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authorJohn Hurliman2009-10-29 01:46:58 -0700
committerJohn Hurliman2009-10-29 01:46:58 -0700
commit713287707595061d7ce343db73edf3462d2d29fc (patch)
treea70f73db1603cf233893645293ca0a0ca715c4cb /OpenSim/Region/Framework/Scenes
parentSmall performance tweaks to code called by the heartbeat loop (diff)
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* Log progress messages when loading OAR files with a lot of assets
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs20
2 files changed, 13 insertions, 9 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index cf1c394..3d41666 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1817,7 +1817,7 @@ if (m_shape != null) {
1817 } 1817 }
1818 1818
1819 CollisionEventUpdate a = (CollisionEventUpdate)e; 1819 CollisionEventUpdate a = (CollisionEventUpdate)e;
1820 Dictionary<uint, float> collissionswith = a.m_objCollisionList; 1820 Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
1821 List<uint> thisHitColliders = new List<uint>(); 1821 List<uint> thisHitColliders = new List<uint>();
1822 List<uint> endedColliders = new List<uint>(); 1822 List<uint> endedColliders = new List<uint>();
1823 List<uint> startedColliders = new List<uint>(); 1823 List<uint> startedColliders = new List<uint>();
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1ea4585..91044be 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2367,9 +2367,11 @@ namespace OpenSim.Region.Framework.Scenes
2367 2367
2368 if (m_isChildAgent == false) 2368 if (m_isChildAgent == false)
2369 { 2369 {
2370 Vector3 velocity = m_physicsActor.Velocity;
2371
2370 // Throw away duplicate or insignificant updates 2372 // Throw away duplicate or insignificant updates
2371 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || 2373 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2372 !m_velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 2374 !velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2373 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 2375 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2374 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2376 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2375 { 2377 {
@@ -2378,7 +2380,7 @@ namespace OpenSim.Region.Framework.Scenes
2378 // Update the "last" values 2380 // Update the "last" values
2379 m_lastPosition = m_pos; 2381 m_lastPosition = m_pos;
2380 m_lastRotation = m_bodyRot; 2382 m_lastRotation = m_bodyRot;
2381 m_lastVelocity = m_velocity; 2383 m_lastVelocity = velocity;
2382 m_lastTerseSent = Environment.TickCount; 2384 m_lastTerseSent = Environment.TickCount;
2383 } 2385 }
2384 2386
@@ -2411,7 +2413,7 @@ namespace OpenSim.Region.Framework.Scenes
2411 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); 2413 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
2412 2414
2413 remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 2415 remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
2414 pos, m_velocity, Vector3.Zero, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(remoteClient))); 2416 pos, m_physicsActor.Velocity, Vector3.Zero, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(remoteClient)));
2415 2417
2416 m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); 2418 m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
2417 m_scene.StatsReporter.AddAgentUpdates(1); 2419 m_scene.StatsReporter.AddAgentUpdates(1);
@@ -3355,15 +3357,17 @@ namespace OpenSim.Region.Framework.Scenes
3355 // as of this comment the interval is set in AddToPhysicalScene 3357 // as of this comment the interval is set in AddToPhysicalScene
3356 UpdateMovementAnimations(); 3358 UpdateMovementAnimations();
3357 3359
3360 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3361 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3362
3358 if (m_invulnerable) 3363 if (m_invulnerable)
3359 return; 3364 return;
3360 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3365
3361 Dictionary<uint, float> coldata = collisionData.m_objCollisionList;
3362 float starthealth = Health; 3366 float starthealth = Health;
3363 uint killerObj = 0; 3367 uint killerObj = 0;
3364 foreach (uint localid in coldata.Keys) 3368 foreach (uint localid in coldata.Keys)
3365 { 3369 {
3366 if (coldata[localid] <= 0.10f || m_invulnerable) 3370 if (coldata[localid].PenetrationDepth <= 0.10f || m_invulnerable)
3367 continue; 3371 continue;
3368 //if (localid == 0) 3372 //if (localid == 0)
3369 //continue; 3373 //continue;
@@ -3373,9 +3377,9 @@ namespace OpenSim.Region.Framework.Scenes
3373 if (part != null && part.ParentGroup.Damage != -1.0f) 3377 if (part != null && part.ParentGroup.Damage != -1.0f)
3374 Health -= part.ParentGroup.Damage; 3378 Health -= part.ParentGroup.Damage;
3375 else 3379 else
3376 Health -= coldata[localid] * 5; 3380 Health -= coldata[localid].PenetrationDepth * 5.0f;
3377 3381
3378 if (Health <= 0) 3382 if (Health <= 0.0f)
3379 { 3383 {
3380 if (localid != 0) 3384 if (localid != 0)
3381 killerObj = localid; 3385 killerObj = localid;