diff options
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 90 |
1 files changed, 81 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index a41c856..b2c2d8a 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -63,6 +63,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
63 | 63 | ||
64 | private bool m_isphysical; | 64 | private bool m_isphysical; |
65 | 65 | ||
66 | public int ExpectedCollisionContacts { get { return m_expectedCollisionContacts; } } | ||
67 | private int m_expectedCollisionContacts = 0; | ||
68 | |||
66 | /// <summary> | 69 | /// <summary> |
67 | /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. | 70 | /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. |
68 | /// </summary> | 71 | /// </summary> |
@@ -97,6 +100,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
97 | private Vector3 m_taintAngularLock = Vector3.One; | 100 | private Vector3 m_taintAngularLock = Vector3.One; |
98 | private IntPtr Amotor = IntPtr.Zero; | 101 | private IntPtr Amotor = IntPtr.Zero; |
99 | 102 | ||
103 | private object m_assetsLock = new object(); | ||
104 | private bool m_assetFailed = false; | ||
105 | |||
100 | private Vector3 m_PIDTarget; | 106 | private Vector3 m_PIDTarget; |
101 | private float m_PIDTau; | 107 | private float m_PIDTau; |
102 | private float PID_D = 35f; | 108 | private float PID_D = 35f; |
@@ -279,6 +285,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
279 | } | 285 | } |
280 | 286 | ||
281 | m_taintadd = true; | 287 | m_taintadd = true; |
288 | m_assetFailed = false; | ||
282 | _parent_scene.AddPhysicsActorTaint(this); | 289 | _parent_scene.AddPhysicsActorTaint(this); |
283 | } | 290 | } |
284 | 291 | ||
@@ -601,8 +608,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
601 | break; | 608 | break; |
602 | 609 | ||
603 | case HollowShape.Circle: | 610 | case HollowShape.Circle: |
604 | // Hollow shape is a perfect cylinder in respect to the cube's scale | 611 | // Hollow shape is a perfect cyllinder in respect to the cube's scale |
605 | // Cylinder hollow volume calculation | 612 | // Cyllinder hollow volume calculation |
606 | 613 | ||
607 | hollowVolume *= 0.1963495f * 3.07920140172638f; | 614 | hollowVolume *= 0.1963495f * 3.07920140172638f; |
608 | break; | 615 | break; |
@@ -840,7 +847,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
840 | int vertexStride, triStride; | 847 | int vertexStride, triStride; |
841 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap | 848 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap |
842 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage | 849 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage |
843 | 850 | m_expectedCollisionContacts = indexCount; | |
844 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory | 851 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory |
845 | 852 | ||
846 | // We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at | 853 | // We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at |
@@ -1377,6 +1384,7 @@ Console.WriteLine("CreateGeom:"); | |||
1377 | { | 1384 | { |
1378 | //Console.WriteLine(" CreateGeom 1"); | 1385 | //Console.WriteLine(" CreateGeom 1"); |
1379 | SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2)); | 1386 | SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2)); |
1387 | m_expectedCollisionContacts = 3; | ||
1380 | } | 1388 | } |
1381 | catch (AccessViolationException) | 1389 | catch (AccessViolationException) |
1382 | { | 1390 | { |
@@ -1391,6 +1399,7 @@ Console.WriteLine("CreateGeom:"); | |||
1391 | { | 1399 | { |
1392 | //Console.WriteLine(" CreateGeom 2"); | 1400 | //Console.WriteLine(" CreateGeom 2"); |
1393 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | 1401 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); |
1402 | m_expectedCollisionContacts = 4; | ||
1394 | } | 1403 | } |
1395 | catch (AccessViolationException) | 1404 | catch (AccessViolationException) |
1396 | { | 1405 | { |
@@ -1406,6 +1415,7 @@ Console.WriteLine("CreateGeom:"); | |||
1406 | { | 1415 | { |
1407 | //Console.WriteLine(" CreateGeom 3"); | 1416 | //Console.WriteLine(" CreateGeom 3"); |
1408 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | 1417 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); |
1418 | m_expectedCollisionContacts = 4; | ||
1409 | } | 1419 | } |
1410 | catch (AccessViolationException) | 1420 | catch (AccessViolationException) |
1411 | { | 1421 | { |
@@ -1421,6 +1431,7 @@ Console.WriteLine("CreateGeom:"); | |||
1421 | { | 1431 | { |
1422 | //Console.WriteLine(" CreateGeom 4"); | 1432 | //Console.WriteLine(" CreateGeom 4"); |
1423 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | 1433 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); |
1434 | m_expectedCollisionContacts = 4; | ||
1424 | } | 1435 | } |
1425 | catch (AccessViolationException) | 1436 | catch (AccessViolationException) |
1426 | { | 1437 | { |
@@ -1446,11 +1457,13 @@ Console.WriteLine("CreateGeom:"); | |||
1446 | _parent_scene.geom_name_map.Remove(prim_geom); | 1457 | _parent_scene.geom_name_map.Remove(prim_geom); |
1447 | _parent_scene.actor_name_map.Remove(prim_geom); | 1458 | _parent_scene.actor_name_map.Remove(prim_geom); |
1448 | d.GeomDestroy(prim_geom); | 1459 | d.GeomDestroy(prim_geom); |
1460 | m_expectedCollisionContacts = 0; | ||
1449 | prim_geom = IntPtr.Zero; | 1461 | prim_geom = IntPtr.Zero; |
1450 | } | 1462 | } |
1451 | catch (System.AccessViolationException) | 1463 | catch (System.AccessViolationException) |
1452 | { | 1464 | { |
1453 | prim_geom = IntPtr.Zero; | 1465 | prim_geom = IntPtr.Zero; |
1466 | m_expectedCollisionContacts = 0; | ||
1454 | m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); | 1467 | m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); |
1455 | 1468 | ||
1456 | return false; | 1469 | return false; |
@@ -1489,6 +1502,8 @@ Console.WriteLine("CreateGeom:"); | |||
1489 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | 1502 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); |
1490 | // createmesh returns null when it's a shape that isn't a cube. | 1503 | // createmesh returns null when it's a shape that isn't a cube. |
1491 | // m_log.Debug(m_localID); | 1504 | // m_log.Debug(m_localID); |
1505 | if (mesh == null) | ||
1506 | CheckMeshAsset(); | ||
1492 | } | 1507 | } |
1493 | 1508 | ||
1494 | #if SPAM | 1509 | #if SPAM |
@@ -1988,7 +2003,12 @@ Console.WriteLine(" JointCreateFixed"); | |||
1988 | // Don't need to re-enable body.. it's done in SetMesh | 2003 | // Don't need to re-enable body.. it's done in SetMesh |
1989 | 2004 | ||
1990 | if (_parent_scene.needsMeshing(_pbs)) | 2005 | if (_parent_scene.needsMeshing(_pbs)) |
2006 | { | ||
1991 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); | 2007 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); |
2008 | if (mesh == null) | ||
2009 | CheckMeshAsset(); | ||
2010 | } | ||
2011 | |||
1992 | } | 2012 | } |
1993 | 2013 | ||
1994 | CreateGeom(m_targetSpace, mesh); | 2014 | CreateGeom(m_targetSpace, mesh); |
@@ -2048,6 +2068,8 @@ Console.WriteLine(" JointCreateFixed"); | |||
2048 | /// </summary> | 2068 | /// </summary> |
2049 | private void changeshape() | 2069 | private void changeshape() |
2050 | { | 2070 | { |
2071 | m_taintshape = false; | ||
2072 | |||
2051 | // Cleanup of old prim geometry and Bodies | 2073 | // Cleanup of old prim geometry and Bodies |
2052 | if (IsPhysical && Body != IntPtr.Zero) | 2074 | if (IsPhysical && Body != IntPtr.Zero) |
2053 | { | 2075 | { |
@@ -2075,6 +2097,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2075 | 2097 | ||
2076 | IMesh mesh = null; | 2098 | IMesh mesh = null; |
2077 | 2099 | ||
2100 | |||
2078 | if (_parent_scene.needsMeshing(_pbs)) | 2101 | if (_parent_scene.needsMeshing(_pbs)) |
2079 | { | 2102 | { |
2080 | // Don't need to re-enable body.. it's done in CreateMesh | 2103 | // Don't need to re-enable body.. it's done in CreateMesh |
@@ -2085,6 +2108,8 @@ Console.WriteLine(" JointCreateFixed"); | |||
2085 | 2108 | ||
2086 | // createmesh returns null when it doesn't mesh. | 2109 | // createmesh returns null when it doesn't mesh. |
2087 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); | 2110 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); |
2111 | if (mesh == null) | ||
2112 | CheckMeshAsset(); | ||
2088 | } | 2113 | } |
2089 | 2114 | ||
2090 | CreateGeom(m_targetSpace, mesh); | 2115 | CreateGeom(m_targetSpace, mesh); |
@@ -2121,7 +2146,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2121 | } | 2146 | } |
2122 | 2147 | ||
2123 | resetCollisionAccounting(); | 2148 | resetCollisionAccounting(); |
2124 | m_taintshape = false; | 2149 | // m_taintshape = false; |
2125 | } | 2150 | } |
2126 | 2151 | ||
2127 | /// <summary> | 2152 | /// <summary> |
@@ -2387,6 +2412,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2387 | set | 2412 | set |
2388 | { | 2413 | { |
2389 | _pbs = value; | 2414 | _pbs = value; |
2415 | m_assetFailed = false; | ||
2390 | m_taintshape = true; | 2416 | m_taintshape = true; |
2391 | } | 2417 | } |
2392 | } | 2418 | } |
@@ -2395,15 +2421,15 @@ Console.WriteLine(" JointCreateFixed"); | |||
2395 | { | 2421 | { |
2396 | get | 2422 | get |
2397 | { | 2423 | { |
2398 | // Averate previous velocity with the new one so | 2424 | // Average previous velocity with the new one so |
2399 | // client object interpolation works a 'little' better | 2425 | // client object interpolation works a 'little' better |
2400 | if (_zeroFlag) | 2426 | if (_zeroFlag) |
2401 | return Vector3.Zero; | 2427 | return Vector3.Zero; |
2402 | 2428 | ||
2403 | Vector3 returnVelocity = Vector3.Zero; | 2429 | Vector3 returnVelocity = Vector3.Zero; |
2404 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; | 2430 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) * 0.5f; // 0.5f is mathematically equiv to '/ 2' |
2405 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; | 2431 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) * 0.5f; |
2406 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; | 2432 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) * 0.5f; |
2407 | return returnVelocity; | 2433 | return returnVelocity; |
2408 | } | 2434 | } |
2409 | set | 2435 | set |
@@ -2600,6 +2626,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2600 | { | 2626 | { |
2601 | Vector3 pv = Vector3.Zero; | 2627 | Vector3 pv = Vector3.Zero; |
2602 | bool lastZeroFlag = _zeroFlag; | 2628 | bool lastZeroFlag = _zeroFlag; |
2629 | float m_minvelocity = 0; | ||
2603 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint | 2630 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint |
2604 | { | 2631 | { |
2605 | d.Vector3 vec = d.BodyGetPosition(Body); | 2632 | d.Vector3 vec = d.BodyGetPosition(Body); |
@@ -2752,8 +2779,21 @@ Console.WriteLine(" JointCreateFixed"); | |||
2752 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | 2779 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); |
2753 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | 2780 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); |
2754 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | 2781 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); |
2782 | |||
2783 | // Note here that linearvelocity is affecting angular velocity... so I'm guessing this is a vehicle specific thing... | ||
2784 | // it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large. | ||
2785 | // reducing this to 0.02m/frame seems to help the angular rubberbanding quite a bit, however, to make sure it doesn't affect elevators and vehicles | ||
2786 | // adding these logical exclusion situations to maintain this where I think it was intended to be. | ||
2787 | if (m_throttleUpdates || m_usePID || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero)) | ||
2788 | { | ||
2789 | m_minvelocity = 0.5f; | ||
2790 | } | ||
2791 | else | ||
2792 | { | ||
2793 | m_minvelocity = 0.02f; | ||
2794 | } | ||
2755 | 2795 | ||
2756 | if (_velocity.ApproxEquals(pv, 0.5f)) | 2796 | if (_velocity.ApproxEquals(pv, m_minvelocity)) |
2757 | { | 2797 | { |
2758 | m_rotationalVelocity = pv; | 2798 | m_rotationalVelocity = pv; |
2759 | } | 2799 | } |
@@ -3211,5 +3251,37 @@ Console.WriteLine(" JointCreateFixed"); | |||
3211 | { | 3251 | { |
3212 | m_material = pMaterial; | 3252 | m_material = pMaterial; |
3213 | } | 3253 | } |
3254 | |||
3255 | |||
3256 | private void CheckMeshAsset() | ||
3257 | { | ||
3258 | if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero) | ||
3259 | { | ||
3260 | m_assetFailed = true; | ||
3261 | Util.FireAndForget(delegate | ||
3262 | { | ||
3263 | RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod; | ||
3264 | if (assetProvider != null) | ||
3265 | assetProvider(_pbs.SculptTexture, MeshAssetReveived); | ||
3266 | }); | ||
3267 | } | ||
3268 | } | ||
3269 | |||
3270 | void MeshAssetReveived(AssetBase asset) | ||
3271 | { | ||
3272 | if (asset.Data != null && asset.Data.Length > 0) | ||
3273 | { | ||
3274 | if (!_pbs.SculptEntry) | ||
3275 | return; | ||
3276 | if (_pbs.SculptTexture.ToString() != asset.ID) | ||
3277 | return; | ||
3278 | |||
3279 | _pbs.SculptData = new byte[asset.Data.Length]; | ||
3280 | asset.Data.CopyTo(_pbs.SculptData, 0); | ||
3281 | m_assetFailed = false; | ||
3282 | m_taintshape = true; | ||
3283 | _parent_scene.AddPhysicsActorTaint(this); | ||
3284 | } | ||
3285 | } | ||
3214 | } | 3286 | } |
3215 | } \ No newline at end of file | 3287 | } \ No newline at end of file |