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-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs215
1 files changed, 109 insertions, 106 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
index 9ca2d3f..cf74f14 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -189,9 +189,12 @@ namespace OpenSim.Region.Physics.OdePlugin
189 private const uint m_regionHeight = Constants.RegionSize; 189 private const uint m_regionHeight = Constants.RegionSize;
190 190
191 public float ODE_STEPSIZE = 0.020f; 191 public float ODE_STEPSIZE = 0.020f;
192 public float HalfOdeStep = 0.01f;
192 private float metersInSpace = 25.6f; 193 private float metersInSpace = 25.6f;
193 private float m_timeDilation = 1.0f; 194 private float m_timeDilation = 1.0f;
194 195
196 DateTime m_lastframe;
197
195 public float gravityx = 0f; 198 public float gravityx = 0f;
196 public float gravityy = 0f; 199 public float gravityy = 0f;
197 public float gravityz = -9.8f; 200 public float gravityz = -9.8f;
@@ -485,6 +488,8 @@ namespace OpenSim.Region.Physics.OdePlugin
485 } 488 }
486 } 489 }
487 490
491 HalfOdeStep = ODE_STEPSIZE * 0.5f;
492
488 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf); 493 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
489 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf); 494 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
490 495
@@ -521,7 +526,7 @@ namespace OpenSim.Region.Physics.OdePlugin
521 d.WorldSetAngularDamping(world, 0.001f); 526 d.WorldSetAngularDamping(world, 0.001f);
522 d.WorldSetAngularDampingThreshold(world, 0f); 527 d.WorldSetAngularDampingThreshold(world, 0f);
523 d.WorldSetLinearDampingThreshold(world, 0f); 528 d.WorldSetLinearDampingThreshold(world, 0f);
524 d.WorldSetMaxAngularSpeed(world, 256f); 529 d.WorldSetMaxAngularSpeed(world, 100f);
525 530
526 d.WorldSetCFM(world,1e-6f); // a bit harder than default 531 d.WorldSetCFM(world,1e-6f); // a bit harder than default
527 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default 532 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
@@ -564,6 +569,7 @@ namespace OpenSim.Region.Physics.OdePlugin
564 // let this now be real maximum values 569 // let this now be real maximum values
565 spaceGridMaxX--; 570 spaceGridMaxX--;
566 spaceGridMaxY--; 571 spaceGridMaxY--;
572 m_lastframe = DateTime.UtcNow;
567 } 573 }
568 574
569 internal void waitForSpaceUnlock(IntPtr space) 575 internal void waitForSpaceUnlock(IntPtr space)
@@ -1685,35 +1691,30 @@ namespace OpenSim.Region.Physics.OdePlugin
1685 /// <returns></returns> 1691 /// <returns></returns>
1686 public override float Simulate(float timeStep) 1692 public override float Simulate(float timeStep)
1687 { 1693 {
1688 int statstart;
1689 int statchanges = 0;
1690 int statchmove = 0;
1691 int statactmove = 0;
1692 int statray = 0;
1693 int statcol = 0;
1694 int statstep = 0;
1695 int statmovchar = 0;
1696 int statmovprim;
1697 int totjcontact = 0;
1698 1694
1695 DateTime now = DateTime.UtcNow;
1696 TimeSpan SinceLastFrame = now - m_lastframe;
1697 m_lastframe = now;
1698 timeStep = (float)SinceLastFrame.TotalSeconds;
1699
1699 // acumulate time so we can reduce error 1700 // acumulate time so we can reduce error
1700 step_time += timeStep; 1701 step_time += timeStep;
1701 1702
1702 if (step_time < ODE_STEPSIZE) 1703 if (step_time < HalfOdeStep)
1703 return 0; 1704 return 0;
1704 1705
1705 if (framecount >= int.MaxValue) 1706 if (framecount < 0)
1706 framecount = 0; 1707 framecount = 0;
1707 1708
1708 framecount++; 1709 framecount++;
1709 1710
1710 int curphysiteractions = m_physicsiterations; 1711 int curphysiteractions;
1711 1712
1713 // if in trouble reduce step resolution
1712 if (step_time >= m_SkipFramesAtms) 1714 if (step_time >= m_SkipFramesAtms)
1713 { 1715 curphysiteractions = m_physicsiterations / 2;
1714 // if in trouble reduce step resolution 1716 else
1715 curphysiteractions /= 2; 1717 curphysiteractions = m_physicsiterations;
1716 }
1717 1718
1718 int nodeframes = 0; 1719 int nodeframes = 0;
1719 1720
@@ -1733,13 +1734,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1733 base.TriggerPhysicsBasedRestart(); 1734 base.TriggerPhysicsBasedRestart();
1734 } 1735 }
1735 1736
1736 1737 while (step_time >= HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
1737 while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever
1738 { 1738 {
1739 try 1739 try
1740 { 1740 {
1741 statstart = Util.EnvironmentTickCount();
1742
1743 // clear pointer/counter to contacts to pass into joints 1741 // clear pointer/counter to contacts to pass into joints
1744 m_global_contactcount = 0; 1742 m_global_contactcount = 0;
1745 1743
@@ -1778,17 +1776,39 @@ namespace OpenSim.Region.Physics.OdePlugin
1778 1776
1779 } 1777 }
1780 1778
1781 statchanges += Util.EnvironmentTickCountSubtract(statstart); 1779 // Move characters
1780 lock (_characters)
1781 {
1782 List<OdeCharacter> defects = new List<OdeCharacter>();
1783 foreach (OdeCharacter actor in _characters)
1784 {
1785 if (actor != null)
1786 actor.Move(ODE_STEPSIZE, defects);
1787 }
1788 if (defects.Count != 0)
1789 {
1790 foreach (OdeCharacter defect in defects)
1791 {
1792 RemoveCharacter(defect);
1793 }
1794 }
1795 }
1796
1797 // Move other active objects
1798 lock (_activegroups)
1799 {
1800 foreach (OdePrim aprim in _activegroups)
1801 {
1802 aprim.Move();
1803 }
1804 }
1782 1805
1783 statactmove += Util.EnvironmentTickCountSubtract(statstart);
1784 //if ((framecount % m_randomizeWater) == 0) 1806 //if ((framecount % m_randomizeWater) == 0)
1785 // randomizeWater(waterlevel); 1807 // randomizeWater(waterlevel);
1786 1808
1787 m_rayCastManager.ProcessQueuedRequests(); 1809 m_rayCastManager.ProcessQueuedRequests();
1788 1810
1789 statray += Util.EnvironmentTickCountSubtract(statstart);
1790 collision_optimized(); 1811 collision_optimized();
1791 statcol += Util.EnvironmentTickCountSubtract(statstart);
1792 1812
1793 lock (_collisionEventPrim) 1813 lock (_collisionEventPrim)
1794 { 1814 {
@@ -1813,38 +1833,39 @@ namespace OpenSim.Region.Physics.OdePlugin
1813 } 1833 }
1814 } 1834 }
1815 1835
1836 // do a ode simulation step
1816 d.WorldQuickStep(world, ODE_STEPSIZE); 1837 d.WorldQuickStep(world, ODE_STEPSIZE);
1817 statstep += Util.EnvironmentTickCountSubtract(statstart); 1838 d.JointGroupEmpty(contactgroup);
1839
1840 // update managed ideia of physical data and do updates to core
1841 /*
1842 lock (_characters)
1843 {
1844 foreach (OdeCharacter actor in _characters)
1845 {
1846 if (actor != null)
1847 {
1848 if (actor.bad)
1849 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1850
1851 actor.UpdatePositionAndVelocity();
1852 }
1853 }
1854 }
1855 */
1818 1856
1819 // Move characters 1857 lock (_activegroups)
1820 lock (_characters)
1821 { 1858 {
1822 List<OdeCharacter> defects = new List<OdeCharacter>();
1823 foreach (OdeCharacter actor in _characters)
1824 {
1825 if (actor != null)
1826 actor.Move(ODE_STEPSIZE, defects);
1827 }
1828 if (defects.Count != 0)
1829 { 1859 {
1830 foreach (OdeCharacter defect in defects) 1860 foreach (OdePrim actor in _activegroups)
1831 { 1861 {
1832 RemoveCharacter(defect); 1862 if (actor.IsPhysical)
1863 {
1864 actor.UpdatePositionAndVelocity();
1865 }
1833 } 1866 }
1834 } 1867 }
1835 } 1868 }
1836 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1837
1838 // Move other active objects
1839 lock (_activegroups)
1840 {
1841 foreach (OdePrim aprim in _activegroups)
1842 {
1843 aprim.Move();
1844 }
1845 }
1846
1847 //ode.dunlock(world);
1848 } 1869 }
1849 catch (Exception e) 1870 catch (Exception e)
1850 { 1871 {
@@ -1852,32 +1873,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1852// ode.dunlock(world); 1873// ode.dunlock(world);
1853 } 1874 }
1854 1875
1855 d.JointGroupEmpty(contactgroup);
1856 totjcontact += m_global_contactcount;
1857 1876
1858 step_time -= ODE_STEPSIZE; 1877 step_time -= ODE_STEPSIZE;
1859 nodeframes++; 1878 nodeframes++;
1860 } 1879 }
1861 1880
1862 statstart = Util.EnvironmentTickCount();
1863
1864/*
1865// now included in characters move() and done at ode rate
1866// maybe be needed later if we need to do any extra work at hearbeat rate
1867 lock (_characters)
1868 {
1869 foreach (OdeCharacter actor in _characters)
1870 {
1871 if (actor != null)
1872 {
1873 if (actor.bad)
1874 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1875
1876 actor.UpdatePositionAndVelocity();
1877 }
1878 }
1879 }
1880*/
1881 lock (_badCharacter) 1881 lock (_badCharacter)
1882 { 1882 {
1883 if (_badCharacter.Count > 0) 1883 if (_badCharacter.Count > 0)
@@ -1890,22 +1890,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1890 _badCharacter.Clear(); 1890 _badCharacter.Clear();
1891 } 1891 }
1892 } 1892 }
1893 statmovchar = Util.EnvironmentTickCountSubtract(statstart);
1894
1895 lock (_activegroups)
1896 {
1897 {
1898 foreach (OdePrim actor in _activegroups)
1899 {
1900 if (actor.IsPhysical)
1901 {
1902 actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE);
1903 }
1904 }
1905 }
1906 }
1907
1908 statmovprim = Util.EnvironmentTickCountSubtract(statstart);
1909 1893
1910 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace); 1894 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1911 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace); 1895 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
@@ -1932,15 +1916,17 @@ namespace OpenSim.Region.Physics.OdePlugin
1932 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); 1916 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1933 } 1917 }
1934 1918
1935 // think time dilation is not a physics issue alone.. but ok let's fake something 1919 // think time dilation as to do with dinamic step size that we dont' have
1936 if (step_time < ODE_STEPSIZE) // we did the required loops 1920 // even so tell something to world
1921 if (nodeframes < 10) // we did the requested loops
1937 m_timeDilation = 1.0f; 1922 m_timeDilation = 1.0f;
1938 else 1923 else if (step_time > 0)
1939 { // we didn't forget the lost ones and let user know something 1924 {
1940 m_timeDilation = 1 - step_time / timeStep; 1925 m_timeDilation = timeStep / step_time;
1941 if (m_timeDilation < 0) 1926 if (m_timeDilation > 1)
1942 m_timeDilation = 0; 1927 m_timeDilation = 1;
1943 step_time = 0; 1928 if (step_time > m_SkipFramesAtms)
1929 step_time = 0;
1944 } 1930 }
1945 } 1931 }
1946 1932
@@ -2007,7 +1993,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2007 } 1993 }
2008 else // out world use external height 1994 else // out world use external height
2009 { 1995 {
2010 ix = regsize - 1; 1996 ix = regsize - 2;
2011 dx = 0; 1997 dx = 0;
2012 } 1998 }
2013 if (y < regsize - 1) 1999 if (y < regsize - 1)
@@ -2017,7 +2003,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2017 } 2003 }
2018 else 2004 else
2019 { 2005 {
2020 iy = regsize - 1; 2006 iy = regsize - 2;
2021 dy = 0; 2007 dy = 0;
2022 } 2008 }
2023 } 2009 }
@@ -2034,7 +2020,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2034 } 2020 }
2035 else // out world use external height 2021 else // out world use external height
2036 { 2022 {
2037 iy = regsize - 1; 2023 iy = regsize - 2;
2038 dy = 0; 2024 dy = 0;
2039 } 2025 }
2040 if (y < regsize - 1) 2026 if (y < regsize - 1)
@@ -2044,7 +2030,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2044 } 2030 }
2045 else 2031 else
2046 { 2032 {
2047 ix = regsize - 1; 2033 ix = regsize - 2;
2048 dx = 0; 2034 dx = 0;
2049 } 2035 }
2050 } 2036 }
@@ -2057,18 +2043,35 @@ namespace OpenSim.Region.Physics.OdePlugin
2057 iy += ix; // all indexes have iy + ix 2043 iy += ix; // all indexes have iy + ix
2058 2044
2059 float[] heights = TerrainHeightFieldHeights[heightFieldGeom]; 2045 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2046 /*
2047 if ((dx + dy) <= 1.0f)
2048 {
2049 h0 = ((float)heights[iy]); // 0,0 vertice
2050 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2051 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2052 }
2053 else
2054 {
2055 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2056 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2057 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2058 }
2059 */
2060 h0 = ((float)heights[iy]); // 0,0 vertice
2060 2061
2061 if ((dx + dy) <= 1.0f) 2062 if ((dy > dx))
2062 { 2063 {
2063 h0 = ((float)heights[iy]); // 0,0 vertice 2064 iy += regsize;
2064 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0 2065 h2 = (float)heights[iy]; // 0,1 vertice
2065 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0 2066 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2067 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2066 } 2068 }
2067 else 2069 else
2068 { 2070 {
2069 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice 2071 iy++;
2070 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0 2072 h2 = (float)heights[iy]; // vertice 1,0
2071 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1 2073 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2074 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2072 } 2075 }
2073 2076
2074 return h0 + h1 + h2; 2077 return h0 + h1 + h2;