Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
commit
e286a95d76
|
@ -97,6 +97,32 @@ namespace OpenSim.Framework.Monitoring
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/// /summary>
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public static event Action<ThreadWatchdogInfo> OnWatchdogTimeout;
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/// <summary>
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/// Is this watchdog active?
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/// </summary>
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public static bool Enabled
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{
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get { return m_enabled; }
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set
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{
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// m_log.DebugFormat("[MEMORY WATCHDOG]: Setting MemoryWatchdog.Enabled to {0}", value);
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if (value == m_enabled)
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return;
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m_enabled = value;
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if (m_enabled)
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{
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// Set now so we don't get alerted on the first run
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LastWatchdogThreadTick = Environment.TickCount & Int32.MaxValue;
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}
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m_watchdogTimer.Enabled = m_enabled;
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}
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}
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private static bool m_enabled;
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private static Dictionary<int, ThreadWatchdogInfo> m_threads;
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private static System.Timers.Timer m_watchdogTimer;
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@ -115,11 +141,6 @@ namespace OpenSim.Framework.Monitoring
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m_watchdogTimer = new System.Timers.Timer(WATCHDOG_INTERVAL_MS);
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m_watchdogTimer.AutoReset = false;
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m_watchdogTimer.Elapsed += WatchdogTimerElapsed;
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// Set now so we don't get alerted on the first run
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LastWatchdogThreadTick = Environment.TickCount & Int32.MaxValue;
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m_watchdogTimer.Start();
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}
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/// <summary>
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@ -305,8 +305,13 @@ namespace OpenSim
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m_httpServerPort = m_networkServersInfo.HttpListenerPort;
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SceneManager.OnRestartSim += handleRestartRegion;
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// Only start the memory watchdog once all regions are ready
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SceneManager.OnRegionsReadyStatusChange += sm => MemoryWatchdog.Enabled = sm.AllRegionsReady;
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// Only enable the watchdogs when all regions are ready. Otherwise we get false positives when cpu is
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// heavily used during initial startup.
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//
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// FIXME: It's also possible that region ready status should be flipped during an OAR load since this
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// also makes heavy use of the CPU.
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SceneManager.OnRegionsReadyStatusChange
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+= sm => { MemoryWatchdog.Enabled = sm.AllRegionsReady; Watchdog.Enabled = sm.AllRegionsReady; };
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}
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/// <summary>
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@ -37,7 +37,8 @@ public class BS6DofConstraint : BSConstraint
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// Create a btGeneric6DofConstraint
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public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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Vector3 frame1, Quaternion frame1rot,
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Vector3 frame2, Quaternion frame2rot )
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Vector3 frame2, Quaternion frame2rot,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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{
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m_world = world;
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m_body1 = obj1;
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@ -46,16 +47,45 @@ public class BS6DofConstraint : BSConstraint
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BulletSimAPI.Create6DofConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
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frame1, frame1rot,
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frame2, frame2rot,
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true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/));
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useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
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m_enabled = true;
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}
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public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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Vector3 joinPoint,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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{
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m_world = world;
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m_body1 = obj1;
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m_body2 = obj2;
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m_constraint = new BulletConstraint(
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BulletSimAPI.Create6DofConstraintToPoint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
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joinPoint,
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useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
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m_enabled = true;
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}
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public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
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{
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bool ret = false;
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if (m_enabled)
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{
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BulletSimAPI.SetFrames2(m_constraint.Ptr, frameA, frameArot, frameB, frameBrot);
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ret = true;
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}
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return ret;
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}
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public bool SetCFMAndERP(float cfm, float erp)
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{
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bool ret = true;
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
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bool ret = false;
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if (m_enabled)
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{
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
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ret = true;
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}
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return ret;
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}
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@ -76,5 +106,13 @@ public class BS6DofConstraint : BSConstraint
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ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
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return ret;
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}
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public bool SetBreakingImpulseThreshold(float threshold)
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{
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bool ret = false;
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if (m_enabled)
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ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.Ptr, threshold);
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return ret;
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}
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}
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}
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@ -137,7 +137,7 @@ public class BSCharacter : PhysicsActor
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// called when this character is being destroyed and the resources should be released
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public void Destroy()
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{
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// DetailLog("{0},Destroy", LocalID);
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// DetailLog("{0},BSCharacter.Destroy", LocalID);
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_scene.TaintedObject("BSCharacter.destroy", delegate()
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{
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BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
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@ -209,7 +209,7 @@ public class BSCharacter : PhysicsActor
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_scene.TaintedObject("BSCharacter.setPosition", delegate()
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{
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DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
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});
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}
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@ -226,7 +226,7 @@ public class BSCharacter : PhysicsActor
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float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position);
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if (_position.Z < terrainHeight)
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{
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DetailLog("{0},PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation);
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DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation);
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_position.Z = terrainHeight + 2.0f;
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ret = true;
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}
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@ -368,7 +368,7 @@ public class BSCharacter : PhysicsActor
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set { _buoyancy = value;
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_scene.TaintedObject("BSCharacter.setBuoyancy", delegate()
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{
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DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
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});
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}
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@ -415,7 +415,7 @@ public class BSCharacter : PhysicsActor
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// m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
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_scene.TaintedObject("BSCharacter.AddForce", delegate()
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{
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DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force);
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DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
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BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
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});
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}
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@ -488,9 +488,11 @@ public class BSCharacter : PhysicsActor
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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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/*
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DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
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LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
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entprop.Acceleration, entprop.RotationalVelocity);
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*/
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}
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// Called by the scene when a collision with this object is reported
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@ -507,6 +509,7 @@ public class BSCharacter : PhysicsActor
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{
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_collidingGroundStep = _scene.SimulationStep;
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}
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// DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith);
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// throttle collisions to the rate specified in the subscription
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if (_subscribedEventsMs != 0) {
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@ -535,7 +538,10 @@ public class BSCharacter : PhysicsActor
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if (collisionCollection == null)
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collisionCollection = new CollisionEventUpdate();
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base.SendCollisionUpdate(collisionCollection);
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collisionCollection.Clear();
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// If there were any collisions in the collection, make sure we don't use the
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// same instance next time.
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if (collisionCollection.Count > 0)
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collisionCollection = null;
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// End kludge
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}
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@ -80,10 +80,33 @@ public abstract class BSConstraint : IDisposable
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bool ret = false;
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if (m_enabled)
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{
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// Recompute the internal transforms
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BulletSimAPI.CalculateTransforms2(m_constraint.Ptr);
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ret = true;
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}
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return ret;
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}
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// Reset this constraint making sure it has all its internal structures
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// recomputed and is enabled and ready to go.
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public virtual bool RecomputeConstraintVariables(float mass)
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{
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bool ret = false;
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if (m_enabled)
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{
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ret = CalculateTransforms();
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if (ret)
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{
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// m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}",
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// BSScene.DetailLogZero, Body1.ID, Body2.ID);
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BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
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}
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else
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{
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m_world.scene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID);
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}
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}
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return ret;
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}
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}
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}
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@ -56,21 +56,25 @@ public class BSConstraintCollection : IDisposable
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public void Clear()
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{
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foreach (BSConstraint cons in m_constraints)
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lock (m_constraints)
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{
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cons.Dispose();
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foreach (BSConstraint cons in m_constraints)
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{
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cons.Dispose();
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}
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m_constraints.Clear();
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}
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m_constraints.Clear();
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}
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public bool AddConstraint(BSConstraint cons)
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{
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// There is only one constraint between any bodies. Remove any old just to make sure.
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RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
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lock (m_constraints)
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{
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// There is only one constraint between any bodies. Remove any old just to make sure.
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RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
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m_world.scene.DetailLog("{0},BSConstraintCollection.AddConstraint,call,body1={1},body2={2}", BSScene.DetailLogZero, cons.Body1.ID, cons.Body2.ID);
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m_constraints.Add(cons);
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m_constraints.Add(cons);
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}
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return true;
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}
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@ -84,16 +88,19 @@ public class BSConstraintCollection : IDisposable
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uint lookingID1 = body1.ID;
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uint lookingID2 = body2.ID;
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ForEachConstraint(delegate(BSConstraint constrain)
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lock (m_constraints)
|
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{
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if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
|
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|| (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
|
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foreach (BSConstraint constrain in m_constraints)
|
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{
|
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foundConstraint = constrain;
|
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found = true;
|
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if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
|
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|| (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
|
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{
|
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foundConstraint = constrain;
|
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found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return found;
|
||||
});
|
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}
|
||||
returnConstraint = foundConstraint;
|
||||
return found;
|
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}
|
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|
@ -103,25 +110,35 @@ public class BSConstraintCollection : IDisposable
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// Return 'true' if a constraint was found and destroyed.
|
||||
public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
|
||||
{
|
||||
// return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID);
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|
||||
bool ret = false;
|
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BSConstraint constrain;
|
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|
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if (this.TryGetConstraint(body1, body2, out constrain))
|
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lock (m_constraints)
|
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{
|
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m_world.scene.DetailLog("{0},BSConstraintCollection.RemoveAndDestroyConstraint,taint,body1={1},body2={2}", BSScene.DetailLogZero, body1.ID, body2.ID);
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// remove the constraint from our collection
|
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m_constraints.Remove(constrain);
|
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// tell the engine that all its structures need to be freed
|
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constrain.Dispose();
|
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// we destroyed something
|
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ret = true;
|
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BSConstraint constrain;
|
||||
if (this.TryGetConstraint(body1, body2, out constrain))
|
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{
|
||||
// remove the constraint from our collection
|
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RemoveAndDestroyConstraint(constrain);
|
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ret = true;
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// The constraint MUST exist in the collection
|
||||
public bool RemoveAndDestroyConstraint(BSConstraint constrain)
|
||||
{
|
||||
lock (m_constraints)
|
||||
{
|
||||
// remove the constraint from our collection
|
||||
m_constraints.Remove(constrain);
|
||||
}
|
||||
// tell the engine that all its structures need to be freed
|
||||
constrain.Dispose();
|
||||
// we destroyed something
|
||||
return true;
|
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}
|
||||
|
||||
// Remove all constraints that reference the passed body.
|
||||
// Return 'true' if any constraints were destroyed.
|
||||
public bool RemoveAndDestroyConstraint(BulletBody body1)
|
||||
|
@ -130,16 +147,15 @@ public class BSConstraintCollection : IDisposable
|
|||
|
||||
List<BSConstraint> toRemove = new List<BSConstraint>();
|
||||
uint lookingID = body1.ID;
|
||||
ForEachConstraint(delegate(BSConstraint constrain)
|
||||
{
|
||||
if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
|
||||
{
|
||||
toRemove.Add(constrain);
|
||||
}
|
||||
return false;
|
||||
});
|
||||
lock (m_constraints)
|
||||
{
|
||||
foreach (BSConstraint constrain in m_constraints)
|
||||
{
|
||||
if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
|
||||
{
|
||||
toRemove.Add(constrain);
|
||||
}
|
||||
}
|
||||
foreach (BSConstraint constrain in toRemove)
|
||||
{
|
||||
m_constraints.Remove(constrain);
|
||||
|
@ -151,28 +167,16 @@ public class BSConstraintCollection : IDisposable
|
|||
|
||||
public bool RecalculateAllConstraints()
|
||||
{
|
||||
ForEachConstraint(delegate(BSConstraint constrain)
|
||||
{
|
||||
constrain.CalculateTransforms();
|
||||
return false;
|
||||
});
|
||||
return true;
|
||||
}
|
||||
|
||||
// Lock the constraint list and loop through it.
|
||||
// The constraint action returns 'true' if it wants the loop aborted.
|
||||
private void ForEachConstraint(ConstraintAction action)
|
||||
{
|
||||
bool ret = false;
|
||||
lock (m_constraints)
|
||||
{
|
||||
foreach (BSConstraint constrain in m_constraints)
|
||||
{
|
||||
if (action(constrain))
|
||||
break;
|
||||
constrain.CalculateTransforms();
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -613,7 +613,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
MoveAngular(pTimestep);
|
||||
LimitRotation(pTimestep);
|
||||
|
||||
DetailLog("{0},Dynamics,done,pos={1},force={2},velocity={3},angvel={4}",
|
||||
DetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
|
||||
m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity);
|
||||
}// end Step
|
||||
|
||||
|
|
|
@ -0,0 +1,55 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyrightD
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
class BSHingeConstraint : BSConstraint
|
||||
{
|
||||
public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 pivotInA, Vector3 pivotInB,
|
||||
Vector3 axisInA, Vector3 axisInB,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
{
|
||||
m_world = world;
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = new BulletConstraint(
|
||||
BulletSimAPI.CreateHingeConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
|
||||
pivotInA, pivotInB,
|
||||
axisInA, axisInB,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
|
||||
m_enabled = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -37,11 +37,12 @@ public class BSLinkset
|
|||
private static string LogHeader = "[BULLETSIM LINKSET]";
|
||||
|
||||
private BSPrim m_linksetRoot;
|
||||
public BSPrim Root { get { return m_linksetRoot; } }
|
||||
public BSPrim LinksetRoot { get { return m_linksetRoot; } }
|
||||
|
||||
private BSScene m_scene;
|
||||
public BSScene Scene { get { return m_scene; } }
|
||||
private BSScene m_physicsScene;
|
||||
public BSScene PhysicsScene { get { return m_physicsScene; } }
|
||||
|
||||
// The children under the root in this linkset
|
||||
private List<BSPrim> m_children;
|
||||
|
||||
// We lock the diddling of linkset classes to prevent any badness.
|
||||
|
@ -73,7 +74,7 @@ public class BSLinkset
|
|||
public BSLinkset(BSScene scene, BSPrim parent)
|
||||
{
|
||||
// A simple linkset of one (no children)
|
||||
m_scene = scene;
|
||||
m_physicsScene = scene;
|
||||
m_linksetRoot = parent;
|
||||
m_children = new List<BSPrim>();
|
||||
m_mass = parent.MassRaw;
|
||||
|
@ -91,6 +92,9 @@ public class BSLinkset
|
|||
return this;
|
||||
}
|
||||
|
||||
// Remove a child from a linkset.
|
||||
// Returns a new linkset for the child which is a linkset of one (just the
|
||||
// orphened child).
|
||||
public BSLinkset RemoveMeFromLinkset(BSPrim child)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
|
@ -114,60 +118,9 @@ public class BSLinkset
|
|||
}
|
||||
|
||||
// The child is down to a linkset of just itself
|
||||
return new BSLinkset(Scene, child);
|
||||
return new BSLinkset(PhysicsScene, child);
|
||||
}
|
||||
|
||||
/* DEPRECATED: this is really bad in that it trys to unlink other prims.
|
||||
// An existing linkset had one of its members rebuilt or something.
|
||||
// Go through the linkset and rebuild the pointers to the bodies of the linkset members.
|
||||
public BSLinkset RefreshLinkset(BSPrim requestor)
|
||||
{
|
||||
BSLinkset ret = requestor.Linkset;
|
||||
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
// The body pointer is refetched in case anything has moved.
|
||||
System.IntPtr aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, m_linksetRoot.LocalID);
|
||||
if (aPtr == System.IntPtr.Zero)
|
||||
{
|
||||
// That's odd. We can't find the root of the linkset.
|
||||
// The linkset is somehow dead. The requestor is now a member of a linkset of one.
|
||||
DetailLog("{0},RefreshLinkset.RemoveRoot,child={1}", m_linksetRoot.LocalID, m_linksetRoot.LocalID);
|
||||
ret = RemoveMeFromLinkset(m_linksetRoot);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Reconstruct the pointer to the body of the linkset root.
|
||||
DetailLog("{0},RefreshLinkset.RebuildRoot,rootID={1},ptr={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, aPtr);
|
||||
m_linksetRoot.Body = new BulletBody(m_linksetRoot.LocalID, aPtr);
|
||||
|
||||
List<BSPrim> toRemove = new List<BSPrim>();
|
||||
foreach (BSPrim bsp in m_children)
|
||||
{
|
||||
aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, bsp.LocalID);
|
||||
if (aPtr == System.IntPtr.Zero)
|
||||
{
|
||||
toRemove.Add(bsp);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Reconstruct the pointer to the body of the linkset root.
|
||||
DetailLog("{0},RefreshLinkset.RebuildChild,rootID={1},ptr={2}", bsp.LocalID, m_linksetRoot.LocalID, aPtr);
|
||||
bsp.Body = new BulletBody(bsp.LocalID, aPtr);
|
||||
}
|
||||
}
|
||||
foreach (BSPrim bsp in toRemove)
|
||||
{
|
||||
RemoveChildFromOtherLinkset(bsp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
// Return 'true' if the passed object is the root object of this linkset
|
||||
public bool IsRoot(BSPrim requestor)
|
||||
{
|
||||
|
@ -183,12 +136,15 @@ public class BSLinkset
|
|||
public bool HasChild(BSPrim child)
|
||||
{
|
||||
bool ret = false;
|
||||
foreach (BSPrim bp in m_children)
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (child.LocalID == bp.LocalID)
|
||||
foreach (BSPrim bp in m_children)
|
||||
{
|
||||
ret = true;
|
||||
break;
|
||||
if (child.LocalID == bp.LocalID)
|
||||
{
|
||||
ret = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
|
@ -209,13 +165,16 @@ public class BSLinkset
|
|||
OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw;
|
||||
float totalMass = m_linksetRoot.MassRaw;
|
||||
|
||||
foreach (BSPrim bp in m_children)
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
totalMass += bp.MassRaw;
|
||||
foreach (BSPrim bp in m_children)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
totalMass += bp.MassRaw;
|
||||
}
|
||||
if (totalMass != 0f)
|
||||
com /= totalMass;
|
||||
}
|
||||
if (totalMass != 0f)
|
||||
com /= totalMass;
|
||||
|
||||
return com;
|
||||
}
|
||||
|
@ -224,29 +183,84 @@ public class BSLinkset
|
|||
{
|
||||
OMV.Vector3 com = m_linksetRoot.Position;
|
||||
|
||||
foreach (BSPrim bp in m_children)
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
foreach (BSPrim bp in m_children)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
}
|
||||
com /= (m_children.Count + 1);
|
||||
}
|
||||
com /= (m_children.Count + 1);
|
||||
|
||||
return com;
|
||||
}
|
||||
|
||||
// When physical properties are changed the linkset needs to recalculate
|
||||
// its internal properties.
|
||||
public void Refresh(BSPrim requestor)
|
||||
{
|
||||
// If there are no children, there aren't any constraints to recompute
|
||||
if (!HasAnyChildren)
|
||||
return;
|
||||
|
||||
// Only the root does the recomputation
|
||||
if (IsRoot(requestor))
|
||||
{
|
||||
PhysicsScene.TaintedObject("BSLinkSet.Refresh", delegate()
|
||||
{
|
||||
RecomputeLinksetConstraintVariables();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Call each of the constraints that make up this linkset and recompute the
|
||||
// various transforms and variables. Used when objects are added or removed
|
||||
// from a linkset to make sure the constraints know about the new mass and
|
||||
// geometry.
|
||||
// Must only be called at taint time!!
|
||||
private bool RecomputeLinksetConstraintVariables()
|
||||
{
|
||||
float linksetMass = LinksetMass;
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
foreach (BSPrim child in m_children)
|
||||
{
|
||||
BSConstraint constrain;
|
||||
if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain))
|
||||
{
|
||||
// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
|
||||
// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
|
||||
constrain.RecomputeConstraintVariables(linksetMass);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non-fatal error that can happen when children are being added to the linkset but
|
||||
// their constraints have not been created yet.
|
||||
// Caused by the fact that m_children is built at run time but building constraints
|
||||
// happens at taint time.
|
||||
// m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}",
|
||||
// m_linksetRoot.Body.ID, child.Body.ID);
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// I am the root of a linkset and a new child is being added
|
||||
// Called while LinkActivity is locked.
|
||||
public void AddChildToLinkset(BSPrim child)
|
||||
private void AddChildToLinkset(BSPrim child)
|
||||
{
|
||||
if (!HasChild(child))
|
||||
{
|
||||
m_children.Add(child);
|
||||
|
||||
BSPrim root = Root; // capture the root as of now
|
||||
m_scene.TaintedObject("AddChildToLinkset", delegate()
|
||||
BSPrim rootx = LinksetRoot; // capture the root as of now
|
||||
BSPrim childx = child;
|
||||
m_physicsScene.TaintedObject("AddChildToLinkset", delegate()
|
||||
{
|
||||
DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
|
||||
DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||
PhysicallyLinkAChildToRoot(root, child); // build the physical binding between me and the child
|
||||
// DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
|
||||
// DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||
PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child
|
||||
});
|
||||
}
|
||||
return;
|
||||
|
@ -257,31 +271,34 @@ public class BSLinkset
|
|||
// it's still connected to the linkset.
|
||||
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
|
||||
// has to be updated also (like pointer to prim's parent).
|
||||
public void RemoveChildFromOtherLinkset(BSPrim pchild)
|
||||
private void RemoveChildFromOtherLinkset(BSPrim pchild)
|
||||
{
|
||||
pchild.Linkset = new BSLinkset(m_scene, pchild);
|
||||
pchild.Linkset = new BSLinkset(m_physicsScene, pchild);
|
||||
RemoveChildFromLinkset(pchild);
|
||||
}
|
||||
|
||||
// I am the root of a linkset and one of my children is being removed.
|
||||
// Safe to call even if the child is not really in my linkset.
|
||||
public void RemoveChildFromLinkset(BSPrim child)
|
||||
private void RemoveChildFromLinkset(BSPrim child)
|
||||
{
|
||||
if (m_children.Remove(child))
|
||||
{
|
||||
BSPrim root = Root; // capture the root as of now
|
||||
m_scene.TaintedObject("RemoveChildFromLinkset", delegate()
|
||||
BSPrim rootx = LinksetRoot; // capture the root as of now
|
||||
BSPrim childx = child;
|
||||
m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
|
||||
DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||
// DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
|
||||
// DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||
|
||||
PhysicallyUnlinkAChildFromRoot(root, child);
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, childx);
|
||||
});
|
||||
|
||||
RecomputeLinksetConstraintVariables();
|
||||
}
|
||||
else
|
||||
{
|
||||
// This will happen if we remove the root of the linkset first. Non-fatal occurance.
|
||||
// m_scene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
|
||||
// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -293,37 +310,72 @@ public class BSLinkset
|
|||
// Zero motion for children so they don't interpolate
|
||||
childPrim.ZeroMotion();
|
||||
|
||||
// Relative position normalized to the root prim
|
||||
// Essentually a vector pointing from center of rootPrim to center of childPrim
|
||||
OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;
|
||||
|
||||
// real world coordinate of midpoint between the two objects
|
||||
OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
|
||||
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}",
|
||||
rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint);
|
||||
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||
m_physicsScene.World, rootPrim.Body, childPrim.Body,
|
||||
midPoint,
|
||||
true,
|
||||
true
|
||||
);
|
||||
/* NOTE: attempt to build constraint with full frame computation, etc.
|
||||
* Using the midpoint is easier since it lets the Bullet code use the transforms
|
||||
* of the objects.
|
||||
* Code left here as an example.
|
||||
// ==================================================================================
|
||||
// relative position normalized to the root prim
|
||||
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
|
||||
OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
|
||||
|
||||
// relative rotation of the child to the parent
|
||||
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
|
||||
OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
|
||||
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||
m_scene.World, rootPrim.Body, childPrim.Body,
|
||||
childRelativePosition,
|
||||
childRelativeRotation,
|
||||
PhysicsScene.World, rootPrim.Body, childPrim.Body,
|
||||
OMV.Vector3.Zero,
|
||||
-childRelativeRotation
|
||||
OMV.Quaternion.Inverse(rootPrim.Orientation),
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Inverse(childPrim.Orientation),
|
||||
// A point half way between the parent and child
|
||||
// childRelativePosition/2,
|
||||
// childRelativeRotation,
|
||||
// childRelativePosition/2,
|
||||
// inverseChildRelativeRotation,
|
||||
true,
|
||||
true
|
||||
);
|
||||
m_scene.Constraints.AddConstraint(constrain);
|
||||
// ==================================================================================
|
||||
*/
|
||||
|
||||
m_physicsScene.Constraints.AddConstraint(constrain);
|
||||
|
||||
// zero linear and angular limits makes the objects unable to move in relation to each other
|
||||
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
|
||||
// tweek the constraint to increase stability
|
||||
constrain.UseFrameOffset(m_scene.BoolNumeric(m_scene.Params.linkConstraintUseFrameOffset));
|
||||
constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor),
|
||||
m_scene.Params.linkConstraintTransMotorMaxVel,
|
||||
m_scene.Params.linkConstraintTransMotorMaxForce);
|
||||
constrain.SetCFMAndERP(m_scene.Params.linkConstraintCFM, m_scene.Params.linkConstraintERP);
|
||||
constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset));
|
||||
constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor),
|
||||
PhysicsScene.Params.linkConstraintTransMotorMaxVel,
|
||||
PhysicsScene.Params.linkConstraintTransMotorMaxForce);
|
||||
constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP);
|
||||
|
||||
RecomputeLinksetConstraintVariables();
|
||||
}
|
||||
|
||||
// Remove linkage between myself and a particular child
|
||||
|
@ -334,7 +386,9 @@ public class BSLinkset
|
|||
// LogHeader, rootPrim.LocalID, childPrim.LocalID);
|
||||
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||
|
||||
m_scene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body);
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body);
|
||||
|
||||
// Make the child refresh its location
|
||||
BulletSimAPI.PushUpdate2(childPrim.Body.Ptr);
|
||||
}
|
||||
|
@ -346,20 +400,20 @@ public class BSLinkset
|
|||
// DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
|
||||
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
|
||||
|
||||
m_scene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
|
||||
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DebugLog(string msg, params Object[] args)
|
||||
{
|
||||
if (m_scene.ShouldDebugLog)
|
||||
m_scene.Logger.DebugFormat(msg, args);
|
||||
if (m_physicsScene.ShouldDebugLog)
|
||||
m_physicsScene.Logger.DebugFormat(msg, args);
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
m_scene.PhysicsLogging.Write(msg, args);
|
||||
m_physicsScene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -163,13 +163,13 @@ public sealed class BSPrim : PhysicsActor
|
|||
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
|
||||
|
||||
// Undo any links between me and any other object
|
||||
BSPrim parentBefore = _linkset.Root;
|
||||
BSPrim parentBefore = _linkset.LinksetRoot;
|
||||
int childrenBefore = _linkset.NumberOfChildren;
|
||||
|
||||
_linkset = _linkset.RemoveMeFromLinkset(this);
|
||||
|
||||
DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
|
||||
LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
|
||||
LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren);
|
||||
|
||||
// Undo any vehicle properties
|
||||
this.VehicleType = (int)Vehicle.TYPE_NONE;
|
||||
|
@ -233,13 +233,13 @@ public sealed class BSPrim : PhysicsActor
|
|||
if (parent != null)
|
||||
{
|
||||
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID);
|
||||
BSPrim parentBefore = _linkset.Root;
|
||||
BSPrim parentBefore = _linkset.LinksetRoot;
|
||||
int childrenBefore = _linkset.NumberOfChildren;
|
||||
|
||||
_linkset = parent.Linkset.AddMeToLinkset(this);
|
||||
|
||||
DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
|
||||
LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
|
||||
LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -249,15 +249,15 @@ public sealed class BSPrim : PhysicsActor
|
|||
// TODO: decide if this parent checking needs to happen at taint time
|
||||
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
|
||||
DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
|
||||
_linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString());
|
||||
_linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString());
|
||||
|
||||
BSPrim parentBefore = _linkset.Root;
|
||||
BSPrim parentBefore = _linkset.LinksetRoot;
|
||||
int childrenBefore = _linkset.NumberOfChildren;
|
||||
|
||||
_linkset = _linkset.RemoveMeFromLinkset(this);
|
||||
|
||||
DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
|
||||
LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
|
||||
LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -280,7 +280,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
public override void LockAngularMotion(OMV.Vector3 axis)
|
||||
{
|
||||
DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
|
||||
// DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -299,7 +299,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
|
||||
_scene.TaintedObject("BSPrim.setPosition", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
// DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
|
||||
});
|
||||
}
|
||||
|
@ -336,7 +336,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_force = value;
|
||||
_scene.TaintedObject("BSPrim.setForce", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
|
||||
// DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
|
||||
// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
||||
BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
|
||||
});
|
||||
|
@ -414,7 +414,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_velocity = value;
|
||||
_scene.TaintedObject("BSPrim.setVelocity", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
|
||||
// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
|
||||
BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
|
||||
});
|
||||
}
|
||||
|
@ -422,7 +422,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override OMV.Vector3 Torque {
|
||||
get { return _torque; }
|
||||
set { _torque = value;
|
||||
DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
|
||||
// DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
|
||||
}
|
||||
}
|
||||
public override float CollisionScore {
|
||||
|
@ -449,7 +449,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_scene.TaintedObject("BSPrim.setOrientation", delegate()
|
||||
{
|
||||
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
||||
DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
// DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
|
||||
});
|
||||
}
|
||||
|
@ -497,8 +497,11 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
|
||||
|
||||
// recompute any linkset parameters
|
||||
_linkset.Refresh(this);
|
||||
|
||||
CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
|
||||
DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
|
||||
// DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
|
||||
}
|
||||
|
||||
// prims don't fly
|
||||
|
@ -555,7 +558,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
||||
_scene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
||||
// DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
||||
BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
|
||||
});
|
||||
}
|
||||
|
@ -572,7 +575,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_buoyancy = value;
|
||||
_scene.TaintedObject("BSPrim.setBuoyancy", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
// DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
|
||||
});
|
||||
}
|
||||
|
@ -635,17 +638,17 @@ public sealed class BSPrim : PhysicsActor
|
|||
}
|
||||
m_accumulatedForces.Clear();
|
||||
}
|
||||
DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
|
||||
// DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
|
||||
BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
|
||||
});
|
||||
}
|
||||
|
||||
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
|
||||
DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
|
||||
// DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
|
||||
// m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
|
||||
}
|
||||
public override void SetMomentum(OMV.Vector3 momentum) {
|
||||
DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
|
||||
// DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
|
||||
}
|
||||
public override void SubscribeEvents(int ms) {
|
||||
_subscribedEventsMs = ms;
|
||||
|
@ -989,7 +992,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
|
||||
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
|
||||
{
|
||||
DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
|
||||
// DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
|
||||
// Bullet native objects are scaled by the Bullet engine so pass the size in
|
||||
_scale = _size;
|
||||
|
@ -1003,7 +1006,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
|
||||
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
|
||||
{
|
||||
DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
|
||||
// DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
|
||||
_scale = _size;
|
||||
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
|
||||
|
@ -1046,12 +1049,12 @@ public sealed class BSPrim : PhysicsActor
|
|||
// if this new shape is the same as last time, don't recreate the mesh
|
||||
if (_meshKey == newMeshKey) return;
|
||||
|
||||
DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
|
||||
// DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
|
||||
// Since we're recreating new, get rid of any previously generated shape
|
||||
if (_meshKey != 0)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
|
||||
// DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
|
||||
_mesh = null;
|
||||
_meshKey = 0;
|
||||
|
@ -1081,7 +1084,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
|
||||
// meshes are already scaled by the meshmerizer
|
||||
_scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
|
||||
// DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1095,28 +1098,21 @@ public sealed class BSPrim : PhysicsActor
|
|||
// if the hull hasn't changed, don't rebuild it
|
||||
if (newHullKey == _hullKey) return;
|
||||
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,create,key={1}", LocalID, _meshKey);
|
||||
// DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey);
|
||||
|
||||
// Since we're recreating new, get rid of any previously generated shape
|
||||
if (_hullKey != 0)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
|
||||
// DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey);
|
||||
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
|
||||
_hullKey = 0;
|
||||
_hulls.Clear();
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
|
||||
_mesh = null; // the mesh cannot match either
|
||||
_meshKey = 0;
|
||||
}
|
||||
|
||||
_hullKey = newHullKey;
|
||||
if (_meshKey != _hullKey)
|
||||
{
|
||||
// if the underlying mesh has changed, rebuild it
|
||||
CreateGeomMesh();
|
||||
}
|
||||
|
||||
// Make sure the underlying mesh exists and is correct
|
||||
CreateGeomMesh();
|
||||
|
||||
int[] indices = _mesh.getIndexListAsInt();
|
||||
List<OMV.Vector3> vertices = _mesh.getVertexList();
|
||||
|
@ -1142,7 +1138,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
// create the hull into the _hulls variable
|
||||
convexBuilder.process(dcomp);
|
||||
|
||||
// Convert the vertices and indices for passing to unmanaged
|
||||
// Convert the vertices and indices for passing to unmanaged.
|
||||
// The hull information is passed as a large floating point array.
|
||||
// The format is:
|
||||
// convHulls[0] = number of hulls
|
||||
|
@ -1202,7 +1198,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
|
||||
// meshes are already scaled by the meshmerizer
|
||||
_scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
|
||||
// DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1340,11 +1336,12 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
|
||||
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
// DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
// LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
/*
|
||||
else
|
||||
{
|
||||
// For debugging, we also report the movement of children
|
||||
|
@ -1352,10 +1349,11 @@ public sealed class BSPrim : PhysicsActor
|
|||
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
|
||||
entprop.Acceleration, entprop.RotationalVelocity);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// I've collided with something
|
||||
CollisionEventUpdate collisionCollection = null;
|
||||
CollisionEventUpdate collisionCollection;
|
||||
public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
|
||||
|
@ -1367,6 +1365,8 @@ public sealed class BSPrim : PhysicsActor
|
|||
_collidingGroundStep = _scene.SimulationStep;
|
||||
}
|
||||
|
||||
// DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith);
|
||||
|
||||
// if someone is subscribed to collision events....
|
||||
if (_subscribedEventsMs != 0) {
|
||||
// throttle the collisions to the number of milliseconds specified in the subscription
|
||||
|
@ -1387,7 +1387,9 @@ public sealed class BSPrim : PhysicsActor
|
|||
if (collisionCollection != null && collisionCollection.Count > 0)
|
||||
{
|
||||
base.SendCollisionUpdate(collisionCollection);
|
||||
collisionCollection.Clear();
|
||||
// The collisionCollection structure is passed around in the simulator.
|
||||
// Make sure we don't have a handle to that one and that a new one is used next time.
|
||||
collisionCollection = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -362,7 +362,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
BSPrim bsprim = prim as BSPrim;
|
||||
if (bsprim != null)
|
||||
{
|
||||
DetailLog("{0},RemovePrim,call", bsprim.LocalID);
|
||||
// DetailLog("{0},RemovePrim,call", bsprim.LocalID);
|
||||
// m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
|
||||
try
|
||||
{
|
||||
|
@ -388,7 +388,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
if (!m_initialized) return null;
|
||||
|
||||
DetailLog("{0},AddPrimShape,call", localID);
|
||||
// DetailLog("{0},AddPrimShape,call", localID);
|
||||
|
||||
BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
|
||||
lock (m_prims) m_prims.Add(localID, prim);
|
||||
|
@ -413,7 +413,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// prevent simulation until we've been initialized
|
||||
if (!m_initialized) return 10.0f;
|
||||
|
||||
long simulateStartTime = Util.EnvironmentTickCount();
|
||||
int simulateStartTime = Util.EnvironmentTickCount();
|
||||
|
||||
// update the prim states while we know the physics engine is not busy
|
||||
ProcessTaints();
|
||||
|
@ -429,12 +429,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
|
||||
out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
|
||||
DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
|
||||
// DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e);
|
||||
DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
|
||||
// DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
|
||||
// updatedEntityCount = 0;
|
||||
collidersCount = 0;
|
||||
}
|
||||
|
@ -511,8 +511,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
|
||||
// return (timeStep * (float)simulateTotalTime);
|
||||
|
||||
// TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
|
||||
return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
|
||||
// TODO: FIX THIS: fps calculation possibly wrong.
|
||||
// This calculation says 1/timeStep is the ideal frame rate. Any time added to
|
||||
// that by the physics simulation gives a slower frame rate.
|
||||
long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
|
||||
if (totalSimulationTime >= timeStep)
|
||||
return 0;
|
||||
return 1f / (timeStep + totalSimulationTime);
|
||||
}
|
||||
|
||||
// Something has collided
|
||||
|
@ -590,12 +595,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// make sure no stepping happens while we're deleting stuff
|
||||
m_initialized = false;
|
||||
|
||||
if (m_constraintCollection != null)
|
||||
{
|
||||
m_constraintCollection.Dispose();
|
||||
m_constraintCollection = null;
|
||||
}
|
||||
|
||||
foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
|
||||
{
|
||||
kvp.Value.Destroy();
|
||||
|
@ -608,6 +607,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
m_prims.Clear();
|
||||
|
||||
// Now that the prims are all cleaned up, there should be no constraints left
|
||||
if (m_constraintCollection != null)
|
||||
{
|
||||
m_constraintCollection.Dispose();
|
||||
m_constraintCollection = null;
|
||||
}
|
||||
|
||||
// Anything left in the unmanaged code should be cleaned out
|
||||
BulletSimAPI.Shutdown(WorldID);
|
||||
|
||||
|
|
|
@ -415,6 +415,27 @@ public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, Int
|
|||
Vector3 frame2loc, Quaternion frame2rot,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr Create6DofConstraintToPoint2(IntPtr world, IntPtr obj1, IntPtr obj2,
|
||||
Vector3 joinPoint,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
|
||||
Vector3 pivotinA, Vector3 pivotinB,
|
||||
Vector3 axisInA, Vector3 axisInB,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetFrames2(IntPtr constrain,
|
||||
Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
|
||||
|
||||
|
@ -427,6 +448,9 @@ public static extern bool UseFrameOffset2(IntPtr constrain, float enable);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool CalculateTransforms2(IntPtr constrain);
|
||||
|
||||
|
@ -517,6 +541,9 @@ public static extern bool SetGravity2(IntPtr obj, Vector3 val);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr ClearForces2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr ClearAllForces2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetMargin2(IntPtr obj, float val);
|
||||
|
||||
|
|
|
@ -226,6 +226,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
public const int ATTACH_BELLY = 28;
|
||||
public const int ATTACH_RPEC = 29;
|
||||
public const int ATTACH_LPEC = 30;
|
||||
public const int ATTACH_LEFT_PEC = 29; // Same value as ATTACH_RPEC, see https://jira.secondlife.com/browse/SVC-580
|
||||
public const int ATTACH_RIGHT_PEC = 30; // Same value as ATTACH_LPEC, see https://jira.secondlife.com/browse/SVC-580
|
||||
public const int ATTACH_HUD_CENTER_2 = 31;
|
||||
public const int ATTACH_HUD_TOP_RIGHT = 32;
|
||||
public const int ATTACH_HUD_TOP_CENTER = 33;
|
||||
|
|
|
@ -894,7 +894,7 @@
|
|||
AvatarDensity = 60.0
|
||||
AvatarCapsuleRadius = 0.37
|
||||
AvatarCapsuleHeight = 1.5
|
||||
AvatarContactProcessingThreshold = 0.1;
|
||||
AvatarContactProcessingThreshold = 0.1
|
||||
|
||||
MaxObjectMass = 10000.01
|
||||
|
||||
|
@ -908,19 +908,19 @@
|
|||
CcdSweptSphereRadius = 0.0
|
||||
ContactProcessingThreshold = 0.1
|
||||
; If setting a pool size, also disable dynamic allocation (default pool size is 4096 with dynamic alloc)
|
||||
MaxPersistantManifoldPoolSize = 0;
|
||||
ShouldDisableContactPoolDynamicAllocation = False;
|
||||
ShouldForceUpdateAllAabbs = False;
|
||||
ShouldRandomizeSolverOrder = False;
|
||||
ShouldSplitSimulationIslands = False;
|
||||
ShouldEnableFrictionCaching = False;
|
||||
MaxPersistantManifoldPoolSize = 0
|
||||
ShouldDisableContactPoolDynamicAllocation = False
|
||||
ShouldForceUpdateAllAabbs = False
|
||||
ShouldRandomizeSolverOrder = False
|
||||
ShouldSplitSimulationIslands = False
|
||||
ShouldEnableFrictionCaching = False
|
||||
NumberOfSolverIterations = 0;
|
||||
|
||||
; Linkset constraint parameters
|
||||
LinkConstraintUseFrameOffset = False;
|
||||
LinkConstraintEnableTransMotor = True;
|
||||
LinkConstraintTransMotorMaxVel = 5.0;
|
||||
LinkConstraintTransMotorMaxForce = 0.1;
|
||||
LinkConstraintUseFrameOffset = False
|
||||
LinkConstraintEnableTransMotor = True
|
||||
LinkConstraintTransMotorMaxVel = 5.0
|
||||
LinkConstraintTransMotorMaxForce = 0.1
|
||||
|
||||
|
||||
; Whether to mesh sculpties
|
||||
|
@ -935,12 +935,17 @@
|
|||
SculptLevelOfDetail = 32
|
||||
|
||||
; Bullet step parameters
|
||||
MaxSubSteps = 10;
|
||||
MaxSubSteps = 10
|
||||
FixedTimeStep = .01667
|
||||
|
||||
MaxCollisionsPerFrame = 2048
|
||||
MaxUpdatesPerFrame = 8192
|
||||
|
||||
; Detailed physics debug logging
|
||||
PhysicsLoggingEnabled = False
|
||||
PhysicsLoggingDir = "."
|
||||
VehicleLoggingEnabled = False
|
||||
|
||||
[RemoteAdmin]
|
||||
enabled = false
|
||||
|
||||
|
|
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Reference in New Issue