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author | Teravus Ovares | 2008-10-17 05:09:23 +0000 |
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committer | Teravus Ovares | 2008-10-17 05:09:23 +0000 |
commit | a6df2011f7d749b88669f9f6b37e3ddc54f23c06 (patch) | |
tree | c52301a946281512f1b78a866741fd66f769b76a | |
parent | Update svn properties, minor formatting cleanup. (diff) | |
download | opensim-SC-a6df2011f7d749b88669f9f6b37e3ddc54f23c06.zip opensim-SC-a6df2011f7d749b88669f9f6b37e3ddc54f23c06.tar.gz opensim-SC-a6df2011f7d749b88669f9f6b37e3ddc54f23c06.tar.bz2 opensim-SC-a6df2011f7d749b88669f9f6b37e3ddc54f23c06.tar.xz |
* Adds a lot of stability and performance to the physics engine. The avatar bounces less and things are a bit less explosive.
* Additionally, you can probably get more physical prim now together.. though, I think this puts us back on par with where we were in the beginning of the year on number of physical objects. Experiment. Make videos. Send Feedback. Enjoy.
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 87 |
1 files changed, 86 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 2108c35..1dcec12 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -205,6 +205,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
205 | private List<OdePrim> _prims = new List<OdePrim>(); | 205 | private List<OdePrim> _prims = new List<OdePrim>(); |
206 | private List<OdePrim> _activeprims = new List<OdePrim>(); | 206 | private List<OdePrim> _activeprims = new List<OdePrim>(); |
207 | private List<OdePrim> _taintedPrim = new List<OdePrim>(); | 207 | private List<OdePrim> _taintedPrim = new List<OdePrim>(); |
208 | private List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); | ||
208 | private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); | 209 | private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); |
209 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | 210 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); |
210 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | 211 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); |
@@ -574,12 +575,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
574 | 575 | ||
575 | for (int i = 0; i < count; i++) | 576 | for (int i = 0; i < count; i++) |
576 | { | 577 | { |
578 | if (checkDupe(contacts[i],p2.PhysicsActorType)) | ||
579 | { | ||
580 | continue; | ||
581 | } | ||
582 | |||
577 | max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth; | 583 | max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth; |
578 | //m_log.Warn("[CCOUNT]: " + count); | 584 | //m_log.Warn("[CCOUNT]: " + count); |
579 | IntPtr joint; | 585 | IntPtr joint; |
580 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. | 586 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. |
581 | // allows us to have different settings | 587 | // allows us to have different settings |
582 | 588 | ||
583 | // We only need to test p2 for 'jump crouch purposes' | 589 | // We only need to test p2 for 'jump crouch purposes' |
584 | p2.IsColliding = true; | 590 | p2.IsColliding = true; |
585 | 591 | ||
@@ -764,12 +770,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
764 | { | 770 | { |
765 | // Use the movement terrain contact | 771 | // Use the movement terrain contact |
766 | AvatarMovementTerrainContact.geom = contacts[i]; | 772 | AvatarMovementTerrainContact.geom = contacts[i]; |
773 | |||
774 | _perloopContact.Add(contacts[i]); | ||
775 | |||
767 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); | 776 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); |
768 | } | 777 | } |
769 | else | 778 | else |
770 | { | 779 | { |
771 | // Use the non moving terrain contact | 780 | // Use the non moving terrain contact |
772 | TerrainContact.geom = contacts[i]; | 781 | TerrainContact.geom = contacts[i]; |
782 | _perloopContact.Add(contacts[i]); | ||
773 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); | 783 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); |
774 | } | 784 | } |
775 | } | 785 | } |
@@ -792,6 +802,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
792 | } | 802 | } |
793 | WaterContact.geom = contacts[i]; | 803 | WaterContact.geom = contacts[i]; |
794 | 804 | ||
805 | _perloopContact.Add(contacts[i]); | ||
806 | |||
795 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); | 807 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); |
796 | 808 | ||
797 | //m_log.Info("[PHYSICS]: Prim Water Contact" + contacts[i].depth); | 809 | //m_log.Info("[PHYSICS]: Prim Water Contact" + contacts[i].depth); |
@@ -806,12 +818,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
806 | { | 818 | { |
807 | // Use the Movement prim contact | 819 | // Use the Movement prim contact |
808 | AvatarMovementprimContact.geom = contacts[i]; | 820 | AvatarMovementprimContact.geom = contacts[i]; |
821 | _perloopContact.Add(contacts[i]); | ||
809 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); | 822 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); |
810 | } | 823 | } |
811 | else | 824 | else |
812 | { | 825 | { |
813 | // Use the non movement contact | 826 | // Use the non movement contact |
814 | contact.geom = contacts[i]; | 827 | contact.geom = contacts[i]; |
828 | _perloopContact.Add(contacts[i]); | ||
815 | joint = d.JointCreateContact(world, contactgroup, ref contact); | 829 | joint = d.JointCreateContact(world, contactgroup, ref contact); |
816 | } | 830 | } |
817 | } | 831 | } |
@@ -832,6 +846,73 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
832 | } | 846 | } |
833 | } | 847 | } |
834 | 848 | ||
849 | private bool checkDupe(d.ContactGeom contactGeom, int atype) | ||
850 | { | ||
851 | bool result = false; | ||
852 | //return result; | ||
853 | ActorTypes at = (ActorTypes)atype; | ||
854 | lock (_perloopContact) | ||
855 | { | ||
856 | foreach (d.ContactGeom contact in _perloopContact) | ||
857 | { | ||
858 | //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2)) | ||
859 | //{ | ||
860 | // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2) | ||
861 | if (at == ActorTypes.Agent) | ||
862 | { | ||
863 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | ||
864 | { | ||
865 | |||
866 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f) | ||
867 | { | ||
868 | //contactGeom.depth *= .00005f; | ||
869 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
870 | // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
871 | result = true; | ||
872 | break; | ||
873 | } | ||
874 | else | ||
875 | { | ||
876 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
877 | } | ||
878 | } | ||
879 | else | ||
880 | { | ||
881 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
882 | //int i = 0; | ||
883 | } | ||
884 | } | ||
885 | else if (at == ActorTypes.Prim) | ||
886 | { | ||
887 | //d.AABB aabb1 = new d.AABB(); | ||
888 | //d.AABB aabb2 = new d.AABB(); | ||
889 | |||
890 | //d.GeomGetAABB(contactGeom.g2, out aabb2); | ||
891 | //d.GeomGetAABB(contactGeom.g1, out aabb1); | ||
892 | //aabb1. | ||
893 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | ||
894 | { | ||
895 | if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z) | ||
896 | { | ||
897 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f) | ||
898 | { | ||
899 | result = true; | ||
900 | break; | ||
901 | } | ||
902 | } | ||
903 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
904 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
905 | } | ||
906 | |||
907 | } | ||
908 | |||
909 | //} | ||
910 | |||
911 | } | ||
912 | } | ||
913 | return result; | ||
914 | } | ||
915 | |||
835 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth) | 916 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth) |
836 | { | 917 | { |
837 | // obj1LocalID = 0; | 918 | // obj1LocalID = 0; |
@@ -1012,6 +1093,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1012 | /// <param name="timeStep"></param> | 1093 | /// <param name="timeStep"></param> |
1013 | private void collision_optimized(float timeStep) | 1094 | private void collision_optimized(float timeStep) |
1014 | { | 1095 | { |
1096 | _perloopContact.Clear(); | ||
1097 | |||
1015 | foreach (OdeCharacter chr in _characters) | 1098 | foreach (OdeCharacter chr in _characters) |
1016 | { | 1099 | { |
1017 | // Reset the collision values to false | 1100 | // Reset the collision values to false |
@@ -1082,6 +1165,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1082 | } | 1165 | } |
1083 | } | 1166 | } |
1084 | } | 1167 | } |
1168 | |||
1169 | _perloopContact.Clear(); | ||
1085 | } | 1170 | } |
1086 | 1171 | ||
1087 | #endregion | 1172 | #endregion |