diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 67 |
1 files changed, 33 insertions, 34 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 0a065be..2f42646 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -239,6 +239,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
239 | private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>(); | 239 | private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>(); |
240 | private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); | 240 | private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); |
241 | private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>(); | 241 | private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>(); |
242 | private readonly Object _taintedPrimLock = new Object(); | ||
242 | private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>(); | 243 | private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>(); |
243 | private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); | 244 | private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); |
244 | private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); | 245 | private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); |
@@ -683,7 +684,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
683 | /// </summary> | 684 | /// </summary> |
684 | /// <param name="pos"></param> | 685 | /// <param name="pos"></param> |
685 | /// <returns>Returns which split up space the given position is in.</returns> | 686 | /// <returns>Returns which split up space the given position is in.</returns> |
686 | public string whichspaceamIin(PhysicsVector pos) | 687 | public string whichspaceamIin(Vector3 pos) |
687 | { | 688 | { |
688 | return calculateSpaceForGeom(pos).ToString(); | 689 | return calculateSpaceForGeom(pos).ToString(); |
689 | } | 690 | } |
@@ -962,7 +963,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
962 | 963 | ||
963 | //p2.CollidingObj = true; | 964 | //p2.CollidingObj = true; |
964 | contacts[i].depth = 0.00000003f; | 965 | contacts[i].depth = 0.00000003f; |
965 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); | 966 | p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); |
966 | contacts[i].pos = | 967 | contacts[i].pos = |
967 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), | 968 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), |
968 | contacts[i].pos.Y + (p1.Size.Y/2), | 969 | contacts[i].pos.Y + (p1.Size.Y/2), |
@@ -980,7 +981,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
980 | 981 | ||
981 | //p2.CollidingObj = true; | 982 | //p2.CollidingObj = true; |
982 | contacts[i].depth = 0.00000003f; | 983 | contacts[i].depth = 0.00000003f; |
983 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 0.5f); | 984 | p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); |
984 | contacts[i].pos = | 985 | contacts[i].pos = |
985 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), | 986 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), |
986 | contacts[i].pos.Y + (p1.Size.Y/2), | 987 | contacts[i].pos.Y + (p1.Size.Y/2), |
@@ -1645,9 +1646,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1645 | 1646 | ||
1646 | #region Add/Remove Entities | 1647 | #region Add/Remove Entities |
1647 | 1648 | ||
1648 | public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) | 1649 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
1649 | { | 1650 | { |
1650 | PhysicsVector pos = new PhysicsVector(); | 1651 | Vector3 pos; |
1651 | pos.X = position.X; | 1652 | pos.X = position.X; |
1652 | pos.Y = position.Y; | 1653 | pos.Y = position.Y; |
1653 | pos.Z = position.Z; | 1654 | pos.Z = position.Z; |
@@ -1697,18 +1698,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1697 | 1698 | ||
1698 | } | 1699 | } |
1699 | 1700 | ||
1700 | private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, | 1701 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, |
1701 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) | 1702 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) |
1702 | { | 1703 | { |
1703 | 1704 | ||
1704 | PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z); | 1705 | Vector3 pos = position; |
1705 | //pos.X = position.X; | 1706 | Vector3 siz = size; |
1706 | //pos.Y = position.Y; | ||
1707 | //pos.Z = position.Z; | ||
1708 | PhysicsVector siz = new PhysicsVector(); | ||
1709 | siz.X = size.X; | ||
1710 | siz.Y = size.Y; | ||
1711 | siz.Z = size.Z; | ||
1712 | Quaternion rot = rotation; | 1707 | Quaternion rot = rotation; |
1713 | 1708 | ||
1714 | OdePrim newPrim; | 1709 | OdePrim newPrim; |
@@ -1735,14 +1730,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1735 | } | 1730 | } |
1736 | } | 1731 | } |
1737 | 1732 | ||
1738 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 1733 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
1739 | PhysicsVector size, Quaternion rotation) //To be removed | 1734 | Vector3 size, Quaternion rotation) //To be removed |
1740 | { | 1735 | { |
1741 | return AddPrimShape(primName, pbs, position, size, rotation, false); | 1736 | return AddPrimShape(primName, pbs, position, size, rotation, false); |
1742 | } | 1737 | } |
1743 | 1738 | ||
1744 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 1739 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
1745 | PhysicsVector size, Quaternion rotation, bool isPhysical) | 1740 | Vector3 size, Quaternion rotation, bool isPhysical) |
1746 | { | 1741 | { |
1747 | PhysicsActor result; | 1742 | PhysicsActor result; |
1748 | IMesh mesh = null; | 1743 | IMesh mesh = null; |
@@ -1975,7 +1970,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1975 | // this joint will just be added to a waiting list that is NOT processed during the main | 1970 | // this joint will just be added to a waiting list that is NOT processed during the main |
1976 | // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests. | 1971 | // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests. |
1977 | 1972 | ||
1978 | public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, PhysicsVector position, | 1973 | public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position, |
1979 | Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation) | 1974 | Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation) |
1980 | 1975 | ||
1981 | { | 1976 | { |
@@ -1983,7 +1978,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1983 | OdePhysicsJoint joint = new OdePhysicsJoint(); | 1978 | OdePhysicsJoint joint = new OdePhysicsJoint(); |
1984 | joint.ObjectNameInScene = objectNameInScene; | 1979 | joint.ObjectNameInScene = objectNameInScene; |
1985 | joint.Type = jointType; | 1980 | joint.Type = jointType; |
1986 | joint.Position = new PhysicsVector(position.X, position.Y, position.Z); | 1981 | joint.Position = position; |
1987 | joint.Rotation = rotation; | 1982 | joint.Rotation = rotation; |
1988 | joint.RawParams = parms; | 1983 | joint.RawParams = parms; |
1989 | joint.BodyNames = new List<string>(bodyNames); | 1984 | joint.BodyNames = new List<string>(bodyNames); |
@@ -2035,7 +2030,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2035 | } | 2030 | } |
2036 | 2031 | ||
2037 | // normally called from within OnJointMoved, which is called from within a lock (OdeLock) | 2032 | // normally called from within OnJointMoved, which is called from within a lock (OdeLock) |
2038 | public override PhysicsVector GetJointAnchor(PhysicsJoint joint) | 2033 | public override Vector3 GetJointAnchor(PhysicsJoint joint) |
2039 | { | 2034 | { |
2040 | Debug.Assert(joint.IsInPhysicsEngine); | 2035 | Debug.Assert(joint.IsInPhysicsEngine); |
2041 | d.Vector3 pos = new d.Vector3(); | 2036 | d.Vector3 pos = new d.Vector3(); |
@@ -2057,14 +2052,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2057 | break; | 2052 | break; |
2058 | } | 2053 | } |
2059 | } | 2054 | } |
2060 | return new PhysicsVector(pos.X, pos.Y, pos.Z); | 2055 | return new Vector3(pos.X, pos.Y, pos.Z); |
2061 | } | 2056 | } |
2062 | 2057 | ||
2063 | // normally called from within OnJointMoved, which is called from within a lock (OdeLock) | 2058 | // normally called from within OnJointMoved, which is called from within a lock (OdeLock) |
2064 | // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function | 2059 | // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function |
2065 | // appears to be unreliable. Fortunately we can compute the joint axis ourselves by | 2060 | // appears to be unreliable. Fortunately we can compute the joint axis ourselves by |
2066 | // keeping track of the joint's original orientation relative to one of the involved bodies. | 2061 | // keeping track of the joint's original orientation relative to one of the involved bodies. |
2067 | public override PhysicsVector GetJointAxis(PhysicsJoint joint) | 2062 | public override Vector3 GetJointAxis(PhysicsJoint joint) |
2068 | { | 2063 | { |
2069 | Debug.Assert(joint.IsInPhysicsEngine); | 2064 | Debug.Assert(joint.IsInPhysicsEngine); |
2070 | d.Vector3 axis = new d.Vector3(); | 2065 | d.Vector3 axis = new d.Vector3(); |
@@ -2086,7 +2081,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2086 | break; | 2081 | break; |
2087 | } | 2082 | } |
2088 | } | 2083 | } |
2089 | return new PhysicsVector(axis.X, axis.Y, axis.Z); | 2084 | return new Vector3(axis.X, axis.Y, axis.Z); |
2090 | } | 2085 | } |
2091 | 2086 | ||
2092 | 2087 | ||
@@ -2254,7 +2249,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2254 | /// <param name="pos">the position that the geom moved to</param> | 2249 | /// <param name="pos">the position that the geom moved to</param> |
2255 | /// <param name="currentspace">a pointer to the space it was in before it was moved.</param> | 2250 | /// <param name="currentspace">a pointer to the space it was in before it was moved.</param> |
2256 | /// <returns>a pointer to the new space it's in</returns> | 2251 | /// <returns>a pointer to the new space it's in</returns> |
2257 | public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos, IntPtr currentspace) | 2252 | public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace) |
2258 | { | 2253 | { |
2259 | // Called from setting the Position and Size of an ODEPrim so | 2254 | // Called from setting the Position and Size of an ODEPrim so |
2260 | // it's already in locked space. | 2255 | // it's already in locked space. |
@@ -2401,7 +2396,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2401 | /// </summary> | 2396 | /// </summary> |
2402 | /// <param name="pos"></param> | 2397 | /// <param name="pos"></param> |
2403 | /// <returns>a pointer to the space. This could be a new space or reused space.</returns> | 2398 | /// <returns>a pointer to the space. This could be a new space or reused space.</returns> |
2404 | public IntPtr calculateSpaceForGeom(PhysicsVector pos) | 2399 | public IntPtr calculateSpaceForGeom(Vector3 pos) |
2405 | { | 2400 | { |
2406 | int[] xyspace = calculateSpaceArrayItemFromPos(pos); | 2401 | int[] xyspace = calculateSpaceArrayItemFromPos(pos); |
2407 | //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); | 2402 | //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); |
@@ -2413,7 +2408,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2413 | /// </summary> | 2408 | /// </summary> |
2414 | /// <param name="pos"></param> | 2409 | /// <param name="pos"></param> |
2415 | /// <returns>an array item based on the position</returns> | 2410 | /// <returns>an array item based on the position</returns> |
2416 | public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos) | 2411 | public int[] calculateSpaceArrayItemFromPos(Vector3 pos) |
2417 | { | 2412 | { |
2418 | int[] returnint = new int[2]; | 2413 | int[] returnint = new int[2]; |
2419 | 2414 | ||
@@ -2572,7 +2567,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2572 | if (prim is OdePrim) | 2567 | if (prim is OdePrim) |
2573 | { | 2568 | { |
2574 | OdePrim taintedprim = ((OdePrim) prim); | 2569 | OdePrim taintedprim = ((OdePrim) prim); |
2575 | lock (_taintedPrimH) | 2570 | lock (_taintedPrimLock) |
2576 | { | 2571 | { |
2577 | if (!(_taintedPrimH.Contains(taintedprim))) | 2572 | if (!(_taintedPrimH.Contains(taintedprim))) |
2578 | { | 2573 | { |
@@ -2700,24 +2695,28 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2700 | // Modify other objects in the scene. | 2695 | // Modify other objects in the scene. |
2701 | processedtaints = false; | 2696 | processedtaints = false; |
2702 | 2697 | ||
2703 | lock (_taintedPrimL) | 2698 | lock (_taintedPrimLock) |
2704 | { | 2699 | { |
2705 | foreach (OdePrim prim in _taintedPrimL) | 2700 | foreach (OdePrim prim in _taintedPrimL) |
2706 | { | 2701 | { |
2707 | |||
2708 | |||
2709 | if (prim.m_taintremove) | 2702 | if (prim.m_taintremove) |
2710 | { | 2703 | { |
2711 | //Console.WriteLine("Simulate calls RemovePrimThreadLocked"); | 2704 | //Console.WriteLine("Simulate calls RemovePrimThreadLocked"); |
2712 | RemovePrimThreadLocked(prim); | 2705 | RemovePrimThreadLocked(prim); |
2713 | } | 2706 | } |
2714 | else | 2707 | else |
2715 | { | 2708 | { |
2716 | //Console.WriteLine("Simulate calls ProcessTaints"); | 2709 | //Console.WriteLine("Simulate calls ProcessTaints"); |
2717 | prim.ProcessTaints(timeStep); | 2710 | prim.ProcessTaints(timeStep); |
2718 | } | 2711 | } |
2719 | processedtaints = true; | 2712 | processedtaints = true; |
2720 | prim.m_collisionscore = 0; | 2713 | prim.m_collisionscore = 0; |
2714 | |||
2715 | // This loop can block up the Heartbeat for a very long time on large regions. | ||
2716 | // We need to let the Watchdog know that the Heartbeat is not dead | ||
2717 | // NOTE: This is currently commented out, but if things like OAR loading are | ||
2718 | // timing the heartbeat out we will need to uncomment it | ||
2719 | //Watchdog.UpdateThread(); | ||
2721 | } | 2720 | } |
2722 | 2721 | ||
2723 | if (SupportsNINJAJoints) | 2722 | if (SupportsNINJAJoints) |