diff --git a/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs b/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs index 40f7fbc59a..3083a337ff 100755 --- a/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs +++ b/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs @@ -146,7 +146,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters { foreach (PhysParameterEntry ppe in physScene.GetParameterList()) { - float val = 0.0f; + string val = string.Empty; if (physScene.GetPhysicsParameter(ppe.name, out val)) { WriteOut(" {0}/{1} = {2}", scene.RegionInfo.RegionName, ppe.name, val); @@ -159,7 +159,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters } else { - float val = 0.0f; + string val = string.Empty; if (physScene.GetPhysicsParameter(parm, out val)) { WriteOut(" {0}/{1} = {2}", scene.RegionInfo.RegionName, parm, val); @@ -185,21 +185,12 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters return; } string parm = "xxx"; - float val = 0f; + string valparm = String.Empty; uint localID = (uint)PhysParameterEntry.APPLY_TO_NONE; // set default value try { parm = cmdparms[2]; - string valparm = cmdparms[3].ToLower(); - if (valparm == "true") - val = PhysParameterEntry.NUMERIC_TRUE; - else - { - if (valparm == "false") - val = PhysParameterEntry.NUMERIC_FALSE; - else - val = float.Parse(valparm, Culture.NumberFormatInfo); - } + valparm = cmdparms[3].ToLower(); if (cmdparms.Length > 4) { if (cmdparms[4].ToLower() == "all") @@ -224,7 +215,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters IPhysicsParameters physScene = scene.PhysicsScene as IPhysicsParameters; if (physScene != null) { - if (!physScene.SetPhysicsParameter(parm, val, localID)) + if (!physScene.SetPhysicsParameter(parm, valparm, localID)) { WriteError("Failed set of parameter '{0}' for region '{1}'", parm, scene.RegionInfo.RegionName); } diff --git a/OpenSim/Region/Physics/Manager/IPhysicsParameters.cs b/OpenSim/Region/Physics/Manager/IPhysicsParameters.cs index b8676bac9b..31a397c7d4 100755 --- a/OpenSim/Region/Physics/Manager/IPhysicsParameters.cs +++ b/OpenSim/Region/Physics/Manager/IPhysicsParameters.cs @@ -60,14 +60,14 @@ namespace OpenSim.Region.Physics.Manager // Set parameter on a specific or all instances. // Return 'false' if not able to set the parameter. - bool SetPhysicsParameter(string parm, float value, uint localID); + bool SetPhysicsParameter(string parm, string value, uint localID); // Get parameter. // Return 'false' if not able to get the parameter. - bool GetPhysicsParameter(string parm, out float value); + bool GetPhysicsParameter(string parm, out string value); // Get parameter from a particular object // TODO: - // bool GetPhysicsParameter(string parm, out float value, uint localID); + // bool GetPhysicsParameter(string parm, out string value, uint localID); } } diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 488900e4ff..290b72eaa0 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs @@ -43,6 +43,35 @@ namespace OpenSim.Region.Physics.Manager public delegate void JointDeactivated(PhysicsJoint joint); public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" + public enum RayFilterFlags : ushort + { + // the flags + water = 0x01, + land = 0x02, + agent = 0x04, + nonphysical = 0x08, + physical = 0x10, + phantom = 0x20, + volumedtc = 0x40, + + // ray cast colision control (may only work for meshs) + ContactsUnImportant = 0x2000, + BackFaceCull = 0x4000, + ClosestHit = 0x8000, + + // some combinations + LSLPhantom = phantom | volumedtc, + PrimsNonPhantom = nonphysical | physical, + PrimsNonPhantomAgents = nonphysical | physical | agent, + + AllPrims = nonphysical | phantom | volumedtc | physical, + AllButLand = agent | nonphysical | physical | phantom | volumedtc, + + ClosestAndBackCull = ClosestHit | BackFaceCull, + + All = 0x3f + } + public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback); public delegate void AssetReceivedDelegate(AssetBase asset); @@ -62,13 +91,20 @@ namespace OpenSim.Region.Physics.Manager // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// - /// Name of this scene. Useful in debug messages to distinguish one OdeScene instance from another. + /// A unique identifying string for this instance of the physics engine. + /// Useful in debug messages to distinguish one OdeScene instance from another. + /// Usually set to include the region name that the physics engine is acting for. /// public string Name { get; protected set; } + /// + /// A string identifying the family of this physics engine. Most common values returned + /// are "OpenDynamicsEngine" and "BulletSim" but others are possible. + /// + public string EngineType { get; protected set; } + // The only thing that should register for this event is the SceneGraph // Anything else could cause problems. - public event physicsCrash OnPhysicsCrash; public static PhysicsScene Null @@ -130,6 +166,12 @@ namespace OpenSim.Region.Physics.Manager public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid); + public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid) + { + return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid); + } + public virtual float TimeDilation { get { return 1.0f; } @@ -279,5 +321,15 @@ namespace OpenSim.Region.Physics.Manager { return new List(); } + + public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) + { + return null; + } + + public virtual bool SupportsRaycastWorldFiltered() + { + return false; + } } }