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author | John Hurliman | 2009-10-29 01:46:58 -0700 |
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committer | John Hurliman | 2009-10-29 01:46:58 -0700 |
commit | 713287707595061d7ce343db73edf3462d2d29fc (patch) | |
tree | a70f73db1603cf233893645293ca0a0ca715c4cb /OpenSim/Region/Physics/Manager | |
parent | Small performance tweaks to code called by the heartbeat loop (diff) | |
download | opensim-SC-713287707595061d7ce343db73edf3462d2d29fc.zip opensim-SC-713287707595061d7ce343db73edf3462d2d29fc.tar.gz opensim-SC-713287707595061d7ce343db73edf3462d2d29fc.tar.bz2 opensim-SC-713287707595061d7ce343db73edf3462d2d29fc.tar.xz |
* 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/Physics/Manager')
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsActor.cs | 29 |
1 files changed, 21 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 6bfdff2..f58129d 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs | |||
@@ -52,6 +52,20 @@ namespace OpenSim.Region.Physics.Manager | |||
52 | , Absolute | 52 | , Absolute |
53 | } | 53 | } |
54 | 54 | ||
55 | public struct ContactPoint | ||
56 | { | ||
57 | public Vector3 Position; | ||
58 | public Vector3 SurfaceNormal; | ||
59 | public float PenetrationDepth; | ||
60 | |||
61 | public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth) | ||
62 | { | ||
63 | Position = position; | ||
64 | SurfaceNormal = surfaceNormal; | ||
65 | PenetrationDepth = penetrationDepth; | ||
66 | } | ||
67 | } | ||
68 | |||
55 | public class CollisionEventUpdate : EventArgs | 69 | public class CollisionEventUpdate : EventArgs |
56 | { | 70 | { |
57 | // Raising the event on the object, so don't need to provide location.. further up the tree knows that info. | 71 | // Raising the event on the object, so don't need to provide location.. further up the tree knows that info. |
@@ -59,9 +73,9 @@ namespace OpenSim.Region.Physics.Manager | |||
59 | public int m_colliderType; | 73 | public int m_colliderType; |
60 | public int m_GenericStartEnd; | 74 | public int m_GenericStartEnd; |
61 | //public uint m_LocalID; | 75 | //public uint m_LocalID; |
62 | public Dictionary<uint,float> m_objCollisionList = new Dictionary<uint,float>(); | 76 | public Dictionary<uint, ContactPoint> m_objCollisionList = new Dictionary<uint, ContactPoint>(); |
63 | 77 | ||
64 | public CollisionEventUpdate(uint localID, int colliderType, int GenericStartEnd, Dictionary<uint, float> objCollisionList) | 78 | public CollisionEventUpdate(uint localID, int colliderType, int GenericStartEnd, Dictionary<uint, ContactPoint> objCollisionList) |
65 | { | 79 | { |
66 | m_colliderType = colliderType; | 80 | m_colliderType = colliderType; |
67 | m_GenericStartEnd = GenericStartEnd; | 81 | m_GenericStartEnd = GenericStartEnd; |
@@ -72,8 +86,7 @@ namespace OpenSim.Region.Physics.Manager | |||
72 | { | 86 | { |
73 | m_colliderType = (int) ActorTypes.Unknown; | 87 | m_colliderType = (int) ActorTypes.Unknown; |
74 | m_GenericStartEnd = 1; | 88 | m_GenericStartEnd = 1; |
75 | // m_objCollisionList = null; | 89 | m_objCollisionList = new Dictionary<uint, ContactPoint>(); |
76 | m_objCollisionList = new Dictionary<uint, float>(); | ||
77 | } | 90 | } |
78 | 91 | ||
79 | public int collidertype | 92 | public int collidertype |
@@ -88,16 +101,16 @@ namespace OpenSim.Region.Physics.Manager | |||
88 | set { m_GenericStartEnd = value; } | 101 | set { m_GenericStartEnd = value; } |
89 | } | 102 | } |
90 | 103 | ||
91 | public void addCollider(uint localID, float depth) | 104 | public void addCollider(uint localID, ContactPoint contact) |
92 | { | 105 | { |
93 | if (!m_objCollisionList.ContainsKey(localID)) | 106 | if (!m_objCollisionList.ContainsKey(localID)) |
94 | { | 107 | { |
95 | m_objCollisionList.Add(localID, depth); | 108 | m_objCollisionList.Add(localID, contact); |
96 | } | 109 | } |
97 | else | 110 | else |
98 | { | 111 | { |
99 | if (m_objCollisionList[localID] < depth) | 112 | if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth) |
100 | m_objCollisionList[localID] = depth; | 113 | m_objCollisionList[localID] = contact; |
101 | } | 114 | } |
102 | } | 115 | } |
103 | } | 116 | } |