remove some more of obsolete ninha joints code

This commit is contained in:
UbitUmarov
2022-03-19 01:06:44 +00:00
parent 0b205b91a6
commit 9bd8e45b30
9 changed files with 120 additions and 1163 deletions

View File

@@ -785,25 +785,7 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_sceneGraph.PhysicsScene; }
set
{
// If we're not doing the initial set
// Then we've got to remove the previous
// event handler
if (PhysicsScene != null && PhysicsScene.SupportsNINJAJoints)
{
PhysicsScene.OnJointMoved -= jointMoved;
PhysicsScene.OnJointDeactivated -= jointDeactivated;
PhysicsScene.OnJointErrorMessage -= jointErrorMessage;
}
m_sceneGraph.PhysicsScene = value;
if (PhysicsScene != null && m_sceneGraph.PhysicsScene.SupportsNINJAJoints)
{
// register event handlers to respond to joint movement/deactivation
PhysicsScene.OnJointMoved += jointMoved;
PhysicsScene.OnJointDeactivated += jointDeactivated;
PhysicsScene.OnJointErrorMessage += jointErrorMessage;
}
}
}
@@ -2878,11 +2860,7 @@ namespace OpenSim.Region.Framework.Scenes
if (imm != null)
imm.RemovePartMailBox(part.UUID);
}
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
{
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
}
else if (part.PhysActor != null)
if (part.PhysActor != null)
{
part.RemoveFromPhysics();
}
@@ -2991,6 +2969,7 @@ namespace OpenSim.Region.Framework.Scenes
// This test is mostly used to see if a region crossing is necessary.
// Assuming the position is relative to the region so anything outside its bounds.
// Return 'true' if position inside region.
public bool PositionIsInCurrentRegion(Vector3 pos)
{
float t = pos.X;
@@ -5630,139 +5609,6 @@ Environment.Exit(1);
return health;
}
// This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
// update non-physical objects like the joint proxy objects that represent the position
// of the joints in the scene.
// This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
// WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
// from within the OdePhysicsScene.
protected internal void jointMoved(PhysicsJoint joint)
{
// m_parentScene.PhysicsScene.DumpJointInfo(); // non-thread-locked version; we should already be in a lock (OdeLock) when this callback is invoked
SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
if (jointProxyObject == null)
{
jointErrorMessage(joint, "WARNING, joint proxy not found, name " + joint.ObjectNameInScene);
return;
}
// now update the joint proxy object in the scene to have the position of the joint as returned by the physics engine
SceneObjectPart trackedBody = GetSceneObjectPart(joint.TrackedBodyName); // FIXME: causes a sequential lookup
if (trackedBody == null) return; // the actor may have been deleted but the joint still lingers around a few frames waiting for deletion. during this time, trackedBody is NULL to prevent further motion of the joint proxy.
jointProxyObject.Velocity = trackedBody.Velocity;
jointProxyObject.AngularVelocity = trackedBody.AngularVelocity;
switch (joint.Type)
{
case PhysicsJointType.Ball:
{
Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
Vector3 proxyPos = jointAnchor;
jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
}
break;
case PhysicsJointType.Hinge:
{
Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
// Normally, we would just ask the physics scene to return the axis for the joint.
// Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should
// never occur. Therefore we cannot rely on ODE to always return a correct joint axis.
// Therefore the following call does not always work:
//PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint);
// instead we compute the joint orientation by saving the original joint orientation
// relative to one of the jointed bodies, and applying this transformation
// to the current position of the jointed bodies (the tracked body) to compute the
// current joint orientation.
if (joint.TrackedBodyName == null)
{
jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene);
}
Vector3 proxyPos = jointAnchor;
Quaternion q = trackedBody.RotationOffset * joint.LocalRotation;
jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update
}
break;
}
}
// This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
// update non-physical objects like the joint proxy objects that represent the position
// of the joints in the scene.
// This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
// WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
// from within the OdePhysicsScene.
protected internal void jointDeactivated(PhysicsJoint joint)
{
//m_log.Debug("[NINJA] SceneGraph.jointDeactivated, joint:" + joint.ObjectNameInScene);
SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
if (jointProxyObject == null)
{
jointErrorMessage(joint, "WARNING, trying to deactivate (stop interpolation of) joint proxy, but not found, name " + joint.ObjectNameInScene);
return;
}
// turn the proxy non-physical, which also stops its client-side interpolation
bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
if (wasUsingPhysics)
{
jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
}
}
// This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
// alert the user of errors by using the debug channel in the same way that scripts alert
// the user of compile errors.
// This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
// WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
// from within the OdePhysicsScene.
public void jointErrorMessage(PhysicsJoint joint, string message)
{
if (joint != null)
{
if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
return;
SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
if (jointProxyObject != null)
{
SimChat(Utils.StringToBytes("[NINJA]: " + message),
ChatTypeEnum.DebugChannel,
2147483647,
jointProxyObject.AbsolutePosition,
jointProxyObject.Name,
jointProxyObject.UUID,
false);
joint.ErrorMessageCount++;
if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
{
SimChat(Utils.StringToBytes("[NINJA]: Too many messages for this joint, suppressing further messages."),
ChatTypeEnum.DebugChannel,
2147483647,
jointProxyObject.AbsolutePosition,
jointProxyObject.Name,
jointProxyObject.UUID,
false);
}
}
else
{
// couldn't find the joint proxy object; the error message is silently suppressed
}
}
}
public Scene ConsoleScene()
{
if (MainConsole.Instance == null)
@@ -6109,40 +5955,40 @@ Environment.Exit(1);
mapModule.GenerateMaptile();
}
// public void CleanDroppedAttachments()
// {
// List<SceneObjectGroup> objectsToDelete =
// new List<SceneObjectGroup>();
//
// lock (m_cleaningAttachments)
// {
// ForEachSOG(delegate (SceneObjectGroup grp)
// {
// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
// {
// UUID agentID = grp.OwnerID;
// if (agentID == UUID.Zero)
// {
// objectsToDelete.Add(grp);
// return;
// }
//
// ScenePresence sp = GetScenePresence(agentID);
// if (sp == null)
// {
// objectsToDelete.Add(grp);
// return;
// }
// }
// });
// }
//
// foreach (SceneObjectGroup grp in objectsToDelete)
// {
// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
// DeleteSceneObject(grp, true);
// }
// }
// public void CleanDroppedAttachments()
// {
// List<SceneObjectGroup> objectsToDelete =
// new List<SceneObjectGroup>();
//
// lock (m_cleaningAttachments)
// {
// ForEachSOG(delegate (SceneObjectGroup grp)
// {
// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
// {
// UUID agentID = grp.OwnerID;
// if (agentID.IsZero())
// {
// objectsToDelete.Add(grp);
// return;
// }
//
// ScenePresence sp = GetScenePresence(agentID);
// if (sp == null)
// {
// objectsToDelete.Add(grp);
// return;
// }
// }
// });
// }
//
// foreach (SceneObjectGroup grp in objectsToDelete)
// {
// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
// DeleteSceneObject(grp, true);
// }
// }
public void ThreadAlive(int threadCode)
{

View File

@@ -2123,24 +2123,17 @@ namespace OpenSim.Region.Framework.Scenes
if (_VolumeDetectActive)
isPhantom = true;
if (IsJoint())
if ((!isPhantom || isPhysical || _VolumeDetectActive)
&& !ParentGroup.IsAttachmentCheckFull()
&& !(Shape.PathCurve == (byte)Extrusion.Flexible))
{
DoPhysicsPropertyUpdate(isPhysical, true);
AddToPhysics(isPhysical, isPhantom, building, isPhysical);
UpdatePhysicsSubscribedEvents(); // not sure if appliable here
}
else
{
if ((!isPhantom || isPhysical || _VolumeDetectActive)
&& !ParentGroup.IsAttachmentCheckFull()
&& !(Shape.PathCurve == (byte)Extrusion.Flexible))
{
AddToPhysics(isPhysical, isPhantom, building, isPhysical);
UpdatePhysicsSubscribedEvents(); // not sure if appliable here
}
else
{
PhysActor = null; // just to be sure
RemFlag(PrimFlags.CameraDecoupled);
}
PhysActor = null; // just to be sure
RemFlag(PrimFlags.CameraDecoupled);
}
}
@@ -2246,98 +2239,6 @@ namespace OpenSim.Region.Framework.Scenes
return dupe;
}
/// <summary>
/// Do a physics property update for a NINJA joint.
/// </summary>
/// <param name="UsePhysics"></param>
/// <param name="isNew"></param>
protected void DoPhysicsPropertyUpdateForNinjaJoint(bool UsePhysics, bool isNew)
{
if (UsePhysics)
{
// by turning a joint proxy object physical, we cause creation of a joint in the ODE scene.
// note that, as a special case, joints have no bodies or geoms in the physics scene, even though they are physical.
PhysicsJointType jointType;
if (IsHingeJoint())
{
jointType = PhysicsJointType.Hinge;
}
else if (IsBallJoint())
{
jointType = PhysicsJointType.Ball;
}
else
{
jointType = PhysicsJointType.Ball;
}
List<string> bodyNames = new List<string>();
string RawParams = Description;
string[] jointParams = RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
string trackedBodyName = null;
if (jointParams.Length >= 2)
{
for (int iBodyName = 0; iBodyName < 2; iBodyName++)
{
string bodyName = jointParams[iBodyName];
bodyNames.Add(bodyName);
if (bodyName != "NULL")
{
if (trackedBodyName == null)
{
trackedBodyName = bodyName;
}
}
}
}
SceneObjectPart trackedBody = ParentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
Quaternion localRotation = Quaternion.Identity;
if (trackedBody != null)
{
localRotation = Quaternion.Inverse(trackedBody.RotationOffset) * this.RotationOffset;
}
else
{
// error, output it below
}
PhysicsJoint joint;
joint = ParentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
AbsolutePosition,
this.RotationOffset,
Description,
bodyNames,
trackedBodyName,
localRotation);
if (trackedBody == null)
{
ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name);
}
}
else
{
if (isNew)
{
// if the joint proxy is new, and it is not physical, do nothing. There is no joint in ODE to
// delete, and if we try to delete it, due to asynchronous processing, the deletion request
// will get processed later at an indeterminate time, which could cancel a later-arriving
// joint creation request.
}
else
{
// here we turn off the joint object, so remove the joint from the physics scene
ParentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
// make sure client isn't interpolating the joint proxy object
Stop();
}
}
}
/// <summary>
/// Do a physics propery update for this part.
/// now also updates phantom and volume detector
@@ -2352,92 +2253,75 @@ namespace OpenSim.Region.Framework.Scenes
if (!ParentGroup.Scene.PhysicalPrims && UsePhysics)
return;
if (IsJoint())
{
DoPhysicsPropertyUpdateForNinjaJoint(UsePhysics, isNew);
}
else
{
PhysicsActor pa = PhysActor;
PhysicsActor pa = PhysActor;
if (pa != null)
if (pa != null)
{
if (UsePhysics != pa.IsPhysical)
ClampScale(UsePhysics);
if (UsePhysics != pa.IsPhysical || isNew)
{
if (UsePhysics != pa.IsPhysical)
ClampScale(UsePhysics);
if (UsePhysics != pa.IsPhysical || isNew)
if (pa.IsPhysical) // implies UsePhysics==false for this block
{
if (pa.IsPhysical) // implies UsePhysics==false for this block
if (!isNew) // implies UsePhysics==false for this block
{
if (!isNew) // implies UsePhysics==false for this block
ParentGroup.Scene.RemovePhysicalPrim(1);
Stop();
if (pa.Phantom && !VolumeDetectActive)
{
ParentGroup.Scene.RemovePhysicalPrim(1);
Stop();
if (pa.Phantom && !VolumeDetectActive)
{
RemoveFromPhysics();
return;
}
pa.IsPhysical = UsePhysics;
pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
pa.OnOutOfBounds -= PhysicsOutOfBounds;
pa.delink();
if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
// destroy all joints connected to this now deactivated body
ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
}
RemoveFromPhysics();
return;
}
}
if (pa.IsPhysical != UsePhysics)
pa.IsPhysical = UsePhysics;
if (UsePhysics)
{
if (ParentGroup.RootPart.KeyframeMotion != null)
ParentGroup.RootPart.KeyframeMotion.Stop();
ParentGroup.RootPart.KeyframeMotion = null;
ParentGroup.Scene.AddPhysicalPrim(1);
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
if (_parentID != 0 && _parentID != LocalId)
{
PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
if (parentPa != null)
{
pa.link(parentPa);
}
}
pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
pa.OnOutOfBounds -= PhysicsOutOfBounds;
pa.delink();
}
}
bool phan = ((m_flags & PrimFlags.Phantom) != 0);
if (pa.Phantom != phan)
pa.Phantom = phan;
if (pa.IsPhysical != UsePhysics)
pa.IsPhysical = UsePhysics;
// some engines dont' have this check still
// if (VolumeDetectActive != pa.IsVolumeDtc)
if (UsePhysics)
{
if (VolumeDetectActive)
pa.SetVolumeDetect(1);
else
pa.SetVolumeDetect(0);
}
if (ParentGroup.RootPart.KeyframeMotion != null)
ParentGroup.RootPart.KeyframeMotion.Stop();
ParentGroup.RootPart.KeyframeMotion = null;
ParentGroup.Scene.AddPhysicalPrim(1);
// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
// mesh data.
// if (Shape.SculptEntry)
// CheckSculptAndLoad();
// else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
if (_parentID != 0 && _parentID != LocalId)
{
PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
if (parentPa != null)
{
pa.link(parentPa);
}
}
}
}
bool phan = ((m_flags & PrimFlags.Phantom) != 0);
if (pa.Phantom != phan)
pa.Phantom = phan;
// some engines dont' have this check still
// if (VolumeDetectActive != pa.IsVolumeDtc)
{
if (VolumeDetectActive)
pa.SetVolumeDetect(1);
else
pa.SetVolumeDetect(0);
}
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
@@ -4758,53 +4642,6 @@ namespace OpenSim.Region.Framework.Scenes
SendFullUpdateToAllClients();
}
public bool IsHingeJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
string hingeString = "hingejoint";
return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString);
}
else
{
return false;
}
}
public bool IsBallJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
string ballString = "balljoint";
return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString);
}
else
{
return false;
}
}
public bool IsJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
return IsHingeJoint() || IsBallJoint();
}
else
{
return false;
}
}
public void UpdateExtraPhysics(ExtraPhysicsData physdata)
{
if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
@@ -4972,7 +4809,7 @@ namespace OpenSim.Region.Framework.Scenes
if (pa != null)
{
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
pa.SOPName = Name;
pa.SetMaterial(Material);
pa.Density = Density;

View File

@@ -1,46 +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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.PhysicsModules.SharedBase;
namespace OpenSim.Region.PhysicsModule.ODE
{
class OdePhysicsJoint : PhysicsJoint
{
public override bool IsInPhysicsEngine
{
get
{
return (jointID != IntPtr.Zero);
}
}
public IntPtr jointID;
}
}

View File

@@ -404,34 +404,8 @@ namespace OpenSim.Region.PhysicsModule.ODE
/// </remarks>
private readonly List<OdeCharacter> defects = new List<OdeCharacter>();
private bool m_NINJA_physics_joints_enabled = false;
//private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
private SafeNativeMethods.ContactGeom[] contacts;
/// <summary>
/// Lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
/// </summary>
private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>();
/// <summary>
/// can lock for longer. accessed only by OdeScene.
/// </summary>
private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>();
/// <summary>
/// can lock for longer. accessed only by OdeScene.
/// </summary>
private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>();
/// <summary>
/// lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
/// </summary>
private readonly List<string> requestedJointsToBeDeleted = new List<string>();
private Object externalJointRequestsLock = new Object();
private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
@@ -644,7 +618,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
// m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
}
@@ -1821,357 +1794,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
get { return m_timeDilation; }
}
public override bool SupportsNINJAJoints
{
get { return m_NINJA_physics_joints_enabled; }
}
// internal utility function: must be called within a lock (OdeLock)
private void InternalAddActiveJoint(PhysicsJoint joint)
{
activeJoints.Add(joint);
SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
}
// internal utility function: must be called within a lock (OdeLock)
private void InternalAddPendingJoint(OdePhysicsJoint joint)
{
pendingJoints.Add(joint);
SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
}
// internal utility function: must be called within a lock (OdeLock)
private void InternalRemovePendingJoint(PhysicsJoint joint)
{
pendingJoints.Remove(joint);
SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
}
// internal utility function: must be called within a lock (OdeLock)
private void InternalRemoveActiveJoint(PhysicsJoint joint)
{
activeJoints.Remove(joint);
SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
}
public override void DumpJointInfo()
{
string hdr = "[NINJA] JOINTINFO: ";
foreach (PhysicsJoint j in pendingJoints)
{
m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
}
m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
foreach (string jointName in SOPName_to_pendingJoint.Keys)
{
m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
}
m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
foreach (PhysicsJoint j in activeJoints)
{
m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
}
m_log.Debug(hdr + activeJoints.Count + " total active joints");
foreach (string jointName in SOPName_to_activeJoint.Keys)
{
m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
}
m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
m_log.Debug(hdr + " Per-body joint connectivity information follows.");
m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
foreach (string actorName in joints_connecting_actor.Keys)
{
m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
foreach (PhysicsJoint j in joints_connecting_actor[actorName])
{
m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
}
m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
}
}
public override void RequestJointDeletion(string ObjectNameInScene)
{
lock (externalJointRequestsLock)
{
if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
{
requestedJointsToBeDeleted.Add(ObjectNameInScene);
}
}
}
private void DeleteRequestedJoints()
{
List<string> myRequestedJointsToBeDeleted;
lock (externalJointRequestsLock)
{
// make a local copy of the shared list for processing (threading issues)
myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
}
foreach (string jointName in myRequestedJointsToBeDeleted)
{
lock (OdeLock)
{
//m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
{
OdePhysicsJoint joint = null;
if (SOPName_to_activeJoint.ContainsKey(jointName))
{
joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
InternalRemoveActiveJoint(joint);
}
else if (SOPName_to_pendingJoint.ContainsKey(jointName))
{
joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
InternalRemovePendingJoint(joint);
}
if (joint != null)
{
//m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
for (int iBodyName = 0; iBodyName < 2; iBodyName++)
{
string bodyName = joint.BodyNames[iBodyName];
if (bodyName != "NULL")
{
joints_connecting_actor[bodyName].Remove(joint);
if (joints_connecting_actor[bodyName].Count == 0)
{
joints_connecting_actor.Remove(bodyName);
}
}
}
DoJointDeactivated(joint);
if (joint.jointID != IntPtr.Zero)
{
SafeNativeMethods.JointDestroy(joint.jointID);
joint.jointID = IntPtr.Zero;
//DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
}
else
{
//m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
}
}
else
{
// DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
}
}
else
{
// DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
}
}
}
// remove processed joints from the shared list
lock (externalJointRequestsLock)
{
foreach (string jointName in myRequestedJointsToBeDeleted)
{
requestedJointsToBeDeleted.Remove(jointName);
}
}
}
// for pending joints we don't know if their associated bodies exist yet or not.
// the joint is actually created during processing of the taints
private void CreateRequestedJoints()
{
List<PhysicsJoint> myRequestedJointsToBeCreated;
lock (externalJointRequestsLock)
{
// make a local copy of the shared list for processing (threading issues)
myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
}
foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
{
lock (OdeLock)
{
if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
{
DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
continue;
}
if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
{
DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
continue;
}
InternalAddPendingJoint(joint as OdePhysicsJoint);
if (joint.BodyNames.Count >= 2)
{
for (int iBodyName = 0; iBodyName < 2; iBodyName++)
{
string bodyName = joint.BodyNames[iBodyName];
if (bodyName != "NULL")
{
if (!joints_connecting_actor.ContainsKey(bodyName))
{
joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
}
joints_connecting_actor[bodyName].Add(joint);
}
}
}
}
}
// remove processed joints from shared list
lock (externalJointRequestsLock)
{
foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
{
requestedJointsToBeCreated.Remove(joint);
}
}
}
/// <summary>
/// Add a request for joint creation.
/// </summary>
/// <remarks>
/// this joint will just be added to a waiting list that is NOT processed during the main
/// Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
/// </remarks>
/// <param name="objectNameInScene"></param>
/// <param name="jointType"></param>
/// <param name="position"></param>
/// <param name="rotation"></param>
/// <param name="parms"></param>
/// <param name="bodyNames"></param>
/// <param name="trackedBodyName"></param>
/// <param name="localRotation"></param>
/// <returns></returns>
public override PhysicsJoint RequestJointCreation(
string objectNameInScene, PhysicsJointType jointType, Vector3 position,
Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
{
OdePhysicsJoint joint = new OdePhysicsJoint();
joint.ObjectNameInScene = objectNameInScene;
joint.Type = jointType;
joint.Position = position;
joint.Rotation = rotation;
joint.RawParams = parms;
joint.BodyNames = new List<string>(bodyNames);
joint.TrackedBodyName = trackedBodyName;
joint.LocalRotation = localRotation;
joint.jointID = IntPtr.Zero;
joint.ErrorMessageCount = 0;
lock (externalJointRequestsLock)
{
if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
{
requestedJointsToBeCreated.Add(joint);
}
}
return joint;
}
private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
{
//m_log.Debug("RemoveAllJointsConnectedToActor: start");
if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
{
List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
//TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
{
jointsToRemove.Add(j);
}
foreach (PhysicsJoint j in jointsToRemove)
{
//m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
RequestJointDeletion(j.ObjectNameInScene);
//m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
}
}
}
public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
{
//m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
lock (OdeLock)
{
//m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
RemoveAllJointsConnectedToActor(actor);
}
}
// normally called from within OnJointMoved, which is called from within a lock (OdeLock)
public override Vector3 GetJointAnchor(PhysicsJoint joint)
{
Debug.Assert(joint.IsInPhysicsEngine);
SafeNativeMethods.Vector3 pos = new SafeNativeMethods.Vector3();
if (!(joint is OdePhysicsJoint))
{
DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
}
else
{
OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
switch (odeJoint.Type)
{
case PhysicsJointType.Ball:
SafeNativeMethods.JointGetBallAnchor(odeJoint.jointID, out pos);
break;
case PhysicsJointType.Hinge:
SafeNativeMethods.JointGetHingeAnchor(odeJoint.jointID, out pos);
break;
}
}
return new Vector3(pos.X, pos.Y, pos.Z);
}
/// <summary>
/// Get joint axis.
/// </summary>
/// <remarks>
/// normally called from within OnJointMoved, which is called from within a lock (OdeLock)
/// WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
/// appears to be unreliable. Fortunately we can compute the joint axis ourselves by
/// keeping track of the joint's original orientation relative to one of the involved bodies.
/// </remarks>
/// <param name="joint"></param>
/// <returns></returns>
public override Vector3 GetJointAxis(PhysicsJoint joint)
{
Debug.Assert(joint.IsInPhysicsEngine);
SafeNativeMethods.Vector3 axis = new SafeNativeMethods.Vector3();
if (!(joint is OdePhysicsJoint))
{
DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
}
else
{
OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
switch (odeJoint.Type)
{
case PhysicsJointType.Ball:
DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
break;
case PhysicsJointType.Hinge:
SafeNativeMethods.JointGetHingeAxis(odeJoint.jointID, out axis);
break;
}
}
return new Vector3(axis.X, axis.Y, axis.Z);
}
/// <summary>
/// Stop this prim being subject to physics
/// </summary>
@@ -2240,10 +1862,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
lock (_prims)
_prims.Remove(prim);
if (SupportsNINJAJoints)
RemoveAllJointsConnectedToActorThreadLocked(prim);
}
}
}
@@ -2709,13 +2327,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
m_collisionEventActorsChanges.Clear();
}
if (SupportsNINJAJoints)
{
DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
}
lock (OdeLock)
{
SafeNativeMethods.AllocateODEDataForThread(~0U);
@@ -2766,9 +2377,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
//Watchdog.UpdateThread();
}
if (SupportsNINJAJoints)
SimulatePendingNINJAJoints();
_taintedPrims.Clear();
}
@@ -2926,9 +2534,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
if (prim.IsPhysical && (SafeNativeMethods.BodyIsEnabled(prim.Body) || !prim._zeroFlag))
{
prim.UpdatePositionAndVelocity();
if (SupportsNINJAJoints)
SimulateActorPendingJoints(prim);
}
}
@@ -2983,229 +2588,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
return fps;
}
/// <summary>
/// Simulate pending NINJA joints.
/// </summary>
/// <remarks>
/// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else.
/// </remarks>
private void SimulatePendingNINJAJoints()
{
// Create pending joints, if possible
// joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
// a joint requires specifying the body id of both involved bodies
if (pendingJoints.Count > 0)
{
List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
//DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
foreach (PhysicsJoint joint in pendingJoints)
{
//DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
List<IntPtr> jointBodies = new List<IntPtr>();
bool allJointBodiesAreReady = true;
foreach (string jointParam in jointParams)
{
if (jointParam == "NULL")
{
//DoJointErrorMessage(joint, "attaching NULL joint to world");
jointBodies.Add(IntPtr.Zero);
}
else
{
//DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
bool foundPrim = false;
lock (_prims)
{
foreach (OdePrim prim in _prims) // FIXME: inefficient
{
if (prim.SOPName == jointParam)
{
//DoJointErrorMessage(joint, "found for prim name: " + jointParam);
if (prim.IsPhysical && prim.Body != IntPtr.Zero)
{
jointBodies.Add(prim.Body);
foundPrim = true;
break;
}
else
{
DoJointErrorMessage(joint, "prim name " + jointParam +
" exists but is not (yet) physical; deferring joint creation. " +
"IsPhysical property is " + prim.IsPhysical +
" and body is " + prim.Body);
foundPrim = false;
break;
}
}
}
}
if (foundPrim)
{
// all is fine
}
else
{
allJointBodiesAreReady = false;
break;
}
}
}
if (allJointBodiesAreReady)
{
//DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
if (jointBodies[0] == jointBodies[1])
{
DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
}
else
{
switch (joint.Type)
{
case PhysicsJointType.Ball:
{
IntPtr odeJoint;
//DoJointErrorMessage(joint, "ODE creating ball joint ");
odeJoint = SafeNativeMethods.JointCreateBall(world, IntPtr.Zero);
//DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
SafeNativeMethods.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
//DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
SafeNativeMethods.JointSetBallAnchor(odeJoint,
joint.Position.X,
joint.Position.Y,
joint.Position.Z);
//DoJointErrorMessage(joint, "ODE joint setting OK");
//DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
//DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
//DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
//DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
if (joint is OdePhysicsJoint)
{
((OdePhysicsJoint)joint).jointID = odeJoint;
}
else
{
DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
}
}
break;
case PhysicsJointType.Hinge:
{
IntPtr odeJoint;
//DoJointErrorMessage(joint, "ODE creating hinge joint ");
odeJoint = SafeNativeMethods.JointCreateHinge(world, IntPtr.Zero);
//DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
SafeNativeMethods.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
//DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
SafeNativeMethods.JointSetHingeAnchor(odeJoint,
joint.Position.X,
joint.Position.Y,
joint.Position.Z);
// We use the orientation of the x-axis of the joint's coordinate frame
// as the axis for the hinge.
// Therefore, we must get the joint's coordinate frame based on the
// joint.Rotation field, which originates from the orientation of the
// joint's proxy object in the scene.
// The joint's coordinate frame is defined as the transformation matrix
// that converts a vector from joint-local coordinates into world coordinates.
// World coordinates are defined as the XYZ coordinate system of the sim,
// as shown in the top status-bar of the viewer.
// Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
// and use that as the hinge axis.
//joint.Rotation.Normalize();
Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
// Now extract the X axis of the joint's coordinate frame.
// Do not try to use proxyFrame.AtAxis or you will become mired in the
// tar pit of transposed, inverted, and generally messed-up orientations.
// (In other words, Matrix4.AtAxis() is borked.)
// Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
// Instead, compute the X axis of the coordinate frame by transforming
// the (1,0,0) vector. At least that works.
//m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
//m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
//DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
SafeNativeMethods.JointSetHingeAxis(odeJoint,
jointAxis.X,
jointAxis.Y,
jointAxis.Z);
//d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
if (joint is OdePhysicsJoint)
{
((OdePhysicsJoint)joint).jointID = odeJoint;
}
else
{
DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
}
}
break;
}
successfullyProcessedPendingJoints.Add(joint);
}
}
else
{
DoJointErrorMessage(joint, "joint could not yet be created; still pending");
}
}
foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
{
//DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
//DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
InternalRemovePendingJoint(successfullyProcessedJoint);
//DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
InternalAddActiveJoint(successfullyProcessedJoint);
//DoJointErrorMessage(successfullyProcessedJoint, "done");
}
}
}
/// <summary>
/// Simulate the joint proxies of a NINJA actor.
/// </summary>
/// <remarks>
/// Called as part of the Simulate() loop if NINJA physics is active. Must only be called from there.
/// </remarks>
/// <param name="actor"></param>
private void SimulateActorPendingJoints(OdePrim actor)
{
// If an actor moved, move its joint proxy objects as well.
// There seems to be an event PhysicsActor.OnPositionUpdate that could be used
// for this purpose but it is never called! So we just do the joint
// movement code here.
if (actor.SOPName != null &&
joints_connecting_actor.ContainsKey(actor.SOPName) &&
joints_connecting_actor[actor.SOPName] != null &&
joints_connecting_actor[actor.SOPName].Count > 0)
{
foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
{
if (affectedJoint.IsInPhysicsEngine)
{
DoJointMoved(affectedJoint);
}
else
{
DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
}
}
}
}
public override void SetTerrain(float[] heightMap)
{
if (m_worldOffset != Vector3.Zero && m_parentScene != null)

View File

@@ -228,69 +228,8 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
get { return 1.0f; }
}
public virtual bool SupportsNINJAJoints
{
get { return false; }
}
public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
{ return null; }
public virtual void RequestJointDeletion(string objectNameInScene)
{ return; }
public virtual void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
{ return; }
public virtual void DumpJointInfo()
{ return; }
public event JointMoved OnJointMoved;
protected virtual void DoJointMoved(PhysicsJoint joint)
{
// We need this to allow subclasses (but not other classes) to invoke the event; C# does
// not allow subclasses to invoke the parent class event.
if (OnJointMoved != null)
{
OnJointMoved(joint);
}
}
public event JointDeactivated OnJointDeactivated;
protected virtual void DoJointDeactivated(PhysicsJoint joint)
{
// We need this to allow subclasses (but not other classes) to invoke the event; C# does
// not allow subclasses to invoke the parent class event.
if (OnJointDeactivated != null)
{
OnJointDeactivated(joint);
}
}
public event JointErrorMessage OnJointErrorMessage;
protected virtual void DoJointErrorMessage(PhysicsJoint joint, string message)
{
// We need this to allow subclasses (but not other classes) to invoke the event; C# does
// not allow subclasses to invoke the parent class event.
if (OnJointErrorMessage != null)
{
OnJointErrorMessage(joint, message);
}
}
public virtual Vector3 GetJointAnchor(PhysicsJoint joint)
{ return Vector3.Zero; }
public virtual Vector3 GetJointAxis(PhysicsJoint joint)
{ return Vector3.Zero; }
public abstract void AddPhysicsActorTaint(PhysicsActor prim);
public virtual void ProcessPreSimulation() { }
/// <summary>

View File

@@ -487,7 +487,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if ((functionControl & AllowedControlFlags.PARCEL_OWNER) != 0)
{
ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
if (land.LandData.OwnerID == ownerID)
if (land.LandData.OwnerID.Equals(ownerID))
{
return String.Empty;
}
@@ -507,7 +507,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if ((functionControl & AllowedControlFlags.ESTATE_MANAGER) != 0)
{
//Only Estate Managers may use the function
if (World.RegionInfo.EstateSettings.IsEstateManagerOrOwner(ownerID) && World.RegionInfo.EstateSettings.EstateOwner != ownerID)
if (World.RegionInfo.EstateSettings.IsEstateManagerOrOwner(ownerID) && World.RegionInfo.EstateSettings.EstateOwner.NotEqual(ownerID))
{
return String.Empty;
}
@@ -516,7 +516,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
//Only regionowners may use the function
if ((functionControl & AllowedControlFlags.ESTATE_OWNER) != 0)
{
if (World.RegionInfo.EstateSettings.EstateOwner == ownerID)
if (World.RegionInfo.EstateSettings.EstateOwner.Equals(ownerID))
{
return String.Empty;
}
@@ -559,7 +559,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
String.Format("{0} permission denied. Script creator is not in the list of users allowed to execute this function and prim owner also has no permission.",
function));
if (m_item.CreatorID != ownerID)
if (m_item.CreatorID.NotEqual(ownerID))
{
if ((m_item.CurrentPermissions & (uint)PermissionMask.Modify) != 0)
return String.Format("{0} permission denied. Script creator is not prim owner.", function);
@@ -956,10 +956,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
UUID hostOwner = m_host.OwnerID;
if(hostOwner == agentId)
if(hostOwner.Equals(agentId))
return true;
if (m_item.PermsGranter == agentId)
if (m_item.PermsGranter.Equals(agentId))
{
if ((m_item.PermsMask & ScriptBaseClass.PERMISSION_TELEPORT) != 0)
return true;
@@ -973,7 +973,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if(landdata == null)
return true;
if(landdata.OwnerID == hostOwner)
if(landdata.OwnerID.Equals(hostOwner))
return true;
EstateSettings es = World.RegionInfo.EstateSettings;
@@ -987,7 +987,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if(landGroup.IsZero())
return false;
if(landGroup == m_host.GroupID)
if(landGroup.Equals(m_host.GroupID))
return true;
return false;
@@ -1868,7 +1868,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
break;
case ScriptBaseClass.PARCEL_DETAILS_GROUP:
if(m_host.OwnerID == newLand.OwnerID || es == null || es.IsEstateManagerOrOwner(m_host.OwnerID))
if(m_host.OwnerID.Equals(newLand.OwnerID) || es == null || es.IsEstateManagerOrOwner(m_host.OwnerID))
{
if (UUID.TryParse(arg, out uuid))
{
@@ -1962,7 +1962,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (avatar == null || avatar.IsDeleted || avatar.IsInTransit)
return;
if(changedSeeAvs && avatar.currentParcelUUID == parcelID )
if(changedSeeAvs && avatar.currentParcelUUID.Equals(parcelID))
avatar.currentParcelUUID = parcelID; // force parcel flags review
if(avatar.ControllingClient == null)
@@ -2199,14 +2199,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return;
// harakiri check
if(sceneOG.UUID == m_host.ParentGroup.UUID)
if(sceneOG.UUID.Equals(m_host.ParentGroup.UUID))
{
m_LSL_Api.llDie();
return;
}
// restrict to objects rezzed by host
if(sceneOG.RezzerID == m_host.ParentGroup.UUID)
if(sceneOG.RezzerID.Equals(m_host.ParentGroup.UUID))
World.DeleteSceneObject(sceneOG, false);
}
@@ -2544,9 +2544,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (uInfo != null)
{
if (Util.ParseUniversalUserIdentifier(uInfo.UserID, out UUID userUUID,
out string gridURL, out string firstName,
out string lastName, out string tmp))
if (Util.ParseFullUniversalUserIdentifier(uInfo.UserID, out UUID userUUID,
out string gridURL, out string firstName, out string lastName))
{
string grid = new Uri(gridURL).Authority;
return firstName + "." + lastName + " @" + grid;
@@ -4949,7 +4948,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return true;
UUID hostOwner = m_host.OwnerID;
if(landdata.OwnerID == hostOwner)
if(landdata.OwnerID.Equals(hostOwner))
return true;
EstateSettings es = World.RegionInfo.EstateSettings;
@@ -4963,7 +4962,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if(landGroup.IsZero())
return false;
if(landGroup == m_host.GroupID)
if(landGroup.Equals(m_host.GroupID))
return true;
return false;
@@ -4999,7 +4998,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if(sog== null || sog.IsDeleted || sog.inTransit)
return -1;
if(sog.OwnerID != m_host.OwnerID)
if(sog.OwnerID.NotEqual(m_host.OwnerID))
{
Vector3 pos = sog.AbsolutePosition;
if(!checkAllowObjectTPbyLandOwner(pos))
@@ -5675,7 +5674,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
foreach(TaskInventoryItem script in scripts)
{
if(script.ItemID == me)
if(script.ItemID.Equals(me))
continue;
m_ScriptEngine.ResetScript(script.ItemID);
}

View File

@@ -224,7 +224,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
List<string> toremove = new List<string>(DataserverRequests.Count);
foreach (DataserverRequest ds in DataserverRequests.Values)
{
if (ds.itemID == itemID)
if (ds.itemID.Equals(itemID))
toremove.Add(ds.handle);
}
foreach (string s in toremove)

View File

@@ -166,7 +166,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
foreach (TimerInfo ts in tvals)
{
if (ts.itemID == itemID)
if (ts.itemID.Equals(itemID))
{
data.Add(ts.interval);
data.Add(ts.next-DateTime.Now.Ticks);

View File

@@ -429,7 +429,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
}
else
{
if (ent.Velocity.Equals(ZeroVector))
if (ent.Velocity.IsZero())
{
objtype |= PASSIVE; // Passive non-moving
}
@@ -560,7 +560,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
// if the object the script is in is attached and the avatar is the owner
// then this one is not wanted
if (attached && presence.UUID == SensePoint.OwnerID)
if (attached && presence.UUID.Equals(SensePoint.OwnerID))
return;
toRegionPos = presence.AbsolutePosition;