Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Physics/Manager/PhysicsScene.csavinationmerge
commit
ecffcf7f65
|
@ -783,6 +783,7 @@ namespace OpenSim
|
|||
scene.LoadWorldMap();
|
||||
|
||||
scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
|
||||
scene.PhysicsScene.RequestAssetMethod = scene.PhysicsRequestAsset;
|
||||
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
|
||||
scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight);
|
||||
|
||||
|
|
|
@ -5816,5 +5816,21 @@ Environment.Exit(1);
|
|||
{
|
||||
GC.Collect();
|
||||
}
|
||||
|
||||
// Wrappers to get physics modules retrieve assets. Has to be done this way
|
||||
// because we can't assign the asset service to physics directly - at the
|
||||
// time physics are instantiated it's not registered but it will be by
|
||||
// the time the first prim exists.
|
||||
public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback)
|
||||
{
|
||||
AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived);
|
||||
}
|
||||
|
||||
private void PhysicsAssetReceived(string id, Object sender, AssetBase asset)
|
||||
{
|
||||
AssetReceivedDelegate callback = (AssetReceivedDelegate)sender;
|
||||
|
||||
callback(asset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -86,7 +86,7 @@ public class BSConstraint : IDisposable
|
|||
|
||||
public bool SetCFMAndERP(float cfm, float erp)
|
||||
{
|
||||
bool ret = false;
|
||||
bool ret = true;
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
|
|
|
@ -187,6 +187,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
{
|
||||
_mass = CalculateMass(); // changing size changes the mass
|
||||
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
|
||||
DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
|
||||
RecreateGeomAndObject();
|
||||
});
|
||||
}
|
||||
|
@ -972,7 +973,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
|
||||
if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)
|
||||
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
|
||||
{
|
||||
DetailLog("{0},CreateGeom,sphere", LocalID);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
|
||||
|
@ -986,7 +987,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
else
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
|
||||
if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)
|
||||
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
|
||||
{
|
||||
DetailLog("{0},CreateGeom,box", LocalID);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
|
||||
|
@ -1201,7 +1202,8 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
// Create an object in Bullet if it has not already been created
|
||||
// No locking here because this is done when the physics engine is not simulating
|
||||
private void CreateObject()
|
||||
// Returns 'true' if an object was actually created.
|
||||
private bool CreateObject()
|
||||
{
|
||||
// this routine is called when objects are rebuilt.
|
||||
|
||||
|
@ -1209,10 +1211,12 @@ public sealed class BSPrim : PhysicsActor
|
|||
ShapeData shape;
|
||||
FillShapeInfo(out shape);
|
||||
// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
|
||||
BulletSimAPI.CreateObject(_scene.WorldID, shape);
|
||||
bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
|
||||
|
||||
// the CreateObject() may have recreated the rigid body. Make sure we have the latest.
|
||||
m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Copy prim's info into the BulletSim shape description structure
|
||||
|
@ -1327,7 +1331,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
/*
|
||||
else
|
||||
{
|
||||
// For debugging, we can also report the movement of children
|
||||
|
@ -1335,7 +1338,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
|
||||
entprop.Acceleration, entprop.RotationalVelocity);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// I've collided with something
|
||||
|
|
|
@ -87,12 +87,12 @@ public struct ShapeData
|
|||
public System.UInt64 MeshKey;
|
||||
public float Friction;
|
||||
public float Restitution;
|
||||
public int Collidable;
|
||||
public int Static; // true if a static object. Otherwise gravity, etc.
|
||||
public float Collidable; // true of things bump into this
|
||||
public float Static; // true if a static object. Otherwise gravity, etc.
|
||||
|
||||
// note that bools are passed as ints since bool size changes by language and architecture
|
||||
public const int numericTrue = 1;
|
||||
public const int numericFalse = 0;
|
||||
// note that bools are passed as floats since bool size changes by language and architecture
|
||||
public const float numericTrue = 1f;
|
||||
public const float numericFalse = 0f;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct SweepHit
|
||||
|
|
|
@ -71,6 +71,9 @@ namespace OpenSim.Region.Physics.Manager
|
|||
All = 0x3f
|
||||
}
|
||||
|
||||
public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
|
||||
public delegate void AssetReceivedDelegate(AssetBase asset);
|
||||
|
||||
/// <summary>
|
||||
/// Contact result from a raycast.
|
||||
/// </summary>
|
||||
|
@ -103,6 +106,8 @@ namespace OpenSim.Region.Physics.Manager
|
|||
get { return new NullPhysicsScene(); }
|
||||
}
|
||||
|
||||
public RequestAssetDelegate RequestAssetMethod { private get; set; }
|
||||
|
||||
public virtual void TriggerPhysicsBasedRestart()
|
||||
{
|
||||
physicsCrash handler = OnPhysicsCrash;
|
||||
|
|
|
@ -60,8 +60,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
m_CmdManager = CmdManager;
|
||||
maximumRange = CmdManager.m_ScriptEngine.Config.GetDouble("SensorMaxRange", 96.0d);
|
||||
maximumToReturn = CmdManager.m_ScriptEngine.Config.GetInt("SensorMaxResults", 16);
|
||||
m_npcModule = m_CmdManager.m_ScriptEngine.World.RequestModuleInterface<INPCModule>();
|
||||
}
|
||||
|
||||
private INPCModule m_npcModule;
|
||||
|
||||
private Object SenseLock = new Object();
|
||||
|
||||
private const int AGENT = 1;
|
||||
|
@ -451,8 +454,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
|
||||
private List<SensedEntity> doAgentSensor(SenseRepeatClass ts)
|
||||
{
|
||||
INPCModule npcModule = m_CmdManager.m_ScriptEngine.World.RequestModuleInterface<INPCModule>();
|
||||
|
||||
List<SensedEntity> sensedEntities = new List<SensedEntity>();
|
||||
|
||||
// If nobody about quit fast
|
||||
|
@ -488,7 +489,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0);
|
||||
Vector3 toRegionPos;
|
||||
double dis;
|
||||
|
||||
|
||||
Action<ScenePresence> senseEntity = new Action<ScenePresence>(presence =>
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
|
@ -497,7 +498,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
|
||||
if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
|
||||
{
|
||||
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
if (npcData == null || !npcData.SenseAsAgent)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
|
@ -515,7 +516,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
}
|
||||
else
|
||||
{
|
||||
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
if (npcData != null && npcData.SenseAsAgent)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
|
|
|
@ -122,7 +122,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception unwrapping folder list: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY SERVICES CONNECTOR]: Exception unwrapping folder list: ", e);
|
||||
}
|
||||
|
||||
return fldrs;
|
||||
|
@ -191,7 +191,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception in GetFolderContent: {0}", e.Message);
|
||||
m_log.WarnFormat("[XINVENTORY SERVICES CONNECTOR]: Exception in GetFolderContent: {0}", e.Message);
|
||||
}
|
||||
|
||||
return inventory;
|
||||
|
@ -432,7 +432,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception in GetItem: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY SERVICES CONNECTOR]: Exception in GetItem: ", e);
|
||||
}
|
||||
|
||||
return null;
|
||||
|
@ -456,7 +456,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception in GetFolder: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY SERVICES CONNECTOR]: Exception in GetFolder: ", e);
|
||||
}
|
||||
|
||||
return null;
|
||||
|
@ -525,7 +525,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception in GetUserInventory: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY SERVICES CONNECTOR]: Exception in GetUserInventory: ", e);
|
||||
}
|
||||
|
||||
return inventory;
|
||||
|
@ -574,7 +574,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception building folder: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY SERVICES CONNECTOR]: Exception building folder: ", e);
|
||||
}
|
||||
|
||||
return folder;
|
||||
|
@ -613,11 +613,10 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception building item: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY CONNECTOR]: Exception building item: ", e);
|
||||
}
|
||||
|
||||
return item;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -47,6 +47,9 @@ namespace pCampBot
|
|||
{
|
||||
Dictionary<UUID, Primitive> objects = Bot.Objects;
|
||||
|
||||
if (objects.Count <= 0)
|
||||
return;
|
||||
|
||||
Primitive prim = objects.ElementAt(Bot.Random.Next(0, objects.Count - 1)).Value;
|
||||
|
||||
// This appears to be a typical message sent when a viewer user clicks a clickable object
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Loading…
Reference in New Issue