diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 548dfd36a0..98afb75be2 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1385,17 +1385,22 @@ namespace OpenSim.Region.Framework.Scenes bool DCFlagKeyPressed = false; Vector3 agent_control_v3 = Vector3.Zero; - bool oldflying = Flying; + bool newFlying = actor.Flying; if (ForceFly) - actor.Flying = true; + newFlying = true; else if (FlyDisabled) - actor.Flying = false; + newFlying = false; else - actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); - - if (actor.Flying != oldflying) - update_movementflag = true; + newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); + + if (actor.Flying != newFlying) + { + // Note: ScenePresence.Flying is actually fetched from the physical actor + // so setting PhysActor.Flying here also sets the ScenePresence's value. + actor.Flying = newFlying; + update_movementflag = true; + } if (ParentID == 0) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e2f7af924c..1b23a3696c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -124,10 +124,14 @@ public class BSCharacter : PhysicsActor // do actual create at taint time _scene.TaintedObject("BSCharacter.create", delegate() { + DetailLog("{0},BSCharacter.create", _localID); BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); + // Set the buoyancy for flying. This will be refactored when all the settings happen in C# + BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); + m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); - // avatars get all collisions no matter what + // avatars get all collisions no matter what (makes walking on ground and such work) BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); @@ -137,7 +141,7 @@ public class BSCharacter : PhysicsActor // called when this character is being destroyed and the resources should be released public void Destroy() { - // DetailLog("{0},BSCharacter.Destroy", LocalID); + DetailLog("{0},BSCharacter.Destroy", LocalID); _scene.TaintedObject("BSCharacter.destroy", delegate() { BulletSimAPI.DestroyObject(_scene.WorldID, _localID); @@ -319,14 +323,13 @@ public class BSCharacter : PhysicsActor public override bool Flying { get { return _flying; } set { - if (_flying != value) - { - _flying = value; - // simulate flying by changing the effect of gravity - this.Buoyancy = ComputeBuoyancyFromFlying(_flying); - } + _flying = value; + // simulate flying by changing the effect of gravity + this.Buoyancy = ComputeBuoyancyFromFlying(_flying); } } + // Flying is implimented by changing the avatar's buoyancy. + // Would this be done better with a vehicle type? private float ComputeBuoyancyFromFlying(bool ifFlying) { return ifFlying ? 1f : 0f; } @@ -488,11 +491,9 @@ public class BSCharacter : PhysicsActor // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. // base.RequestPhysicsterseUpdate(); - /* DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, entprop.Acceleration, entprop.RotationalVelocity); - */ } // Called by the scene when a collision with this object is reported diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 5a9f135c71..d7213fc66a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -57,6 +57,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin private int frcount = 0; // Used to limit dynamics debug output to // every 100th frame + private BSScene m_physicsScene; private BSPrim m_prim; // the prim this dynamic controller belongs to // Vehicle properties @@ -74,7 +75,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin // HOVER_UP_ONLY // LIMIT_MOTOR_UP // LIMIT_ROLL_ONLY - private VehicleFlag m_Hoverflags = (VehicleFlag)0; private Vector3 m_BlockingEndPoint = Vector3.Zero; private Quaternion m_RollreferenceFrame = Quaternion.Identity; // Linear properties @@ -124,15 +124,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin private float m_verticalAttractionEfficiency = 1.0f; // damped private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. - public BSDynamics(BSPrim myPrim) + public BSDynamics(BSScene myScene, BSPrim myPrim) { + m_physicsScene = myScene; m_prim = myPrim; m_type = Vehicle.TYPE_NONE; } internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) { - DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); + VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); switch (pParam) { case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: @@ -231,7 +232,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) { - DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); + VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); switch (pParam) { case Vehicle.ANGULAR_FRICTION_TIMESCALE: @@ -266,7 +267,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) { - DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); + VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); switch (pParam) { case Vehicle.REFERENCE_FRAME: @@ -280,164 +281,27 @@ namespace OpenSim.Region.Physics.BulletSPlugin internal void ProcessVehicleFlags(int pParam, bool remove) { - DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); + VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); + VehicleFlag parm = (VehicleFlag)pParam; if (remove) { if (pParam == -1) { m_flags = (VehicleFlag)0; - m_Hoverflags = (VehicleFlag)0; - return; } - if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) + else { - if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0) - m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT); - } - if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) - { - if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0) - m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY); - } - if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) - { - if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0) - m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY); - } - if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) - { - if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0) - m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY); - } - if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) - { - if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0) - m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP); - } - if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY) - { - if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0) - m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); - } - if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) - { - if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0) - m_flags &= ~(VehicleFlag.MOUSELOOK_BANK); - } - if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) - { - if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0) - m_flags &= ~(VehicleFlag.MOUSELOOK_STEER); - } - if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) - { - if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0) - m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP); - } - if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) - { - if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0) - m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED); - } - if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) - { - if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0) - m_flags &= ~(VehicleFlag.NO_X); - } - if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) - { - if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0) - m_flags &= ~(VehicleFlag.NO_Y); - } - if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) - { - if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0) - m_flags &= ~(VehicleFlag.NO_Z); - } - if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) - { - if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0) - m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT); - } - if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) - { - if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0) - m_flags &= ~(VehicleFlag.NO_DEFLECTION); - } - if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) - { - if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0) - m_flags &= ~(VehicleFlag.LOCK_ROTATION); + m_flags &= ~parm; } } - else - { - if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) - { - m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags); - } - if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) - { - m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags); - } - if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) - { - m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags); - } - if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) - { - m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags); - } - if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) - { - m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags); - } - if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) - { - m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags); - } - if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) - { - m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags); - } - if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) - { - m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags); - } - if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) - { - m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags); - } - if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) - { - m_flags |= (VehicleFlag.NO_X); - } - if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) - { - m_flags |= (VehicleFlag.NO_Y); - } - if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) - { - m_flags |= (VehicleFlag.NO_Z); - } - if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) - { - m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT); - } - if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) - { - m_flags |= (VehicleFlag.NO_DEFLECTION); - } - if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) - { - m_flags |= (VehicleFlag.LOCK_ROTATION); - } + else { + m_flags |= parm; } }//end ProcessVehicleFlags - internal void ProcessTypeChange(Vehicle pType) + internal void ProcessTypeChange(Vehicle pType, float stepSize) { - DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); + VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); // Set Defaults For Type m_type = pType; switch (pType) @@ -478,10 +342,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin // 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 &= ~(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); break; case Vehicle.TYPE_CAR: m_linearFrictionTimescale = new Vector3(100, 2, 1000); @@ -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); @@ -534,12 +398,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin // m_bankingMix = 0.8f; // m_bankingTimescale = 1; // m_referenceFrame = Quaternion.Identity; - m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | + m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); m_flags |= (VehicleFlag.NO_DEFLECTION_UP | 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); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 1b3ba3fc42..9e3f0db689 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -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) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index c15766982c..a6bc8e25d0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -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; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 0a0e27ef5a..56924aa61e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -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 diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 96f1386f15..b2fca0c0a9 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -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