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author | Teravus Ovares | 2008-10-17 05:09:23 +0000 |
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committer | Teravus Ovares | 2008-10-17 05:09:23 +0000 |
commit | a6df2011f7d749b88669f9f6b37e3ddc54f23c06 (patch) | |
tree | c52301a946281512f1b78a866741fd66f769b76a /OpenSim/Region/Physics | |
parent | Update svn properties, minor formatting cleanup. (diff) | |
download | opensim-SC-a6df2011f7d749b88669f9f6b37e3ddc54f23c06.zip opensim-SC-a6df2011f7d749b88669f9f6b37e3ddc54f23c06.tar.gz opensim-SC-a6df2011f7d749b88669f9f6b37e3ddc54f23c06.tar.bz2 opensim-SC-a6df2011f7d749b88669f9f6b37e3ddc54f23c06.tar.xz |
* Adds a lot of stability and performance to the physics engine. The avatar bounces less and things are a bit less explosive.
* Additionally, you can probably get more physical prim now together.. though, I think this puts us back on par with where we were in the beginning of the year on number of physical objects. Experiment. Make videos. Send Feedback. Enjoy.
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 87 |
1 files changed, 86 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 2108c35..1dcec12 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -205,6 +205,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
205 | private List<OdePrim> _prims = new List<OdePrim>(); | 205 | private List<OdePrim> _prims = new List<OdePrim>(); |
206 | private List<OdePrim> _activeprims = new List<OdePrim>(); | 206 | private List<OdePrim> _activeprims = new List<OdePrim>(); |
207 | private List<OdePrim> _taintedPrim = new List<OdePrim>(); | 207 | private List<OdePrim> _taintedPrim = new List<OdePrim>(); |
208 | private List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); | ||
208 | private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); | 209 | private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); |
209 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | 210 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); |
210 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | 211 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); |
@@ -574,12 +575,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
574 | 575 | ||
575 | for (int i = 0; i < count; i++) | 576 | for (int i = 0; i < count; i++) |
576 | { | 577 | { |
578 | if (checkDupe(contacts[i],p2.PhysicsActorType)) | ||
579 | { | ||
580 | continue; | ||
581 | } | ||
582 | |||
577 | max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth; | 583 | max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth; |
578 | //m_log.Warn("[CCOUNT]: " + count); | 584 | //m_log.Warn("[CCOUNT]: " + count); |
579 | IntPtr joint; | 585 | IntPtr joint; |
580 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. | 586 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. |
581 | // allows us to have different settings | 587 | // allows us to have different settings |
582 | 588 | ||
583 | // We only need to test p2 for 'jump crouch purposes' | 589 | // We only need to test p2 for 'jump crouch purposes' |
584 | p2.IsColliding = true; | 590 | p2.IsColliding = true; |
585 | 591 | ||
@@ -764,12 +770,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
764 | { | 770 | { |
765 | // Use the movement terrain contact | 771 | // Use the movement terrain contact |
766 | AvatarMovementTerrainContact.geom = contacts[i]; | 772 | AvatarMovementTerrainContact.geom = contacts[i]; |
773 | |||
774 | _perloopContact.Add(contacts[i]); | ||
775 | |||
767 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); | 776 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); |
768 | } | 777 | } |
769 | else | 778 | else |
770 | { | 779 | { |
771 | // Use the non moving terrain contact | 780 | // Use the non moving terrain contact |
772 | TerrainContact.geom = contacts[i]; | 781 | TerrainContact.geom = contacts[i]; |
782 | _perloopContact.Add(contacts[i]); | ||
773 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); | 783 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); |
774 | } | 784 | } |
775 | } | 785 | } |
@@ -792,6 +802,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
792 | } | 802 | } |
793 | WaterContact.geom = contacts[i]; | 803 | WaterContact.geom = contacts[i]; |
794 | 804 | ||
805 | _perloopContact.Add(contacts[i]); | ||
806 | |||
795 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); | 807 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); |
796 | 808 | ||
797 | //m_log.Info("[PHYSICS]: Prim Water Contact" + contacts[i].depth); | 809 | //m_log.Info("[PHYSICS]: Prim Water Contact" + contacts[i].depth); |
@@ -806,12 +818,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
806 | { | 818 | { |
807 | // Use the Movement prim contact | 819 | // Use the Movement prim contact |
808 | AvatarMovementprimContact.geom = contacts[i]; | 820 | AvatarMovementprimContact.geom = contacts[i]; |
821 | _perloopContact.Add(contacts[i]); | ||
809 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); | 822 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); |
810 | } | 823 | } |
811 | else | 824 | else |
812 | { | 825 | { |
813 | // Use the non movement contact | 826 | // Use the non movement contact |
814 | contact.geom = contacts[i]; | 827 | contact.geom = contacts[i]; |
828 | _perloopContact.Add(contacts[i]); | ||
815 | joint = d.JointCreateContact(world, contactgroup, ref contact); | 829 | joint = d.JointCreateContact(world, contactgroup, ref contact); |
816 | } | 830 | } |
817 | } | 831 | } |
@@ -832,6 +846,73 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
832 | } | 846 | } |
833 | } | 847 | } |
834 | 848 | ||
849 | private bool checkDupe(d.ContactGeom contactGeom, int atype) | ||
850 | { | ||
851 | bool result = false; | ||
852 | //return result; | ||
853 | ActorTypes at = (ActorTypes)atype; | ||
854 | lock (_perloopContact) | ||
855 | { | ||
856 | foreach (d.ContactGeom contact in _perloopContact) | ||
857 | { | ||
858 | //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2)) | ||
859 | //{ | ||
860 | // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2) | ||
861 | if (at == ActorTypes.Agent) | ||
862 | { | ||
863 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | ||
864 | { | ||
865 | |||
866 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f) | ||
867 | { | ||
868 | //contactGeom.depth *= .00005f; | ||
869 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
870 | // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
871 | result = true; | ||
872 | break; | ||
873 | } | ||
874 | else | ||
875 | { | ||
876 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
877 | } | ||
878 | } | ||
879 | else | ||
880 | { | ||
881 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
882 | //int i = 0; | ||
883 | } | ||
884 | } | ||
885 | else if (at == ActorTypes.Prim) | ||
886 | { | ||
887 | //d.AABB aabb1 = new d.AABB(); | ||
888 | //d.AABB aabb2 = new d.AABB(); | ||
889 | |||
890 | //d.GeomGetAABB(contactGeom.g2, out aabb2); | ||
891 | //d.GeomGetAABB(contactGeom.g1, out aabb1); | ||
892 | //aabb1. | ||
893 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | ||
894 | { | ||
895 | if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z) | ||
896 | { | ||
897 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f) | ||
898 | { | ||
899 | result = true; | ||
900 | break; | ||
901 | } | ||
902 | } | ||
903 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
904 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
905 | } | ||
906 | |||
907 | } | ||
908 | |||
909 | //} | ||
910 | |||
911 | } | ||
912 | } | ||
913 | return result; | ||
914 | } | ||
915 | |||
835 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth) | 916 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth) |
836 | { | 917 | { |
837 | // obj1LocalID = 0; | 918 | // obj1LocalID = 0; |
@@ -1012,6 +1093,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1012 | /// <param name="timeStep"></param> | 1093 | /// <param name="timeStep"></param> |
1013 | private void collision_optimized(float timeStep) | 1094 | private void collision_optimized(float timeStep) |
1014 | { | 1095 | { |
1096 | _perloopContact.Clear(); | ||
1097 | |||
1015 | foreach (OdeCharacter chr in _characters) | 1098 | foreach (OdeCharacter chr in _characters) |
1016 | { | 1099 | { |
1017 | // Reset the collision values to false | 1100 | // Reset the collision values to false |
@@ -1082,6 +1165,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1082 | } | 1165 | } |
1083 | } | 1166 | } |
1084 | } | 1167 | } |
1168 | |||
1169 | _perloopContact.Clear(); | ||
1085 | } | 1170 | } |
1086 | 1171 | ||
1087 | #endregion | 1172 | #endregion |