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author | Teravus Ovares | 2009-07-21 03:18:19 +0000 |
---|---|---|
committer | Teravus Ovares | 2009-07-21 03:18:19 +0000 |
commit | 5c8fe5c01cf25b64013fdb95599ab8aeaa1866aa (patch) | |
tree | aef9a79791d5c3e29e07d9b4a0515d82184da540 /OpenSim/Region/Physics/OdePlugin | |
parent | add rick to contributors file (diff) | |
download | opensim-SC-5c8fe5c01cf25b64013fdb95599ab8aeaa1866aa.zip opensim-SC-5c8fe5c01cf25b64013fdb95599ab8aeaa1866aa.tar.gz opensim-SC-5c8fe5c01cf25b64013fdb95599ab8aeaa1866aa.tar.bz2 opensim-SC-5c8fe5c01cf25b64013fdb95599ab8aeaa1866aa.tar.xz |
* Fixed a case where a prim was a NullPhysicsActor instead of an OdePrim
* Commented logic that wasn't being used.
* This should fix the errors in OdeScene.near
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 172 |
1 files changed, 100 insertions, 72 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 87357a3..009db41 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -837,12 +837,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
837 | // we don't want prim or avatar to explode | 837 | // we don't want prim or avatar to explode |
838 | 838 | ||
839 | #region InterPenetration Handling - Unintended physics explosions | 839 | #region InterPenetration Handling - Unintended physics explosions |
840 | # region disabled code1 | ||
840 | 841 | ||
841 | if (contacts[i].depth >= 0.08f) | 842 | if (contacts[i].depth >= 0.08f) |
842 | { | 843 | { |
843 | //This is disabled at the moment only because it needs more tweaking | 844 | //This is disabled at the moment only because it needs more tweaking |
844 | //It will eventually be uncommented | 845 | //It will eventually be uncommented |
845 | 846 | /* | |
846 | if (contacts[i].depth >= 1.00f) | 847 | if (contacts[i].depth >= 1.00f) |
847 | { | 848 | { |
848 | //m_log.Debug("[PHYSICS]: " + contacts[i].depth.ToString()); | 849 | //m_log.Debug("[PHYSICS]: " + contacts[i].depth.ToString()); |
@@ -854,7 +855,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
854 | (p1.PhysicsActorType == (int) ActorTypes.Agent && | 855 | (p1.PhysicsActorType == (int) ActorTypes.Agent && |
855 | p2.PhysicsActorType == (int) ActorTypes.Prim)) | 856 | p2.PhysicsActorType == (int) ActorTypes.Prim)) |
856 | { | 857 | { |
857 | # region disabled code1 | 858 | |
858 | //contacts[i].depth = contacts[i].depth * 4.15f; | 859 | //contacts[i].depth = contacts[i].depth * 4.15f; |
859 | /* | 860 | /* |
860 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | 861 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) |
@@ -887,11 +888,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
887 | 888 | ||
888 | //contacts[i].depth = 0.0000000f; | 889 | //contacts[i].depth = 0.0000000f; |
889 | } | 890 | } |
890 | */ | 891 | |
891 | #endregion | 892 | |
893 | |||
892 | } | 894 | } |
893 | 895 | */ | |
894 | // If you interpenetrate a prim with another prim | 896 | // If you interpenetrate a prim with another prim |
897 | /* | ||
895 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) | 898 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) |
896 | { | 899 | { |
897 | #region disabledcode2 | 900 | #region disabledcode2 |
@@ -936,7 +939,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
936 | //} | 939 | //} |
937 | #endregion | 940 | #endregion |
938 | } | 941 | } |
939 | 942 | */ | |
943 | #endregion | ||
940 | if (contacts[i].depth >= 1.00f) | 944 | if (contacts[i].depth >= 1.00f) |
941 | { | 945 | { |
942 | //m_log.Info("[P]: " + contacts[i].depth.ToString()); | 946 | //m_log.Info("[P]: " + contacts[i].depth.ToString()); |
@@ -947,37 +951,37 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
947 | { | 951 | { |
948 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | 952 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) |
949 | { | 953 | { |
950 | OdeCharacter character = (OdeCharacter) p2; | 954 | if (p2 is OdeCharacter) |
951 | 955 | { | |
952 | //p2.CollidingObj = true; | 956 | OdeCharacter character = (OdeCharacter) p2; |
953 | contacts[i].depth = 0.00000003f; | 957 | |
954 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); | 958 | //p2.CollidingObj = true; |
955 | contacts[i].pos = | 959 | contacts[i].depth = 0.00000003f; |
956 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), | 960 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); |
957 | contacts[i].pos.Y + (p1.Size.Y/2), | 961 | contacts[i].pos = |
958 | contacts[i].pos.Z + (p1.Size.Z/2)); | 962 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), |
959 | character.SetPidStatus(true); | 963 | contacts[i].pos.Y + (p1.Size.Y/2), |
960 | } | 964 | contacts[i].pos.Z + (p1.Size.Z/2)); |
961 | else | 965 | character.SetPidStatus(true); |
962 | { | 966 | } |
963 | } | 967 | } |
968 | |||
964 | 969 | ||
965 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | 970 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) |
966 | { | 971 | { |
967 | OdeCharacter character = (OdeCharacter)p1; | 972 | if (p1 is OdeCharacter) |
968 | 973 | { | |
969 | //p2.CollidingObj = true; | 974 | OdeCharacter character = (OdeCharacter) p1; |
970 | contacts[i].depth = 0.00000003f; | 975 | |
971 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 0.5f); | 976 | //p2.CollidingObj = true; |
972 | contacts[i].pos = | 977 | contacts[i].depth = 0.00000003f; |
973 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), | 978 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 0.5f); |
974 | contacts[i].pos.Y + (p1.Size.Y/2), | 979 | contacts[i].pos = |
975 | contacts[i].pos.Z + (p1.Size.Z/2)); | 980 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), |
976 | character.SetPidStatus(true); | 981 | contacts[i].pos.Y + (p1.Size.Y/2), |
977 | } | 982 | contacts[i].pos.Z + (p1.Size.Z/2)); |
978 | else | 983 | character.SetPidStatus(true); |
979 | { | 984 | } |
980 | //contacts[i].depth = 0.0000000f; | ||
981 | } | 985 | } |
982 | } | 986 | } |
983 | } | 987 | } |
@@ -1045,12 +1049,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1045 | // prim prim contact | 1049 | // prim prim contact |
1046 | // int pj294950 = 0; | 1050 | // int pj294950 = 0; |
1047 | int movintYN = 0; | 1051 | int movintYN = 0; |
1052 | int material = (int) Material.Wood; | ||
1048 | // prim terrain contact | 1053 | // prim terrain contact |
1049 | if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) | 1054 | if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) |
1050 | { | 1055 | { |
1051 | movintYN = 1; | 1056 | movintYN = 1; |
1052 | } | 1057 | } |
1053 | int material = ((OdePrim)p2).m_material; | 1058 | |
1059 | if (p2 is OdePrim) | ||
1060 | material = ((OdePrim)p2).m_material; | ||
1061 | |||
1054 | //m_log.DebugFormat("Material: {0}", material); | 1062 | //m_log.DebugFormat("Material: {0}", material); |
1055 | m_materialContacts[material, movintYN].geom = contacts[i]; | 1063 | m_materialContacts[material, movintYN].geom = contacts[i]; |
1056 | _perloopContact.Add(contacts[i]); | 1064 | _perloopContact.Add(contacts[i]); |
@@ -1072,7 +1080,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1072 | { | 1080 | { |
1073 | movintYN = 1; | 1081 | movintYN = 1; |
1074 | } | 1082 | } |
1075 | int material = ((OdePrim)p2).m_material; | 1083 | |
1084 | int material = (int)Material.Wood; | ||
1085 | |||
1086 | if (p2 is OdePrim) | ||
1087 | material = ((OdePrim)p2).m_material; | ||
1076 | //m_log.DebugFormat("Material: {0}", material); | 1088 | //m_log.DebugFormat("Material: {0}", material); |
1077 | m_materialContacts[material, movintYN].geom = contacts[i]; | 1089 | m_materialContacts[material, movintYN].geom = contacts[i]; |
1078 | _perloopContact.Add(contacts[i]); | 1090 | _perloopContact.Add(contacts[i]); |
@@ -1151,7 +1163,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1151 | else if (p2.PhysicsActorType == (int)ActorTypes.Prim) | 1163 | else if (p2.PhysicsActorType == (int)ActorTypes.Prim) |
1152 | { | 1164 | { |
1153 | //p1.PhysicsActorType | 1165 | //p1.PhysicsActorType |
1154 | int material = ((OdePrim)p2).m_material; | 1166 | int material = (int)Material.Wood; |
1167 | |||
1168 | if (p2 is OdePrim) | ||
1169 | material = ((OdePrim)p2).m_material; | ||
1155 | 1170 | ||
1156 | //m_log.DebugFormat("Material: {0}", material); | 1171 | //m_log.DebugFormat("Material: {0}", material); |
1157 | m_materialContacts[material, 0].geom = contacts[i]; | 1172 | m_materialContacts[material, 0].geom = contacts[i]; |
@@ -1289,9 +1304,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1289 | //returncollisions = true; | 1304 | //returncollisions = true; |
1290 | break; | 1305 | break; |
1291 | case ActorTypes.Prim: | 1306 | case ActorTypes.Prim: |
1292 | cp1 = (OdePrim)p1; | 1307 | if (p1 is OdePrim) |
1293 | obj2LocalID = cp1.m_localID; | 1308 | { |
1294 | cp1.AddCollisionEvent(cc2.m_localID, collisiondepth); | 1309 | cp1 = (OdePrim) p1; |
1310 | obj2LocalID = cp1.m_localID; | ||
1311 | cp1.AddCollisionEvent(cc2.m_localID, collisiondepth); | ||
1312 | } | ||
1295 | //ctype = (int)CollisionCategories.Geom; | 1313 | //ctype = (int)CollisionCategories.Geom; |
1296 | 1314 | ||
1297 | //if (cp1.CollidingObj) | 1315 | //if (cp1.CollidingObj) |
@@ -1313,48 +1331,58 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1313 | cc2.AddCollisionEvent(obj2LocalID, collisiondepth); | 1331 | cc2.AddCollisionEvent(obj2LocalID, collisiondepth); |
1314 | break; | 1332 | break; |
1315 | case ActorTypes.Prim: | 1333 | case ActorTypes.Prim: |
1316 | cp2 = (OdePrim)p2; | ||
1317 | 1334 | ||
1318 | // obj1LocalID = cp2.m_localID; | 1335 | if (p2 is OdePrim) |
1319 | switch ((ActorTypes)p1.PhysicsActorType) | ||
1320 | { | 1336 | { |
1321 | case ActorTypes.Agent: | 1337 | cp2 = (OdePrim) p2; |
1322 | cc1 = (OdeCharacter)p1; | ||
1323 | obj2LocalID = cc1.m_localID; | ||
1324 | cc1.AddCollisionEvent(cp2.m_localID, collisiondepth); | ||
1325 | //ctype = (int)CollisionCategories.Character; | ||
1326 | 1338 | ||
1327 | //if (cc1.CollidingObj) | 1339 | // obj1LocalID = cp2.m_localID; |
1328 | //cStartStop = (int)StatusIndicators.Generic; | 1340 | switch ((ActorTypes) p1.PhysicsActorType) |
1329 | //else | 1341 | { |
1330 | //cStartStop = (int)StatusIndicators.Start; | 1342 | case ActorTypes.Agent: |
1331 | //returncollisions = true; | 1343 | if (p1 is OdeCharacter) |
1344 | { | ||
1345 | cc1 = (OdeCharacter) p1; | ||
1346 | obj2LocalID = cc1.m_localID; | ||
1347 | cc1.AddCollisionEvent(cp2.m_localID, collisiondepth); | ||
1348 | //ctype = (int)CollisionCategories.Character; | ||
1349 | |||
1350 | //if (cc1.CollidingObj) | ||
1351 | //cStartStop = (int)StatusIndicators.Generic; | ||
1352 | //else | ||
1353 | //cStartStop = (int)StatusIndicators.Start; | ||
1354 | //returncollisions = true; | ||
1355 | } | ||
1356 | break; | ||
1357 | case ActorTypes.Prim: | ||
1332 | 1358 | ||
1333 | break; | 1359 | if (p1 is OdePrim) |
1334 | case ActorTypes.Prim: | 1360 | { |
1335 | cp1 = (OdePrim)p1; | 1361 | cp1 = (OdePrim) p1; |
1336 | obj2LocalID = cp1.m_localID; | 1362 | obj2LocalID = cp1.m_localID; |
1337 | cp1.AddCollisionEvent(cp2.m_localID, collisiondepth); | 1363 | cp1.AddCollisionEvent(cp2.m_localID, collisiondepth); |
1338 | //ctype = (int)CollisionCategories.Geom; | 1364 | //ctype = (int)CollisionCategories.Geom; |
1339 | 1365 | ||
1340 | //if (cp1.CollidingObj) | 1366 | //if (cp1.CollidingObj) |
1341 | //cStartStop = (int)StatusIndicators.Generic; | 1367 | //cStartStop = (int)StatusIndicators.Generic; |
1342 | //else | 1368 | //else |
1343 | //cStartStop = (int)StatusIndicators.Start; | 1369 | //cStartStop = (int)StatusIndicators.Start; |
1344 | 1370 | ||
1345 | //returncollisions = true; | 1371 | //returncollisions = true; |
1346 | break; | 1372 | } |
1373 | break; | ||
1347 | 1374 | ||
1348 | case ActorTypes.Ground: | 1375 | case ActorTypes.Ground: |
1349 | case ActorTypes.Unknown: | 1376 | case ActorTypes.Unknown: |
1350 | obj2LocalID = 0; | 1377 | obj2LocalID = 0; |
1351 | //ctype = (int)CollisionCategories.Land; | 1378 | //ctype = (int)CollisionCategories.Land; |
1352 | 1379 | ||
1353 | //returncollisions = true; | 1380 | //returncollisions = true; |
1354 | break; | 1381 | break; |
1355 | } | 1382 | } |
1356 | 1383 | ||
1357 | cp2.AddCollisionEvent(obj2LocalID, collisiondepth); | 1384 | cp2.AddCollisionEvent(obj2LocalID, collisiondepth); |
1385 | } | ||
1358 | break; | 1386 | break; |
1359 | } | 1387 | } |
1360 | //if (returncollisions) | 1388 | //if (returncollisions) |