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authorUbitUmarov2013-05-29 02:08:14 +0100
committerUbitUmarov2013-05-29 02:08:14 +0100
commit4e72cf9ee21dd8833af860fa5af4fc91e11018cb (patch)
treedc3992d2d9383172524eeacf939d9a3bca165ad2 /OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
parentAllow Linden trees to preserve their type when taken into inventory and rezze... (diff)
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*** DANGER TESTING **** changed prims mesh generation hopefully removing
spurius faces. CHanged several aspects. Fixed prims inertia that was too low, still using box as model. Increased number of quickstep SOR iterations to 15. Keep it 15 even on heavy load ( will only jump simulation time).
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs52
1 files changed, 28 insertions, 24 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
index faa9488..7cabddd 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -25,7 +25,7 @@
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28/* Revision 2011/12 by Ubit Umarov 28/* Revision 2011/12/13 by Ubit Umarov
29 * 29 *
30 * 30 *
31 */ 31 */
@@ -1736,7 +1736,9 @@ namespace OpenSim.Region.Physics.OdePlugin
1736 1736
1737 d.BodySetAutoDisableFlag(Body, true); 1737 d.BodySetAutoDisableFlag(Body, true);
1738 d.BodySetAutoDisableSteps(Body, body_autodisable_frames); 1738 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1739 d.BodySetDamping(Body, .005f, .005f); 1739 d.BodySetAutoDisableAngularThreshold(Body, 0.01f);
1740 d.BodySetAutoDisableLinearThreshold(Body, 0.01f);
1741 d.BodySetDamping(Body, .005f, .001f);
1740 1742
1741 if (m_targetSpace != IntPtr.Zero) 1743 if (m_targetSpace != IntPtr.Zero)
1742 { 1744 {
@@ -2144,7 +2146,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2144 2146
2145 _mass = primMass; // just in case 2147 _mass = primMass; // just in case
2146 2148
2147 d.MassSetBoxTotal(out primdMass, primMass, m_OBB.X, m_OBB.Y, m_OBB.Z); 2149 d.MassSetBoxTotal(out primdMass, primMass, 2.0f * m_OBB.X, 2.0f * m_OBB.Y, 2.0f * m_OBB.Z);
2148 2150
2149 d.MassTranslate(ref primdMass, 2151 d.MassTranslate(ref primdMass,
2150 m_OBBOffset.X, 2152 m_OBBOffset.X,
@@ -2362,6 +2364,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2362 MakeBody(); 2364 MakeBody();
2363 } 2365 }
2364 2366
2367
2365 #region changes 2368 #region changes
2366 2369
2367 private void changeadd() 2370 private void changeadd()
@@ -3213,7 +3216,6 @@ namespace OpenSim.Region.Physics.OdePlugin
3213 3216
3214 if (++bodydisablecontrol < 20) 3217 if (++bodydisablecontrol < 20)
3215 return; 3218 return;
3216
3217 3219
3218 d.BodyEnable(Body); 3220 d.BodyEnable(Body);
3219 } 3221 }
@@ -3381,11 +3383,12 @@ namespace OpenSim.Region.Physics.OdePlugin
3381 } 3383 }
3382 } 3384 }
3383 3385
3384 public void UpdatePositionAndVelocity() 3386 public void UpdatePositionAndVelocity(int frame)
3385 { 3387 {
3386 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero) 3388 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3387 { 3389 {
3388 if (d.BodyIsEnabled(Body) || !_zeroFlag) 3390 bool bodyenabled = d.BodyIsEnabled(Body);
3391 if (bodyenabled || !_zeroFlag)
3389 { 3392 {
3390 bool lastZeroFlag = _zeroFlag; 3393 bool lastZeroFlag = _zeroFlag;
3391 3394
@@ -3478,13 +3481,13 @@ namespace OpenSim.Region.Physics.OdePlugin
3478 // tolerance values depende a lot on simulation noise... 3481 // tolerance values depende a lot on simulation noise...
3479 // use simple math.abs since we dont need to be exact 3482 // use simple math.abs since we dont need to be exact
3480 3483
3481 if ( 3484 if (!bodyenabled ||
3482 (Math.Abs(_position.X - lpos.X) < 0.001f) 3485 (Math.Abs(_position.X - lpos.X) < 0.005f)
3483 && (Math.Abs(_position.Y - lpos.Y) < 0.001f) 3486 && (Math.Abs(_position.Y - lpos.Y) < 0.005f)
3484 && (Math.Abs(_position.Z - lpos.Z) < 0.001f) 3487 && (Math.Abs(_position.Z - lpos.Z) < 0.005f)
3485 && (Math.Abs(_orientation.X - ori.X) < 0.0001f) 3488 && (Math.Abs(_orientation.X - ori.X) < 0.001f)
3486 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f) 3489 && (Math.Abs(_orientation.Y - ori.Y) < 0.001f)
3487 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W 3490 && (Math.Abs(_orientation.Z - ori.Z) < 0.001f) // ignore W
3488 ) 3491 )
3489 { 3492 {
3490 _zeroFlag = true; 3493 _zeroFlag = true;
@@ -3499,9 +3502,9 @@ namespace OpenSim.Region.Physics.OdePlugin
3499 3502
3500 _acceleration = _velocity; 3503 _acceleration = _velocity;
3501 3504
3502 if ((Math.Abs(vel.X) < 0.001f) && 3505 if ((Math.Abs(vel.X) < 0.005f) &&
3503 (Math.Abs(vel.Y) < 0.001f) && 3506 (Math.Abs(vel.Y) < 0.005f) &&
3504 (Math.Abs(vel.Z) < 0.001f)) 3507 (Math.Abs(vel.Z) < 0.005f))
3505 { 3508 {
3506 _velocity = Vector3.Zero; 3509 _velocity = Vector3.Zero;
3507 float t = -m_invTimeStep; 3510 float t = -m_invTimeStep;
@@ -3538,6 +3541,15 @@ namespace OpenSim.Region.Physics.OdePlugin
3538 } 3541 }
3539 } 3542 }
3540 3543
3544 _position.X = lpos.X;
3545 _position.Y = lpos.Y;
3546 _position.Z = lpos.Z;
3547
3548 _orientation.X = ori.X;
3549 _orientation.Y = ori.Y;
3550 _orientation.Z = ori.Z;
3551 _orientation.W = ori.W;
3552
3541 if (_zeroFlag) 3553 if (_zeroFlag)
3542 { 3554 {
3543 if (lastZeroFlag) 3555 if (lastZeroFlag)
@@ -3556,14 +3568,6 @@ namespace OpenSim.Region.Physics.OdePlugin
3556 return; 3568 return;
3557 } 3569 }
3558 3570
3559 _position.X = lpos.X;
3560 _position.Y = lpos.Y;
3561 _position.Z = lpos.Z;
3562
3563 _orientation.X = ori.X;
3564 _orientation.Y = ori.Y;
3565 _orientation.Z = ori.Z;
3566 _orientation.W = ori.W;
3567 base.RequestPhysicsterseUpdate(); 3571 base.RequestPhysicsterseUpdate();
3568 m_lastUpdateSent = false; 3572 m_lastUpdateSent = false;
3569 } 3573 }