Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ScriptEngine/Shared/Helpers.cs prebuild.xmlavinationmerge
commit
fb8e92c90b
|
@ -39,7 +39,7 @@ using OpenSim.Region.Framework;
|
|||
using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.Avatar.Attachments
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namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BinaryLoggingModule")]
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public class BinaryLoggingModule : INonSharedRegionModule
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|
|
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@ -0,0 +1,161 @@
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|||
/*
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||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||
*/
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||||
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||||
using System;
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using System.IO;
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using System.Text;
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using log4net;
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namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
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{
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/// <summary>
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/// Class for writing a high performance, high volume log file.
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/// Sometimes, to debug, one has a high volume logging to do and the regular
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/// log file output is not appropriate.
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/// Create a new instance with the parameters needed and
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/// call Write() to output a line. Call Close() when finished.
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/// If created with no parameters, it will not log anything.
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/// </summary>
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public class LogWriter : IDisposable
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{
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public bool Enabled { get; private set; }
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private string m_logDirectory = ".";
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private int m_logMaxFileTimeMin = 5; // 5 minutes
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public String LogFileHeader { get; set; }
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private StreamWriter m_logFile = null;
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private TimeSpan m_logFileLife;
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private DateTime m_logFileEndTime;
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private Object m_logFileWriteLock = new Object();
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// set externally when debugging. If let 'null', this does not write any error messages.
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public ILog ErrorLogger = null;
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private string LogHeader = "[LOG WRITER]";
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/// <summary>
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/// Create a log writer that will not write anything. Good for when not enabled
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/// but the write statements are still in the code.
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/// </summary>
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public LogWriter()
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{
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Enabled = false;
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m_logFile = null;
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}
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|
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/// <summary>
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/// Create a log writer instance.
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/// </summary>
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/// <param name="dir">The directory to create the log file in. May be 'null' for default.</param>
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/// <param name="headr">The characters that begin the log file name. May be 'null' for default.</param>
|
||||
/// <param name="maxFileTime">Maximum age of a log file in minutes. If zero, will set default.</param>
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||||
public LogWriter(string dir, string headr, int maxFileTime)
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||||
{
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m_logDirectory = dir == null ? "." : dir;
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LogFileHeader = headr == null ? "log-" : headr;
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m_logMaxFileTimeMin = maxFileTime;
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if (m_logMaxFileTimeMin < 1)
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m_logMaxFileTimeMin = 5;
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|
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m_logFileLife = new TimeSpan(0, m_logMaxFileTimeMin, 0);
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m_logFileEndTime = DateTime.Now + m_logFileLife;
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Enabled = true;
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}
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|
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public void Dispose()
|
||||
{
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this.Close();
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}
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|
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public void Close()
|
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{
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Enabled = false;
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if (m_logFile != null)
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{
|
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m_logFile.Close();
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m_logFile.Dispose();
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m_logFile = null;
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}
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}
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public void Write(string line, params object[] args)
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||||
{
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if (!Enabled) return;
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Write(String.Format(line, args));
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}
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||||
|
||||
public void Write(string line)
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||||
{
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if (!Enabled) return;
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try
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{
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lock (m_logFileWriteLock)
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{
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DateTime now = DateTime.Now;
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if (m_logFile == null || now > m_logFileEndTime)
|
||||
{
|
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if (m_logFile != null)
|
||||
{
|
||||
m_logFile.Close();
|
||||
m_logFile.Dispose();
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m_logFile = null;
|
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}
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// First log file or time has expired, start writing to a new log file
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m_logFileEndTime = now + m_logFileLife;
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string path = (m_logDirectory.Length > 0 ? m_logDirectory
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+ System.IO.Path.DirectorySeparatorChar.ToString() : "")
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+ String.Format("{0}{1}.log", LogFileHeader, now.ToString("yyyyMMddHHmmss"));
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m_logFile = new StreamWriter(File.Open(path, FileMode.Append, FileAccess.Write));
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}
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if (m_logFile != null)
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{
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StringBuilder buff = new StringBuilder(line.Length + 25);
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buff.Append(now.ToString("yyyyMMddHHmmssfff"));
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// buff.Append(now.ToString("yyyyMMddHHmmss"));
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buff.Append(",");
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buff.Append(line);
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||||
buff.Append("\r\n");
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m_logFile.Write(buff.ToString());
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}
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}
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}
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catch (Exception e)
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||||
{
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if (ErrorLogger != null)
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{
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ErrorLogger.ErrorFormat("{0}: FAILURE WRITING TO LOGFILE: {1}", LogHeader, e);
|
||||
}
|
||||
Enabled = false;
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||||
}
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||||
return;
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||||
}
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||||
}
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||||
}
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|
@ -41,7 +41,7 @@ public class BSCharacter : PhysicsActor
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private BSScene _scene;
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private String _avName;
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private bool _stopped;
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||||
// private bool _stopped;
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||||
private Vector3 _size;
|
||||
private Vector3 _scale;
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||||
private PrimitiveBaseShape _pbs;
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||||
|
@ -134,9 +134,9 @@ public class BSCharacter : PhysicsActor
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{
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||||
base.RequestPhysicsterseUpdate();
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||||
}
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// No one calls this method so I don't know what it could possibly mean
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public override bool Stopped {
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get { return _stopped; }
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||||
get { return false; }
|
||||
}
|
||||
public override Vector3 Size {
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||||
get { return _size; }
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||||
|
@ -391,52 +391,47 @@ public class BSCharacter : PhysicsActor
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|||
_mass = _density * _avatarVolume;
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}
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||||
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||||
// Set to 'true' if the individual changed items should be checked
|
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// (someday RequestPhysicsTerseUpdate() will take a bitmap of changed properties)
|
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const bool SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES = false;
|
||||
|
||||
// The physics engine says that properties have updated. Update same and inform
|
||||
// the world that things have changed.
|
||||
public void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
/*
|
||||
bool changed = false;
|
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if (SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES) {
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// we assign to the local variables so the normal set action does not happen
|
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if (_position != entprop.Position) {
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_position = entprop.Position;
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changed = true;
|
||||
}
|
||||
if (_orientation != entprop.Rotation) {
|
||||
_orientation = entprop.Rotation;
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changed = true;
|
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}
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if (_velocity != entprop.Velocity) {
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_velocity = entprop.Velocity;
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changed = true;
|
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}
|
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if (_acceleration != entprop.Acceleration) {
|
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_acceleration = entprop.Acceleration;
|
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changed = true;
|
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}
|
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if (_rotationalVelocity != entprop.RotationalVelocity) {
|
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_rotationalVelocity = entprop.RotationalVelocity;
|
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changed = true;
|
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}
|
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if (changed) {
|
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// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
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// Avatar movement is not done by generating this event. There is code in the heartbeat
|
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// loop that updates avatars.
|
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// base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
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else {
|
||||
// we assign to the local variables so the normal set action does not happen
|
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if (_position != entprop.Position) {
|
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_position = entprop.Position;
|
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changed = true;
|
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}
|
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if (_orientation != entprop.Rotation) {
|
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_orientation = entprop.Rotation;
|
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changed = true;
|
||||
}
|
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if (_velocity != entprop.Velocity) {
|
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_velocity = entprop.Velocity;
|
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changed = true;
|
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}
|
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if (_acceleration != entprop.Acceleration) {
|
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_acceleration = entprop.Acceleration;
|
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changed = true;
|
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}
|
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if (_rotationalVelocity != entprop.RotationalVelocity) {
|
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_rotationalVelocity = entprop.RotationalVelocity;
|
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changed = true;
|
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}
|
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if (changed) {
|
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// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
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// Avatar movement is not done by generating this event. There is code in the heartbeat
|
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// loop that updates avatars.
|
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// base.RequestPhysicsterseUpdate();
|
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}
|
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*/
|
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_position = entprop.Position;
|
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_orientation = entprop.Rotation;
|
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_velocity = entprop.Velocity;
|
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_acceleration = entprop.Acceleration;
|
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_rotationalVelocity = entprop.RotationalVelocity;
|
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// Avatars don't report theirr changes the usual way. Changes are checked for in the heartbeat loop.
|
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// base.RequestPhysicsterseUpdate();
|
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}
|
||||
|
||||
// Called by the scene when a collision with this object is reported
|
||||
|
|
|
@ -57,7 +57,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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|||
private int frcount = 0; // Used to limit dynamics debug output to
|
||||
// every 100th frame
|
||||
|
||||
// private BSScene m_parentScene = null;
|
||||
private BSPrim m_prim; // the prim this dynamic controller belongs to
|
||||
|
||||
// Vehicle properties
|
||||
|
@ -131,8 +130,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_type = Vehicle.TYPE_NONE;
|
||||
}
|
||||
|
||||
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
|
||||
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep)
|
||||
{
|
||||
DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
|
||||
|
@ -229,8 +229,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
}//end ProcessFloatVehicleParam
|
||||
|
||||
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
|
||||
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep)
|
||||
{
|
||||
DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
|
@ -265,6 +266,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
|
||||
{
|
||||
DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.REFERENCE_FRAME:
|
||||
|
@ -278,6 +280,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
internal void ProcessVehicleFlags(int pParam, bool remove)
|
||||
{
|
||||
DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove);
|
||||
if (remove)
|
||||
{
|
||||
if (pParam == -1)
|
||||
|
@ -434,6 +437,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
internal void ProcessTypeChange(Vehicle pType)
|
||||
{
|
||||
DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
|
||||
// Set Defaults For Type
|
||||
m_type = pType;
|
||||
switch (pType)
|
||||
|
@ -594,11 +598,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
break;
|
||||
|
||||
}
|
||||
}//end SetDefaultsForType
|
||||
|
||||
internal void Step(float pTimestep, BSScene pParentScene)
|
||||
internal void Step(float pTimestep)
|
||||
{
|
||||
if (m_type == Vehicle.TYPE_NONE) return;
|
||||
|
||||
|
@ -606,21 +609,34 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
if (frcount > 100)
|
||||
frcount = 0;
|
||||
|
||||
MoveLinear(pTimestep, pParentScene);
|
||||
MoveLinear(pTimestep);
|
||||
MoveAngular(pTimestep);
|
||||
LimitRotation(pTimestep);
|
||||
|
||||
DetailLog("{0},Dynamics,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
|
||||
|
||||
private void MoveLinear(float pTimestep, BSScene _pParentScene)
|
||||
private void MoveLinear(float pTimestep)
|
||||
{
|
||||
if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
|
||||
// requested m_linearMotorDirection is significant
|
||||
// if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
if (m_linearMotorDirection.LengthSquared() > 0.0001f)
|
||||
{
|
||||
Vector3 origDir = m_linearMotorDirection;
|
||||
Vector3 origVel = m_lastLinearVelocityVector;
|
||||
|
||||
// add drive to body
|
||||
Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
|
||||
m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
|
||||
// Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
|
||||
Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale);
|
||||
// lastLinearVelocityVector is the current body velocity vector?
|
||||
// RA: Not sure what the *10 is for. A correction for pTimestep?
|
||||
// m_lastLinearVelocityVector += (addAmount*10);
|
||||
m_lastLinearVelocityVector += addAmount;
|
||||
|
||||
// This will work temporarily, but we really need to compare speed on an axis
|
||||
// KF: Limit body velocity to applied velocity?
|
||||
// Limit the velocity vector to less than the last set linear motor direction
|
||||
if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
|
||||
m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
|
||||
if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
|
||||
|
@ -630,76 +646,93 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
// decay applied velocity
|
||||
Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
|
||||
//Console.WriteLine("decay: " + decayfraction);
|
||||
m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
|
||||
//Console.WriteLine("actual: " + m_linearMotorDirection);
|
||||
|
||||
/*
|
||||
Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale;
|
||||
m_lastLinearVelocityVector += addAmount;
|
||||
|
||||
float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale);
|
||||
m_linearMotorDirection *= decayfraction;
|
||||
|
||||
*/
|
||||
|
||||
DetailLog("{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
|
||||
{ // requested is not significant
|
||||
// if what remains of applied is small, zero it.
|
||||
if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
m_lastLinearVelocityVector = Vector3.Zero;
|
||||
{
|
||||
// if what remains of applied is small, zero it.
|
||||
// if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
// m_lastLinearVelocityVector = Vector3.Zero;
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_lastLinearVelocityVector = Vector3.Zero;
|
||||
}
|
||||
|
||||
// convert requested object velocity to world-referenced vector
|
||||
m_dir = m_lastLinearVelocityVector;
|
||||
Quaternion rot = m_prim.Orientation;
|
||||
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
|
||||
m_dir *= rotq; // apply obj rotation to velocity vector
|
||||
Quaternion rotq = m_prim.Orientation;
|
||||
m_dir = m_lastLinearVelocityVector * rotq;
|
||||
|
||||
// add Gravity andBuoyancy
|
||||
// Add the various forces into m_dir which will be our new direction vector (velocity)
|
||||
|
||||
// add Gravity and Buoyancy
|
||||
// KF: So far I have found no good method to combine a script-requested
|
||||
// .Z velocity and gravity. Therefore only 0g will used script-requested
|
||||
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
|
||||
Vector3 grav = Vector3.Zero;
|
||||
// There is some gravity, make a gravity force vector
|
||||
// that is applied after object velocity.
|
||||
float objMass = m_prim.Mass;
|
||||
// There is some gravity, make a gravity force vector that is applied after object velocity.
|
||||
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
|
||||
grav.Z = _pParentScene.DefaultGravity.Z * objMass * (1f - m_VehicleBuoyancy);
|
||||
grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy);
|
||||
// Preserve the current Z velocity
|
||||
Vector3 vel_now = m_prim.Velocity;
|
||||
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
|
||||
|
||||
Vector3 pos = m_prim.Position;
|
||||
Vector3 posChange = pos;
|
||||
// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
|
||||
Vector3 posChange = new Vector3();
|
||||
posChange.X = pos.X - m_lastPositionVector.X;
|
||||
posChange.Y = pos.Y - m_lastPositionVector.Y;
|
||||
posChange.Z = pos.Z - m_lastPositionVector.Z;
|
||||
double Zchange = Math.Abs(posChange.Z);
|
||||
if (m_BlockingEndPoint != Vector3.Zero)
|
||||
{
|
||||
bool changed = false;
|
||||
if (pos.X >= (m_BlockingEndPoint.X - (float)1))
|
||||
{
|
||||
pos.X -= posChange.X + 1;
|
||||
m_prim.Position = pos;
|
||||
changed = true;
|
||||
}
|
||||
if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
|
||||
{
|
||||
pos.Y -= posChange.Y + 1;
|
||||
m_prim.Position = pos;
|
||||
changed = true;
|
||||
}
|
||||
if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
|
||||
{
|
||||
pos.Z -= posChange.Z + 1;
|
||||
m_prim.Position = pos;
|
||||
changed = true;
|
||||
}
|
||||
if (pos.X <= 0)
|
||||
{
|
||||
pos.X += posChange.X + 1;
|
||||
m_prim.Position = pos;
|
||||
changed = true;
|
||||
}
|
||||
if (pos.Y <= 0)
|
||||
{
|
||||
pos.Y += posChange.Y + 1;
|
||||
changed = true;
|
||||
}
|
||||
if (changed)
|
||||
{
|
||||
m_prim.Position = pos;
|
||||
DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
|
||||
m_prim.LocalID, m_BlockingEndPoint, posChange, pos);
|
||||
}
|
||||
}
|
||||
if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y))
|
||||
|
||||
// If below the terrain, move us above the ground a little.
|
||||
if (pos.Z < m_prim.Scene.GetTerrainHeightAtXYZ(pos))
|
||||
{
|
||||
pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2;
|
||||
pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2;
|
||||
m_prim.Position = pos;
|
||||
DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos);
|
||||
}
|
||||
|
||||
// Check if hovering
|
||||
|
@ -708,11 +741,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// We should hover, get the target height
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0)
|
||||
{
|
||||
m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
|
||||
m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight;
|
||||
}
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
|
||||
{
|
||||
m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
|
||||
m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
|
||||
}
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
|
||||
{
|
||||
|
@ -746,6 +779,8 @@ 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);
|
||||
|
||||
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
|
||||
// m_VhoverTimescale = 0f; // time to acheive height
|
||||
// pTimestep is time since last frame,in secs
|
||||
|
@ -774,12 +809,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
grav.Z = (float)(grav.Z * 1.125);
|
||||
}
|
||||
float terraintemp = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
|
||||
float terraintemp = m_prim.Scene.GetTerrainHeightAtXYZ(pos);
|
||||
float postemp = (pos.Z - terraintemp);
|
||||
if (postemp > 2.5f)
|
||||
{
|
||||
grav.Z = (float)(grav.Z * 1.037125);
|
||||
}
|
||||
DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
|
||||
//End Experimental Values
|
||||
}
|
||||
if ((m_flags & (VehicleFlag.NO_X)) != 0)
|
||||
|
@ -800,32 +836,39 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Apply velocity
|
||||
m_prim.Velocity = m_dir;
|
||||
// apply gravity force
|
||||
m_prim.Force = grav;
|
||||
// Why is this set here? The physics engine already does gravity.
|
||||
// m_prim.AddForce(grav, false);
|
||||
// m_prim.Force = grav;
|
||||
|
||||
|
||||
// apply friction
|
||||
// Apply friction
|
||||
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
|
||||
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
|
||||
|
||||
DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}",
|
||||
m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount);
|
||||
|
||||
} // end MoveLinear()
|
||||
|
||||
private void MoveAngular(float pTimestep)
|
||||
{
|
||||
/*
|
||||
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
|
||||
private int m_angularMotorApply = 0; // application frame counter
|
||||
private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down)
|
||||
private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
|
||||
private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
|
||||
private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
|
||||
private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
|
||||
*/
|
||||
// m_angularMotorDirection // angular velocity requested by LSL motor
|
||||
// m_angularMotorApply // application frame counter
|
||||
// m_angularMotorVelocity // current angular motor velocity (ramps up and down)
|
||||
// m_angularMotorTimescale // motor angular velocity ramp up rate
|
||||
// m_angularMotorDecayTimescale // motor angular velocity decay rate
|
||||
// m_angularFrictionTimescale // body angular velocity decay rate
|
||||
// m_lastAngularVelocity // what was last applied to body
|
||||
|
||||
// Get what the body is doing, this includes 'external' influences
|
||||
Vector3 angularVelocity = m_prim.RotationalVelocity;
|
||||
// Vector3 angularVelocity = Vector3.Zero;
|
||||
|
||||
if (m_angularMotorApply > 0)
|
||||
{
|
||||
// Rather than snapping the angular motor velocity from the old value to
|
||||
// a newly set velocity, this routine steps the value from the previous
|
||||
// value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection).
|
||||
// There are m_angularMotorApply steps.
|
||||
Vector3 origAngularVelocity = m_angularMotorVelocity;
|
||||
// ramp up to new value
|
||||
// current velocity += error / (time to get there / step interval)
|
||||
// requested speed - last motor speed
|
||||
|
@ -833,23 +876,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
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}",
|
||||
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
|
||||
// velocity may still be acheived.
|
||||
}
|
||||
else
|
||||
{
|
||||
// no motor recently applied, keep the body velocity
|
||||
/* m_angularMotorVelocity.X = angularVelocity.X;
|
||||
m_angularMotorVelocity.Y = angularVelocity.Y;
|
||||
m_angularMotorVelocity.Z = angularVelocity.Z; */
|
||||
|
||||
// No motor recently applied, keep the body velocity
|
||||
// and decay the velocity
|
||||
m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
|
||||
} // end motor section
|
||||
|
||||
// Vertical attractor section
|
||||
Vector3 vertattr = Vector3.Zero;
|
||||
|
||||
if (m_verticalAttractionTimescale < 300)
|
||||
{
|
||||
float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
|
||||
|
@ -871,7 +912,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Error is 0 (no error) to +/- 2 (max error)
|
||||
// scale it by VAservo
|
||||
verterr = verterr * VAservo;
|
||||
//if (frcount == 0) Console.WriteLine("VAerr=" + verterr);
|
||||
|
||||
// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
|
||||
// Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
|
||||
|
@ -884,11 +924,15 @@ 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}",
|
||||
m_prim.LocalID, verterr, bounce, vertattr);
|
||||
|
||||
} // else vertical attractor is off
|
||||
|
||||
// m_lastVertAttractor = vertattr;
|
||||
// m_lastVertAttractor = vertattr;
|
||||
|
||||
// Bank section tba
|
||||
|
||||
// Deflection section tba
|
||||
|
||||
// Sum velocities
|
||||
|
@ -898,11 +942,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
m_lastAngularVelocity.X = 0;
|
||||
m_lastAngularVelocity.Y = 0;
|
||||
DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
// apply friction
|
||||
|
@ -912,10 +958,12 @@ 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);
|
||||
} //end MoveAngular
|
||||
|
||||
internal void LimitRotation(float timestep)
|
||||
{
|
||||
Quaternion rotq = m_prim.Orientation; // rotq = rotation of object
|
||||
Quaternion rotq = m_prim.Orientation;
|
||||
Quaternion m_rot = rotq;
|
||||
bool changed = false;
|
||||
if (m_RollreferenceFrame != Quaternion.Identity)
|
||||
|
@ -923,18 +971,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
if (rotq.X >= m_RollreferenceFrame.X)
|
||||
{
|
||||
m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2);
|
||||
changed = true;
|
||||
}
|
||||
if (rotq.Y >= m_RollreferenceFrame.Y)
|
||||
{
|
||||
m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2);
|
||||
changed = true;
|
||||
}
|
||||
if (rotq.X <= -m_RollreferenceFrame.X)
|
||||
{
|
||||
m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2);
|
||||
changed = true;
|
||||
}
|
||||
if (rotq.Y <= -m_RollreferenceFrame.Y)
|
||||
{
|
||||
m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2);
|
||||
changed = true;
|
||||
}
|
||||
changed = true;
|
||||
}
|
||||
|
@ -944,8 +996,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_rot.Y = 0;
|
||||
changed = true;
|
||||
}
|
||||
if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
|
||||
{
|
||||
m_rot.X = 0;
|
||||
m_rot.Y = 0;
|
||||
changed = true;
|
||||
}
|
||||
if (changed)
|
||||
m_prim.Orientation = m_rot;
|
||||
|
||||
DetailLog("{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)
|
||||
{
|
||||
if (m_prim.Scene.VehicleLoggingEnabled)
|
||||
m_prim.Scene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -42,6 +42,8 @@ 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;
|
||||
|
@ -50,6 +52,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
private List<ConvexResult> _hulls;
|
||||
|
||||
private BSScene _scene;
|
||||
public BSScene Scene { get { return _scene; } }
|
||||
private String _avName;
|
||||
private uint _localID = 0;
|
||||
|
||||
|
@ -86,8 +89,8 @@ public sealed class BSPrim : PhysicsActor
|
|||
private bool _kinematic;
|
||||
private float _buoyancy;
|
||||
|
||||
private List<BSPrim> _childrenPrims;
|
||||
private BSPrim _parentPrim;
|
||||
private List<BSPrim> _childrenPrims;
|
||||
|
||||
private int _subscribedEventsMs = 0;
|
||||
private int _nextCollisionOkTime = 0;
|
||||
|
@ -145,9 +148,19 @@ public sealed class BSPrim : PhysicsActor
|
|||
public void Destroy()
|
||||
{
|
||||
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
|
||||
// DetailLog("{0},Destroy", LocalID);
|
||||
// Undo any vehicle properties
|
||||
_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
|
||||
_scene.RemoveVehiclePrim(this); // just to make sure
|
||||
|
||||
// undo any dependance with/on other objects
|
||||
if (_parentPrim != null)
|
||||
{
|
||||
// If I'm someone's child, tell them to forget about me.
|
||||
_parentPrim.RemoveChildFromLinkset(this);
|
||||
_parentPrim = null;
|
||||
}
|
||||
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
|
||||
|
@ -202,7 +215,8 @@ public sealed class BSPrim : PhysicsActor
|
|||
// link me to the specified parent
|
||||
public override void link(PhysicsActor obj) {
|
||||
BSPrim parent = obj as BSPrim;
|
||||
// m_log.DebugFormat("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
|
||||
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
|
||||
DetailLog("{0},link,parent={1}", LocalID, obj.LocalID);
|
||||
// TODO: decide if this parent checking needs to happen at taint time
|
||||
if (_parentPrim == null)
|
||||
{
|
||||
|
@ -225,7 +239,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
else
|
||||
{
|
||||
// asking to reparent a prim should not happen
|
||||
m_log.ErrorFormat("{0}: Reparenting a prim. ", LogHeader);
|
||||
m_log.ErrorFormat("{0}: link(): Reparenting a prim. ", LogHeader);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -236,7 +250,9 @@ 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
|
||||
// m_log.DebugFormat("{0}: delink {1}/{2}", LogHeader, _avName, _localID);
|
||||
DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
|
||||
(_parentPrim==null ? "NULL" : _parentPrim._avName+"/"+_parentPrim.LocalID.ToString()));
|
||||
DetailLog("{0},delink,parent={1}", LocalID, (_parentPrim==null ? "NULL" : _parentPrim.LocalID.ToString()));
|
||||
if (_parentPrim != null)
|
||||
{
|
||||
_parentPrim.RemoveChildFromLinkset(this);
|
||||
|
@ -252,8 +268,10 @@ public sealed class BSPrim : PhysicsActor
|
|||
{
|
||||
if (!_childrenPrims.Contains(child))
|
||||
{
|
||||
DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, this.LocalID);
|
||||
DetailLog("{0},AddChildToLinkset,child={1}", LocalID, pchild.LocalID);
|
||||
_childrenPrims.Add(child);
|
||||
child.ParentPrim = this; // the child has gained a parent
|
||||
child._parentPrim = this; // the child has gained a parent
|
||||
RecreateGeomAndObject(); // rebuild my shape with the new child added
|
||||
}
|
||||
});
|
||||
|
@ -269,9 +287,14 @@ public sealed class BSPrim : PhysicsActor
|
|||
{
|
||||
if (_childrenPrims.Contains(child))
|
||||
{
|
||||
BulletSimAPI.RemoveConstraint(_scene.WorldID, child.LocalID, this.LocalID);
|
||||
DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
|
||||
DetailLog("{0},RemoveChildToLinkset,child={1}", LocalID, pchild.LocalID);
|
||||
if (!BulletSimAPI.RemoveConstraintByID(_scene.WorldID, child.LocalID))
|
||||
{
|
||||
m_log.ErrorFormat("{0}: RemoveChildFromLinkset: Failed remove constraint for {1}", LogHeader, child.LocalID);
|
||||
}
|
||||
_childrenPrims.Remove(child);
|
||||
child.ParentPrim = null; // the child has lost its parent
|
||||
child._parentPrim = null; // the child has lost its parent
|
||||
RecreateGeomAndObject(); // rebuild my shape with the child removed
|
||||
}
|
||||
else
|
||||
|
@ -282,11 +305,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
return;
|
||||
}
|
||||
|
||||
public BSPrim ParentPrim
|
||||
{
|
||||
set { _parentPrim = value; }
|
||||
}
|
||||
|
||||
// return true if we are the root of a linkset (there are children to manage)
|
||||
public bool IsRootOfLinkset
|
||||
{
|
||||
|
@ -304,20 +322,28 @@ public sealed class BSPrim : PhysicsActor
|
|||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(OMV.Vector3 axis) { return; }
|
||||
public override void LockAngularMotion(OMV.Vector3 axis)
|
||||
{
|
||||
DetailLog("{0},LockAngularMotion,call,axis={1}", LocalID, axis);
|
||||
return;
|
||||
}
|
||||
|
||||
public override OMV.Vector3 Position {
|
||||
get {
|
||||
// don't do the following GetObjectPosition because this function is called a zillion times
|
||||
// child prims move around based on their parent. Need to get the latest location
|
||||
if (_parentPrim != null)
|
||||
_position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
||||
// don't do the GetObjectPosition for root elements because this function is called a zillion times
|
||||
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
||||
return _position;
|
||||
}
|
||||
set {
|
||||
_position = value;
|
||||
// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
|
||||
// m_log.DebugFormat("{0}: setPosition: id={1}, position={2}", LogHeader, _localID, _position);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -330,6 +356,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_force = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
DetailLog("{0},SetForce,taint,force={1}", LocalID, _force);
|
||||
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
||||
});
|
||||
}
|
||||
|
@ -341,15 +368,23 @@ public sealed class BSPrim : PhysicsActor
|
|||
}
|
||||
set {
|
||||
Vehicle type = (Vehicle)value;
|
||||
_vehicle.ProcessTypeChange(type);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type);
|
||||
_vehicle.ProcessTypeChange(type);
|
||||
if (type == Vehicle.TYPE_NONE)
|
||||
{
|
||||
_scene.RemoveVehiclePrim(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
// Tell the physics engine to clear state
|
||||
IntPtr obj = BulletSimAPI.GetBodyHandleWorldID2(_scene.WorldID, LocalID);
|
||||
BulletSimAPI.ClearForces2(obj);
|
||||
});
|
||||
|
||||
// make it so the scene will call us each tick to do vehicle things
|
||||
_scene.AddVehiclePrim(this);
|
||||
}
|
||||
|
@ -359,37 +394,52 @@ public sealed class BSPrim : PhysicsActor
|
|||
}
|
||||
public override void VehicleFloatParam(int param, float value)
|
||||
{
|
||||
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
|
||||
m_log.DebugFormat("{0} VehicleFloatParam. {1} <= {2}", LogHeader, param, value);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
|
||||
});
|
||||
}
|
||||
public override void VehicleVectorParam(int param, OMV.Vector3 value)
|
||||
{
|
||||
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
|
||||
m_log.DebugFormat("{0} VehicleVectorParam. {1} <= {2}", LogHeader, param, value);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
|
||||
});
|
||||
}
|
||||
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
|
||||
{
|
||||
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
|
||||
m_log.DebugFormat("{0} VehicleRotationParam. {1} <= {2}", LogHeader, param, rotation);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
|
||||
});
|
||||
}
|
||||
public override void VehicleFlags(int param, bool remove)
|
||||
{
|
||||
_vehicle.ProcessVehicleFlags(param, remove);
|
||||
m_log.DebugFormat("{0} VehicleFlags. {1}. Remove={2}", LogHeader, param, remove);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
_vehicle.ProcessVehicleFlags(param, remove);
|
||||
});
|
||||
}
|
||||
// Called each simulation step to advance vehicle characteristics
|
||||
|
||||
// Called each simulation step to advance vehicle characteristics.
|
||||
// Called from Scene when doing simulation step so we're in taint processing time.
|
||||
public void StepVehicle(float timeStep)
|
||||
{
|
||||
_vehicle.Step(timeStep, _scene);
|
||||
_vehicle.Step(timeStep);
|
||||
}
|
||||
|
||||
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
|
||||
public override void SetVolumeDetect(int param) {
|
||||
bool newValue = (param != 0);
|
||||
if (_isVolumeDetect != newValue)
|
||||
_isVolumeDetect = newValue;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
_isVolumeDetect = newValue;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
SetObjectDynamic();
|
||||
});
|
||||
}
|
||||
SetObjectDynamic();
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -397,9 +447,11 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
|
||||
public override OMV.Vector3 Velocity {
|
||||
get { return _velocity; }
|
||||
set { _velocity = value;
|
||||
set {
|
||||
_velocity = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity);
|
||||
BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
|
||||
});
|
||||
}
|
||||
|
@ -407,6 +459,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override OMV.Vector3 Torque {
|
||||
get { return _torque; }
|
||||
set { _torque = value;
|
||||
DetailLog("{0},SetTorque,call,torque={1}", LocalID, _torque);
|
||||
}
|
||||
}
|
||||
public override float CollisionScore {
|
||||
|
@ -419,13 +472,21 @@ public sealed class BSPrim : PhysicsActor
|
|||
set { _acceleration = value; }
|
||||
}
|
||||
public override OMV.Quaternion Orientation {
|
||||
get { return _orientation; }
|
||||
get {
|
||||
if (_parentPrim != null)
|
||||
{
|
||||
// children move around because tied to parent. Get a fresh value.
|
||||
_orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID);
|
||||
}
|
||||
return _orientation;
|
||||
}
|
||||
set {
|
||||
_orientation = value;
|
||||
// m_log.DebugFormat("{0}: set orientation: id={1}, ori={2}", LogHeader, LocalID, _orientation);
|
||||
// TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
||||
DetailLog("{0},SetOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
|
||||
});
|
||||
}
|
||||
|
@ -458,8 +519,9 @@ public sealed class BSPrim : PhysicsActor
|
|||
get { return !IsPhantom && !_isVolumeDetect; }
|
||||
}
|
||||
|
||||
// make gravity work if the object is physical and not selected
|
||||
// no locking here because only called when it is safe
|
||||
// Make gravity work if the object is physical and not selected
|
||||
// No locking here because only called when it is safe
|
||||
// Only called at taint time so it is save to call into Bullet.
|
||||
private void SetObjectDynamic()
|
||||
{
|
||||
// m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
|
||||
|
@ -476,6 +538,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
RecreateGeomAndObject();
|
||||
|
||||
}
|
||||
DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, _mass);
|
||||
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass);
|
||||
}
|
||||
|
||||
|
@ -516,11 +579,24 @@ public sealed class BSPrim : PhysicsActor
|
|||
set { _floatOnWater = value; }
|
||||
}
|
||||
public override OMV.Vector3 RotationalVelocity {
|
||||
get { return _rotationalVelocity; }
|
||||
set { _rotationalVelocity = value;
|
||||
get {
|
||||
/*
|
||||
OMV.Vector3 pv = OMV.Vector3.Zero;
|
||||
// if close to zero, report zero
|
||||
// This is copied from ODE but I'm not sure why it returns zero but doesn't
|
||||
// zero the property in the physics engine.
|
||||
if (_rotationalVelocity.ApproxEquals(pv, 0.2f))
|
||||
return pv;
|
||||
*/
|
||||
|
||||
return _rotationalVelocity;
|
||||
}
|
||||
set {
|
||||
_rotationalVelocity = value;
|
||||
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
||||
BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
|
||||
});
|
||||
}
|
||||
|
@ -533,11 +609,13 @@ public sealed class BSPrim : PhysicsActor
|
|||
}
|
||||
public override float Buoyancy {
|
||||
get { return _buoyancy; }
|
||||
set { _buoyancy = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
|
||||
});
|
||||
set {
|
||||
_buoyancy = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -573,27 +651,45 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override float APIDStrength { set { return; } }
|
||||
public override float APIDDamping { set { return; } }
|
||||
|
||||
private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
|
||||
public override void AddForce(OMV.Vector3 force, bool pushforce) {
|
||||
if (force.IsFinite())
|
||||
{
|
||||
_force.X += force.X;
|
||||
_force.Y += force.Y;
|
||||
_force.Z += force.Z;
|
||||
// _force += force;
|
||||
lock (m_accumulatedForces)
|
||||
m_accumulatedForces.Add(new OMV.Vector3(force));
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
|
||||
return;
|
||||
}
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
||||
lock (m_accumulatedForces)
|
||||
{
|
||||
if (m_accumulatedForces.Count > 0)
|
||||
{
|
||||
OMV.Vector3 fSum = OMV.Vector3.Zero;
|
||||
foreach (OMV.Vector3 v in m_accumulatedForces)
|
||||
{
|
||||
fSum += v;
|
||||
}
|
||||
m_accumulatedForces.Clear();
|
||||
|
||||
DetailLog("{0},SetObjectForce,taint,force={1}", LocalID, fSum);
|
||||
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, fSum);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
|
||||
DetailLog("{0},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},SetMomentum,call,mom={1}", LocalID, momentum);
|
||||
}
|
||||
public override void SubscribeEvents(int ms) {
|
||||
_subscribedEventsMs = ms;
|
||||
|
@ -918,6 +1014,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
|
||||
DetailLog("{0},CreateGeom,sphere", LocalID);
|
||||
// Bullet native objects are scaled by the Bullet engine so pass the size in
|
||||
_scale = _size;
|
||||
}
|
||||
|
@ -925,6 +1022,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
else
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size);
|
||||
DetailLog("{0},CreateGeom,box", LocalID);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
|
||||
_scale = _size;
|
||||
}
|
||||
|
@ -961,10 +1059,12 @@ public sealed class BSPrim : PhysicsActor
|
|||
// if this new shape is the same as last time, don't recreate the mesh
|
||||
if (_meshKey == newMeshKey) return;
|
||||
|
||||
DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, _meshKey);
|
||||
// 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},CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
|
||||
_mesh = null;
|
||||
_meshKey = 0;
|
||||
|
@ -981,7 +1081,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
int vi = 0;
|
||||
foreach (OMV.Vector3 vv in vertices)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: {1}: <{2:0.00}, {3:0.00}, {4:0.00}>", LogHeader, vi / 3, vv.X, vv.Y, vv.Z);
|
||||
verticesAsFloats[vi++] = vv.X;
|
||||
verticesAsFloats[vi++] = vv.Y;
|
||||
verticesAsFloats[vi++] = vv.Z;
|
||||
|
@ -995,6 +1094,7 @@ 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},CreateGeomMesh,done", LocalID);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1008,13 +1108,17 @@ public sealed class BSPrim : PhysicsActor
|
|||
// if the hull hasn't changed, don't rebuild it
|
||||
if (newHullKey == _hullKey) return;
|
||||
|
||||
DetailLog("{0},CreateGeomHull,create,key={1}", LocalID, _meshKey);
|
||||
|
||||
// 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},CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
|
||||
_hullKey = 0;
|
||||
_hulls.Clear();
|
||||
DetailLog("{0},CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
|
||||
_mesh = null; // the mesh cannot match either
|
||||
_meshKey = 0;
|
||||
|
@ -1111,6 +1215,7 @@ 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},CreateGeomHull,done", LocalID);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1129,7 +1234,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
if (IsRootOfLinkset)
|
||||
{
|
||||
// Create a linkset around this object
|
||||
// CreateLinksetWithCompoundHull();
|
||||
CreateLinksetWithConstraints();
|
||||
}
|
||||
else
|
||||
|
@ -1191,33 +1295,33 @@ public sealed class BSPrim : PhysicsActor
|
|||
// TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added
|
||||
void CreateLinksetWithConstraints()
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
|
||||
DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
|
||||
|
||||
// remove any constraints that might be in place
|
||||
foreach (BSPrim prim in _childrenPrims)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
|
||||
DebugLog("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
|
||||
BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID);
|
||||
}
|
||||
// create constraints between the root prim and each of the children
|
||||
foreach (BSPrim prim in _childrenPrims)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateLinkset: AddConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
|
||||
|
||||
// Zero motion for children so they don't interpolate
|
||||
prim.ZeroMotion();
|
||||
|
||||
// relative position normalized to the root prim
|
||||
OMV.Vector3 childRelativePosition = (prim._position - this._position) * OMV.Quaternion.Inverse(this._orientation);
|
||||
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(this._orientation);
|
||||
OMV.Vector3 childRelativePosition = (prim._position - this._position) * invThisOrientation;
|
||||
|
||||
// relative rotation of the child to the parent
|
||||
OMV.Quaternion relativeRotation = OMV.Quaternion.Inverse(prim._orientation) * this._orientation;
|
||||
OMV.Quaternion childRelativeRotation = invThisOrientation * prim._orientation;
|
||||
|
||||
// this is 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, prim.LocalID);
|
||||
BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID,
|
||||
childRelativePosition,
|
||||
relativeRotation,
|
||||
childRelativeRotation,
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Identity,
|
||||
OMV.Vector3.Zero, OMV.Vector3.Zero,
|
||||
|
@ -1252,78 +1356,71 @@ public sealed class BSPrim : PhysicsActor
|
|||
const float POSITION_TOLERANCE = 0.05f;
|
||||
const float ACCELERATION_TOLERANCE = 0.01f;
|
||||
const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
|
||||
const bool SHOULD_DAMP_UPDATES = false;
|
||||
|
||||
public void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
/*
|
||||
UpdatedProperties changed = 0;
|
||||
if (SHOULD_DAMP_UPDATES)
|
||||
// assign to the local variables so the normal set action does not happen
|
||||
// if (_position != entprop.Position)
|
||||
if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
|
||||
{
|
||||
// assign to the local variables so the normal set action does not happen
|
||||
// if (_position != entprop.Position)
|
||||
if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
|
||||
{
|
||||
_position = entprop.Position;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, pos = {2}", LogHeader, LocalID, _position);
|
||||
changed |= UpdatedProperties.Position;
|
||||
}
|
||||
// if (_orientation != entprop.Rotation)
|
||||
if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
|
||||
{
|
||||
_orientation = entprop.Rotation;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, rot = {2}", LogHeader, LocalID, _orientation);
|
||||
changed |= UpdatedProperties.Rotation;
|
||||
}
|
||||
// if (_velocity != entprop.Velocity)
|
||||
if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
|
||||
{
|
||||
_velocity = entprop.Velocity;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: velocity = {1}", LogHeader, _velocity);
|
||||
changed |= UpdatedProperties.Velocity;
|
||||
}
|
||||
// if (_acceleration != entprop.Acceleration)
|
||||
if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
|
||||
{
|
||||
_acceleration = entprop.Acceleration;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration);
|
||||
changed |= UpdatedProperties.Acceleration;
|
||||
}
|
||||
// if (_rotationalVelocity != entprop.RotationalVelocity)
|
||||
if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
|
||||
{
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity);
|
||||
changed |= UpdatedProperties.RotationalVel;
|
||||
}
|
||||
if (changed != 0)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
// Only update the position of single objects and linkset roots
|
||||
if (this._parentPrim == null)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
_position = entprop.Position;
|
||||
changed |= UpdatedProperties.Position;
|
||||
}
|
||||
else
|
||||
// if (_orientation != entprop.Rotation)
|
||||
if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
|
||||
{
|
||||
// Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
|
||||
|
||||
// Only updates only for individual prims and for the root object of a linkset.
|
||||
_orientation = entprop.Rotation;
|
||||
changed |= UpdatedProperties.Rotation;
|
||||
}
|
||||
// if (_velocity != entprop.Velocity)
|
||||
if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
|
||||
{
|
||||
_velocity = entprop.Velocity;
|
||||
changed |= UpdatedProperties.Velocity;
|
||||
}
|
||||
// if (_acceleration != entprop.Acceleration)
|
||||
if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
|
||||
{
|
||||
_acceleration = entprop.Acceleration;
|
||||
changed |= UpdatedProperties.Acceleration;
|
||||
}
|
||||
// if (_rotationalVelocity != entprop.RotationalVelocity)
|
||||
if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
|
||||
{
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
changed |= UpdatedProperties.RotationalVel;
|
||||
}
|
||||
if (changed != 0)
|
||||
{
|
||||
// Only update the position of single objects and linkset roots
|
||||
if (this._parentPrim == null)
|
||||
{
|
||||
// Assign to the local variables so the normal set action does not happen
|
||||
_position = entprop.Position;
|
||||
_orientation = entprop.Rotation;
|
||||
_velocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
|
||||
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
|
||||
|
||||
// Updates only for individual prims and for the root object of a linkset.
|
||||
if (this._parentPrim == null)
|
||||
{
|
||||
// Assign to the local variables so the normal set action does not happen
|
||||
_position = entprop.Position;
|
||||
_orientation = entprop.Rotation;
|
||||
_velocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
|
||||
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
DetailLog("{0},UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
// I've collided with something
|
||||
|
@ -1362,5 +1459,11 @@ public sealed class BSPrim : PhysicsActor
|
|||
collisionCollection.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
Scene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,12 +29,14 @@ using System.Collections.Generic;
|
|||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework;
|
||||
using OpenSim.Region.CoreModules;
|
||||
using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using Nini.Config;
|
||||
using log4net;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Framework;
|
||||
|
||||
// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
|
||||
// Debug linkset
|
||||
|
@ -44,15 +46,17 @@ using OpenSim.Region.Framework;
|
|||
// Compute physics FPS reasonably
|
||||
// Based on material, set density and friction
|
||||
// More efficient memory usage when passing hull information from BSPrim to BulletSim
|
||||
// Move all logic out of the C++ code and into the C# code for easier future modifications.
|
||||
// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
|
||||
// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
|
||||
// At the moment, physical and phantom causes object to drop through the terrain
|
||||
// Physical phantom objects and related typing (collision options )
|
||||
// Use collision masks for collision with terrain and phantom objects
|
||||
// Check out llVolumeDetect. Must do something for that.
|
||||
// Should prim.link() and prim.delink() membership checking happen at taint time?
|
||||
// changing the position and orientation of a linked prim must rebuild the constraint with the root.
|
||||
// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
|
||||
// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
|
||||
// Use collision masks for collision with terrain and phantom objects
|
||||
// Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions)
|
||||
// Implement LockAngularMotion
|
||||
// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
|
||||
|
@ -60,9 +64,6 @@ using OpenSim.Region.Framework;
|
|||
// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
|
||||
// Add PID movement operations. What does ScenePresence.MoveToTarget do?
|
||||
// Check terrain size. 128 or 127?
|
||||
// Multiple contact points on collision?
|
||||
// See code in ode::near... calls to collision_accounting_events()
|
||||
// (This might not be a problem. ODE collects all the collisions with one object in one tick.)
|
||||
// Raycast
|
||||
//
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
|
@ -72,6 +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]";
|
||||
|
||||
private void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); }
|
||||
|
||||
public string BulletSimVersion = "?";
|
||||
|
||||
private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
|
||||
|
@ -105,6 +108,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
private long m_simulationStep = 0;
|
||||
public long SimulationStep { get { return m_simulationStep; } }
|
||||
|
||||
public float LastSimulatedTimestep { get; private set; }
|
||||
|
||||
// A value of the time now so all the collision and update routines do not have to get their own
|
||||
// Set to 'now' just before all the prims and actors are called for collisions and updates
|
||||
private int m_simulationNowTime;
|
||||
|
@ -121,6 +126,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed
|
||||
private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes
|
||||
|
||||
public float PID_D { get; private set; } // derivative
|
||||
public float PID_P { get; private set; } // proportional
|
||||
|
||||
public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
|
||||
public const uint GROUNDPLANE_ID = 1;
|
||||
|
||||
|
@ -147,8 +155,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
ConfigurationParameters[] m_params;
|
||||
GCHandle m_paramsHandle;
|
||||
|
||||
public bool shouldDebugLog { get; private set; }
|
||||
|
||||
private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
|
||||
|
||||
// Sometimes you just have to log everything.
|
||||
public Logging.LogWriter PhysicsLogging;
|
||||
private bool m_physicsLoggingEnabled;
|
||||
private string m_physicsLoggingDir;
|
||||
private string m_physicsLoggingPrefix;
|
||||
private int m_physicsLoggingFileMinutes;
|
||||
|
||||
private bool m_vehicleLoggingEnabled;
|
||||
public bool VehicleLoggingEnabled { get { return m_vehicleLoggingEnabled; } }
|
||||
|
||||
public BSScene(string identifier)
|
||||
{
|
||||
m_initialized = false;
|
||||
|
@ -169,17 +189,32 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
|
||||
m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
|
||||
|
||||
// Enable very detailed logging.
|
||||
// By creating an empty logger when not logging, the log message invocation code
|
||||
// can be left in and every call doesn't have to check for null.
|
||||
if (m_physicsLoggingEnabled)
|
||||
{
|
||||
PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysicsLogging = new Logging.LogWriter();
|
||||
}
|
||||
|
||||
// Get the version of the DLL
|
||||
// TODO: this doesn't work yet. Something wrong with marshaling the returned string.
|
||||
// BulletSimVersion = BulletSimAPI.GetVersion();
|
||||
// m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion);
|
||||
|
||||
// if Debug, enable logging from the unmanaged code
|
||||
if (m_log.IsDebugEnabled)
|
||||
if (m_log.IsDebugEnabled || PhysicsLogging.Enabled)
|
||||
{
|
||||
m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
|
||||
// the handle is saved to it doesn't get freed after this call
|
||||
m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
|
||||
if (PhysicsLogging.Enabled)
|
||||
m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog);
|
||||
else
|
||||
m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
|
||||
// the handle is saved in a variable to make sure it doesn't get freed after this call
|
||||
BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
|
||||
}
|
||||
|
||||
|
@ -209,6 +244,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
m_meshLOD = 8f;
|
||||
m_sculptLOD = 32f;
|
||||
|
||||
shouldDebugLog = false;
|
||||
m_detailedStatsStep = 0; // disabled
|
||||
|
||||
m_maxSubSteps = 10;
|
||||
|
@ -217,6 +253,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
m_maxUpdatesPerFrame = 2048;
|
||||
m_maximumObjectMass = 10000.01f;
|
||||
|
||||
PID_D = 2200f;
|
||||
PID_P = 900f;
|
||||
|
||||
parms.defaultFriction = 0.5f;
|
||||
parms.defaultDensity = 10.000006836f; // Aluminum g/cm3
|
||||
parms.defaultRestitution = 0f;
|
||||
|
@ -261,7 +300,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
_meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", _meshSculptedPrim);
|
||||
_forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", _forceSimplePrimMeshing);
|
||||
|
||||
shouldDebugLog = pConfig.GetBoolean("ShouldDebugLog", shouldDebugLog);
|
||||
m_detailedStatsStep = pConfig.GetInt("DetailedStatsStep", m_detailedStatsStep);
|
||||
|
||||
m_meshLOD = pConfig.GetFloat("MeshLevelOfDetail", m_meshLOD);
|
||||
m_sculptLOD = pConfig.GetFloat("SculptLevelOfDetail", m_sculptLOD);
|
||||
|
||||
|
@ -271,6 +312,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
m_maxUpdatesPerFrame = pConfig.GetInt("MaxUpdatesPerFrame", m_maxUpdatesPerFrame);
|
||||
m_maximumObjectMass = pConfig.GetFloat("MaxObjectMass", m_maximumObjectMass);
|
||||
|
||||
PID_D = pConfig.GetFloat("PIDDerivative", PID_D);
|
||||
PID_P = pConfig.GetFloat("PIDProportional", PID_P);
|
||||
|
||||
parms.defaultFriction = pConfig.GetFloat("DefaultFriction", parms.defaultFriction);
|
||||
parms.defaultDensity = pConfig.GetFloat("DefaultDensity", parms.defaultDensity);
|
||||
parms.defaultRestitution = pConfig.GetFloat("DefaultRestitution", parms.defaultRestitution);
|
||||
|
@ -303,6 +347,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
parms.shouldSplitSimulationIslands = ParamBoolean(pConfig, "ShouldSplitSimulationIslands", parms.shouldSplitSimulationIslands);
|
||||
parms.shouldEnableFrictionCaching = ParamBoolean(pConfig, "ShouldEnableFrictionCaching", parms.shouldEnableFrictionCaching);
|
||||
parms.numberOfSolverIterations = pConfig.GetFloat("NumberOfSolverIterations", parms.numberOfSolverIterations);
|
||||
|
||||
// Very detailed logging for physics debugging
|
||||
m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
|
||||
m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
|
||||
m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-");
|
||||
m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
|
||||
// Very detailed logging for vehicle debugging
|
||||
m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
|
||||
}
|
||||
}
|
||||
m_params[0] = parms;
|
||||
|
@ -323,12 +375,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
return ret;
|
||||
}
|
||||
|
||||
|
||||
// Called directly from unmanaged code so don't do much
|
||||
private void BulletLogger(string msg)
|
||||
{
|
||||
m_log.Debug("[BULLETS UNMANAGED]:" + msg);
|
||||
}
|
||||
|
||||
// Called directly from unmanaged code so don't do much
|
||||
private void BulletLoggerPhysLog(string msg)
|
||||
{
|
||||
PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg);
|
||||
}
|
||||
|
||||
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
|
||||
{
|
||||
|
@ -347,34 +404,42 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
public override void RemoveAvatar(PhysicsActor actor)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
|
||||
if (actor is BSCharacter)
|
||||
BSCharacter bsactor = actor as BSCharacter;
|
||||
if (bsactor != null)
|
||||
{
|
||||
((BSCharacter)actor).Destroy();
|
||||
}
|
||||
try
|
||||
{
|
||||
lock (m_avatars) m_avatars.Remove(actor.LocalID);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
|
||||
try
|
||||
{
|
||||
lock (m_avatars) m_avatars.Remove(actor.LocalID);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
|
||||
}
|
||||
bsactor.Destroy();
|
||||
// bsactor.dispose();
|
||||
}
|
||||
}
|
||||
|
||||
public override void RemovePrim(PhysicsActor prim)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: RemovePrim", LogHeader);
|
||||
if (prim is BSPrim)
|
||||
BSPrim bsprim = prim as BSPrim;
|
||||
if (bsprim != null)
|
||||
{
|
||||
((BSPrim)prim).Destroy();
|
||||
m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
|
||||
try
|
||||
{
|
||||
lock (m_prims) m_prims.Remove(bsprim.LocalID);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
|
||||
}
|
||||
bsprim.Destroy();
|
||||
// bsprim.dispose();
|
||||
}
|
||||
try
|
||||
else
|
||||
{
|
||||
lock (m_prims) m_prims.Remove(prim.LocalID);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
|
||||
m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -400,6 +465,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
int collidersCount;
|
||||
IntPtr collidersPtr;
|
||||
|
||||
LastSimulatedTimestep = timeStep;
|
||||
|
||||
// prevent simulation until we've been initialized
|
||||
if (!m_initialized) return 10.0f;
|
||||
|
||||
|
@ -459,7 +526,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
for (int ii = 0; ii < updatedEntityCount; ii++)
|
||||
{
|
||||
EntityProperties entprop = m_updateArray[ii];
|
||||
// m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position);
|
||||
BSPrim prim;
|
||||
if (m_prims.TryGetValue(entprop.ID, out prim))
|
||||
{
|
||||
|
@ -532,8 +598,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
});
|
||||
}
|
||||
|
||||
// Someday we will have complex terrain with caves and tunnels
|
||||
// For the moment, it's flat and convex
|
||||
public float GetTerrainHeightAtXYZ(Vector3 loc)
|
||||
{
|
||||
return GetTerrainHeightAtXY(loc.X, loc.Y);
|
||||
}
|
||||
|
||||
public float GetTerrainHeightAtXY(float tX, float tY)
|
||||
{
|
||||
if (tX < 0 || tX >= Constants.RegionSize || tY < 0 || tY >= Constants.RegionSize)
|
||||
return 30;
|
||||
return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)];
|
||||
}
|
||||
|
||||
|
|
|
@ -146,6 +146,22 @@ public struct ConfigurationParameters
|
|||
public const float numericFalse = 0f;
|
||||
}
|
||||
|
||||
// Values used by Bullet and BulletSim to control collisions
|
||||
public enum CollisionFlags : uint
|
||||
{
|
||||
STATIC_OBJECT = 1 << 0,
|
||||
KINEMATIC_OBJECT = 1 << 1,
|
||||
NO_CONTACT_RESPONSE = 1 << 2,
|
||||
CUSTOM_MATERIAL_CALLBACK = 1 << 3,
|
||||
CHARACTER_OBJECT = 1 << 4,
|
||||
DISABLE_VISUALIZE_OBJECT = 1 << 5,
|
||||
DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
|
||||
// Following used by BulletSim to control collisions
|
||||
VOLUME_DETECT_OBJECT = 1 << 10,
|
||||
PHANTOM_OBJECT = 1 << 11,
|
||||
PHYSICAL_OBJECT = 1 << 12,
|
||||
};
|
||||
|
||||
static class BulletSimAPI {
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
|
@ -213,6 +229,9 @@ public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetObjectPosition(uint WorldID, uint id);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Quaternion GetObjectOrientation(uint WorldID, uint id);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetObjectTranslation(uint worldID, uint id, Vector3 position, Quaternion rotation);
|
||||
|
||||
|
@ -268,5 +287,37 @@ public static extern void DumpBulletStatistics();
|
|||
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetDebugLogCallback(DebugLogCallback callback);
|
||||
|
||||
// ===============================================================================
|
||||
// ===============================================================================
|
||||
// ===============================================================================
|
||||
// A new version of the API that moves all the logic out of the C++ code and into
|
||||
// the C# code. This will make modifications easier for the next person.
|
||||
// This interface passes the actual pointers to the objects in the unmanaged
|
||||
// address space. All the management (calls for creation/destruction/lookup)
|
||||
// is done in the C# code.
|
||||
// The names have a 2 tacked on. This will be removed as the code gets rebuilt
|
||||
// and the old code is removed from the C# code.
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetSimHandle2(uint worldID);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetBodyHandle2(IntPtr sim, uint id);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr ClearForces2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr SetCollisionFlags2(IntPtr obj, uint flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr AddToCollisionFlags2(IntPtr obj, uint flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, uint flags);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -68,6 +68,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
private const int AGENT = 1;
|
||||
private const int AGENT_BY_USERNAME = 0x10;
|
||||
private const int NPC = 0x20;
|
||||
private const int OS_NPC = 0x01000000;
|
||||
private const int ACTIVE = 2;
|
||||
private const int PASSIVE = 4;
|
||||
private const int SCRIPTED = 8;
|
||||
|
@ -220,7 +221,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
List<SensedEntity> sensedEntities = new List<SensedEntity>();
|
||||
|
||||
// Is the sensor type is AGENT and not SCRIPTED then include agents
|
||||
if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
|
||||
if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC | OS_NPC)) != 0 && (ts.type & SCRIPTED) == 0)
|
||||
{
|
||||
sensedEntities.AddRange(doAgentSensor(ts));
|
||||
}
|
||||
|
@ -484,7 +485,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}",
|
||||
// presence.Name, presence.PresenceType, ts.name, ts.type);
|
||||
|
||||
if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
|
||||
if ((ts.type & NPC) == 0 && (ts.type & OS_NPC) == 0 && presence.PresenceType == PresenceType.Npc)
|
||||
{
|
||||
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
if (npcData == null || !npcData.SenseAsAgent)
|
||||
|
|
|
@ -56,6 +56,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
public const int ACTIVE = 2;
|
||||
public const int PASSIVE = 4;
|
||||
public const int SCRIPTED = 8;
|
||||
public const int OS_NPC = 0x01000000;
|
||||
|
||||
public const int CONTROL_FWD = 1;
|
||||
public const int CONTROL_BACK = 2;
|
||||
|
|
|
@ -36,6 +36,7 @@ using OpenSim.Framework;
|
|||
using OpenSim.Region.CoreModules;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared
|
||||
{
|
||||
|
@ -83,6 +84,12 @@ namespace OpenSim.Region.ScriptEngine.Shared
|
|||
|
||||
public class DetectParams
|
||||
{
|
||||
public const int AGENT = 1;
|
||||
public const int ACTIVE = 2;
|
||||
public const int PASSIVE = 4;
|
||||
public const int SCRIPTED = 8;
|
||||
public const int OS_NPC = 0x01000000;
|
||||
|
||||
public DetectParams()
|
||||
{
|
||||
Key = UUID.Zero;
|
||||
|
@ -199,8 +206,27 @@ namespace OpenSim.Region.ScriptEngine.Shared
|
|||
Type = 0x01; // Avatar
|
||||
if (presence.PresenceType == PresenceType.Npc)
|
||||
Type = 0x20;
|
||||
|
||||
// Cope Impl. We don't use OS_NPC.
|
||||
//if (presence.PresenceType != PresenceType.Npc)
|
||||
//{
|
||||
// Type = AGENT;
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// Type = OS_NPC;
|
||||
|
||||
// INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
|
||||
// INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
|
||||
// if (npcData.SenseAsAgent)
|
||||
// {
|
||||
// Type |= AGENT;
|
||||
// }
|
||||
//}
|
||||
|
||||
if (presence.Velocity != Vector3.Zero)
|
||||
Type |= 0x02; // Active
|
||||
Type |= ACTIVE;
|
||||
|
||||
Group = presence.ControllingClient.ActiveGroupId;
|
||||
|
||||
|
@ -215,15 +241,15 @@ namespace OpenSim.Region.ScriptEngine.Shared
|
|||
Name = part.Name;
|
||||
Owner = part.OwnerID;
|
||||
if (part.Velocity == Vector3.Zero)
|
||||
Type = 0x04; // Passive
|
||||
Type = PASSIVE;
|
||||
else
|
||||
Type = 0x02; // Passive
|
||||
Type = ACTIVE;
|
||||
|
||||
foreach (SceneObjectPart p in part.ParentGroup.Parts)
|
||||
{
|
||||
if (p.Inventory.ContainsScripts())
|
||||
{
|
||||
Type |= 0x08; // Scripted
|
||||
Type |= SCRIPTED; // Scripted
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,11 @@
|
|||
; * This file must be renamed to RegionConfig.ini and moved to the Regions/
|
||||
; * subdirectory to work!
|
||||
; * This is an example region config file.
|
||||
; *
|
||||
; * If OpenSimulator is started up without any regions, it will ask you configuration questions to generate a Regions.ini file for you.
|
||||
; * So there is no need to change this file directly, it is only for reference.
|
||||
; * However, if you prefer you can also copy this file to Regions.ini and appropriately change the parameters below.
|
||||
; * Only files ending with .ini and .xml in this directly will be loaded by OpenSimulator.
|
||||
; *
|
||||
; * You can put multiple regions into one file or make one file per region
|
||||
; * You can multiple regions into one file or make one file per region
|
||||
; * The section name is the region name
|
||||
; *
|
||||
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
25
prebuild.xml
25
prebuild.xml
|
@ -1834,6 +1834,31 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.ConvexDecompositionDotNet" path="OpenSim/Region/Physics/ConvexDecompositionDotNet" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Core"/>
|
||||
<Reference name="System.Data"/>
|
||||
<Reference name="System.Xml"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true">
|
||||
<Exclude name="Tests" pattern="Tests"/>
|
||||
</Match>
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<!-- OpenSim app -->
|
||||
<Project frameworkVersion="v4_0" name="OpenSim" path="OpenSim/Region/Application" type="Exe">
|
||||
<Configuration name="Debug">
|
||||
|
|
Loading…
Reference in New Issue