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46 Commits

Author SHA1 Message Date
Justin Clark-Casey (justincc)
3f8c09e006 If the compile-time DynamicTextureModule.ReuseTextures flag is set, check metadata still exists for any reused asset in case some other process has removed it from the cache. 2012-09-27 23:12:32 +01:00
SignpostMarv
8f39268761 fixing bug where last element in list is ignored 2012-09-27 23:12:24 +01:00
Justin Clark-Casey (justincc)
cd8c8d78a9 Renaming existing 'torture' tests to 'performance' tests instead, since this better matches what they really do.
nant target name changes to test-perf instead of torture, to match test-stress
still not run by default
2012-09-27 23:11:55 +01:00
Justin Clark-Casey (justincc)
980678846d Add VectorRenderModuleStressTests that contains a long running test that generates thousands of vector textures concurrently.
Intended for use if there are future issues with mono crashes whilst generate dynamic textures.
This test is triggered via a new test-stress nant target.
Not run by default.
2012-09-27 23:11:44 +01:00
Justin Clark-Casey (justincc)
9a92d8d57e Add experimental DynamicTextureModule.ReuseTextures flag, currently only configurable on compile.
Disabled (status quo) by default.
This flag makes the dynamic texture module reuse cache previously dynamically generated textures given the same input commands and extra params for 24 hours.
This occurs as long as those commands would always generate the same texture (e.g. they do not contain commands to fetch data from the web).
This makes texture changing faster as a viewer-cached texture uuid is sent and may reduce simulator load in regions with generation of lots of dynamic textures.
A downside is that this stops expiry of old temporary dynamic textures from the cache,
Another downside is that a jpeg2000 generation that partially failed is currently not regenerated until restart or after 24 hours.
2012-09-27 23:11:10 +01:00
Justin Clark-Casey (justincc)
b155c601d7 Add IDynamicTextureManager.ConvertData() to match AsyncConvertData(). Remove mismatching ConvertStream() where there is no AsyncConvertStream and neither IDynamicTextureManager implementer implements this method. 2012-09-27 23:11:04 +01:00
Justin Clark-Casey (justincc)
536f2c085a minor: Simplify return of vector render module name and some very minor removal of unncessary syntax clutter 2012-09-27 23:10:08 +01:00
SignpostMarv
2602d4f16e refactoring using List.ConvertAll<string> 2012-09-27 23:05:50 +01:00
SignpostMarv
174addc426 adding a clip method to handle Vector3 objects to enable a minor amount of refactoring 2012-09-27 23:00:01 +01:00
Justin Clark-Casey (justincc)
849053681e Change flavour to Extended 2012-09-27 00:57:34 +01:00
Justin Clark-Casey (justincc)
a8d8ea7990 Flip release type to post fixes 2012-09-01 00:01:01 +01:00
Justin Clark-Casey (justincc)
10e6493f9f Set flavour to release. 2012-08-31 21:39:51 +01:00
Melanie
8c4f911935 Replace SendBannedUserList with Avination's version. Untested in core. Not even test compiled. 2012-08-31 16:35:36 +01:00
Justin Clark-Casey (justincc)
62bc85b5c7 Fix regression introduced in a0d178b2 (Sat Aug 25 02:00:17 2012) where folders with asset type of 'Folder' and 'Unknown' were accidentally treated as system folders.
This prevented more than one additional ordinary folder from being created in the base "My Inventory" user folder.
Added regression test for this case.
Switched tests to use XInventoryService with mostly implemented TestXInventoryDataPlugin rather than InventoryService
Disabled TestLoadIarV0_1SameNameCreator() since this has not been working for a very long time (ever since XInventoryService) started being used
since it doesnt' preserve creator data in the same way as InventoryService did and so effectively lost the OSPAs.
However, nobody noticed/complained about this issue and OSPAs have been superseded by HG like creator information via the --home save oar/iar switch.
2012-08-31 16:29:57 +01:00
SignpostMarv
76eba917f9 copying documentation from http://opensimulator.org/wiki/Threat_level 2012-08-31 16:29:46 +01:00
SignpostMarv
84a046eaf5 adding some files to .gitignore that get generated when debugging in c# express with OpenSim.32BitLaunch as the startup project 2012-08-31 16:29:40 +01:00
Justin Clark-Casey (justincc)
8d1d314f49 Add VectorRenderModule.TestRepeatSameDrawDifferentExtraParams() 2012-08-31 16:29:22 +01:00
Justin Clark-Casey (justincc)
9395f12584 Add VectorRenderModuleTests.TestRepeatDrawContainingImage() 2012-08-31 16:29:16 +01:00
Justin Clark-Casey (justincc)
b97f58d597 Add VectorRenderModuleTests.TestRepeatDraw() 2012-08-31 16:29:09 +01:00
Justin Clark-Casey (justincc)
30c36a3960 Following on from f8a89a79, do not allow more than one 'type' folder (e.g. calling cards) to be created in the base "My Inventory" user folder.
This is to accomodate situations where viewers will create more than one 'type' subfolder (e.g. calling cards)
But at the same time to prevent multiple such 'system' folders (those in the base "My Inventory" user folder).
This also makes GetFolderForType() only return a folder in the base "My Inventory" folder, if such a type folder exists
2012-08-31 16:28:20 +01:00
Justin Clark-Casey (justincc)
206eccc2b6 Allow multiple calling card type inventory folders to be created.
Modern viewers want to create Friends and All folders of this type inside the root Calling Cards folder.
2012-08-31 16:28:13 +01:00
Justin Clark-Casey (justincc)
2358a623e3 minor: Fix bad log message for failure to create an inventory folder 2012-08-31 16:28:04 +01:00
Justin Clark-Casey (justincc)
87850bd6dc Log initial script startup info notice when xengine actually starts to do this for debugging purposes, rather than before it actually starts to do this. 2012-08-31 16:27:54 +01:00
Justin Clark-Casey (justincc)
d80eda202f Extend "Restarting scripts in attachments" debug log message to show actual name of user and the region they are in 2012-08-24 22:57:18 +01:00
Justin Clark-Casey (justincc)
3edfa585ec If a connecting scene presence is replacing an existing scene presence then bypass close checks. 2012-08-24 22:43:14 +01:00
Justin Clark-Casey (justincc)
fa13a6a8da Bump version number to 0.7.4-rc2 2012-08-24 22:07:58 +01:00
Justin Clark-Casey (justincc)
9d5e7c89d9 Pass the "attachToBackup" bool given to SceneGraph.AddNewSceneObject() down into the 3-parameter AddNewSceneObject() method instead of always hardcoding true.
This doesn't affect any core OpenSimulator code since all callers were passing true anyway
But it allows region modules to create objects that are never persisted.
2012-08-24 21:53:57 +01:00
SignpostMarv
590bf0bcc0 adding sqlite journal files to .gitignore 2012-08-24 21:53:46 +01:00
Justin Clark-Casey (justincc)
b199a2dea3 If a script state save fails for some reason on shutdown/region removal, get xengine to spit out some useful information and continue to save other script states 2012-08-24 21:53:22 +01:00
Justin Clark-Casey (justincc)
f1d4b8d83e Add an [HGAssetService] section to SQLiteStandalone.ini with the same connection string as [AssetService].
This is necessary because commit 8131a24 (Tue Mar 27 10:08:13 2012) started passing the config section name rather than hardcoding "AssetService"
This meant that the HG external-facing asset service tried to read ConnectionString from [HGAssetService] rather than [AssetService].
On SQLite, not finding this meant that it fell back to [DatabaseService], which is set for OpenSim.db rather than Asset.db.
Therefore, all external asset requests returned null.
Solution taken here is to create an [HGAssetService] section with the same ConnectionString as [AssetService].
This bug does not affect normal MySQL/MSSQL config since they use the [DatabaseService] connection string anyway.
Addresses http://opensimulator.org/mantis/view.php?id=6200, many thanks to DanBanner for identifying the exact problem commit which was very helpful.
This was a regression from OpenSimulator 0.7.3.1 which did not contain this bug.
2012-08-24 21:53:12 +01:00
Justin Clark-Casey (justincc)
0088661356 Lock disposal of separate gdi+ objects under different threads since this prevents malloc heap corruption seen under Ubuntu 10.04.1 and 11.04 - probably a libcairo issue
In testing, it appears that if multiple threads dispose of separate GDI+ objects simultaneously,
the native malloc heap can become corrupted, possibly due to a double free().  This may be due to
bugs in the underlying libcairo used by mono's libgdiplus.dll on Linux/OSX.  These problems were
seen with both libcario 1.10.2-6.1ubuntu3 and 1.8.10-2ubuntu1.  They go away if disposal is perfomed
under lock.
2012-08-24 21:53:01 +01:00
Justin Clark-Casey (justincc)
1a7e3cabc0 Fix bug in SoundModule.PlayAttachedSound() where every sound update to an avatar would base its gain calculation on the previous avatar's gain, instead of the original input gain
This is similar to commit d89faa which fixed the same kind of bug in TriggerSound()
2012-08-24 21:52:51 +01:00
Justin Clark-Casey (justincc)
132d701b3e Tighten up OpenSim.Framework.Cache locking to avoid race conditions.
This is to resolve a reported issue in http://opensimulator.org/mantis/view.php?id=6232
Here, the land management module is using OpenSim.Framework.Cache (the only code to currently do so apart from the non-default CoreAssetCache).
2012-08-24 21:52:30 +01:00
Justin Clark-Casey (justincc)
3b97241716 Add --force flag to "kick user" console command to allow bypassing of recent race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
2012-08-24 21:52:21 +01:00
Melanie
f82d090df3 Fix llDialog responses so that they can be heard throughout the region. This now conforms to the behaviour in SL. 2012-08-24 21:52:12 +01:00
Justin Clark-Casey (justincc)
7399d3e953 When reporting a thread timeout, create a copy of the info rather than passing the original ThreadWatchdogInfo structure.
This is to avoid the possibility of misleading reporting if a watchdog update outraces an alarm.
Should address any remaining issues from http://opensimulator.org/mantis/view.php?id=6012
2012-08-24 21:51:03 +01:00
Justin Clark-Casey (justincc)
cab546ecee Add information to ThreadStackSize about possibly increasing if suffering StackOverflowExceptions during script conversion/compilation (e.g. on Windows 64-bit) 2012-08-24 21:50:49 +01:00
Justin Clark-Casey (justincc)
7dc1c7d841 minor: Make xengine debug message on script load a scripting loading message instead.
This is more useful if compilation fails due to an uncatchable exception since we know what was being compiled.
2012-08-24 21:50:40 +01:00
Robert Adams
fbff51f387 Correct an exception report in SceneObjectPart so it outputs the stack. 2012-08-24 21:50:03 +01:00
SignpostMarv
b714fb0c39 Implementing PRIM_LINK_TARGET in a non-recursive fashion 2012-08-24 21:49:44 +01:00
Justin Clark-Casey (justincc)
f37038013d Don't enable the thread watchdog until all regions are ready.
This is to avoid false positives when the machine is under heavy load whilst starting up.
2012-08-24 21:49:36 +01:00
SignpostMarv
5e98e2b7c7 adding ATTACH_*_PEC constants 2012-08-24 21:49:27 +01:00
Justin Clark-Casey (justincc)
35f8f3ff79 minor: Add Gryc Ueusp to CREDITS for commit 884edac amongst others, by request. 2012-08-24 21:48:59 +01:00
Justin Clark-Casey (justincc)
7ec8e7e025 Prevent race conditions when one thread removes an NPC SP before another thread has retreived it after checking whether the NPC exists. 2012-08-24 21:48:48 +01:00
Melanie
c6efebdd8c Release http-in URLs when llResetScript is called 2012-08-24 21:48:15 +01:00
Justin Clark-Casey (justincc)
760047abc5 Flip version to 0.7.4-rc1 2012-08-03 23:58:34 +01:00
78 changed files with 7433 additions and 4079 deletions

View File

@@ -92,7 +92,6 @@ what it is today.
* Flyte Xevious
* Garmin Kawaguichi
* Gryc Ueusp
* Hiro Lecker
* Imaze Rhiano
* Intimidated
* Jeremy Bongio (IBM)

View File

@@ -2202,18 +2202,5 @@ VALUES
}
}
}
public void SaveExtra(UUID regionID, string name, string value)
{
}
public void RemoveExtra(UUID regionID, string name)
{
}
public Dictionary<string, string> GetExtra(UUID regionID)
{
return null;
}
}
}

View File

@@ -719,99 +719,95 @@ namespace OpenSim.Data.MySQL
RegionLightShareData nWP = new RegionLightShareData();
nWP.OnSave += StoreRegionWindlightSettings;
lock (m_dbLock)
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
dbcon.Open();
string command = "select * from `regionwindlight` where region_id = ?regionID";
using (MySqlCommand cmd = new MySqlCommand(command))
{
dbcon.Open();
string command = "select * from `regionwindlight` where region_id = ?regionID";
using (MySqlCommand cmd = new MySqlCommand(command))
cmd.Connection = dbcon;
cmd.Parameters.AddWithValue("?regionID", regionUUID.ToString());
IDataReader result = ExecuteReader(cmd);
if (!result.Read())
{
cmd.Connection = dbcon;
cmd.Parameters.AddWithValue("?regionID", regionUUID.ToString());
IDataReader result = ExecuteReader(cmd);
if (!result.Read())
{
//No result, so store our default windlight profile and return it
nWP.regionID = regionUUID;
StoreRegionWindlightSettings(nWP);
return nWP;
}
else
{
nWP.regionID = DBGuid.FromDB(result["region_id"]);
nWP.waterColor.X = Convert.ToSingle(result["water_color_r"]);
nWP.waterColor.Y = Convert.ToSingle(result["water_color_g"]);
nWP.waterColor.Z = Convert.ToSingle(result["water_color_b"]);
nWP.waterFogDensityExponent = Convert.ToSingle(result["water_fog_density_exponent"]);
nWP.underwaterFogModifier = Convert.ToSingle(result["underwater_fog_modifier"]);
nWP.reflectionWaveletScale.X = Convert.ToSingle(result["reflection_wavelet_scale_1"]);
nWP.reflectionWaveletScale.Y = Convert.ToSingle(result["reflection_wavelet_scale_2"]);
nWP.reflectionWaveletScale.Z = Convert.ToSingle(result["reflection_wavelet_scale_3"]);
nWP.fresnelScale = Convert.ToSingle(result["fresnel_scale"]);
nWP.fresnelOffset = Convert.ToSingle(result["fresnel_offset"]);
nWP.refractScaleAbove = Convert.ToSingle(result["refract_scale_above"]);
nWP.refractScaleBelow = Convert.ToSingle(result["refract_scale_below"]);
nWP.blurMultiplier = Convert.ToSingle(result["blur_multiplier"]);
nWP.bigWaveDirection.X = Convert.ToSingle(result["big_wave_direction_x"]);
nWP.bigWaveDirection.Y = Convert.ToSingle(result["big_wave_direction_y"]);
nWP.littleWaveDirection.X = Convert.ToSingle(result["little_wave_direction_x"]);
nWP.littleWaveDirection.Y = Convert.ToSingle(result["little_wave_direction_y"]);
UUID.TryParse(result["normal_map_texture"].ToString(), out nWP.normalMapTexture);
nWP.horizon.X = Convert.ToSingle(result["horizon_r"]);
nWP.horizon.Y = Convert.ToSingle(result["horizon_g"]);
nWP.horizon.Z = Convert.ToSingle(result["horizon_b"]);
nWP.horizon.W = Convert.ToSingle(result["horizon_i"]);
nWP.hazeHorizon = Convert.ToSingle(result["haze_horizon"]);
nWP.blueDensity.X = Convert.ToSingle(result["blue_density_r"]);
nWP.blueDensity.Y = Convert.ToSingle(result["blue_density_g"]);
nWP.blueDensity.Z = Convert.ToSingle(result["blue_density_b"]);
nWP.blueDensity.W = Convert.ToSingle(result["blue_density_i"]);
nWP.hazeDensity = Convert.ToSingle(result["haze_density"]);
nWP.densityMultiplier = Convert.ToSingle(result["density_multiplier"]);
nWP.distanceMultiplier = Convert.ToSingle(result["distance_multiplier"]);
nWP.maxAltitude = Convert.ToUInt16(result["max_altitude"]);
nWP.sunMoonColor.X = Convert.ToSingle(result["sun_moon_color_r"]);
nWP.sunMoonColor.Y = Convert.ToSingle(result["sun_moon_color_g"]);
nWP.sunMoonColor.Z = Convert.ToSingle(result["sun_moon_color_b"]);
nWP.sunMoonColor.W = Convert.ToSingle(result["sun_moon_color_i"]);
nWP.sunMoonPosition = Convert.ToSingle(result["sun_moon_position"]);
nWP.ambient.X = Convert.ToSingle(result["ambient_r"]);
nWP.ambient.Y = Convert.ToSingle(result["ambient_g"]);
nWP.ambient.Z = Convert.ToSingle(result["ambient_b"]);
nWP.ambient.W = Convert.ToSingle(result["ambient_i"]);
nWP.eastAngle = Convert.ToSingle(result["east_angle"]);
nWP.sunGlowFocus = Convert.ToSingle(result["sun_glow_focus"]);
nWP.sunGlowSize = Convert.ToSingle(result["sun_glow_size"]);
nWP.sceneGamma = Convert.ToSingle(result["scene_gamma"]);
nWP.starBrightness = Convert.ToSingle(result["star_brightness"]);
nWP.cloudColor.X = Convert.ToSingle(result["cloud_color_r"]);
nWP.cloudColor.Y = Convert.ToSingle(result["cloud_color_g"]);
nWP.cloudColor.Z = Convert.ToSingle(result["cloud_color_b"]);
nWP.cloudColor.W = Convert.ToSingle(result["cloud_color_i"]);
nWP.cloudXYDensity.X = Convert.ToSingle(result["cloud_x"]);
nWP.cloudXYDensity.Y = Convert.ToSingle(result["cloud_y"]);
nWP.cloudXYDensity.Z = Convert.ToSingle(result["cloud_density"]);
nWP.cloudCoverage = Convert.ToSingle(result["cloud_coverage"]);
nWP.cloudScale = Convert.ToSingle(result["cloud_scale"]);
nWP.cloudDetailXYDensity.X = Convert.ToSingle(result["cloud_detail_x"]);
nWP.cloudDetailXYDensity.Y = Convert.ToSingle(result["cloud_detail_y"]);
nWP.cloudDetailXYDensity.Z = Convert.ToSingle(result["cloud_detail_density"]);
nWP.cloudScrollX = Convert.ToSingle(result["cloud_scroll_x"]);
nWP.cloudScrollXLock = Convert.ToBoolean(result["cloud_scroll_x_lock"]);
nWP.cloudScrollY = Convert.ToSingle(result["cloud_scroll_y"]);
nWP.cloudScrollYLock = Convert.ToBoolean(result["cloud_scroll_y_lock"]);
nWP.drawClassicClouds = Convert.ToBoolean(result["draw_classic_clouds"]);
nWP.valid = true;
}
//No result, so store our default windlight profile and return it
nWP.regionID = regionUUID;
StoreRegionWindlightSettings(nWP);
return nWP;
}
else
{
nWP.regionID = DBGuid.FromDB(result["region_id"]);
nWP.waterColor.X = Convert.ToSingle(result["water_color_r"]);
nWP.waterColor.Y = Convert.ToSingle(result["water_color_g"]);
nWP.waterColor.Z = Convert.ToSingle(result["water_color_b"]);
nWP.waterFogDensityExponent = Convert.ToSingle(result["water_fog_density_exponent"]);
nWP.underwaterFogModifier = Convert.ToSingle(result["underwater_fog_modifier"]);
nWP.reflectionWaveletScale.X = Convert.ToSingle(result["reflection_wavelet_scale_1"]);
nWP.reflectionWaveletScale.Y = Convert.ToSingle(result["reflection_wavelet_scale_2"]);
nWP.reflectionWaveletScale.Z = Convert.ToSingle(result["reflection_wavelet_scale_3"]);
nWP.fresnelScale = Convert.ToSingle(result["fresnel_scale"]);
nWP.fresnelOffset = Convert.ToSingle(result["fresnel_offset"]);
nWP.refractScaleAbove = Convert.ToSingle(result["refract_scale_above"]);
nWP.refractScaleBelow = Convert.ToSingle(result["refract_scale_below"]);
nWP.blurMultiplier = Convert.ToSingle(result["blur_multiplier"]);
nWP.bigWaveDirection.X = Convert.ToSingle(result["big_wave_direction_x"]);
nWP.bigWaveDirection.Y = Convert.ToSingle(result["big_wave_direction_y"]);
nWP.littleWaveDirection.X = Convert.ToSingle(result["little_wave_direction_x"]);
nWP.littleWaveDirection.Y = Convert.ToSingle(result["little_wave_direction_y"]);
UUID.TryParse(result["normal_map_texture"].ToString(), out nWP.normalMapTexture);
nWP.horizon.X = Convert.ToSingle(result["horizon_r"]);
nWP.horizon.Y = Convert.ToSingle(result["horizon_g"]);
nWP.horizon.Z = Convert.ToSingle(result["horizon_b"]);
nWP.horizon.W = Convert.ToSingle(result["horizon_i"]);
nWP.hazeHorizon = Convert.ToSingle(result["haze_horizon"]);
nWP.blueDensity.X = Convert.ToSingle(result["blue_density_r"]);
nWP.blueDensity.Y = Convert.ToSingle(result["blue_density_g"]);
nWP.blueDensity.Z = Convert.ToSingle(result["blue_density_b"]);
nWP.blueDensity.W = Convert.ToSingle(result["blue_density_i"]);
nWP.hazeDensity = Convert.ToSingle(result["haze_density"]);
nWP.densityMultiplier = Convert.ToSingle(result["density_multiplier"]);
nWP.distanceMultiplier = Convert.ToSingle(result["distance_multiplier"]);
nWP.maxAltitude = Convert.ToUInt16(result["max_altitude"]);
nWP.sunMoonColor.X = Convert.ToSingle(result["sun_moon_color_r"]);
nWP.sunMoonColor.Y = Convert.ToSingle(result["sun_moon_color_g"]);
nWP.sunMoonColor.Z = Convert.ToSingle(result["sun_moon_color_b"]);
nWP.sunMoonColor.W = Convert.ToSingle(result["sun_moon_color_i"]);
nWP.sunMoonPosition = Convert.ToSingle(result["sun_moon_position"]);
nWP.ambient.X = Convert.ToSingle(result["ambient_r"]);
nWP.ambient.Y = Convert.ToSingle(result["ambient_g"]);
nWP.ambient.Z = Convert.ToSingle(result["ambient_b"]);
nWP.ambient.W = Convert.ToSingle(result["ambient_i"]);
nWP.eastAngle = Convert.ToSingle(result["east_angle"]);
nWP.sunGlowFocus = Convert.ToSingle(result["sun_glow_focus"]);
nWP.sunGlowSize = Convert.ToSingle(result["sun_glow_size"]);
nWP.sceneGamma = Convert.ToSingle(result["scene_gamma"]);
nWP.starBrightness = Convert.ToSingle(result["star_brightness"]);
nWP.cloudColor.X = Convert.ToSingle(result["cloud_color_r"]);
nWP.cloudColor.Y = Convert.ToSingle(result["cloud_color_g"]);
nWP.cloudColor.Z = Convert.ToSingle(result["cloud_color_b"]);
nWP.cloudColor.W = Convert.ToSingle(result["cloud_color_i"]);
nWP.cloudXYDensity.X = Convert.ToSingle(result["cloud_x"]);
nWP.cloudXYDensity.Y = Convert.ToSingle(result["cloud_y"]);
nWP.cloudXYDensity.Z = Convert.ToSingle(result["cloud_density"]);
nWP.cloudCoverage = Convert.ToSingle(result["cloud_coverage"]);
nWP.cloudScale = Convert.ToSingle(result["cloud_scale"]);
nWP.cloudDetailXYDensity.X = Convert.ToSingle(result["cloud_detail_x"]);
nWP.cloudDetailXYDensity.Y = Convert.ToSingle(result["cloud_detail_y"]);
nWP.cloudDetailXYDensity.Z = Convert.ToSingle(result["cloud_detail_density"]);
nWP.cloudScrollX = Convert.ToSingle(result["cloud_scroll_x"]);
nWP.cloudScrollXLock = Convert.ToBoolean(result["cloud_scroll_x_lock"]);
nWP.cloudScrollY = Convert.ToSingle(result["cloud_scroll_y"]);
nWP.cloudScrollYLock = Convert.ToBoolean(result["cloud_scroll_y_lock"]);
nWP.drawClassicClouds = Convert.ToBoolean(result["draw_classic_clouds"]);
nWP.valid = true;
}
}
}
return nWP;
}
@@ -857,124 +853,118 @@ namespace OpenSim.Data.MySQL
public void StoreRegionWindlightSettings(RegionLightShareData wl)
{
lock (m_dbLock)
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
dbcon.Open();
using (MySqlCommand cmd = dbcon.CreateCommand())
{
dbcon.Open();
using (MySqlCommand cmd = dbcon.CreateCommand())
{
cmd.CommandText = "REPLACE INTO `regionwindlight` (`region_id`, `water_color_r`, `water_color_g`, ";
cmd.CommandText += "`water_color_b`, `water_fog_density_exponent`, `underwater_fog_modifier`, ";
cmd.CommandText += "`reflection_wavelet_scale_1`, `reflection_wavelet_scale_2`, `reflection_wavelet_scale_3`, ";
cmd.CommandText += "`fresnel_scale`, `fresnel_offset`, `refract_scale_above`, `refract_scale_below`, ";
cmd.CommandText += "`blur_multiplier`, `big_wave_direction_x`, `big_wave_direction_y`, `little_wave_direction_x`, ";
cmd.CommandText += "`little_wave_direction_y`, `normal_map_texture`, `horizon_r`, `horizon_g`, `horizon_b`, ";
cmd.CommandText += "`horizon_i`, `haze_horizon`, `blue_density_r`, `blue_density_g`, `blue_density_b`, ";
cmd.CommandText += "`blue_density_i`, `haze_density`, `density_multiplier`, `distance_multiplier`, `max_altitude`, ";
cmd.CommandText += "`sun_moon_color_r`, `sun_moon_color_g`, `sun_moon_color_b`, `sun_moon_color_i`, `sun_moon_position`, ";
cmd.CommandText += "`ambient_r`, `ambient_g`, `ambient_b`, `ambient_i`, `east_angle`, `sun_glow_focus`, `sun_glow_size`, ";
cmd.CommandText += "`scene_gamma`, `star_brightness`, `cloud_color_r`, `cloud_color_g`, `cloud_color_b`, `cloud_color_i`, ";
cmd.CommandText += "`cloud_x`, `cloud_y`, `cloud_density`, `cloud_coverage`, `cloud_scale`, `cloud_detail_x`, ";
cmd.CommandText += "`cloud_detail_y`, `cloud_detail_density`, `cloud_scroll_x`, `cloud_scroll_x_lock`, `cloud_scroll_y`, ";
cmd.CommandText += "`cloud_scroll_y_lock`, `draw_classic_clouds`) VALUES (?region_id, ?water_color_r, ";
cmd.CommandText += "?water_color_g, ?water_color_b, ?water_fog_density_exponent, ?underwater_fog_modifier, ?reflection_wavelet_scale_1, ";
cmd.CommandText += "?reflection_wavelet_scale_2, ?reflection_wavelet_scale_3, ?fresnel_scale, ?fresnel_offset, ?refract_scale_above, ";
cmd.CommandText += "?refract_scale_below, ?blur_multiplier, ?big_wave_direction_x, ?big_wave_direction_y, ?little_wave_direction_x, ";
cmd.CommandText += "?little_wave_direction_y, ?normal_map_texture, ?horizon_r, ?horizon_g, ?horizon_b, ?horizon_i, ?haze_horizon, ";
cmd.CommandText += "?blue_density_r, ?blue_density_g, ?blue_density_b, ?blue_density_i, ?haze_density, ?density_multiplier, ";
cmd.CommandText += "?distance_multiplier, ?max_altitude, ?sun_moon_color_r, ?sun_moon_color_g, ?sun_moon_color_b, ";
cmd.CommandText += "?sun_moon_color_i, ?sun_moon_position, ?ambient_r, ?ambient_g, ?ambient_b, ?ambient_i, ?east_angle, ";
cmd.CommandText += "?sun_glow_focus, ?sun_glow_size, ?scene_gamma, ?star_brightness, ?cloud_color_r, ?cloud_color_g, ";
cmd.CommandText += "?cloud_color_b, ?cloud_color_i, ?cloud_x, ?cloud_y, ?cloud_density, ?cloud_coverage, ?cloud_scale, ";
cmd.CommandText += "?cloud_detail_x, ?cloud_detail_y, ?cloud_detail_density, ?cloud_scroll_x, ?cloud_scroll_x_lock, ";
cmd.CommandText += "?cloud_scroll_y, ?cloud_scroll_y_lock, ?draw_classic_clouds)";
cmd.Parameters.AddWithValue("region_id", wl.regionID);
cmd.Parameters.AddWithValue("water_color_r", wl.waterColor.X);
cmd.Parameters.AddWithValue("water_color_g", wl.waterColor.Y);
cmd.Parameters.AddWithValue("water_color_b", wl.waterColor.Z);
cmd.Parameters.AddWithValue("water_fog_density_exponent", wl.waterFogDensityExponent);
cmd.Parameters.AddWithValue("underwater_fog_modifier", wl.underwaterFogModifier);
cmd.Parameters.AddWithValue("reflection_wavelet_scale_1", wl.reflectionWaveletScale.X);
cmd.Parameters.AddWithValue("reflection_wavelet_scale_2", wl.reflectionWaveletScale.Y);
cmd.Parameters.AddWithValue("reflection_wavelet_scale_3", wl.reflectionWaveletScale.Z);
cmd.Parameters.AddWithValue("fresnel_scale", wl.fresnelScale);
cmd.Parameters.AddWithValue("fresnel_offset", wl.fresnelOffset);
cmd.Parameters.AddWithValue("refract_scale_above", wl.refractScaleAbove);
cmd.Parameters.AddWithValue("refract_scale_below", wl.refractScaleBelow);
cmd.Parameters.AddWithValue("blur_multiplier", wl.blurMultiplier);
cmd.Parameters.AddWithValue("big_wave_direction_x", wl.bigWaveDirection.X);
cmd.Parameters.AddWithValue("big_wave_direction_y", wl.bigWaveDirection.Y);
cmd.Parameters.AddWithValue("little_wave_direction_x", wl.littleWaveDirection.X);
cmd.Parameters.AddWithValue("little_wave_direction_y", wl.littleWaveDirection.Y);
cmd.Parameters.AddWithValue("normal_map_texture", wl.normalMapTexture);
cmd.Parameters.AddWithValue("horizon_r", wl.horizon.X);
cmd.Parameters.AddWithValue("horizon_g", wl.horizon.Y);
cmd.Parameters.AddWithValue("horizon_b", wl.horizon.Z);
cmd.Parameters.AddWithValue("horizon_i", wl.horizon.W);
cmd.Parameters.AddWithValue("haze_horizon", wl.hazeHorizon);
cmd.Parameters.AddWithValue("blue_density_r", wl.blueDensity.X);
cmd.Parameters.AddWithValue("blue_density_g", wl.blueDensity.Y);
cmd.Parameters.AddWithValue("blue_density_b", wl.blueDensity.Z);
cmd.Parameters.AddWithValue("blue_density_i", wl.blueDensity.W);
cmd.Parameters.AddWithValue("haze_density", wl.hazeDensity);
cmd.Parameters.AddWithValue("density_multiplier", wl.densityMultiplier);
cmd.Parameters.AddWithValue("distance_multiplier", wl.distanceMultiplier);
cmd.Parameters.AddWithValue("max_altitude", wl.maxAltitude);
cmd.Parameters.AddWithValue("sun_moon_color_r", wl.sunMoonColor.X);
cmd.Parameters.AddWithValue("sun_moon_color_g", wl.sunMoonColor.Y);
cmd.Parameters.AddWithValue("sun_moon_color_b", wl.sunMoonColor.Z);
cmd.Parameters.AddWithValue("sun_moon_color_i", wl.sunMoonColor.W);
cmd.Parameters.AddWithValue("sun_moon_position", wl.sunMoonPosition);
cmd.Parameters.AddWithValue("ambient_r", wl.ambient.X);
cmd.Parameters.AddWithValue("ambient_g", wl.ambient.Y);
cmd.Parameters.AddWithValue("ambient_b", wl.ambient.Z);
cmd.Parameters.AddWithValue("ambient_i", wl.ambient.W);
cmd.Parameters.AddWithValue("east_angle", wl.eastAngle);
cmd.Parameters.AddWithValue("sun_glow_focus", wl.sunGlowFocus);
cmd.Parameters.AddWithValue("sun_glow_size", wl.sunGlowSize);
cmd.Parameters.AddWithValue("scene_gamma", wl.sceneGamma);
cmd.Parameters.AddWithValue("star_brightness", wl.starBrightness);
cmd.Parameters.AddWithValue("cloud_color_r", wl.cloudColor.X);
cmd.Parameters.AddWithValue("cloud_color_g", wl.cloudColor.Y);
cmd.Parameters.AddWithValue("cloud_color_b", wl.cloudColor.Z);
cmd.Parameters.AddWithValue("cloud_color_i", wl.cloudColor.W);
cmd.Parameters.AddWithValue("cloud_x", wl.cloudXYDensity.X);
cmd.Parameters.AddWithValue("cloud_y", wl.cloudXYDensity.Y);
cmd.Parameters.AddWithValue("cloud_density", wl.cloudXYDensity.Z);
cmd.Parameters.AddWithValue("cloud_coverage", wl.cloudCoverage);
cmd.Parameters.AddWithValue("cloud_scale", wl.cloudScale);
cmd.Parameters.AddWithValue("cloud_detail_x", wl.cloudDetailXYDensity.X);
cmd.Parameters.AddWithValue("cloud_detail_y", wl.cloudDetailXYDensity.Y);
cmd.Parameters.AddWithValue("cloud_detail_density", wl.cloudDetailXYDensity.Z);
cmd.Parameters.AddWithValue("cloud_scroll_x", wl.cloudScrollX);
cmd.Parameters.AddWithValue("cloud_scroll_x_lock", wl.cloudScrollXLock);
cmd.Parameters.AddWithValue("cloud_scroll_y", wl.cloudScrollY);
cmd.Parameters.AddWithValue("cloud_scroll_y_lock", wl.cloudScrollYLock);
cmd.Parameters.AddWithValue("draw_classic_clouds", wl.drawClassicClouds);
ExecuteNonQuery(cmd);
}
cmd.CommandText = "REPLACE INTO `regionwindlight` (`region_id`, `water_color_r`, `water_color_g`, ";
cmd.CommandText += "`water_color_b`, `water_fog_density_exponent`, `underwater_fog_modifier`, ";
cmd.CommandText += "`reflection_wavelet_scale_1`, `reflection_wavelet_scale_2`, `reflection_wavelet_scale_3`, ";
cmd.CommandText += "`fresnel_scale`, `fresnel_offset`, `refract_scale_above`, `refract_scale_below`, ";
cmd.CommandText += "`blur_multiplier`, `big_wave_direction_x`, `big_wave_direction_y`, `little_wave_direction_x`, ";
cmd.CommandText += "`little_wave_direction_y`, `normal_map_texture`, `horizon_r`, `horizon_g`, `horizon_b`, ";
cmd.CommandText += "`horizon_i`, `haze_horizon`, `blue_density_r`, `blue_density_g`, `blue_density_b`, ";
cmd.CommandText += "`blue_density_i`, `haze_density`, `density_multiplier`, `distance_multiplier`, `max_altitude`, ";
cmd.CommandText += "`sun_moon_color_r`, `sun_moon_color_g`, `sun_moon_color_b`, `sun_moon_color_i`, `sun_moon_position`, ";
cmd.CommandText += "`ambient_r`, `ambient_g`, `ambient_b`, `ambient_i`, `east_angle`, `sun_glow_focus`, `sun_glow_size`, ";
cmd.CommandText += "`scene_gamma`, `star_brightness`, `cloud_color_r`, `cloud_color_g`, `cloud_color_b`, `cloud_color_i`, ";
cmd.CommandText += "`cloud_x`, `cloud_y`, `cloud_density`, `cloud_coverage`, `cloud_scale`, `cloud_detail_x`, ";
cmd.CommandText += "`cloud_detail_y`, `cloud_detail_density`, `cloud_scroll_x`, `cloud_scroll_x_lock`, `cloud_scroll_y`, ";
cmd.CommandText += "`cloud_scroll_y_lock`, `draw_classic_clouds`) VALUES (?region_id, ?water_color_r, ";
cmd.CommandText += "?water_color_g, ?water_color_b, ?water_fog_density_exponent, ?underwater_fog_modifier, ?reflection_wavelet_scale_1, ";
cmd.CommandText += "?reflection_wavelet_scale_2, ?reflection_wavelet_scale_3, ?fresnel_scale, ?fresnel_offset, ?refract_scale_above, ";
cmd.CommandText += "?refract_scale_below, ?blur_multiplier, ?big_wave_direction_x, ?big_wave_direction_y, ?little_wave_direction_x, ";
cmd.CommandText += "?little_wave_direction_y, ?normal_map_texture, ?horizon_r, ?horizon_g, ?horizon_b, ?horizon_i, ?haze_horizon, ";
cmd.CommandText += "?blue_density_r, ?blue_density_g, ?blue_density_b, ?blue_density_i, ?haze_density, ?density_multiplier, ";
cmd.CommandText += "?distance_multiplier, ?max_altitude, ?sun_moon_color_r, ?sun_moon_color_g, ?sun_moon_color_b, ";
cmd.CommandText += "?sun_moon_color_i, ?sun_moon_position, ?ambient_r, ?ambient_g, ?ambient_b, ?ambient_i, ?east_angle, ";
cmd.CommandText += "?sun_glow_focus, ?sun_glow_size, ?scene_gamma, ?star_brightness, ?cloud_color_r, ?cloud_color_g, ";
cmd.CommandText += "?cloud_color_b, ?cloud_color_i, ?cloud_x, ?cloud_y, ?cloud_density, ?cloud_coverage, ?cloud_scale, ";
cmd.CommandText += "?cloud_detail_x, ?cloud_detail_y, ?cloud_detail_density, ?cloud_scroll_x, ?cloud_scroll_x_lock, ";
cmd.CommandText += "?cloud_scroll_y, ?cloud_scroll_y_lock, ?draw_classic_clouds)";
cmd.Parameters.AddWithValue("region_id", wl.regionID);
cmd.Parameters.AddWithValue("water_color_r", wl.waterColor.X);
cmd.Parameters.AddWithValue("water_color_g", wl.waterColor.Y);
cmd.Parameters.AddWithValue("water_color_b", wl.waterColor.Z);
cmd.Parameters.AddWithValue("water_fog_density_exponent", wl.waterFogDensityExponent);
cmd.Parameters.AddWithValue("underwater_fog_modifier", wl.underwaterFogModifier);
cmd.Parameters.AddWithValue("reflection_wavelet_scale_1", wl.reflectionWaveletScale.X);
cmd.Parameters.AddWithValue("reflection_wavelet_scale_2", wl.reflectionWaveletScale.Y);
cmd.Parameters.AddWithValue("reflection_wavelet_scale_3", wl.reflectionWaveletScale.Z);
cmd.Parameters.AddWithValue("fresnel_scale", wl.fresnelScale);
cmd.Parameters.AddWithValue("fresnel_offset", wl.fresnelOffset);
cmd.Parameters.AddWithValue("refract_scale_above", wl.refractScaleAbove);
cmd.Parameters.AddWithValue("refract_scale_below", wl.refractScaleBelow);
cmd.Parameters.AddWithValue("blur_multiplier", wl.blurMultiplier);
cmd.Parameters.AddWithValue("big_wave_direction_x", wl.bigWaveDirection.X);
cmd.Parameters.AddWithValue("big_wave_direction_y", wl.bigWaveDirection.Y);
cmd.Parameters.AddWithValue("little_wave_direction_x", wl.littleWaveDirection.X);
cmd.Parameters.AddWithValue("little_wave_direction_y", wl.littleWaveDirection.Y);
cmd.Parameters.AddWithValue("normal_map_texture", wl.normalMapTexture);
cmd.Parameters.AddWithValue("horizon_r", wl.horizon.X);
cmd.Parameters.AddWithValue("horizon_g", wl.horizon.Y);
cmd.Parameters.AddWithValue("horizon_b", wl.horizon.Z);
cmd.Parameters.AddWithValue("horizon_i", wl.horizon.W);
cmd.Parameters.AddWithValue("haze_horizon", wl.hazeHorizon);
cmd.Parameters.AddWithValue("blue_density_r", wl.blueDensity.X);
cmd.Parameters.AddWithValue("blue_density_g", wl.blueDensity.Y);
cmd.Parameters.AddWithValue("blue_density_b", wl.blueDensity.Z);
cmd.Parameters.AddWithValue("blue_density_i", wl.blueDensity.W);
cmd.Parameters.AddWithValue("haze_density", wl.hazeDensity);
cmd.Parameters.AddWithValue("density_multiplier", wl.densityMultiplier);
cmd.Parameters.AddWithValue("distance_multiplier", wl.distanceMultiplier);
cmd.Parameters.AddWithValue("max_altitude", wl.maxAltitude);
cmd.Parameters.AddWithValue("sun_moon_color_r", wl.sunMoonColor.X);
cmd.Parameters.AddWithValue("sun_moon_color_g", wl.sunMoonColor.Y);
cmd.Parameters.AddWithValue("sun_moon_color_b", wl.sunMoonColor.Z);
cmd.Parameters.AddWithValue("sun_moon_color_i", wl.sunMoonColor.W);
cmd.Parameters.AddWithValue("sun_moon_position", wl.sunMoonPosition);
cmd.Parameters.AddWithValue("ambient_r", wl.ambient.X);
cmd.Parameters.AddWithValue("ambient_g", wl.ambient.Y);
cmd.Parameters.AddWithValue("ambient_b", wl.ambient.Z);
cmd.Parameters.AddWithValue("ambient_i", wl.ambient.W);
cmd.Parameters.AddWithValue("east_angle", wl.eastAngle);
cmd.Parameters.AddWithValue("sun_glow_focus", wl.sunGlowFocus);
cmd.Parameters.AddWithValue("sun_glow_size", wl.sunGlowSize);
cmd.Parameters.AddWithValue("scene_gamma", wl.sceneGamma);
cmd.Parameters.AddWithValue("star_brightness", wl.starBrightness);
cmd.Parameters.AddWithValue("cloud_color_r", wl.cloudColor.X);
cmd.Parameters.AddWithValue("cloud_color_g", wl.cloudColor.Y);
cmd.Parameters.AddWithValue("cloud_color_b", wl.cloudColor.Z);
cmd.Parameters.AddWithValue("cloud_color_i", wl.cloudColor.W);
cmd.Parameters.AddWithValue("cloud_x", wl.cloudXYDensity.X);
cmd.Parameters.AddWithValue("cloud_y", wl.cloudXYDensity.Y);
cmd.Parameters.AddWithValue("cloud_density", wl.cloudXYDensity.Z);
cmd.Parameters.AddWithValue("cloud_coverage", wl.cloudCoverage);
cmd.Parameters.AddWithValue("cloud_scale", wl.cloudScale);
cmd.Parameters.AddWithValue("cloud_detail_x", wl.cloudDetailXYDensity.X);
cmd.Parameters.AddWithValue("cloud_detail_y", wl.cloudDetailXYDensity.Y);
cmd.Parameters.AddWithValue("cloud_detail_density", wl.cloudDetailXYDensity.Z);
cmd.Parameters.AddWithValue("cloud_scroll_x", wl.cloudScrollX);
cmd.Parameters.AddWithValue("cloud_scroll_x_lock", wl.cloudScrollXLock);
cmd.Parameters.AddWithValue("cloud_scroll_y", wl.cloudScrollY);
cmd.Parameters.AddWithValue("cloud_scroll_y_lock", wl.cloudScrollYLock);
cmd.Parameters.AddWithValue("draw_classic_clouds", wl.drawClassicClouds);
ExecuteNonQuery(cmd);
}
}
}
public void RemoveRegionWindlightSettings(UUID regionID)
{
lock (m_dbLock)
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
dbcon.Open();
using (MySqlCommand cmd = dbcon.CreateCommand())
{
dbcon.Open();
using (MySqlCommand cmd = dbcon.CreateCommand())
{
cmd.CommandText = "delete from `regionwindlight` where `region_id`=?regionID";
cmd.Parameters.AddWithValue("?regionID", regionID.ToString());
ExecuteNonQuery(cmd);
}
cmd.CommandText = "delete from `regionwindlight` where `region_id`=?regionID";
cmd.Parameters.AddWithValue("?regionID", regionID.ToString());
ExecuteNonQuery(cmd);
}
}
}
@@ -982,29 +972,26 @@ namespace OpenSim.Data.MySQL
#region RegionEnvironmentSettings
public string LoadRegionEnvironmentSettings(UUID regionUUID)
{
lock (m_dbLock)
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
dbcon.Open();
string command = "select * from `regionenvironment` where region_id = ?region_id";
using (MySqlCommand cmd = new MySqlCommand(command))
{
dbcon.Open();
string command = "select * from `regionenvironment` where region_id = ?region_id";
using (MySqlCommand cmd = new MySqlCommand(command))
cmd.Connection = dbcon;
cmd.Parameters.AddWithValue("?region_id", regionUUID.ToString());
IDataReader result = ExecuteReader(cmd);
if (!result.Read())
{
cmd.Connection = dbcon;
cmd.Parameters.AddWithValue("?region_id", regionUUID.ToString());
IDataReader result = ExecuteReader(cmd);
if (!result.Read())
{
return String.Empty;
}
else
{
return Convert.ToString(result["llsd_settings"]);
}
return String.Empty;
}
else
{
return Convert.ToString(result["llsd_settings"]);
}
}
}
@@ -1012,39 +999,33 @@ namespace OpenSim.Data.MySQL
public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings)
{
lock (m_dbLock)
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
dbcon.Open();
using (MySqlCommand cmd = dbcon.CreateCommand())
{
dbcon.Open();
using (MySqlCommand cmd = dbcon.CreateCommand())
{
cmd.CommandText = "REPLACE INTO `regionenvironment` (`region_id`, `llsd_settings`) VALUES (?region_id, ?llsd_settings)";
cmd.Parameters.AddWithValue("region_id", regionUUID);
cmd.Parameters.AddWithValue("llsd_settings", settings);
ExecuteNonQuery(cmd);
}
cmd.CommandText = "REPLACE INTO `regionenvironment` (`region_id`, `llsd_settings`) VALUES (?region_id, ?llsd_settings)";
cmd.Parameters.AddWithValue("region_id", regionUUID);
cmd.Parameters.AddWithValue("llsd_settings", settings);
ExecuteNonQuery(cmd);
}
}
}
public void RemoveRegionEnvironmentSettings(UUID regionUUID)
{
lock (m_dbLock)
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
dbcon.Open();
using (MySqlCommand cmd = dbcon.CreateCommand())
{
dbcon.Open();
using (MySqlCommand cmd = dbcon.CreateCommand())
{
cmd.CommandText = "delete from `regionenvironment` where region_id = ?region_id";
cmd.Parameters.AddWithValue("?region_id", regionUUID.ToString());
ExecuteNonQuery(cmd);
}
cmd.CommandText = "delete from `regionenvironment` where region_id = ?region_id";
cmd.Parameters.AddWithValue("?region_id", regionUUID.ToString());
ExecuteNonQuery(cmd);
}
}
}
@@ -1985,74 +1966,5 @@ namespace OpenSim.Data.MySQL
}
}
}
public void SaveExtra(UUID regionID, string name, string val)
{
lock (m_dbLock)
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
dbcon.Open();
using (MySqlCommand cmd = dbcon.CreateCommand())
{
cmd.CommandText = "replace into regionextra values (?RegionID, ?Name, ?value)";
cmd.Parameters.AddWithValue("?RegionID", regionID.ToString());
cmd.Parameters.AddWithValue("?Name", name);
cmd.Parameters.AddWithValue("?value", val);
cmd.ExecuteNonQuery();
}
}
}
}
public void RemoveExtra(UUID regionID, string name)
{
lock (m_dbLock)
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
dbcon.Open();
using (MySqlCommand cmd = dbcon.CreateCommand())
{
cmd.CommandText = "delete from regionextra where RegionID=?RegionID and Name=?Name";
cmd.Parameters.AddWithValue("?RegionID", regionID.ToString());
cmd.Parameters.AddWithValue("?Name", name);
cmd.ExecuteNonQuery();
}
}
}
}
public Dictionary<string, string> GetExtra(UUID regionID)
{
Dictionary<string, string> ret = new Dictionary<string, string>();
lock (m_dbLock)
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
dbcon.Open();
using (MySqlCommand cmd = dbcon.CreateCommand())
{
cmd.CommandText = "select * from regionextra where RegionID=?RegionID";
cmd.Parameters.AddWithValue("?RegionID", regionID.ToString());
using (IDataReader r = cmd.ExecuteReader())
{
while (r.Read())
{
ret[r["Name"].ToString()] = r["value"].ToString();
}
}
}
}
}
return ret;
}
}
}

View File

@@ -895,10 +895,3 @@ CREATE TABLE `regionenvironment` (
COMMIT;
:VERSION 45
BEGIN;
CREATE TABLE `regionextra` (`RegionID` char(36) not null, `Name` varchar(32) not null, `value` text, primary key(`RegionID`, `Name`));
COMMIT;

View File

@@ -151,18 +151,5 @@ namespace OpenSim.Data.Null
public void Shutdown()
{
}
public void SaveExtra(UUID regionID, string name, string value)
{
}
public void RemoveExtra(UUID regionID, string name)
{
}
public Dictionary<string, string> GetExtra(UUID regionID)
{
return null;
}
}
}

View File

@@ -2890,17 +2890,5 @@ namespace OpenSim.Data.SQLite
}
}
public void SaveExtra(UUID regionID, string name, string value)
{
}
public void RemoveExtra(UUID regionID, string name)
{
}
public Dictionary<string, string> GetExtra(UUID regionID)
{
return null;
}
}
}

View File

@@ -678,8 +678,6 @@ namespace OpenSim.Framework.Console
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public event OnOutputDelegate OnOutput;
public ICommands Commands { get; private set; }
public CommandConsole(string defaultPrompt) : base(defaultPrompt)
@@ -699,13 +697,6 @@ namespace OpenSim.Framework.Console
Output(s);
}
protected void FireOnOutput(string text)
{
OnOutputDelegate onOutput = OnOutput;
if (onOutput != null)
onOutput(text);
}
/// <summary>
/// Display a command prompt on the console and wait for user input
/// </summary>

View File

@@ -319,8 +319,6 @@ namespace OpenSim.Framework.Console
public override void Output(string text, string level)
{
FireOnOutput(text);
lock (m_commandLine)
{
if (m_cursorYPosition == -1)
@@ -511,4 +509,4 @@ namespace OpenSim.Framework.Console
}
}
}
}
}

View File

@@ -40,8 +40,6 @@ namespace OpenSim.Framework.Console
/// </summary>
public class MockConsole : ICommandConsole
{
public event OnOutputDelegate OnOutput;
private MockCommands m_commands = new MockCommands();
public ICommands Commands { get { return m_commands; } }
@@ -78,4 +76,4 @@ namespace OpenSim.Framework.Console
public string[] Resolve(string[] cmd) { return null; }
public XmlElement GetXml(XmlDocument doc) { return null; }
}
}
}

View File

@@ -100,7 +100,6 @@ namespace OpenSim.Framework.Console
m_LineNumber++;
m_Scrollback.Add(String.Format("{0}", m_LineNumber)+":"+level+":"+text);
}
FireOnOutput(text.Trim());
System.Console.WriteLine(text.Trim());
}

View File

@@ -74,12 +74,8 @@ namespace OpenSim.Framework
XmlElement GetXml(XmlDocument doc);
}
public delegate void OnOutputDelegate(string message);
public interface ICommandConsole : IConsole
{
event OnOutputDelegate OnOutput;
ICommands Commands { get; }
/// <summary>
@@ -91,4 +87,4 @@ namespace OpenSim.Framework
string ReadLine(string p, bool isCommand, bool e);
}
}
}

View File

@@ -120,9 +120,7 @@ namespace OpenSim.Framework
public UUID lastMapUUID = UUID.Zero;
public string lastMapRefresh = "0";
private float m_nonphysPrimMin = 0;
private int m_nonphysPrimMax = 0;
private float m_physPrimMin = 0;
private int m_physPrimMax = 0;
private bool m_clampPrimSize = false;
private int m_objectCapacity = 0;
@@ -287,21 +285,11 @@ namespace OpenSim.Framework
set { m_windlight = value; }
}
public float NonphysPrimMin
{
get { return m_nonphysPrimMin; }
}
public int NonphysPrimMax
{
get { return m_nonphysPrimMax; }
}
public float PhysPrimMin
{
get { return m_physPrimMin; }
}
public int PhysPrimMax
{
get { return m_physPrimMax; }
@@ -635,28 +623,16 @@ namespace OpenSim.Framework
m_regionType = config.GetString("RegionType", String.Empty);
allKeys.Remove("RegionType");
#region Prim stuff
m_nonphysPrimMin = config.GetFloat("NonphysicalPrimMin", 0);
allKeys.Remove("NonphysicalPrimMin");
// Prim stuff
//
m_nonphysPrimMax = config.GetInt("NonphysicalPrimMax", 0);
allKeys.Remove("NonphysicalPrimMax");
m_physPrimMin = config.GetFloat("PhysicalPrimMin", 0);
allKeys.Remove("PhysicalPrimMin");
m_physPrimMax = config.GetInt("PhysicalPrimMax", 0);
allKeys.Remove("PhysicalPrimMax");
m_clampPrimSize = config.GetBoolean("ClampPrimSize", false);
allKeys.Remove("ClampPrimSize");
m_objectCapacity = config.GetInt("MaxPrims", 15000);
allKeys.Remove("MaxPrims");
#endregion
m_agentCapacity = config.GetInt("MaxAgents", 100);
allKeys.Remove("MaxAgents");
@@ -692,18 +668,10 @@ namespace OpenSim.Framework
config.Set("ExternalHostName", m_externalHostName);
if (m_nonphysPrimMin != 0)
config.Set("NonphysicalPrimMax", m_nonphysPrimMin);
if (m_nonphysPrimMax != 0)
config.Set("NonphysicalPrimMax", m_nonphysPrimMax);
if (m_physPrimMin != 0)
config.Set("PhysicalPrimMax", m_physPrimMin);
if (m_physPrimMax != 0)
config.Set("PhysicalPrimMax", m_physPrimMax);
config.Set("ClampPrimSize", m_clampPrimSize.ToString());
if (m_objectCapacity != 0)
@@ -786,15 +754,9 @@ namespace OpenSim.Framework
configMember.addConfigurationOption("lastmap_refresh", ConfigurationOption.ConfigurationTypes.TYPE_STRING_NOT_EMPTY,
"Last Map Refresh", Util.UnixTimeSinceEpoch().ToString(), true);
configMember.addConfigurationOption("nonphysical_prim_min", ConfigurationOption.ConfigurationTypes.TYPE_FLOAT,
"Minimum size for nonphysical prims", m_nonphysPrimMin.ToString(), true);
configMember.addConfigurationOption("nonphysical_prim_max", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
"Maximum size for nonphysical prims", m_nonphysPrimMax.ToString(), true);
configMember.addConfigurationOption("physical_prim_min", ConfigurationOption.ConfigurationTypes.TYPE_FLOAT,
"Minimum size for nonphysical prims", m_physPrimMin.ToString(), true);
configMember.addConfigurationOption("physical_prim_max", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
"Maximum size for physical prims", m_physPrimMax.ToString(), true);

View File

@@ -29,8 +29,8 @@ namespace OpenSim
{
public class VersionInfo
{
private const string VERSION_NUMBER = "0.7.5";
private const Flavour VERSION_FLAVOUR = Flavour.Dev;
private const string VERSION_NUMBER = "0.7.4";
private const Flavour VERSION_FLAVOUR = Flavour.Extended;
public enum Flavour
{

View File

@@ -420,7 +420,6 @@ namespace OpenSim
{
RunCommandScript(m_shutdownCommandsFile);
}
base.ShutdownSpecific();
}

View File

@@ -1,234 +0,0 @@
/*
* 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.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Drawing;
using System.Drawing.Imaging;
using System.Reflection;
using System.IO;
using System.Web;
using log4net;
using Nini.Config;
using Mono.Addins;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenMetaverse.Imaging;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using Caps = OpenSim.Framework.Capabilities.Caps;
using OpenSim.Capabilities.Handlers;
namespace OpenSim.Region.ClientStack.Linden
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RegionConsoleModule")]
public class RegionConsoleModule : INonSharedRegionModule, IRegionConsole
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private IEventQueue m_eventQueue;
private Commands m_commands = new Commands();
public ICommands Commands { get { return m_commands; } }
public void Initialise(IConfigSource source)
{
m_commands.AddCommand( "Help", false, "help", "help [<item>]", "Display help on a particular command or on a list of commands in a category", Help);
}
public void AddRegion(Scene s)
{
m_scene = s;
m_scene.RegisterModuleInterface<IRegionConsole>(this);
}
public void RemoveRegion(Scene s)
{
m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
m_scene = null;
}
public void RegionLoaded(Scene s)
{
m_scene.EventManager.OnRegisterCaps += RegisterCaps;
m_eventQueue = m_scene.RequestModuleInterface<IEventQueue>();
}
public void PostInitialise()
{
}
public void Close() { }
public string Name { get { return "RegionConsoleModule"; } }
public Type ReplaceableInterface
{
get { return null; }
}
public void RegisterCaps(UUID agentID, Caps caps)
{
if (!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(agentID))
return;
UUID capID = UUID.Random();
m_log.DebugFormat("[REGION CONSOLE]: /CAPS/{0} in region {1}", capID, m_scene.RegionInfo.RegionName);
caps.RegisterHandler(
"SimConsoleAsync",
new ConsoleHandler("/CAPS/" + capID + "/", "SimConsoleAsync", agentID, this, m_scene));
}
public void SendConsoleOutput(UUID agentID, string message)
{
OSD osd = OSD.FromString(message);
m_eventQueue.Enqueue(EventQueueHelper.BuildEvent("SimConsoleResponse", osd), agentID);
}
public bool RunCommand(string command, UUID invokerID)
{
string[] parts = Parser.Parse(command);
Array.Resize(ref parts, parts.Length + 1);
parts[parts.Length - 1] = invokerID.ToString();
if (m_commands.Resolve(parts).Length == 0)
return false;
return true;
}
private void Help(string module, string[] cmd)
{
UUID agentID = new UUID(cmd[cmd.Length - 1]);
Array.Resize(ref cmd, cmd.Length - 1);
List<string> help = Commands.GetHelp(cmd);
string reply = String.Empty;
foreach (string s in help)
{
reply += s + "\n";
}
SendConsoleOutput(agentID, reply);
}
public void AddCommand(string module, bool shared, string command, string help, string longhelp, CommandDelegate fn)
{
m_commands.AddCommand(module, shared, command, help, longhelp, fn);
}
}
public class ConsoleHandler : BaseStreamHandler
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private RegionConsoleModule m_consoleModule;
private UUID m_agentID;
private bool m_isGod;
private Scene m_scene;
private bool m_consoleIsOn = false;
public ConsoleHandler(string path, string name, UUID agentID, RegionConsoleModule module, Scene scene)
:base("POST", path, name, agentID.ToString())
{
m_agentID = agentID;
m_consoleModule = module;
m_scene = scene;
m_isGod = m_scene.Permissions.IsGod(agentID);
}
public override byte[] Handle(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
{
StreamReader reader = new StreamReader(request);
string message = reader.ReadToEnd();
OSD osd = OSDParser.DeserializeLLSDXml(message);
string cmd = osd.AsString();
if (cmd == "set console on")
{
if (m_isGod)
{
MainConsole.Instance.OnOutput += ConsoleSender;
m_consoleIsOn = true;
m_consoleModule.SendConsoleOutput(m_agentID, "Console is now on");
}
return new byte[0];
}
else if (cmd == "set console off")
{
MainConsole.Instance.OnOutput -= ConsoleSender;
m_consoleIsOn = false;
m_consoleModule.SendConsoleOutput(m_agentID, "Console is now off");
return new byte[0];
}
if (m_consoleIsOn == false && m_consoleModule.RunCommand(osd.AsString().Trim(), m_agentID))
return new byte[0];
if (m_isGod && m_consoleIsOn)
{
MainConsole.Instance.RunCommand(osd.AsString().Trim());
}
else
{
m_consoleModule.SendConsoleOutput(m_agentID, "Unknown command");
}
return new byte[0];
}
private void ConsoleSender(string text)
{
m_consoleModule.SendConsoleOutput(m_agentID, text);
}
private void OnMakeChildAgent(ScenePresence presence)
{
if (presence.UUID == m_agentID)
{
MainConsole.Instance.OnOutput -= ConsoleSender;
m_consoleIsOn = false;
}
}
}
}

View File

@@ -239,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
sp.ClearAttachments();
}
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
{
lock (sp.AttachmentsSyncLock)
{
@@ -298,7 +298,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
group.AbsolutePosition = attachPos;
if (sp.PresenceType != PresenceType.Npc)
UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
}
@@ -306,7 +306,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return true;
}
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt)
{
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
@@ -316,22 +316,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
// Error logging commented because UUID.Zero now means temp attachment
// else
// m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
// attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
if (!temp)
{
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
public SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
@@ -410,10 +406,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
UUID inventoryID = so.FromItemID;
// As per Linden spec, drop is disabled for temp attachs
if (inventoryID == UUID.Zero)
return;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
// so.Name, so.LocalId, inventoryID);
@@ -424,9 +416,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.PrimCount, sp.UUID, sp.AbsolutePosition))
return;
bool changed = false;
if (inventoryID != UUID.Zero)
changed = sp.Appearance.DetachAttachment(inventoryID);
bool changed = sp.Appearance.DetachAttachment(inventoryID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
@@ -531,13 +521,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <param name="saveAllScripted"></param>
private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
{
if (grp.FromItemID == UUID.Zero)
{
// We can't save temp attachments
grp.HasGroupChanged = false;
return;
}
// Saving attachments for NPCs messes them up for the real owner!
INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
if (module != null)
@@ -794,7 +777,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// This will throw if the attachment fails
try
{
AttachObject(sp, objatt, attachmentPt, false, false);
AttachObject(sp, objatt, attachmentPt, false);
}
catch (Exception e)
{
@@ -948,7 +931,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
AttachmentPt &= 0x7f;
// Calls attach with a Zero position
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, false))
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false))
{
// m_log.Debug(
// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
@@ -972,7 +955,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
if (sp != null && group != null && group.FromItemID != UUID.Zero)
if (sp != null && group != null)
DetachSingleAttachmentToInv(sp, group);
}
@@ -990,7 +973,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
foreach (SceneObjectGroup group in attachments)
{
if (group.FromItemID == itemID && group.FromItemID != UUID.Zero)
if (group.FromItemID == itemID)
{
DetachSingleAttachmentToInv(sp, group);
return;

View File

@@ -189,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
// Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True);
@@ -243,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
sp2.AbsolutePosition = new Vector3(0, 0, 0);
sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
Assert.That(sp.HasAttachments(), Is.False);
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));

View File

@@ -283,10 +283,6 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
public void Initialise(Scene scene, IConfigSource config)
{
IConfig texturesConfig = config.Configs["Textures"];
if (texturesConfig != null)
ReuseTextures = texturesConfig.GetBoolean("ReuseDynamicTextures", false);
if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
{
RegisteredScenes.Add(scene.RegionInfo.RegionID, scene);
@@ -296,6 +292,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
public void PostInitialise()
{
// ReuseTextures = true;
if (ReuseTextures)
{
m_reuseableDynamicTextures = new Cache(CacheMedium.Memory, CacheStrategy.Conservative);

View File

@@ -84,7 +84,6 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
public string body;
public int responseCode;
public string responseBody;
public string responseType = "text/plain";
//public ManualResetEvent ev;
public bool requestDone;
public int startTime;
@@ -303,22 +302,6 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
}
}
public void HttpContentType(UUID request, string type)
{
lock (m_UrlMap)
{
if (m_RequestMap.ContainsKey(request))
{
UrlData urlData = m_RequestMap[request];
urlData.requests[request].responseType = type;
}
else
{
m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
}
}
}
public void HttpResponse(UUID request, int status, string body)
{
lock (m_UrlMap)
@@ -521,8 +504,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
//put response
response["int_response_code"] = requestData.responseCode;
response["str_response_string"] = requestData.responseBody;
response["content_type"] = requestData.responseType;
// response["content_type"] = "text/plain";
response["content_type"] = "text/plain";
response["keepalive"] = false;
response["reusecontext"] = false;

View File

@@ -97,13 +97,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
}
/// <summary>
/// Used to cache lookups for valid groups.
/// </summary>
private IDictionary<UUID, bool> m_validGroupUuids = new Dictionary<UUID, bool>();
private IGroupsModule m_groupsModule;
public ArchiveReadRequest(Scene scene, string loadPath, bool merge, bool skipAssets, Guid requestId)
{
m_scene = scene;
@@ -127,8 +120,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Zero can never be a valid user id
m_validUserUuids[UUID.Zero] = false;
m_groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
}
public ArchiveReadRequest(Scene scene, Stream loadStream, bool merge, bool skipAssets, Guid requestId)
@@ -141,8 +132,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Zero can never be a valid user id
m_validUserUuids[UUID.Zero] = false;
m_groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
}
/// <summary>
@@ -313,9 +302,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (!ResolveUserUuid(part.LastOwnerID))
part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveGroupUuid(part.GroupID))
part.GroupID = UUID.Zero;
// And zap any troublesome sit target information
// part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
// part.SitTargetPosition = new Vector3(0, 0, 0);
@@ -332,18 +318,13 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
}
if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty)
{
if (!ResolveUserUuid(kvp.Value.CreatorID))
kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
}
if (UserManager != null)
UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
if (!ResolveGroupUuid(kvp.Value.GroupID))
kvp.Value.GroupID = UUID.Zero;
}
}
}
@@ -383,27 +364,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver
foreach (string serialisedParcel in serialisedParcels)
{
LandData parcel = LandDataSerializer.Deserialize(serialisedParcel);
// Validate User and Group UUID's
if (!ResolveUserUuid(parcel.OwnerID))
parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveGroupUuid(parcel.GroupID))
{
parcel.GroupID = UUID.Zero;
parcel.IsGroupOwned = false;
}
List<LandAccessEntry> accessList = new List<LandAccessEntry>();
foreach (LandAccessEntry entry in parcel.ParcelAccessList)
{
if (ResolveUserUuid(entry.AgentID))
accessList.Add(entry);
// else, drop this access rule
}
parcel.ParcelAccessList = accessList;
// m_log.DebugFormat(
// "[ARCHIVER]: Adding parcel {0}, local id {1}, area {2}",
// parcel.Name, parcel.LocalID, parcel.Area);
@@ -438,30 +401,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
/// <summary>
/// Look up the given group id to check whether it's one that is valid for this grid.
/// </summary>
/// <param name="uuid"></param>
/// <returns></returns>
private bool ResolveGroupUuid(UUID uuid)
{
if (uuid == UUID.Zero)
return true; // this means the object has no group
if (!m_validGroupUuids.ContainsKey(uuid))
{
bool exists;
if (m_groupsModule == null)
exists = false;
else
exists = (m_groupsModule.GetGroupRecord(uuid) != null);
m_validGroupUuids.Add(uuid, exists);
}
return m_validGroupUuids[uuid];
}
/// Load an asset
/// </summary>
/// <param name="assetFilename"></param>

View File

@@ -414,7 +414,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
private void LoadPlugins()
{
m_plugineffects = new Dictionary<string, ITerrainEffect>();
LoadPlugins(Assembly.GetCallingAssembly());
string plugineffectsPath = "Terrain";
// Load the files in the Terrain/ dir
@@ -428,7 +427,32 @@ namespace OpenSim.Region.CoreModules.World.Terrain
try
{
Assembly library = Assembly.LoadFrom(file);
LoadPlugins(library);
foreach (Type pluginType in library.GetTypes())
{
try
{
if (pluginType.IsAbstract || pluginType.IsNotPublic)
continue;
string typeName = pluginType.Name;
if (pluginType.GetInterface("ITerrainEffect", false) != null)
{
ITerrainEffect terEffect = (ITerrainEffect) Activator.CreateInstance(library.GetType(pluginType.ToString()));
InstallPlugin(typeName, terEffect);
}
else if (pluginType.GetInterface("ITerrainLoader", false) != null)
{
ITerrainLoader terLoader = (ITerrainLoader) Activator.CreateInstance(library.GetType(pluginType.ToString()));
m_loaders[terLoader.FileExtension] = terLoader;
m_log.Info("L ... " + typeName);
}
}
catch (AmbiguousMatchException)
{
}
}
}
catch (BadImageFormatException)
{
@@ -436,36 +460,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
}
}
private void LoadPlugins(Assembly library)
{
foreach (Type pluginType in library.GetTypes())
{
try
{
if (pluginType.IsAbstract || pluginType.IsNotPublic)
continue;
string typeName = pluginType.Name;
if (pluginType.GetInterface("ITerrainEffect", false) != null)
{
ITerrainEffect terEffect = (ITerrainEffect)Activator.CreateInstance(library.GetType(pluginType.ToString()));
InstallPlugin(typeName, terEffect);
}
else if (pluginType.GetInterface("ITerrainLoader", false) != null)
{
ITerrainLoader terLoader = (ITerrainLoader)Activator.CreateInstance(library.GetType(pluginType.ToString()));
m_loaders[terLoader.FileExtension] = terLoader;
m_log.Info("L ... " + typeName);
}
}
catch (AmbiguousMatchException)
{
}
}
}
public void InstallPlugin(string pluginName, ITerrainEffect effect)
{
lock (m_plugineffects)
@@ -1182,8 +1176,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
private void InterfaceRunPluginEffect(Object[] args)
{
string firstArg = (string)args[0];
if (firstArg == "list")
if ((string) args[0] == "list")
{
m_log.Info("List of loaded plugins");
foreach (KeyValuePair<string, ITerrainEffect> kvp in m_plugineffects)
@@ -1192,14 +1185,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain
}
return;
}
if (firstArg == "reload")
if ((string) args[0] == "reload")
{
LoadPlugins();
return;
}
if (m_plugineffects.ContainsKey(firstArg))
if (m_plugineffects.ContainsKey((string) args[0]))
{
m_plugineffects[firstArg].RunEffect(m_channel);
m_plugineffects[(string) args[0]].RunEffect(m_channel);
CheckForTerrainUpdates();
}
else

View File

@@ -208,9 +208,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height);
}
GC.Collect();
m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()");
return bitmap;
}
@@ -676,4 +673,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
return result;
}
}
}
}

View File

@@ -83,7 +83,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="AttachmentPt"></param>
/// <param name="silent"></param>
/// <returns>true if the object was successfully attached, false otherwise</returns>
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool temp);
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent);
/// <summary>
/// Rez an attachment from user inventory and change inventory status to match.

View File

@@ -1,39 +0,0 @@
/*
* 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 OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IRegionConsole
{
bool RunCommand(string command, UUID invokerID);
void SendConsoleOutput(UUID agentID, string message);
void AddCommand(string module, bool shared, string command, string help, string longhelp, CommandDelegate fn);
}
}

View File

@@ -46,38 +46,9 @@ namespace OpenSim.Region.Framework.Interfaces
/// </summary>
event ScriptCommand OnScriptCommand;
/// <summary>
/// Register an instance method as a script call by method name
/// </summary>
/// <param name="target"></param>
/// <param name="method"></param>
void RegisterScriptInvocation(object target, string method);
/// <summary>
/// Register a static or instance method as a script call by method info
/// </summary>
/// <param name="target">If target is a Type object, will assume method is static.</param>
/// <param name="method"></param>
void RegisterScriptInvocation(object target, MethodInfo method);
/// <summary>
/// Register one or more instance methods as script calls by method name
/// </summary>
/// <param name="target"></param>
/// <param name="methods"></param>
void RegisterScriptInvocation(object target, string[] methods);
/// <summary>
/// Register one or more static methods as script calls by method name
/// </summary>
/// <param name="target"></param>
/// <param name="methods"></param>
void RegisterScriptInvocation(Type target, string[] methods);
/// <summary>
/// Returns an array of all registered script calls
/// </summary>
/// <returns></returns>
Delegate[] GetScriptInvocationList();
Delegate LookupScriptInvocation(string fname);

View File

@@ -116,10 +116,5 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="regionUUID">the region UUID</param>
void RemoveRegionEnvironmentSettings(UUID regionUUID);
void SaveExtra(UUID regionID, string name, string value);
void RemoveExtra(UUID regionID, string name);
Dictionary<string, string> GetExtra(UUID regionID);
}
}

View File

@@ -127,12 +127,6 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="regionUUID">the region UUID</param>
void RemoveRegionEnvironmentSettings(UUID regionUUID);
void SaveExtra(UUID regionID, string name, string val);
void RemoveExtra(UUID regionID, string name);
Dictionary<string, string> GetExtra(UUID regionID);
void Shutdown();
}
}

View File

@@ -39,8 +39,6 @@ namespace OpenSim.Region.Framework.Interfaces
UUID RequestSecureURL(IScriptModule engine, SceneObjectPart host, UUID itemID);
void ReleaseURL(string url);
void HttpResponse(UUID request, int status, string body);
void HttpContentType(UUID request, string type);
string GetHttpHeader(UUID request, string header);
int GetFreeUrls();

View File

@@ -213,9 +213,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks>
public event NewScript OnNewScript;
public delegate void ExtraSettingChangedDelegate(Scene scene, string name, string value);
public event ExtraSettingChangedDelegate OnExtraSettingChanged;
public virtual void TriggerNewScript(UUID clientID, SceneObjectPart part, UUID itemID)
{
NewScript handlerNewScript = OnNewScript;
@@ -2594,25 +2591,5 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void TriggerExtraSettingChanged(Scene scene, string name, string val)
{
ExtraSettingChangedDelegate handler = OnExtraSettingChanged;
if (handler != null)
{
foreach (ExtraSettingChangedDelegate d in handler.GetInvocationList())
{
try
{
d(scene, name, val);
}
catch (Exception e)
{
m_log.ErrorFormat("[EVENT MANAGER]: Delegate for ExtraSettingChanged failed - continuing {0} - {1}",
e.Message, e.StackTrace);
}
}
}
}
}
}

View File

@@ -1943,9 +1943,6 @@ namespace OpenSim.Region.Framework.Scenes
deleteIDs.Add(localID);
deleteGroups.Add(grp);
// If child prims have invalid perms, fix them
grp.AdjustChildPrimPermissions();
if (remoteClient == null)
{
// Autoreturn has a null client. Nothing else does. So

View File

@@ -103,26 +103,8 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public bool CollidablePrims { get; private set; }
/// <summary>
/// Minimum value of the size of a non-physical prim in each axis
/// </summary>
public float m_minNonphys = 0.01f;
/// <summary>
/// Maximum value of the size of a non-physical prim in each axis
/// </summary>
public float m_maxNonphys = 256;
/// <summary>
/// Minimum value of the size of a physical prim in each axis
/// </summary>
public float m_minPhys = 0.01f;
/// <summary>
/// Maximum value of the size of a physical prim in each axis
/// </summary>
public float m_maxPhys = 10;
public bool m_clampPrimSize;
public bool m_trustBinaries;
public bool m_allowScriptCrossings;
@@ -192,8 +174,6 @@ namespace OpenSim.Region.Framework.Scenes
protected ICapabilitiesModule m_capsModule;
protected IGroupsModule m_groupsModule;
private Dictionary<string, string> m_extraSettings;
/// <summary>
/// Current scene frame number
/// </summary>
@@ -655,8 +635,6 @@ namespace OpenSim.Region.Framework.Scenes
// FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
// region is set up and avoid these gyrations.
RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID);
bool updatedTerrainTextures = false;
if (rs.TerrainTexture1 == UUID.Zero)
{
@@ -739,25 +717,14 @@ namespace OpenSim.Region.Framework.Scenes
PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
m_minNonphys = startupConfig.GetFloat("NonphysicalPrimMin", m_minNonphys);
if (RegionInfo.NonphysPrimMin > 0)
{
m_minNonphys = RegionInfo.NonphysPrimMin;
}
m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
if (RegionInfo.NonphysPrimMax > 0)
{
m_maxNonphys = RegionInfo.NonphysPrimMax;
}
m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
if (RegionInfo.PhysPrimMin > 0)
{
m_minPhys = RegionInfo.PhysPrimMin;
}
m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
if (RegionInfo.PhysPrimMax > 0)
{
m_maxPhys = RegionInfo.PhysPrimMax;
@@ -2661,7 +2628,7 @@ namespace OpenSim.Region.Framework.Scenes
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
if (AttachmentsModule != null)
AttachmentsModule.AttachObject(sp, grp, 0, false, false);
AttachmentsModule.AttachObject(sp, grp, 0, false);
}
else
{
@@ -5479,44 +5446,5 @@ namespace OpenSim.Region.Framework.Scenes
callback(asset);
}
public string GetExtraSetting(string name)
{
string val;
if (!m_extraSettings.TryGetValue(name, out val))
return String.Empty;
return val;
}
public void StoreExtraSetting(string name, string val)
{
string oldVal;
if (m_extraSettings.TryGetValue(name, out oldVal))
{
if (oldVal == val)
return;
}
m_extraSettings[name] = val;
m_SimulationDataService.SaveExtra(RegionInfo.RegionID, name, val);
m_eventManager.TriggerExtraSettingChanged(this, name, val);
}
public void RemoveExtraSetting(string name)
{
if (!m_extraSettings.ContainsKey(name))
return;
m_extraSettings.Remove(name);
m_SimulationDataService.RemoveExtra(RegionInfo.RegionID, name);
m_eventManager.TriggerExtraSettingChanged(this, name, String.Empty);
}
}
}

View File

@@ -375,9 +375,12 @@ namespace OpenSim.Region.Framework.Scenes
{
Vector3 scale = part.Shape.Scale;
scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X));
scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y));
scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z));
if (scale.X > m_parentScene.m_maxNonphys)
scale.X = m_parentScene.m_maxNonphys;
if (scale.Y > m_parentScene.m_maxNonphys)
scale.Y = m_parentScene.m_maxNonphys;
if (scale.Z > m_parentScene.m_maxNonphys)
scale.Z = m_parentScene.m_maxNonphys;
part.Shape.Scale = scale;
}

View File

@@ -2131,9 +2131,6 @@ namespace OpenSim.Region.Framework.Scenes
// Can't do this yet since backup still makes use of the root part without any synchronization
// objectGroup.m_rootPart = null;
// If linking prims with different permissions, fix them
AdjustChildPrimPermissions();
AttachToBackup();
// Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
@@ -2625,21 +2622,12 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void AdjustChildPrimPermissions()
{
ForEachPart(part =>
{
if (part != RootPart)
part.ClonePermissions(RootPart);
});
}
public void UpdatePermissions(UUID AgentID, byte field, uint localID,
uint mask, byte addRemTF)
{
RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
AdjustChildPrimPermissions();
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
parts[i].UpdatePermissions(AgentID, field, localID, mask, addRemTF);
HasGroupChanged = true;
@@ -2686,17 +2674,17 @@ namespace OpenSim.Region.Framework.Scenes
RootPart.StoreUndoState(true);
scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null && pa.IsPhysical)
{
scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
scale.X = Math.Min(scale.X, Scene.m_maxPhys);
scale.Y = Math.Min(scale.Y, Scene.m_maxPhys);
scale.Z = Math.Min(scale.Z, Scene.m_maxPhys);
}
float x = (scale.X / RootPart.Scale.X);
@@ -2728,14 +2716,6 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.X * x < m_scene.m_minPhys)
{
f = m_scene.m_minPhys / oldSize.X;
a = f / x;
x *= a;
y *= a;
z *= a;
}
if (oldSize.Y * y > m_scene.m_maxPhys)
{
@@ -2745,14 +2725,6 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.Y * y < m_scene.m_minPhys)
{
f = m_scene.m_minPhys / oldSize.Y;
a = f / y;
x *= a;
y *= a;
z *= a;
}
if (oldSize.Z * z > m_scene.m_maxPhys)
{
@@ -2762,14 +2734,6 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.Z * z < m_scene.m_minPhys)
{
f = m_scene.m_minPhys / oldSize.Z;
a = f / z;
x *= a;
y *= a;
z *= a;
}
}
else
{
@@ -2781,14 +2745,6 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.X * x < m_scene.m_minNonphys)
{
f = m_scene.m_minNonphys / oldSize.X;
a = f / x;
x *= a;
y *= a;
z *= a;
}
if (oldSize.Y * y > m_scene.m_maxNonphys)
{
@@ -2798,14 +2754,6 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.Y * y < m_scene.m_minNonphys)
{
f = m_scene.m_minNonphys / oldSize.Y;
a = f / y;
x *= a;
y *= a;
z *= a;
}
if (oldSize.Z * z > m_scene.m_maxNonphys)
{
@@ -2815,14 +2763,6 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.Z * z < m_scene.m_minNonphys)
{
f = m_scene.m_minNonphys / oldSize.Z;
a = f / z;
x *= a;
y *= a;
z *= a;
}
}
// obPart.IgnoreUndoUpdate = false;

View File

@@ -2368,16 +2368,17 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="scale"></param>
public void Resize(Vector3 scale)
{
scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxNonphys);
scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys);
scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys);
PhysicsActor pa = PhysActor;
if (pa != null && pa.IsPhysical)
{
scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys);
scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys);
scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys);
}
// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
@@ -2851,32 +2852,23 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Set the color & alpha of prim faces
/// Set the color of prim faces
/// </summary>
/// <param name="face"></param>
/// <param name="color"></param>
/// <param name="alpha"></param>
public void SetFaceColorAlpha(int face, Vector3 color, double ?alpha)
/// <param name="face"></param>
public void SetFaceColor(Vector3 color, int face)
{
Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
float clippedAlpha = alpha.HasValue ?
Util.Clip((float)alpha.Value, 0.0f, 1.0f) : 0;
// The only way to get a deep copy/ If we don't do this, we can
// never detect color changes further down.
// mever detect color changes further down.
Byte[] buf = Shape.Textures.GetBytes();
Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length);
Color4 texcolor;
if (face >= 0 && face < GetNumberOfSides())
{
texcolor = tex.CreateFace((uint)face).RGBA;
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
if (alpha.HasValue)
{
texcolor.A = clippedAlpha;
}
texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
tex.FaceTextures[face].RGBA = texcolor;
UpdateTextureEntry(tex.GetBytes());
return;
@@ -2888,23 +2880,15 @@ namespace OpenSim.Region.Framework.Scenes
if (tex.FaceTextures[i] != null)
{
texcolor = tex.FaceTextures[i].RGBA;
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
if (alpha.HasValue)
{
texcolor.A = clippedAlpha;
}
texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
tex.FaceTextures[i].RGBA = texcolor;
}
texcolor = tex.DefaultTexture.RGBA;
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
if (alpha.HasValue)
{
texcolor.A = clippedAlpha;
}
texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
tex.DefaultTexture.RGBA = texcolor;
}
UpdateTextureEntry(tex.GetBytes());
@@ -3890,27 +3874,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void ClonePermissions(SceneObjectPart source)
{
bool update = false;
if (BaseMask != source.BaseMask ||
OwnerMask != source.OwnerMask ||
GroupMask != source.GroupMask ||
EveryoneMask != source.EveryoneMask ||
NextOwnerMask != source.NextOwnerMask)
update = true;
BaseMask = source.BaseMask;
OwnerMask = source.OwnerMask;
GroupMask = source.GroupMask;
EveryoneMask = source.EveryoneMask;
NextOwnerMask = source.NextOwnerMask;
if (update)
SendFullUpdateToAllClients();
}
public bool IsHingeJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
@@ -4274,57 +4237,6 @@ namespace OpenSim.Region.Framework.Scenes
ScheduleFullUpdate();
}
public void UpdateSlice(float begin, float end)
{
if (end < begin)
{
float temp = begin;
begin = end;
end = temp;
}
end = Math.Min(1f, Math.Max(0f, end));
begin = Math.Min(Math.Min(1f, Math.Max(0f, begin)), end - 0.02f);
if (begin < 0.02f && end < 0.02f)
{
begin = 0f;
end = 0.02f;
}
ushort uBegin = (ushort)(50000.0 * begin);
ushort uEnd = (ushort)(50000.0 * (1f - end));
bool updatePossiblyNeeded = false;
PrimType primType = GetPrimType();
if (primType == PrimType.SPHERE || primType == PrimType.TORUS || primType == PrimType.TUBE || primType == PrimType.RING)
{
if (m_shape.ProfileBegin != uBegin || m_shape.ProfileEnd != uEnd)
{
m_shape.ProfileBegin = uBegin;
m_shape.ProfileEnd = uEnd;
updatePossiblyNeeded = true;
}
}
else if (m_shape.PathBegin != uBegin || m_shape.PathEnd != uEnd)
{
m_shape.PathBegin = uBegin;
m_shape.PathEnd = uEnd;
updatePossiblyNeeded = true;
}
if (updatePossiblyNeeded && ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
}
if (updatePossiblyNeeded && PhysActor != null)
{
PhysActor.Shape = m_shape;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
if (updatePossiblyNeeded)
{
ScheduleFullUpdate();
}
}
/// <summary>
/// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics
/// engine can use it.

View File

@@ -1387,22 +1387,17 @@ namespace OpenSim.Region.Framework.Scenes
bool DCFlagKeyPressed = false;
Vector3 agent_control_v3 = Vector3.Zero;
bool newFlying = actor.Flying;
bool oldflying = Flying;
if (ForceFly)
newFlying = true;
actor.Flying = true;
else if (FlyDisabled)
newFlying = false;
actor.Flying = false;
else
newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
if (actor.Flying != newFlying)
{
// Note: ScenePresence.Flying is actually fetched from the physical actor
// so setting PhysActor.Flying here also sets the ScenePresence's value.
actor.Flying = newFlying;
if (actor.Flying != oldflying)
update_movementflag = true;
}
if (ParentID == 0)
{
@@ -3418,16 +3413,13 @@ namespace OpenSim.Region.Framework.Scenes
public List<SceneObjectGroup> GetAttachments(uint attachmentPoint)
{
List<SceneObjectGroup> attachments = new List<SceneObjectGroup>();
if (attachmentPoint >= 0)
lock (m_attachments)
{
lock (m_attachments)
foreach (SceneObjectGroup so in m_attachments)
{
foreach (SceneObjectGroup so in m_attachments)
{
if (attachmentPoint == so.AttachmentPoint)
attachments.Add(so);
}
if (attachmentPoint == so.AttachmentPoint)
attachments.Add(so);
}
}

View File

@@ -1,189 +0,0 @@
/*
* 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.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.ClientStack.LindenUDP;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.Avatar.Attachments
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "TempAttachmentsModule")]
public class TempAttachmentsModule : INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private IRegionConsole m_console;
public void Initialise(IConfigSource configSource)
{
}
public void AddRegion(Scene scene)
{
}
public void RemoveRegion(Scene scene)
{
}
public void RegionLoaded(Scene scene)
{
m_scene = scene;
IScriptModuleComms comms = scene.RequestModuleInterface<IScriptModuleComms>();
if (comms != null)
{
comms.RegisterScriptInvocation( this, "llAttachToAvatarTemp");
m_log.DebugFormat("[TEMP ATTACHS]: Registered script functions");
m_console = scene.RequestModuleInterface<IRegionConsole>();
if (m_console != null)
{
m_console.AddCommand("TempATtachModule", false, "set auto_grant_attach_perms", "set auto_grant_attach_perms true|false", "Allow objects owned by the region owner os estate managers to obtain attach permissions without asking the user", SetAutoGrantAttachPerms);
}
}
else
{
m_log.ErrorFormat("[TEMP ATTACHS]: Failed to register script functions");
}
}
public void Close()
{
}
public Type ReplaceableInterface
{
get { return null; }
}
public string Name
{
get { return "TempAttachmentsModule"; }
}
private void SendConsoleOutput(UUID agentID, string text)
{
if (m_console == null)
return;
m_console.SendConsoleOutput(agentID, text);
}
private void SetAutoGrantAttachPerms(string module, string[] parms)
{
UUID agentID = new UUID(parms[parms.Length - 1]);
Array.Resize(ref parms, parms.Length - 1);
if (parms.Length != 3)
{
SendConsoleOutput(agentID, "Command parameter error");
return;
}
string val = parms[2];
if (val != "true" && val != "false")
{
SendConsoleOutput(agentID, "Command parameter error");
return;
}
m_scene.StoreExtraSetting("auto_grant_attach_perms", val);
SendConsoleOutput(agentID, String.Format("auto_grant_attach_perms set to {0}", val));
}
private void llAttachToAvatarTemp(UUID host, UUID script, int attachmentPoint)
{
SceneObjectPart hostPart = m_scene.GetSceneObjectPart(host);
if (hostPart == null)
return;
if (hostPart.ParentGroup.IsAttachment)
return;
IAttachmentsModule attachmentsModule = m_scene.RequestModuleInterface<IAttachmentsModule>();
if (attachmentsModule == null)
return;
TaskInventoryItem item = hostPart.Inventory.GetInventoryItem(script);
if (item == null)
return;
if ((item.PermsMask & 32) == 0) // PERMISSION_ATTACH
return;
ScenePresence target;
if (!m_scene.TryGetScenePresence(item.PermsGranter, out target))
return;
if (target.UUID != hostPart.ParentGroup.OwnerID)
{
uint effectivePerms = hostPart.ParentGroup.GetEffectivePermissions();
if ((effectivePerms & (uint)PermissionMask.Transfer) == 0)
return;
hostPart.ParentGroup.SetOwnerId(target.UUID);
hostPart.ParentGroup.SetRootPartOwner(hostPart.ParentGroup.RootPart, target.UUID, target.ControllingClient.ActiveGroupId);
if (m_scene.Permissions.PropagatePermissions())
{
foreach (SceneObjectPart child in hostPart.ParentGroup.Parts)
{
child.Inventory.ChangeInventoryOwner(target.UUID);
child.TriggerScriptChangedEvent(Changed.OWNER);
child.ApplyNextOwnerPermissions();
}
}
hostPart.ParentGroup.RootPart.ObjectSaleType = 0;
hostPart.ParentGroup.RootPart.SalePrice = 10;
hostPart.ParentGroup.HasGroupChanged = true;
hostPart.ParentGroup.RootPart.SendPropertiesToClient(target.ControllingClient);
hostPart.ParentGroup.RootPart.ScheduleFullUpdate();
}
attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true);
}
}
}

View File

@@ -130,25 +130,13 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms
m_scriptModule.PostScriptEvent(script, "link_message", args);
}
private static MethodInfo GetMethodInfoFromType(Type target, string meth, bool searchInstanceMethods)
{
BindingFlags getMethodFlags =
BindingFlags.NonPublic | BindingFlags.Public;
if (searchInstanceMethods)
getMethodFlags |= BindingFlags.Instance;
else
getMethodFlags |= BindingFlags.Static;
return target.GetMethod(meth, getMethodFlags);
}
public void RegisterScriptInvocation(object target, string meth)
{
MethodInfo mi = GetMethodInfoFromType(target.GetType(), meth, true);
MethodInfo mi = target.GetType().GetMethod(meth,
BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
if (mi == null)
{
m_log.WarnFormat("[MODULE COMMANDS] Failed to register method {0}", meth);
m_log.WarnFormat("[MODULE COMMANDS] Failed to register method {0}",meth);
return;
}
@@ -163,54 +151,38 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms
public void RegisterScriptInvocation(object target, MethodInfo mi)
{
m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}", mi.Name, (target is Type) ? ((Type)target).Name : target.GetType().Name);
m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}", mi.Name, target.GetType().Name);
Type delegateType;
List<Type> typeArgs = mi.GetParameters()
var typeArgs = mi.GetParameters()
.Select(p => p.ParameterType)
.ToList();
if (mi.ReturnType == typeof(void))
{
delegateType = Expression.GetActionType(typeArgs.ToArray());
delegateType = Expression.GetActionType(typeArgs.ToArray());
}
else
{
typeArgs.Add(mi.ReturnType);
delegateType = Expression.GetFuncType(typeArgs.ToArray());
typeArgs.Add(mi.ReturnType);
delegateType = Expression.GetFuncType(typeArgs.ToArray());
}
Delegate fcall;
if (!(target is Type))
fcall = Delegate.CreateDelegate(delegateType, target, mi);
else
fcall = Delegate.CreateDelegate(delegateType, (Type)target, mi.Name);
Delegate fcall = Delegate.CreateDelegate(delegateType, target, mi);
lock (m_scriptInvocation)
{
ParameterInfo[] parameters = fcall.Method.GetParameters();
ParameterInfo[] parameters = fcall.Method.GetParameters ();
if (parameters.Length < 2) // Must have two UUID params
return;
// Hide the first two parameters
Type[] parmTypes = new Type[parameters.Length - 2];
for (int i = 2; i < parameters.Length; i++)
for (int i = 2 ; i < parameters.Length ; i++)
parmTypes[i - 2] = parameters[i].ParameterType;
m_scriptInvocation[fcall.Method.Name] = new ScriptInvocationData(fcall.Method.Name, fcall, parmTypes, fcall.Method.ReturnType);
}
}
public void RegisterScriptInvocation(Type target, string[] methods)
{
foreach (string method in methods)
{
MethodInfo mi = GetMethodInfoFromType(target, method, false);
if (mi == null)
m_log.WarnFormat("[MODULE COMMANDS] Failed to register method {0}", method);
else
RegisterScriptInvocation(target, mi);
}
}
public Delegate[] GetScriptInvocationList()
{

View File

@@ -1,118 +0,0 @@
/*
* 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 copyrightD
* 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.Collections.Generic;
using System.Text;
using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BS6DofConstraint : BSConstraint
{
// Create a btGeneric6DofConstraint
public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
Vector3 frame1, Quaternion frame1rot,
Vector3 frame2, Quaternion frame2rot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
{
m_world = world;
m_body1 = obj1;
m_body2 = obj2;
m_constraint = new BulletConstraint(
BulletSimAPI.Create6DofConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
frame1, frame1rot,
frame2, frame2rot,
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
m_enabled = true;
}
public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
Vector3 joinPoint,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
{
m_world = world;
m_body1 = obj1;
m_body2 = obj2;
m_constraint = new BulletConstraint(
BulletSimAPI.Create6DofConstraintToPoint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
joinPoint,
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
m_enabled = true;
}
public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
{
bool ret = false;
if (m_enabled)
{
BulletSimAPI.SetFrames2(m_constraint.Ptr, frameA, frameArot, frameB, frameBrot);
ret = true;
}
return ret;
}
public bool SetCFMAndERP(float cfm, float erp)
{
bool ret = false;
if (m_enabled)
{
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
ret = true;
}
return ret;
}
public bool UseFrameOffset(bool useOffset)
{
bool ret = false;
float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
if (m_enabled)
ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
return ret;
}
public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
{
bool ret = false;
float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
if (m_enabled)
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
return ret;
}
public bool SetBreakingImpulseThreshold(float threshold)
{
bool ret = false;
if (m_enabled)
ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.Ptr, threshold);
return ret;
}
}
}

View File

@@ -34,12 +34,13 @@ using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSCharacter : BSPhysObject
public class BSCharacter : PhysicsActor
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS CHAR]";
public BSScene Scene { get; private set; }
private BSScene _scene;
public BSScene Scene { get { return _scene; } }
private String _avName;
// private bool _stopped;
private Vector3 _size;
@@ -73,8 +74,11 @@ public class BSCharacter : BSPhysObject
private bool _kinematic;
private float _buoyancy;
public override BulletBody Body { get; set; }
public override BSLinkset Linkset { get; set; }
private BulletBody m_body;
public BulletBody Body {
get { return m_body; }
set { m_body = value; }
}
private int _subscribedEventsMs = 0;
private int _nextCollisionOkTime = 0;
@@ -91,21 +95,17 @@ public class BSCharacter : BSPhysObject
{
_localID = localID;
_avName = avName;
Scene = parent_scene;
_scene = parent_scene;
_position = pos;
_size = size;
_flying = isFlying;
_orientation = Quaternion.Identity;
_velocity = Vector3.Zero;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
// The dimensions of the avatar capsule are kept in the scale.
// Physics creates a unit capsule which is scaled by the physics engine.
_scale = new Vector3(Scene.Params.avatarCapsuleRadius, Scene.Params.avatarCapsuleRadius, size.Z);
_density = Scene.Params.avatarDensity;
_scale = new Vector3(1f, 1f, 1f);
_density = _scene.Params.avatarDensity;
ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale
Linkset = new BSLinkset(Scene, this);
ShapeData shapeData = new ShapeData();
shapeData.ID = _localID;
shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
@@ -116,20 +116,16 @@ public class BSCharacter : BSPhysObject
shapeData.Mass = _mass;
shapeData.Buoyancy = _buoyancy;
shapeData.Static = ShapeData.numericFalse;
shapeData.Friction = Scene.Params.avatarFriction;
shapeData.Restitution = Scene.Params.avatarRestitution;
shapeData.Friction = _scene.Params.avatarFriction;
shapeData.Restitution = _scene.Params.avatarRestitution;
// do actual create at taint time
Scene.TaintedObject("BSCharacter.create", delegate()
_scene.TaintedObject(delegate()
{
DetailLog("{0},BSCharacter.create", _localID);
BulletSimAPI.CreateObject(Scene.WorldID, shapeData);
BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData);
// Set the buoyancy for flying. This will be refactored when all the settings happen in C#
BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID));
// avatars get all collisions no matter what (makes walking on ground and such work)
m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
// avatars get all collisions no matter what
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
@@ -137,12 +133,12 @@ public class BSCharacter : BSPhysObject
}
// called when this character is being destroyed and the resources should be released
public override void Destroy()
public void Destroy()
{
DetailLog("{0},BSCharacter.Destroy", LocalID);
Scene.TaintedObject("BSCharacter.destroy", delegate()
// DetailLog("{0},Destroy", LocalID);
_scene.TaintedObject(delegate()
{
BulletSimAPI.DestroyObject(Scene.WorldID, _localID);
BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
});
}
@@ -154,28 +150,9 @@ public class BSCharacter : BSPhysObject
public override bool Stopped {
get { return false; }
}
public override Vector3 Size {
get
{
// Avatar capsule size is kept in the scale parameter.
return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z);
}
set {
// When an avatar's size is set, only the height is changed
// and that really only depends on the radius.
_size = value;
_scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y);
// TODO: something has to be done with the avatar's vertical position
ComputeAvatarVolumeAndMass();
Scene.TaintedObject("BSCharacter.setSize", delegate()
{
BulletSimAPI.SetObjectScaleMass(Scene.WorldID, LocalID, _scale, _mass, true);
});
public override Vector3 Size {
get { return _size; }
set { _size = value;
}
}
public override PrimitiveBaseShape Shape {
@@ -202,78 +179,31 @@ public class BSCharacter : BSPhysObject
public override Vector3 Position {
get {
// _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID);
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
return _position;
}
set {
_position = value;
PositionSanityCheck();
Scene.TaintedObject("BSCharacter.setPosition", delegate()
_scene.TaintedObject(delegate()
{
DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation);
DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
}
// Check that the current position is sane and, if not, modify the position to make it so.
// Check for being below terrain and being out of bounds.
// Returns 'true' of the position was made sane by some action.
private bool PositionSanityCheck()
{
bool ret = false;
// If below the ground, move the avatar up
float terrainHeight = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position);
if (Position.Z < terrainHeight)
{
DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
_position.Z = terrainHeight + 2.0f;
ret = true;
}
// TODO: check for out of bounds
return ret;
}
// A version of the sanity check that also makes sure a new position value is
// pushed back to the physics engine. This routine would be used by anyone
// who is not already pushing the value.
private bool PositionSanityCheck2()
{
bool ret = false;
if (PositionSanityCheck())
{
// The new position value must be pushed into the physics engine but we can't
// just assign to "Position" because of potential call loops.
Scene.TaintedObject("BSCharacter.PositionSanityCheck", delegate()
{
DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation);
});
ret = true;
}
return ret;
}
public override float Mass {
get {
return _mass;
}
}
// used when we only want this prim's mass and not the linkset thing
public override float MassRaw { get {return _mass; } }
public override Vector3 Force {
get { return _force; }
set {
_force = value;
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
Scene.TaintedObject("BSCharacter.SetForce", delegate()
Scene.TaintedObject(delegate()
{
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
DetailLog("{0},setForce,taint,force={1}", LocalID, _force);
BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force);
});
}
@@ -298,10 +228,10 @@ public class BSCharacter : BSPhysObject
set {
_velocity = value;
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
Scene.TaintedObject("BSCharacter.setVelocity", delegate()
_scene.TaintedObject(delegate()
{
DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
BulletSimAPI.SetObjectVelocity(Scene.WorldID, _localID, _velocity);
DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity);
BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity);
});
}
}
@@ -324,10 +254,10 @@ public class BSCharacter : BSPhysObject
set {
_orientation = value;
// m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
Scene.TaintedObject("BSCharacter.setOrientation", delegate()
_scene.TaintedObject(delegate()
{
// _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID);
BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation);
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
}
@@ -349,8 +279,6 @@ public class BSCharacter : BSPhysObject
this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
}
}
// Flying is implimented by changing the avatar's buoyancy.
// Would this be done better with a vehicle type?
private float ComputeBuoyancyFromFlying(bool ifFlying) {
return ifFlying ? 1f : 0f;
}
@@ -364,11 +292,11 @@ public class BSCharacter : BSPhysObject
set { _throttleUpdates = value; }
}
public override bool IsColliding {
get { return (_collidingStep == Scene.SimulationStep); }
get { return (_collidingStep == _scene.SimulationStep); }
set { _isColliding = value; }
}
public override bool CollidingGround {
get { return (_collidingGroundStep == Scene.SimulationStep); }
get { return (_collidingGroundStep == _scene.SimulationStep); }
set { _collidingGround = value; }
}
public override bool CollidingObj {
@@ -390,10 +318,10 @@ public class BSCharacter : BSPhysObject
public override float Buoyancy {
get { return _buoyancy; }
set { _buoyancy = value;
Scene.TaintedObject("BSCharacter.setBuoyancy", delegate()
_scene.TaintedObject(delegate()
{
DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
});
}
}
@@ -437,9 +365,9 @@ public class BSCharacter : BSPhysObject
_force.Y += force.Y;
_force.Z += force.Z;
// m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
Scene.TaintedObject("BSCharacter.AddForce", delegate()
_scene.TaintedObject(delegate()
{
DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force);
BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
});
}
@@ -463,23 +391,17 @@ public class BSCharacter : BSPhysObject
// make sure first collision happens
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate()
Scene.TaintedObject(delegate()
{
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
}
public override void ZeroMotion()
{
return;
}
// Stop collision events
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
// Avatars get all their collision events
// Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate()
// Scene.TaintedObject(delegate()
// {
// BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
// });
@@ -494,57 +416,73 @@ public class BSCharacter : BSPhysObject
{
_avatarVolume = (float)(
Math.PI
* _scale.X
* _scale.Y // the area of capsule cylinder
* _scale.Z // times height of capsule cylinder
+ 1.33333333f
* Math.PI
* _scale.X
* Math.Min(_scale.X, _scale.Y)
* _scale.Y // plus the volume of the capsule end caps
);
* _scene.Params.avatarCapsuleRadius * _scale.X
* _scene.Params.avatarCapsuleRadius * _scale.Y
* _scene.Params.avatarCapsuleHeight * _scale.Z);
_mass = _density * _avatarVolume;
}
// The physics engine says that properties have updated. Update same and inform
// the world that things have changed.
public override void UpdateProperties(EntityProperties entprop)
public void UpdateProperties(EntityProperties entprop)
{
/*
bool changed = false;
// we assign to the local variables so the normal set action does not happen
if (_position != entprop.Position) {
_position = entprop.Position;
changed = true;
}
if (_orientation != entprop.Rotation) {
_orientation = entprop.Rotation;
changed = true;
}
if (_velocity != entprop.Velocity) {
_velocity = entprop.Velocity;
changed = true;
}
if (_acceleration != entprop.Acceleration) {
_acceleration = entprop.Acceleration;
changed = true;
}
if (_rotationalVelocity != entprop.RotationalVelocity) {
_rotationalVelocity = entprop.RotationalVelocity;
changed = true;
}
if (changed) {
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
// Avatar movement is not done by generating this event. There is code in the heartbeat
// loop that updates avatars.
// base.RequestPhysicsterseUpdate();
}
*/
_position = entprop.Position;
_orientation = entprop.Rotation;
_velocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
// Avatars don't report theirr changes the usual way. Changes are checked for in the heartbeat loop.
// base.RequestPhysicsterseUpdate();
// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
PositionSanityCheck2();
float heightHere = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}",
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere);
}
// Called by the scene when a collision with this object is reported
// The collision, if it should be reported to the character, is placed in a collection
// that will later be sent to the simulator when SendCollisions() is called.
CollisionEventUpdate collisionCollection = null;
public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
{
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
// The following makes IsColliding() and IsCollidingGround() work
_collidingStep = Scene.SimulationStep;
_collidingStep = _scene.SimulationStep;
if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
{
_collidingGroundStep = Scene.SimulationStep;
_collidingGroundStep = _scene.SimulationStep;
}
// DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith);
// throttle collisions to the rate specified in the subscription
if (_subscribedEventsMs != 0) {
int nowTime = Scene.SimulationNowTime;
int nowTime = _scene.SimulationNowTime;
if (nowTime >= _nextCollisionOkTime) {
_nextCollisionOkTime = nowTime + _subscribedEventsMs;
@@ -555,7 +493,7 @@ public class BSCharacter : BSPhysObject
}
}
public override void SendCollisions()
public void SendCollisions()
{
/*
if (collisionCollection != null && collisionCollection.Count > 0)
@@ -569,10 +507,7 @@ public class BSCharacter : BSPhysObject
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
base.SendCollisionUpdate(collisionCollection);
// If there were any collisions in the collection, make sure we don't use the
// same instance next time.
if (collisionCollection.Count > 0)
collisionCollection = null;
collisionCollection.Clear();
// End kludge
}

View File

@@ -32,33 +32,43 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public abstract class BSConstraint : IDisposable
public class BSConstraint : IDisposable
{
protected BulletSim m_world;
protected BulletBody m_body1;
protected BulletBody m_body2;
protected BulletConstraint m_constraint;
protected bool m_enabled = false;
private BulletSim m_world;
private BulletBody m_body1;
private BulletBody m_body2;
private BulletConstraint m_constraint;
private bool m_enabled = false;
public BSConstraint()
public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
Vector3 frame1, Quaternion frame1rot,
Vector3 frame2, Quaternion frame2rot
)
{
m_world = world;
m_body1 = obj1;
m_body2 = obj2;
m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
frame1, frame1rot,
frame2, frame2rot,
true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/));
m_enabled = true;
}
public virtual void Dispose()
public void Dispose()
{
if (m_enabled)
{
// BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID);
BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
m_enabled = false;
bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success);
m_constraint.Ptr = System.IntPtr.Zero;
}
}
public BulletBody Body1 { get { return m_body1; } }
public BulletBody Body2 { get { return m_body2; } }
public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
public bool SetLinearLimits(Vector3 low, Vector3 high)
{
bool ret = false;
if (m_enabled)
@@ -66,7 +76,7 @@ public abstract class BSConstraint : IDisposable
return ret;
}
public virtual bool SetAngularLimits(Vector3 low, Vector3 high)
public bool SetAngularLimits(Vector3 low, Vector3 high)
{
bool ret = false;
if (m_enabled)
@@ -74,38 +84,42 @@ public abstract class BSConstraint : IDisposable
return ret;
}
public virtual bool CalculateTransforms()
public bool SetCFMAndERP(float cfm, float erp)
{
bool ret = true;
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
return ret;
}
public bool UseFrameOffset(bool useOffset)
{
bool ret = false;
float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
if (m_enabled)
ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
return ret;
}
public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
{
bool ret = false;
float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
if (m_enabled)
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
return ret;
}
public bool CalculateTransforms()
{
bool ret = false;
if (m_enabled)
{
// Recompute the internal transforms
BulletSimAPI.CalculateTransforms2(m_constraint.Ptr);
ret = true;
}
return ret;
}
// Reset this constraint making sure it has all its internal structures
// recomputed and is enabled and ready to go.
public virtual bool RecomputeConstraintVariables(float mass)
{
bool ret = false;
if (m_enabled)
{
ret = CalculateTransforms();
if (ret)
{
// m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}",
// BSScene.DetailLogZero, Body1.ID, Body2.ID);
BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
}
else
{
m_world.scene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID);
}
}
return ret;
}
}
}

View File

@@ -56,25 +56,29 @@ public class BSConstraintCollection : IDisposable
public void Clear()
{
lock (m_constraints)
foreach (BSConstraint cons in m_constraints)
{
foreach (BSConstraint cons in m_constraints)
{
cons.Dispose();
}
m_constraints.Clear();
cons.Dispose();
}
m_constraints.Clear();
}
public BSConstraint CreateConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
Vector3 frame1, Quaternion frame1rot,
Vector3 frame2, Quaternion frame2rot)
{
BSConstraint constrain = new BSConstraint(world, obj1, obj2, frame1, frame1rot, frame2, frame2rot);
this.AddConstraint(constrain);
return constrain;
}
public bool AddConstraint(BSConstraint cons)
{
lock (m_constraints)
{
// There is only one constraint between any bodies. Remove any old just to make sure.
RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
// There is only one constraint between any bodies. Remove any old just to make sure.
RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
m_constraints.Add(cons);
}
m_constraints.Add(cons);
return true;
}
@@ -88,19 +92,16 @@ public class BSConstraintCollection : IDisposable
uint lookingID1 = body1.ID;
uint lookingID2 = body2.ID;
lock (m_constraints)
ForEachConstraint(delegate(BSConstraint constrain)
{
foreach (BSConstraint constrain in m_constraints)
if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
|| (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
{
if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
|| (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
{
foundConstraint = constrain;
found = true;
break;
}
foundConstraint = constrain;
found = true;
}
}
return found;
});
returnConstraint = foundConstraint;
return found;
}
@@ -110,33 +111,22 @@ public class BSConstraintCollection : IDisposable
// Return 'true' if a constraint was found and destroyed.
public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
{
// return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID);
bool ret = false;
lock (m_constraints)
{
BSConstraint constrain;
if (this.TryGetConstraint(body1, body2, out constrain))
{
// remove the constraint from our collection
RemoveAndDestroyConstraint(constrain);
ret = true;
}
}
BSConstraint constrain;
return ret;
}
// The constraint MUST exist in the collection
public bool RemoveAndDestroyConstraint(BSConstraint constrain)
{
lock (m_constraints)
if (this.TryGetConstraint(body1, body2, out constrain))
{
// remove the constraint from our collection
m_constraints.Remove(constrain);
// tell the engine that all its structures need to be freed
constrain.Dispose();
// we destroyed something
ret = true;
}
// tell the engine that all its structures need to be freed
constrain.Dispose();
// we destroyed something
return true;
return ret;
}
// Remove all constraints that reference the passed body.
@@ -147,15 +137,16 @@ public class BSConstraintCollection : IDisposable
List<BSConstraint> toRemove = new List<BSConstraint>();
uint lookingID = body1.ID;
ForEachConstraint(delegate(BSConstraint constrain)
{
if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
{
toRemove.Add(constrain);
}
return false;
});
lock (m_constraints)
{
foreach (BSConstraint constrain in m_constraints)
{
if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
{
toRemove.Add(constrain);
}
}
foreach (BSConstraint constrain in toRemove)
{
m_constraints.Remove(constrain);
@@ -167,16 +158,27 @@ public class BSConstraintCollection : IDisposable
public bool RecalculateAllConstraints()
{
bool ret = false;
foreach (BSConstraint constrain in m_constraints)
{
constrain.CalculateTransforms();
}
return true;
}
// Lock the constraint list and loop through it.
// The constraint action returns 'true' if it wants the loop aborted.
private void ForEachConstraint(ConstraintAction action)
{
lock (m_constraints)
{
foreach (BSConstraint constrain in m_constraints)
{
constrain.CalculateTransforms();
ret = true;
if (action(constrain))
break;
}
}
return ret;
}
}
}

View File

@@ -57,7 +57,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
private int frcount = 0; // Used to limit dynamics debug output to
// every 100th frame
private BSScene m_physicsScene;
private BSPrim m_prim; // the prim this dynamic controller belongs to
// Vehicle properties
@@ -75,6 +74,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// HOVER_UP_ONLY
// LIMIT_MOTOR_UP
// LIMIT_ROLL_ONLY
private VehicleFlag m_Hoverflags = (VehicleFlag)0;
private Vector3 m_BlockingEndPoint = Vector3.Zero;
private Quaternion m_RollreferenceFrame = Quaternion.Identity;
// Linear properties
@@ -124,16 +124,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
private float m_verticalAttractionEfficiency = 1.0f; // damped
private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
public BSDynamics(BSScene myScene, BSPrim myPrim)
public BSDynamics(BSPrim myPrim)
{
m_physicsScene = myScene;
m_prim = myPrim;
m_type = Vehicle.TYPE_NONE;
}
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep)
{
VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam)
{
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
@@ -232,7 +231,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep)
{
VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam)
{
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
@@ -267,7 +266,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
{
VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam)
{
case Vehicle.REFERENCE_FRAME:
@@ -281,27 +280,164 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessVehicleFlags(int pParam, bool remove)
{
VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove);
VehicleFlag parm = (VehicleFlag)pParam;
DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove);
if (remove)
{
if (pParam == -1)
{
m_flags = (VehicleFlag)0;
m_Hoverflags = (VehicleFlag)0;
return;
}
else
if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT)
{
m_flags &= ~parm;
if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0)
m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT);
}
if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY)
{
if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0)
m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY);
}
if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY)
{
if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0)
m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY);
}
if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY)
{
if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0)
m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY);
}
if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP)
{
if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0)
m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP);
}
if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY)
{
if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0)
m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY);
}
if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK)
{
if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0)
m_flags &= ~(VehicleFlag.MOUSELOOK_BANK);
}
if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER)
{
if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0)
m_flags &= ~(VehicleFlag.MOUSELOOK_STEER);
}
if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP)
{
if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0)
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP);
}
if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED)
{
if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0)
m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED);
}
if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X)
{
if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0)
m_flags &= ~(VehicleFlag.NO_X);
}
if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y)
{
if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0)
m_flags &= ~(VehicleFlag.NO_Y);
}
if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z)
{
if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0)
m_flags &= ~(VehicleFlag.NO_Z);
}
if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT)
{
if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0)
m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT);
}
if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION)
{
if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0)
m_flags &= ~(VehicleFlag.NO_DEFLECTION);
}
if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION)
{
if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0)
m_flags &= ~(VehicleFlag.LOCK_ROTATION);
}
}
else {
m_flags |= parm;
else
{
if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT)
{
m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags);
}
if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY)
{
m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags);
}
if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY)
{
m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags);
}
if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY)
{
m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags);
}
if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP)
{
m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags);
}
if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK)
{
m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags);
}
if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER)
{
m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags);
}
if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP)
{
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags);
}
if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED)
{
m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags);
}
if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X)
{
m_flags |= (VehicleFlag.NO_X);
}
if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y)
{
m_flags |= (VehicleFlag.NO_Y);
}
if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z)
{
m_flags |= (VehicleFlag.NO_Z);
}
if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT)
{
m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT);
}
if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION)
{
m_flags |= (VehicleFlag.NO_DEFLECTION);
}
if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION)
{
m_flags |= (VehicleFlag.LOCK_ROTATION);
}
}
}//end ProcessVehicleFlags
internal void ProcessTypeChange(Vehicle pType, float stepSize)
internal void ProcessTypeChange(Vehicle pType)
{
VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
// Set Defaults For Type
m_type = pType;
switch (pType)
@@ -342,10 +478,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// m_bankingMix = 1;
// m_bankingTimescale = 10;
// m_referenceFrame = Quaternion.Identity;
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
m_flags &=
m_Hoverflags &=
~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
break;
case Vehicle.TYPE_CAR:
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
@@ -370,10 +506,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// m_bankingMix = 1;
// m_bankingTimescale = 1;
// m_referenceFrame = Quaternion.Identity;
m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
VehicleFlag.LIMIT_MOTOR_UP);
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
m_flags |= (VehicleFlag.HOVER_UP_ONLY);
m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY);
break;
case Vehicle.TYPE_BOAT:
m_linearFrictionTimescale = new Vector3(10, 3, 2);
@@ -398,12 +534,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// m_bankingMix = 0.8f;
// m_bankingTimescale = 1;
// m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_MOTOR_UP);
m_flags |= (VehicleFlag.HOVER_WATER_ONLY);
m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY);
break;
case Vehicle.TYPE_AIRPLANE:
m_linearFrictionTimescale = new Vector3(200, 10, 5);
@@ -428,7 +564,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// m_bankingMix = 0.7f;
// m_bankingTimescale = 2;
// m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
@@ -456,16 +592,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// m_bankingMix = 0.7f;
// m_bankingTimescale = 5;
// m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_UP_ONLY);
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
m_flags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
break;
}
}//end SetDefaultsForType
// One step of the vehicle properties for the next 'pTimestep' seconds.
internal void Step(float pTimestep)
{
if (m_type == Vehicle.TYPE_NONE) return;
@@ -478,7 +613,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
MoveAngular(pTimestep);
LimitRotation(pTimestep);
VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
DetailLog("{0},Dynamics,done,pos={1},force={2},velocity={3},angvel={4}",
m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity);
}// end Step
@@ -522,7 +657,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
*/
VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}",
DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}",
m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
}
else
@@ -534,7 +669,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_lastLinearVelocityVector = Vector3.Zero;
}
// convert requested object velocity to object relative vector
// convert requested object velocity to world-referenced vector
Quaternion rotq = m_prim.Orientation;
m_dir = m_lastLinearVelocityVector * rotq;
@@ -587,42 +722,42 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (changed)
{
m_prim.Position = pos;
VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
m_prim.LocalID, m_BlockingEndPoint, posChange, pos);
}
}
// If below the terrain, move us above the ground a little.
if (pos.Z < m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos))
if (pos.Z < m_prim.Scene.GetTerrainHeightAtXYZ(pos))
{
pos.Z = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2;
pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2;
m_prim.Position = pos;
VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos);
DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos);
}
// Check if hovering
if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
{
// We should hover, get the target height
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0)
{
m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
{
m_VhoverTargetHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
{
m_VhoverTargetHeight = m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0)
{
// If body is aready heigher, use its height as target height
if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
}
if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
{
if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2)
{
@@ -644,7 +779,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
}
VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight);
DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight);
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
// m_VhoverTimescale = 0f; // time to acheive height
@@ -674,13 +809,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
grav.Z = (float)(grav.Z * 1.125);
}
float terraintemp = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos);
float terraintemp = m_prim.Scene.GetTerrainHeightAtXYZ(pos);
float postemp = (pos.Z - terraintemp);
if (postemp > 2.5f)
{
grav.Z = (float)(grav.Z * 1.037125);
}
VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
//End Experimental Values
}
if ((m_flags & (VehicleFlag.NO_X)) != 0)
@@ -709,7 +844,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}",
DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}",
m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount);
} // end MoveLinear()
@@ -735,13 +870,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// There are m_angularMotorApply steps.
Vector3 origAngularVelocity = m_angularMotorVelocity;
// ramp up to new value
// current velocity += error / (time to get there / step interval)
// current velocity += error / (time to get there / step interval)
// requested speed - last motor speed
m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}",
DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}",
m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
@@ -752,8 +887,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// No motor recently applied, keep the body velocity
// and decay the velocity
m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
if (m_angularMotorVelocity.LengthSquared() < 0.00001)
m_angularMotorVelocity = Vector3.Zero;
} // end motor section
// Vertical attractor section
@@ -791,7 +924,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
vertattr.X += bounce * angularVelocity.X;
vertattr.Y += bounce * angularVelocity.Y;
VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
m_prim.LocalID, verterr, bounce, vertattr);
} // else vertical attractor is off
@@ -809,13 +942,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
m_lastAngularVelocity.X = 0;
m_lastAngularVelocity.Y = 0;
VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
}
if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
{
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
}
// apply friction
@@ -825,7 +958,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Apply to the body
m_prim.RotationalVelocity = m_lastAngularVelocity;
VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity);
DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity);
} //end MoveAngular
internal void LimitRotation(float timestep)
@@ -872,11 +1005,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (changed)
m_prim.Orientation = m_rot;
VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot);
DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot);
}
// Invoke the detailed logger and output something if it's enabled.
private void VDetailLog(string msg, params Object[] args)
private void DetailLog(string msg, params Object[] args)
{
if (m_prim.Scene.VehicleLoggingEnabled)
m_prim.Scene.PhysicsLogging.Write(msg, args);

View File

@@ -1,55 +0,0 @@
/*
* 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 copyrightD
* 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.Collections.Generic;
using System.Text;
using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
class BSHingeConstraint : BSConstraint
{
public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
Vector3 pivotInA, Vector3 pivotInB,
Vector3 axisInA, Vector3 axisInB,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
{
m_world = world;
m_body1 = obj1;
m_body2 = obj2;
m_constraint = new BulletConstraint(
BulletSimAPI.CreateHingeConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
pivotInA, pivotInB,
axisInA, axisInB,
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
m_enabled = true;
}
}
}

View File

@@ -36,17 +36,12 @@ public class BSLinkset
{
private static string LogHeader = "[BULLETSIM LINKSET]";
private BSPhysObject m_linksetRoot;
public BSPhysObject LinksetRoot { get { return m_linksetRoot; } }
private BSPrim m_linksetRoot;
public BSPrim Root { get { return m_linksetRoot; } }
private BSScene m_physicsScene;
public BSScene PhysicsScene { get { return m_physicsScene; } }
private BSScene m_scene;
static int m_nextLinksetID = 1;
public int LinksetID { get; private set; }
// The children under the root in this linkset
private List<BSPhysObject> m_children;
private List<BSPrim> m_children;
// We lock the diddling of linkset classes to prevent any badness.
// This locks the modification of the instances of this class. Changes
@@ -74,35 +69,28 @@ public class BSLinkset
get { return ComputeLinksetGeometricCenter(); }
}
public BSLinkset(BSScene scene, BSPhysObject parent)
public BSLinkset(BSScene scene, BSPrim parent)
{
// A simple linkset of one (no children)
LinksetID = m_nextLinksetID++;
// We create LOTS of linksets.
if (m_nextLinksetID < 0)
m_nextLinksetID = 1;
m_physicsScene = scene;
m_scene = scene;
m_linksetRoot = parent;
m_children = new List<BSPhysObject>();
m_children = new List<BSPrim>();
m_mass = parent.MassRaw;
}
// Link to a linkset where the child knows the parent.
// Parent changing should not happen so do some sanity checking.
// We return the parent's linkset so the child can track its membership.
public BSLinkset AddMeToLinkset(BSPhysObject child)
// We return the parent's linkset so the child can track it's membership.
public BSLinkset AddMeToLinkset(BSPrim child, BSPrim parent)
{
lock (m_linksetActivityLock)
{
AddChildToLinkset(child);
parent.Linkset.AddChildToLinkset(child);
}
return this;
return parent.Linkset;
}
// Remove a child from a linkset.
// Returns a new linkset for the child which is a linkset of one (just the
// orphened child).
public BSLinkset RemoveMeFromLinkset(BSPhysObject child)
public BSLinkset RemoveMeFromLinkset(BSPrim child)
{
lock (m_linksetActivityLock)
{
@@ -113,7 +101,7 @@ public class BSLinkset
{
// Note that we don't do a foreach because the remove routine
// takes it out of the list.
RemoveChildFromOtherLinkset(m_children[0]);
RemoveChildFromLinkset(m_children[0]);
}
m_children.Clear(); // just to make sure
}
@@ -125,33 +113,76 @@ public class BSLinkset
}
// The child is down to a linkset of just itself
return new BSLinkset(PhysicsScene, child);
return new BSLinkset(m_scene, child);
}
// An existing linkset had one of its members rebuilt or something.
// Go through the linkset and rebuild the pointers to the bodies of the linkset members.
public BSLinkset RefreshLinkset(BSPrim requestor)
{
BSLinkset ret = requestor.Linkset;
lock (m_linksetActivityLock)
{
System.IntPtr aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, m_linksetRoot.LocalID);
if (aPtr == System.IntPtr.Zero)
{
// That's odd. We can't find the root of the linkset.
// The linkset is somehow dead. The requestor is now a member of a linkset of one.
DetailLog("{0},RefreshLinkset.RemoveRoot,child={1}", m_linksetRoot.LocalID, m_linksetRoot.LocalID);
ret = RemoveMeFromLinkset(m_linksetRoot);
}
else
{
// Reconstruct the pointer to the body of the linkset root.
DetailLog("{0},RefreshLinkset.RebuildRoot,rootID={1},ptr={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, aPtr);
m_linksetRoot.Body = new BulletBody(m_linksetRoot.LocalID, aPtr);
List<BSPrim> toRemove = new List<BSPrim>();
foreach (BSPrim bsp in m_children)
{
aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, bsp.LocalID);
if (aPtr == System.IntPtr.Zero)
{
toRemove.Add(bsp);
}
else
{
// Reconstruct the pointer to the body of the linkset root.
DetailLog("{0},RefreshLinkset.RebuildChild,rootID={1},ptr={2}", bsp.LocalID, m_linksetRoot.LocalID, aPtr);
bsp.Body = new BulletBody(bsp.LocalID, aPtr);
}
}
foreach (BSPrim bsp in toRemove)
{
RemoveChildFromLinkset(bsp);
}
}
}
return ret;
}
// Return 'true' if the passed object is the root object of this linkset
public bool IsRoot(BSPhysObject requestor)
public bool IsRoot(BSPrim requestor)
{
return (requestor.LocalID == m_linksetRoot.LocalID);
}
public int NumberOfChildren { get { return m_children.Count; } }
// Return 'true' if this linkset has any children (more than the root member)
public bool HasAnyChildren { get { return (m_children.Count > 0); } }
// Return 'true' if this child is in this linkset
public bool HasChild(BSPhysObject child)
public bool HasChild(BSPrim child)
{
bool ret = false;
lock (m_linksetActivityLock)
foreach (BSPrim bp in m_children)
{
foreach (BSPhysObject bp in m_children)
if (child.LocalID == bp.LocalID)
{
if (child.LocalID == bp.LocalID)
{
ret = true;
break;
}
ret = true;
break;
}
}
return ret;
@@ -160,7 +191,7 @@ public class BSLinkset
private float ComputeLinksetMass()
{
float mass = m_linksetRoot.MassRaw;
foreach (BSPhysObject bp in m_children)
foreach (BSPrim bp in m_children)
{
mass += bp.MassRaw;
}
@@ -172,16 +203,12 @@ public class BSLinkset
OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw;
float totalMass = m_linksetRoot.MassRaw;
lock (m_linksetActivityLock)
foreach (BSPrim bp in m_children)
{
foreach (BSPhysObject bp in m_children)
{
com += bp.Position * bp.MassRaw;
totalMass += bp.MassRaw;
}
if (totalMass != 0f)
com /= totalMass;
com += bp.Position * bp.MassRaw;
totalMass += bp.MassRaw;
}
com /= totalMass;
return com;
}
@@ -190,223 +217,135 @@ public class BSLinkset
{
OMV.Vector3 com = m_linksetRoot.Position;
lock (m_linksetActivityLock)
foreach (BSPrim bp in m_children)
{
foreach (BSPhysObject bp in m_children)
{
com += bp.Position * bp.MassRaw;
}
com /= (m_children.Count + 1);
com += bp.Position * bp.MassRaw;
}
com /= m_children.Count + 1;
return com;
}
// When physical properties are changed the linkset needs to recalculate
// its internal properties.
public void Refresh(BSPhysObject requestor)
{
// If there are no children, there aren't any constraints to recompute
if (!HasAnyChildren)
return;
// Only the root does the recomputation
if (IsRoot(requestor))
{
PhysicsScene.TaintedObject("BSLinkSet.Refresh", delegate()
{
RecomputeLinksetConstraintVariables();
});
}
}
// Call each of the constraints that make up this linkset and recompute the
// various transforms and variables. Used when objects are added or removed
// from a linkset to make sure the constraints know about the new mass and
// geometry.
// Must only be called at taint time!!
private bool RecomputeLinksetConstraintVariables()
{
float linksetMass = LinksetMass;
lock (m_linksetActivityLock)
{
foreach (BSPhysObject child in m_children)
{
BSConstraint constrain;
if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, 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);
constrain.RecomputeConstraintVariables(linksetMass);
}
else
{
// Non-fatal error that can happen when children are being added to the linkset but
// 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);
}
}
}
return false;
}
// I am the root of a linkset and a new child is being added
// Called while LinkActivity is locked.
private void AddChildToLinkset(BSPhysObject child)
public void AddChildToLinkset(BSPrim pchild)
{
BSPrim child = pchild;
if (!HasChild(child))
{
m_children.Add(child);
BSPhysObject rootx = LinksetRoot; // capture the root as of now
BSPhysObject childx = child;
m_physicsScene.TaintedObject("AddChildToLinkset", delegate()
m_scene.TaintedObject(delegate()
{
DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child
DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
DetailLog("{0},AddChildToLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
PhysicallyLinkAChildToRoot(pchild); // build the physical binding between me and the child
});
}
return;
}
// Forcefully removing a child from a linkset.
// This is not being called by the child so we have to make sure the child doesn't think
// it's still connected to the linkset.
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
// has to be updated also (like pointer to prim's parent).
private void RemoveChildFromOtherLinkset(BSPhysObject pchild)
{
pchild.Linkset = new BSLinkset(m_physicsScene, pchild);
RemoveChildFromLinkset(pchild);
}
// I am the root of a linkset and one of my children is being removed.
// Safe to call even if the child is not really in my linkset.
private void RemoveChildFromLinkset(BSPhysObject child)
public void RemoveChildFromLinkset(BSPrim pchild)
{
BSPrim child = pchild;
if (m_children.Remove(child))
{
BSPhysObject rootx = LinksetRoot; // capture the root as of now
BSPhysObject childx = child;
m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
m_scene.TaintedObject(delegate()
{
DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
DetailLog("{0},RemoveChildFromLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
PhysicallyUnlinkAChildFromRoot(rootx, childx);
if (m_children.Count == 0)
{
// if the linkset is empty, make sure all linkages have been removed
PhysicallyUnlinkAllChildrenFromRoot();
}
else
{
PhysicallyUnlinkAChildFromRoot(pchild);
}
});
RecomputeLinksetConstraintVariables();
}
else
{
// This will happen if we remove the root of the linkset first. Non-fatal occurance.
// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
// m_scene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
}
return;
}
// Create a constraint between me (root of linkset) and the passed prim (the child).
// Called at taint time!
private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
private void PhysicallyLinkAChildToRoot(BSPrim childPrim)
{
// Zero motion for children so they don't interpolate
childPrim.ZeroMotion();
// Relative position normalized to the root prim
// Essentually a vector pointing from center of rootPrim to center of childPrim
OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;
// real world coordinate of midpoint between the two objects
OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
// create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
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,
midPoint,
true,
true
);
/* NOTE: below is an attempt to build constraint with full frame computation, etc.
* Using the midpoint is easier since it lets the Bullet code use the transforms
* of the objects.
* Code left as a warning to future programmers.
// ==================================================================================
// relative position normalized to the root prim
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(m_linksetRoot.Orientation);
OMV.Vector3 childRelativePosition = (childPrim.Position - m_linksetRoot.Position) * invThisOrientation;
// relative rotation of the child to the parent
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
// create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
BS6DofConstraint constrain = new BS6DofConstraint(
PhysicsScene.World, rootPrim.Body, childPrim.Body,
OMV.Vector3.Zero,
OMV.Quaternion.Inverse(rootPrim.Orientation),
OMV.Vector3.Zero,
OMV.Quaternion.Inverse(childPrim.Orientation),
// A point half way between the parent and child
// childRelativePosition/2,
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
BSConstraint constrain = m_scene.Constraints.CreateConstraint(
m_scene.World, m_linksetRoot.Body, childPrim.Body,
// childRelativePosition,
// childRelativeRotation,
// childRelativePosition/2,
// inverseChildRelativeRotation,
true,
true
OMV.Vector3.Zero,
OMV.Quaternion.Identity,
OMV.Vector3.Zero,
OMV.Quaternion.Identity
);
// ==================================================================================
*/
m_physicsScene.Constraints.AddConstraint(constrain);
// zero linear and angular limits makes the objects unable to move in relation to each other
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
// tweek the constraint to increase stability
constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset));
constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor),
PhysicsScene.Params.linkConstraintTransMotorMaxVel,
PhysicsScene.Params.linkConstraintTransMotorMaxForce);
constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP);
constrain.UseFrameOffset(m_scene.BoolNumeric(m_scene.Params.linkConstraintUseFrameOffset));
constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor),
m_scene.Params.linkConstraintTransMotorMaxVel,
m_scene.Params.linkConstraintTransMotorMaxForce);
constrain.SetCFMAndERP(m_scene.Params.linkConstraintCFM, m_scene.Params.linkConstraintERP);
RecomputeLinksetConstraintVariables();
}
// Remove linkage between myself and a particular child
// Called at taint time!
private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
private void PhysicallyUnlinkAChildFromRoot(BSPrim childPrim)
{
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);
// Make the child refresh its location
BulletSimAPI.PushUpdate2(childPrim.Body.Ptr);
DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}",
LogHeader, m_linksetRoot.LocalID, childPrim.LocalID);
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
// BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID);
m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body, childPrim.Body);
}
// Remove linkage between myself and any possible children I might have
// Called at taint time!
private void PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
private void PhysicallyUnlinkAllChildrenFromRoot()
{
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
// DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", m_linksetRoot.LocalID);
m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body);
// BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
}
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
// Invoke the detailed logger and output something if it's enabled.
private void DebugLog(string msg, params Object[] args)
{
m_scene.Logger.DebugFormat(msg, args);
}
// Invoke the detailed logger and output something if it's enabled.
private void DetailLog(string msg, params Object[] args)
{
m_physicsScene.PhysicsLogging.Write(msg, args);
m_scene.PhysicsLogging.Write(msg, args);
}
}

View File

@@ -1,60 +0,0 @@
/*
* 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 copyrightD
* 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.Collections.Generic;
using System.Text;
using OMV = OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletSPlugin
{
// Class to wrap all objects.
// The rest of BulletSim doesn't need to keep checking for avatars or prims
// unless the difference is significant.
public abstract class BSPhysObject : PhysicsActor
{
public abstract BSLinkset Linkset { get; set; }
public abstract void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type,
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
public abstract void SendCollisions();
// Return the object mass without calculating it or side effects
public abstract float MassRaw { get; }
public abstract BulletBody Body { get; set; }
public abstract void ZeroMotion();
public virtual void StepVehicle(float timeStep) { }
public abstract void UpdateProperties(EntityProperties entprop);
public abstract void Destroy();
}
}

View File

@@ -37,11 +37,13 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet;
namespace OpenSim.Region.Physics.BulletSPlugin
{
[Serializable]
public sealed class BSPrim : BSPhysObject
public sealed class BSPrim : PhysicsActor
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS PRIM]";
private void DebugLog(string mm, params Object[] xx) { if (_scene.shouldDebugLog) m_log.DebugFormat(mm, xx); }
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
private ShapeData.PhysicsShapeType _shapeType;
@@ -88,14 +90,23 @@ public sealed class BSPrim : BSPhysObject
private float _buoyancy;
// Membership in a linkset is controlled by this class.
public override BSLinkset Linkset { get; set; }
private BSLinkset _linkset;
public BSLinkset Linkset
{
get { return _linkset; }
set { _linkset = value; }
}
private int _subscribedEventsMs = 0;
private int _nextCollisionOkTime = 0;
long _collidingStep;
long _collidingGroundStep;
public override BulletBody Body { get; set; }
private BulletBody m_body;
public BulletBody Body {
get { return m_body; }
set { m_body = value; }
}
private BSDynamics _vehicle;
@@ -127,45 +138,39 @@ public sealed class BSPrim : BSPhysObject
_isPhysical = pisPhysical;
_isVolumeDetect = false;
_subscribedEventsMs = 0;
_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
_density = _scene.Params.defaultDensity; // TODO: compute based on object material
_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
_density = _scene.Params.defaultDensity; // TODO: compute based on object material
_restitution = _scene.Params.defaultRestitution;
Linkset = new BSLinkset(Scene, this); // a linkset of one
_vehicle = new BSDynamics(Scene, this); // add vehicleness
_linkset = new BSLinkset(_scene, this); // a linkset of one
_vehicle = new BSDynamics(this); // add vehicleness
_mass = CalculateMass();
// do the actual object creation at taint time
DetailLog("{0},BSPrim.constructor,call", LocalID);
_scene.TaintedObject("BSPrim.create", delegate()
_scene.TaintedObject(delegate()
{
RecreateGeomAndObject();
// 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));
m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
});
}
// called when this prim is being destroyed and we should free all the resources
public override void Destroy()
public void Destroy()
{
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
// Undo any links between me and any other object
BSPhysObject parentBefore = Linkset.LinksetRoot;
int childrenBefore = Linkset.NumberOfChildren;
Linkset = Linkset.RemoveMeFromLinkset(this);
DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
// DetailLog("{0},Destroy", LocalID);
// Undo any vehicle properties
this.VehicleType = (int)Vehicle.TYPE_NONE;
_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
_scene.RemoveVehiclePrim(this); // just to make sure
_scene.TaintedObject("BSPrim.destroy", delegate()
_scene.TaintedObject(delegate()
{
DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
// Undo any links between me and any other object
_linkset = _linkset.RemoveMeFromLinkset(this);
// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
});
@@ -178,11 +183,11 @@ public sealed class BSPrim : BSPhysObject
get { return _size; }
set {
_size = value;
_scene.TaintedObject("BSPrim.setSize", delegate()
_scene.TaintedObject(delegate()
{
_mass = CalculateMass(); // changing size changes the mass
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
// DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
RecreateGeomAndObject();
});
}
@@ -190,7 +195,7 @@ public sealed class BSPrim : BSPhysObject
public override PrimitiveBaseShape Shape {
set {
_pbs = value;
_scene.TaintedObject("BSPrim.setShape", delegate()
_scene.TaintedObject(delegate()
{
_mass = CalculateMass(); // changing the shape changes the mass
RecreateGeomAndObject();
@@ -208,7 +213,7 @@ public sealed class BSPrim : BSPhysObject
public override bool Selected {
set {
_isSelected = value;
_scene.TaintedObject("BSPrim.setSelected", delegate()
_scene.TaintedObject(delegate()
{
SetObjectDynamic();
});
@@ -219,16 +224,10 @@ public sealed class BSPrim : BSPhysObject
// link me to the specified parent
public override void link(PhysicsActor obj) {
BSPrim parent = obj as BSPrim;
if (parent != null)
{
BSPhysObject parentBefore = Linkset.LinksetRoot;
int childrenBefore = Linkset.NumberOfChildren;
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
DetailLog("{0},link,parent={1}", LocalID, obj.LocalID);
Linkset = parent.Linkset.AddMeToLinkset(this);
DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
}
_linkset = _linkset.AddMeToLinkset(this, parent);
return;
}
@@ -236,14 +235,11 @@ public sealed class BSPrim : BSPhysObject
public override void delink() {
// TODO: decide if this parent checking needs to happen at taint time
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
_linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString());
DetailLog("{0},delink,parent={1}", LocalID, _linkset.Root.LocalID.ToString());
BSPhysObject parentBefore = Linkset.LinksetRoot;
int childrenBefore = Linkset.NumberOfChildren;
Linkset = Linkset.RemoveMeFromLinkset(this);
DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
_linkset.RemoveMeFromLinkset(this);
return;
}
@@ -251,7 +247,7 @@ public sealed class BSPrim : BSPhysObject
// Do it to the properties so the values get set in the physics engine.
// Push the setting of the values to the viewer.
// Called at taint time!
public override void ZeroMotion()
public void ZeroMotion()
{
_velocity = OMV.Vector3.Zero;
_acceleration = OMV.Vector3.Zero;
@@ -266,13 +262,13 @@ public sealed class BSPrim : BSPhysObject
public override void LockAngularMotion(OMV.Vector3 axis)
{
DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
DetailLog("{0},LockAngularMotion,call,axis={1}", LocalID, axis);
return;
}
public override OMV.Vector3 Position {
get {
if (!Linkset.IsRoot(this))
if (!_linkset.IsRoot(this))
// child prims move around based on their parent. Need to get the latest location
_position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
@@ -283,9 +279,9 @@ public sealed class BSPrim : BSPhysObject
set {
_position = value;
// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
_scene.TaintedObject("BSPrim.setPosition", delegate()
_scene.TaintedObject(delegate()
{
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
@@ -297,32 +293,32 @@ public sealed class BSPrim : BSPhysObject
{
get
{
return Linkset.LinksetMass;
return _linkset.LinksetMass;
}
}
// used when we only want this prim's mass and not the linkset thing
public override float MassRaw { get { return _mass; } }
public float MassRaw { get { return _mass; } }
// Is this used?
public override OMV.Vector3 CenterOfMass
{
get { return Linkset.CenterOfMass; }
get { return _linkset.CenterOfMass; }
}
// Is this used?
public override OMV.Vector3 GeometricCenter
{
get { return Linkset.GeometricCenter; }
get { return _linkset.GeometricCenter; }
}
public override OMV.Vector3 Force {
get { return _force; }
set {
_force = value;
_scene.TaintedObject("BSPrim.setForce", delegate()
_scene.TaintedObject(delegate()
{
DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
DetailLog("{0},setForce,taint,force={1}", LocalID, _force);
// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
});
@@ -335,41 +331,53 @@ public sealed class BSPrim : BSPhysObject
}
set {
Vehicle type = (Vehicle)value;
BSPrim vehiclePrim = this;
_scene.TaintedObject("setVehicleType", delegate()
_scene.TaintedObject(delegate()
{
// Done at taint time so we're sure the physics engine is not using the variables
// Vehicle code changes the parameters for this vehicle type.
_vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep);
// Tell the scene about the vehicle so it will get processing each frame.
_scene.VehicleInSceneTypeChanged(this, type);
DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type);
_vehicle.ProcessTypeChange(type);
if (type == Vehicle.TYPE_NONE)
{
_scene.RemoveVehiclePrim(this);
}
else
{
_scene.TaintedObject(delegate()
{
// Tell the physics engine to clear state
BulletSimAPI.ClearForces2(this.Body.Ptr);
});
// make it so the scene will call us each tick to do vehicle things
_scene.AddVehiclePrim(this);
}
return;
});
}
}
public override void VehicleFloatParam(int param, float value)
{
_scene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
_scene.TaintedObject(delegate()
{
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
});
}
public override void VehicleVectorParam(int param, OMV.Vector3 value)
{
_scene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
_scene.TaintedObject(delegate()
{
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
});
}
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
{
_scene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
_scene.TaintedObject(delegate()
{
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
});
}
public override void VehicleFlags(int param, bool remove)
{
_scene.TaintedObject("BSPrim.VehicleFlags", delegate()
_scene.TaintedObject(delegate()
{
_vehicle.ProcessVehicleFlags(param, remove);
});
@@ -377,7 +385,7 @@ public sealed class BSPrim : BSPhysObject
// Called each simulation step to advance vehicle characteristics.
// Called from Scene when doing simulation step so we're in taint processing time.
public override void StepVehicle(float timeStep)
public void StepVehicle(float timeStep)
{
if (IsPhysical)
_vehicle.Step(timeStep);
@@ -387,7 +395,7 @@ public sealed class BSPrim : BSPhysObject
public override void SetVolumeDetect(int param) {
bool newValue = (param != 0);
_isVolumeDetect = newValue;
_scene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
_scene.TaintedObject(delegate()
{
SetObjectDynamic();
});
@@ -398,9 +406,9 @@ public sealed class BSPrim : BSPhysObject
get { return _velocity; }
set {
_velocity = value;
_scene.TaintedObject("BSPrim.setVelocity", delegate()
_scene.TaintedObject(delegate()
{
DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity);
BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
});
}
@@ -408,7 +416,7 @@ public sealed class BSPrim : BSPhysObject
public override OMV.Vector3 Torque {
get { return _torque; }
set { _torque = value;
DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
DetailLog("{0},SetTorque,call,torque={1}", LocalID, _torque);
}
}
public override float CollisionScore {
@@ -422,7 +430,7 @@ public sealed class BSPrim : BSPhysObject
}
public override OMV.Quaternion Orientation {
get {
if (!Linkset.IsRoot(this))
if (!_linkset.IsRoot(this))
{
// Children move around because tied to parent. Get a fresh value.
_orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID);
@@ -432,10 +440,10 @@ public sealed class BSPrim : BSPhysObject
set {
_orientation = value;
// TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
_scene.TaintedObject("BSPrim.setOrientation", delegate()
_scene.TaintedObject(delegate()
{
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
DetailLog("{0},setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
@@ -449,7 +457,7 @@ public sealed class BSPrim : BSPhysObject
get { return _isPhysical; }
set {
_isPhysical = value;
_scene.TaintedObject("BSPrim.setIsPhysical", delegate()
_scene.TaintedObject(delegate()
{
SetObjectDynamic();
});
@@ -470,29 +478,26 @@ 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
// Only called at taint time so it is save to call into Bullet.
private void SetObjectDynamic()
{
// If it's becoming dynamic, it will need hullness
VerifyCorrectPhysicalShape();
// RA: remove this for the moment.
// The problem is that dynamic objects are hulls so if we are becoming physical
// the shape has to be checked and possibly built.
// Maybe a VerifyCorrectPhysicalShape() routine?
// RecreateGeomAndObject();
// Bullet wants static objects to have a mass of zero
float mass = IsStatic ? 0f : _mass;
DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass);
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
// recompute any linkset parameters
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);
}
// prims don't fly
public override bool Flying {
get { return _flying; }
set {
_flying = value;
}
set { _flying = value; }
}
public override bool SetAlwaysRun {
get { return _setAlwaysRun; }
@@ -541,9 +546,9 @@ public sealed class BSPrim : BSPhysObject
set {
_rotationalVelocity = value;
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
_scene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
_scene.TaintedObject(delegate()
{
DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
});
}
@@ -558,9 +563,9 @@ public sealed class BSPrim : BSPhysObject
get { return _buoyancy; }
set {
_buoyancy = value;
_scene.TaintedObject("BSPrim.setBuoyancy", delegate()
_scene.TaintedObject(delegate()
{
DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
});
}
@@ -612,7 +617,7 @@ public sealed class BSPrim : BSPhysObject
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
return;
}
_scene.TaintedObject("BSPrim.AddForce", delegate()
_scene.TaintedObject(delegate()
{
OMV.Vector3 fSum = OMV.Vector3.Zero;
lock (m_accumulatedForces)
@@ -623,17 +628,17 @@ public sealed class BSPrim : BSPhysObject
}
m_accumulatedForces.Clear();
}
DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
DetailLog("{0},AddObjectForce,taint,force={1}", LocalID, _force);
BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
});
}
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
DetailLog("{0},AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
// m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
}
public override void SetMomentum(OMV.Vector3 momentum) {
DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
DetailLog("{0},SetMomentum,call,mom={1}", LocalID, momentum);
}
public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms;
@@ -642,7 +647,7 @@ public sealed class BSPrim : BSPhysObject
// make sure first collision happens
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
Scene.TaintedObject("BSPrim.SubscribeEvents", delegate()
Scene.TaintedObject(delegate()
{
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
@@ -650,7 +655,7 @@ public sealed class BSPrim : BSPhysObject
}
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate()
Scene.TaintedObject(delegate()
{
BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
@@ -972,26 +977,26 @@ public sealed class BSPrim : BSPhysObject
{
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
{
// if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
// {
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
{
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
{
DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
DetailLog("{0},CreateGeom,sphere", LocalID);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
// Bullet native objects are scaled by the Bullet engine so pass the size in
_scale = _size;
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
ret = true;
}
// }
}
}
else
{
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
{
DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
DetailLog("{0},CreateGeom,box", LocalID);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
_scale = _size;
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
@@ -1027,26 +1032,19 @@ public sealed class BSPrim : BSPhysObject
// No locking here because this is done when we know physics is not simulating
private void CreateGeomMesh()
{
// level of detail based on size and type of the object
float lod = _scene.MeshLOD;
if (_pbs.SculptEntry)
lod = _scene.SculptLOD;
float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z));
if (maxAxis > _scene.MeshMegaPrimThreshold)
lod = _scene.MeshMegaPrimLOD;
float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod);
// m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey);
// if this new shape is the same as last time, don't recreate the mesh
if (_meshKey == newMeshKey) return;
DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, _meshKey);
// Since we're recreating new, get rid of any previously generated shape
if (_meshKey != 0)
{
// m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
DetailLog("{0},CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
_mesh = null;
_meshKey = 0;
@@ -1076,7 +1074,7 @@ public sealed class BSPrim : BSPhysObject
_shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
// meshes are already scaled by the meshmerizer
_scale = new OMV.Vector3(1f, 1f, 1f);
DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
DetailLog("{0},CreateGeomMesh,done", LocalID);
return;
}
@@ -1090,21 +1088,28 @@ public sealed class BSPrim : BSPhysObject
// if the hull hasn't changed, don't rebuild it
if (newHullKey == _hullKey) return;
DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey);
DetailLog("{0},CreateGeomHull,create,key={1}", LocalID, _meshKey);
// Since we're recreating new, get rid of any previously generated shape
if (_hullKey != 0)
{
// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey);
DetailLog("{0},CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
_hullKey = 0;
_hulls.Clear();
DetailLog("{0},CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
_mesh = null; // the mesh cannot match either
_meshKey = 0;
}
_hullKey = newHullKey;
// Make sure the underlying mesh exists and is correct
CreateGeomMesh();
if (_meshKey != _hullKey)
{
// if the underlying mesh has changed, rebuild it
CreateGeomMesh();
}
int[] indices = _mesh.getIndexListAsInt();
List<OMV.Vector3> vertices = _mesh.getVertexList();
@@ -1130,7 +1135,7 @@ public sealed class BSPrim : BSPhysObject
// create the hull into the _hulls variable
convexBuilder.process(dcomp);
// Convert the vertices and indices for passing to unmanaged.
// Convert the vertices and indices for passing to unmanaged
// The hull information is passed as a large floating point array.
// The format is:
// convHulls[0] = number of hulls
@@ -1190,7 +1195,7 @@ public sealed class BSPrim : BSPhysObject
_shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
// meshes are already scaled by the meshmerizer
_scale = new OMV.Vector3(1f, 1f, 1f);
DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
DetailLog("{0},CreateGeomHull,done", LocalID);
return;
}
@@ -1202,27 +1207,6 @@ public sealed class BSPrim : BSPhysObject
return;
}
private void VerifyCorrectPhysicalShape()
{
if (IsStatic)
{
// if static, we don't need a hull so, if there is one, rebuild without it
if (_hullKey != 0)
{
RecreateGeomAndObject();
}
}
else
{
// if not static, it will need a hull to efficiently collide with things
if (_hullKey == 0)
{
RecreateGeomAndObject();
}
}
}
// Create an object in Bullet if it has not already been created
// No locking here because this is done when the physics engine is not simulating
// Returns 'true' if an object was actually created.
@@ -1237,7 +1221,7 @@ 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));
m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID);
return ret;
}
@@ -1290,7 +1274,7 @@ public sealed class BSPrim : BSPhysObject
const float ACCELERATION_TOLERANCE = 0.01f;
const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
public override void UpdateProperties(EntityProperties entprop)
public void UpdateProperties(EntityProperties entprop)
{
/*
UpdatedProperties changed = 0;
@@ -1338,7 +1322,7 @@ public sealed class BSPrim : BSPhysObject
// Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
// Updates only for individual prims and for the root object of a linkset.
if (Linkset.IsRoot(this))
if (_linkset.IsRoot(this))
{
// Assign to the local variables so the normal set action does not happen
_position = entprop.Position;
@@ -1347,7 +1331,9 @@ public sealed class BSPrim : BSPhysObject
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
DetailLog("{0},UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
base.RequestPhysicsterseUpdate();
@@ -1356,7 +1342,7 @@ public sealed class BSPrim : BSPhysObject
else
{
// For debugging, we also report the movement of children
DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
entprop.Acceleration, entprop.RotationalVelocity);
}
@@ -1364,9 +1350,8 @@ public sealed class BSPrim : BSPhysObject
}
// I've collided with something
// Called at taint time from within the Step() function
CollisionEventUpdate collisionCollection;
public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
CollisionEventUpdate collisionCollection = null;
public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
{
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
@@ -1377,16 +1362,8 @@ public sealed class BSPrim : BSPhysObject
_collidingGroundStep = _scene.SimulationStep;
}
// DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith);
// prims in the same linkset cannot collide with each other
if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
{
return;
}
// if someone has subscribed for collision events....
if (SubscribedEvents()) {
// if someone is subscribed to collision events....
if (_subscribedEventsMs != 0) {
// throttle the collisions to the number of milliseconds specified in the subscription
int nowTime = _scene.SimulationNowTime;
if (nowTime >= _nextCollisionOkTime) {
@@ -1400,14 +1377,12 @@ public sealed class BSPrim : BSPhysObject
}
// The scene is telling us it's time to pass our collected collisions into the simulator
public override void SendCollisions()
public void SendCollisions()
{
if (collisionCollection != null && collisionCollection.Count > 0)
{
base.SendCollisionUpdate(collisionCollection);
// The collisionCollection structure is passed around in the simulator.
// Make sure we don't have a handle to that one and that a new one is used next time.
collisionCollection = null;
collisionCollection.Clear();
}
}

View File

@@ -39,6 +39,8 @@ using log4net;
using OpenMetaverse;
// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
// Debug linkset
// Test with multiple regions in one simulator
// Adjust character capsule size when height is adjusted (ScenePresence.SetHeight)
// Test sculpties
// Compute physics FPS reasonably
@@ -52,8 +54,10 @@ using OpenMetaverse;
// Use collision masks for collision with terrain and phantom objects
// Check out llVolumeDetect. Must do something for that.
// Should prim.link() and prim.delink() membership checking happen at taint time?
// changing the position and orientation of a linked prim must rebuild the constraint with the root.
// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
// Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions)
// Implement LockAngularMotion
// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
// Does NeedsMeshing() really need to exclude all the different shapes?
@@ -69,61 +73,62 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS SCENE]";
// The name of the region we're working for.
public string RegionName { get; private set; }
public void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); }
public string BulletSimVersion = "?";
public Dictionary<uint, BSPhysObject> PhysObjects = new Dictionary<uint, BSPhysObject>();
private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>();
// Following is a kludge and can be removed when avatar animation updating is
// moved to a better place.
private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>();
private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>();
// List of all the objects that have vehicle properties and should be called
// to update each physics step.
private List<BSPhysObject> m_vehicles = new List<BSPhysObject>();
private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>();
private List<BSPrim> m_vehicles = new List<BSPrim>();
private float[] m_heightMap;
private float m_waterLevel;
private uint m_worldID;
public uint WorldID { get { return m_worldID; } }
// let my minuions use my logger
public ILog Logger { get { return m_log; } }
// If non-zero, the number of simulation steps between calls to the physics
// engine to output detailed physics stats. Debug logging level must be on also.
private bool m_initialized = false;
private int m_detailedStatsStep = 0;
public IMesher mesher;
// Level of Detail values kept as float because that's what the Meshmerizer wants
public float MeshLOD { get; private set; }
public float MeshMegaPrimLOD { get; private set; }
public float MeshMegaPrimThreshold { get; private set; }
public float SculptLOD { get; private set; }
private float m_meshLOD;
public float MeshLOD
{
get { return m_meshLOD; }
}
private float m_sculptLOD;
public float SculptLOD
{
get { return m_sculptLOD; }
}
public uint WorldID { get; private set; }
public BulletSim World { get; private set; }
private BulletSim m_worldSim;
public BulletSim World
{
get { return m_worldSim; }
}
private BSConstraintCollection m_constraintCollection;
public BSConstraintCollection Constraints
{
get { return m_constraintCollection; }
}
// All the constraints that have been allocated in this instance.
public BSConstraintCollection Constraints { get; private set; }
// Simulation parameters
private int m_maxSubSteps;
private float m_fixedTimeStep;
private long m_simulationStep = 0;
public long SimulationStep { get { return m_simulationStep; } }
// The length of the last timestep we were asked to simulate.
// This is used by the vehicle code. Since the vehicle code is called
// once per simulation step, its constants need to be scaled by this.
public float LastSimulatedTimestep { get; private set; }
// A value of the time now so all the collision and update routines do not have to get their own
// Set to 'now' just before all the prims and actors are called for collisions and updates
public int SimulationNowTime { get; private set; }
private int m_simulationNowTime;
public int SimulationNowTime { get { return m_simulationNowTime; } }
// True if initialized and ready to do simulation steps
private bool m_initialized = false;
// Pinned memory used to pass step information between managed and unmanaged
private int m_maxCollisionsPerFrame;
private CollisionDesc[] m_collisionArray;
private GCHandle m_collisionArrayPinnedHandle;
@@ -140,10 +145,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
public const uint GROUNDPLANE_ID = 1;
public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
private float m_waterLevel;
public BSTerrainManager TerrainManager { get; private set; }
public ConfigurationParameters Params
{
@@ -154,34 +155,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters
get { return new Vector3(0f, 0f, Params.gravity); }
}
public float MaximumObjectMass { get; private set; }
// When functions in the unmanaged code must be called, it is only
// done at a known time just before the simulation step. The taint
// system saves all these function calls and executes them in
// order before the simulation.
public delegate void TaintCallback();
private struct TaintCallbackEntry
private float m_maximumObjectMass;
public float MaximumObjectMass
{
public String ident;
public TaintCallback callback;
public TaintCallbackEntry(string i, TaintCallback c)
{
ident = i;
callback = c;
}
get { return m_maximumObjectMass; }
}
private List<TaintCallbackEntry> _taintedObjects;
public delegate void TaintCallback();
private List<TaintCallback> _taintedObjects;
private Object _taintLock = new Object();
// A pointer to an instance if this structure is passed to the C++ code
// Used to pass basic configuration values to the unmanaged code.
ConfigurationParameters[] m_params;
GCHandle m_paramsHandle;
// Handle to the callback used by the unmanaged code to call into the managed code.
// Used for debug logging.
// Need to store the handle in a persistant variable so it won't be freed.
public bool shouldDebugLog { get; private set; }
private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
// Sometimes you just have to log everything.
@@ -190,15 +179,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private string m_physicsLoggingDir;
private string m_physicsLoggingPrefix;
private int m_physicsLoggingFileMinutes;
// 'true' of the vehicle code is to log lots of details
public bool VehicleLoggingEnabled { get; private set; }
#region Construction and Initialization
private bool m_vehicleLoggingEnabled;
public bool VehicleLoggingEnabled { get { return m_vehicleLoggingEnabled; } }
public BSScene(string identifier)
{
m_initialized = false;
// we are passed the name of the region we're working for.
RegionName = identifier;
}
public override void Initialise(IMesher meshmerizer, IConfigSource config)
@@ -216,9 +203,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
mesher = meshmerizer;
_taintedObjects = new List<TaintCallbackEntry>();
// Enable very detailed logging.
// By creating an empty logger when not logging, the log message invocation code
// can be left in and every call doesn't have to check for null.
@@ -231,43 +215,38 @@ public class BSScene : PhysicsScene, IPhysicsParameters
PhysicsLogging = new Logging.LogWriter();
}
// If Debug logging level, enable logging from the unmanaged code
m_DebugLogCallbackHandle = null;
if (m_log.IsDebugEnabled || PhysicsLogging.Enabled)
{
m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
if (PhysicsLogging.Enabled)
// The handle is saved in a variable to make sure it doesn't get freed after this call
m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog);
else
m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
}
// Get the version of the DLL
// TODO: this doesn't work yet. Something wrong with marshaling the returned string.
// BulletSimVersion = BulletSimAPI.GetVersion();
// m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion);
// The bounding box for the simulated world. The origin is 0,0,0 unless we're
// a child in a mega-region.
// Turns out that Bullet really doesn't care about the extents of the simulated
// area. It tracks active objects no matter where they are.
// if Debug, enable logging from the unmanaged code
if (m_log.IsDebugEnabled || PhysicsLogging.Enabled)
{
m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
if (PhysicsLogging.Enabled)
m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog);
else
m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
// the handle is saved in a variable to make sure it doesn't get freed after this call
BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
}
_taintedObjects = new List<TaintCallback>();
mesher = meshmerizer;
// The bounding box for the simulated world
Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f);
// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
m_DebugLogCallbackHandle);
m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject());
// Initialization to support the transition to a new API which puts most of the logic
// into the C# code so it is easier to modify and add to.
World = new BulletSim(WorldID, this, BulletSimAPI.GetSimHandle2(WorldID));
Constraints = new BSConstraintCollection(World);
TerrainManager = new BSTerrainManager(this);
TerrainManager.CreateInitialGroundPlaneAndTerrain();
m_worldSim = new BulletSim(m_worldID, BulletSimAPI.GetSimHandle2(m_worldID));
m_constraintCollection = new BSConstraintCollection(World);
m_initialized = true;
}
@@ -292,13 +271,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// Very detailed logging for physics debugging
m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-");
m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
// Very detailed logging for vehicle debugging
VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
// Do any replacements in the parameters
m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
}
}
}
@@ -330,38 +306,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg);
}
public override void Dispose()
{
// m_log.DebugFormat("{0}: Dispose()", LogHeader);
// make sure no stepping happens while we're deleting stuff
m_initialized = false;
TerrainManager.ReleaseGroundPlaneAndTerrain();
foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
{
kvp.Value.Destroy();
}
PhysObjects.Clear();
// Now that the prims are all cleaned up, there should be no constraints left
if (Constraints != null)
{
Constraints.Dispose();
Constraints = null;
}
// Anything left in the unmanaged code should be cleaned out
BulletSimAPI.Shutdown(WorldID);
// Not logging any more
PhysicsLogging.Close();
}
#endregion // Construction and Initialization
#region Prim and Avatar addition and removal
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
@@ -375,13 +319,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
if (!m_initialized) return null;
BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying);
lock (PhysObjects) PhysObjects.Add(localID, actor);
// TODO: Remove kludge someday.
// We must generate a collision for avatars whether they collide or not.
// This is required by OpenSim to update avatar animations, etc.
lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Add(actor);
lock (m_avatars) m_avatars.Add(localID, actor);
return actor;
}
@@ -396,9 +334,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
{
try
{
lock (PhysObjects) PhysObjects.Remove(actor.LocalID);
// Remove kludge someday
lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Remove(bsactor);
lock (m_avatars) m_avatars.Remove(actor.LocalID);
}
catch (Exception e)
{
@@ -416,11 +352,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
BSPrim bsprim = prim as BSPrim;
if (bsprim != null)
{
DetailLog("{0},RemovePrim,call", bsprim.LocalID);
// m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
try
{
lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID);
lock (m_prims) m_prims.Remove(bsprim.LocalID);
}
catch (Exception e)
{
@@ -442,10 +377,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
if (!m_initialized) return null;
DetailLog("{0},AddPrimShape,call", localID);
BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
lock (PhysObjects) PhysObjects.Add(localID, prim);
lock (m_prims) m_prims.Add(localID, prim);
return prim;
}
@@ -454,9 +387,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// information call is not needed.
public override void AddPhysicsActorTaint(PhysicsActor prim) { }
#endregion // Prim and Avatar addition and removal
#region Simulation
// Simulate one timestep
public override float Simulate(float timeStep)
{
@@ -470,10 +400,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// prevent simulation until we've been initialized
if (!m_initialized) return 10.0f;
int simulateStartTime = Util.EnvironmentTickCount();
long simulateStartTime = Util.EnvironmentTickCount();
// update the prim states while we know the physics engine is not busy
int numTaints = _taintedObjects.Count;
ProcessTaints();
// Some of the prims operate with special vehicle properties
@@ -485,18 +414,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters
int numSubSteps = 0;
try
{
numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
DetailLog("{0},Simulate,call, nTaints= {1}, substeps={2}, updates={3}, colliders={4}",
DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
}
catch (Exception e)
{
m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
updatedEntityCount = 0;
m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e);
DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
// updatedEntityCount = 0;
collidersCount = 0;
}
@@ -504,7 +430,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// Don't have to use the pointers passed back since we know it is the same pinned memory we passed in
// Get a value for 'now' so all the collision and update routines don't have to get their own
SimulationNowTime = Util.EnvironmentTickCount();
m_simulationNowTime = Util.EnvironmentTickCount();
// If there were collisions, process them by sending the event to the prim.
// Collisions must be processed before updates.
@@ -523,16 +449,19 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// The above SendCollision's batch up the collisions on the objects.
// Now push the collisions into the simulator.
foreach (BSPhysObject bsp in m_objectsWithCollisions)
foreach (BSPrim bsp in m_primsWithCollisions)
bsp.SendCollisions();
m_objectsWithCollisions.Clear();
m_primsWithCollisions.Clear();
// This is a kludge to get avatar movement updated.
// Don't send collisions only if there were collisions -- send everytime.
// ODE sends collisions even if there are none and this is used to update
// avatar animations and stuff.
foreach (BSPhysObject bpo in m_avatarsWithCollisions)
bpo.SendCollisions();
// m_avatarsWithCollisions.Clear();
// foreach (BSCharacter bsc in m_avatarsWithCollisions)
// bsc.SendCollisions();
foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
kvp.Value.SendCollisions();
m_avatarsWithCollisions.Clear();
// If any of the objects had updated properties, tell the object it has been changed by the physics engine
if (updatedEntityCount > 0)
@@ -540,10 +469,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters
for (int ii = 0; ii < updatedEntityCount; ii++)
{
EntityProperties entprop = m_updateArray[ii];
BSPhysObject pobj;
if (PhysObjects.TryGetValue(entprop.ID, out pobj))
BSPrim prim;
if (m_prims.TryGetValue(entprop.ID, out prim))
{
pobj.UpdateProperties(entprop);
prim.UpdateProperties(entprop);
continue;
}
BSCharacter actor;
if (m_avatars.TryGetValue(entprop.ID, out actor))
{
actor.UpdateProperties(entprop);
continue;
}
}
@@ -563,57 +498,61 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
// return (timeStep * (float)simulateTotalTime);
// TODO: FIX THIS: fps calculation possibly wrong.
// This calculation says 1/timeStep is the ideal frame rate. Any time added to
// that by the physics simulation gives a slower frame rate.
long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
if (totalSimulationTime >= timeStep)
return 0;
return 1f / (timeStep + totalSimulationTime);
// TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
}
// Something has collided
private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration)
private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penitration)
{
if (localID <= TerrainManager.HighestTerrainID)
if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID)
{
return; // don't send collisions to the terrain
}
BSPhysObject collider = PhysObjects[localID];
// TODO: as of this code, terrain was not in the physical object list.
// When BSTerrain is created and it will be in the list, we can remove
// the possibility that it's not there and just fetch the collidee.
BSPhysObject collidee = null;
ActorTypes type = ActorTypes.Prim;
if (collidingWith <= TerrainManager.HighestTerrainID)
{
if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID)
type = ActorTypes.Ground;
else if (m_avatars.ContainsKey(collidingWith))
type = ActorTypes.Agent;
BSPrim prim;
if (m_prims.TryGetValue(localID, out prim)) {
prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
m_primsWithCollisions.Add(prim);
return;
}
else
{
collidee = PhysObjects[collidingWith];
if (collidee is BSCharacter)
type = ActorTypes.Agent;
BSCharacter actor;
if (m_avatars.TryGetValue(localID, out actor)) {
actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
m_avatarsWithCollisions.Add(actor);
return;
}
// DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration);
m_objectsWithCollisions.Add(collider);
return;
}
#endregion // Simulation
public override void GetResults() { }
#region Terrain
public override void SetTerrain(float[] heightMap) {
TerrainManager.SetTerrain(heightMap);
m_heightMap = heightMap;
this.TaintedObject(delegate()
{
BulletSimAPI.SetHeightmap(m_worldID, m_heightMap);
});
}
// Someday we will have complex terrain with caves and tunnels
// For the moment, it's flat and convex
public float GetTerrainHeightAtXYZ(Vector3 loc)
{
return GetTerrainHeightAtXY(loc.X, loc.Y);
}
public float GetTerrainHeightAtXY(float tX, float tY)
{
if (tX < 0 || tX >= Constants.RegionSize || tY < 0 || tY >= Constants.RegionSize)
return 30;
return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)];
}
public override void SetWaterLevel(float baseheight)
@@ -631,26 +570,37 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
}
// Although no one seems to check this, I do support combining.
public override bool SupportsCombining()
public override void Dispose()
{
return TerrainManager.SupportsCombining();
}
// This call says I am a child to region zero in a mega-region. 'pScene' is that
// of region zero, 'offset' is my offset from regions zero's origin, and
// 'extents' is the largest XY that is handled in my region.
public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
{
TerrainManager.Combine(pScene, offset, extents);
}
// m_log.DebugFormat("{0}: Dispose()", LogHeader);
// Unhook all the combining that I know about.
public override void UnCombine(PhysicsScene pScene)
{
TerrainManager.UnCombine(pScene);
}
// make sure no stepping happens while we're deleting stuff
m_initialized = false;
#endregion // Terrain
if (m_constraintCollection != null)
{
m_constraintCollection.Dispose();
m_constraintCollection = null;
}
foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
{
kvp.Value.Destroy();
}
m_avatars.Clear();
foreach (KeyValuePair<uint, BSPrim> kvp in m_prims)
{
kvp.Value.Destroy();
}
m_prims.Clear();
// Anything left in the unmanaged code should be cleaned out
BulletSimAPI.Shutdown(WorldID);
// Not logging any more
PhysicsLogging.Close();
}
public override Dictionary<uint, float> GetTopColliders()
{
@@ -777,12 +727,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// Calls to the PhysicsActors can't directly call into the physics engine
// because it might be busy. We delay changes to a known time.
// We rely on C#'s closure to save and restore the context for the delegate.
public void TaintedObject(String ident, TaintCallback callback)
public void TaintedObject(TaintCallback callback)
{
if (!m_initialized) return;
lock (_taintLock)
_taintedObjects.Add(new TaintCallbackEntry(ident, callback));
_taintedObjects.Add(callback);
return;
}
@@ -794,22 +744,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters
if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process
{
// swizzle a new list into the list location so we can process what's there
List<TaintCallbackEntry> oldList;
List<TaintCallback> oldList;
lock (_taintLock)
{
oldList = _taintedObjects;
_taintedObjects = new List<TaintCallbackEntry>();
_taintedObjects = new List<TaintCallback>();
}
foreach (TaintCallbackEntry tcbe in oldList)
foreach (TaintCallback callback in oldList)
{
try
{
tcbe.callback();
callback();
}
catch (Exception e)
{
m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
m_log.ErrorFormat("{0}: ProcessTaints: Exception: {1}", LogHeader, e);
}
}
oldList.Clear();
@@ -817,20 +767,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
}
#region Vehicles
public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
{
if (newType == Vehicle.TYPE_NONE)
{
RemoveVehiclePrim(vehic);
}
else
{
// make it so the scene will call us each tick to do vehicle things
AddVehiclePrim(vehic);
}
}
// Make so the scene will call this prim for vehicle actions each tick.
// Safe to call if prim is already in the vehicle list.
public void AddVehiclePrim(BSPrim vehicle)
@@ -861,14 +797,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// no locking because only called when physics engine is not busy
private void ProcessVehicles(float timeStep)
{
foreach (BSPhysObject pobj in m_vehicles)
foreach (BSPrim prim in m_vehicles)
{
pobj.StepVehicle(timeStep);
prim.StepVehicle(timeStep);
}
}
#endregion Vehicles
#region INI and command line parameter processing
#region Parameters
delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val);
delegate float ParamGet(BSScene scene);
@@ -876,12 +812,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private struct ParameterDefn
{
public string name; // string name of the parameter
public string desc; // a short description of what the parameter means
public float defaultValue; // default value if not specified anywhere else
public ParamUser userParam; // get the value from the configuration file
public ParamGet getter; // return the current value stored for this parameter
public ParamSet setter; // set the current value for this parameter
public string name;
public string desc;
public float defaultValue;
public ParamUser userParam;
public ParamGet getter;
public ParamSet setter;
public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s)
{
name = n;
@@ -898,7 +834,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// To add a new externally referencable/settable parameter, add the paramter storage
// location somewhere in the program and make an entry in this table with the
// getters and setters.
// It is easiest to find an existing definition and copy it.
// To add a new variable, it is easiest to find an existing definition and copy it.
// Parameter values are floats. Booleans are converted to a floating value.
//
// A ParameterDefn() takes the following parameters:
@@ -928,26 +864,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s) => { return s.NumericBool(s._forceSimplePrimMeshing); },
(s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ),
new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
8f,
(s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); },
(s) => { return s.MeshLOD; },
(s,p,l,v) => { s.MeshLOD = v; } ),
new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
16f,
(s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); },
(s) => { return s.MeshMegaPrimLOD; },
(s,p,l,v) => { s.MeshMegaPrimLOD = v; } ),
new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
10f,
(s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); },
(s) => { return s.MeshMegaPrimThreshold; },
(s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ),
new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
32f,
(s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); },
(s) => { return s.SculptLOD; },
(s,p,l,v) => { s.SculptLOD = v; } ),
(s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); },
(s) => { return (float)s.m_meshLOD; },
(s,p,l,v) => { s.m_meshLOD = (int)v; } ),
new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
32,
(s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); },
(s) => { return (float)s.m_sculptLOD; },
(s,p,l,v) => { s.m_sculptLOD = (int)v; } ),
new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps",
10f,
@@ -971,9 +897,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)",
10000.01f,
(s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); },
(s) => { return (float)s.MaximumObjectMass; },
(s,p,l,v) => { s.MaximumObjectMass = v; } ),
(s,cf,p,v) => { s.m_maximumObjectMass = cf.GetFloat(p, v); },
(s) => { return (float)s.m_maximumObjectMass; },
(s,p,l,v) => { s.m_maximumObjectMass = v; } ),
new ParameterDefn("PID_D", "Derivitive factor for motion smoothing",
2200f,
@@ -1017,42 +943,42 @@ public class BSScene : PhysicsScene, IPhysicsParameters
0f,
(s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].linearDamping; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearDamping, p, l, v); } ),
new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
0f,
(s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].angularDamping; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularDamping, p, l, v); } ),
new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
0.2f,
(s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].deactivationTime; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].deactivationTime, p, l, v); } ),
new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
0.8f,
(s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].linearSleepingThreshold; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ),
new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
1.0f,
(s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].angularSleepingThreshold; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ),
new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
0f, // set to zero to disable
(s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].ccdMotionThreshold; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ),
new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
0f,
(s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].ccdSweptSphereRadius; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ),
new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" ,
0.1f,
(s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].contactProcessingThreshold; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ),
new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
0.5f,
@@ -1070,50 +996,45 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s) => { return s.m_params[0].terrainRestitution; },
(s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ),
new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
0.2f,
0.5f,
(s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].avatarFriction; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarFriction, p, l, v); } ),
new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
60f,
(s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].avatarDensity; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarDensity, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarDensity, p, l, v); } ),
new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
0f,
(s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].avatarRestitution; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarRestitution, p, l, v); } ),
new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar",
0.37f,
(s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].avatarCapsuleRadius; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ),
new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
1.5f,
(s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].avatarCapsuleHeight; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ),
new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
0.1f,
(s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].avatarContactProcessingThreshold; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ),
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ),
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)",
0f, // zero to disable
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].maxPersistantManifoldPoolSize; },
(s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ),
new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
0f, // zero to disable
(s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; },
(s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ),
new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
ConfigurationParameters.numericFalse,
(s,cf,p,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
ConfigurationParameters.numericTrue,
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
(s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; },
(s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ),
new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
@@ -1178,6 +1099,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); },
(s) => { return (float)s.m_detailedStatsStep; },
(s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
ConfigurationParameters.numericFalse,
(s,cf,p,v) => { s.shouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
(s) => { return s.NumericBool(s.shouldDebugLog); },
(s,p,l,v) => { s.shouldDebugLog = s.BoolNumeric(v); } ),
};
// Convert a boolean to our numeric true and false values
@@ -1235,8 +1162,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
// This creates an array in the correct format for returning the list of
// parameters. This is used by the 'list' option of the 'physics' command.
private void BuildParameterTable()
{
if (SettableParameters.Length < ParameterDefinitions.Length)
@@ -1287,10 +1212,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters
}
// check to see if we are updating a parameter for a particular or all of the prims
protected void UpdateParameterObject(ref float loc, string parm, uint localID, float val)
protected void UpdateParameterPrims(ref float loc, string parm, uint localID, float val)
{
List<uint> operateOn;
lock (PhysObjects) operateOn = new List<uint>(PhysObjects.Keys);
lock (m_prims) operateOn = new List<uint>(m_prims.Keys);
UpdateParameterSet(operateOn, ref loc, parm, localID, val);
}
// check to see if we are updating a parameter for a particular or all of the avatars
protected void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val)
{
List<uint> operateOn;
lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys);
UpdateParameterSet(operateOn, ref loc, parm, localID, val);
}
@@ -1310,10 +1243,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
List<uint> objectIDs = lIDs;
string xparm = parm.ToLower();
float xval = val;
TaintedObject("BSScene.UpdateParameterSet", delegate() {
TaintedObject(delegate() {
foreach (uint lID in objectIDs)
{
BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval);
BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval);
}
});
break;
@@ -1330,8 +1263,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
uint xlocalID = localID;
string xparm = parm.ToLower();
float xval = val;
TaintedObject("BSScene.TaintedUpdateParameter", delegate() {
BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval);
TaintedObject(delegate() {
BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval);
});
}
@@ -1356,12 +1289,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
#endregion Runtime settable parameters
// Invoke the detailed logger and output something if it's enabled.
public void DetailLog(string msg, params Object[] args)
private void DetailLog(string msg, params Object[] args)
{
PhysicsLogging.Write(msg, args);
}
// used to fill in the LocalID when there isn't one
public const string DetailLogZero = "0000000000";
}
}

View File

@@ -1,464 +0,0 @@
/*
* 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 copyrightD
* 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.Collections.Generic;
using System.Text;
using OpenSim.Framework;
using OpenSim.Region.Framework;
using OpenSim.Region.CoreModules;
using OpenSim.Region.Physics.Manager;
using Nini.Config;
using log4net;
using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSTerrainManager
{
static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
// These height values are fractional so the odd values will be
// noticable when debugging.
public const float HEIGHT_INITIALIZATION = 24.987f;
public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f;
public const float HEIGHT_GETHEIGHT_RET = 24.765f;
// If the min and max height are equal, we reduce the min by this
// amount to make sure that a bounding box is built for the terrain.
public const float HEIGHT_EQUAL_FUDGE = 0.2f;
public const float TERRAIN_COLLISION_MARGIN = 0.0f;
// Until the whole simulator is changed to pass us the region size, we rely on constants.
public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, 0f);
// The scene that I am part of
private BSScene m_physicsScene;
// The ground plane created to keep thing from falling to infinity.
private BulletBody m_groundPlane;
// If doing mega-regions, if we're region zero we will be managing multiple
// region terrains since region zero does the physics for the whole mega-region.
private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps;
// True of the terrain has been modified.
// Used to force recalculation of terrain height after terrain has been modified
private bool m_terrainModified;
// If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount.
// This is incremented before assigning to new region so it is the last ID allocated.
private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1;
public uint HighestTerrainID { get {return m_terrainCount; } }
// If doing mega-regions, this holds our offset from region zero of
// the mega-regions. "parentScene" points to the PhysicsScene of region zero.
private Vector3 m_worldOffset;
// If the parent region (region 0), this is the extent of the combined regions
// relative to the origin of region zero
private Vector3 m_worldMax;
private PhysicsScene m_parentScene;
public BSTerrainManager(BSScene physicsScene)
{
m_physicsScene = physicsScene;
m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
m_terrainModified = false;
// Assume one region of default size
m_worldOffset = Vector3.Zero;
m_worldMax = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, 4096f);
m_parentScene = null;
}
// Create the initial instance of terrain and the underlying ground plane.
// The objects are allocated in the unmanaged space and the pointers are tracked
// by the managed code.
// The terrains and the groundPlane are not added to the list of PhysObjects.
// This is called from the initialization routine so we presume it is
// safe to call Bullet in real time. We hope no one is moving prims around yet.
public void CreateInitialGroundPlaneAndTerrain()
{
// The ground plane is here to catch things that are trying to drop to negative infinity
BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN));
m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity));
BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr);
Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
float[] initialMap = new float[totalHeights];
for (int ii = 0; ii < totalHeights; ii++)
{
initialMap[ii] = HEIGHT_INITIALIZATION;
}
UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true);
}
// Release all the terrain structures we might have allocated
public void ReleaseGroundPlaneAndTerrain()
{
if (m_groundPlane.Ptr != IntPtr.Zero)
{
if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr))
{
BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr);
}
m_groundPlane.Ptr = IntPtr.Zero;
}
ReleaseTerrain();
}
// Release all the terrain we have allocated
public void ReleaseTerrain()
{
foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
{
if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr))
{
BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr);
BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
}
}
m_heightMaps.Clear();
}
// The simulator wants to set a new heightmap for the terrain.
public void SetTerrain(float[] heightMap) {
if (m_worldOffset != Vector3.Zero && m_parentScene != null)
{
// If a child of a mega-region, we shouldn't have any terrain allocated for us
ReleaseGroundPlaneAndTerrain();
// If doing the mega-prim stuff and we are the child of the zero region,
// the terrain is added to our parent
if (m_parentScene is BSScene)
{
DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
BSScene.DetailLogZero, m_worldOffset, m_worldMax);
((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false);
}
}
else
{
// If not doing the mega-prim thing, just change the terrain
DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false);
}
}
// If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
// based on the passed information. The 'id' should be either the terrain id or
// BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
// The latter feature is for creating child terrains for mega-regions.
// If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0)
// then a new body and shape is created and the mapInfo is filled.
// This call is used for doing the initial terrain creation.
// If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
// terrain shape is created and added to the body.
// This call is most often used to update the heightMap and parameters of the terrain.
// The 'doNow' boolean says whether to do all the unmanaged activities right now (like when
// calling this routine from initialization or taint-time routines) or whether to delay
// all the unmanaged activities to taint-time.
private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool doNow)
{
DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},doNow={3}",
BSScene.DetailLogZero, minCoords, maxCoords, doNow);
float minZ = float.MaxValue;
float maxZ = float.MinValue;
Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y);
int heightMapSize = heightMap.Length;
for (int ii = 0; ii < heightMapSize; ii++)
{
float height = heightMap[ii];
if (height < minZ) minZ = height;
if (height > maxZ) maxZ = height;
}
// The shape of the terrain is from its base to its extents.
minCoords.Z = minZ;
maxCoords.Z = maxZ;
BulletHeightMapInfo mapInfo;
if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo))
{
// If this is terrain we know about, it's easy to update
mapInfo.heightMap = heightMap;
mapInfo.minCoords = minCoords;
mapInfo.maxCoords = maxCoords;
mapInfo.minZ = minZ;
mapInfo.maxZ = maxZ;
mapInfo.sizeX = maxCoords.X - minCoords.X;
mapInfo.sizeY = maxCoords.Y - minCoords.Y;
DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
BSScene.TaintCallback rebuildOperation = delegate()
{
if (m_parentScene != null)
{
// It's possible that Combine() was called after this code was queued.
// If we are a child of combined regions, we don't create any terrain for us.
DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
// Get rid of any terrain that may have been allocated for us.
ReleaseGroundPlaneAndTerrain();
// I hate doing this, but just bail
return;
}
if (mapInfo.terrainBody.Ptr != IntPtr.Zero)
{
// Updating an existing terrain.
DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
// Remove from the dynamics world because we're going to mangle this object
BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
// Get rid of the old terrain
BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
mapInfo.Ptr = IntPtr.Zero;
/*
// NOTE: This routine is half here because I can't get the terrain shape replacement
// to work. In the short term, the above three lines completely delete the old
// terrain and the code below recreates one from scratch.
// Hopefully the Bullet community will help me out on this one.
// First, release the old collision shape (there is only one terrain)
BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr);
// Fill the existing height map info with the new location and size information
BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID,
mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
// Create a terrain shape based on the new info
mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
// Stuff the shape into the existing terrain body
BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr);
*/
}
// else
{
// Creating a new terrain.
DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
mapInfo.ID = id;
mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.ID,
mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
// The terrain object initial position is at the center of the object
Vector3 centerPos;
centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
centerPos.Z = minZ + ((maxZ - minZ) / 2f);
// Create the terrain shape from the mapInfo
mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
mapInfo.terrainBody = new BulletBody(mapInfo.ID,
BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.Ptr,
centerPos, Quaternion.Identity));
}
// Make sure the entry is in the heightmap table
m_heightMaps[terrainRegionBase] = mapInfo;
// Set current terrain attributes
BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainFriction);
BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction);
BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainRestitution);
BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero);
BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr);
// Return the new terrain to the world of physical objects
BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
// redo its bounding box now that it is in the world
BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
// Make sure the new shape is processed.
BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true);
};
// There is the option to do the changes now (we're already in 'taint time'), or
// to do the Bullet operations later.
if (doNow)
rebuildOperation();
else
m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
}
else
{
// We don't know about this terrain so either we are creating a new terrain or
// our mega-prim child is giving us a new terrain to add to the phys world
// if this is a child terrain, calculate a unique terrain id
uint newTerrainID = id;
if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
newTerrainID = ++m_terrainCount;
float[] heightMapX = heightMap;
Vector3 minCoordsX = minCoords;
Vector3 maxCoordsX = maxCoords;
DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
// Code that must happen at taint-time
BSScene.TaintCallback createOperation = delegate()
{
DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
// Create a new mapInfo that will be filled with the new info
mapInfo = new BulletHeightMapInfo(id, heightMapX,
BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, newTerrainID,
minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
// Put the unfilled heightmap info into the collection of same
m_heightMaps.Add(terrainRegionBase, mapInfo);
// Build the terrain
UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
};
// If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time.
if (doNow)
createOperation();
else
m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);
}
}
// Someday we will have complex terrain with caves and tunnels
public float GetTerrainHeightAtXYZ(Vector3 loc)
{
// For the moment, it's flat and convex
return GetTerrainHeightAtXY(loc.X, loc.Y);
}
// Given an X and Y, find the height of the terrain.
// Since we could be handling multiple terrains for a mega-region,
// the base of the region is calcuated assuming all regions are
// the same size and that is the default.
// Once the heightMapInfo is found, we have all the information to
// compute the offset into the array.
private float lastHeightTX = 999999f;
private float lastHeightTY = 999999f;
private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
public float GetTerrainHeightAtXY(float tX, float tY)
{
// You'd be surprized at the number of times this routine is called
// with the same parameters as last time.
if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY)
return lastHeight;
lastHeightTX = tX;
lastHeightTY = tY;
float ret = HEIGHT_GETHEIGHT_RET;
int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
Vector2 terrainBaseXY = new Vector2(offsetX, offsetY);
BulletHeightMapInfo mapInfo;
if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo))
{
float regionX = tX - offsetX;
float regionY = tY - offsetY;
if (regionX > mapInfo.sizeX) regionX = 0;
if (regionY > mapInfo.sizeY) 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);
}
else
{
m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
LogHeader, m_physicsScene.RegionName, tX, tY);
}
lastHeight = ret;
return ret;
}
// Although no one seems to check this, I do support combining.
public bool SupportsCombining()
{
return true;
}
// This routine is called two ways:
// One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
// extent of the combined regions. This is to inform the parent of the size
// of the combined regions.
// and one with 'offset' as the offset of the child region to the base region,
// 'pScene' pointing to the parent and 'extents' of zero. This informs the
// child of its relative base and new parent.
public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
{
m_worldOffset = offset;
m_worldMax = extents;
m_parentScene = pScene;
if (pScene != null)
{
// We are a child.
// We want m_worldMax to be the highest coordinate of our piece of terrain.
m_worldMax = offset + DefaultRegionSize;
}
DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
}
// Unhook all the combining that I know about.
public void UnCombine(PhysicsScene pScene)
{
// Just like ODE, for the moment a NOP
DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
}
private void DetailLog(string msg, params Object[] args)
{
m_physicsScene.PhysicsLogging.Write(msg, args);
}
}
}

View File

@@ -33,25 +33,13 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin {
// Classes to allow some type checking for the API
// These hold pointers to allocated objects in the unmanaged space.
// The physics engine controller class created at initialization
public struct BulletSim
{
public BulletSim(uint worldId, BSScene bss, IntPtr xx) { worldID = worldId; scene = bss; Ptr = xx; }
public uint worldID;
// The scene is only in here so very low level routines have a handle to print debug/error messages
public BSScene scene;
public BulletSim(uint id, IntPtr xx) { ID = id; Ptr = xx; }
public IntPtr Ptr;
public uint ID;
}
public struct BulletShape
{
public BulletShape(IntPtr xx) { Ptr = xx; }
public IntPtr Ptr;
}
// An allocated Bullet btRigidBody
public struct BulletBody
{
public BulletBody(uint id, IntPtr xx) { ID = id; Ptr = xx; }
@@ -59,41 +47,12 @@ public struct BulletBody
public uint ID;
}
// An allocated Bullet btConstraint
public struct BulletConstraint
{
public BulletConstraint(IntPtr xx) { Ptr = xx; }
public IntPtr Ptr;
}
// An allocated HeightMapThing which hold various heightmap info
// Made a class rather than a struct so there would be only one
// instance of this and C# will pass around pointers rather
// than making copies.
public class BulletHeightMapInfo
{
public BulletHeightMapInfo(uint id, float[] hm, IntPtr xx) {
ID = id;
Ptr = xx;
heightMap = hm;
terrainRegionBase = new Vector2(0f, 0f);
minCoords = new Vector3(100f, 100f, 25f);
maxCoords = new Vector3(101f, 101f, 26f);
minZ = maxZ = 0f;
sizeX = sizeY = 256f;
}
public uint ID;
public IntPtr Ptr;
public float[] heightMap;
public Vector2 terrainRegionBase;
public Vector3 minCoords;
public Vector3 maxCoords;
public float sizeX, sizeY;
public float minZ, maxZ;
public BulletShape terrainShape;
public BulletBody terrainBody;
}
// ===============================================================================
[StructLayout(LayoutKind.Sequential)]
public struct ConvexHull
@@ -199,7 +158,6 @@ public struct ConfigurationParameters
public float avatarContactProcessingThreshold;
public float maxPersistantManifoldPoolSize;
public float maxCollisionAlgorithmPoolSize;
public float shouldDisableContactPoolDynamicAllocation;
public float shouldForceUpdateAllAabbs;
public float shouldRandomizeSolverOrder;
@@ -260,10 +218,6 @@ public enum ConstraintParamAxis : int
// ===============================================================================
static class BulletSimAPI {
// Link back to the managed code for outputting log messages
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
[return: MarshalAs(UnmanagedType.LPStr)]
public static extern string GetVersion();
@@ -271,11 +225,7 @@ public static extern string GetVersion();
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern uint Initialize(Vector3 maxPosition, IntPtr parms,
int maxCollisions, IntPtr collisionArray,
int maxUpdates, IntPtr updateArray,
DebugLogCallback logRoutine);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void CreateInitialGroundPlaneAndTerrain(uint worldID);
int maxUpdates, IntPtr updateArray);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap);
@@ -389,6 +339,8 @@ public static extern Vector3 RecoverFromPenetration(uint worldID, uint id);
public static extern void DumpBulletStatistics();
// Log a debug message
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetDebugLogCallback(DebugLogCallback callback);
@@ -410,7 +362,7 @@ public static extern IntPtr GetSimHandle2(uint worldID);
public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetBodyHandle2(IntPtr world, uint id);
public static extern IntPtr GetBodyHandle2(IntPtr sim, uint id);
// ===============================================================================
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
@@ -419,98 +371,44 @@ public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
int maxUpdates, IntPtr updateArray);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value);
public static extern bool UpdateParameter2(IntPtr sim, uint localID, String parm, float value);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetHeightMap2(IntPtr world, float[] heightmap);
public static extern void SetHeightmap2(IntPtr sim, float[] heightmap);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void Shutdown2(IntPtr sim);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep,
public static extern int PhysicsStep2(IntPtr sim, float timeStep, int maxSubSteps, float fixedTimeStep,
out int updatedEntityCount,
out IntPtr updatedEntitiesPtr,
out int collidersCount,
out IntPtr collidersPtr);
/*
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool PushUpdate2(IntPtr obj);
// =====================================================================================
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateMeshShape2(IntPtr world,
int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
public static extern IntPtr CreateMesh2(IntPtr sim, int indicesCount, int* indices, int verticesCount, float* vertices );
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateHullShape2(IntPtr world,
int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls);
public static extern bool BuildHull2(IntPtr sim, IntPtr mesh);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr BuildHullShape2(IntPtr world, IntPtr meshShape);
public static extern bool ReleaseHull2(IntPtr sim, IntPtr mesh);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr BuildNativeShape2(IntPtr world,
float shapeType, float collisionMargin, Vector3 scale);
public static extern bool DestroyMesh2(IntPtr sim, IntPtr mesh);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData);
*/
[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 CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetBodyShape2(IntPtr sim, IntPtr obj, IntPtr shape);
// =====================================================================================
[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);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr FillHeightMapInfo2(IntPtr sim, IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords,
[MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool ReleaseHeightMapInfo2(IntPtr heightMapInfo);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo);
// =====================================================================================
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2,
Vector3 frame1loc, Quaternion frame1rot,
Vector3 frame2loc, Quaternion frame2rot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr Create6DofConstraintToPoint2(IntPtr world, IntPtr obj1, IntPtr obj2,
Vector3 joinPoint,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
Vector3 pivotinA, Vector3 pivotinB,
Vector3 axisInA, Vector3 axisInB,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetFrames2(IntPtr constrain,
Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
@@ -523,9 +421,6 @@ public static extern bool UseFrameOffset2(IntPtr constrain, float enable);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool CalculateTransforms2(IntPtr constrain);
@@ -533,18 +428,7 @@ public static extern bool CalculateTransforms2(IntPtr constrain);
public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
// =====================================================================================
[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 void Activate2(IntPtr obj, bool forceActivation);
public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetPosition2(IntPtr obj);
@@ -588,9 +472,6 @@ 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);
@@ -600,9 +481,6 @@ 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);
[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);
@@ -624,9 +502,6 @@ public static extern bool SetGravity2(IntPtr obj, Vector3 val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr ClearForces2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr ClearAllForces2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetMargin2(IntPtr obj, float val);
@@ -634,7 +509,13 @@ public static extern bool SetMargin2(IntPtr obj, float val);
public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DestroyObject2(IntPtr world, IntPtr obj);
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 DestroyObject2(IntPtr world, uint id);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpPhysicsStatistics2(IntPtr sim);

View File

@@ -304,7 +304,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
idx++;
iV = rules.GetVector3Item(idx);
wl.cloudDetailXYDensity = iV;
wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
break;
case (int)ScriptBaseClass.WL_CLOUD_SCALE:
idx++;
@@ -329,7 +329,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
idx++;
iV = rules.GetVector3Item(idx);
wl.cloudXYDensity = iV;
wl.cloudXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
break;
case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
idx++;
@@ -384,7 +384,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
idx++;
iV = rules.GetVector3Item(idx);
wl.reflectionWaveletScale = iV;
wl.reflectionWaveletScale = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
break;
case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
idx++;
@@ -422,7 +422,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
case (int)ScriptBaseClass.WL_WATER_COLOR:
idx++;
iV = rules.GetVector3Item(idx);
wl.waterColor = iV;
wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
break;
case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
idx++;

View File

@@ -310,7 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// ---------- Integer ----------
else if (lslparm is LSL_Integer)
{
if (type == typeof(int) || type == typeof(float))
if (type == typeof(int))
return (int)(LSL_Integer)lslparm;
}
@@ -333,7 +333,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
if (type == typeof(OpenMetaverse.Quaternion))
{
return (OpenMetaverse.Quaternion)((LSL_Rotation)lslparm);
LSL_Rotation rot = (LSL_Rotation)lslparm;
return new OpenMetaverse.Quaternion((float)rot.x,(float)rot.y,(float)rot.z,(float)rot.s);
}
}
@@ -342,7 +343,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
if (type == typeof(OpenMetaverse.Vector3))
{
return (OpenMetaverse.Vector3)((LSL_Vector)lslparm);
LSL_Vector vect = (LSL_Vector)lslparm;
return new OpenMetaverse.Vector3((float)vect.x,(float)vect.y,(float)vect.z);
}
}
@@ -365,13 +367,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
result[i] = new UUID((LSL_Key)plist[i]);
else if (plist[i] is LSL_Rotation)
{
result[i] = (OpenMetaverse.Quaternion)(
(LSL_Rotation)plist[i]);
LSL_Rotation rot = (LSL_Rotation)plist[i];
result[i] = new OpenMetaverse.Quaternion((float)rot.x,(float)rot.y,(float)rot.z,(float)rot.s);
}
else if (plist[i] is LSL_Vector)
{
result[i] = (OpenMetaverse.Vector3)(
(LSL_Vector)plist[i]);
LSL_Vector vect = (LSL_Vector)plist[i];
result[i] = new OpenMetaverse.Vector3((float)vect.x,(float)vect.y,(float)vect.z);
}
else
MODError("unknown LSL list element type");

View File

@@ -140,16 +140,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
internal float m_ScriptDistanceFactor = 1.0f;
internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
protected IUrlModule m_UrlModule = null;
public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
{
m_ScriptEngine = ScriptEngine;
m_host = host;
m_item = item;
m_UrlModule = m_ScriptEngine.World.RequestModuleInterface<IUrlModule>();
if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
m_OSFunctionsEnabled = true;
@@ -777,9 +773,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// We will launch the teleport on a new thread so that when the script threads are terminated
// before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting.
Util.FireAndForget(o => World.RequestTeleportLocation(
presence.ControllingClient, regionName, position,
lookat, (uint)TPFlags.ViaLocation));
Util.FireAndForget(
o => World.RequestTeleportLocation(presence.ControllingClient, regionName,
new Vector3((float)position.x, (float)position.y, (float)position.z),
new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation));
ScriptSleep(5000);
@@ -822,9 +819,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// We will launch the teleport on a new thread so that when the script threads are terminated
// before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting.
Util.FireAndForget(o => World.RequestTeleportLocation(
presence.ControllingClient, regionHandle,
position, lookat, (uint)TPFlags.ViaLocation));
Util.FireAndForget(
o => World.RequestTeleportLocation(presence.ControllingClient, regionHandle,
new Vector3((float)position.x, (float)position.y, (float)position.z),
new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation));
ScriptSleep(5000);
@@ -1673,11 +1671,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return;
}
MessageObject(objUUID, message);
}
private void MessageObject(UUID objUUID, string message)
{
object[] resobj = new object[] { new LSL_Types.LSLString(m_host.UUID.ToString()), new LSL_Types.LSLString(message) };
SceneObjectPart sceneOP = World.GetSceneObjectPart(objUUID);
@@ -2255,25 +2248,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
CheckThreatLevel(ThreatLevel.High, "osGetLinkPrimitiveParams");
m_host.AddScriptLPS(1);
InitLSL();
// One needs to cast m_LSL_Api because we're using functions not
// on the ILSL_Api interface.
LSL_Api LSL_Api = (LSL_Api)m_LSL_Api;
LSL_List retVal = new LSL_List();
LSL_List remaining = null;
List<SceneObjectPart> parts = LSL_Api.GetLinkParts(linknumber);
List<SceneObjectPart> parts = ((LSL_Api)m_LSL_Api).GetLinkParts(linknumber);
foreach (SceneObjectPart part in parts)
{
remaining = LSL_Api.GetPrimParams(part, rules, ref retVal);
}
while (remaining != null && remaining.Length > 2)
{
linknumber = remaining.GetLSLIntegerItem(0);
rules = remaining.GetSublist(1, -1);
parts = LSL_Api.GetLinkParts(linknumber);
foreach (SceneObjectPart part in parts)
remaining = LSL_Api.GetPrimParams(part, rules, ref retVal);
retVal += ((LSL_Api)m_LSL_Api).GetLinkPrimitiveParams(part, rules);
}
return retVal;
}
@@ -2350,7 +2329,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
ownerID = m_host.OwnerID;
UUID x = module.CreateNPC(firstname,
lastname,
position,
new Vector3((float) position.x, (float) position.y, (float) position.z),
ownerID,
senseAsAgent,
World,
@@ -2467,7 +2446,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return new LSL_Vector(0, 0, 0);
}
public void osNpcMoveTo(LSL_Key npc, LSL_Vector pos)
public void osNpcMoveTo(LSL_Key npc, LSL_Vector position)
{
CheckThreatLevel(ThreatLevel.High, "osNpcMoveTo");
m_host.AddScriptLPS(1);
@@ -2482,6 +2461,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (!module.CheckPermissions(npcId, m_host.OwnerID))
return;
Vector3 pos = new Vector3((float) position.x, (float) position.y, (float) position.z);
module.MoveToTarget(npcId, World, pos, false, true, false);
}
}
@@ -2501,10 +2481,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (!module.CheckPermissions(npcId, m_host.OwnerID))
return;
Vector3 pos = new Vector3((float)target.x, (float)target.y, (float)target.z);
module.MoveToTarget(
new UUID(npc.m_string),
World,
target,
pos,
(options & ScriptBaseClass.OS_NPC_NO_FLY) != 0,
(options & ScriptBaseClass.OS_NPC_LAND_AT_TARGET) != 0,
(options & ScriptBaseClass.OS_NPC_RUNNING) != 0);
@@ -2556,7 +2537,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
ScenePresence sp = World.GetScenePresence(npcId);
if (sp != null)
sp.Rotation = rotation;
sp.Rotation = LSL_Api.Rot2Quaternion(rotation);
}
}
@@ -2918,17 +2899,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
});
}
public LSL_Float osGetHealth(string avatar)
{
CheckThreatLevel(ThreatLevel.None, "osGetHealth");
m_host.AddScriptLPS(1);
LSL_Float health = new LSL_Float(-1);
ScenePresence presence = World.GetScenePresence(new UUID(avatar));
if (presence != null) health = presence.Health;
return health;
}
public void osCauseDamage(string avatar, double damage)
{
@@ -2988,7 +2958,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
InitLSL();
return m_LSL_Api.GetPrimitiveParamsEx(prim, rules);
return m_LSL_Api.GetLinkPrimitiveParamsEx(prim, rules);
}
public void osSetPrimitiveParams(LSL_Key prim, LSL_List rules)
@@ -2997,7 +2967,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
InitLSL();
m_LSL_Api.SetPrimitiveParamsEx(prim, rules, "osSetPrimitiveParams");
m_LSL_Api.SetPrimitiveParamsEx(prim, rules);
}
/// <summary>
@@ -3229,8 +3199,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
}
#region Attachment commands
public void osForceAttachToAvatar(int attachmentPoint)
{
CheckThreatLevel(ThreatLevel.High, "osForceAttachToAvatar");
@@ -3320,175 +3288,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
((LSL_Api)m_LSL_Api).DetachFromAvatar();
}
public LSL_List osGetNumberOfAttachments(LSL_Key avatar, LSL_List attachmentPoints)
{
CheckThreatLevel(ThreatLevel.Moderate, "osGetNumberOfAttachments");
m_host.AddScriptLPS(1);
UUID targetUUID;
ScenePresence target;
LSL_List resp = new LSL_List();
if (attachmentPoints.Length >= 1 && UUID.TryParse(avatar.ToString(), out targetUUID) && World.TryGetScenePresence(targetUUID, out target))
{
foreach (object point in attachmentPoints.Data)
{
LSL_Integer ipoint = new LSL_Integer(
(point is LSL_Integer || point is int || point is uint) ?
(int)point :
0
);
resp.Add(ipoint);
if (ipoint == 0)
{
// indicates zero attachments
resp.Add(new LSL_Integer(0));
}
else
{
// gets the number of attachments on the attachment point
resp.Add(new LSL_Integer(target.GetAttachments((uint)ipoint).Count));
}
}
}
return resp;
}
public void osMessageAttachments(LSL_Key avatar, string message, LSL_List attachmentPoints, int options)
{
CheckThreatLevel(ThreatLevel.Moderate, "osMessageAttachments");
m_host.AddScriptLPS(1);
UUID targetUUID;
ScenePresence target;
if (attachmentPoints.Length >= 1 && UUID.TryParse(avatar.ToString(), out targetUUID) && World.TryGetScenePresence(targetUUID, out target))
{
List<int> aps = new List<int>();
foreach (object point in attachmentPoints.Data)
{
int ipoint;
if (int.TryParse(point.ToString(), out ipoint))
{
aps.Add(ipoint);
}
}
List<SceneObjectGroup> attachments = new List<SceneObjectGroup>();
bool msgAll = aps.Contains(ScriptBaseClass.OS_ATTACH_MSG_ALL);
bool invertPoints = (options & ScriptBaseClass.OS_ATTACH_MSG_INVERT_POINTS) != 0;
if (msgAll && invertPoints)
{
return;
}
else if (msgAll || invertPoints)
{
attachments = target.GetAttachments();
}
else
{
foreach (int point in aps)
{
if (point > 0)
{
attachments.AddRange(target.GetAttachments((uint)point));
}
}
}
// if we have no attachments at this point, exit now
if (attachments.Count == 0)
{
return;
}
List<SceneObjectGroup> ignoreThese = new List<SceneObjectGroup>();
if (invertPoints)
{
foreach (SceneObjectGroup attachment in attachments)
{
if (aps.Contains((int)attachment.AttachmentPoint))
{
ignoreThese.Add(attachment);
}
}
}
foreach (SceneObjectGroup attachment in ignoreThese)
{
attachments.Remove(attachment);
}
ignoreThese.Clear();
// if inverting removed all attachments to check, exit now
if (attachments.Count < 1)
{
return;
}
if ((options & ScriptBaseClass.OS_ATTACH_MSG_OBJECT_CREATOR) != 0)
{
foreach (SceneObjectGroup attachment in attachments)
{
if (attachment.RootPart.CreatorID != m_host.CreatorID)
{
ignoreThese.Add(attachment);
}
}
foreach (SceneObjectGroup attachment in ignoreThese)
{
attachments.Remove(attachment);
}
ignoreThese.Clear();
// if filtering by same object creator removed all
// attachments to check, exit now
if (attachments.Count == 0)
{
return;
}
}
if ((options & ScriptBaseClass.OS_ATTACH_MSG_SCRIPT_CREATOR) != 0)
{
foreach (SceneObjectGroup attachment in attachments)
{
if (attachment.RootPart.CreatorID != m_item.CreatorID)
{
ignoreThese.Add(attachment);
}
}
foreach (SceneObjectGroup attachment in ignoreThese)
{
attachments.Remove(attachment);
}
ignoreThese.Clear();
// if filtering by object creator must match originating
// script creator removed all attachments to check,
// exit now
if (attachments.Count == 0)
{
return;
}
}
foreach (SceneObjectGroup attachment in attachments)
{
MessageObject(attachment.RootPart.UUID, message);
}
}
}
#endregion
/// <summary>
/// Checks if thing is a UUID.
/// </summary>
@@ -3538,17 +3337,5 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return new LSL_Key(m_host.ParentGroup.FromPartID.ToString());
}
/// <summary>
/// Sets the response type for an HTTP request/response
/// </summary>
/// <returns></returns>
public void osSetContentType(LSL_Key id, string type)
{
CheckThreatLevel(ThreatLevel.High,"osSetResponseType");
if (m_UrlModule != null)
m_UrlModule.HttpContentType(new UUID(id),type);
}
}
}
}

View File

@@ -351,7 +351,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
q = avatar.Rotation * q;
}
LSL_Types.Quaternion r = new LSL_Types.Quaternion(q);
LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
@@ -428,8 +428,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
try
{
Vector3 diff = toRegionPos - fromRegionPos;
double dot = LSL_Types.Vector3.Dot(forward_dir, diff);
double mag_obj = LSL_Types.Vector3.Mag(diff);
LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z);
double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir);
double mag_obj = LSL_Types.Vector3.Mag(obj_dir);
ang_obj = Math.Acos(dot / (mag_fwd * mag_obj));
}
catch
@@ -478,7 +479,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
q = avatar.Rotation * q;
}
LSL_Types.Quaternion r = new LSL_Types.Quaternion(q);
LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0);
@@ -559,8 +560,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
double ang_obj = 0;
try
{
LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(
toRegionPos - fromRegionPos);
Vector3 diff = toRegionPos - fromRegionPos;
LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z);
double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir);
double mag_obj = LSL_Types.Vector3.Mag(obj_dir);
ang_obj = Math.Acos(dot / (mag_fwd * mag_obj));

View File

@@ -424,7 +424,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
LSL_String llXorBase64StringsCorrect(string str1, string str2);
void print(string str);
void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules, string originFunc);
LSL_List GetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
}
}

View File

@@ -157,7 +157,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
void osAvatarPlayAnimation(string avatar, string animation);
void osAvatarStopAnimation(string avatar, string animation);
#region Attachment commands
// Attachment commands
/// <summary>
/// Attach the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH
@@ -192,29 +192,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
/// <remarks>Nothing happens if the object is not attached.</remarks>
void osForceDetachFromAvatar();
/// <summary>
/// Returns a strided list of the specified attachment points and the number of attachments on those points.
/// </summary>
/// <param name="avatar">avatar UUID</param>
/// <param name="attachmentPoints">list of ATTACH_* constants</param>
/// <returns></returns>
LSL_List osGetNumberOfAttachments(LSL_Key avatar, LSL_List attachmentPoints);
/// <summary>
/// Sends a specified message to the specified avatar's attachments on
/// the specified attachment points.
/// </summary>
/// <remarks>
/// Behaves as osMessageObject(), without the sending script needing to know the attachment keys in advance.
/// </remarks>
/// <param name="avatar">avatar UUID</param>
/// <param name="message">message string</param>
/// <param name="attachmentPoints">list of ATTACH_* constants, or -1 for all attachments. If -1 is specified and OS_ATTACH_MSG_INVERT_POINTS is present in flags, no action is taken.</param>
/// <param name="flags">flags further constraining the attachments to deliver the message to.</param>
void osMessageAttachments(LSL_Key avatar, string message, LSL_List attachmentPoints, int flags);
#endregion
//texture draw functions
string osMovePen(string drawList, int x, int y);
string osDrawLine(string drawList, int startX, int startY, int endX, int endY);
@@ -340,7 +317,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
int osGetSimulatorMemory();
void osKickAvatar(string FirstName,string SurName,string alert);
void osSetSpeed(string UUID, LSL_Float SpeedModifier);
LSL_Float osGetHealth(string avatar);
void osCauseHealing(string avatar, double healing);
void osCauseDamage(string avatar, double damage);
LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules);
@@ -388,11 +364,5 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
/// </summary>
/// <returns>Rezzing object key or NULL_KEY if rezzed by agent or otherwise unknown.</returns>
LSL_Key osGetRezzingObject();
/// <summary>
/// Sets the response type for an HTTP request/response
/// </summary>
/// <returns></returns>
void osSetContentType(LSL_Key id, string type);
}
}

View File

@@ -237,58 +237,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public const int ATTACH_HUD_BOTTOM = 37;
public const int ATTACH_HUD_BOTTOM_RIGHT = 38;
#region osMessageAttachments constants
/// <summary>
/// Instructs osMessageAttachements to send the message to attachments
/// on every point.
/// </summary>
/// <remarks>
/// One might expect this to be named OS_ATTACH_ALL, but then one might
/// also expect functions designed to attach or detach or get
/// attachments to work with it too. Attaching a no-copy item to
/// many attachments could be dangerous.
/// when combined with OS_ATTACH_MSG_INVERT_POINTS, will prevent the
/// message from being sent.
/// if combined with OS_ATTACH_MSG_OBJECT_CREATOR or
/// OS_ATTACH_MSG_SCRIPT_CREATOR, could result in no message being
/// sent- this is expected behaviour.
/// </remarks>
public const int OS_ATTACH_MSG_ALL = -65535;
/// <summary>
/// Instructs osMessageAttachements to invert how the attachment points
/// list should be treated (e.g. go from inclusive operation to
/// exclusive operation).
/// </summary>
/// <remarks>
/// This might be used if you want to deliver a message to one set of
/// attachments and a different message to everything else. With
/// this flag, you only need to build one explicit list for both calls.
/// </remarks>
public const int OS_ATTACH_MSG_INVERT_POINTS = 1;
/// <summary>
/// Instructs osMessageAttachments to only send the message to
/// attachments with a CreatorID that matches the host object CreatorID
/// </summary>
/// <remarks>
/// This would be used if distributed in an object vendor/updater server.
/// </remarks>
public const int OS_ATTACH_MSG_OBJECT_CREATOR = 2;
/// <summary>
/// Instructs osMessageAttachments to only send the message to
/// attachments with a CreatorID that matches the sending script CreatorID
/// </summary>
/// <remarks>
/// This might be used if the script is distributed independently of a
/// containing object.
/// </remarks>
public const int OS_ATTACH_MSG_SCRIPT_CREATOR = 4;
#endregion
public const int LAND_LEVEL = 0;
public const int LAND_RAISE = 1;
public const int LAND_LOWER = 2;
@@ -380,7 +328,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public const int PRIM_OMEGA = 32;
public const int PRIM_POS_LOCAL = 33;
public const int PRIM_LINK_TARGET = 34;
public const int PRIM_SLICE = 35;
public const int PRIM_TEXGEN_DEFAULT = 0;
public const int PRIM_TEXGEN_PLANAR = 1;

View File

@@ -289,7 +289,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
m_OSSL_Functions.osAvatarStopAnimation(avatar, animation);
}
#region Attachment commands
// Avatar functions
public void osForceAttachToAvatar(int attachmentPoint)
{
@@ -311,18 +311,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
m_OSSL_Functions.osForceDetachFromAvatar();
}
public LSL_List osGetNumberOfAttachments(LSL_Key avatar, LSL_List attachmentPoints)
{
return m_OSSL_Functions.osGetNumberOfAttachments(avatar, attachmentPoints);
}
public void osMessageAttachments(LSL_Key avatar, string message, LSL_List attachmentPoints, int flags)
{
m_OSSL_Functions.osMessageAttachments(avatar, message, attachmentPoints, flags);
}
#endregion
// Texture Draw functions
public string osMovePen(string drawList, int x, int y)
@@ -877,12 +865,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
{
m_OSSL_Functions.osSetSpeed(UUID, SpeedModifier);
}
public LSL_Float osGetHealth(string avatar)
{
return m_OSSL_Functions.osGetHealth(avatar);
}
public void osCauseDamage(string avatar, double damage)
{
m_OSSL_Functions.osCauseDamage(avatar, damage);
@@ -967,10 +950,5 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
{
return m_OSSL_Functions.osGetRezzingObject();
}
public void osSetContentType(LSL_Key id, string type)
{
m_OSSL_Functions.osSetContentType(id,type);
}
}
}

View File

@@ -546,8 +546,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
"OpenSim.Region.ScriptEngine.Shared.dll"));
parameters.ReferencedAssemblies.Add(Path.Combine(rootPath,
"OpenSim.Region.ScriptEngine.Shared.Api.Runtime.dll"));
parameters.ReferencedAssemblies.Add(Path.Combine(rootPath,
"OpenMetaverseTypes.dll"));
if (lang == enumCompileType.yp)
{

View File

@@ -160,11 +160,11 @@ namespace OpenSim.Region.ScriptEngine.Shared
else
{
// Set the values from the touch data provided by the client
touchST = new LSL_Types.Vector3(value.STCoord);
touchUV = new LSL_Types.Vector3(value.UVCoord);
touchNormal = new LSL_Types.Vector3(value.Normal);
touchBinormal = new LSL_Types.Vector3(value.Binormal);
touchPos = new LSL_Types.Vector3(value.Position);
touchST = new LSL_Types.Vector3(value.STCoord.X, value.STCoord.Y, value.STCoord.Z);
touchUV = new LSL_Types.Vector3(value.UVCoord.X, value.UVCoord.Y, value.UVCoord.Z);
touchNormal = new LSL_Types.Vector3(value.Normal.X, value.Normal.Y, value.Normal.Z);
touchBinormal = new LSL_Types.Vector3(value.Binormal.X, value.Binormal.Y, value.Binormal.Z);
touchPos = new LSL_Types.Vector3(value.Position.X, value.Position.Y, value.Position.Z);
touchFace = value.FaceIndex;
}
}
@@ -181,13 +181,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
Name = presence.Firstname + " " + presence.Lastname;
Owner = Key;
Position = new LSL_Types.Vector3(presence.AbsolutePosition);
Position = new LSL_Types.Vector3(
presence.AbsolutePosition.X,
presence.AbsolutePosition.Y,
presence.AbsolutePosition.Z);
Rotation = new LSL_Types.Quaternion(
presence.Rotation.X,
presence.Rotation.Y,
presence.Rotation.Z,
presence.Rotation.W);
Velocity = new LSL_Types.Vector3(presence.Velocity);
Velocity = new LSL_Types.Vector3(
presence.Velocity.X,
presence.Velocity.Y,
presence.Velocity.Z);
if (presence.PresenceType != PresenceType.Npc)
{
@@ -235,12 +241,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
}
}
Position = new LSL_Types.Vector3(part.AbsolutePosition);
Position = new LSL_Types.Vector3(part.AbsolutePosition.X,
part.AbsolutePosition.Y,
part.AbsolutePosition.Z);
Quaternion wr = part.ParentGroup.GroupRotation;
Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W);
Velocity = new LSL_Types.Vector3(part.Velocity);
Velocity = new LSL_Types.Vector3(part.Velocity.X,
part.Velocity.Y,
part.Velocity.Z);
}
}

View File

@@ -31,11 +31,6 @@ using System.Globalization;
using System.Text.RegularExpressions;
using OpenSim.Framework;
using OpenMetaverse;
using OMV_Vector3 = OpenMetaverse.Vector3;
using OMV_Vector3d = OpenMetaverse.Vector3d;
using OMV_Quaternion = OpenMetaverse.Quaternion;
namespace OpenSim.Region.ScriptEngine.Shared
{
[Serializable]
@@ -59,20 +54,6 @@ namespace OpenSim.Region.ScriptEngine.Shared
z = (float)vector.z;
}
public Vector3(OMV_Vector3 vector)
{
x = vector.X;
y = vector.Y;
z = vector.Z;
}
public Vector3(OMV_Vector3d vector)
{
x = vector.X;
y = vector.Y;
z = vector.Z;
}
public Vector3(double X, double Y, double Z)
{
x = X;
@@ -128,26 +109,6 @@ namespace OpenSim.Region.ScriptEngine.Shared
return new list(new object[] { vec });
}
public static implicit operator OMV_Vector3(Vector3 vec)
{
return new OMV_Vector3((float)vec.x, (float)vec.y, (float)vec.z);
}
public static implicit operator Vector3(OMV_Vector3 vec)
{
return new Vector3(vec);
}
public static implicit operator OMV_Vector3d(Vector3 vec)
{
return new OMV_Vector3d(vec.x, vec.y, vec.z);
}
public static implicit operator Vector3(OMV_Vector3d vec)
{
return new Vector3(vec);
}
public static bool operator ==(Vector3 lhs, Vector3 rhs)
{
return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z);
@@ -361,14 +322,6 @@ namespace OpenSim.Region.ScriptEngine.Shared
s = 1;
}
public Quaternion(OMV_Quaternion rot)
{
x = rot.X;
y = rot.Y;
z = rot.Z;
s = rot.W;
}
#endregion
#region Overriders
@@ -415,21 +368,6 @@ namespace OpenSim.Region.ScriptEngine.Shared
return new list(new object[] { r });
}
public static implicit operator OMV_Quaternion(Quaternion rot)
{
// LSL quaternions can normalize to 0, normal Quaternions can't.
if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
rot.z = 1; // ZERO_ROTATION = 0,0,0,1
OMV_Quaternion omvrot = new OMV_Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
omvrot.Normalize();
return omvrot;
}
public static implicit operator Quaternion(OMV_Quaternion rot)
{
return new Quaternion(rot);
}
public static bool operator ==(Quaternion lhs, Quaternion rhs)
{
// Return true if the fields match:
@@ -622,23 +560,12 @@ namespace OpenSim.Region.ScriptEngine.Shared
else if (m_data[itemIndex] is LSL_Types.LSLString)
return new LSLInteger(m_data[itemIndex].ToString());
else
throw new InvalidCastException(string.Format(
"{0} expected but {1} given",
typeof(LSL_Types.LSLInteger).Name,
m_data[itemIndex] != null ?
m_data[itemIndex].GetType().Name : "null"));
throw new InvalidCastException();
}
public LSL_Types.Vector3 GetVector3Item(int itemIndex)
{
if(m_data[itemIndex] is LSL_Types.Vector3)
return (LSL_Types.Vector3)m_data[itemIndex];
else
throw new InvalidCastException(string.Format(
"{0} expected but {1} given",
typeof(LSL_Types.Vector3).Name,
m_data[itemIndex] != null ?
m_data[itemIndex].GetType().Name : "null"));
return (LSL_Types.Vector3)m_data[itemIndex];
}
public LSL_Types.Quaternion GetQuaternionItem(int itemIndex)

View File

@@ -152,7 +152,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
det[0] = new DetectParams();
det[0].Key = remoteClient.AgentId;
det[0].Populate(myScriptEngine.World);
det[0].OffsetPos = offsetPos;
det[0].OffsetPos = new LSL_Types.Vector3(offsetPos.X,
offsetPos.Y,
offsetPos.Z);
if (originalID == 0)
{
@@ -296,7 +298,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Position = detobj.posVector;
d.Position = new LSL_Types.Vector3(detobj.posVector.X,
detobj.posVector.Y,
detobj.posVector.Z);
d.Populate(myScriptEngine.World);
det.Add(d);
myScriptEngine.PostObjectEvent(localID, new EventParams(
@@ -314,7 +318,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Position = detobj.posVector;
d.Position = new LSL_Types.Vector3(detobj.posVector.X,
detobj.posVector.Y,
detobj.posVector.Z);
d.Populate(myScriptEngine.World);
det.Add(d);
myScriptEngine.PostObjectEvent(localID, new EventParams(
@@ -331,7 +337,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Position = detobj.posVector;
d.Position = new LSL_Types.Vector3(detobj.posVector.X,
detobj.posVector.Y,
detobj.posVector.Z);
d.Populate(myScriptEngine.World);
det.Add(d);
myScriptEngine.PostObjectEvent(localID, new EventParams(
@@ -373,8 +381,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
myScriptEngine.PostObjectEvent(localID, new EventParams(
"at_target", new object[] {
new LSL_Types.LSLInteger(handle),
new LSL_Types.Vector3(targetpos),
new LSL_Types.Vector3(atpos) },
new LSL_Types.Vector3(targetpos.X,targetpos.Y,targetpos.Z),
new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) },
new DetectParams[0]));
}
@@ -391,8 +399,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
myScriptEngine.PostObjectEvent(localID, new EventParams(
"at_rot_target", new object[] {
new LSL_Types.LSLInteger(handle),
new LSL_Types.Quaternion(targetrot),
new LSL_Types.Quaternion(atrot) },
new LSL_Types.Quaternion(targetrot.X,targetrot.Y,targetrot.Z,targetrot.W),
new LSL_Types.Quaternion(atrot.X,atrot.Y,atrot.Z,atrot.W) },
new DetectParams[0]));
}

View File

@@ -1492,9 +1492,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
else if (p[i] is string)
lsl_p[i] = new LSL_Types.LSLString((string)p[i]);
else if (p[i] is Vector3)
lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]);
lsl_p[i] = new LSL_Types.Vector3(((Vector3)p[i]).X, ((Vector3)p[i]).Y, ((Vector3)p[i]).Z);
else if (p[i] is Quaternion)
lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]);
lsl_p[i] = new LSL_Types.Quaternion(((Quaternion)p[i]).X, ((Quaternion)p[i]).Y, ((Quaternion)p[i]).Z, ((Quaternion)p[i]).W);
else if (p[i] is float)
lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]);
else
@@ -1518,9 +1518,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
else if (p[i] is string)
lsl_p[i] = new LSL_Types.LSLString((string)p[i]);
else if (p[i] is Vector3)
lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]);
lsl_p[i] = new LSL_Types.Vector3(((Vector3)p[i]).X, ((Vector3)p[i]).Y, ((Vector3)p[i]).Z);
else if (p[i] is Quaternion)
lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]);
lsl_p[i] = new LSL_Types.Quaternion(((Quaternion)p[i]).X, ((Quaternion)p[i]).Y, ((Quaternion)p[i]).Z, ((Quaternion)p[i]).W);
else if (p[i] is float)
lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]);
else

View File

@@ -164,19 +164,5 @@ namespace OpenSim.Services.Connectors
m_database.RemoveRegionEnvironmentSettings(regionUUID);
}
public void SaveExtra(UUID regionID, string name, string val)
{
m_database.SaveExtra(regionID, name, val);
}
public void RemoveExtra(UUID regionID, string name)
{
m_database.RemoveExtra(regionID, name);
}
public Dictionary<string, string> GetExtra(UUID regionID)
{
return m_database.GetExtra(regionID);
}
}
}

View File

@@ -137,14 +137,9 @@ namespace OpenSim.Services.GridService
if (regionInfos.RegionID == UUID.Zero)
return "Invalid RegionID - cannot be zero UUID";
// This needs better sanity testing. What if regionInfo is registering in
// overlapping coords?
RegionData region = m_Database.Get(regionInfos.RegionLocX, regionInfos.RegionLocY, scopeID);
if ((region != null) && (region.RegionID != regionInfos.RegionID))
{
m_log.WarnFormat("[GRID SERVICE]: Region {0} tried to register in coordinates {1}, {2} which are already in use in scope {3}.",
regionInfos.RegionID, regionInfos.RegionLocX, regionInfos.RegionLocY, scopeID);
return "Region overlaps another region";
}
if (region != null)
{
// There is a preexisting record
@@ -181,7 +176,32 @@ namespace OpenSim.Services.GridService
}
}
// If we get here, the destination is clear. Now for the real check.
if ((region != null) && (region.RegionID != regionInfos.RegionID))
{
m_log.WarnFormat("[GRID SERVICE]: Region {0} tried to register in coordinates {1}, {2} which are already in use in scope {3}.",
regionInfos.RegionID, regionInfos.RegionLocX, regionInfos.RegionLocY, scopeID);
return "Region overlaps another region";
}
if ((region != null) && (region.RegionID == regionInfos.RegionID) &&
((region.posX != regionInfos.RegionLocX) || (region.posY != regionInfos.RegionLocY)))
{
if ((Convert.ToInt32(region.Data["flags"]) & (int)OpenSim.Data.RegionFlags.NoMove) != 0)
return "Can't move this region";
// Region reregistering in other coordinates. Delete the old entry
m_log.DebugFormat("[GRID SERVICE]: Region {0} ({1}) was previously registered at {2}-{3}. Deleting old entry.",
regionInfos.RegionName, regionInfos.RegionID, regionInfos.RegionLocX, regionInfos.RegionLocY);
try
{
m_Database.Delete(regionInfos.RegionID);
}
catch (Exception e)
{
m_log.DebugFormat("[GRID SERVICE]: Database exception: {0}", e);
}
}
if (!m_AllowDuplicateNames)
{
@@ -200,31 +220,6 @@ namespace OpenSim.Services.GridService
}
}
// If there is an old record for us, delete it if it is elsewhere.
region = m_Database.Get(regionInfos.RegionID, scopeID);
if ((region != null) && (region.RegionID == regionInfos.RegionID) &&
((region.posX != regionInfos.RegionLocX) || (region.posY != regionInfos.RegionLocY)))
{
if ((Convert.ToInt32(region.Data["flags"]) & (int)OpenSim.Data.RegionFlags.NoMove) != 0)
return "Can't move this region";
if ((Convert.ToInt32(region.Data["flags"]) & (int)OpenSim.Data.RegionFlags.LockedOut) != 0)
return "Region locked out";
// Region reregistering in other coordinates. Delete the old entry
m_log.DebugFormat("[GRID SERVICE]: Region {0} ({1}) was previously registered at {2}-{3}. Deleting old entry.",
regionInfos.RegionName, regionInfos.RegionID, regionInfos.RegionLocX, regionInfos.RegionLocY);
try
{
m_Database.Delete(regionInfos.RegionID);
}
catch (Exception e)
{
m_log.DebugFormat("[GRID SERVICE]: Database exception: {0}", e);
}
}
// Everything is ok, let's register
RegionData rdata = RegionInfo2RegionData(regionInfos);
rdata.ScopeID = scopeID;
@@ -232,6 +227,8 @@ namespace OpenSim.Services.GridService
if (region != null)
{
int oldFlags = Convert.ToInt32(region.Data["flags"]);
if ((oldFlags & (int)OpenSim.Data.RegionFlags.LockedOut) != 0)
return "Region locked out";
oldFlags &= ~(int)OpenSim.Data.RegionFlags.Reservation;

View File

@@ -176,8 +176,7 @@ namespace OpenSim.Services.Interfaces
List<AvatarAttachment> attachments = appearance.GetAttachments();
foreach (AvatarAttachment attach in attachments)
{
if (attach.ItemID != UUID.Zero)
Data["_ap_" + attach.AttachPoint] = attach.ItemID.ToString();
Data["_ap_" + attach.AttachPoint] = attach.ItemID.ToString();
}
}

View File

@@ -127,19 +127,6 @@ namespace OpenSim.Data.Null
{
m_store.RemoveRegionEnvironmentSettings(regionUUID);
}
public void SaveExtra(UUID regionID, string name, string value)
{
}
public void RemoveExtra(UUID regionID, string name)
{
}
public Dictionary<string, string> GetExtra(UUID regionID)
{
return null;
}
}
/// <summary>
@@ -331,18 +318,5 @@ namespace OpenSim.Data.Null
public void Shutdown()
{
}
public void SaveExtra(UUID regionID, string name, string value)
{
}
public void RemoveExtra(UUID regionID, string name)
{
}
public Dictionary<string, string> GetExtra(UUID regionID)
{
return null;
}
}
}

View File

@@ -0,0 +1,23 @@
Json.NET
License: The MIT License
Copyright (c) 2007 James Newton-King
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

BIN
bin/Newtonsoft.Json.Net20.dll Executable file

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@@ -87,18 +87,10 @@
;; from the selected region_info_source.
; allow_regionless = false
;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.01
;; Minimum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMin!).
; NonphysicalPrimMin = 0.01
;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
;; Maximum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMax!).
; NonphysicalPrimMax = 256
;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
; PhysicalPrimMin = 0.01
;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
; PhysicalPrimMax = 10

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@@ -693,17 +693,6 @@
;LevelUpload = 0
[Textures]
; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
; (e.g. images pulled from an external HTTP address).
; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture.
; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
; Hence, currently considered experimental.
; Default is false.
ReuseDynamicTextures = false
[ODEPhysicsSettings]
; ##
; ## Physics stats settings
@@ -905,7 +894,7 @@
AvatarDensity = 60.0
AvatarCapsuleRadius = 0.37
AvatarCapsuleHeight = 1.5
AvatarContactProcessingThreshold = 0.1
AvatarContactProcessingThreshold = 0.1;
MaxObjectMass = 10000.01
@@ -919,19 +908,19 @@
CcdSweptSphereRadius = 0.0
ContactProcessingThreshold = 0.1
; If setting a pool size, also disable dynamic allocation (default pool size is 4096 with dynamic alloc)
MaxPersistantManifoldPoolSize = 0
ShouldDisableContactPoolDynamicAllocation = False
ShouldForceUpdateAllAabbs = False
ShouldRandomizeSolverOrder = False
ShouldSplitSimulationIslands = False
ShouldEnableFrictionCaching = False
MaxPersistantManifoldPoolSize = 0;
ShouldDisableContactPoolDynamicAllocation = False;
ShouldForceUpdateAllAabbs = False;
ShouldRandomizeSolverOrder = False;
ShouldSplitSimulationIslands = False;
ShouldEnableFrictionCaching = False;
NumberOfSolverIterations = 0;
; Linkset constraint parameters
LinkConstraintUseFrameOffset = False
LinkConstraintEnableTransMotor = True
LinkConstraintTransMotorMaxVel = 5.0
LinkConstraintTransMotorMaxForce = 0.1
LinkConstraintUseFrameOffset = False;
LinkConstraintEnableTransMotor = True;
LinkConstraintTransMotorMaxVel = 5.0;
LinkConstraintTransMotorMaxForce = 0.1;
; Whether to mesh sculpties
@@ -942,23 +931,15 @@
; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail
MeshLevelOfDetail = 8
; if mesh size is > threshold meters, we need to add more detail because people will notice
MeshLevelOfDetailMegaPrimThreshold = 10
MeshLevelOfDetailMegaPrim = 16
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
SculptLevelOfDetail = 32
; Bullet step parameters
MaxSubSteps = 10
MaxSubSteps = 10;
FixedTimeStep = .01667
MaxCollisionsPerFrame = 2048
MaxUpdatesPerFrame = 8192
; Detailed physics debug logging
PhysicsLoggingEnabled = False
PhysicsLoggingDir = "."
VehicleLoggingEnabled = False
MaxUpdatesPerFrame = 2048
[RemoteAdmin]
enabled = false

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@@ -3264,7 +3264,6 @@
<ReferencePath>../../../bin/</ReferencePath>
<Reference name="System"/>
<Reference name="System.Core"/>
<Reference name="System.Xml"/>
<Reference name="System.Data"/>
<Reference name="log4net" path="../../../bin/"/>