mirror of
https://github.com/opensim/opensim.git
synced 2026-08-09 02:36:00 +08:00
Merge branch 'master' into bulletsim
This commit is contained in:
@@ -84,13 +84,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
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*/
|
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|
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation)
|
||||
{
|
||||
return AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical)
|
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
||||
{
|
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return null;
|
||||
}
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||||
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@@ -213,12 +213,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
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return newPrim;
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}
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||||
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation)
|
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{
|
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return AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical)
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
||||
{
|
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PhysicsActor result;
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IMesh mesh = null;
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|
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@@ -626,13 +626,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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||||
}
|
||||
|
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position,
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||||
OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation)
|
||||
{
|
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return AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||
}
|
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|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position,
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OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical)
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OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical, uint localid)
|
||||
{
|
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PhysicsActor result;
|
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|
||||
|
||||
@@ -37,6 +37,18 @@ namespace OpenSim.Region.Physics.Manager
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||||
public delegate void physicsCrash();
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||||
|
||||
public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal);
|
||||
public delegate void RayCallback(List<ContactResult> list);
|
||||
|
||||
/// <summary>
|
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/// Contact result from a raycast.
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/// </summary>
|
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public struct ContactResult
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{
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public Vector3 Pos;
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public float Depth;
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public uint ConsumerID;
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public Vector3 Normal;
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}
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public abstract class PhysicsScene
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{
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@@ -61,7 +73,6 @@ namespace OpenSim.Region.Physics.Manager
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||||
}
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||||
}
|
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|
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|
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public abstract void Initialise(IMesher meshmerizer, IConfigSource config);
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||||
|
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public abstract PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying);
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@@ -78,20 +89,7 @@ namespace OpenSim.Region.Physics.Manager
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||||
public abstract void RemovePrim(PhysicsActor prim);
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||||
|
||||
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
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Vector3 size, Quaternion rotation); //To be removed
|
||||
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical);
|
||||
|
||||
public virtual PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical)
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{
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PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical);
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|
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if (ret != null)
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ret.LocalID = localID;
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|
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return ret;
|
||||
}
|
||||
Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
|
||||
|
||||
public virtual float TimeDilation
|
||||
{
|
||||
@@ -225,6 +223,17 @@ namespace OpenSim.Region.Physics.Manager
|
||||
retMethod(false, Vector3.Zero, 0, 999999999999f, Vector3.Zero);
|
||||
}
|
||||
|
||||
public virtual void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
|
||||
{
|
||||
if (retMethod != null)
|
||||
retMethod(new List<ContactResult>());
|
||||
}
|
||||
|
||||
public virtual List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
|
||||
{
|
||||
return new List<ContactResult>();
|
||||
}
|
||||
|
||||
private class NullPhysicsScene : PhysicsScene
|
||||
{
|
||||
private static int m_workIndicator;
|
||||
@@ -262,13 +271,7 @@ namespace OpenSim.Region.Physics.Manager
|
||||
*/
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation) //To be removed
|
||||
{
|
||||
return AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical)
|
||||
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
||||
{
|
||||
m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
|
||||
return PhysicsActor.Null;
|
||||
|
||||
@@ -303,6 +303,10 @@ namespace OpenSim.Region.Physics.Meshing
|
||||
|
||||
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[MESH]: Creating physics proxy for {0}, shape {1}",
|
||||
// primName, (OpenMetaverse.SculptType)primShape.SculptType);
|
||||
|
||||
PrimMesh primMesh;
|
||||
PrimMesher.SculptMesh sculptMesh;
|
||||
|
||||
@@ -668,7 +672,6 @@ namespace OpenSim.Region.Physics.Meshing
|
||||
|
||||
// If this mesh has been created already, return it instead of creating another copy
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||||
// For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
|
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|
||||
key = GetMeshKey(primShape, size, lod);
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if (m_uniqueMeshes.TryGetValue(key, out mesh))
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return mesh;
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||||
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@@ -638,7 +638,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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float profileEnd;
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|
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if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
|
||||
{
|
||||
{
|
||||
taperX1 = _pbs.PathScaleX * 0.01f;
|
||||
if (taperX1 > 1.0f)
|
||||
taperX1 = 2.0f - taperX1;
|
||||
@@ -648,9 +648,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
if (taperY1 > 1.0f)
|
||||
taperY1 = 2.0f - taperY1;
|
||||
taperY = 1.0f - taperY1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
{
|
||||
taperX = _pbs.PathTaperX * 0.01f;
|
||||
if (taperX < 0.0f)
|
||||
taperX = -taperX;
|
||||
@@ -660,9 +660,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
if (taperY < 0.0f)
|
||||
taperY = -taperY;
|
||||
taperY1 = 1.0f - taperY;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
|
||||
|
||||
@@ -846,7 +844,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// if (IsPhysical && Body == (IntPtr) 0)
|
||||
// {
|
||||
// Recreate the body
|
||||
@@ -859,7 +856,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
|
||||
public void ProcessTaints(float timestep)
|
||||
{
|
||||
//Console.WriteLine("ProcessTaints for " + Name);
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#if SPAM
|
||||
Console.WriteLine("ZProcessTaints for " + Name);
|
||||
#endif
|
||||
if (m_taintadd)
|
||||
{
|
||||
changeadd(timestep);
|
||||
@@ -1323,7 +1322,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
|
||||
public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
|
||||
{
|
||||
//Console.WriteLine("CreateGeom:");
|
||||
#if SPAM
|
||||
Console.WriteLine("CreateGeom:");
|
||||
#endif
|
||||
if (_mesh != null)
|
||||
{
|
||||
setMesh(_parent_scene, _mesh);
|
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@@ -1944,7 +1945,6 @@ Console.WriteLine(" JointCreateFixed");
|
||||
if (_parent_scene.needsMeshing(_pbs))
|
||||
mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
||||
|
||||
//IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
||||
#if SPAM
|
||||
Console.WriteLine("changesize 1");
|
||||
#endif
|
||||
@@ -2056,8 +2056,8 @@ Console.WriteLine("changesize 2");
|
||||
if (IsPhysical)
|
||||
meshlod = _parent_scene.MeshSculptphysicalLOD;
|
||||
|
||||
IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
||||
// createmesh returns null when it doesn't mesh.
|
||||
IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
||||
#if SPAM
|
||||
Console.WriteLine("changeshape needed meshing");
|
||||
#endif
|
||||
@@ -2284,6 +2284,7 @@ Console.WriteLine("changeshape not need meshing");
|
||||
if (value.IsFinite())
|
||||
{
|
||||
_size = value;
|
||||
// m_log.DebugFormat("[PHYSICS]: Set size on {0} to {1}", Name, value);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -45,10 +45,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
public class ODERayCastRequestManager
|
||||
{
|
||||
/// <summary>
|
||||
/// Pending Raycast Requests
|
||||
/// Pending raycast requests
|
||||
/// </summary>
|
||||
protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
|
||||
|
||||
/// <summary>
|
||||
/// Pending ray requests
|
||||
/// </summary>
|
||||
protected List<ODERayRequest> m_PendingRayRequests = new List<ODERayRequest>();
|
||||
|
||||
/// <summary>
|
||||
/// Scene that created this object.
|
||||
/// </summary>
|
||||
@@ -95,6 +100,29 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queues a raycast
|
||||
/// </summary>
|
||||
/// <param name="position">Origin of Ray</param>
|
||||
/// <param name="direction">Ray normal</param>
|
||||
/// <param name="length">Ray length</param>
|
||||
/// <param name="count"></param>
|
||||
/// <param name="retMethod">Return method to send the results</param>
|
||||
public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
|
||||
{
|
||||
lock (m_PendingRequests)
|
||||
{
|
||||
ODERayRequest req = new ODERayRequest();
|
||||
req.callbackMethod = retMethod;
|
||||
req.length = length;
|
||||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
req.Count = count;
|
||||
|
||||
m_PendingRayRequests.Add(req);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Process all queued raycast requests
|
||||
/// </summary>
|
||||
@@ -112,18 +140,26 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
|
||||
RayCast(reqs[i]); // if there isn't anyone to send results
|
||||
}
|
||||
/*
|
||||
foreach (ODERayCastRequest req in m_PendingRequests)
|
||||
{
|
||||
if (req.callbackMethod != null) // quick optimization here, don't raycast
|
||||
RayCast(req); // if there isn't anyone to send results to
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
m_PendingRequests.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
lock (m_PendingRayRequests)
|
||||
{
|
||||
if (m_PendingRayRequests.Count > 0)
|
||||
{
|
||||
ODERayRequest[] reqs = m_PendingRayRequests.ToArray();
|
||||
for (int i = 0; i < reqs.Length; i++)
|
||||
{
|
||||
if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
|
||||
RayCast(reqs[i]); // if there isn't anyone to send results
|
||||
}
|
||||
|
||||
m_PendingRayRequests.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
lock (m_contactResults)
|
||||
m_contactResults.Clear();
|
||||
|
||||
@@ -146,7 +182,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
// Remove Ray
|
||||
d.GeomDestroy(ray);
|
||||
|
||||
|
||||
// Define default results
|
||||
bool hitYN = false;
|
||||
uint hitConsumerID = 0;
|
||||
@@ -177,6 +212,31 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method that actually initiates the raycast
|
||||
/// </summary>
|
||||
/// <param name="req"></param>
|
||||
private void RayCast(ODERayRequest req)
|
||||
{
|
||||
// Create the ray
|
||||
IntPtr ray = d.CreateRay(m_scene.space, req.length);
|
||||
d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
|
||||
|
||||
// Collide test
|
||||
d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
|
||||
|
||||
// Remove Ray
|
||||
d.GeomDestroy(ray);
|
||||
|
||||
// Find closest contact and object.
|
||||
lock (m_contactResults)
|
||||
{
|
||||
// Return results
|
||||
if (req.callbackMethod != null)
|
||||
req.callbackMethod(m_contactResults);
|
||||
}
|
||||
}
|
||||
|
||||
// This is the standard Near. Uses space AABBs to speed up detection.
|
||||
private void near(IntPtr space, IntPtr g1, IntPtr g2)
|
||||
{
|
||||
@@ -342,10 +402,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
m_contactResults.Add(collisionresult);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -365,11 +422,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
public RaycastCallback callbackMethod;
|
||||
}
|
||||
|
||||
public struct ContactResult
|
||||
public struct ODERayRequest
|
||||
{
|
||||
public Vector3 Pos;
|
||||
public float Depth;
|
||||
public uint ConsumerID;
|
||||
public Vector3 Origin;
|
||||
public Vector3 Normal;
|
||||
public int Count;
|
||||
public float length;
|
||||
public RayCallback callbackMethod;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1677,7 +1677,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
}
|
||||
|
||||
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
|
||||
IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
|
||||
IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localID)
|
||||
{
|
||||
Vector3 pos = position;
|
||||
Vector3 siz = size;
|
||||
@@ -1691,7 +1691,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
lock (_prims)
|
||||
_prims.Add(newPrim);
|
||||
}
|
||||
|
||||
newPrim.LocalID = localID;
|
||||
return newPrim;
|
||||
}
|
||||
|
||||
@@ -1708,13 +1708,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation) //To be removed
|
||||
{
|
||||
return AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical)
|
||||
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
||||
{
|
||||
#if SPAM
|
||||
m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
|
||||
@@ -1723,22 +1717,23 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
PhysicsActor result;
|
||||
IMesh mesh = null;
|
||||
|
||||
if (needsMeshing(pbs))
|
||||
{
|
||||
try
|
||||
{
|
||||
mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[PHYSICS]: Exception while meshing prim {0}.", primName);
|
||||
m_log.Debug(e.ToString());
|
||||
mesh = null;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
// Don't create the mesh here - wait until the mesh data is loaded from the asset store.
|
||||
// if (needsMeshing(pbs))
|
||||
// {
|
||||
// try
|
||||
// {
|
||||
// mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
|
||||
// }
|
||||
// catch(Exception e)
|
||||
// {
|
||||
// m_log.ErrorFormat("[PHYSICS]: Exception while meshing prim {0}.", primName);
|
||||
// m_log.Debug(e.ToString());
|
||||
// mesh = null;
|
||||
// return null;
|
||||
// }
|
||||
// }
|
||||
|
||||
result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
|
||||
result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
|
||||
|
||||
return result;
|
||||
}
|
||||
@@ -2590,7 +2585,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
if (!(_taintedPrimH.Contains(taintedprim)))
|
||||
{
|
||||
//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
|
||||
#if SPAM
|
||||
Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
|
||||
#endif
|
||||
_taintedPrimH.Add(taintedprim); // HashSet for searching
|
||||
_taintedPrimL.Add(taintedprim); // List for ordered readout
|
||||
}
|
||||
@@ -3733,6 +3730,34 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
}
|
||||
}
|
||||
|
||||
public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
|
||||
{
|
||||
if (retMethod != null)
|
||||
{
|
||||
m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
|
||||
}
|
||||
}
|
||||
|
||||
public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
|
||||
{
|
||||
ContactResult[] ourResults = null;
|
||||
RayCallback retMethod = delegate(List<ContactResult> results)
|
||||
{
|
||||
ourResults = new ContactResult[results.Count];
|
||||
results.CopyTo(ourResults, 0);
|
||||
};
|
||||
int waitTime = 0;
|
||||
m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
|
||||
while (ourResults == null && waitTime < 1000)
|
||||
{
|
||||
Thread.Sleep(1);
|
||||
waitTime++;
|
||||
}
|
||||
if (ourResults == null)
|
||||
return new List<ContactResult> ();
|
||||
return new List<ContactResult>(ourResults);
|
||||
}
|
||||
|
||||
#if USE_DRAWSTUFF
|
||||
// Keyboard callback
|
||||
public void command(int cmd)
|
||||
|
||||
@@ -31,17 +31,18 @@ using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Region.Physics.OdePlugin;
|
||||
using log4net;
|
||||
using System.Reflection;
|
||||
|
||||
namespace OpenSim.Region.Physics.OdePlugin
|
||||
namespace OpenSim.Region.Physics.OdePlugin.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class ODETestClass
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private OdePlugin cbt;
|
||||
private OpenSim.Region.Physics.OdePlugin.OdePlugin cbt;
|
||||
private PhysicsScene ps;
|
||||
private IMeshingPlugin imp;
|
||||
|
||||
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
|
||||
Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
|
||||
Quaternion rot = Quaternion.Identity;
|
||||
PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
|
||||
PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true, 0);
|
||||
OdePrim oprim = (OdePrim)prim;
|
||||
OdeScene pscene = (OdeScene) ps;
|
||||
|
||||
|
||||
@@ -91,13 +91,7 @@ namespace OpenSim.Region.Physics.POSPlugin
|
||||
*/
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation)
|
||||
{
|
||||
return AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical)
|
||||
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
||||
{
|
||||
POSPrim prim = new POSPrim();
|
||||
prim.Position = position;
|
||||
|
||||
@@ -108,13 +108,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation) //To be removed
|
||||
{
|
||||
return AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical)
|
||||
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
||||
{
|
||||
return AddPrim(position, size, rotation);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user