diff options
author | Justin Clark-Casey (justincc) | 2009-11-03 19:11:09 +0000 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2009-11-03 19:11:09 +0000 |
commit | af0e5d097480de264e7501e7d5d35328be5640bb (patch) | |
tree | 4ca5cd796ed9618dc9134a6e5eee1f7e7912bee4 /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |
parent | minor: remove some mono compiler warnings (diff) | |
parent | Fixed a couple of NREs in corner cases. (diff) | |
download | opensim-SC-af0e5d097480de264e7501e7d5d35328be5640bb.zip opensim-SC-af0e5d097480de264e7501e7d5d35328be5640bb.tar.gz opensim-SC-af0e5d097480de264e7501e7d5d35328be5640bb.tar.bz2 opensim-SC-af0e5d097480de264e7501e7d5d35328be5640bb.tar.xz |
Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 158 |
1 files changed, 90 insertions, 68 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 73ad15e..3c9a31d 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -159,6 +159,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
159 | 159 | ||
160 | private float ODE_STEPSIZE = 0.020f; | 160 | private float ODE_STEPSIZE = 0.020f; |
161 | private float metersInSpace = 29.9f; | 161 | private float metersInSpace = 29.9f; |
162 | private float m_timeDilation = 1.0f; | ||
162 | 163 | ||
163 | public float gravityx = 0f; | 164 | public float gravityx = 0f; |
164 | public float gravityy = 0f; | 165 | public float gravityy = 0f; |
@@ -177,8 +178,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
177 | //private int m_returncollisions = 10; | 178 | //private int m_returncollisions = 10; |
178 | 179 | ||
179 | private readonly IntPtr contactgroup; | 180 | private readonly IntPtr contactgroup; |
180 | internal IntPtr LandGeom; | ||
181 | 181 | ||
182 | internal IntPtr LandGeom; | ||
182 | internal IntPtr WaterGeom; | 183 | internal IntPtr WaterGeom; |
183 | 184 | ||
184 | private float nmTerrainContactFriction = 255.0f; | 185 | private float nmTerrainContactFriction = 255.0f; |
@@ -250,7 +251,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
250 | private bool m_NINJA_physics_joints_enabled = false; | 251 | private bool m_NINJA_physics_joints_enabled = false; |
251 | //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>(); | 252 | //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>(); |
252 | private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>(); | 253 | private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>(); |
253 | private d.ContactGeom[] contacts = new d.ContactGeom[80]; | 254 | private d.ContactGeom[] contacts; |
254 | private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active | 255 | private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active |
255 | private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene. | 256 | private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene. |
256 | private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene. | 257 | private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene. |
@@ -396,6 +397,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
396 | avStandupTensor = 550000f; | 397 | avStandupTensor = 550000f; |
397 | } | 398 | } |
398 | 399 | ||
400 | int contactsPerCollision = 80; | ||
401 | |||
399 | if (m_config != null) | 402 | if (m_config != null) |
400 | { | 403 | { |
401 | IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; | 404 | IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; |
@@ -438,6 +441,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
438 | avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f); | 441 | avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f); |
439 | avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", true); | 442 | avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", true); |
440 | 443 | ||
444 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80); | ||
445 | |||
441 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); | 446 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); |
442 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); | 447 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); |
443 | geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); | 448 | geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); |
@@ -475,10 +480,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
475 | 480 | ||
476 | m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false); | 481 | m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false); |
477 | minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f); | 482 | minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f); |
478 | |||
479 | } | 483 | } |
480 | } | 484 | } |
481 | 485 | ||
486 | contacts = new d.ContactGeom[contactsPerCollision]; | ||
487 | |||
482 | staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; | 488 | staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; |
483 | 489 | ||
484 | // Centeral contact friction and bounce | 490 | // Centeral contact friction and bounce |
@@ -771,7 +777,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
771 | 777 | ||
772 | lock (contacts) | 778 | lock (contacts) |
773 | { | 779 | { |
774 | count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); | 780 | count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); |
781 | if (count > contacts.Length) | ||
782 | m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length); | ||
775 | } | 783 | } |
776 | } | 784 | } |
777 | catch (SEHException) | 785 | catch (SEHException) |
@@ -799,7 +807,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
799 | p2 = PANull; | 807 | p2 = PANull; |
800 | } | 808 | } |
801 | 809 | ||
802 | float max_collision_depth = 0f; | 810 | ContactPoint maxDepthContact = new ContactPoint(); |
803 | if (p1.CollisionScore + count >= float.MaxValue) | 811 | if (p1.CollisionScore + count >= float.MaxValue) |
804 | p1.CollisionScore = 0; | 812 | p1.CollisionScore = 0; |
805 | p1.CollisionScore += count; | 813 | p1.CollisionScore += count; |
@@ -810,9 +818,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
810 | 818 | ||
811 | for (int i = 0; i < count; i++) | 819 | for (int i = 0; i < count; i++) |
812 | { | 820 | { |
821 | d.ContactGeom curContact = contacts[i]; | ||
813 | 822 | ||
823 | if (curContact.depth > maxDepthContact.PenetrationDepth) | ||
824 | { | ||
825 | maxDepthContact = new ContactPoint( | ||
826 | new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), | ||
827 | new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), | ||
828 | curContact.depth | ||
829 | ); | ||
830 | } | ||
814 | 831 | ||
815 | max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth; | ||
816 | //m_log.Warn("[CCOUNT]: " + count); | 832 | //m_log.Warn("[CCOUNT]: " + count); |
817 | IntPtr joint; | 833 | IntPtr joint; |
818 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. | 834 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. |
@@ -829,7 +845,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
829 | p2.CollidingObj = true; | 845 | p2.CollidingObj = true; |
830 | break; | 846 | break; |
831 | case (int)ActorTypes.Prim: | 847 | case (int)ActorTypes.Prim: |
832 | if (p2.Velocity.X > 0 || p2.Velocity.Y > 0 || p2.Velocity.Z > 0) | 848 | if (p2.Velocity.LengthSquared() > 0.0f) |
833 | p2.CollidingObj = true; | 849 | p2.CollidingObj = true; |
834 | break; | 850 | break; |
835 | case (int)ActorTypes.Unknown: | 851 | case (int)ActorTypes.Unknown: |
@@ -845,14 +861,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
845 | #region InterPenetration Handling - Unintended physics explosions | 861 | #region InterPenetration Handling - Unintended physics explosions |
846 | # region disabled code1 | 862 | # region disabled code1 |
847 | 863 | ||
848 | if (contacts[i].depth >= 0.08f) | 864 | if (curContact.depth >= 0.08f) |
849 | { | 865 | { |
850 | //This is disabled at the moment only because it needs more tweaking | 866 | //This is disabled at the moment only because it needs more tweaking |
851 | //It will eventually be uncommented | 867 | //It will eventually be uncommented |
852 | /* | 868 | /* |
853 | if (contacts[i].depth >= 1.00f) | 869 | if (contact.depth >= 1.00f) |
854 | { | 870 | { |
855 | //m_log.Debug("[PHYSICS]: " + contacts[i].depth.ToString()); | 871 | //m_log.Debug("[PHYSICS]: " + contact.depth.ToString()); |
856 | } | 872 | } |
857 | 873 | ||
858 | //If you interpenetrate a prim with an agent | 874 | //If you interpenetrate a prim with an agent |
@@ -862,37 +878,37 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
862 | p2.PhysicsActorType == (int) ActorTypes.Prim)) | 878 | p2.PhysicsActorType == (int) ActorTypes.Prim)) |
863 | { | 879 | { |
864 | 880 | ||
865 | //contacts[i].depth = contacts[i].depth * 4.15f; | 881 | //contact.depth = contact.depth * 4.15f; |
866 | /* | 882 | /* |
867 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | 883 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) |
868 | { | 884 | { |
869 | p2.CollidingObj = true; | 885 | p2.CollidingObj = true; |
870 | contacts[i].depth = 0.003f; | 886 | contact.depth = 0.003f; |
871 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); | 887 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); |
872 | OdeCharacter character = (OdeCharacter) p2; | 888 | OdeCharacter character = (OdeCharacter) p2; |
873 | character.SetPidStatus(true); | 889 | character.SetPidStatus(true); |
874 | contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); | 890 | contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2)); |
875 | 891 | ||
876 | } | 892 | } |
877 | else | 893 | else |
878 | { | 894 | { |
879 | 895 | ||
880 | //contacts[i].depth = 0.0000000f; | 896 | //contact.depth = 0.0000000f; |
881 | } | 897 | } |
882 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | 898 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) |
883 | { | 899 | { |
884 | 900 | ||
885 | p1.CollidingObj = true; | 901 | p1.CollidingObj = true; |
886 | contacts[i].depth = 0.003f; | 902 | contact.depth = 0.003f; |
887 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); | 903 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); |
888 | contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); | 904 | contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2)); |
889 | OdeCharacter character = (OdeCharacter)p1; | 905 | OdeCharacter character = (OdeCharacter)p1; |
890 | character.SetPidStatus(true); | 906 | character.SetPidStatus(true); |
891 | } | 907 | } |
892 | else | 908 | else |
893 | { | 909 | { |
894 | 910 | ||
895 | //contacts[i].depth = 0.0000000f; | 911 | //contact.depth = 0.0000000f; |
896 | } | 912 | } |
897 | 913 | ||
898 | 914 | ||
@@ -917,7 +933,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
917 | //AddPhysicsActorTaint(p2); | 933 | //AddPhysicsActorTaint(p2); |
918 | //} | 934 | //} |
919 | 935 | ||
920 | //if (contacts[i].depth >= 0.25f) | 936 | //if (contact.depth >= 0.25f) |
921 | //{ | 937 | //{ |
922 | // Don't collide, one or both prim will expld. | 938 | // Don't collide, one or both prim will expld. |
923 | 939 | ||
@@ -935,21 +951,21 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
935 | //AddPhysicsActorTaint(p2); | 951 | //AddPhysicsActorTaint(p2); |
936 | //} | 952 | //} |
937 | 953 | ||
938 | //contacts[i].depth = contacts[i].depth / 8f; | 954 | //contact.depth = contact.depth / 8f; |
939 | //contacts[i].normal = new d.Vector3(0, 0, 1); | 955 | //contact.normal = new d.Vector3(0, 0, 1); |
940 | //} | 956 | //} |
941 | //if (op1.m_disabled || op2.m_disabled) | 957 | //if (op1.m_disabled || op2.m_disabled) |
942 | //{ | 958 | //{ |
943 | //Manually disabled objects stay disabled | 959 | //Manually disabled objects stay disabled |
944 | //contacts[i].depth = 0f; | 960 | //contact.depth = 0f; |
945 | //} | 961 | //} |
946 | #endregion | 962 | #endregion |
947 | } | 963 | } |
948 | */ | 964 | */ |
949 | #endregion | 965 | #endregion |
950 | if (contacts[i].depth >= 1.00f) | 966 | if (curContact.depth >= 1.00f) |
951 | { | 967 | { |
952 | //m_log.Info("[P]: " + contacts[i].depth.ToString()); | 968 | //m_log.Info("[P]: " + contact.depth.ToString()); |
953 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && | 969 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && |
954 | p1.PhysicsActorType == (int) ActorTypes.Unknown) || | 970 | p1.PhysicsActorType == (int) ActorTypes.Unknown) || |
955 | (p1.PhysicsActorType == (int) ActorTypes.Agent && | 971 | (p1.PhysicsActorType == (int) ActorTypes.Agent && |
@@ -962,12 +978,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
962 | OdeCharacter character = (OdeCharacter) p2; | 978 | OdeCharacter character = (OdeCharacter) p2; |
963 | 979 | ||
964 | //p2.CollidingObj = true; | 980 | //p2.CollidingObj = true; |
965 | contacts[i].depth = 0.00000003f; | 981 | curContact.depth = 0.00000003f; |
966 | p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); | 982 | p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); |
967 | contacts[i].pos = | 983 | curContact.pos = |
968 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), | 984 | new d.Vector3(curContact.pos.X + (p1.Size.X/2), |
969 | contacts[i].pos.Y + (p1.Size.Y/2), | 985 | curContact.pos.Y + (p1.Size.Y/2), |
970 | contacts[i].pos.Z + (p1.Size.Z/2)); | 986 | curContact.pos.Z + (p1.Size.Z/2)); |
971 | character.SetPidStatus(true); | 987 | character.SetPidStatus(true); |
972 | } | 988 | } |
973 | } | 989 | } |
@@ -980,12 +996,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
980 | OdeCharacter character = (OdeCharacter) p1; | 996 | OdeCharacter character = (OdeCharacter) p1; |
981 | 997 | ||
982 | //p2.CollidingObj = true; | 998 | //p2.CollidingObj = true; |
983 | contacts[i].depth = 0.00000003f; | 999 | curContact.depth = 0.00000003f; |
984 | p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); | 1000 | p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); |
985 | contacts[i].pos = | 1001 | curContact.pos = |
986 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), | 1002 | new d.Vector3(curContact.pos.X + (p1.Size.X/2), |
987 | contacts[i].pos.Y + (p1.Size.Y/2), | 1003 | curContact.pos.Y + (p1.Size.Y/2), |
988 | contacts[i].pos.Z + (p1.Size.Z/2)); | 1004 | curContact.pos.Z + (p1.Size.Z/2)); |
989 | character.SetPidStatus(true); | 1005 | character.SetPidStatus(true); |
990 | } | 1006 | } |
991 | } | 1007 | } |
@@ -1007,16 +1023,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1007 | if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) | 1023 | if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) |
1008 | skipThisContact = true; // No collision on volume detect prims | 1024 | skipThisContact = true; // No collision on volume detect prims |
1009 | 1025 | ||
1010 | if (!skipThisContact && contacts[i].depth < 0f) | 1026 | if (!skipThisContact && curContact.depth < 0f) |
1011 | skipThisContact = true; | 1027 | skipThisContact = true; |
1012 | 1028 | ||
1013 | if (!skipThisContact && checkDupe(contacts[i], p2.PhysicsActorType)) | 1029 | if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType)) |
1014 | skipThisContact = true; | 1030 | skipThisContact = true; |
1015 | 1031 | ||
1016 | int maxContactsbeforedeath = 4000; | 1032 | const int maxContactsbeforedeath = 4000; |
1017 | joint = IntPtr.Zero; | 1033 | joint = IntPtr.Zero; |
1018 | 1034 | ||
1019 | |||
1020 | if (!skipThisContact) | 1035 | if (!skipThisContact) |
1021 | { | 1036 | { |
1022 | // If we're colliding against terrain | 1037 | // If we're colliding against terrain |
@@ -1027,8 +1042,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1027 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1042 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1028 | { | 1043 | { |
1029 | // Use the movement terrain contact | 1044 | // Use the movement terrain contact |
1030 | AvatarMovementTerrainContact.geom = contacts[i]; | 1045 | AvatarMovementTerrainContact.geom = curContact; |
1031 | _perloopContact.Add(contacts[i]); | 1046 | _perloopContact.Add(curContact); |
1032 | if (m_global_contactcount < maxContactsbeforedeath) | 1047 | if (m_global_contactcount < maxContactsbeforedeath) |
1033 | { | 1048 | { |
1034 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); | 1049 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); |
@@ -1040,8 +1055,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1040 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | 1055 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) |
1041 | { | 1056 | { |
1042 | // Use the non moving terrain contact | 1057 | // Use the non moving terrain contact |
1043 | TerrainContact.geom = contacts[i]; | 1058 | TerrainContact.geom = curContact; |
1044 | _perloopContact.Add(contacts[i]); | 1059 | _perloopContact.Add(curContact); |
1045 | if (m_global_contactcount < maxContactsbeforedeath) | 1060 | if (m_global_contactcount < maxContactsbeforedeath) |
1046 | { | 1061 | { |
1047 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); | 1062 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); |
@@ -1066,8 +1081,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1066 | material = ((OdePrim)p2).m_material; | 1081 | material = ((OdePrim)p2).m_material; |
1067 | 1082 | ||
1068 | //m_log.DebugFormat("Material: {0}", material); | 1083 | //m_log.DebugFormat("Material: {0}", material); |
1069 | m_materialContacts[material, movintYN].geom = contacts[i]; | 1084 | m_materialContacts[material, movintYN].geom = curContact; |
1070 | _perloopContact.Add(contacts[i]); | 1085 | _perloopContact.Add(curContact); |
1071 | 1086 | ||
1072 | if (m_global_contactcount < maxContactsbeforedeath) | 1087 | if (m_global_contactcount < maxContactsbeforedeath) |
1073 | { | 1088 | { |
@@ -1092,8 +1107,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1092 | if (p2 is OdePrim) | 1107 | if (p2 is OdePrim) |
1093 | material = ((OdePrim)p2).m_material; | 1108 | material = ((OdePrim)p2).m_material; |
1094 | //m_log.DebugFormat("Material: {0}", material); | 1109 | //m_log.DebugFormat("Material: {0}", material); |
1095 | m_materialContacts[material, movintYN].geom = contacts[i]; | 1110 | m_materialContacts[material, movintYN].geom = curContact; |
1096 | _perloopContact.Add(contacts[i]); | 1111 | _perloopContact.Add(curContact); |
1097 | 1112 | ||
1098 | if (m_global_contactcount < maxContactsbeforedeath) | 1113 | if (m_global_contactcount < maxContactsbeforedeath) |
1099 | { | 1114 | { |
@@ -1121,20 +1136,20 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1121 | */ | 1136 | */ |
1122 | //WaterContact.surface.soft_cfm = 0.0000f; | 1137 | //WaterContact.surface.soft_cfm = 0.0000f; |
1123 | //WaterContact.surface.soft_erp = 0.00000f; | 1138 | //WaterContact.surface.soft_erp = 0.00000f; |
1124 | if (contacts[i].depth > 0.1f) | 1139 | if (curContact.depth > 0.1f) |
1125 | { | 1140 | { |
1126 | contacts[i].depth *= 52; | 1141 | curContact.depth *= 52; |
1127 | //contacts[i].normal = new d.Vector3(0, 0, 1); | 1142 | //contact.normal = new d.Vector3(0, 0, 1); |
1128 | //contacts[i].pos = new d.Vector3(0, 0, contacts[i].pos.Z - 5f); | 1143 | //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f); |
1129 | } | 1144 | } |
1130 | WaterContact.geom = contacts[i]; | 1145 | WaterContact.geom = curContact; |
1131 | _perloopContact.Add(contacts[i]); | 1146 | _perloopContact.Add(curContact); |
1132 | if (m_global_contactcount < maxContactsbeforedeath) | 1147 | if (m_global_contactcount < maxContactsbeforedeath) |
1133 | { | 1148 | { |
1134 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); | 1149 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); |
1135 | m_global_contactcount++; | 1150 | m_global_contactcount++; |
1136 | } | 1151 | } |
1137 | //m_log.Info("[PHYSICS]: Prim Water Contact" + contacts[i].depth); | 1152 | //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth); |
1138 | } | 1153 | } |
1139 | else | 1154 | else |
1140 | { | 1155 | { |
@@ -1145,8 +1160,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1145 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1160 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1146 | { | 1161 | { |
1147 | // Use the Movement prim contact | 1162 | // Use the Movement prim contact |
1148 | AvatarMovementprimContact.geom = contacts[i]; | 1163 | AvatarMovementprimContact.geom = curContact; |
1149 | _perloopContact.Add(contacts[i]); | 1164 | _perloopContact.Add(curContact); |
1150 | if (m_global_contactcount < maxContactsbeforedeath) | 1165 | if (m_global_contactcount < maxContactsbeforedeath) |
1151 | { | 1166 | { |
1152 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); | 1167 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); |
@@ -1156,8 +1171,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1156 | else | 1171 | else |
1157 | { | 1172 | { |
1158 | // Use the non movement contact | 1173 | // Use the non movement contact |
1159 | contact.geom = contacts[i]; | 1174 | contact.geom = curContact; |
1160 | _perloopContact.Add(contacts[i]); | 1175 | _perloopContact.Add(curContact); |
1161 | 1176 | ||
1162 | if (m_global_contactcount < maxContactsbeforedeath) | 1177 | if (m_global_contactcount < maxContactsbeforedeath) |
1163 | { | 1178 | { |
@@ -1175,8 +1190,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1175 | material = ((OdePrim)p2).m_material; | 1190 | material = ((OdePrim)p2).m_material; |
1176 | 1191 | ||
1177 | //m_log.DebugFormat("Material: {0}", material); | 1192 | //m_log.DebugFormat("Material: {0}", material); |
1178 | m_materialContacts[material, 0].geom = contacts[i]; | 1193 | m_materialContacts[material, 0].geom = curContact; |
1179 | _perloopContact.Add(contacts[i]); | 1194 | _perloopContact.Add(curContact); |
1180 | 1195 | ||
1181 | if (m_global_contactcount < maxContactsbeforedeath) | 1196 | if (m_global_contactcount < maxContactsbeforedeath) |
1182 | { | 1197 | { |
@@ -1194,7 +1209,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1194 | } | 1209 | } |
1195 | 1210 | ||
1196 | } | 1211 | } |
1197 | collision_accounting_events(p1, p2, max_collision_depth); | 1212 | collision_accounting_events(p1, p2, maxDepthContact); |
1198 | if (count > geomContactPointsStartthrottle) | 1213 | if (count > geomContactPointsStartthrottle) |
1199 | { | 1214 | { |
1200 | // If there are more then 3 contact points, it's likely | 1215 | // If there are more then 3 contact points, it's likely |
@@ -1278,7 +1293,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1278 | return result; | 1293 | return result; |
1279 | } | 1294 | } |
1280 | 1295 | ||
1281 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth) | 1296 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) |
1282 | { | 1297 | { |
1283 | // obj1LocalID = 0; | 1298 | // obj1LocalID = 0; |
1284 | //returncollisions = false; | 1299 | //returncollisions = false; |
@@ -1299,7 +1314,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1299 | case ActorTypes.Agent: | 1314 | case ActorTypes.Agent: |
1300 | cc1 = (OdeCharacter)p1; | 1315 | cc1 = (OdeCharacter)p1; |
1301 | obj2LocalID = cc1.m_localID; | 1316 | obj2LocalID = cc1.m_localID; |
1302 | cc1.AddCollisionEvent(cc2.m_localID, collisiondepth); | 1317 | cc1.AddCollisionEvent(cc2.m_localID, contact); |
1303 | //ctype = (int)CollisionCategories.Character; | 1318 | //ctype = (int)CollisionCategories.Character; |
1304 | 1319 | ||
1305 | //if (cc1.CollidingObj) | 1320 | //if (cc1.CollidingObj) |
@@ -1314,7 +1329,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1314 | { | 1329 | { |
1315 | cp1 = (OdePrim) p1; | 1330 | cp1 = (OdePrim) p1; |
1316 | obj2LocalID = cp1.m_localID; | 1331 | obj2LocalID = cp1.m_localID; |
1317 | cp1.AddCollisionEvent(cc2.m_localID, collisiondepth); | 1332 | cp1.AddCollisionEvent(cc2.m_localID, contact); |
1318 | } | 1333 | } |
1319 | //ctype = (int)CollisionCategories.Geom; | 1334 | //ctype = (int)CollisionCategories.Geom; |
1320 | 1335 | ||
@@ -1334,7 +1349,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1334 | break; | 1349 | break; |
1335 | } | 1350 | } |
1336 | 1351 | ||
1337 | cc2.AddCollisionEvent(obj2LocalID, collisiondepth); | 1352 | cc2.AddCollisionEvent(obj2LocalID, contact); |
1338 | break; | 1353 | break; |
1339 | case ActorTypes.Prim: | 1354 | case ActorTypes.Prim: |
1340 | 1355 | ||
@@ -1350,7 +1365,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1350 | { | 1365 | { |
1351 | cc1 = (OdeCharacter) p1; | 1366 | cc1 = (OdeCharacter) p1; |
1352 | obj2LocalID = cc1.m_localID; | 1367 | obj2LocalID = cc1.m_localID; |
1353 | cc1.AddCollisionEvent(cp2.m_localID, collisiondepth); | 1368 | cc1.AddCollisionEvent(cp2.m_localID, contact); |
1354 | //ctype = (int)CollisionCategories.Character; | 1369 | //ctype = (int)CollisionCategories.Character; |
1355 | 1370 | ||
1356 | //if (cc1.CollidingObj) | 1371 | //if (cc1.CollidingObj) |
@@ -1366,7 +1381,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1366 | { | 1381 | { |
1367 | cp1 = (OdePrim) p1; | 1382 | cp1 = (OdePrim) p1; |
1368 | obj2LocalID = cp1.m_localID; | 1383 | obj2LocalID = cp1.m_localID; |
1369 | cp1.AddCollisionEvent(cp2.m_localID, collisiondepth); | 1384 | cp1.AddCollisionEvent(cp2.m_localID, contact); |
1370 | //ctype = (int)CollisionCategories.Geom; | 1385 | //ctype = (int)CollisionCategories.Geom; |
1371 | 1386 | ||
1372 | //if (cp1.CollidingObj) | 1387 | //if (cp1.CollidingObj) |
@@ -1387,7 +1402,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1387 | break; | 1402 | break; |
1388 | } | 1403 | } |
1389 | 1404 | ||
1390 | cp2.AddCollisionEvent(obj2LocalID, collisiondepth); | 1405 | cp2.AddCollisionEvent(obj2LocalID, contact); |
1391 | } | 1406 | } |
1392 | break; | 1407 | break; |
1393 | } | 1408 | } |
@@ -1750,6 +1765,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1750 | return result; | 1765 | return result; |
1751 | } | 1766 | } |
1752 | 1767 | ||
1768 | public override float TimeDilation | ||
1769 | { | ||
1770 | get { return m_timeDilation; } | ||
1771 | } | ||
1772 | |||
1753 | public override bool SupportsNINJAJoints | 1773 | public override bool SupportsNINJAJoints |
1754 | { | 1774 | { |
1755 | get { return m_NINJA_physics_joints_enabled; } | 1775 | get { return m_NINJA_physics_joints_enabled; } |
@@ -2657,8 +2677,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2657 | 2677 | ||
2658 | // Figure out the Frames Per Second we're going at. | 2678 | // Figure out the Frames Per Second we're going at. |
2659 | //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size | 2679 | //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size |
2660 | 2680 | ||
2661 | fps = (step_time/ODE_STEPSIZE) * 1000; | 2681 | fps = (step_time / ODE_STEPSIZE) * 1000; |
2682 | // HACK: Using a time dilation of 1.0 to debug rubberbanding issues | ||
2683 | //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f); | ||
2662 | 2684 | ||
2663 | step_time = 0.09375f; | 2685 | step_time = 0.09375f; |
2664 | 2686 | ||