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author | UbitUmarov | 2015-10-14 02:32:51 +0100 |
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committer | UbitUmarov | 2015-10-14 02:32:51 +0100 |
commit | 7deaad73687d0f561a1fa9e3abe257f1cbe2152f (patch) | |
tree | e96f8f1aa41817fb3ea4f3723ae799d622b68a64 /OpenSim/Region | |
parent | reduce jitter due to viewer interpolators on objects that are really almost ... (diff) | |
download | opensim-SC-7deaad73687d0f561a1fa9e3abe257f1cbe2152f.zip opensim-SC-7deaad73687d0f561a1fa9e3abe257f1cbe2152f.tar.gz opensim-SC-7deaad73687d0f561a1fa9e3abe257f1cbe2152f.tar.bz2 opensim-SC-7deaad73687d0f561a1fa9e3abe257f1cbe2152f.tar.xz |
bug fix, and make Mesh-Mesh and Mesh-Terrain collisions a lot softer
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs | 142 |
1 files changed, 74 insertions, 68 deletions
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs index c0b73bc..2206505 100644 --- a/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs +++ b/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs | |||
@@ -633,17 +633,17 @@ namespace OpenSim.Region.PhysicsModule.ubOde | |||
633 | #region Collision Detection | 633 | #region Collision Detection |
634 | 634 | ||
635 | // sets a global contact for a joint for contactgeom , and base contact description) | 635 | // sets a global contact for a joint for contactgeom , and base contact description) |
636 | 636 | private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom,bool smooth) | |
637 | |||
638 | |||
639 | private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom) | ||
640 | { | 637 | { |
641 | if (m_global_contactcount >= maxContactsbeforedeath) | 638 | if (m_global_contactcount >= maxContactsbeforedeath) |
642 | return IntPtr.Zero; | 639 | return IntPtr.Zero; |
643 | 640 | ||
644 | m_global_contactcount++; | 641 | m_global_contactcount++; |
645 | 642 | if(smooth) | |
646 | SharedTmpcontact.geom.depth = contactGeom.depth; | 643 | SharedTmpcontact.geom.depth = contactGeom.depth * 0.05f; |
644 | else | ||
645 | SharedTmpcontact.geom.depth = contactGeom.depth; | ||
646 | SharedTmpcontact.geom.pos = contactGeom.pos; | ||
647 | SharedTmpcontact.geom.pos = contactGeom.pos; | 647 | SharedTmpcontact.geom.pos = contactGeom.pos; |
648 | SharedTmpcontact.geom.normal = contactGeom.normal; | 648 | SharedTmpcontact.geom.normal = contactGeom.normal; |
649 | 649 | ||
@@ -836,6 +836,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde | |||
836 | bool dop1ava = false; | 836 | bool dop1ava = false; |
837 | bool dop2ava = false; | 837 | bool dop2ava = false; |
838 | bool ignore = false; | 838 | bool ignore = false; |
839 | bool smoothMesh = false; | ||
839 | 840 | ||
840 | switch (p1.PhysicsActorType) | 841 | switch (p1.PhysicsActorType) |
841 | { | 842 | { |
@@ -879,6 +880,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde | |||
879 | if (relVlenSQ > 0.01f) | 880 | if (relVlenSQ > 0.01f) |
880 | mu *= frictionMovementMult; | 881 | mu *= frictionMovementMult; |
881 | 882 | ||
883 | if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass && | ||
884 | d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) | ||
885 | smoothMesh = true; | ||
882 | break; | 886 | break; |
883 | 887 | ||
884 | case (int)ActorTypes.Ground: | 888 | case (int)ActorTypes.Ground: |
@@ -889,13 +893,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde | |||
889 | if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f) | 893 | if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f) |
890 | mu *= frictionMovementMult; | 894 | mu *= frictionMovementMult; |
891 | p1.CollidingGround = true; | 895 | p1.CollidingGround = true; |
892 | /* | 896 | |
893 | if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) | 897 | if(d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) |
894 | { | 898 | smoothMesh = true; |
895 | if (curContact.side1 > 0) | ||
896 | IgnoreNegSides = true; | ||
897 | } | ||
898 | */ | ||
899 | break; | 899 | break; |
900 | 900 | ||
901 | case (int)ActorTypes.Water: | 901 | case (int)ActorTypes.Water: |
@@ -919,6 +919,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde | |||
919 | 919 | ||
920 | if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f) | 920 | if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f) |
921 | mu *= frictionMovementMult; | 921 | mu *= frictionMovementMult; |
922 | |||
923 | if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass) | ||
924 | smoothMesh = true; | ||
922 | } | 925 | } |
923 | else | 926 | else |
924 | ignore = true; | 927 | ignore = true; |
@@ -951,76 +954,77 @@ namespace OpenSim.Region.PhysicsModule.ubOde | |||
951 | bool useAltcontact = false; | 954 | bool useAltcontact = false; |
952 | bool noskip = true; | 955 | bool noskip = true; |
953 | 956 | ||
957 | if(dop1ava || dop2ava) | ||
958 | smoothMesh = false; | ||
959 | |||
954 | while (true) | 960 | while (true) |
955 | { | 961 | { |
956 | // if (!(IgnoreNegSides && curContact.side1 < 0)) | 962 | noskip = true; |
957 | { | 963 | useAltcontact = false; |
958 | noskip = true; | ||
959 | useAltcontact = false; | ||
960 | 964 | ||
961 | if (dop1ava) | 965 | if (dop1ava) |
966 | { | ||
967 | if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision))) | ||
962 | { | 968 | { |
963 | if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision))) | 969 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) |
964 | { | 970 | { |
965 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | 971 | p1.CollidingObj = true; |
966 | { | 972 | p2.CollidingObj = true; |
967 | p1.CollidingObj = true; | ||
968 | p2.CollidingObj = true; | ||
969 | } | ||
970 | else if (p2.Velocity.LengthSquared() > 0.0f) | ||
971 | p2.CollidingObj = true; | ||
972 | } | 973 | } |
973 | else | 974 | else if (p2.Velocity.LengthSquared() > 0.0f) |
974 | noskip = false; | 975 | p2.CollidingObj = true; |
975 | } | 976 | } |
976 | else if (dop2ava) | 977 | else |
978 | noskip = false; | ||
979 | } | ||
980 | else if (dop2ava) | ||
981 | { | ||
982 | if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision))) | ||
977 | { | 983 | { |
978 | if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision))) | 984 | if (p1.PhysicsActorType == (int)ActorTypes.Agent) |
979 | { | 985 | { |
980 | if (p1.PhysicsActorType == (int)ActorTypes.Agent) | 986 | p1.CollidingObj = true; |
981 | { | 987 | p2.CollidingObj = true; |
982 | p1.CollidingObj = true; | ||
983 | p2.CollidingObj = true; | ||
984 | } | ||
985 | else if (p2.Velocity.LengthSquared() > 0.0f) | ||
986 | p1.CollidingObj = true; | ||
987 | } | 988 | } |
988 | else | 989 | else if (p2.Velocity.LengthSquared() > 0.0f) |
989 | noskip = false; | 990 | p1.CollidingObj = true; |
990 | } | 991 | } |
992 | else | ||
993 | noskip = false; | ||
994 | } | ||
991 | 995 | ||
992 | if (noskip) | 996 | if (noskip) |
993 | { | 997 | { |
994 | if(useAltcontact) | 998 | if(useAltcontact) |
995 | Joint = CreateContacJoint(ref altContact); | 999 | Joint = CreateContacJoint(ref altContact,smoothMesh); |
996 | else | 1000 | else |
997 | Joint = CreateContacJoint(ref curContact); | 1001 | Joint = CreateContacJoint(ref curContact,smoothMesh); |
998 | 1002 | ||
999 | if (Joint == IntPtr.Zero) | 1003 | if (Joint == IntPtr.Zero) |
1000 | break; | 1004 | break; |
1001 | 1005 | ||
1002 | d.JointAttach(Joint, b1, b2); | 1006 | d.JointAttach(Joint, b1, b2); |
1003 | 1007 | ||
1004 | ncontacts++; | 1008 | ncontacts++; |
1005 | 1009 | ||
1006 | if (curContact.depth > maxDepthContact.PenetrationDepth) | 1010 | if (curContact.depth > maxDepthContact.PenetrationDepth) |
1007 | { | 1011 | { |
1008 | maxDepthContact.Position.X = curContact.pos.X; | 1012 | maxDepthContact.Position.X = curContact.pos.X; |
1009 | maxDepthContact.Position.Y = curContact.pos.Y; | 1013 | maxDepthContact.Position.Y = curContact.pos.Y; |
1010 | maxDepthContact.Position.Z = curContact.pos.Z; | 1014 | maxDepthContact.Position.Z = curContact.pos.Z; |
1011 | maxDepthContact.PenetrationDepth = curContact.depth; | 1015 | maxDepthContact.PenetrationDepth = curContact.depth; |
1012 | maxDepthContact.CharacterFeet = FeetCollision; | 1016 | maxDepthContact.CharacterFeet = FeetCollision; |
1013 | } | 1017 | } |
1014 | 1018 | ||
1015 | if (curContact.depth < minDepthContact.PenetrationDepth) | 1019 | if (curContact.depth < minDepthContact.PenetrationDepth) |
1016 | { | 1020 | { |
1017 | minDepthContact.PenetrationDepth = curContact.depth; | 1021 | minDepthContact.PenetrationDepth = curContact.depth; |
1018 | minDepthContact.SurfaceNormal.X = curContact.normal.X; | 1022 | minDepthContact.SurfaceNormal.X = curContact.normal.X; |
1019 | minDepthContact.SurfaceNormal.Y = curContact.normal.Y; | 1023 | minDepthContact.SurfaceNormal.Y = curContact.normal.Y; |
1020 | minDepthContact.SurfaceNormal.Z = curContact.normal.Z; | 1024 | minDepthContact.SurfaceNormal.Z = curContact.normal.Z; |
1021 | } | ||
1022 | } | 1025 | } |
1023 | } | 1026 | } |
1027 | |||
1024 | if (++i >= count) | 1028 | if (++i >= count) |
1025 | break; | 1029 | break; |
1026 | 1030 | ||
@@ -1146,14 +1150,16 @@ namespace OpenSim.Region.PhysicsModule.ubOde | |||
1146 | foreach (OdePrim aprim in _activeprims) | 1150 | foreach (OdePrim aprim in _activeprims) |
1147 | { | 1151 | { |
1148 | aprim.CollisionScore = 0; | 1152 | aprim.CollisionScore = 0; |
1149 | aprim.IsColliding = false; | 1153 | aprim.IsColliding = false; |
1150 | } | 1154 | } |
1151 | 1155 | } | |
1156 | lock (_activeprims) | ||
1157 | { | ||
1152 | try | 1158 | try |
1153 | { | 1159 | { |
1154 | foreach (OdePrim aprim in _activeprims) | 1160 | foreach (OdePrim aprim in _activegroups) |
1155 | { | 1161 | { |
1156 | if(d.BodyIsEnabled(aprim.Body)) | 1162 | if(!aprim.m_outbounds && d.BodyIsEnabled(aprim.Body)) |
1157 | { | 1163 | { |
1158 | d.SpaceCollide2(StaticSpace, aprim.collide_geom, IntPtr.Zero, nearCallback); | 1164 | d.SpaceCollide2(StaticSpace, aprim.collide_geom, IntPtr.Zero, nearCallback); |
1159 | d.SpaceCollide2(GroundSpace, aprim.collide_geom, IntPtr.Zero, nearCallback); | 1165 | d.SpaceCollide2(GroundSpace, aprim.collide_geom, IntPtr.Zero, nearCallback); |