Compare commits

...

46 Commits

Author SHA1 Message Date
SignpostMarv
0760121eb9 documentation (OnNewPresence) 2012-09-11 20:12:44 +01:00
SignpostMarv
0a22e78f59 documentation (OnClientConnect) 2012-09-11 20:12:44 +01:00
SignpostMarv
5e51f16ceb documentation (OnBackup) 2012-09-11 20:12:44 +01:00
SignpostMarv
fd8a7e64b9 documentation (OnTerrainTick) 2012-09-11 20:12:44 +01:00
SignpostMarv
ed5f574356 documentation (OnTerrainTainted) 2012-09-11 20:12:44 +01:00
SignpostMarv
44349f742e documentation (OnClientMovement) 2012-09-11 20:12:43 +01:00
SignpostMarv
e3993eefa5 Documenting some of the events on OpenSim.Region.Framework.Scenes.EventManager (OnFrame) 2012-09-11 20:12:43 +01:00
SignpostMarv
8db5d79f4b passing in the function name to MOD_Api.ConvertFromLSL for more user-friendly error messages 2012-09-10 13:15:32 +01:00
BlueWall
bf56b30024 Adjust namespce of FlotsamCache
Place FloatsamCache in the same namespace as our other core asset caches
2012-09-09 14:35:48 -04:00
BlueWall
8321ecb7a2 Revert "Move addin information to CoreModulePlugin.addin.xml"
This reverts commit 2ec34580ce.

  Moving the attributes for mono addins back to the source file - this also fixes http://opensimulator.org/mantis/view.php?id=6278.
2012-09-09 13:50:44 -04:00
SignpostMarv
783ee949ea implementing per-region configuration of limits on the number of prims one can have in a linkset
Applied with changes - patch was based on a repo different from core

Signed-off-by: Melanie <melanie@t-data.com>
2012-09-09 12:59:25 +01:00
SignpostMarv
e041f09750 refactoring to allow Scene.GetLandData to accept Vector3 as an argument. Note that the prior work on LSL_Vector implicit operators means one does not need to explicitly cast a LSL_Vector to Vector3 2012-09-08 00:44:27 +01:00
Justin Clark-Casey (justincc)
fa3edcf55c Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-09-08 00:17:57 +01:00
SignpostMarv
874bde366a 4096 is used in various places as the maximum height of a region, refactoring to be a constant 2012-09-08 00:14:39 +01:00
Robert Adams
d8df2d6bed BulletSim: update the DLLs and SOs 2012-09-07 16:05:34 -07:00
Robert Adams
126eae7100 BulletSim: Add Bullet body and shape to BSPhysObject and rename
'Body' to 'BSBody' for disambiguation when reading code.
Complete the API2 interface so nearly all methods on bullet
    classes are available to the managed code. The efficient
    single call simulation step is kept in place while all
    other creation/destruction/parameterization can be done
    in the managed code.
2012-09-07 16:05:28 -07:00
Robert Adams
3c097cb7a9 BulletSim: Add some comments (gasp) and log messages. 2012-09-07 16:05:22 -07:00
Robert Adams
189f51233e BulletSim: PhysicsActorType() now returns the correct value rather than 'unknown'. 2012-09-07 16:05:16 -07:00
Robert Adams
76dc29dc37 BulletSim: Modify collision flag calls to return the current flags.
Track current collision flags in BSPrim.
Add BulletSimAPI calls for saving and restoring rigidBodies using
    construction information structure.
2012-09-07 16:05:11 -07:00
SignpostMarv
df3914c7cd renaming to markdown file 2012-09-08 00:02:27 +01:00
SignpostMarv
740eac192b multi-paragraph list item 2012-09-08 00:02:27 +01:00
SignpostMarv
783ecd01f4 headers 2012-09-08 00:02:26 +01:00
SignpostMarv
a0e3e23aa9 removing redundant header; this is the building.txt file for opensim 2012-09-08 00:02:26 +01:00
SignpostMarv
1acee36822 code blocks 2012-09-08 00:02:26 +01:00
SignpostMarv
ac90322f1b markdown-formatted link 2012-09-08 00:02:26 +01:00
SignpostMarv
2ca93cb144 renaming to markdown file 2012-09-08 00:02:26 +01:00
SignpostMarv
4e2805496c header syntax 2012-09-08 00:02:26 +01:00
SignpostMarv
46af3a3d92 casing 2012-09-08 00:02:26 +01:00
BlueWall
717b11856e Move addin attributes to RegionCombinerModule.addin.xml
Will help in automation of setting version info for addin dependencies.
2012-09-07 13:21:06 -04:00
BlueWall
0199abd625 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-09-07 11:43:22 -04:00
BlueWall
550f6c4ad2 Revert "Move addin information to RegionCombinerModule.addin.xml"
This reverts commit ab446bc692782b75fd27105fc3370a16b4fc17d8.
  Need to look into this
2012-09-07 11:41:47 -04:00
Diva Canto
2b506cffb1 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-09-07 08:10:03 -07:00
Diva Canto
33469a0d2b Moved the new vars in Robust.HG.ini to the proper section. 2012-09-07 08:09:44 -07:00
BlueWall
1f18ce516f Move addin information to RegionCombinerModule.addin.xml
Move addin information from attributes to RegionCombinerModule.addin.xml to aid in automation of addin dependency tracking.
2012-09-07 11:07:19 -04:00
BlueWall
2ec34580ce Move addin information to CoreModulePlugin.addin.xml
Move the addin information from attributes in the source file to the CoreModulePlugin.xml, which is the standard. This will help us automate addin version dependency information when we make new OpenSim releases.
2012-09-07 10:18:00 -04:00
Justin Clark-Casey (justincc)
288baaecaf Add warning chevrons around the GC.Collect added to Warp3DImageModule in commit 5eb2526
Manually calling GC.Collect() really shouldnt' be necessary and is generally regarded as a bad idea.
A GC should occur anyway pretty shortly afterwards.
However, can leave this in development code for now to see if it does actually make a significant difference rather than simply doing a GC a little earlier.
2012-09-07 00:46:24 +01:00
Justin Clark-Casey (justincc)
d2b00749ef Add missing DynamicTexture.cs file from last commit 2012-09-06 23:14:48 +01:00
Justin Clark-Casey (justincc)
8f02fd926e If reusing dynamic textures, do not reuse small data length textures that fall below current viewer discard level 2 thresholds.
Viewer LL 3.3.4 and before sometimes fail to properly redisplay dynamic textures that have a small data length compared to pixel size when pulled from cache.
This appears to happen when the data length is smaller than the estimate discard level 2 size the viewer uses when making this GetTexture request.
This commit works around this by always regenerating dynamic textures that fall below this threshold rather than reusing them if ReuseDynamicTextures = true
This can be controlled by the [Textures] ReuseDynamicLowDataTextures config setting which defaults to false.
2012-09-06 22:12:05 +01:00
Diva Canto
9f914327c6 Added missing configs, and deleted the [Profile] part on the Hypergrind config. 2012-09-06 12:42:14 -07:00
SignpostMarv
4215877b48 adding utility method for getting SceneObjectGroup from scene
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2012-09-06 06:32:56 -04:00
SignpostMarv
d2e79e26d7 adding utility method for getting SceneObjectPart from scene
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2012-09-06 06:32:46 -04:00
SignpostMarv
3f6c6eed33 pasting in show uptime code
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2012-09-06 06:13:07 -04:00
BlueWall
0a71e3ab39 Add file to .gitignore
Add OpenSim.userprefs which is created by Monodevelop to .gitignore
2012-09-06 05:36:00 -04:00
BlueWall
8fe8fdb0c9 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-09-06 05:19:15 -04:00
Justin Clark-Casey (justincc)
fbfd28a61b Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-09-06 00:16:40 +01:00
Justin Clark-Casey (justincc)
a0d0c9f751 If the GetTexture capability receives a request for a range of data beyond that of an otherwise valid asset, return HTTP PartialContent rather than RequestedRangeNotSatisfiable.
This is because recent viewers (3.2.1, 3.3.4) and probably earlier ones using the http GetTexture capability will sometimes make such invalid range requests.
This appears to happen if the viewer's estimate of texture sizes at discard levels > 0 (chiefly 2) exceeds the total texture size.
I believe this does not normally happen but can occur for dynamic textures with are large but mainly blank.
If this happens, returning a RequestedRangeNotSatisfiable will cause the viewer to not render the texture at the final resolution.
However, returning a PartialContent (or OK) even with 0 data will allow the viewer to render the final texture.
2012-09-06 00:11:47 +01:00
44 changed files with 1107 additions and 200 deletions

1
.gitignore vendored
View File

@@ -66,6 +66,7 @@ Examples/*.dll
OpenSim.build
OpenSim.sln
OpenSim.suo
OpenSim.userprefs
Prebuild/Prebuild.build
Prebuild/Prebuild.sln
TestResult.xml

View File

@@ -1,6 +1,4 @@
==== Building OpenSim ====
=== Building on Windows ===
# Building on Windows
Steps:
* runprebuild.bat
@@ -9,16 +7,15 @@ Steps:
* copy OpenSim.ini.example to OpenSim.ini and other appropriate files in bin/config-include
* run OpenSim.exe
=== Building on Linux ===
# Building on Linux
Prereqs:
* Mono >= 2.4.3
* Nant >= 0.85
* On some Linux distributions you may need to install additional packages.
See http://opensimulator.org/wiki/Dependencies for more information.
* May also use xbuild (included in mono distributions)
* May use Monodevelop, a cross-platform IDE
* Mono >= 2.4.3
* Nant >= 0.85
* On some Linux distributions you may need to install additional packages.
See http://opensimulator.org/wiki/Dependencies for more information.
* May also use xbuild (included in mono distributions)
* May use Monodevelop, a cross-platform IDE
From the distribution type:
* ./runprebuild.sh
@@ -27,13 +24,13 @@ From the distribution type:
* copy OpenSim.ini.example to OpenSim.ini and other appropriate files in bin/config-include
* run mono OpenSim.exe
=== Using Monodevelop ===
# Using Monodevelop
From the distribution type:
* ./runprebuild.sh
* type monodevelop OpenSim.sln
=== References ===
# References
Helpful resources:
* http://opensimulator.org/wiki/Build_Instructions

View File

@@ -163,7 +163,7 @@ namespace OpenSim.Capabilities.Handlers
if (texture == null)
{
//m_log.DebugFormat("[GETTEXTURE]: texture was not in the cache");
// m_log.DebugFormat("[GETTEXTURE]: texture was not in the cache");
// Fetch locally or remotely. Misses return a 404
texture = m_assetService.Get(textureID.ToString());
@@ -197,7 +197,7 @@ namespace OpenSim.Capabilities.Handlers
}
else // it was on the cache
{
//m_log.DebugFormat("[GETTEXTURE]: texture was in the cache");
// m_log.DebugFormat("[GETTEXTURE]: texture was in the cache");
WriteTextureData(httpRequest, httpResponse, texture, format);
return true;
}
@@ -219,12 +219,30 @@ namespace OpenSim.Capabilities.Handlers
int start, end;
if (TryParseRange(range, out start, out end))
{
// Before clamping start make sure we can satisfy it in order to avoid
// sending back the last byte instead of an error status
if (start >= texture.Data.Length)
{
response.StatusCode = (int)System.Net.HttpStatusCode.RequestedRangeNotSatisfiable;
m_log.DebugFormat(
"[GETTEXTURE]: Client requested range for texture {0} starting at {1} but texture has end of {2}",
texture.ID, start, texture.Data.Length);
// Stricly speaking, as per http://www.w3.org/Protocols/rfc2616/rfc2616-sec14.html, we should be sending back
// Requested Range Not Satisfiable (416) here. However, it appears that at least recent implementations
// of the Linden Lab viewer (3.2.1 and 3.3.4 and probably earlier), a viewer that has previously
// received a very small texture may attempt to fetch bytes from the server past the
// range of data that it received originally. Whether this happens appears to depend on whether
// the viewer's estimation of how large a request it needs to make for certain discard levels
// (http://wiki.secondlife.com/wiki/Image_System#Discard_Level_and_Mip_Mapping), chiefly discard
// level 2. If this estimate is greater than the total texture size, returning a RequestedRangeNotSatisfiable
// here will cause the viewer to treat the texture as bad and never display the full resolution
// However, if we return PartialContent (or OK) instead, the viewer will display that resolution.
// response.StatusCode = (int)System.Net.HttpStatusCode.RequestedRangeNotSatisfiable;
// response.AddHeader("Content-Range", String.Format("bytes */{0}", texture.Data.Length));
// response.StatusCode = (int)System.Net.HttpStatusCode.OK;
response.StatusCode = (int)System.Net.HttpStatusCode.PartialContent;
response.ContentType = texture.Metadata.ContentType;
}
else
{
@@ -232,12 +250,18 @@ namespace OpenSim.Capabilities.Handlers
start = Utils.Clamp(start, 0, end);
int len = end - start + 1;
//m_log.Debug("Serving " + start + " to " + end + " of " + texture.Data.Length + " bytes for texture " + texture.ID);
// m_log.Debug("Serving " + start + " to " + end + " of " + texture.Data.Length + " bytes for texture " + texture.ID);
// Always return PartialContent, even if the range covered the entire data length
// We were accidentally sending back 404 before in this situation
// https://issues.apache.org/bugzilla/show_bug.cgi?id=51878 supports sending 206 even if the
// entire range is requested, and viewer 3.2.2 (and very probably earlier) seems fine with this.
//
// We also do not want to send back OK even if the whole range was satisfiable since this causes
// HTTP textures on at least Imprudence 1.4.0-beta2 to never display the final texture quality.
// if (end > maxEnd)
// response.StatusCode = (int)System.Net.HttpStatusCode.OK;
// else
response.StatusCode = (int)System.Net.HttpStatusCode.PartialContent;
response.ContentLength = len;

View File

@@ -31,6 +31,7 @@ namespace OpenSim.Framework
public class Constants
{
public const uint RegionSize = 256;
public const uint RegionHeight = 4096;
public const byte TerrainPatchSize = 16;
public const string DefaultTexture = "89556747-24cb-43ed-920b-47caed15465f";

View File

@@ -126,6 +126,7 @@ namespace OpenSim.Framework
private int m_physPrimMax = 0;
private bool m_clampPrimSize = false;
private int m_objectCapacity = 0;
private int m_linksetCapacity = 0;
private int m_agentCapacity = 0;
private string m_regionType = String.Empty;
private RegionLightShareData m_windlight = new RegionLightShareData();
@@ -317,6 +318,11 @@ namespace OpenSim.Framework
get { return m_objectCapacity; }
}
public int LinksetCapacity
{
get { return m_linksetCapacity; }
}
public int AgentCapacity
{
get { return m_agentCapacity; }
@@ -654,6 +660,9 @@ namespace OpenSim.Framework
m_objectCapacity = config.GetInt("MaxPrims", 15000);
allKeys.Remove("MaxPrims");
m_linksetCapacity = config.GetInt("LinksetPrims", 0);
allKeys.Remove("LinksetPrims");
#endregion
@@ -709,6 +718,9 @@ namespace OpenSim.Framework
if (m_objectCapacity != 0)
config.Set("MaxPrims", m_objectCapacity);
if (m_linksetCapacity != 0)
config.Set("LinksetPrims", m_linksetCapacity);
if (m_agentCapacity != 0)
config.Set("MaxAgents", m_agentCapacity);
@@ -804,6 +816,9 @@ namespace OpenSim.Framework
configMember.addConfigurationOption("object_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
"Max objects this sim will hold", m_objectCapacity.ToString(), true);
configMember.addConfigurationOption("linkset_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
"Max prims an object will hold", m_linksetCapacity.ToString(), true);
configMember.addConfigurationOption("agent_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
"Max avatars this sim will hold", m_agentCapacity.ToString(), true);
@@ -922,6 +937,9 @@ namespace OpenSim.Framework
case "object_capacity":
m_objectCapacity = (int)configuration_result;
break;
case "linkset_capacity":
m_linksetCapacity = (int)configuration_result;
break;
case "agent_capacity":
m_agentCapacity = (int)configuration_result;
break;
@@ -1052,4 +1070,4 @@ namespace OpenSim.Framework
return kvp;
}
}
}
}

View File

@@ -52,7 +52,7 @@ using OpenSim.Services.Interfaces;
[assembly: Addin("FlotsamAssetCache", "1.1")]
[assembly: AddinDependency("OpenSim", "0.5")]
namespace Flotsam.RegionModules.AssetCache
namespace OpenSim.Region.CoreModules.Asset
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache, IAssetService

View File

@@ -35,7 +35,6 @@ using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenMetaverse.Assets;
using Flotsam.RegionModules.AssetCache;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;

View File

@@ -0,0 +1,61 @@
/*
* 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
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Drawing;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
{
public class DynamicTexture : IDynamicTexture
{
public string InputCommands { get; private set; }
public Uri InputUri { get; private set; }
public string InputParams { get; private set; }
public byte[] Data { get; private set; }
public Size Size { get; private set; }
public bool IsReuseable { get; private set; }
public DynamicTexture(string inputCommands, string inputParams, byte[] data, Size size, bool isReuseable)
{
InputCommands = inputCommands;
InputParams = inputParams;
Data = data;
Size = size;
IsReuseable = isReuseable;
}
public DynamicTexture(Uri inputUri, string inputParams, byte[] data, Size size, bool isReuseable)
{
InputUri = inputUri;
InputParams = inputParams;
Data = data;
Size = size;
IsReuseable = isReuseable;
}
}
}

View File

@@ -42,7 +42,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
{
public class DynamicTextureModule : IRegionModule, IDynamicTextureManager
{
//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private const int ALL_SIDES = -1;
@@ -54,6 +54,17 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
/// </summary>
public bool ReuseTextures { get; set; }
/// <summary>
/// If false, then textures which have a low data size are not reused when ReuseTextures = true.
/// </summary>
/// <remarks>
/// LL viewers 3.3.4 and before appear to not fully render textures pulled from the viewer cache if those
/// textures have a relatively high pixel surface but a small data size. Typically, this appears to happen
/// if the data size is smaller than the viewer's discard level 2 size estimate. So if this is setting is
/// false, textures smaller than the calculation in IsSizeReuseable are always regenerated rather than reused
/// to work around this problem.</remarks>
public bool ReuseLowDataTextures { get; set; }
private Dictionary<UUID, Scene> RegisteredScenes = new Dictionary<UUID, Scene>();
private Dictionary<string, IDynamicTextureRender> RenderPlugins =
@@ -83,18 +94,17 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
/// <summary>
/// Called by code which actually renders the dynamic texture to supply texture data.
/// </summary>
/// <param name="id"></param>
/// <param name="data"></param>
/// <param name="isReuseable">True if the data generated can be reused for subsequent identical requests</param>
public void ReturnData(UUID id, byte[] data, bool isReuseable)
/// <param name="updaterId"></param>
/// <param name="texture"></param>
public void ReturnData(UUID updaterId, IDynamicTexture texture)
{
DynamicTextureUpdater updater = null;
lock (Updaters)
{
if (Updaters.ContainsKey(id))
if (Updaters.ContainsKey(updaterId))
{
updater = Updaters[id];
updater = Updaters[updaterId];
}
}
@@ -103,11 +113,16 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
if (RegisteredScenes.ContainsKey(updater.SimUUID))
{
Scene scene = RegisteredScenes[updater.SimUUID];
UUID newTextureID = updater.DataReceived(data, scene);
UUID newTextureID = updater.DataReceived(texture.Data, scene);
if (ReuseTextures && isReuseable && !updater.BlendWithOldTexture)
if (ReuseTextures
&& !updater.BlendWithOldTexture
&& texture.IsReuseable
&& (ReuseLowDataTextures || IsDataSizeReuseable(texture)))
{
m_reuseableDynamicTextures.Store(
GenerateReusableTextureKey(updater.BodyData, updater.Params), newTextureID);
GenerateReusableTextureKey(texture.InputCommands, texture.InputParams), newTextureID);
}
}
}
@@ -123,6 +138,27 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
}
}
/// <summary>
/// Determines whether the texture is reuseable based on its data size.
/// </summary>
/// <remarks>
/// This is a workaround for a viewer bug where very small data size textures relative to their pixel size
/// are not redisplayed properly when pulled from cache. The calculation here is based on the typical discard
/// level of 2, a 'rate' of 0.125 and 4 components (which makes for a factor of 0.5).
/// </remarks>
/// <returns></returns>
private bool IsDataSizeReuseable(IDynamicTexture texture)
{
// Console.WriteLine("{0} {1}", texture.Size.Width, texture.Size.Height);
int discardLevel2DataThreshold = (int)Math.Ceiling((texture.Size.Width >> 2) * (texture.Size.Height >> 2) * 0.5);
// m_log.DebugFormat(
// "[DYNAMIC TEXTURE MODULE]: Discard level 2 threshold {0}, texture data length {1}",
// discardLevel2DataThreshold, texture.Data.Length);
return discardLevel2DataThreshold < texture.Data.Length;
}
public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
string extraParams, int updateTimer)
{
@@ -249,10 +285,18 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
}
}
// m_log.DebugFormat(
// "[DYNAMIC TEXTURE MODULE]: Requesting generation of new dynamic texture for {0} in {1}",
// part.Name, part.ParentGroup.Scene.Name);
RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
}
else
{
// m_log.DebugFormat(
// "[DYNAMIC TEXTURE MODULE]: Reusing cached texture {0} for {1} in {2}",
// objReusableTextureUUID, part.Name, part.ParentGroup.Scene.Name);
// No need to add to updaters as the texture is always the same. Not that this functionality
// apppears to be implemented anyway.
updater.UpdatePart(part, (UUID)objReusableTextureUUID);
@@ -285,7 +329,10 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
{
IConfig texturesConfig = config.Configs["Textures"];
if (texturesConfig != null)
{
ReuseTextures = texturesConfig.GetBoolean("ReuseDynamicTextures", false);
ReuseLowDataTextures = texturesConfig.GetBoolean("ReuseDynamicLowDataTextures", false);
}
if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
{
@@ -448,8 +495,10 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
if (cacheLayerDecode != null)
{
cacheLayerDecode.Decode(asset.FullID, asset.Data);
cacheLayerDecode = null;
if (!cacheLayerDecode.Decode(asset.FullID, asset.Data))
m_log.WarnFormat(
"[DYNAMIC TEXTURE MODULE]: Decoding of dynamically generated asset {0} for {1} in {2} failed",
asset.ID, part.Name, part.ParentGroup.Scene.Name);
}
UUID oldID = UpdatePart(part, asset.FullID);

View File

@@ -32,6 +32,7 @@ using System.Net;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.Imaging;
using OpenSim.Region.CoreModules.Scripting.DynamicTexture;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using log4net;
@@ -73,12 +74,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
// return false;
// }
public byte[] ConvertUrl(string url, string extraParams)
public IDynamicTexture ConvertUrl(string url, string extraParams)
{
return null;
}
public byte[] ConvertData(string bodyData, string extraParams)
public IDynamicTexture ConvertData(string bodyData, string extraParams)
{
return null;
}
@@ -171,11 +172,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
private void HttpRequestReturn(IAsyncResult result)
{
RequestState state = (RequestState) result.AsyncState;
WebRequest request = (WebRequest) state.Request;
Stream stream = null;
byte[] imageJ2000 = new byte[0];
Size newSize = new Size(0, 0);
try
{
@@ -188,37 +189,43 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
try
{
Bitmap image = new Bitmap(stream);
Size newsize;
// TODO: make this a bit less hard coded
if ((image.Height < 64) && (image.Width < 64))
{
newsize = new Size(32, 32);
newSize.Width = 32;
newSize.Height = 32;
}
else if ((image.Height < 128) && (image.Width < 128))
{
newsize = new Size(64, 64);
newSize.Width = 64;
newSize.Height = 64;
}
else if ((image.Height < 256) && (image.Width < 256))
{
newsize = new Size(128, 128);
newSize.Width = 128;
newSize.Height = 128;
}
else if ((image.Height < 512 && image.Width < 512))
{
newsize = new Size(256, 256);
newSize.Width = 256;
newSize.Height = 256;
}
else if ((image.Height < 1024 && image.Width < 1024))
{
newsize = new Size(512, 512);
newSize.Width = 512;
newSize.Height = 512;
}
else
{
newsize = new Size(1024, 1024);
newSize.Width = 1024;
newSize.Height = 1024;
}
Bitmap resize = new Bitmap(image, newsize);
imageJ2000 = OpenJPEG.EncodeFromImage(resize, true);
using (Bitmap resize = new Bitmap(image, newSize))
{
imageJ2000 = OpenJPEG.EncodeFromImage(resize, true);
}
}
catch (Exception)
{
@@ -233,7 +240,6 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
}
catch (WebException)
{
}
finally
{
@@ -243,10 +249,13 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
}
}
m_log.DebugFormat("[LOADIMAGEURLMODULE] Returning {0} bytes of image data for request {1}",
m_log.DebugFormat("[LOADIMAGEURLMODULE]: Returning {0} bytes of image data for request {1}",
imageJ2000.Length, state.RequestID);
m_textureManager.ReturnData(state.RequestID, imageJ2000, false);
m_textureManager.ReturnData(
state.RequestID,
new OpenSim.Region.CoreModules.Scripting.DynamicTexture.DynamicTexture(
request.RequestUri, null, imageJ2000, newSize, false));
}
#region Nested type: RequestState

View File

@@ -57,6 +57,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender.Tests
m_dtm = new DynamicTextureModule();
m_dtm.ReuseTextures = reuseTextures;
// m_dtm.ReuseLowDataTextures = reuseTextures;
m_vrm = new VectorRenderModule();
@@ -201,6 +202,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender.Tests
public void TestRepeatSameDrawReusingTexture()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
string dtText = "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;";
@@ -228,6 +230,46 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender.Tests
Assert.That(firstDynamicTextureID, Is.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID));
}
/// <summary>
/// Test a low data dynamically generated texture such that it is treated as a low data texture that causes
/// problems for current viewers.
/// </summary>
/// <remarks>
/// As we do not set DynamicTextureModule.ReuseLowDataTextures = true in this test, it should not reuse the
/// texture
/// </remarks>
[Test]
public void TestRepeatSameDrawLowDataTexture()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
string dtText = "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;";
SetupScene(true);
SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene);
m_dtm.AddDynamicTextureData(
m_scene.RegionInfo.RegionID,
so.UUID,
m_vrm.GetContentType(),
dtText,
"1024",
0);
UUID firstDynamicTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID;
m_dtm.AddDynamicTextureData(
m_scene.RegionInfo.RegionID,
so.UUID,
m_vrm.GetContentType(),
dtText,
"1024",
0);
Assert.That(firstDynamicTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID));
}
[Test]
public void TestRepeatSameDrawDifferentExtraParamsReusingTexture()
{

View File

@@ -35,6 +35,7 @@ using System.Net;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.Imaging;
using OpenSim.Region.CoreModules.Scripting.DynamicTexture;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using log4net;
@@ -46,6 +47,11 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
{
public class VectorRenderModule : IRegionModule, IDynamicTextureRender
{
// These fields exist for testing purposes, please do not remove.
// private static bool s_flipper;
// private static byte[] s_asset1Data;
// private static byte[] s_asset2Data;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
@@ -80,20 +86,14 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
// return lines.Any((str, r) => str.StartsWith("Image"));
// }
public byte[] ConvertUrl(string url, string extraParams)
public IDynamicTexture ConvertUrl(string url, string extraParams)
{
return null;
}
public byte[] ConvertData(string bodyData, string extraParams)
public IDynamicTexture ConvertData(string bodyData, string extraParams)
{
bool reuseable;
return Draw(bodyData, extraParams, out reuseable);
}
private byte[] ConvertData(string bodyData, string extraParams, out bool reuseable)
{
return Draw(bodyData, extraParams, out reuseable);
return Draw(bodyData, extraParams);
}
public bool AsyncConvertUrl(UUID id, string url, string extraParams)
@@ -104,10 +104,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
public bool AsyncConvertData(UUID id, string bodyData, string extraParams)
{
// XXX: This isn't actually being done asynchronously!
bool reuseable;
byte[] data = ConvertData(bodyData, extraParams, out reuseable);
m_textureManager.ReturnData(id, data, reuseable);
m_textureManager.ReturnData(id, ConvertData(bodyData, extraParams));
return true;
}
@@ -161,6 +158,13 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
{
m_textureManager.RegisterRender(GetContentType(), this);
}
// This code exists for testing purposes, please do not remove.
// s_asset1Data = m_scene.AssetService.Get("00000000-0000-1111-9999-000000000001").Data;
// s_asset1Data = m_scene.AssetService.Get("9f4acf0d-1841-4e15-bdb8-3a12efc9dd8f").Data;
// Terrain dirt - smallest bin/assets file (6004 bytes)
// s_asset2Data = m_scene.AssetService.Get("b8d3965a-ad78-bf43-699b-bff8eca6c975").Data;
}
public void Close()
@@ -179,7 +183,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
#endregion
private byte[] Draw(string data, string extraParams, out bool reuseable)
private IDynamicTexture Draw(string data, string extraParams)
{
// We need to cater for old scripts that didnt use extraParams neatly, they use either an integer size which represents both width and height, or setalpha
// we will now support multiple comma seperated params in the form width:256,height:512,alpha:255
@@ -322,6 +326,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
Bitmap bitmap = null;
Graphics graph = null;
bool reuseable = false;
try
{
@@ -364,6 +369,14 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
}
byte[] imageJ2000 = new byte[0];
// This code exists for testing purposes, please do not remove.
// if (s_flipper)
// imageJ2000 = s_asset1Data;
// else
// imageJ2000 = s_asset2Data;
//
// s_flipper = !s_flipper;
try
{
@@ -376,7 +389,8 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
e.Message, e.StackTrace);
}
return imageJ2000;
return new OpenSim.Region.CoreModules.Scripting.DynamicTexture.DynamicTexture(
data, extraParams, imageJ2000, new Size(width, height), reuseable);
}
finally
{

View File

@@ -43,7 +43,7 @@ using OpenSim.Tests.Common;
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
{
[TestFixture]
public class GridConnectorsTests
public class GridConnectorsTests : OpenSimTestCase
{
LocalGridServicesConnector m_LocalConnector;
private void SetUp()

View File

@@ -51,7 +51,7 @@ using RegionSettings = OpenSim.Framework.RegionSettings;
namespace OpenSim.Region.CoreModules.World.Archiver.Tests
{
[TestFixture]
public class ArchiverTests
public class ArchiverTests : OpenSimTestCase
{
private Guid m_lastRequestId;
private string m_lastErrorMessage;

View File

@@ -208,6 +208,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height);
}
// XXX: It shouldn't really be necesary to force a GC here as one should occur anyway pretty shortly
// afterwards. It's generally regarded as a bad idea to manually GC. If Warp3D is using lots of memory
// then this may be some issue with the Warp3D code itself, though it's also quite possible that generating
// this map tile simply takes a lot of memory.
GC.Collect();
m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()");

View File

@@ -25,6 +25,8 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Drawing;
using System.IO;
using OpenMetaverse;
@@ -33,7 +35,14 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IDynamicTextureManager
{
void RegisterRender(string handleType, IDynamicTextureRender render);
void ReturnData(UUID id, byte[] data, bool isReuseable);
/// <summary>
/// Used by IDynamicTextureRender implementations to return renders
/// </summary>
/// <param name='id'></param>
/// <param name='data'></param>
/// <param name='isReuseable'></param>
void ReturnData(UUID id, IDynamicTexture texture);
UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams,
int updateTimer);
@@ -125,11 +134,53 @@ namespace OpenSim.Region.Framework.Interfaces
// /// <param name='extraParams'></param>
// bool AlwaysIdenticalConversion(string bodyData, string extraParams);
byte[] ConvertUrl(string url, string extraParams);
byte[] ConvertData(string bodyData, string extraParams);
IDynamicTexture ConvertUrl(string url, string extraParams);
IDynamicTexture ConvertData(string bodyData, string extraParams);
bool AsyncConvertUrl(UUID id, string url, string extraParams);
bool AsyncConvertData(UUID id, string bodyData, string extraParams);
void GetDrawStringSize(string text, string fontName, int fontSize,
out double xSize, out double ySize);
}
public interface IDynamicTexture
{
/// <summary>
/// Input commands used to generate this data.
/// </summary>
/// <remarks>
/// Null if input commands were not used.
/// </remarks>
string InputCommands { get; }
/// <summary>
/// Uri used to generate this data.
/// </summary>
/// <remarks>
/// Null if a uri was not used.
/// </remarks>
Uri InputUri { get; }
/// <summary>
/// Extra input params used to generate this data.
/// </summary>
string InputParams { get; }
/// <summary>
/// Texture data.
/// </summary>
byte[] Data { get; }
/// <summary>
/// Size of texture.
/// </summary>
Size Size { get; }
/// <summary>
/// Signal whether the texture is reuseable (i.e. whether the same input data will always generate the same
/// texture).
/// </summary>
bool IsReuseable { get; }
}
}

View File

@@ -47,26 +47,71 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void OnFrameDelegate();
/// <summary>
/// Triggered on each sim frame.
/// </summary>
/// <remarks>
/// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.Update"/>
/// Core uses it for things like Sun, Wind & Clouds
/// The MRM module also uses it.
/// </remarks>
public event OnFrameDelegate OnFrame;
public delegate void ClientMovement(ScenePresence client);
/// <summary>
/// Trigerred when an agent moves.
/// </summary>
/// <remarks>
/// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.ScenePresence.HandleAgentUpdate"/>
/// prior to <see cref="OpenSim.Region.Framework.Scenes.ScenePresence.TriggerScenePresenceUpdated"/>
/// </remarks>
public event ClientMovement OnClientMovement;
public delegate void OnTerrainTaintedDelegate();
/// <summary>
/// Triggered if the terrain has been edited
/// </summary>
/// <remarks>
/// This gets triggered in <see cref="OpenSim.Region.CoreModules.World.Terrain.CheckForTerrainUpdates"/>
/// after it determines that an update has been made.
/// </remarks>
public event OnTerrainTaintedDelegate OnTerrainTainted;
public delegate void OnTerrainTickDelegate();
/// <summary>
/// Triggered if the terrain has been edited
/// </summary>
/// <remarks>
/// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.UpdateTerrain"/>
/// but is used by core solely to update the physics engine.
/// </remarks>
public event OnTerrainTickDelegate OnTerrainTick;
public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
/// <summary>
/// Triggered when a region is backed up/persisted to storage
/// </summary>
/// <remarks>
/// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.Backup"/>
/// and is fired before the persistence occurs.
/// </remarks>
public event OnBackupDelegate OnBackup;
public delegate void OnClientConnectCoreDelegate(IClientCore client);
/// <summary>
/// Triggered when a new client connects to the scene.
/// </summary>
/// <remarks>
/// This gets triggered in <see cref="TriggerOnNewClient"/>,
/// which checks if an instance of <see cref="OpenSim.Framework.IClientAPI"/>
/// also implements <see cref="OpenSim.Framework.Client.IClientCore"/> and as such,
/// is not triggered by <see cref="OpenSim.Region.OptionalModules.World.NPC">NPCs</see>.
/// </remarks>
public event OnClientConnectCoreDelegate OnClientConnect;
public delegate void OnNewClientDelegate(IClientAPI client);
@@ -87,6 +132,13 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void OnNewPresenceDelegate(ScenePresence presence);
/// <summary>
/// Triggered when a new presence is added to the scene
/// </summary>
/// <remarks>
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both
/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
/// </remarks>
public event OnNewPresenceDelegate OnNewPresence;
public delegate void OnRemovePresenceDelegate(UUID agentId);

View File

@@ -123,6 +123,11 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public float m_maxPhys = 10;
/// <summary>
/// Max prims an object will hold
/// </summary>
public int m_linksetCapacity = 0;
public bool m_clampPrimSize;
public bool m_trustBinaries;
public bool m_allowScriptCrossings;
@@ -772,6 +777,12 @@ namespace OpenSim.Region.Framework.Scenes
m_clampPrimSize = true;
}
m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
if (RegionInfo.LinksetCapacity > 0)
{
m_linksetCapacity = RegionInfo.LinksetCapacity;
}
m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
@@ -4334,6 +4345,16 @@ namespace OpenSim.Region.Framework.Scenes
return LandChannel.GetLandObject(x, y).LandData;
}
/// <summary>
/// Get LandData by position.
/// </summary>
/// <param name="pos"></param>
/// <returns></returns>
public LandData GetLandData(Vector3 pos)
{
return GetLandData(pos.X, pos.Y);
}
public LandData GetLandData(uint x, uint y)
{
m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y);
@@ -4581,6 +4602,18 @@ namespace OpenSim.Region.Framework.Scenes
return m_sceneGraph.GetSceneObjectGroup(name);
}
/// <summary>
/// Attempt to get the SOG via its UUID
/// </summary>
/// <param name="fullID"></param>
/// <param name="sog"></param>
/// <returns></returns>
public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog)
{
sog = GetSceneObjectGroup(fullID);
return sog != null;
}
/// <summary>
/// Get a prim by name from the scene (will return the first
/// found, if there are more than one prim with the same name)
@@ -4612,6 +4645,18 @@ namespace OpenSim.Region.Framework.Scenes
return m_sceneGraph.GetSceneObjectPart(fullID);
}
/// <summary>
/// Attempt to get a prim via its UUID
/// </summary>
/// <param name="fullID"></param>
/// <param name="sop"></param>
/// <returns></returns>
public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop)
{
sop = GetSceneObjectPart(fullID);
return sop != null;
}
/// <summary>
/// Get a scene object group that contains the prim with the given local id
/// </summary>

View File

@@ -2014,6 +2014,24 @@ namespace OpenSim.Region.Framework.Scenes
if (objectGroup == this)
return;
// If the configured linkset capacity is greater than zero,
// and the new linkset would have a prim count higher than this
// value, do not link it.
if (m_scene.m_linksetCapacity > 0 &&
(PrimCount + objectGroup.PrimCount) >
m_scene.m_linksetCapacity)
{
m_log.DebugFormat(
"[SCENE OBJECT GROUP]: Cannot link group with root" +
" part {0}, {1} ({2} prims) to group with root part" +
" {3}, {4} ({5} prims) because the new linkset" +
" would exceed the configured maximum of {6}",
objectGroup.RootPart.Name, objectGroup.RootPart.UUID,
objectGroup.PrimCount, RootPart.Name, RootPart.UUID,
PrimCount, m_scene.m_linksetCapacity);
return;
}
// 'linkPart' == the root of the group being linked into this group
SceneObjectPart linkPart = objectGroup.m_rootPart;

View File

@@ -447,7 +447,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
// settings allow voice, then whether parcel allows
// voice, if all do retrieve or obtain the parcel
// voice channel
LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
LandData land = scene.GetLandData(avatar.AbsolutePosition);
//m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);

View File

@@ -623,7 +623,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
// settings allow voice, then whether parcel allows
// voice, if all do retrieve or obtain the parcel
// voice channel
LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
LandData land = scene.GetLandData(avatar.AbsolutePosition);
m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);

View File

@@ -73,7 +73,8 @@ public class BSCharacter : BSPhysObject
private bool _kinematic;
private float _buoyancy;
public override BulletBody Body { get; set; }
public override BulletBody BSBody { get; set; }
public override BulletShape BSShape { get; set; }
public override BSLinkset Linkset { get; set; }
private int _subscribedEventsMs = 0;
@@ -92,6 +93,7 @@ public class BSCharacter : BSPhysObject
_localID = localID;
_avName = avName;
Scene = parent_scene;
_physicsActorType = (int)ActorTypes.Agent;
_position = pos;
_size = size;
_flying = isFlying;
@@ -128,9 +130,9 @@ public class BSCharacter : BSPhysObject
// Set the buoyancy for flying. This will be refactored when all the settings happen in C#
BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID));
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID));
// avatars get all collisions no matter what (makes walking on ground and such work)
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
return;
@@ -440,7 +442,7 @@ public class BSCharacter : BSPhysObject
Scene.TaintedObject("BSCharacter.AddForce", delegate()
{
DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force);
});
}
else
@@ -465,7 +467,7 @@ public class BSCharacter : BSPhysObject
Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate()
{
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
}

View File

@@ -98,6 +98,10 @@ public abstract class BSConstraint : IDisposable
{
// m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}",
// BSScene.DetailLogZero, Body1.ID, Body2.ID);
// Setting an object's mass to zero (making it static like when it's selected)
// automatically disables the constraints.
// If enabled, be sure to set the constraint itself to enabled.
BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
}
else

View File

@@ -233,7 +233,7 @@ public class BSLinkset
foreach (BSPhysObject child in m_children)
{
BSConstraint constrain;
if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain))
if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
{
// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
@@ -245,8 +245,8 @@ public class BSLinkset
// their constraints have not been created yet.
// Caused by the fact that m_children is built at run time but building constraints
// happens at taint time.
// m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}",
// m_linksetRoot.Body.ID, child.Body.ID);
// m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}",
// LogHeader, m_linksetRoot.Body.ID, child.Body.ID);
}
}
}
@@ -327,7 +327,7 @@ public class BSLinkset
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}",
rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint);
BS6DofConstraint constrain = new BS6DofConstraint(
m_physicsScene.World, rootPrim.Body, childPrim.Body,
m_physicsScene.World, rootPrim.BSBody, childPrim.BSBody,
midPoint,
true,
true
@@ -388,10 +388,10 @@ public class BSLinkset
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
// Find the constraint for this link and get rid of it from the overall collection and from my list
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body);
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody);
// Make the child refresh its location
BulletSimAPI.PushUpdate2(childPrim.Body.Ptr);
BulletSimAPI.PushUpdate2(childPrim.BSBody.Ptr);
}
// Remove linkage between myself and any possible children I might have
@@ -400,7 +400,7 @@ public class BSLinkset
{
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody);
}
// Invoke the detailed logger and output something if it's enabled.

View File

@@ -48,7 +48,11 @@ public abstract class BSPhysObject : PhysicsActor
// Return the object mass without calculating it or side effects
public abstract float MassRaw { get; }
public abstract BulletBody Body { get; set; }
// Reference to the physical body (btCollisionObject) of this object
public abstract BulletBody BSBody { get; set; }
// Reference to the physical shape (btCollisionShape) of this object
public abstract BulletShape BSShape { get; set; }
public abstract void ZeroMotion();
public virtual void StepVehicle(float timeStep) { }

View File

@@ -94,8 +94,10 @@ public sealed class BSPrim : BSPhysObject
private int _nextCollisionOkTime = 0;
long _collidingStep;
long _collidingGroundStep;
CollisionFlags m_currentCollisionFlags = 0;
public override BulletBody Body { get; set; }
public override BulletBody BSBody { get; set; }
public override BulletShape BSShape { get; set; }
private BSDynamics _vehicle;
@@ -113,6 +115,7 @@ public sealed class BSPrim : BSPhysObject
// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
_localID = localID;
_avName = primName;
_physicsActorType = (int)ActorTypes.Prim;
_scene = parent_scene;
_position = pos;
_size = size;
@@ -142,7 +145,9 @@ public sealed class BSPrim : BSPhysObject
// Get the pointer to the physical body for this object.
// At the moment, we're still letting BulletSim manage the creation and destruction
// of the object. Someday we'll move that into the C# code.
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr));
m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr);
});
}
@@ -258,10 +263,10 @@ public sealed class BSPrim : BSPhysObject
_rotationalVelocity = OMV.Vector3.Zero;
// Zero some other properties directly into the physics engine
BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero);
BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero);
BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
BulletSimAPI.ClearForces2(Body.Ptr);
BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero);
BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero);
BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
BulletSimAPI.ClearForces2(BSBody.Ptr);
}
public override void LockAngularMotion(OMV.Vector3 axis)
@@ -324,7 +329,7 @@ public sealed class BSPrim : BSPhysObject
{
DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force);
});
}
}
@@ -442,8 +447,7 @@ public sealed class BSPrim : BSPhysObject
}
public override int PhysicsActorType {
get { return _physicsActorType; }
set { _physicsActorType = value;
}
set { _physicsActorType = value; }
}
public override bool IsPhysical {
get { return _isPhysical; }
@@ -470,6 +474,11 @@ public sealed class BSPrim : BSPhysObject
// Make gravity work if the object is physical and not selected
// No locking here because only called when it is safe
// There are four flags we're interested in:
// IsStatic: Object does not move, otherwise the object has mass and moves
// isSolid: other objects bounce off of this object
// isVolumeDetect: other objects pass through but can generate collisions
// collisionEvents: whether this object returns collision events
private void SetObjectDynamic()
{
// If it's becoming dynamic, it will need hullness
@@ -479,12 +488,66 @@ public sealed class BSPrim : BSPhysObject
float mass = IsStatic ? 0f : _mass;
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
/*
BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr);
// recompute any linkset parameters
// Set up the object physicalness (static or dynamic)
MakeDynamic();
// Make solid or not and arrange for collisions, etc
MakeSolid();
m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr);
BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr);
*/
// Recompute any linkset parameters.
// When going from non-physical to physical, this re-enables the constraints that
// had been automatically disabled when the mass was set to zero.
Linkset.Refresh(this);
CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags);
}
// "Making dynamic" means changing to and from static.
// When static, gravity does not effect the object and it is fixed in space.
// When dynamic, the object can fall and be pushed by others.
// This is independent of its 'solidness' which controls what passes through
// this object and what interacts with it.
private void MakeDynamic()
{
if (IsStatic)
{
// Become a Bullet 'static' object type
BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
// Stop all movement
BulletSimAPI.ClearAllForces2(BSBody.Ptr);
// Mass is zero which disables a bunch of physics stuff in Bullet
BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero);
// There is no inertia in a static object
BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
// The activation state is 'sleeping' so Bullet will not try to act on it
BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING);
}
else
{
// Not a Bullet static object
BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
// A dynamic object has mass
BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero);
// The shape is interesting and has mass and a center of gravity
IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr);
BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero);
// Inertia is based on our new mass
BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
// Force activation of the object so Bullet will act on it.
BulletSimAPI.Activate2(BSBody.Ptr, true);
}
}
private void MakeSolid()
{
}
// prims don't fly
@@ -609,7 +672,7 @@ public sealed class BSPrim : BSPhysObject
}
else
{
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
return;
}
_scene.TaintedObject("BSPrim.AddForce", delegate()
@@ -624,7 +687,8 @@ public sealed class BSPrim : BSPhysObject
m_accumulatedForces.Clear();
}
DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
// For unknown reason, "ApplyCentralForce" is really additive.
BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum);
});
}
@@ -644,7 +708,7 @@ public sealed class BSPrim : BSPhysObject
Scene.TaintedObject("BSPrim.SubscribeEvents", delegate()
{
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
}
@@ -652,7 +716,7 @@ public sealed class BSPrim : BSPhysObject
_subscribedEventsMs = 0;
Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate()
{
BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
public override bool SubscribedEvents() {
@@ -1237,7 +1301,7 @@ public sealed class BSPrim : BSPhysObject
bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
// the CreateObject() may have recreated the rigid body. Make sure we have the latest.
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
return ret;
}

View File

@@ -403,13 +403,13 @@ public class BSTerrainManager
{
float regionX = tX - offsetX;
float regionY = tY - offsetY;
if (regionX > mapInfo.sizeX) regionX = 0;
if (regionY > mapInfo.sizeY) regionY = 0;
if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0;
if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0;
int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
ret = mapInfo.heightMap[mapIndex];
m_terrainModified = false;
DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
// DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
// BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
}
else
{

View File

@@ -218,7 +218,20 @@ public struct ConfigurationParameters
public const float numericFalse = 0f;
}
// Values used by Bullet and BulletSim to control collisions
// The states a bullet collision object can have
public enum ActivationState : uint
{
ACTIVE_TAG = 1,
ISLAND_SLEEPING,
WANTS_DEACTIVATION,
DISABLE_DEACTIVATION,
DISABLE_SIMULATION
}
// Values used by Bullet and BulletSim to control object properties.
// Bullet's "CollisionFlags" has more to do with operations on the
// object (if collisions happen, if gravity effects it, ...).
public enum CollisionFlags : uint
{
CF_STATIC_OBJECT = 1 << 0,
@@ -233,8 +246,75 @@ public enum CollisionFlags : uint
BS_VOLUME_DETECT_OBJECT = 1 << 11,
BS_PHANTOM_OBJECT = 1 << 12,
BS_PHYSICAL_OBJECT = 1 << 13,
BS_TERRAIN_OBJECT = 1 << 14,
BS_NONE = 0,
BS_ALL = 0xFFFFFFFF
};
// Values for collisions groups and masks
public enum CollisionFilterGroups : uint
{
NoneFilter = 0,
DefaultFilter = 1 << 0,
StaticFilter = 1 << 1,
KinematicFilter = 1 << 2,
DebrisFilter = 1 << 3,
SensorTrigger = 1 << 4,
CharacterFilter = 1 << 5,
AllFilter = 0xFFFFFFFF,
// Filter groups defined by BulletSim
GroundPlaneFilter = 1 << 10,
TerrainFilter = 1 << 11,
RaycastFilter = 1 << 12,
SolidFilter = 1 << 13,
};
// For each type, we first clear and then set the collision flags
public enum ClearCollisionFlag : uint
{
Terrain = CollisionFlags.BS_ALL,
Phantom = CollisionFlags.BS_ALL,
VolumeDetect = CollisionFlags.BS_ALL,
PhysicalObject = CollisionFlags.BS_ALL,
StaticObject = CollisionFlags.BS_ALL
}
public enum SetCollisionFlag : uint
{
Terrain = CollisionFlags.CF_STATIC_OBJECT
| CollisionFlags.BS_TERRAIN_OBJECT,
Phantom = CollisionFlags.CF_STATIC_OBJECT
| CollisionFlags.BS_PHANTOM_OBJECT
| CollisionFlags.CF_NO_CONTACT_RESPONSE,
VolumeDetect = CollisionFlags.CF_STATIC_OBJECT
| CollisionFlags.BS_VOLUME_DETECT_OBJECT
| CollisionFlags.CF_NO_CONTACT_RESPONSE,
PhysicalObject = CollisionFlags.BS_PHYSICAL_OBJECT,
StaticObject = CollisionFlags.CF_STATIC_OBJECT,
}
// Collision filters used for different types of objects
public enum SetCollisionFilter : uint
{
Terrain = CollisionFilterGroups.AllFilter,
Phantom = CollisionFilterGroups.GroundPlaneFilter
| CollisionFilterGroups.TerrainFilter,
VolumeDetect = CollisionFilterGroups.AllFilter,
PhysicalObject = CollisionFilterGroups.AllFilter,
StaticObject = CollisionFilterGroups.AllFilter,
}
// Collision masks used for different types of objects
public enum SetCollisionMask : uint
{
Terrain = CollisionFilterGroups.AllFilter,
Phantom = CollisionFilterGroups.GroundPlaneFilter
| CollisionFilterGroups.TerrainFilter,
VolumeDetect = CollisionFilterGroups.AllFilter,
PhysicalObject = CollisionFilterGroups.AllFilter,
StaticObject = CollisionFilterGroups.AllFilter
}
// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
public enum ConstraintParams : int
@@ -347,6 +427,7 @@ public static extern bool SetObjectVelocity(uint worldID, uint id, Vector3 veloc
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity);
// Set the current force acting on the object
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force);
@@ -403,6 +484,7 @@ public static extern void SetDebugLogCallback(DebugLogCallback callback);
// The names have a "2" tacked on. This will be removed as the C# code gets rebuilt
// and the old code is removed.
// Functions use while converting from API1 to API2. Can be removed when totally converted.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetSimHandle2(uint worldID);
@@ -413,6 +495,7 @@ public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
public static extern IntPtr GetBodyHandle2(IntPtr world, uint id);
// ===============================================================================
// Initialization and simulation
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
int maxCollisions, IntPtr collisionArray,
@@ -438,6 +521,7 @@ public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSt
public static extern bool PushUpdate2(IntPtr obj);
// =====================================================================================
// Mesh, hull, shape and body creation helper routines
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateMeshShape2(IntPtr world,
int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
@@ -460,12 +544,26 @@ public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetBodyShape2(IntPtr sim, IntPtr obj, IntPtr shape);
public static extern IntPtr AllocateBodyInfo2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ReleaseBodyInfo2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
// =====================================================================================
// Terrain creation and helper routines
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpMapInfo(IntPtr sim, IntPtr manInfo);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords,
[MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
@@ -484,6 +582,7 @@ public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float
public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo);
// =====================================================================================
// Constraint creation and helper routines
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
Vector3 frame1loc, Quaternion frame1rot,
@@ -536,16 +635,108 @@ public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams
public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
// =====================================================================================
// btCollisionWorld entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateAabbs2(IntPtr world);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool GetForceUpdateAllAabbs2(IntPtr world);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force);
// =====================================================================================
// btDynamicsWorld entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain);
// =====================================================================================
// btCollisionObject entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool HasAnisotripicFriction2(IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetContactProcessingThreshold2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetContactProcessingThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsStaticObject2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsKinematicObject2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsStaticOrKinematicObject2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool HasContactResponse2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetCollisionShape2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetActivationState2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetActivationState2(IntPtr obj, int state);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetDeactivationTime2(IntPtr obj, float dtime);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetDeactivationTime2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ForceActivationState2(IntPtr obj, ActivationState state);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void Activate2(IntPtr obj, bool forceActivation);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsActive2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetRestitution2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetRestitution2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetFriction2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetFriction2(IntPtr obj);
/* Haven't defined the type 'Transform'
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Transform GetWorldTransform2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void setWorldTransform2(IntPtr obj, Transform trans);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetPosition2(IntPtr obj);
@@ -553,89 +744,288 @@ public static extern Vector3 GetPosition2(IntPtr obj);
public static extern Quaternion GetOrientation2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetVelocity2(IntPtr obj, Vector3 velocity);
public static extern IntPtr GetBroadphaseHandle2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle);
/*
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Transform GetInterpolationWorldTransform2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectForce2(IntPtr obj, Vector3 force);
public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool AddObjectForce2(IntPtr obj, Vector3 force);
public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val);
public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetCcdSweepSphereRadius2(IntPtr obj, float val);
public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
public static extern float GetHitFraction2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetDeactivationTime2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetFriction2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetHitFraction2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetRestitution2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang);
public static extern void SetHitFraction2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
public static extern float GetCcdMotionThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool UpdateInertiaTensor2(IntPtr obj);
public static extern void SetCcdMotionThreshold2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetGravity2(IntPtr obj, Vector3 val);
public static extern float GetCcdSweepSphereRadius2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr ClearForces2(IntPtr obj);
public static extern void SetCcdSweepSphereRadius2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr ClearAllForces2(IntPtr obj);
public static extern IntPtr GetUserPointer2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetMargin2(IntPtr obj, float val);
public static extern void SetUserPointer2(IntPtr obj, IntPtr val);
// =====================================================================================
// btRigidBody entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyGravity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj);
public static extern void SetGravity2(IntPtr obj, Vector3 val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DestroyObject2(IntPtr world, IntPtr obj);
public static extern Vector3 GetGravity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetLinearDamping2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetAngularDamping2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetLinearSleepingThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetAngularSleepingThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyDamping2(IntPtr obj, float timeStep);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetLinearFactor2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor);
/*
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot);
// Add a force to the object as if its mass is one.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force);
// Set the force being applied to the object as if its mass is one.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetObjectForce2(IntPtr obj, Vector3 force);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetTotalForce2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetTotalTorque2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyTorque2(IntPtr obj, Vector3 torque);
// Apply force at the given point. Will add torque to the object.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos);
// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp);
// Apply impulse to the object's torque. Force is scaled by object's mass.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp);
// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ClearForces2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ClearAllForces2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateInertiaTensor2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj);
/*
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Transform GetCenterOfMassTransform2(IntPtr obj);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetLinearVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetAngularVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void Translate2(IntPtr obj, Vector3 trans);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateDeactivation2(IntPtr obj, float timeStep);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool WantsSleeping2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetAngularFactor2(IntPtr obj, float factor);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetAngularFactor2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsInWorld2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetConstraintRef2(IntPtr obj, int index);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetNumConstraintRefs2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetDeltaLinearVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetDeltaAngularVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetPushVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetTurnVelocity2(IntPtr obj);
// =====================================================================================
// btCollisionShape entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetAngularMotionDisc2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsPolyhedral2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsConvex2d2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsConvex2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsNonMoving2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsConcave2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsCompound2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsSoftBody2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsInfinite2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetLocalScaling2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void CalculateLocalInertia2(IntPtr shape, float mass, Vector3 inertia);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetShapeType2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetMargin2(IntPtr shape, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetMargin2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCollisionFilterMask(IntPtr shape, uint filter, uint mask);
// =====================================================================================
// Debugging
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpPhysicsStatistics2(IntPtr sim);

View File

@@ -39,11 +39,8 @@ using OpenSim.Framework.Console;
using OpenSim.Region.Physics.Manager;
using Mono.Addins;
[assembly: Addin("RegionCombinerModule", "0.1")]
[assembly: AddinDependency("OpenSim", "0.5")]
namespace OpenSim.Region.RegionCombinerModule
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
public class RegionCombinerModule : ISharedRegionModule, IRegionCombinerModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

View File

@@ -0,0 +1,14 @@
<Addin id="OpenSim.RegionModules.RegionCombinerModule" version="0.3">
<Runtime>
<Import assembly="OpenSim.Region.RegionCombinerModule.dll"/>
</Runtime>
<Dependencies>
<Addin id="OpenSim" version="0.5" />
</Dependencies>
<Extension path = "/OpenSim/RegionModules">
<RegionModule id="RegionCombinerModule" type="OpenSim.Region.RegionCombinerModule.RegionCombinerModule" />
</Extension>
</Addin>

View File

@@ -1948,7 +1948,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-adjacent region.
pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region.
pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region.
pos.z > 4096 // return FALSE if altitude than 4096m
pos.z > Constants.RegionHeight // return FALSE if altitude than 4096m
)
)
{
@@ -1959,8 +1959,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read.
Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition;
LandData here = World.GetLandData((float)objectPos.X, (float)objectPos.Y);
LandData there = World.GetLandData((float)pos.x, (float)pos.y);
LandData here = World.GetLandData(objectPos);
LandData there = World.GetLandData(pos);
// we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits.
@@ -9770,20 +9770,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
switch ((ParcelMediaCommandEnum) aList.Data[i])
{
case ParcelMediaCommandEnum.Url:
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaURL));
break;
case ParcelMediaCommandEnum.Desc:
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).Description));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).Description));
break;
case ParcelMediaCommandEnum.Texture:
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaID.ToString()));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaID.ToString()));
break;
case ParcelMediaCommandEnum.Type:
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaType));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaType));
break;
case ParcelMediaCommandEnum.Size:
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaWidth));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaHeight));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaWidth));
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaHeight));
break;
default:
ParcelMediaCommandEnum mediaCommandEnum = ParcelMediaCommandEnum.Url;
@@ -10398,7 +10398,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param)
{
m_host.AddScriptLPS(1);
LandData land = World.GetLandData((float)pos.x, (float)pos.y);
LandData land = World.GetLandData(pos);
if (land == null)
{
return new LSL_List(0);

View File

@@ -254,7 +254,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
object[] convertedParms = new object[parms.Length];
for (int i = 0; i < parms.Length; i++)
convertedParms[i] = ConvertFromLSL(parms[i],signature[i]);
convertedParms[i] = ConvertFromLSL(parms[i],signature[i], fname);
// now call the function, the contract with the function is that it will always return
// non-null but don't trust it completely
@@ -294,7 +294,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
/// <summary>
/// </summary>
protected object ConvertFromLSL(object lslparm, Type type)
protected object ConvertFromLSL(object lslparm, Type type, string fname)
{
// ---------- String ----------
if (lslparm is LSL_String)
@@ -374,14 +374,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
(LSL_Vector)plist[i]);
}
else
MODError("unknown LSL list element type");
MODError(String.Format("{0}: unknown LSL list element type", fname));
}
return result;
}
}
MODError(String.Format("parameter type mismatch; expecting {0}",type.Name));
MODError(String.Format("{1}: parameter type mismatch; expecting {0}",type.Name, fname));
return null;
}

View File

@@ -2941,7 +2941,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
ScenePresence presence = World.GetScenePresence(avatarId);
if (presence != null)
{
LandData land = World.GetLandData((float)pos.X, (float)pos.Y);
LandData land = World.GetLandData(pos);
if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage)
{
float health = presence.Health;

View File

@@ -26,6 +26,7 @@
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Threading;
@@ -71,10 +72,17 @@ namespace OpenSim.Server.Base
//
private string m_pidFile = String.Empty;
/// <summary>
/// Time at which this server was started
/// </summary>
protected DateTime m_startuptime;
// Handle all the automagical stuff
//
public ServicesServerBase(string prompt, string[] args)
{
m_startuptime = DateTime.Now;
// Save raw arguments
//
m_Arguments = args;
@@ -250,6 +258,10 @@ namespace OpenSim.Server.Base
"command-script <script>",
"Run a command script from file", HandleScript);
MainConsole.Instance.Commands.AddCommand("General", false, "show uptime",
"show uptime",
"Show server uptime", HandleShow);
// Allow derived classes to perform initialization that
// needs to be done after the console has opened
@@ -345,5 +357,34 @@ namespace OpenSim.Server.Base
{
}
}
public virtual void HandleShow(string module, string[] cmd)
{
List<string> args = new List<string>(cmd);
args.RemoveAt(0);
string[] showParams = args.ToArray();
switch (showParams[0])
{
case "uptime":
MainConsole.Instance.Output(GetUptimeReport());
break;
}
}
/// <summary>
/// Return a report about the uptime of this server
/// </summary>
/// <returns></returns>
protected string GetUptimeReport()
{
StringBuilder sb = new StringBuilder(String.Format("Time now is {0}\n", DateTime.Now));
sb.Append(String.Format("Server has been running since {0}, {1}\n", m_startuptime.DayOfWeek, m_startuptime));
sb.Append(String.Format("That is an elapsed time of {0}\n", DateTime.Now - m_startuptime));
return sb.ToString();
}
}
}

View File

@@ -101,7 +101,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
public string RegisterRegion(UUID scopeID, GridRegion regionInfo)
{
Vector3d minPosition = new Vector3d(regionInfo.RegionLocX, regionInfo.RegionLocY, 0.0);
Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, 4096.0);
Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
OSDMap extraData = new OSDMap
{
@@ -286,7 +286,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
List<GridRegion> foundRegions = new List<GridRegion>();
Vector3d minPosition = new Vector3d(xmin, ymin, 0.0);
Vector3d maxPosition = new Vector3d(xmax, ymax, 4096.0);
Vector3d maxPosition = new Vector3d(xmax, ymax, Constants.RegionHeight);
NameValueCollection requestArgs = new NameValueCollection
{

View File

@@ -1,8 +1,6 @@
Welcome to OpenSim!
==================
==== OVERVIEW ====
==================
# Overview
OpenSim is a BSD Licensed Open Source project to develop a functioning
virtual worlds server platform capable of supporting multiple clients
@@ -12,16 +10,12 @@ C#, and can run under Mono or the Microsoft .NET runtimes.
This is considered an alpha release. Some stuff works, a lot doesn't.
If it breaks, you get to keep *both* pieces.
=========================
=== Compiling OpenSim ===
=========================
# Compiling OpenSim
Please see BUILDING.txt if you downloaded a source distribution and
Please see BUILDING.md if you downloaded a source distribution and
need to build OpenSim before running it.
==================================
=== Running OpenSim on Windows ===
==================================
# Running OpenSim on Windows
We recommend that you run OpenSim from a command prompt on Windows in order
to capture any errors.
@@ -33,9 +27,7 @@ To run OpenSim from a command prompt
Now see the "Configuring OpenSim" section
================================
=== Running OpenSim on Linux ===
================================
# Running OpenSim on Linux
You will need Mono >= 2.4.3 to run OpenSim. On some Linux distributions you
may need to install additional packages. See http://opensimulator.org/wiki/Dependencies
@@ -48,14 +40,12 @@ To run OpenSim, from the unpacked distribution type:
Now see the "Configuring OpenSim" section
===========================
=== Configuring OpenSim ===
===========================
# Configuring OpenSim
When OpenSim starts for the first time, you will be prompted with a
series of questions that look something like:
[09-17 03:54:40] DEFAULT REGION CONFIG: Simulator Name [OpenSim Test]:
[09-17 03:54:40] DEFAULT REGION CONFIG: Simulator Name [OpenSim Test]:
For all the options except simulator name, you can safely hit enter to accept
the default if you want to connect using a client on the same machine or over
@@ -72,7 +62,7 @@ in-world. You can also use these details to perform your first login.
Once you are presented with a prompt that looks like:
Region (My region name) #
Region (My region name) #
You have successfully started OpenSim.
@@ -83,9 +73,7 @@ Helpful resources:
* http://opensimulator.org/wiki/Configuration
* http://opensimulator.org/wiki/Configuring_Regions
==================================
=== Connecting to your OpenSim ===
==================================
# Connecting to your OpenSim
By default your sim will be available for login on port 9000. You can login by
adding -loginuri http://127.0.0.1:9000 to the command that starts Second Life
@@ -96,15 +84,11 @@ http://192.168.1.2:9000)
To login, use the avatar details that you gave for your estate ownership or the
one you set up using the "create user" command.
===================
=== Bug reports ===
===================
# Bug reports
In the very likely event of bugs biting you (err, your OpenSim) we
encourage you to see whether the problem has already been reported on
the OpenSim mantis system. You can find the OpenSim mantis system at
http://opensimulator.org/mantis/main_page.php
the [OpenSim mantis system](http://opensimulator.org/mantis/main_page.php).
If your bug has already been reported, you might want to add to the
bug description and supply additional information.
@@ -119,9 +103,7 @@ mantis"). Useful information to include:
mono --debug OpenSim.exe
===================================
=== More Information on OpenSim ===
===================================
# More Information on OpenSim
More extensive information on building, running, and configuring
OpenSim, as well as how to report bugs, and participate in the OpenSim

View File

@@ -107,6 +107,11 @@
;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
;; This can be overriden in the region config file.
; ClampPrimSize = false
;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
;; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
;; This can be overriden in the region config file.
; LinksetPrims = 0
;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.

View File

@@ -94,6 +94,10 @@
; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
; This can be overriden in the region config file.
ClampPrimSize = false
; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
; This can be overriden in the region config file.
LinksetPrims = 0
; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
; This only applies when crossing to a region running in a different simulator.
@@ -703,6 +707,13 @@
; Default is false.
ReuseDynamicTextures = false
; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache.
; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
; This setting only has an affect is ReuseDynamicTextures = true
; Default is false
ReuseDynamicLowDataTextures = false
[ODEPhysicsSettings]
; ##

View File

@@ -104,6 +104,12 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003
; Region_Welcome_Area = "DefaultRegion, FallbackRegion"
; (replace spaces with underscore)
;; Allow Hyperlinks to be created at the console
HypergridLinker = true
Gatekeeper = "http://127.0.0.1:8002"
; * This is the configuration for the freeswitch server in grid mode
[FreeswitchService]
LocalServiceModule = "OpenSim.Services.FreeswitchService.dll:FreeswitchService"

View File

@@ -36,8 +36,6 @@
SimulationServiceInConnector = true
MapImageServiceInConnector = true
[Profile]
Module = "BasicProfileModule"
[Messaging]
MessageTransferModule = HGMessageTransferModule
@@ -97,6 +95,10 @@
GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService"
GridService = "OpenSim.Services.GridService.dll:GridService"
InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService"
AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService"
;; This switch creates the minimum set of body parts and avatar entries for a viewer 2 to show a default "Ruth" avatar rather than a cloud.
CreateDefaultAvatarEntries = true
[GridUserService]
LocalServiceModule = "OpenSim.Services.UserAccountService.dll:GridUserService"

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.