). public CollisionEventUpdate CollisionsLastTick; + private long CollisionsLastTickStep = -1; // The simulation step is telling this object about a collision. // Return 'true' if a collision was processed and should be sent up. @@ -399,6 +402,15 @@ public abstract class BSPhysObject : PhysicsActor // For movement tests, remember if we are colliding with an object that is moving. ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; + // Make a collection of the collisions that happened the last simulation tick. + // This is different than the collection created for sending up to the simulator as it is cleared every tick. + if (CollisionsLastTickStep != PhysicsScene.SimulationStep) + { + CollisionsLastTick = new CollisionEventUpdate(); + CollisionsLastTickStep = PhysicsScene.SimulationStep; + } + CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + // If someone has subscribed for collision events log the collision so it will be reported up if (SubscribedEvents()) { CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); @@ -419,7 +431,7 @@ public abstract class BSPhysObject : PhysicsActor bool ret = true; // If the 'no collision' call, force it to happen right now so quick collision_end - bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0); + bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); // throttle the collisions to the number of milliseconds specified in the subscription if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) @@ -438,7 +450,7 @@ public abstract class BSPhysObject : PhysicsActor base.SendCollisionUpdate(CollisionCollection); // Remember the collisions from this tick for some collision specific processing. - CollisionsLastTick = CollisionCollection; + CollisionsLastReported = CollisionCollection; // The CollisionCollection instance is passed around in the simulator. // Make sure we don't have a handle to that one and that a new one is used for next time. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 3423d2ea6b..4bc266bea7 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -69,12 +69,17 @@ public class BSPrim : BSPhysObject private int CrossingFailures { get; set; } + // Keep a handle to the vehicle actor so it is easy to set parameters on same. public BSDynamics VehicleActor; public const string VehicleActorName = "BasicVehicle"; + // Parameters for the hover actor public const string HoverActorName = "HoverActor"; + // Parameters for the axis lock actor public const String LockedAxisActorName = "BSPrim.LockedAxis"; + // Parameters for the move to target actor public const string MoveToTargetActorName = "MoveToTargetActor"; + // Parameters for the setForce and setTorque actors public const string SetForceActorName = "SetForceActor"; public const string SetTorqueActorName = "SetTorqueActor"; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 76860e4859..57e74a3c9c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -162,11 +162,8 @@ public sealed class BSShapeCollection : IDisposable // If the caller needs to know the old body is going away, pass the event up. if (bodyCallback != null) bodyCallback(body); - if (PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) - { - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); - } + // Removing an object not in the world is a NOOP + PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); // Zero any reference to the shape so it is not freed when the body is deleted. PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null); @@ -615,7 +612,7 @@ public sealed class BSShapeCollection : IDisposable newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod); // Take evasive action if the mesh was not constructed. - newShape = VerifyMeshCreated(newShape, prim); + newShape = VerifyMeshCreated(PhysicsScene, newShape, prim); ReferenceShape(newShape); @@ -724,7 +721,7 @@ public sealed class BSShapeCollection : IDisposable newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod); // It might not have been created if we're waiting for an asset. - newShape = VerifyMeshCreated(newShape, prim); + newShape = VerifyMeshCreated(PhysicsScene, newShape, prim); ReferenceShape(newShape); @@ -928,7 +925,7 @@ public sealed class BSShapeCollection : IDisposable // Create a hash of all the shape parameters to be used as a key // for this particular shape. - private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) + public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) { // level of detail based on size and type of the object float lod = BSParam.MeshLOD; @@ -949,7 +946,7 @@ public sealed class BSShapeCollection : IDisposable return pbs.GetMeshKey(size, lod); } // For those who don't want the LOD - private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs) + public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs) { float lod; return ComputeShapeKey(size, pbs, out lod); @@ -962,7 +959,7 @@ public sealed class BSShapeCollection : IDisposable // us to not loop forever. // Called after creating a physical mesh or hull. If the physical shape was created, // just return. - private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim) + public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim) { // If the shape was successfully created, nothing more to do if (newShape.HasPhysicalShape) @@ -974,7 +971,7 @@ public sealed class BSShapeCollection : IDisposable if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) { prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - PhysicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", + physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); } else @@ -986,14 +983,14 @@ public sealed class BSShapeCollection : IDisposable && prim.BaseShape.SculptTexture != OMV.UUID.Zero ) { - DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); + physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); // Multiple requestors will know we're waiting for this asset prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; BSPhysObject xprim = prim; Util.FireAndForget(delegate { - RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; + RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; if (assetProvider != null) { BSPhysObject yprim = xprim; // probably not necessary, but, just in case. @@ -1021,7 +1018,7 @@ public sealed class BSShapeCollection : IDisposable yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; else yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", + physicsScene.DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); }); @@ -1029,8 +1026,8 @@ public sealed class BSShapeCollection : IDisposable else { xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", - LogHeader, PhysicsScene.Name); + physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", + LogHeader, physicsScene.Name); } }); } @@ -1038,15 +1035,15 @@ public sealed class BSShapeCollection : IDisposable { if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) { - PhysicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", + physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); } } } // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. - BulletShape fillinShape = BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); - DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID); + BulletShape fillinShape = physicsScene.Shapes.BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); + physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID); return fillinShape; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index ee18379a2e..dd5ae1ae60 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -29,6 +29,9 @@ using System; using System.Collections.Generic; using System.Text; +using OpenSim.Framework; +using OpenSim.Region.Physics.Manager; + using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin @@ -37,11 +40,19 @@ public abstract class BSShape { public int referenceCount { get; set; } public DateTime lastReferenced { get; set; } + public BulletShape physShapeInfo { get; set; } public BSShape() { referenceCount = 0; lastReferenced = DateTime.Now; + physShapeInfo = new BulletShape(); + } + public BSShape(BulletShape pShape) + { + referenceCount = 0; + lastReferenced = DateTime.Now; + physShapeInfo = pShape; } // Get a reference to a physical shape. Create if it doesn't exist @@ -79,21 +90,30 @@ public abstract class BSShape return ret; } - public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + private static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { + BSShapeMesh.GetReference(physicsScene, forceRebuild, prim); + BSShapeHull.GetReference(physicsScene, forceRebuild, prim); return null; } - public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + + // Called when this shape is being used again. + public virtual void IncrementReference() { - return null; + referenceCount++; + lastReferenced = DateTime.Now; + } + + // Called when this shape is being used again. + public virtual void DecrementReference() + { + referenceCount--; + lastReferenced = DateTime.Now; } // Release the use of a physical shape. public abstract void Dereference(BSScene physicsScene); - // All shapes have a static call to get a reference to the physical shape - // protected abstract static BSShape GetReference(); - // Returns a string for debugging that uniquily identifies the memory used by this instance public virtual string AddrString { @@ -112,6 +132,7 @@ public abstract class BSShape } } +// ============================================================================================================ public class BSShapeNull : BSShape { public BSShapeNull() : base() @@ -121,23 +142,39 @@ public class BSShapeNull : BSShape public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } } +// ============================================================================================================ public class BSShapeNative : BSShape { private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; - public BSShapeNative() : base() + public BSShapeNative(BulletShape pShape) : base(pShape) { } - public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, - BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) - { - // Native shapes are not shared and are always built anew. - //return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); - return null; - } - private BSShapeNative(BSScene physicsScene, BSPhysObject prim, - BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) + public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, + BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { + // Native shapes are not shared and are always built anew. + return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); + } + + // Make this reference to the physical shape go away since native shapes are not shared. + public override void Dereference(BSScene physicsScene) + { + // Native shapes are not tracked and are released immediately + if (physShapeInfo.HasPhysicalShape) + { + physicsScene.DetailLog("{0},BSShapeNative.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); + physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); + } + physShapeInfo.Clear(); + // Garbage collection will free up this instance. + } + + private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim, + BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) + { + BulletShape newShape; + ShapeData nativeShapeData = new ShapeData(); nativeShapeData.Type = shapeType; nativeShapeData.ID = prim.LocalID; @@ -146,63 +183,164 @@ public class BSShapeNative : BSShape nativeShapeData.MeshKey = (ulong)shapeKey; nativeShapeData.HullKey = (ulong)shapeKey; - - /* if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) { - ptr = PhysicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); - physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); + newShape = physicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); + physicsScene.DetailLog("{0},BSShapeNative,capsule,scale={1}", prim.LocalID, prim.Scale); } else { - ptr = PhysicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); + newShape = physicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); } - if (ptr == IntPtr.Zero) + if (!newShape.HasPhysicalShape) { physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } - type = shapeType; - key = (UInt64)shapeKey; - */ - } - // Make this reference to the physical shape go away since native shapes are not shared. - public override void Dereference(BSScene physicsScene) - { - /* - // Native shapes are not tracked and are released immediately - physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); - PhysicsScene.PE.DeleteCollisionShape(physicsScene.World, this); - ptr = IntPtr.Zero; - // Garbage collection will free up this instance. - */ + newShape.type = shapeType; + newShape.isNativeShape = true; + newShape.shapeKey = (UInt64)shapeKey; + return newShape; } + } +// ============================================================================================================ public class BSShapeMesh : BSShape { private static string LogHeader = "[BULLETSIM SHAPE MESH]"; private static Dictionary Meshes = new Dictionary(); - public BSShapeMesh() : base() + public BSShapeMesh(BulletShape pShape) : base(pShape) { } - public static BSShape GetReference() { return new BSShapeNull(); } - public override void Dereference(BSScene physicsScene) { } + public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + float lod; + System.UInt64 newMeshKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); + + physicsScene.DetailLog("{0},BSShapeMesh,create,oldKey={1},newKey={2},size={3},lod={4}", + prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod); + + BSShapeMesh retMesh; + lock (Meshes) + { + if (Meshes.TryGetValue(newMeshKey, out retMesh)) + { + // The mesh has already been created. Return a new reference to same. + retMesh.IncrementReference(); + } + else + { + // An instance of this mesh has not been created. Build and remember same. + BulletShape newShape = CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); + // Take evasive action if the mesh was not constructed. + newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); + + retMesh = new BSShapeMesh(newShape); + + Meshes.Add(newMeshKey, retMesh); + } + } + return retMesh; + } + public override void Dereference(BSScene physicsScene) + { + lock (Meshes) + { + this.DecrementReference(); + // TODO: schedule aging and destruction of unused meshes. + } + } + + private static BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, + PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + { + BulletShape newShape = null; + + IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, + false, // say it is not physical so a bounding box is not built + false // do not cache the mesh and do not use previously built versions + ); + + if (meshData != null) + { + + int[] indices = meshData.getIndexListAsInt(); + int realIndicesIndex = indices.Length; + float[] verticesAsFloats = meshData.getVertexListAsFloat(); + + if (BSParam.ShouldRemoveZeroWidthTriangles) + { + // Remove degenerate triangles. These are triangles with two of the vertices + // are the same. This is complicated by the problem that vertices are not + // made unique in sculpties so we have to compare the values in the vertex. + realIndicesIndex = 0; + for (int tri = 0; tri < indices.Length; tri += 3) + { + // Compute displacements into vertex array for each vertex of the triangle + int v1 = indices[tri + 0] * 3; + int v2 = indices[tri + 1] * 3; + int v3 = indices[tri + 2] * 3; + // Check to see if any two of the vertices are the same + if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0] + && verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1] + && verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2]) + || ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0] + && verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1] + && verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2]) + || ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0] + && verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1] + && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) ) + ) + { + // None of the vertices of the triangles are the same. This is a good triangle; + indices[realIndicesIndex + 0] = indices[tri + 0]; + indices[realIndicesIndex + 1] = indices[tri + 1]; + indices[realIndicesIndex + 2] = indices[tri + 2]; + realIndicesIndex += 3; + } + } + } + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}", + BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); + + if (realIndicesIndex != 0) + { + newShape = physicsScene.PE.CreateMeshShape(physicsScene.World, + realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); + } + else + { + physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", + LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); + } + } + newShape.shapeKey = newMeshKey; + + return newShape; + } } +// ============================================================================================================ public class BSShapeHull : BSShape { private static string LogHeader = "[BULLETSIM SHAPE HULL]"; private static Dictionary Hulls = new Dictionary(); - public BSShapeHull() : base() + public BSShapeHull(BulletShape pShape) : base(pShape) + { + } + public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + return new BSShapeNull(); + } + public override void Dereference(BSScene physicsScene) { } - public static BSShape GetReference() { return new BSShapeNull(); } - public override void Dereference(BSScene physicsScene) { } } +// ============================================================================================================ public class BSShapeCompound : BSShape { private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; @@ -216,6 +354,7 @@ public class BSShapeCompound : BSShape public override void Dereference(BSScene physicsScene) { } } +// ============================================================================================================ public class BSShapeAvatar : BSShape { private static string LogHeader = "[BULLETSIM SHAPE AVATAR]"; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index a0131c7f89..1284ae7307 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -42,6 +42,8 @@ One sided meshes? Should terrain be built into a closed shape? VEHICLES TODO LIST: ================================================= +UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: + https://github.com/UbitUmarov/Ubit-opensim Border crossing with linked vehicle causes crash 20121129.1411: editting/moving phys object across region boundries causes crash getPos-> btRigidBody::upcast -> getBodyType -> BOOM @@ -167,6 +169,7 @@ Eliminate collisions between objects in a linkset. (LinksetConstraint) MORE ====================================================== +Compute avatar size and scale correctly. Now it is a bit off from the capsule size. Create tests for different interface components Have test objects/scripts measure themselves and turn color if correct/bad Test functions in SL and calibrate correctness there diff --git a/bin/CSJ2K.dll b/bin/CSJ2K.dll index 581e410772..238291f7e7 100755 Binary files a/bin/CSJ2K.dll and b/bin/CSJ2K.dll differ diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll index 618d4bd3e2..1e94d05955 100755 Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so index e3b40fba1b..6216a652d2 100755 Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll index 491ac22fe1..68cfcc41ea 100755 Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so index a8ad533e87..08c00af019 100755 Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ