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Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs')
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs189
1 files changed, 120 insertions, 69 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
index 0ccdbc0..17f38e8 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -155,6 +155,8 @@ namespace OpenSim.Region.Physics.OdePlugin
155 public float m_collisionscore; 155 public float m_collisionscore;
156 int m_colliderfilter = 0; 156 int m_colliderfilter = 0;
157 157
158 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
159
158 private float m_density = 10.000006836f; // Aluminum g/cm3; 160 private float m_density = 10.000006836f; // Aluminum g/cm3;
159 161
160 public bool _zeroFlag; 162 public bool _zeroFlag;
@@ -453,8 +455,6 @@ namespace OpenSim.Region.Physics.OdePlugin
453 { 455 {
454 get 456 get
455 { 457 {
456 // Averate previous velocity with the new one so
457 // client object interpolation works a 'little' better
458 if (_zeroFlag) 458 if (_zeroFlag)
459 return Vector3.Zero; 459 return Vector3.Zero;
460 return _velocity; 460 return _velocity;
@@ -833,6 +833,7 @@ namespace OpenSim.Region.Physics.OdePlugin
833 body_autodisable_frames = parent_scene.bodyFramesAutoDisable; 833 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
834 834
835 prim_geom = IntPtr.Zero; 835 prim_geom = IntPtr.Zero;
836 collide_geom = IntPtr.Zero;
836 Body = IntPtr.Zero; 837 Body = IntPtr.Zero;
837 838
838 if (!size.IsFinite()) 839 if (!size.IsFinite())
@@ -1367,7 +1368,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1367 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 1368 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1368 m_collisionscore = 0; 1369 m_collisionscore = 0;
1369 1370
1370 if (m_targetSpace != _parent_scene.ActiveSpace) 1371// if (m_targetSpace != _parent_scene.ActiveSpace)
1371 { 1372 {
1372 if (m_targetSpace != IntPtr.Zero) 1373 if (m_targetSpace != IntPtr.Zero)
1373 { 1374 {
@@ -1376,9 +1377,26 @@ namespace OpenSim.Region.Physics.OdePlugin
1376 d.SpaceRemove(m_targetSpace, prim_geom); 1377 d.SpaceRemove(m_targetSpace, prim_geom);
1377 } 1378 }
1378 1379
1380// m_targetSpace = _parent_scene.ActiveSpace;
1381// d.SpaceAdd(m_targetSpace, prim_geom);
1382 }
1383
1384
1385 if (childrenPrim.Count == 0)
1386 {
1387 collide_geom = prim_geom;
1379 m_targetSpace = _parent_scene.ActiveSpace; 1388 m_targetSpace = _parent_scene.ActiveSpace;
1380 d.SpaceAdd(m_targetSpace, prim_geom); 1389 d.SpaceAdd(m_targetSpace, prim_geom);
1381 } 1390 }
1391 else
1392 {
1393 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1394 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1395 d.SpaceSetSublevel(m_targetSpace, 3);
1396 d.SpaceSetCleanup(m_targetSpace, false);
1397 d.SpaceAdd(m_targetSpace, prim_geom);
1398 collide_geom = m_targetSpace;
1399 }
1382 1400
1383 lock (childrenPrim) 1401 lock (childrenPrim)
1384 { 1402 {
@@ -1396,15 +1414,15 @@ namespace OpenSim.Region.Physics.OdePlugin
1396 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); 1414 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1397 prm.m_collisionscore = 0; 1415 prm.m_collisionscore = 0;
1398 1416
1399 if (prm.m_targetSpace != _parent_scene.ActiveSpace) 1417 if (prm.m_targetSpace != m_targetSpace)
1400 { 1418 {
1401 if (prm.m_targetSpace != IntPtr.Zero) 1419 if (prm.m_targetSpace != IntPtr.Zero)
1402 { 1420 {
1403 _parent_scene.waitForSpaceUnlock(m_targetSpace); 1421 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1404 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom)) 1422 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1405 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom); 1423 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1406 } 1424 }
1407 prm.m_targetSpace = _parent_scene.ActiveSpace; 1425 prm.m_targetSpace = m_targetSpace;
1408 d.SpaceAdd(m_targetSpace, prm.prim_geom); 1426 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1409 } 1427 }
1410 1428
@@ -1427,8 +1445,14 @@ namespace OpenSim.Region.Physics.OdePlugin
1427 d.GeomDisable(prim_geom); 1445 d.GeomDisable(prim_geom);
1428 d.BodyDisable(Body); 1446 d.BodyDisable(Body);
1429 } 1447 }
1448 else
1449 {
1450 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1451 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1452 }
1430 1453
1431 _parent_scene.addActivePrim(this); 1454 _parent_scene.addActivePrim(this);
1455 _parent_scene.addActiveGroups(this);
1432 } 1456 }
1433 1457
1434 private void DestroyBody() 1458 private void DestroyBody()
@@ -1473,6 +1497,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1473 d.JointDestroy(Amotor); 1497 d.JointDestroy(Amotor);
1474 Amotor = IntPtr.Zero; 1498 Amotor = IntPtr.Zero;
1475 } 1499 }
1500 _parent_scene.remActiveGroup(this);
1476 d.BodyDestroy(Body); 1501 d.BodyDestroy(Body);
1477 } 1502 }
1478 Body = IntPtr.Zero; 1503 Body = IntPtr.Zero;
@@ -2390,8 +2415,8 @@ namespace OpenSim.Region.Physics.OdePlugin
2390 else 2415 else
2391 */ 2416 */
2392 DestroyBody(); 2417 DestroyBody();
2393 Stop();
2394 } 2418 }
2419 Stop();
2395 } 2420 }
2396 } 2421 }
2397 2422
@@ -2576,7 +2601,8 @@ namespace OpenSim.Region.Physics.OdePlugin
2576 if ((bool)newbuilding) 2601 if ((bool)newbuilding)
2577 { 2602 {
2578 m_building = true; 2603 m_building = true;
2579 DestroyBody(); 2604 if (!childPrim)
2605 DestroyBody();
2580 } 2606 }
2581 else 2607 else
2582 { 2608 {
@@ -2648,12 +2674,95 @@ namespace OpenSim.Region.Physics.OdePlugin
2648 public void Move() 2674 public void Move()
2649 { 2675 {
2650 if (!childPrim && m_isphysical && Body != IntPtr.Zero && 2676 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
2651 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building) // KF: Only move root prims. 2677 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building && !m_outbounds)
2678 // !m_disabled && !m_isSelected && !m_building && !m_outbounds)
2652 { 2679 {
2653 // if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009 2680// if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
2654 2681
2655 float timestep = _parent_scene.ODE_STEPSIZE; 2682 float timestep = _parent_scene.ODE_STEPSIZE;
2656 2683
2684 // check outside region
2685 d.Vector3 lpos;
2686 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
2687
2688 if (lpos.Z < -100 || lpos.Z > 100000f)
2689 {
2690 m_outbounds = true;
2691
2692 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
2693 _acceleration.X = 0;
2694 _acceleration.Y = 0;
2695 _acceleration.Z = 0;
2696
2697 _velocity.X = 0;
2698 _velocity.Y = 0;
2699 _velocity.Z = 0;
2700 m_rotationalVelocity.X = 0;
2701 m_rotationalVelocity.Y = 0;
2702 m_rotationalVelocity.Z = 0;
2703
2704 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2705 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
2706 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
2707 m_lastposition = _position;
2708 m_lastorientation = _orientation;
2709
2710 base.RequestPhysicsterseUpdate();
2711
2712 m_throttleUpdates = false;
2713 throttleCounter = 0;
2714 _zeroFlag = true;
2715
2716 disableBodySoft(); // disable it and colisions
2717 base.RaiseOutOfBounds(_position);
2718 return;
2719 }
2720
2721 if (lpos.X < 0f)
2722 {
2723 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
2724 m_outbounds = true;
2725 }
2726 else if(lpos.X > _parent_scene.WorldExtents.X)
2727 {
2728 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
2729 m_outbounds = true;
2730 }
2731 if (lpos.Y < 0f)
2732 {
2733 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
2734 m_outbounds = true;
2735 }
2736 else if(lpos.Y > _parent_scene.WorldExtents.Y)
2737 {
2738 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
2739 m_outbounds = true;
2740 }
2741
2742 if(m_outbounds)
2743 {
2744 m_lastposition = _position;
2745 m_lastorientation = _orientation;
2746
2747 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
2748 m_rotationalVelocity.X = dtmp.X;
2749 m_rotationalVelocity.Y = dtmp.Y;
2750 m_rotationalVelocity.Z = dtmp.Z;
2751
2752 dtmp = d.BodyGetLinearVel(Body);
2753 _velocity.X = dtmp.X;
2754 _velocity.Y = dtmp.Y;
2755 _velocity.Z = dtmp.Z;
2756
2757 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2758 d.BodySetAngularVel(Body, 0, 0, 0);
2759 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2760 disableBodySoft(); // stop collisions
2761 base.RequestPhysicsterseUpdate();
2762 return;
2763 }
2764
2765
2657 float fx = 0; 2766 float fx = 0;
2658 float fy = 0; 2767 float fy = 0;
2659 float fz = 0; 2768 float fz = 0;
@@ -2862,7 +2971,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2862 public void UpdatePositionAndVelocity(float simulatedtime) 2971 public void UpdatePositionAndVelocity(float simulatedtime)
2863 { 2972 {
2864 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! 2973 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2865 if (_parent == null && !m_disabled && !m_building) 2974 if (_parent == null && !m_disabled && !m_building && !m_outbounds)
2866 { 2975 {
2867 if (Body != IntPtr.Zero) 2976 if (Body != IntPtr.Zero)
2868 { 2977 {
@@ -2872,64 +2981,6 @@ namespace OpenSim.Region.Physics.OdePlugin
2872 d.Vector3 lpos; 2981 d.Vector3 lpos;
2873 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator 2982 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
2874 2983
2875 // we need to use root position since that's all the rest of scene uses
2876 if (lpos.X < 0f || lpos.X > _parent_scene.WorldExtents.X
2877 || lpos.Y < 0f || lpos.Y > _parent_scene.WorldExtents.Y
2878 )
2879 {
2880 // we are outside current region
2881 // we can't let it keeping moving and having colisions
2882 // since it can be stucked between something like terrain and edge
2883 // so lets stop and disable it until something else kicks it
2884
2885 _position.X = Util.Clip(lpos.X, -0.2f, _parent_scene.WorldExtents.X + 0.2f);
2886 _position.Y = Util.Clip(lpos.Y, -0.2f, _parent_scene.WorldExtents.Y + 0.2f);
2887 _position.Z = Util.Clip(lpos.Z, -100f, 50000f);
2888
2889 m_lastposition = _position;
2890// m_lastorientation = _orientation;
2891
2892 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2893// d.BodySetAngularVel(Body, 0, 0, 0);
2894 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2895 disableBodySoft(); // stop collisions
2896 m_outbounds = true;
2897 base.RequestPhysicsterseUpdate();
2898 return;
2899 }
2900
2901 if (lpos.Z < -100 || lpos.Z > 100000f)
2902 {
2903 lpos.Z = Util.Clip(lpos.Z, -100f, 50000f);
2904
2905 _acceleration.X = 0;
2906 _acceleration.Y = 0;
2907 _acceleration.Z = 0;
2908
2909 _velocity.X = 0;
2910 _velocity.Y = 0;
2911 _velocity.Z = 0;
2912 m_rotationalVelocity.X = 0;
2913 m_rotationalVelocity.Y = 0;
2914 m_rotationalVelocity.Z = 0;
2915
2916 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2917 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
2918 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
2919 m_lastposition = _position;
2920 m_lastorientation = _orientation;
2921
2922 base.RequestPhysicsterseUpdate();
2923
2924 m_throttleUpdates = false;
2925 throttleCounter = 0;
2926 _zeroFlag = true;
2927
2928 disableBodySoft(); // disable it and colisions
2929 base.RaiseOutOfBounds(_position);
2930
2931 return;
2932 }
2933 2984
2934 d.Quaternion ori; 2985 d.Quaternion ori;
2935 d.GeomCopyQuaternion(prim_geom, out ori); 2986 d.GeomCopyQuaternion(prim_geom, out ori);