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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs47
1 files changed, 41 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 8f660c4..a465613 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -108,6 +108,9 @@ public class BSPrim : BSPhysObject
108 // do the actual object creation at taint time 108 // do the actual object creation at taint time
109 PhysicsScene.TaintedObject("BSPrim.create", delegate() 109 PhysicsScene.TaintedObject("BSPrim.create", delegate()
110 { 110 {
111 // Make sure the object is being created with some sanity.
112 ExtremeSanityCheck(true /* inTaintTime */);
113
111 CreateGeomAndObject(true); 114 CreateGeomAndObject(true);
112 115
113 CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody); 116 CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody);
@@ -450,6 +453,38 @@ public class BSPrim : BSPhysObject
450 return ret; 453 return ret;
451 } 454 }
452 455
456 // Occasionally things will fly off and really get lost.
457 // Find the wanderers and bring them back.
458 // Return 'true' if some parameter need some sanity.
459 private bool ExtremeSanityCheck(bool inTaintTime)
460 {
461 bool ret = false;
462
463 uint wayOutThere = Constants.RegionSize * Constants.RegionSize;
464 // There have been instances of objects getting thrown way out of bounds and crashing
465 // the border crossing code.
466 if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere
467 || _position.Y < -Constants.RegionSize || _position.Y > wayOutThere
468 || _position.Z < -Constants.RegionSize || _position.Z > wayOutThere)
469 {
470 _position = new OMV.Vector3(10, 10, 50);
471 ZeroMotion(inTaintTime);
472 ret = true;
473 }
474 if (_velocity.LengthSquared() > BSParam.MaxLinearVelocity)
475 {
476 _velocity = Util.ClampV(_velocity, BSParam.MaxLinearVelocity);
477 ret = true;
478 }
479 if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
480 {
481 _rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
482 ret = true;
483 }
484
485 return ret;
486 }
487
453 // Return the effective mass of the object. 488 // Return the effective mass of the object.
454 // The definition of this call is to return the mass of the prim. 489 // The definition of this call is to return the mass of the prim.
455 // If the simulator cares about the mass of the linkset, it will sum it itself. 490 // If the simulator cares about the mass of the linkset, it will sum it itself.
@@ -585,12 +620,12 @@ public class BSPrim : BSPhysObject
585 if (VehicleController.Type == Vehicle.TYPE_NONE) 620 if (VehicleController.Type == Vehicle.TYPE_NONE)
586 { 621 {
587 UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); 622 UnRegisterPreStepAction("BSPrim.Vehicle", LocalID);
588 PhysicsScene.AfterStep -= VehicleController.PostStep; 623 UnRegisterPostStepAction("BSPrim.Vehicle", LocalID);
589 } 624 }
590 else 625 else
591 { 626 {
592 RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step); 627 RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step);
593 PhysicsScene.AfterStep += VehicleController.PostStep; 628 RegisterPostStepAction("BSPrim.Vehicle", LocalID, VehicleController.PostStep);
594 } 629 }
595 }); 630 });
596 } 631 }
@@ -732,7 +767,7 @@ public class BSPrim : BSPhysObject
732 set { 767 set {
733 PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); 768 PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity");
734 769
735 _velocity = value; 770 _velocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
736 if (PhysBody.HasPhysicalBody) 771 if (PhysBody.HasPhysicalBody)
737 { 772 {
738 DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity); 773 DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity);
@@ -1098,7 +1133,7 @@ public class BSPrim : BSPhysObject
1098 return _rotationalVelocity; 1133 return _rotationalVelocity;
1099 } 1134 }
1100 set { 1135 set {
1101 _rotationalVelocity = value; 1136 _rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
1102 if (PhysBody.HasPhysicalBody) 1137 if (PhysBody.HasPhysicalBody)
1103 { 1138 {
1104 DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 1139 DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
@@ -1230,6 +1265,7 @@ public class BSPrim : BSPhysObject
1230 1265
1231 RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) 1266 RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep)
1232 { 1267 {
1268 // Don't do hovering while the object is selected.
1233 if (!IsPhysicallyActive) 1269 if (!IsPhysicallyActive)
1234 return; 1270 return;
1235 1271
@@ -1737,10 +1773,9 @@ public class BSPrim : BSPhysObject
1737 // Assign directly to the local variables so the normal set actions do not happen 1773 // Assign directly to the local variables so the normal set actions do not happen
1738 _position = entprop.Position; 1774 _position = entprop.Position;
1739 _orientation = entprop.Rotation; 1775 _orientation = entprop.Rotation;
1740 // _velocity = entprop.Velocity;
1741 // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be 1776 // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be
1742 // very sensitive to velocity changes. 1777 // very sensitive to velocity changes.
1743 if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, 0.1f)) 1778 if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, BSParam.UpdateVelocityChangeThreshold))
1744 _velocity = entprop.Velocity; 1779 _velocity = entprop.Velocity;
1745 _acceleration = entprop.Acceleration; 1780 _acceleration = entprop.Acceleration;
1746 _rotationalVelocity = entprop.RotationalVelocity; 1781 _rotationalVelocity = entprop.RotationalVelocity;