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authorMelanie2013-01-10 01:25:07 +0000
committerMelanie2013-01-10 01:25:07 +0000
commitaecb32b74efa5b74adcfc026f7261f43ad5934f4 (patch)
tree8c775eca7460a5c5c2bc08e25d2334897e693673 /OpenSim/Region/Physics/UbitOdePlugin
parentMerge branch 'avination' into careminster (diff)
parentChange IsRoot to use ReferenceEquals to prevent operator == messiness (diff)
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Merge branch 'avination' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin')
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs41
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs21
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs6
3 files changed, 43 insertions, 25 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
index 6e9281b..7fe3109 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -173,8 +173,13 @@ namespace OpenSim.Region.Physics.OdePlugin
173 d.GeomRaySetClosestHit(ray, closestHit); 173 d.GeomRaySetClosestHit(ray, closestHit);
174 174
175 if (req.callbackMethod is RaycastCallback) 175 if (req.callbackMethod is RaycastCallback)
176 {
176 // if we only want one get only one per Collision pair saving memory 177 // if we only want one get only one per Collision pair saving memory
177 CurrentRayFilter |= RayFilterFlags.ClosestHit; 178 CurrentRayFilter |= RayFilterFlags.ClosestHit;
179 d.GeomRaySetClosestHit(ray, 1);
180 }
181 else
182 d.GeomRaySetClosestHit(ray, closestHit);
178 } 183 }
179 184
180 if ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0) 185 if ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0)
@@ -555,10 +560,13 @@ namespace OpenSim.Region.Physics.OdePlugin
555 560
556 ContactResult collisionresult = new ContactResult(); 561 ContactResult collisionresult = new ContactResult();
557 collisionresult.ConsumerID = ID; 562 collisionresult.ConsumerID = ID;
558 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); 563 collisionresult.Pos.X = curcontact.pos.X;
564 collisionresult.Pos.Y = curcontact.pos.Y;
565 collisionresult.Pos.Z = curcontact.pos.Z;
559 collisionresult.Depth = curcontact.depth; 566 collisionresult.Depth = curcontact.depth;
560 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, 567 collisionresult.Normal.X = curcontact.normal.X;
561 curcontact.normal.Z); 568 collisionresult.Normal.Y = curcontact.normal.Y;
569 collisionresult.Normal.Z = curcontact.normal.Z;
562 lock (m_contactResults) 570 lock (m_contactResults)
563 { 571 {
564 m_contactResults.Add(collisionresult); 572 m_contactResults.Add(collisionresult);
@@ -581,10 +589,13 @@ namespace OpenSim.Region.Physics.OdePlugin
581 589
582 if (curcontact.depth < collisionresult.Depth) 590 if (curcontact.depth < collisionresult.Depth)
583 { 591 {
584 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); 592 collisionresult.Pos.X = curcontact.pos.X;
593 collisionresult.Pos.Y = curcontact.pos.Y;
594 collisionresult.Pos.Z = curcontact.pos.Z;
585 collisionresult.Depth = curcontact.depth; 595 collisionresult.Depth = curcontact.depth;
586 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, 596 collisionresult.Normal.X = curcontact.normal.X;
587 curcontact.normal.Z); 597 collisionresult.Normal.Y = curcontact.normal.Y;
598 collisionresult.Normal.Z = curcontact.normal.Z;
588 } 599 }
589 } 600 }
590 601
@@ -699,10 +710,13 @@ namespace OpenSim.Region.Physics.OdePlugin
699 710
700 ContactResult collisionresult = new ContactResult(); 711 ContactResult collisionresult = new ContactResult();
701 collisionresult.ConsumerID = ID; 712 collisionresult.ConsumerID = ID;
702 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); 713 collisionresult.Pos.X = curcontact.pos.X;
714 collisionresult.Pos.Y = curcontact.pos.Y;
715 collisionresult.Pos.Z = curcontact.pos.Z;
703 collisionresult.Depth = curcontact.depth; 716 collisionresult.Depth = curcontact.depth;
704 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, 717 collisionresult.Normal.X = curcontact.normal.X;
705 curcontact.normal.Z); 718 collisionresult.Normal.Y = curcontact.normal.Y;
719 collisionresult.Normal.Z = curcontact.normal.Z;
706 lock (m_contactResults) 720 lock (m_contactResults)
707 { 721 {
708 m_contactResults.Add(collisionresult); 722 m_contactResults.Add(collisionresult);
@@ -725,10 +739,13 @@ namespace OpenSim.Region.Physics.OdePlugin
725 739
726 if (curcontact.depth < collisionresult.Depth) 740 if (curcontact.depth < collisionresult.Depth)
727 { 741 {
728 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); 742 collisionresult.Pos.X = curcontact.pos.X;
743 collisionresult.Pos.Y = curcontact.pos.Y;
744 collisionresult.Pos.Z = curcontact.pos.Z;
729 collisionresult.Depth = curcontact.depth; 745 collisionresult.Depth = curcontact.depth;
730 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, 746 collisionresult.Normal.X = curcontact.normal.X;
731 curcontact.normal.Z); 747 collisionresult.Normal.Y = curcontact.normal.Y;
748 collisionresult.Normal.Z = curcontact.normal.Z;
732 } 749 }
733 } 750 }
734 751
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs
index ecc732a..e9023c3 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs
@@ -78,8 +78,12 @@ namespace OpenSim.Region.Physics.OdePlugin
78 78
79 IntPtr geom = ((OdePrim)actor).prim_geom; 79 IntPtr geom = ((OdePrim)actor).prim_geom;
80 80
81 Vector3 geopos = d.GeomGetPositionOMV(geom); 81// Vector3 geopos = d.GeomGetPositionOMV(geom);
82 Quaternion geomOri = d.GeomGetQuaternionOMV(geom); 82// Quaternion geomOri = d.GeomGetQuaternionOMV(geom);
83
84 Vector3 geopos = actor.Position;
85 Quaternion geomOri = actor.Orientation;
86
83 Quaternion geomInvOri = Quaternion.Conjugate(geomOri); 87 Quaternion geomInvOri = Quaternion.Conjugate(geomOri);
84 88
85 Quaternion ori = Quaternion.Identity; 89 Quaternion ori = Quaternion.Identity;
@@ -116,6 +120,7 @@ namespace OpenSim.Region.Physics.OdePlugin
116 } 120 }
117 121
118 int status = 1; 122 int status = 1;
123
119 offset = rayResults[0].Pos - geopos; 124 offset = rayResults[0].Pos - geopos;
120 125
121 d.GeomClassID geoclass = d.GeomGetClass(geom); 126 d.GeomClassID geoclass = d.GeomGetClass(geom);
@@ -191,13 +196,12 @@ namespace OpenSim.Region.Physics.OdePlugin
191 if (norm.Z < 0.5f) 196 if (norm.Z < 0.5f)
192 { 197 {
193 float rayDist = 4.0f; 198 float rayDist = 4.0f;
194 float curEdgeDist = 0.0f;
195 199
196 for (int i = 0; i < 6; i++) 200 for (int i = 0; i < 6; i++)
197 { 201 {
198 pivot.X -= 0.005f * norm.X; 202 pivot.X -= 0.01f * norm.X;
199 pivot.Y -= 0.005f * norm.Y; 203 pivot.Y -= 0.01f * norm.Y;
200 pivot.Z -= 0.005f * norm.Z; 204 pivot.Z -= 0.01f * norm.Z;
201 205
202 rayDir.X = -norm.X * norm.Z; 206 rayDir.X = -norm.X * norm.Z;
203 rayDir.Y = -norm.Y * norm.Z; 207 rayDir.Y = -norm.Y * norm.Z;
@@ -208,8 +212,6 @@ namespace OpenSim.Region.Physics.OdePlugin
208 if (rayResults.Count == 0) 212 if (rayResults.Count == 0)
209 break; 213 break;
210 214
211 curEdgeDist += rayResults[0].Depth;
212
213 if (Math.Abs(rayResults[0].Normal.Z) < 0.7f) 215 if (Math.Abs(rayResults[0].Normal.Z) < 0.7f)
214 { 216 {
215 rayDist -= rayResults[0].Depth; 217 rayDist -= rayResults[0].Depth;
@@ -226,7 +228,6 @@ namespace OpenSim.Region.Physics.OdePlugin
226 else 228 else
227 { 229 {
228 foundEdge = true; 230 foundEdge = true;
229 edgeDist = curEdgeDist;
230 edgePos = rayResults[0].Pos; 231 edgePos = rayResults[0].Pos;
231 break; 232 break;
232 } 233 }
@@ -254,7 +255,7 @@ namespace OpenSim.Region.Physics.OdePlugin
254 255
255 for (int i = 0; i < 3; i++) 256 for (int i = 0; i < 3; i++)
256 { 257 {
257 pivot.Z -= 0.005f; 258 pivot.Z -= 0.01f;
258 rayDir.X = toCamX; 259 rayDir.X = toCamX;
259 rayDir.Y = toCamY; 260 rayDir.Y = toCamY;
260 rayDir.Z = (-toCamX * norm.X - toCamY * norm.Y) / norm.Z; 261 rayDir.Z = (-toCamX * norm.X - toCamY * norm.Y) / norm.Z;
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
index d045b59..0d18adb 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -2586,7 +2586,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2586 req.Normal = direction; 2586 req.Normal = direction;
2587 req.Origin = position; 2587 req.Origin = position;
2588 req.Count = 0; 2588 req.Count = 0;
2589 req.filter = RayFilterFlags.All; 2589 req.filter = RayFilterFlags.AllPrims;
2590 2590
2591 m_rayCastManager.QueueRequest(req); 2591 m_rayCastManager.QueueRequest(req);
2592 } 2592 }
@@ -2603,7 +2603,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2603 req.Normal = direction; 2603 req.Normal = direction;
2604 req.Origin = position; 2604 req.Origin = position;
2605 req.Count = Count; 2605 req.Count = Count;
2606 req.filter = RayFilterFlags.All; 2606 req.filter = RayFilterFlags.AllPrims;
2607 2607
2608 m_rayCastManager.QueueRequest(req); 2608 m_rayCastManager.QueueRequest(req);
2609 } 2609 }
@@ -2631,7 +2631,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2631 req.Normal = direction; 2631 req.Normal = direction;
2632 req.Origin = position; 2632 req.Origin = position;
2633 req.Count = Count; 2633 req.Count = Count;
2634 req.filter = RayFilterFlags.All; 2634 req.filter = RayFilterFlags.AllPrims;
2635 2635
2636 lock (SyncObject) 2636 lock (SyncObject)
2637 { 2637 {