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authorUbitUmarov2015-09-07 13:27:13 +0100
committerUbitUmarov2015-09-07 13:27:13 +0100
commit2a84ef861a4c9a9ebf93780f9f352426584adbb0 (patch)
tree3e505b7f9a2227a79e61ac23fea37b7463b716b9 /OpenSim
parentrecover opensim m_sendTerrainUpdatesByViewDistance. if false do as opensim (s... (diff)
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improve old ODE prim region borders
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs121
1 files changed, 84 insertions, 37 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 0a99e30..bf003a8 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -1691,6 +1691,9 @@ Console.WriteLine(" JointCreateFixed");
1691 float fy = 0; 1691 float fy = 0;
1692 float fz = 0; 1692 float fz = 0;
1693 1693
1694 if (outofBounds)
1695 return;
1696
1694 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. 1697 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
1695 { 1698 {
1696 if (m_vehicle.Type != Vehicle.TYPE_NONE) 1699 if (m_vehicle.Type != Vehicle.TYPE_NONE)
@@ -2664,16 +2667,38 @@ Console.WriteLine(" JointCreateFixed");
2664 2667
2665 public override void CrossingFailure() 2668 public override void CrossingFailure()
2666 { 2669 {
2667 m_crossingfailures++; 2670 /*
2668 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) 2671 m_crossingfailures++;
2669 { 2672 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2670 base.RaiseOutOfBounds(_position); 2673 {
2671 return; 2674 base.RaiseOutOfBounds(_position);
2672 } 2675 return;
2673 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) 2676 }
2677 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2678 {
2679 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + Name);
2680 }
2681 */
2682 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
2683 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
2684 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
2685
2686 m_lastposition = _position;
2687 _velocity.X = 0;
2688 _velocity.Y = 0;
2689 _velocity.Z = 0;
2690
2691 m_lastVelocity = _velocity;
2692
2693 if (Body != IntPtr.Zero)
2674 { 2694 {
2675 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + Name); 2695 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2696 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2676 } 2697 }
2698
2699 outofBounds = false;
2700 base.RequestPhysicsterseUpdate();
2701
2677 } 2702 }
2678 2703
2679 public override float Buoyancy 2704 public override float Buoyancy
@@ -2712,6 +2737,8 @@ Console.WriteLine(" JointCreateFixed");
2712 internal void UpdatePositionAndVelocity() 2737 internal void UpdatePositionAndVelocity()
2713 { 2738 {
2714 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! 2739 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2740 if (outofBounds)
2741 return;
2715 if (_parent == null) 2742 if (_parent == null)
2716 { 2743 {
2717 Vector3 pv = Vector3.Zero; 2744 Vector3 pv = Vector3.Zero;
@@ -2728,12 +2755,6 @@ Console.WriteLine(" JointCreateFixed");
2728 Vector3 l_position = Vector3.Zero; 2755 Vector3 l_position = Vector3.Zero;
2729 Quaternion l_orientation = Quaternion.Identity; 2756 Quaternion l_orientation = Quaternion.Identity;
2730 2757
2731 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
2732 //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2733 //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2734 //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2735 //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2736
2737 m_lastposition = _position; 2758 m_lastposition = _position;
2738 m_lastorientation = _orientation; 2759 m_lastorientation = _orientation;
2739 2760
@@ -2745,26 +2766,6 @@ Console.WriteLine(" JointCreateFixed");
2745 l_orientation.Z = ori.Z; 2766 l_orientation.Z = ori.Z;
2746 l_orientation.W = ori.W; 2767 l_orientation.W = ori.W;
2747 2768
2748 if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || l_position.X < 0f || l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || l_position.Y < 0f)
2749 {
2750 //base.RaiseOutOfBounds(l_position);
2751
2752 if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2753 {
2754 _position = l_position;
2755 //_parent_scene.remActivePrim(this);
2756 if (_parent == null)
2757 base.RequestPhysicsterseUpdate();
2758 return;
2759 }
2760 else
2761 {
2762 if (_parent == null)
2763 base.RaiseOutOfBounds(l_position);
2764 return;
2765 }
2766 }
2767
2768 if (l_position.Z < 0) 2769 if (l_position.Z < 0)
2769 { 2770 {
2770 // This is so prim that get lost underground don't fall forever and suck up 2771 // This is so prim that get lost underground don't fall forever and suck up
@@ -2774,8 +2775,6 @@ Console.WriteLine(" JointCreateFixed");
2774 // It's a hack and will generate a console message if it fails. 2775 // It's a hack and will generate a console message if it fails.
2775 2776
2776 //IsPhysical = false; 2777 //IsPhysical = false;
2777 if (_parent == null)
2778 base.RaiseOutOfBounds(_position);
2779 2778
2780 _acceleration.X = 0; 2779 _acceleration.X = 0;
2781 _acceleration.Y = 0; 2780 _acceleration.Y = 0;
@@ -2789,16 +2788,64 @@ Console.WriteLine(" JointCreateFixed");
2789 m_rotationalVelocity.Z = 0; 2788 m_rotationalVelocity.Z = 0;
2790 2789
2791 if (_parent == null) 2790 if (_parent == null)
2791 base.RaiseOutOfBounds(_position);
2792
2793 if (_parent == null)
2792 base.RequestPhysicsterseUpdate(); 2794 base.RequestPhysicsterseUpdate();
2793 2795
2794 m_throttleUpdates = false; 2796 m_throttleUpdates = false;
2795 throttleCounter = 0; 2797 throttleCounter = 0;
2796 _zeroFlag = true; 2798 _zeroFlag = true;
2797 //outofBounds = true; 2799 //outofBounds = true;
2800 return;
2798 } 2801 }
2799 2802
2803 if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || l_position.X < 0f || l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || l_position.Y < 0f)
2804 {
2805 //base.RaiseOutOfBounds(l_position);
2806 /*
2807 if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2808 {
2809 _position = l_position;
2810 //_parent_scene.remActivePrim(this);
2811 if (_parent == null)
2812 base.RequestPhysicsterseUpdate();
2813 return;
2814 }
2815 else
2816 {
2817 if (_parent == null)
2818 base.RaiseOutOfBounds(l_position);
2819 return;
2820 }
2821 */
2822 outofBounds = true;
2823 // part near the border on outside
2824 if (l_position.X < 0)
2825 Util.Clamp(l_position.X, -0.1f, -2f);
2826 else
2827 Util.Clamp(l_position.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
2828 if (l_position.Y < 0)
2829 Util.Clamp(l_position.Y, -0.1f, -2f);
2830 else
2831 Util.Clamp(l_position.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
2832
2833 d.BodySetPosition(Body, l_position.X, l_position.Y, l_position.Z);
2834
2835 // stop it
2836 d.BodySetAngularVel(Body, 0, 0, 0);
2837 d.BodySetLinearVel(Body, 0, 0, 0);
2838 disableBodySoft();
2839
2840 // tell framework to fix it
2841 if (_parent == null)
2842 base.RequestPhysicsterseUpdate();
2843 return;
2844 }
2845
2846
2800 //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); 2847 //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation));
2801//Console.WriteLine("Adiff " + Name + " = " + Adiff); 2848 //Console.WriteLine("Adiff " + Name + " = " + Adiff);
2802 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) 2849 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
2803 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) 2850 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
2804 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) 2851 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)