Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
f57c1ac386
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@ -1385,17 +1385,22 @@ namespace OpenSim.Region.Framework.Scenes
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bool DCFlagKeyPressed = false;
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Vector3 agent_control_v3 = Vector3.Zero;
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bool oldflying = Flying;
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bool newFlying = actor.Flying;
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if (ForceFly)
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actor.Flying = true;
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newFlying = true;
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else if (FlyDisabled)
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actor.Flying = false;
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newFlying = false;
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else
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actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
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if (actor.Flying != oldflying)
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update_movementflag = true;
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newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
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if (actor.Flying != newFlying)
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{
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// Note: ScenePresence.Flying is actually fetched from the physical actor
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// so setting PhysActor.Flying here also sets the ScenePresence's value.
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actor.Flying = newFlying;
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update_movementflag = true;
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}
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if (ParentID == 0)
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{
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@ -124,10 +124,14 @@ public class BSCharacter : PhysicsActor
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// do actual create at taint time
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_scene.TaintedObject("BSCharacter.create", delegate()
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{
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DetailLog("{0},BSCharacter.create", _localID);
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BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData);
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// Set the buoyancy for flying. This will be refactored when all the settings happen in C#
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BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
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m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
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// avatars get all collisions no matter what
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// avatars get all collisions no matter what (makes walking on ground and such work)
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BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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});
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@ -137,7 +141,7 @@ 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},BSCharacter.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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@ -319,14 +323,13 @@ public class BSCharacter : PhysicsActor
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public override bool Flying {
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get { return _flying; }
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set {
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if (_flying != value)
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{
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_flying = value;
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// simulate flying by changing the effect of gravity
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this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
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}
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_flying = value;
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// simulate flying by changing the effect of gravity
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this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
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}
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}
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// Flying is implimented by changing the avatar's buoyancy.
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// Would this be done better with a vehicle type?
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private float ComputeBuoyancyFromFlying(bool ifFlying) {
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return ifFlying ? 1f : 0f;
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}
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@ -488,11 +491,9 @@ 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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@ -57,6 +57,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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private int frcount = 0; // Used to limit dynamics debug output to
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// every 100th frame
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private BSScene m_physicsScene;
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private BSPrim m_prim; // the prim this dynamic controller belongs to
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// Vehicle properties
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@ -74,7 +75,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// HOVER_UP_ONLY
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// LIMIT_MOTOR_UP
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// LIMIT_ROLL_ONLY
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private VehicleFlag m_Hoverflags = (VehicleFlag)0;
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private Vector3 m_BlockingEndPoint = Vector3.Zero;
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private Quaternion m_RollreferenceFrame = Quaternion.Identity;
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// Linear properties
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@ -124,15 +124,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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private float m_verticalAttractionEfficiency = 1.0f; // damped
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private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
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public BSDynamics(BSPrim myPrim)
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public BSDynamics(BSScene myScene, BSPrim myPrim)
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{
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m_physicsScene = myScene;
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m_prim = myPrim;
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m_type = Vehicle.TYPE_NONE;
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}
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internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep)
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{
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DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
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VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
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switch (pParam)
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{
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case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
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@ -231,7 +232,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep)
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{
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DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
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VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
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switch (pParam)
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{
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case Vehicle.ANGULAR_FRICTION_TIMESCALE:
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@ -266,7 +267,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
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{
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DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
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VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
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switch (pParam)
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{
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case Vehicle.REFERENCE_FRAME:
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@ -280,164 +281,27 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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internal void ProcessVehicleFlags(int pParam, bool remove)
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{
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DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove);
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VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove);
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VehicleFlag parm = (VehicleFlag)pParam;
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if (remove)
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{
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if (pParam == -1)
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{
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m_flags = (VehicleFlag)0;
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m_Hoverflags = (VehicleFlag)0;
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return;
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}
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if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT)
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else
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{
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if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0)
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m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT);
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}
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if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY)
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{
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if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0)
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m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY);
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}
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if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY)
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{
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if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0)
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m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY);
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}
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if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY)
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{
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if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0)
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m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY);
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}
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if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP)
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{
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if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0)
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m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP);
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}
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if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY)
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{
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if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0)
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m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY);
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}
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if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK)
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{
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if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0)
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m_flags &= ~(VehicleFlag.MOUSELOOK_BANK);
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}
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if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER)
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{
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if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0)
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m_flags &= ~(VehicleFlag.MOUSELOOK_STEER);
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}
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if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP)
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{
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if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0)
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m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP);
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}
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if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED)
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{
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if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0)
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m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED);
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}
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if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X)
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{
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if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0)
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m_flags &= ~(VehicleFlag.NO_X);
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}
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if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y)
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{
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if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0)
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m_flags &= ~(VehicleFlag.NO_Y);
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}
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if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z)
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{
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if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0)
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m_flags &= ~(VehicleFlag.NO_Z);
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}
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if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT)
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{
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if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0)
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m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT);
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}
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if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION)
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{
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if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0)
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m_flags &= ~(VehicleFlag.NO_DEFLECTION);
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}
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if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION)
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{
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if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0)
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m_flags &= ~(VehicleFlag.LOCK_ROTATION);
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m_flags &= ~parm;
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}
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}
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else
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{
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if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT)
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{
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m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags);
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}
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if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY)
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{
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m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags);
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}
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if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY)
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{
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m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags);
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}
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if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY)
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{
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m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags);
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}
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if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP)
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{
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m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags);
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}
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if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK)
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{
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m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags);
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}
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if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER)
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{
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m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags);
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}
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if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP)
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{
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags);
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}
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if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED)
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{
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m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags);
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}
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if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X)
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{
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m_flags |= (VehicleFlag.NO_X);
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}
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if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y)
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{
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m_flags |= (VehicleFlag.NO_Y);
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}
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if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z)
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{
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m_flags |= (VehicleFlag.NO_Z);
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}
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if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT)
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{
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m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT);
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}
|
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if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION)
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{
|
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m_flags |= (VehicleFlag.NO_DEFLECTION);
|
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}
|
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if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION)
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{
|
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m_flags |= (VehicleFlag.LOCK_ROTATION);
|
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}
|
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else {
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m_flags |= parm;
|
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}
|
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}//end ProcessVehicleFlags
|
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|
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internal void ProcessTypeChange(Vehicle pType)
|
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internal void ProcessTypeChange(Vehicle pType, float stepSize)
|
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{
|
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DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
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VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
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// Set Defaults For Type
|
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m_type = pType;
|
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switch (pType)
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|
@ -478,10 +342,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// m_bankingMix = 1;
|
||||
// m_bankingTimescale = 10;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_Hoverflags &=
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags &=
|
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~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
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break;
|
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case Vehicle.TYPE_CAR:
|
||||
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
|
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|
@ -506,10 +370,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// m_bankingMix = 1;
|
||||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
m_flags |= (VehicleFlag.HOVER_UP_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_BOAT:
|
||||
m_linearFrictionTimescale = new Vector3(10, 3, 2);
|
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|
@ -534,12 +398,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// m_bankingMix = 0.8f;
|
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// m_bankingTimescale = 1;
|
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// m_referenceFrame = Quaternion.Identity;
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
|
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VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
|
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VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY);
|
||||
m_flags |= (VehicleFlag.HOVER_WATER_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_AIRPLANE:
|
||||
m_linearFrictionTimescale = new Vector3(200, 10, 5);
|
||||
|
@ -564,7 +428,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// m_bankingMix = 0.7f;
|
||||
// m_bankingTimescale = 2;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
|
@ -592,11 +456,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// m_bankingMix = 0.7f;
|
||||
// m_bankingTimescale = 5;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
m_flags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
break;
|
||||
}
|
||||
}//end SetDefaultsForType
|
||||
|
@ -613,7 +477,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
MoveAngular(pTimestep);
|
||||
LimitRotation(pTimestep);
|
||||
|
||||
DetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
|
||||
VDetailLog("{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
|
||||
|
||||
|
@ -657,7 +521,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
*/
|
||||
|
||||
DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}",
|
||||
VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}",
|
||||
m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
|
||||
}
|
||||
else
|
||||
|
@ -669,7 +533,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_lastLinearVelocityVector = Vector3.Zero;
|
||||
}
|
||||
|
||||
// convert requested object velocity to world-referenced vector
|
||||
// convert requested object velocity to object relative vector
|
||||
Quaternion rotq = m_prim.Orientation;
|
||||
m_dir = m_lastLinearVelocityVector * rotq;
|
||||
|
||||
|
@ -722,7 +586,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
if (changed)
|
||||
{
|
||||
m_prim.Position = pos;
|
||||
DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
|
||||
VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
|
||||
m_prim.LocalID, m_BlockingEndPoint, posChange, pos);
|
||||
}
|
||||
}
|
||||
|
@ -732,32 +596,32 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2;
|
||||
m_prim.Position = pos;
|
||||
DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos);
|
||||
VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos);
|
||||
}
|
||||
|
||||
// Check if hovering
|
||||
if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
|
||||
if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
|
||||
{
|
||||
// We should hover, get the target height
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0)
|
||||
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
|
||||
{
|
||||
m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight;
|
||||
}
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
|
||||
if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
|
||||
{
|
||||
m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
|
||||
}
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
|
||||
if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
|
||||
{
|
||||
m_VhoverTargetHeight = m_VhoverHeight;
|
||||
}
|
||||
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0)
|
||||
if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
|
||||
{
|
||||
// If body is aready heigher, use its height as target height
|
||||
if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
|
||||
}
|
||||
if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
|
||||
if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
|
||||
{
|
||||
if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2)
|
||||
{
|
||||
|
@ -779,7 +643,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
}
|
||||
|
||||
DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight);
|
||||
VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight);
|
||||
|
||||
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
|
||||
// m_VhoverTimescale = 0f; // time to acheive height
|
||||
|
@ -815,7 +679,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
grav.Z = (float)(grav.Z * 1.037125);
|
||||
}
|
||||
DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
|
||||
VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
|
||||
//End Experimental Values
|
||||
}
|
||||
if ((m_flags & (VehicleFlag.NO_X)) != 0)
|
||||
|
@ -844,7 +708,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
|
||||
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
|
||||
|
||||
DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}",
|
||||
VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}",
|
||||
m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount);
|
||||
|
||||
} // end MoveLinear()
|
||||
|
@ -870,13 +734,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// There are m_angularMotorApply steps.
|
||||
Vector3 origAngularVelocity = m_angularMotorVelocity;
|
||||
// ramp up to new value
|
||||
// current velocity += error / (time to get there / step interval)
|
||||
// current velocity += error / (time to get there / step interval)
|
||||
// requested speed - last motor speed
|
||||
m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
|
||||
m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
|
||||
m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
|
||||
|
||||
DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}",
|
||||
VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}",
|
||||
m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
|
||||
|
||||
m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
|
||||
|
@ -887,6 +751,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// No motor recently applied, keep the body velocity
|
||||
// and decay the velocity
|
||||
m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
|
||||
if (m_angularMotorVelocity.LengthSquared() < 0.00001)
|
||||
m_angularMotorVelocity = Vector3.Zero;
|
||||
} // end motor section
|
||||
|
||||
// Vertical attractor section
|
||||
|
@ -924,7 +790,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
vertattr.X += bounce * angularVelocity.X;
|
||||
vertattr.Y += bounce * angularVelocity.Y;
|
||||
|
||||
DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
|
||||
VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
|
||||
m_prim.LocalID, verterr, bounce, vertattr);
|
||||
|
||||
} // else vertical attractor is off
|
||||
|
@ -942,13 +808,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
m_lastAngularVelocity.X = 0;
|
||||
m_lastAngularVelocity.Y = 0;
|
||||
DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
|
||||
VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
|
||||
}
|
||||
|
||||
if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
{
|
||||
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
|
||||
DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
|
||||
VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
|
||||
}
|
||||
|
||||
// apply friction
|
||||
|
@ -958,7 +824,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Apply to the body
|
||||
m_prim.RotationalVelocity = m_lastAngularVelocity;
|
||||
|
||||
DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity);
|
||||
VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity);
|
||||
} //end MoveAngular
|
||||
|
||||
internal void LimitRotation(float timestep)
|
||||
|
@ -1005,11 +871,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
if (changed)
|
||||
m_prim.Orientation = m_rot;
|
||||
|
||||
DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot);
|
||||
VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot);
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
private void VDetailLog(string msg, params Object[] args)
|
||||
{
|
||||
if (m_prim.Scene.VehicleLoggingEnabled)
|
||||
m_prim.Scene.PhysicsLogging.Write(msg, args);
|
||||
|
|
|
@ -265,8 +265,7 @@ public class BSLinkset
|
|||
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);
|
||||
DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||
PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child
|
||||
});
|
||||
}
|
||||
|
@ -294,8 +293,7 @@ public class BSLinkset
|
|||
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);
|
||||
DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, childx);
|
||||
});
|
||||
|
@ -326,7 +324,6 @@ public class BSLinkset
|
|||
|
||||
// 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(
|
||||
|
@ -335,10 +332,10 @@ public class BSLinkset
|
|||
true,
|
||||
true
|
||||
);
|
||||
/* NOTE: attempt to build constraint with full frame computation, etc.
|
||||
/* NOTE: below is an 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.
|
||||
* Code left as a warning to future programmers.
|
||||
// ==================================================================================
|
||||
// relative position normalized to the root prim
|
||||
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
|
||||
|
@ -350,7 +347,6 @@ public class BSLinkset
|
|||
|
||||
// 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(
|
||||
PhysicsScene.World, rootPrim.Body, childPrim.Body,
|
||||
|
@ -389,8 +385,6 @@ public class BSLinkset
|
|||
// Called at taint time!
|
||||
private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim)
|
||||
{
|
||||
// DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}",
|
||||
// LogHeader, rootPrim.LocalID, childPrim.LocalID);
|
||||
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
|
@ -404,19 +398,11 @@ public class BSLinkset
|
|||
// Called at taint time!
|
||||
private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim)
|
||||
{
|
||||
// DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
|
||||
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
|
||||
|
||||
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_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)
|
||||
{
|
||||
|
|
|
@ -42,8 +42,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly string LogHeader = "[BULLETS PRIM]";
|
||||
|
||||
private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); }
|
||||
|
||||
private IMesh _mesh;
|
||||
private PrimitiveBaseShape _pbs;
|
||||
private ShapeData.PhysicsShapeType _shapeType;
|
||||
|
@ -141,8 +139,8 @@ public sealed class BSPrim : PhysicsActor
|
|||
_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
|
||||
_density = _scene.Params.defaultDensity; // TODO: compute based on object material
|
||||
_restitution = _scene.Params.defaultRestitution;
|
||||
_linkset = new BSLinkset(_scene, this); // a linkset of one
|
||||
_vehicle = new BSDynamics(this); // add vehicleness
|
||||
_linkset = new BSLinkset(Scene, this); // a linkset of one
|
||||
_vehicle = new BSDynamics(Scene, this); // add vehicleness
|
||||
_mass = CalculateMass();
|
||||
// do the actual object creation at taint time
|
||||
DetailLog("{0},BSPrim.constructor,call", LocalID);
|
||||
|
@ -193,7 +191,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
{
|
||||
_mass = CalculateMass(); // changing size changes the mass
|
||||
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
|
||||
// DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
|
||||
DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
|
||||
RecreateGeomAndObject();
|
||||
});
|
||||
}
|
||||
|
@ -232,7 +230,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
BSPrim parent = obj as BSPrim;
|
||||
if (parent != null)
|
||||
{
|
||||
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID);
|
||||
BSPrim parentBefore = _linkset.LinksetRoot;
|
||||
int childrenBefore = _linkset.NumberOfChildren;
|
||||
|
||||
|
@ -248,8 +245,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override void delink() {
|
||||
// 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.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString());
|
||||
|
||||
BSPrim parentBefore = _linkset.LinksetRoot;
|
||||
int childrenBefore = _linkset.NumberOfChildren;
|
||||
|
@ -280,7 +275,7 @@ 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 +294,7 @@ 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 +331,7 @@ 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);
|
||||
});
|
||||
|
@ -354,7 +349,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
{
|
||||
// Done at taint time so we're sure the physics engine is not using the variables
|
||||
// Vehicle code changes the parameters for this vehicle type.
|
||||
_vehicle.ProcessTypeChange(type);
|
||||
_vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep);
|
||||
// Tell the scene about the vehicle so it will get processing each frame.
|
||||
_scene.VehicleInSceneTypeChanged(this, type);
|
||||
});
|
||||
|
@ -414,7 +409,7 @@ 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 +417,7 @@ 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 +444,7 @@ 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);
|
||||
});
|
||||
}
|
||||
|
@ -501,13 +496,15 @@ public sealed class BSPrim : PhysicsActor
|
|||
_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
|
||||
public override bool Flying {
|
||||
get { return _flying; }
|
||||
set { _flying = value; }
|
||||
set {
|
||||
_flying = value;
|
||||
}
|
||||
}
|
||||
public override bool SetAlwaysRun {
|
||||
get { return _setAlwaysRun; }
|
||||
|
@ -558,7 +555,7 @@ 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);
|
||||
});
|
||||
}
|
||||
|
@ -575,7 +572,7 @@ 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);
|
||||
});
|
||||
}
|
||||
|
@ -638,17 +635,17 @@ 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;
|
||||
|
@ -992,7 +989,7 @@ 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;
|
||||
|
@ -1006,7 +1003,7 @@ 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?
|
||||
|
@ -1042,19 +1039,26 @@ public sealed class BSPrim : PhysicsActor
|
|||
// No locking here because this is done when we know physics is not simulating
|
||||
private void CreateGeomMesh()
|
||||
{
|
||||
float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
|
||||
// level of detail based on size and type of the object
|
||||
float lod = _scene.MeshLOD;
|
||||
if (_pbs.SculptEntry)
|
||||
lod = _scene.SculptLOD;
|
||||
float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z));
|
||||
if (maxAxis > _scene.MeshMegaPrimThreshold)
|
||||
lod = _scene.MeshMegaPrimLOD;
|
||||
|
||||
ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod);
|
||||
// m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey);
|
||||
|
||||
// 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;
|
||||
|
@ -1084,7 +1088,7 @@ 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;
|
||||
}
|
||||
|
||||
|
@ -1098,13 +1102,13 @@ public sealed class BSPrim : PhysicsActor
|
|||
// if the hull hasn't changed, don't rebuild it
|
||||
if (newHullKey == _hullKey) return;
|
||||
|
||||
// DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey);
|
||||
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, _hullKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey);
|
||||
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
|
||||
_hullKey = 0;
|
||||
}
|
||||
|
@ -1198,7 +1202,7 @@ 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;
|
||||
}
|
||||
|
||||
|
|
|
@ -73,7 +73,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly string LogHeader = "[BULLETS SCENE]";
|
||||
|
||||
public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); }
|
||||
// The name of the region we're working for.
|
||||
public string RegionName { get; private set; }
|
||||
|
||||
public string BulletSimVersion = "?";
|
||||
|
||||
|
@ -101,16 +102,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
private int m_detailedStatsStep = 0;
|
||||
|
||||
public IMesher mesher;
|
||||
private float m_meshLOD;
|
||||
public float MeshLOD
|
||||
{
|
||||
get { return m_meshLOD; }
|
||||
}
|
||||
private float m_sculptLOD;
|
||||
public float SculptLOD
|
||||
{
|
||||
get { return m_sculptLOD; }
|
||||
}
|
||||
// Level of Detail values kept as float because that's what the Meshmerizer wants
|
||||
public float MeshLOD { get; private set; }
|
||||
public float MeshMegaPrimLOD { get; private set; }
|
||||
public float MeshMegaPrimThreshold { get; private set; }
|
||||
public float SculptLOD { get; private set; }
|
||||
|
||||
private BulletSim m_worldSim;
|
||||
public BulletSim World
|
||||
|
@ -185,8 +181,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
ConfigurationParameters[] m_params;
|
||||
GCHandle m_paramsHandle;
|
||||
|
||||
public bool ShouldDebugLog { get; private set; }
|
||||
|
||||
// Handle to the callback used by the unmanaged code to call into the managed code.
|
||||
// Used for debug logging.
|
||||
// Need to store the handle in a persistant variable so it won't be freed.
|
||||
private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
|
||||
|
||||
// Sometimes you just have to log everything.
|
||||
|
@ -202,6 +199,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
public BSScene(string identifier)
|
||||
{
|
||||
m_initialized = false;
|
||||
// we are passed the name of the region we're working for.
|
||||
RegionName = identifier;
|
||||
}
|
||||
|
||||
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
||||
|
@ -287,10 +286,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// Very detailed logging for physics debugging
|
||||
m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
|
||||
m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
|
||||
m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-");
|
||||
m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
|
||||
m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
|
||||
// Very detailed logging for vehicle debugging
|
||||
m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
|
||||
|
||||
// Do any replacements in the parameters
|
||||
m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -368,7 +370,7 @@ 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
|
||||
{
|
||||
|
@ -394,7 +396,7 @@ 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);
|
||||
|
@ -540,7 +542,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
else if (m_avatars.ContainsKey(collidingWith))
|
||||
type = ActorTypes.Agent;
|
||||
|
||||
DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
|
||||
// DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
|
||||
|
||||
BSPrim prim;
|
||||
if (m_prims.TryGetValue(localID, out prim)) {
|
||||
|
@ -905,16 +907,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s) => { return s.NumericBool(s._forceSimplePrimMeshing); },
|
||||
(s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ),
|
||||
|
||||
new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
|
||||
new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
|
||||
8f,
|
||||
(s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); },
|
||||
(s) => { return (float)s.m_meshLOD; },
|
||||
(s,p,l,v) => { s.m_meshLOD = (int)v; } ),
|
||||
new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
|
||||
(s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); },
|
||||
(s) => { return s.MeshLOD; },
|
||||
(s,p,l,v) => { s.MeshLOD = v; } ),
|
||||
new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
|
||||
16f,
|
||||
(s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); },
|
||||
(s) => { return s.MeshMegaPrimLOD; },
|
||||
(s,p,l,v) => { s.MeshMegaPrimLOD = v; } ),
|
||||
new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
|
||||
10f,
|
||||
(s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); },
|
||||
(s) => { return s.MeshMegaPrimThreshold; },
|
||||
(s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ),
|
||||
new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
|
||||
32f,
|
||||
(s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); },
|
||||
(s) => { return (float)s.m_sculptLOD; },
|
||||
(s,p,l,v) => { s.m_sculptLOD = (int)v; } ),
|
||||
(s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); },
|
||||
(s) => { return s.SculptLOD; },
|
||||
(s,p,l,v) => { s.SculptLOD = v; } ),
|
||||
|
||||
new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps",
|
||||
10f,
|
||||
|
@ -1145,12 +1157,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); },
|
||||
(s) => { return (float)s.m_detailedStatsStep; },
|
||||
(s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
|
||||
new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
|
||||
ConfigurationParameters.numericFalse,
|
||||
(s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
|
||||
(s) => { return s.NumericBool(s.ShouldDebugLog); },
|
||||
(s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ),
|
||||
|
||||
};
|
||||
|
||||
// Convert a boolean to our numeric true and false values
|
||||
|
|
|
@ -931,6 +931,9 @@
|
|||
|
||||
; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail
|
||||
MeshLevelOfDetail = 8
|
||||
; if mesh size is > threshold meters, we need to add more detail because people will notice
|
||||
MeshLevelOfDetailMegaPrimThreshold = 10
|
||||
MeshLevelOfDetailMegaPrim = 16
|
||||
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
|
||||
SculptLevelOfDetail = 32
|
||||
|
||||
|
|
Loading…
Reference in New Issue