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author | teravus | 2012-10-03 18:30:44 -0400 |
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committer | teravus | 2012-10-03 18:30:44 -0400 |
commit | a2ab3b88de764112996b1e37d74c1e7b7355b1d8 (patch) | |
tree | 3f7420e54546f404b6d4d1187549af52dba45bc0 /OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |
parent | Fix the use of the wrong index when locating the assets associated (diff) | |
download | opensim-SC-a2ab3b88de764112996b1e37d74c1e7b7355b1d8.zip opensim-SC-a2ab3b88de764112996b1e37d74c1e7b7355b1d8.tar.gz opensim-SC-a2ab3b88de764112996b1e37d74c1e7b7355b1d8.tar.bz2 opensim-SC-a2ab3b88de764112996b1e37d74c1e7b7355b1d8.tar.xz |
Soliciting for comments on smoothness of physics objects for this build.
This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build.
Thanks!
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 41 |
1 files changed, 35 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 929b019..7a50c4c 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -336,6 +336,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
336 | 336 | ||
337 | public int geomContactPointsStartthrottle = 3; | 337 | public int geomContactPointsStartthrottle = 3; |
338 | public int geomUpdatesPerThrottledUpdate = 15; | 338 | public int geomUpdatesPerThrottledUpdate = 15; |
339 | private const int avatarExpectedContacts = 3; | ||
339 | 340 | ||
340 | public float bodyPIDD = 35f; | 341 | public float bodyPIDD = 35f; |
341 | public float bodyPIDG = 25; | 342 | public float bodyPIDG = 25; |
@@ -474,6 +475,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
474 | private OdePrim cp1; | 475 | private OdePrim cp1; |
475 | private OdeCharacter cc2; | 476 | private OdeCharacter cc2; |
476 | private OdePrim cp2; | 477 | private OdePrim cp2; |
478 | private int p1ExpectedPoints = 0; | ||
479 | private int p2ExpectedPoints = 0; | ||
477 | //private int cStartStop = 0; | 480 | //private int cStartStop = 0; |
478 | //private string cDictKey = ""; | 481 | //private string cDictKey = ""; |
479 | 482 | ||
@@ -498,6 +501,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
498 | public int physics_logging_interval = 0; | 501 | public int physics_logging_interval = 0; |
499 | public bool physics_logging_append_existing_logfile = false; | 502 | public bool physics_logging_append_existing_logfile = false; |
500 | 503 | ||
504 | |||
501 | public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f); | 505 | public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f); |
502 | public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f); | 506 | public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f); |
503 | 507 | ||
@@ -644,7 +648,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
644 | 648 | ||
645 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80); | 649 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80); |
646 | 650 | ||
647 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); | 651 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 5); |
648 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); | 652 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); |
649 | geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); | 653 | geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); |
650 | 654 | ||
@@ -1064,7 +1068,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1064 | 1068 | ||
1065 | PhysicsActor p1; | 1069 | PhysicsActor p1; |
1066 | PhysicsActor p2; | 1070 | PhysicsActor p2; |
1067 | 1071 | ||
1072 | p1ExpectedPoints = 0; | ||
1073 | p2ExpectedPoints = 0; | ||
1074 | |||
1068 | if (!actor_name_map.TryGetValue(g1, out p1)) | 1075 | if (!actor_name_map.TryGetValue(g1, out p1)) |
1069 | { | 1076 | { |
1070 | p1 = PANull; | 1077 | p1 = PANull; |
@@ -1121,9 +1128,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1121 | switch (p1.PhysicsActorType) | 1128 | switch (p1.PhysicsActorType) |
1122 | { | 1129 | { |
1123 | case (int)ActorTypes.Agent: | 1130 | case (int)ActorTypes.Agent: |
1131 | p1ExpectedPoints = avatarExpectedContacts; | ||
1124 | p2.CollidingObj = true; | 1132 | p2.CollidingObj = true; |
1125 | break; | 1133 | break; |
1126 | case (int)ActorTypes.Prim: | 1134 | case (int)ActorTypes.Prim: |
1135 | if (p1 != null && p1 is OdePrim) | ||
1136 | p1ExpectedPoints = ((OdePrim) p1).ExpectedCollisionContacts; | ||
1137 | |||
1127 | if (p2.Velocity.LengthSquared() > 0.0f) | 1138 | if (p2.Velocity.LengthSquared() > 0.0f) |
1128 | p2.CollidingObj = true; | 1139 | p2.CollidingObj = true; |
1129 | break; | 1140 | break; |
@@ -1319,6 +1330,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1319 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && | 1330 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && |
1320 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1331 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1321 | { | 1332 | { |
1333 | p2ExpectedPoints = avatarExpectedContacts; | ||
1322 | // Avatar is moving on terrain, use the movement terrain contact | 1334 | // Avatar is moving on terrain, use the movement terrain contact |
1323 | AvatarMovementTerrainContact.geom = curContact; | 1335 | AvatarMovementTerrainContact.geom = curContact; |
1324 | 1336 | ||
@@ -1332,6 +1344,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1332 | { | 1344 | { |
1333 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | 1345 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) |
1334 | { | 1346 | { |
1347 | p2ExpectedPoints = avatarExpectedContacts; | ||
1335 | // Avatar is standing on terrain, use the non moving terrain contact | 1348 | // Avatar is standing on terrain, use the non moving terrain contact |
1336 | TerrainContact.geom = curContact; | 1349 | TerrainContact.geom = curContact; |
1337 | 1350 | ||
@@ -1356,9 +1369,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1356 | } | 1369 | } |
1357 | 1370 | ||
1358 | if (p2 is OdePrim) | 1371 | if (p2 is OdePrim) |
1359 | material = ((OdePrim)p2).m_material; | 1372 | { |
1360 | 1373 | material = ((OdePrim) p2).m_material; | |
1374 | p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts; | ||
1375 | } | ||
1376 | |||
1377 | // Unnessesary because p1 is defined above | ||
1378 | //if (p1 is OdePrim) | ||
1379 | // { | ||
1380 | // p1ExpectedPoints = ((OdePrim)p1).ExpectedCollisionContacts; | ||
1381 | // } | ||
1361 | //m_log.DebugFormat("Material: {0}", material); | 1382 | //m_log.DebugFormat("Material: {0}", material); |
1383 | |||
1362 | m_materialContacts[material, movintYN].geom = curContact; | 1384 | m_materialContacts[material, movintYN].geom = curContact; |
1363 | 1385 | ||
1364 | if (m_global_contactcount < maxContactsbeforedeath) | 1386 | if (m_global_contactcount < maxContactsbeforedeath) |
@@ -1379,7 +1401,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1379 | int material = (int)Material.Wood; | 1401 | int material = (int)Material.Wood; |
1380 | 1402 | ||
1381 | if (p2 is OdePrim) | 1403 | if (p2 is OdePrim) |
1404 | { | ||
1382 | material = ((OdePrim)p2).m_material; | 1405 | material = ((OdePrim)p2).m_material; |
1406 | p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts; | ||
1407 | } | ||
1383 | 1408 | ||
1384 | //m_log.DebugFormat("Material: {0}", material); | 1409 | //m_log.DebugFormat("Material: {0}", material); |
1385 | m_materialContacts[material, movintYN].geom = curContact; | 1410 | m_materialContacts[material, movintYN].geom = curContact; |
@@ -1429,6 +1454,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1429 | { | 1454 | { |
1430 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) | 1455 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) |
1431 | { | 1456 | { |
1457 | p2ExpectedPoints = avatarExpectedContacts; | ||
1432 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1458 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1433 | { | 1459 | { |
1434 | // Avatar is moving on a prim, use the Movement prim contact | 1460 | // Avatar is moving on a prim, use the Movement prim contact |
@@ -1458,7 +1484,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1458 | int material = (int)Material.Wood; | 1484 | int material = (int)Material.Wood; |
1459 | 1485 | ||
1460 | if (p2 is OdePrim) | 1486 | if (p2 is OdePrim) |
1487 | { | ||
1461 | material = ((OdePrim)p2).m_material; | 1488 | material = ((OdePrim)p2).m_material; |
1489 | p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts; | ||
1490 | } | ||
1462 | 1491 | ||
1463 | //m_log.DebugFormat("Material: {0}", material); | 1492 | //m_log.DebugFormat("Material: {0}", material); |
1464 | m_materialContacts[material, 0].geom = curContact; | 1493 | m_materialContacts[material, 0].geom = curContact; |
@@ -1479,8 +1508,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1479 | } | 1508 | } |
1480 | 1509 | ||
1481 | collision_accounting_events(p1, p2, maxDepthContact); | 1510 | collision_accounting_events(p1, p2, maxDepthContact); |
1482 | 1511 | ||
1483 | if (count > geomContactPointsStartthrottle) | 1512 | if (count > ((p1ExpectedPoints + p2ExpectedPoints) * 0.25) + (geomContactPointsStartthrottle)) |
1484 | { | 1513 | { |
1485 | // If there are more then 3 contact points, it's likely | 1514 | // If there are more then 3 contact points, it's likely |
1486 | // that we've got a pile of objects, so ... | 1515 | // that we've got a pile of objects, so ... |