diff options
Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin')
4 files changed, 520 insertions, 410 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs index 3d5be3e..b769c88 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | |||
@@ -74,7 +74,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
74 | 74 | ||
75 | private Vector3 _position; | 75 | private Vector3 _position; |
76 | private Vector3 _zeroPosition; | 76 | private Vector3 _zeroPosition; |
77 | private bool _zeroFlag = false; | ||
78 | private Vector3 _velocity; | 77 | private Vector3 _velocity; |
79 | private Vector3 _target_velocity; | 78 | private Vector3 _target_velocity; |
80 | private Vector3 _acceleration; | 79 | private Vector3 _acceleration; |
@@ -84,21 +83,21 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
84 | private float m_mass = 80f; | 83 | private float m_mass = 80f; |
85 | public float m_density = 60f; | 84 | public float m_density = 60f; |
86 | private bool m_pidControllerActive = true; | 85 | private bool m_pidControllerActive = true; |
87 | public float PID_D = 800.0f; | ||
88 | public float PID_P = 900.0f; | ||
89 | //private static float POSTURE_SERVO = 10000.0f; | ||
90 | 86 | ||
87 | const float basePID_D = 0.55f; // scaled for unit mass unit time (2200 /(50*80)) | ||
88 | const float basePID_P = 0.225f; // scaled for unit mass unit time (900 /(50*80)) | ||
89 | public float PID_D; | ||
90 | public float PID_P; | ||
91 | 91 | ||
92 | private float m_invElipSizeX; | 92 | private float timeStep; |
93 | private float m_invElipSizeY; | 93 | private float invtimeStep; |
94 | 94 | ||
95 | private float m_feetOffset = 0; | ||
95 | private float feetOff = 0; | 96 | private float feetOff = 0; |
96 | private float feetSZ = 0.5f; | 97 | private float feetSZ = 0.5f; |
97 | const float feetScale = 0.9f; | 98 | const float feetScale = 0.8f; |
98 | const float invFeetScale = 1.0f / 0.9f; | ||
99 | const float sizeZAdjust = 0.15f; | ||
100 | private float boneOff = 0; | 99 | private float boneOff = 0; |
101 | 100 | private float m_lastVelocitySqr = 0; | |
102 | 101 | ||
103 | public float walkDivisor = 1.3f; | 102 | public float walkDivisor = 1.3f; |
104 | public float runDivisor = 0.8f; | 103 | public float runDivisor = 0.8f; |
@@ -107,6 +106,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
107 | private bool m_iscollidingGround = false; | 106 | private bool m_iscollidingGround = false; |
108 | private bool m_iscollidingObj = false; | 107 | private bool m_iscollidingObj = false; |
109 | private bool m_alwaysRun = false; | 108 | private bool m_alwaysRun = false; |
109 | |||
110 | private bool _zeroFlag = false; | ||
111 | |||
110 | private int m_requestedUpdateFrequency = 0; | 112 | private int m_requestedUpdateFrequency = 0; |
111 | private uint m_localID = 0; | 113 | private uint m_localID = 0; |
112 | public bool m_returnCollisions = false; | 114 | public bool m_returnCollisions = false; |
@@ -124,6 +126,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
124 | int m_colliderfilter = 0; | 126 | int m_colliderfilter = 0; |
125 | int m_colliderGroundfilter = 0; | 127 | int m_colliderGroundfilter = 0; |
126 | int m_colliderObjectfilter = 0; | 128 | int m_colliderObjectfilter = 0; |
129 | bool m_collisionException = false; | ||
127 | 130 | ||
128 | // Default we're a Character | 131 | // Default we're a Character |
129 | private CollisionCategories m_collisionCategories = (CollisionCategories.Character); | 132 | private CollisionCategories m_collisionCategories = (CollisionCategories.Character); |
@@ -136,10 +139,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
136 | // we do land collisions not ode | CollisionCategories.Land); | 139 | // we do land collisions not ode | CollisionCategories.Land); |
137 | public IntPtr Body = IntPtr.Zero; | 140 | public IntPtr Body = IntPtr.Zero; |
138 | private OdeScene _parent_scene; | 141 | private OdeScene _parent_scene; |
139 | public IntPtr topbox = IntPtr.Zero; | 142 | private IntPtr topbox = IntPtr.Zero; |
140 | public IntPtr midbox = IntPtr.Zero; | 143 | private IntPtr midbox = IntPtr.Zero; |
141 | public IntPtr feetbox = IntPtr.Zero; | 144 | private IntPtr feetbox = IntPtr.Zero; |
142 | public IntPtr bonebox = IntPtr.Zero; | 145 | private IntPtr bbox = IntPtr.Zero; |
146 | public IntPtr collider = IntPtr.Zero; | ||
143 | 147 | ||
144 | public IntPtr Amotor = IntPtr.Zero; | 148 | public IntPtr Amotor = IntPtr.Zero; |
145 | 149 | ||
@@ -147,6 +151,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
147 | 151 | ||
148 | 152 | ||
149 | 153 | ||
154 | |||
150 | public int m_eventsubscription = 0; | 155 | public int m_eventsubscription = 0; |
151 | private int m_cureventsubscription = 0; | 156 | private int m_cureventsubscription = 0; |
152 | private CollisionEventUpdate CollisionEventsThisFrame = null; | 157 | private CollisionEventUpdate CollisionEventsThisFrame = null; |
@@ -160,9 +165,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
160 | 165 | ||
161 | 166 | ||
162 | 167 | ||
163 | public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pid_d, float pid_p, float density, float walk_divisor, float rundivisor) | 168 | public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor) |
164 | { | 169 | { |
165 | m_uuid = UUID.Random(); | 170 | m_uuid = UUID.Random(); |
171 | m_localID = localID; | ||
172 | |||
173 | timeStep = parent_scene.ODE_STEPSIZE; | ||
174 | invtimeStep = 1 / timeStep; | ||
166 | 175 | ||
167 | if (pos.IsFinite()) | 176 | if (pos.IsFinite()) |
168 | { | 177 | { |
@@ -184,8 +193,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
184 | 193 | ||
185 | _parent_scene = parent_scene; | 194 | _parent_scene = parent_scene; |
186 | 195 | ||
187 | PID_D = pid_d; | ||
188 | PID_P = pid_p; | ||
189 | 196 | ||
190 | m_size.X = pSize.X; | 197 | m_size.X = pSize.X; |
191 | m_size.Y = pSize.Y; | 198 | m_size.Y = pSize.Y; |
@@ -198,12 +205,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
198 | if(m_size.Z <0.01f) | 205 | if(m_size.Z <0.01f) |
199 | m_size.Z = 0.01f; | 206 | m_size.Z = 0.01f; |
200 | 207 | ||
208 | m_feetOffset = pfeetOffset; | ||
201 | m_orientation = Quaternion.Identity; | 209 | m_orientation = Quaternion.Identity; |
202 | m_density = density; | 210 | m_density = density; |
203 | 211 | ||
204 | // force lower density for testing | 212 | // force lower density for testing |
205 | m_density = 3.0f; | 213 | m_density = 3.0f; |
206 | 214 | ||
215 | m_density *= 1.4f; // scale to have mass similar to capsule | ||
216 | |||
207 | mu = parent_scene.AvatarFriction; | 217 | mu = parent_scene.AvatarFriction; |
208 | 218 | ||
209 | walkDivisor = walk_divisor; | 219 | walkDivisor = walk_divisor; |
@@ -211,6 +221,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
211 | 221 | ||
212 | m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default | 222 | m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default |
213 | 223 | ||
224 | PID_D = basePID_D * m_mass * invtimeStep; | ||
225 | PID_P = basePID_P * m_mass * invtimeStep; | ||
226 | |||
214 | m_isPhysical = false; // current status: no ODE information exists | 227 | m_isPhysical = false; // current status: no ODE information exists |
215 | 228 | ||
216 | Name = avName; | 229 | Name = avName; |
@@ -292,7 +305,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
292 | set | 305 | set |
293 | { | 306 | { |
294 | flying = value; | 307 | flying = value; |
295 | // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying); | 308 | // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying); |
296 | } | 309 | } |
297 | } | 310 | } |
298 | 311 | ||
@@ -336,25 +349,25 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
336 | get { return m_iscollidingGround; } | 349 | get { return m_iscollidingGround; } |
337 | set | 350 | set |
338 | { | 351 | { |
339 | /* we now control this | 352 | /* we now control this |
340 | if (value) | 353 | if (value) |
341 | { | 354 | { |
342 | m_colliderGroundfilter += 2; | 355 | m_colliderGroundfilter += 2; |
343 | if (m_colliderGroundfilter > 2) | 356 | if (m_colliderGroundfilter > 2) |
344 | m_colliderGroundfilter = 2; | 357 | m_colliderGroundfilter = 2; |
345 | } | 358 | } |
346 | else | 359 | else |
347 | { | 360 | { |
348 | m_colliderGroundfilter--; | 361 | m_colliderGroundfilter--; |
349 | if (m_colliderGroundfilter < 0) | 362 | if (m_colliderGroundfilter < 0) |
350 | m_colliderGroundfilter = 0; | 363 | m_colliderGroundfilter = 0; |
351 | } | 364 | } |
352 | 365 | ||
353 | if (m_colliderGroundfilter == 0) | 366 | if (m_colliderGroundfilter == 0) |
354 | m_iscollidingGround = false; | 367 | m_iscollidingGround = false; |
355 | else | 368 | else |
356 | m_iscollidingGround = true; | 369 | m_iscollidingGround = true; |
357 | */ | 370 | */ |
358 | } | 371 | } |
359 | 372 | ||
360 | } | 373 | } |
@@ -386,7 +399,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
386 | else | 399 | else |
387 | m_iscollidingObj = true; | 400 | m_iscollidingObj = true; |
388 | 401 | ||
389 | // m_iscollidingObj = value; | 402 | // m_iscollidingObj = value; |
390 | 403 | ||
391 | if (m_iscollidingObj) | 404 | if (m_iscollidingObj) |
392 | m_pidControllerActive = false; | 405 | m_pidControllerActive = false; |
@@ -475,6 +488,28 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
475 | } | 488 | } |
476 | } | 489 | } |
477 | 490 | ||
491 | public override void setAvatarSize(Vector3 size, float feetOffset) | ||
492 | { | ||
493 | if (size.IsFinite()) | ||
494 | { | ||
495 | if (size.X < 0.01f) | ||
496 | size.X = 0.01f; | ||
497 | if (size.Y < 0.01f) | ||
498 | size.Y = 0.01f; | ||
499 | if (size.Z < 0.01f) | ||
500 | size.Z = 0.01f; | ||
501 | |||
502 | strAvatarSize st = new strAvatarSize(); | ||
503 | st.size = size; | ||
504 | st.offset = feetOffset; | ||
505 | AddChange(changes.AvatarSize, st); | ||
506 | } | ||
507 | else | ||
508 | { | ||
509 | m_log.Warn("[PHYSICS]: Got a NaN AvatarSize from Scene on a Character"); | ||
510 | } | ||
511 | |||
512 | } | ||
478 | /// <summary> | 513 | /// <summary> |
479 | /// This creates the Avatar's physical Surrogate at the position supplied | 514 | /// This creates the Avatar's physical Surrogate at the position supplied |
480 | /// </summary> | 515 | /// </summary> |
@@ -491,7 +526,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
491 | { | 526 | { |
492 | get | 527 | get |
493 | { | 528 | { |
494 | return m_density * m_size.X * m_size.Y * m_size.Z; | 529 | return m_mass; |
495 | } | 530 | } |
496 | } | 531 | } |
497 | public override void link(PhysicsActor obj) | 532 | public override void link(PhysicsActor obj) |
@@ -612,8 +647,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
612 | get { return m_orientation; } | 647 | get { return m_orientation; } |
613 | set | 648 | set |
614 | { | 649 | { |
615 | // fakeori = value; | 650 | // fakeori = value; |
616 | // givefakeori++; | 651 | // givefakeori++; |
617 | 652 | ||
618 | value.Normalize(); | 653 | value.Normalize(); |
619 | AddChange(changes.Orientation, value); | 654 | AddChange(changes.Orientation, value); |
@@ -668,33 +703,72 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
668 | AddChange(changes.Momentum, momentum); | 703 | AddChange(changes.Momentum, momentum); |
669 | } | 704 | } |
670 | 705 | ||
706 | private void ajustCollider() | ||
707 | { | ||
708 | float vq = _velocity.LengthSquared(); | ||
709 | if (m_lastVelocitySqr != vq) | ||
710 | { | ||
711 | m_lastVelocitySqr = vq; | ||
712 | if (vq > 100.0f) | ||
713 | { | ||
714 | Vector3 off = _velocity; | ||
715 | float t = 0.5f * timeStep; | ||
716 | off = off * t; | ||
717 | d.GeomSetOffsetPosition(bbox, off.X, off.Y, off.Z); | ||
718 | off.X = 2.0f * (m_size.X + Math.Abs(off.X)); | ||
719 | off.Y = 2.0f * (m_size.Y + Math.Abs(off.Y)); | ||
720 | off.Z = m_size.Z + 2.0f * Math.Abs(off.Z); | ||
721 | d.GeomBoxSetLengths(bbox, off.X, off.Y, off.Z); | ||
722 | |||
723 | d.GeomSetCategoryBits(bbox, (uint)m_collisionCategories); | ||
724 | d.GeomSetCollideBits(bbox, (uint)m_collisionFlags); | ||
725 | d.GeomSetCategoryBits(topbox, 0); | ||
726 | d.GeomSetCollideBits(topbox, 0); | ||
727 | d.GeomSetCategoryBits(midbox, 0); | ||
728 | d.GeomSetCollideBits(midbox, 0); | ||
729 | d.GeomSetCategoryBits(feetbox, 0); | ||
730 | d.GeomSetCollideBits(feetbox, 0); | ||
731 | } | ||
732 | else | ||
733 | { | ||
734 | d.GeomSetCategoryBits(bbox, 0); | ||
735 | d.GeomSetCollideBits(bbox, 0); | ||
736 | d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories); | ||
737 | d.GeomSetCollideBits(topbox, (uint)m_collisionFlags); | ||
738 | d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories); | ||
739 | d.GeomSetCollideBits(midbox, (uint)m_collisionFlags); | ||
740 | d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories); | ||
741 | d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags); | ||
742 | } | ||
743 | } | ||
744 | } | ||
745 | |||
671 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) | 746 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) |
672 | { | 747 | { |
673 | // sizes one day should came from visual parameters | 748 | // sizes one day should came from visual parameters |
674 | float sz = m_size.Z + sizeZAdjust; | 749 | float sx = m_size.X; |
675 | 750 | float sy = m_size.Y; | |
676 | m_invElipSizeX = 1.0f / m_size.X; | 751 | float sz = m_size.Z; |
677 | m_invElipSizeY = 1.0f / m_size.Y; | 752 | |
678 | 753 | float topsx = sx * 0.9f; | |
679 | float topsx = m_size.X; | 754 | float midsx = sx; |
680 | float midsx = m_size.X; | 755 | float feetsx = sx * feetScale; |
681 | float feetsx = m_size.X * feetScale; | 756 | float bonesx = sx * 0.2f; |
682 | float bonesx = feetsx * 0.2f; | 757 | |
683 | 758 | float topsy = sy * 0.4f; | |
684 | float topsy = m_size.Y * 0.5f; | 759 | float midsy = sy; |
685 | float midsy = m_size.Y; | 760 | float feetsy = sy * feetScale * 0.8f; |
686 | float feetsy = m_size.Y * feetScale; | ||
687 | float bonesy = feetsy * 0.2f; | 761 | float bonesy = feetsy * 0.2f; |
688 | 762 | ||
689 | float topsz = sz * 0.15f; | 763 | float topsz = sz * 0.15f; |
690 | float feetsz = sz * 0.3f; | 764 | float feetsz = sz * 0.45f; |
691 | if (feetsz > 0.6f) | 765 | if (feetsz > 0.6f) |
692 | feetsz = 0.6f; | 766 | feetsz = 0.6f; |
693 | 767 | ||
694 | float midsz = sz - topsz - feetsz; | 768 | float midsz = sz - topsz - feetsz; |
695 | float bonesz = sz; | 769 | float bonesz = sz; |
696 | 770 | ||
697 | float bot = -sz * 0.5f; | 771 | float bot = -sz * 0.5f + m_feetOffset; |
698 | 772 | ||
699 | boneOff = bot + 0.3f; | 773 | boneOff = bot + 0.3f; |
700 | 774 | ||
@@ -708,47 +782,37 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
708 | bot += midsz; | 782 | bot += midsz; |
709 | float topz = bot + topsz * 0.5f; | 783 | float topz = bot + topsz * 0.5f; |
710 | 784 | ||
711 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | 785 | _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace); |
712 | |||
713 | feetbox = d.CreateBox(_parent_scene.ActiveSpace, feetsx, feetsy, feetsz); | ||
714 | d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories); | ||
715 | d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags); | ||
716 | |||
717 | midbox = d.CreateBox(_parent_scene.ActiveSpace, midsx, midsy, midsz); | ||
718 | d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories); | ||
719 | d.GeomSetCollideBits(midbox, (uint)m_collisionFlags); | ||
720 | |||
721 | topbox = d.CreateBox(_parent_scene.ActiveSpace, topsx, topsy, topsz); | ||
722 | d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories); | ||
723 | d.GeomSetCollideBits(topbox, (uint)m_collisionFlags); | ||
724 | 786 | ||
725 | bonebox = d.CreateBox(_parent_scene.ActiveSpace, bonesx, bonesy, bonesz); | 787 | collider = d.HashSpaceCreate(_parent_scene.CharsSpace); |
726 | d.GeomSetCategoryBits(bonebox, (uint)m_collisionCategories); | 788 | d.HashSpaceSetLevels(collider, -4, 3); |
727 | d.GeomSetCollideBits(bonebox, (uint)m_collisionFlags); | 789 | d.SpaceSetSublevel(collider, 3); |
790 | d.SpaceSetCleanup(collider, false); | ||
791 | d.GeomSetCategoryBits(collider, (uint)m_collisionCategories); | ||
792 | d.GeomSetCollideBits(collider, (uint)m_collisionFlags); | ||
728 | 793 | ||
729 | d.MassSetBox(out ShellMass, m_density, m_size.X , m_size.Y, m_size.Z); | 794 | feetbox = d.CreateBox(collider, feetsx, feetsy, feetsz); |
795 | midbox = d.CreateBox(collider, midsx, midsy, midsz); | ||
796 | topbox = d.CreateBox(collider, topsx, topsy, topsz); | ||
797 | bbox = d.CreateBox(collider, m_size.X, m_size.Y, m_size.Z); | ||
730 | 798 | ||
731 | m_mass = ShellMass.mass; // update mass | 799 | m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass |
732 | 800 | ||
733 | // rescale PID parameters | 801 | d.MassSetBoxTotal(out ShellMass, m_mass, m_size.X, m_size.Y, m_size.Z); |
734 | PID_D = _parent_scene.avPIDD; | ||
735 | PID_P = _parent_scene.avPIDP; | ||
736 | 802 | ||
737 | // rescale PID parameters so that this aren't affected by mass | 803 | PID_D = basePID_D * m_mass / _parent_scene.ODE_STEPSIZE; |
738 | // and so don't get unstable for some masses | 804 | PID_P = basePID_P * m_mass / _parent_scene.ODE_STEPSIZE; |
739 | // also scale by ode time step so you don't need to refix them | ||
740 | |||
741 | PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps | ||
742 | PID_D *= m_mass / _parent_scene.ODE_STEPSIZE; | ||
743 | PID_P /= 50 * 80; | ||
744 | PID_P *= m_mass / _parent_scene.ODE_STEPSIZE; | ||
745 | 805 | ||
746 | Body = d.BodyCreate(_parent_scene.world); | 806 | Body = d.BodyCreate(_parent_scene.world); |
747 | 807 | ||
748 | _zeroFlag = false; | 808 | _zeroFlag = false; |
809 | m_collisionException = false; | ||
749 | m_pidControllerActive = true; | 810 | m_pidControllerActive = true; |
750 | m_freemove = false; | 811 | m_freemove = false; |
751 | 812 | ||
813 | _velocity = Vector3.Zero; | ||
814 | m_lastVelocitySqr = 0; | ||
815 | |||
752 | d.BodySetAutoDisableFlag(Body, false); | 816 | d.BodySetAutoDisableFlag(Body, false); |
753 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | 817 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); |
754 | 818 | ||
@@ -760,12 +824,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
760 | d.GeomSetBody(feetbox, Body); | 824 | d.GeomSetBody(feetbox, Body); |
761 | d.GeomSetBody(midbox, Body); | 825 | d.GeomSetBody(midbox, Body); |
762 | d.GeomSetBody(topbox, Body); | 826 | d.GeomSetBody(topbox, Body); |
763 | d.GeomSetBody(bonebox, Body); | 827 | d.GeomSetBody(bbox, Body); |
764 | 828 | ||
765 | d.GeomSetOffsetPosition(feetbox, 0, 0, feetz); | 829 | d.GeomSetOffsetPosition(feetbox, 0, 0, feetz); |
766 | d.GeomSetOffsetPosition(midbox, 0, 0, midz); | 830 | d.GeomSetOffsetPosition(midbox, 0, 0, midz); |
767 | d.GeomSetOffsetPosition(topbox, 0, 0, topz); | 831 | d.GeomSetOffsetPosition(topbox, 0, 0, topz); |
768 | 832 | ||
833 | ajustCollider(); | ||
834 | |||
835 | |||
769 | // The purpose of the AMotor here is to keep the avatar's physical | 836 | // The purpose of the AMotor here is to keep the avatar's physical |
770 | // surrogate from rotating while moving | 837 | // surrogate from rotating while moving |
771 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | 838 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); |
@@ -828,86 +895,136 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
828 | if (topbox != IntPtr.Zero) | 895 | if (topbox != IntPtr.Zero) |
829 | { | 896 | { |
830 | _parent_scene.actor_name_map.Remove(topbox); | 897 | _parent_scene.actor_name_map.Remove(topbox); |
831 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | 898 | _parent_scene.waitForSpaceUnlock(collider); |
832 | d.GeomDestroy(topbox); | 899 | d.GeomDestroy(topbox); |
833 | topbox = IntPtr.Zero; | 900 | topbox = IntPtr.Zero; |
834 | } | 901 | } |
835 | if (midbox != IntPtr.Zero) | 902 | if (midbox != IntPtr.Zero) |
836 | { | 903 | { |
837 | _parent_scene.actor_name_map.Remove(midbox); | 904 | _parent_scene.actor_name_map.Remove(midbox); |
838 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | 905 | _parent_scene.waitForSpaceUnlock(collider); |
839 | d.GeomDestroy(midbox); | 906 | d.GeomDestroy(midbox); |
840 | midbox = IntPtr.Zero; | 907 | midbox = IntPtr.Zero; |
841 | } | 908 | } |
842 | if (feetbox != IntPtr.Zero) | 909 | if (feetbox != IntPtr.Zero) |
843 | { | 910 | { |
844 | _parent_scene.actor_name_map.Remove(feetbox); | 911 | _parent_scene.actor_name_map.Remove(feetbox); |
845 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | 912 | _parent_scene.waitForSpaceUnlock(collider); |
846 | d.GeomDestroy(feetbox); | 913 | d.GeomDestroy(feetbox); |
847 | feetbox = IntPtr.Zero; | 914 | feetbox = IntPtr.Zero; |
848 | } | 915 | } |
849 | 916 | ||
850 | if (bonebox != IntPtr.Zero) | 917 | if (bbox != IntPtr.Zero) |
851 | { | 918 | { |
852 | _parent_scene.actor_name_map.Remove(bonebox); | 919 | _parent_scene.actor_name_map.Remove(bbox); |
853 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | 920 | _parent_scene.waitForSpaceUnlock(collider); |
854 | d.GeomDestroy(bonebox); | 921 | d.GeomDestroy(bbox); |
855 | bonebox = IntPtr.Zero; | 922 | bbox = IntPtr.Zero; |
923 | } | ||
924 | |||
925 | if (collider != IntPtr.Zero) | ||
926 | { | ||
927 | d.SpaceDestroy(collider); | ||
928 | collider = IntPtr.Zero; | ||
856 | } | 929 | } |
857 | 930 | ||
858 | } | 931 | } |
859 | 932 | ||
860 | public bool Collide(IntPtr me, bool reverse, ref d.ContactGeom contact) | 933 | //in place 2D rotation around Z assuming rot is normalised and is a rotation around Z |
934 | public void RotateXYonZ(ref float x, ref float y, ref Quaternion rot) | ||
861 | { | 935 | { |
936 | float sin = 2.0f * rot.Z * rot.W; | ||
937 | float cos = rot.W * rot.W - rot.Z * rot.Z; | ||
938 | float tx = x; | ||
862 | 939 | ||
863 | if (me == bonebox) // inner bone | 940 | x = tx * cos - y * sin; |
864 | { | 941 | y = tx * sin + y * cos; |
865 | if (contact.pos.Z - _position.Z < boneOff) | 942 | } |
866 | IsColliding = true; | 943 | public void RotateXYonZ(ref float x, ref float y, ref float sin, ref float cos) |
867 | return true; | 944 | { |
868 | } | 945 | float tx = x; |
946 | x = tx * cos - y * sin; | ||
947 | y = tx * sin + y * cos; | ||
948 | } | ||
949 | public void invRotateXYonZ(ref float x, ref float y, ref float sin, ref float cos) | ||
950 | { | ||
951 | float tx = x; | ||
952 | x = tx * cos + y * sin; | ||
953 | y = -tx * sin + y * cos; | ||
954 | } | ||
869 | 955 | ||
870 | if (me == topbox) // keep a box head | 956 | public void invRotateXYonZ(ref float x, ref float y, ref Quaternion rot) |
871 | return true; | 957 | { |
958 | float sin = - 2.0f * rot.Z * rot.W; | ||
959 | float cos = rot.W * rot.W - rot.Z * rot.Z; | ||
960 | float tx = x; | ||
872 | 961 | ||
873 | // rotate elipsoide assuming only rotation around Z | 962 | x = tx * cos - y * sin; |
874 | float ca = m_orientation.W * m_orientation.W - m_orientation.Z * m_orientation.Z; | 963 | y = tx * sin + y * cos; |
875 | float sa = 2 * m_orientation.W * m_orientation.Z; | 964 | } |
876 | 965 | ||
877 | float isx; | ||
878 | float isy; | ||
879 | 966 | ||
880 | if (me == feetbox) // feet have narrow bounds | 967 | public bool Collide(IntPtr me, bool reverse, ref d.ContactGeom contact, ref bool feetcollision) |
881 | { | 968 | { |
969 | feetcollision = false; | ||
970 | if (m_collisionException) | ||
971 | return false; | ||
882 | 972 | ||
883 | isx = m_invElipSizeX * invFeetScale; | 973 | if (me == bbox) // if moving fast |
884 | isy = m_invElipSizeY * invFeetScale; | ||
885 | } | ||
886 | else | ||
887 | { | 974 | { |
888 | isx = m_invElipSizeX; | 975 | // force a full inelastic collision |
889 | isy = m_invElipSizeY; | 976 | m_collisionException = true; |
977 | |||
978 | Vector3 off = m_size * 0.5f; | ||
979 | off.X += contact.depth; | ||
980 | off.Y += contact.depth; | ||
981 | off.Z += contact.depth; | ||
982 | if (reverse) | ||
983 | { | ||
984 | off.X *= -contact.normal.X; | ||
985 | off.Y *= -contact.normal.Y; | ||
986 | off.Z *= -contact.normal.Z; | ||
987 | } | ||
988 | else | ||
989 | { | ||
990 | off.X *= contact.normal.X; | ||
991 | off.Y *= contact.normal.Y; | ||
992 | off.Z *= contact.normal.Z; | ||
993 | } | ||
994 | |||
995 | off.X += contact.pos.X; | ||
996 | off.Y += contact.pos.Y; | ||
997 | off.Z += contact.pos.Z; | ||
998 | |||
999 | _position = off; | ||
1000 | return false; | ||
890 | } | 1001 | } |
891 | 1002 | ||
892 | float a = isx * ca - isy * sa; | 1003 | if (me == topbox) // keep a box head |
893 | float b = isx * sa + isy * ca; | 1004 | return true; |
894 | 1005 | ||
1006 | float t; | ||
895 | float offx = contact.pos.X - _position.X; | 1007 | float offx = contact.pos.X - _position.X; |
896 | float er = offx * a; | ||
897 | er *= er; | ||
898 | |||
899 | float offy = contact.pos.Y - _position.Y; | 1008 | float offy = contact.pos.Y - _position.Y; |
900 | float ty = offy * b; | ||
901 | er += ty * ty; | ||
902 | 1009 | ||
903 | if (me == midbox) | 1010 | if (me == midbox) |
904 | { | 1011 | { |
905 | if (er > 4.0f) // no collision | 1012 | if (Math.Abs(contact.normal.Z) > 0.95f) |
906 | return false; | 1013 | { |
907 | if (er < 0.2f) | 1014 | float nz = contact.normal.Z; |
908 | return true; | 1015 | if (!reverse) |
1016 | nz = -nz; | ||
1017 | |||
1018 | if (nz > 0) | ||
1019 | return true; // missed head TODO | ||
1020 | |||
1021 | // missed feet collision? | ||
1022 | |||
909 | 1023 | ||
910 | float t = offx * offx + offy * offy; | 1024 | return true; |
1025 | } | ||
1026 | |||
1027 | t = offx * offx + offy * offy; | ||
911 | t = (float)Math.Sqrt(t); | 1028 | t = (float)Math.Sqrt(t); |
912 | t = 1 / t; | 1029 | t = 1 / t; |
913 | offx *= t; | 1030 | offx *= t; |
@@ -930,40 +1047,58 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
930 | 1047 | ||
931 | else if (me == feetbox) | 1048 | else if (me == feetbox) |
932 | { | 1049 | { |
933 | float c = feetSZ * 2; | ||
934 | float h = contact.pos.Z - _position.Z; | 1050 | float h = contact.pos.Z - _position.Z; |
935 | float offz = h - feetOff; // distance from top of feetbox | ||
936 | 1051 | ||
937 | float tz = offz / c; | 1052 | if (Math.Abs(contact.normal.Z) > 0.95f) |
938 | er += tz * tz; | 1053 | { |
1054 | if (contact.normal.Z > 0) | ||
1055 | contact.normal.Z = 1.0f; | ||
1056 | else | ||
1057 | contact.normal.Z = -1.0f; | ||
1058 | contact.normal.X = 0.0f; | ||
1059 | contact.normal.Y = 0.0f; | ||
1060 | feetcollision = true; | ||
1061 | if (h < boneOff) | ||
1062 | IsColliding = true; | ||
1063 | return true; | ||
1064 | } | ||
1065 | |||
1066 | |||
1067 | float offz = h - feetOff; // distance from top of feetbox | ||
939 | 1068 | ||
940 | if (er > 4.0f) // no collision | 1069 | if (offz > 0) |
941 | return false; | 1070 | return false; |
942 | 1071 | ||
943 | if (er > 0.2f) | 1072 | if (offz > -0.01) |
944 | { | 1073 | { |
945 | float t = offx * offx + offy * offy + offz * offz; | 1074 | offx = 0; |
1075 | offy = 0; | ||
1076 | offz = -1.0f; | ||
1077 | } | ||
1078 | else | ||
1079 | { | ||
1080 | t = offx * offx + offy * offy + offz * offz; | ||
946 | t = (float)Math.Sqrt(t); | 1081 | t = (float)Math.Sqrt(t); |
947 | t = 1 / t; | 1082 | t = 1 / t; |
948 | offx *= t; | 1083 | offx *= t; |
949 | offy *= t; | 1084 | offy *= t; |
950 | offz *= t; | 1085 | offz *= t; |
951 | |||
952 | if (reverse) | ||
953 | { | ||
954 | contact.normal.X = offx; | ||
955 | contact.normal.Y = offy; | ||
956 | contact.normal.Z = offz; | ||
957 | } | ||
958 | else | ||
959 | { | ||
960 | contact.normal.X = -offx; | ||
961 | contact.normal.Y = -offy; | ||
962 | contact.normal.Z = -offz; | ||
963 | } | ||
964 | } | 1086 | } |
965 | 1087 | ||
966 | if(h < boneOff) | 1088 | if (reverse) |
1089 | { | ||
1090 | contact.normal.X = offx; | ||
1091 | contact.normal.Y = offy; | ||
1092 | contact.normal.Z = offz; | ||
1093 | } | ||
1094 | else | ||
1095 | { | ||
1096 | contact.normal.X = -offx; | ||
1097 | contact.normal.Y = -offy; | ||
1098 | contact.normal.Z = -offz; | ||
1099 | } | ||
1100 | feetcollision = true; | ||
1101 | if (h < boneOff) | ||
967 | IsColliding = true; | 1102 | IsColliding = true; |
968 | } | 1103 | } |
969 | else | 1104 | else |
@@ -977,11 +1112,28 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
977 | /// This is the avatar's movement control + PID Controller | 1112 | /// This is the avatar's movement control + PID Controller |
978 | /// </summary> | 1113 | /// </summary> |
979 | /// <param name="timeStep"></param> | 1114 | /// <param name="timeStep"></param> |
980 | public void Move(float timeStep, List<OdeCharacter> defects) | 1115 | public void Move(List<OdeCharacter> defects) |
981 | { | 1116 | { |
982 | if (Body == IntPtr.Zero) | 1117 | if (Body == IntPtr.Zero) |
983 | return; | 1118 | return; |
984 | 1119 | ||
1120 | if (m_collisionException) | ||
1121 | { | ||
1122 | d.BodySetPosition(Body,_position.X, _position.Y, _position.Z); | ||
1123 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
1124 | |||
1125 | float v = _velocity.Length(); | ||
1126 | if (v != 0) | ||
1127 | { | ||
1128 | v = 6.0f / v; | ||
1129 | _velocity = _velocity * v; | ||
1130 | d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z); | ||
1131 | } | ||
1132 | ajustCollider(); | ||
1133 | m_collisionException = false; | ||
1134 | return; | ||
1135 | } | ||
1136 | |||
985 | d.Vector3 dtmp = d.BodyGetPosition(Body); | 1137 | d.Vector3 dtmp = d.BodyGetPosition(Body); |
986 | Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | 1138 | Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); |
987 | 1139 | ||
@@ -1055,9 +1207,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1055 | 1207 | ||
1056 | //****************************************** | 1208 | //****************************************** |
1057 | // colide with land | 1209 | // colide with land |
1210 | |||
1058 | d.AABB aabb; | 1211 | d.AABB aabb; |
1059 | d.GeomGetAABB(feetbox, out aabb); | 1212 | d.GeomGetAABB(feetbox, out aabb); |
1060 | float chrminZ = aabb.MinZ - 0.04f; // move up a bit | 1213 | float chrminZ = aabb.MinZ; ; // move up a bit |
1061 | Vector3 posch = localpos; | 1214 | Vector3 posch = localpos; |
1062 | 1215 | ||
1063 | float ftmp; | 1216 | float ftmp; |
@@ -1100,11 +1253,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1100 | contact.PenetrationDepth = depth; | 1253 | contact.PenetrationDepth = depth; |
1101 | contact.Position.X = localpos.X; | 1254 | contact.Position.X = localpos.X; |
1102 | contact.Position.Y = localpos.Y; | 1255 | contact.Position.Y = localpos.Y; |
1103 | contact.Position.Z = chrminZ; | 1256 | contact.Position.Z = terrainheight; |
1104 | contact.SurfaceNormal.X = 0f; | 1257 | contact.SurfaceNormal.X = 0.0f; |
1105 | contact.SurfaceNormal.Y = 0f; | 1258 | contact.SurfaceNormal.Y = 0.0f; |
1106 | contact.SurfaceNormal.Z = -1f; | 1259 | contact.SurfaceNormal.Z = -1f; |
1107 | contact.RelativeSpeed = -vel.Z; | 1260 | contact.RelativeSpeed = -vel.Z; |
1261 | contact.CharacterFeet = true; | ||
1108 | AddCollisionEvent(0, contact); | 1262 | AddCollisionEvent(0, contact); |
1109 | 1263 | ||
1110 | vec.Z *= 0.5f; | 1264 | vec.Z *= 0.5f; |
@@ -1123,6 +1277,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1123 | m_iscollidingGround = false; | 1277 | m_iscollidingGround = false; |
1124 | } | 1278 | } |
1125 | 1279 | ||
1280 | |||
1126 | //****************************************** | 1281 | //****************************************** |
1127 | 1282 | ||
1128 | bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f); | 1283 | bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f); |
@@ -1258,21 +1413,58 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1258 | } | 1413 | } |
1259 | 1414 | ||
1260 | // update our local ideia of position velocity and aceleration | 1415 | // update our local ideia of position velocity and aceleration |
1416 | // _position = localpos; | ||
1261 | _position = localpos; | 1417 | _position = localpos; |
1418 | |||
1262 | if (_zeroFlag) | 1419 | if (_zeroFlag) |
1263 | { | 1420 | { |
1264 | _velocity = Vector3.Zero; | 1421 | _velocity = Vector3.Zero; |
1265 | _acceleration = Vector3.Zero; | 1422 | _acceleration = Vector3.Zero; |
1423 | m_rotationalVelocity = Vector3.Zero; | ||
1266 | } | 1424 | } |
1267 | else | 1425 | else |
1268 | { | 1426 | { |
1269 | _acceleration = _velocity; // previus velocity | 1427 | Vector3 a =_velocity; // previus velocity |
1270 | _velocity = vel; | 1428 | SetSmooth(ref _velocity, ref vel, 2); |
1271 | _acceleration = (vel - _acceleration) / timeStep; | 1429 | a = (_velocity - a) * invtimeStep; |
1430 | SetSmooth(ref _acceleration, ref a, 2); | ||
1431 | |||
1432 | dtmp = d.BodyGetAngularVel(Body); | ||
1433 | m_rotationalVelocity.X = 0f; | ||
1434 | m_rotationalVelocity.Y = 0f; | ||
1435 | m_rotationalVelocity.Z = dtmp.Z; | ||
1436 | Math.Round(m_rotationalVelocity.Z,3); | ||
1272 | } | 1437 | } |
1273 | 1438 | ajustCollider(); | |
1439 | } | ||
1440 | |||
1441 | public void round(ref Vector3 v, int digits) | ||
1442 | { | ||
1443 | v.X = (float)Math.Round(v.X, digits); | ||
1444 | v.Y = (float)Math.Round(v.Y, digits); | ||
1445 | v.Z = (float)Math.Round(v.Z, digits); | ||
1446 | } | ||
1447 | |||
1448 | public void SetSmooth(ref Vector3 dst, ref Vector3 value) | ||
1449 | { | ||
1450 | dst.X = 0.1f * dst.X + 0.9f * value.X; | ||
1451 | dst.Y = 0.1f * dst.Y + 0.9f * value.Y; | ||
1452 | dst.Z = 0.1f * dst.Z + 0.9f * value.Z; | ||
1453 | } | ||
1454 | |||
1455 | public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits) | ||
1456 | { | ||
1457 | dst.X = 0.4f * dst.X + 0.6f * value.X; | ||
1458 | dst.X = (float)Math.Round(dst.X, rounddigits); | ||
1459 | |||
1460 | dst.Y = 0.4f * dst.Y + 0.6f * value.Y; | ||
1461 | dst.Y = (float)Math.Round(dst.Y, rounddigits); | ||
1462 | |||
1463 | dst.Z = 0.4f * dst.Z + 0.6f * value.Z; | ||
1464 | dst.Z = (float)Math.Round(dst.Z, rounddigits); | ||
1274 | } | 1465 | } |
1275 | 1466 | ||
1467 | |||
1276 | /// <summary> | 1468 | /// <summary> |
1277 | /// Updates the reported position and velocity. | 1469 | /// Updates the reported position and velocity. |
1278 | /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording | 1470 | /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording |
@@ -1399,10 +1591,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1399 | 1591 | ||
1400 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); | 1592 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); |
1401 | 1593 | ||
1402 | _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; | 1594 | _parent_scene.actor_name_map[collider] = (PhysicsActor)this; |
1403 | _parent_scene.actor_name_map[midbox] = (PhysicsActor)this; | ||
1404 | _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; | 1595 | _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; |
1405 | _parent_scene.actor_name_map[bonebox] = (PhysicsActor)this; | 1596 | _parent_scene.actor_name_map[midbox] = (PhysicsActor)this; |
1597 | _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; | ||
1598 | _parent_scene.actor_name_map[bbox] = (PhysicsActor)this; | ||
1406 | _parent_scene.AddCharacter(this); | 1599 | _parent_scene.AddCharacter(this); |
1407 | } | 1600 | } |
1408 | else | 1601 | else |
@@ -1431,6 +1624,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1431 | { | 1624 | { |
1432 | } | 1625 | } |
1433 | 1626 | ||
1627 | private void changeAvatarSize(strAvatarSize st) | ||
1628 | { | ||
1629 | m_feetOffset = st.offset; | ||
1630 | changeSize(st.size); | ||
1631 | } | ||
1632 | |||
1434 | private void changeSize(Vector3 pSize) | 1633 | private void changeSize(Vector3 pSize) |
1435 | { | 1634 | { |
1436 | if (pSize.IsFinite()) | 1635 | if (pSize.IsFinite()) |
@@ -1449,13 +1648,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1449 | _position.Z + (m_size.Z - oldsz) * 0.5f); | 1648 | _position.Z + (m_size.Z - oldsz) * 0.5f); |
1450 | 1649 | ||
1451 | Velocity = Vector3.Zero; | 1650 | Velocity = Vector3.Zero; |
1651 | |||
1452 | 1652 | ||
1453 | _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; | 1653 | _parent_scene.actor_name_map[collider] = (PhysicsActor)this; |
1454 | _parent_scene.actor_name_map[midbox] = (PhysicsActor)this; | ||
1455 | _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; | 1654 | _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; |
1456 | _parent_scene.actor_name_map[bonebox] = (PhysicsActor)this; | 1655 | _parent_scene.actor_name_map[midbox] = (PhysicsActor)this; |
1656 | _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; | ||
1657 | _parent_scene.actor_name_map[bbox] = (PhysicsActor)this; | ||
1457 | } | 1658 | } |
1458 | m_freemove = false; | 1659 | m_freemove = false; |
1660 | m_collisionException = false; | ||
1459 | m_pidControllerActive = true; | 1661 | m_pidControllerActive = true; |
1460 | } | 1662 | } |
1461 | else | 1663 | else |
@@ -1564,6 +1766,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1564 | 1766 | ||
1565 | if (Body != IntPtr.Zero) | 1767 | if (Body != IntPtr.Zero) |
1566 | d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z); | 1768 | d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z); |
1769 | ajustCollider(); | ||
1567 | } | 1770 | } |
1568 | 1771 | ||
1569 | private void donullchange() | 1772 | private void donullchange() |
@@ -1572,7 +1775,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1572 | 1775 | ||
1573 | public bool DoAChange(changes what, object arg) | 1776 | public bool DoAChange(changes what, object arg) |
1574 | { | 1777 | { |
1575 | if (topbox == IntPtr.Zero && what != changes.Add && what != changes.Remove) | 1778 | if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove) |
1576 | { | 1779 | { |
1577 | return false; | 1780 | return false; |
1578 | } | 1781 | } |
@@ -1638,6 +1841,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1638 | changeSize((Vector3)arg); | 1841 | changeSize((Vector3)arg); |
1639 | break; | 1842 | break; |
1640 | 1843 | ||
1844 | case changes.AvatarSize: | ||
1845 | changeAvatarSize((strAvatarSize)arg); | ||
1846 | break; | ||
1847 | |||
1641 | case changes.Momentum: | 1848 | case changes.Momentum: |
1642 | changeMomentum((Vector3)arg); | 1849 | changeMomentum((Vector3)arg); |
1643 | break; | 1850 | break; |
@@ -1685,5 +1892,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1685 | { | 1892 | { |
1686 | _parent_scene.AddChange((PhysicsActor)this, what, arg); | 1893 | _parent_scene.AddChange((PhysicsActor)this, what, arg); |
1687 | } | 1894 | } |
1895 | |||
1896 | private struct strAvatarSize | ||
1897 | { | ||
1898 | public Vector3 size; | ||
1899 | public float offset; | ||
1900 | } | ||
1901 | |||
1688 | } | 1902 | } |
1689 | } | 1903 | } |
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs index dc247a9..faa9488 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | |||
@@ -84,7 +84,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
84 | 84 | ||
85 | private Vector3 _position; | 85 | private Vector3 _position; |
86 | private Vector3 _velocity; | 86 | private Vector3 _velocity; |
87 | private Vector3 _torque; | 87 | private Vector3 m_torque; |
88 | private Vector3 m_lastVelocity; | 88 | private Vector3 m_lastVelocity; |
89 | private Vector3 m_lastposition; | 89 | private Vector3 m_lastposition; |
90 | private Vector3 m_rotationalVelocity; | 90 | private Vector3 m_rotationalVelocity; |
@@ -597,7 +597,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
597 | if (!IsPhysical || Body == IntPtr.Zero) | 597 | if (!IsPhysical || Body == IntPtr.Zero) |
598 | return Vector3.Zero; | 598 | return Vector3.Zero; |
599 | 599 | ||
600 | return _torque; | 600 | return m_torque; |
601 | } | 601 | } |
602 | 602 | ||
603 | set | 603 | set |
@@ -2425,10 +2425,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2425 | { | 2425 | { |
2426 | if (!childPrim) | 2426 | if (!childPrim) |
2427 | { | 2427 | { |
2428 | m_force = Vector3.Zero; | 2428 | // m_force = Vector3.Zero; |
2429 | m_forceacc = Vector3.Zero; | 2429 | m_forceacc = Vector3.Zero; |
2430 | m_angularForceacc = Vector3.Zero; | 2430 | m_angularForceacc = Vector3.Zero; |
2431 | _torque = Vector3.Zero; | 2431 | // m_torque = Vector3.Zero; |
2432 | _velocity = Vector3.Zero; | 2432 | _velocity = Vector3.Zero; |
2433 | _acceleration = Vector3.Zero; | 2433 | _acceleration = Vector3.Zero; |
2434 | m_rotationalVelocity = Vector3.Zero; | 2434 | m_rotationalVelocity = Vector3.Zero; |
@@ -2521,7 +2521,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2521 | prm.m_collisionCategories = m_collisionCategories; | 2521 | prm.m_collisionCategories = m_collisionCategories; |
2522 | prm.m_collisionFlags = m_collisionFlags; | 2522 | prm.m_collisionFlags = m_collisionFlags; |
2523 | 2523 | ||
2524 | if (prm.prim_geom != null) | 2524 | if (prm.prim_geom != IntPtr.Zero) |
2525 | { | 2525 | { |
2526 | 2526 | ||
2527 | if (prm.m_NoColide) | 2527 | if (prm.m_NoColide) |
@@ -2542,7 +2542,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2542 | // ((OdePrim)_parent).ChildSelectedChange(true); | 2542 | // ((OdePrim)_parent).ChildSelectedChange(true); |
2543 | 2543 | ||
2544 | 2544 | ||
2545 | if (prim_geom != null) | 2545 | if (prim_geom != IntPtr.Zero) |
2546 | { | 2546 | { |
2547 | if (m_NoColide) | 2547 | if (m_NoColide) |
2548 | { | 2548 | { |
@@ -2968,7 +2968,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2968 | d.BodyEnable(Body); | 2968 | d.BodyEnable(Body); |
2969 | 2969 | ||
2970 | } | 2970 | } |
2971 | _torque = newtorque; | 2971 | m_torque = newtorque; |
2972 | } | 2972 | } |
2973 | } | 2973 | } |
2974 | 2974 | ||
@@ -3364,7 +3364,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3364 | 3364 | ||
3365 | Vector3 trq; | 3365 | Vector3 trq; |
3366 | 3366 | ||
3367 | trq = _torque; | 3367 | trq = m_torque; |
3368 | trq += m_angularForceacc; | 3368 | trq += m_angularForceacc; |
3369 | m_angularForceacc = Vector3.Zero; | 3369 | m_angularForceacc = Vector3.Zero; |
3370 | if (trq.X != 0 || trq.Y != 0 || trq.Z != 0) | 3370 | if (trq.X != 0 || trq.Y != 0 || trq.Z != 0) |
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs index 799a324..561ab1c 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs | |||
@@ -324,7 +324,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
324 | { | 324 | { |
325 | // Collide tests | 325 | // Collide tests |
326 | if ((CurrentRayFilter & FilterActiveSpace) != 0) | 326 | if ((CurrentRayFilter & FilterActiveSpace) != 0) |
327 | { | ||
327 | d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback); | 328 | d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback); |
329 | d.SpaceCollide2(ray, m_scene.CharsSpace, IntPtr.Zero, nearCallback); | ||
330 | } | ||
328 | if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount)) | 331 | if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount)) |
329 | d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback); | 332 | d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback); |
330 | if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount)) | 333 | if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount)) |
@@ -552,7 +555,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
552 | break; | 555 | break; |
553 | 556 | ||
554 | default: | 557 | default: |
555 | return; | ||
556 | break; | 558 | break; |
557 | } | 559 | } |
558 | } | 560 | } |
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs index 003a91c..15eb01f 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | |||
@@ -147,6 +147,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
147 | PIDHoverActive, | 147 | PIDHoverActive, |
148 | 148 | ||
149 | Size, | 149 | Size, |
150 | AvatarSize, | ||
150 | Shape, | 151 | Shape, |
151 | PhysRepData, | 152 | PhysRepData, |
152 | AddPhysRep, | 153 | AddPhysRep, |
@@ -177,7 +178,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
177 | public changes what; | 178 | public changes what; |
178 | public Object arg; | 179 | public Object arg; |
179 | } | 180 | } |
180 | 181 | ||
182 | |||
183 | |||
181 | public class OdeScene : PhysicsScene | 184 | public class OdeScene : PhysicsScene |
182 | { | 185 | { |
183 | private readonly ILog m_log; | 186 | private readonly ILog m_log; |
@@ -224,9 +227,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
224 | // private IntPtr WaterHeightmapData = IntPtr.Zero; | 227 | // private IntPtr WaterHeightmapData = IntPtr.Zero; |
225 | // private GCHandle WaterMapHandler = new GCHandle(); | 228 | // private GCHandle WaterMapHandler = new GCHandle(); |
226 | 229 | ||
227 | public float avPIDD = 2200f; // make it visible | ||
228 | public float avPIDP = 900f; // make it visible | ||
229 | private float avCapRadius = 0.37f; | ||
230 | private float avDensity = 3f; | 230 | private float avDensity = 3f; |
231 | private float avMovementDivisorWalk = 1.3f; | 231 | private float avMovementDivisorWalk = 1.3f; |
232 | private float avMovementDivisorRun = 0.8f; | 232 | private float avMovementDivisorRun = 0.8f; |
@@ -299,9 +299,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
299 | 299 | ||
300 | public IntPtr TopSpace; // the global space | 300 | public IntPtr TopSpace; // the global space |
301 | public IntPtr ActiveSpace; // space for active prims | 301 | public IntPtr ActiveSpace; // space for active prims |
302 | public IntPtr CharsSpace; // space for active prims | ||
302 | public IntPtr StaticSpace; // space for the static things around | 303 | public IntPtr StaticSpace; // space for the static things around |
303 | public IntPtr GroundSpace; // space for ground | 304 | public IntPtr GroundSpace; // space for ground |
304 | 305 | ||
306 | public IntPtr SharedRay; | ||
307 | |||
305 | // some speedup variables | 308 | // some speedup variables |
306 | private int spaceGridMaxX; | 309 | private int spaceGridMaxX; |
307 | private int spaceGridMaxY; | 310 | private int spaceGridMaxY; |
@@ -372,21 +375,25 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
372 | 375 | ||
373 | // now the major subspaces | 376 | // now the major subspaces |
374 | ActiveSpace = d.HashSpaceCreate(TopSpace); | 377 | ActiveSpace = d.HashSpaceCreate(TopSpace); |
378 | CharsSpace = d.HashSpaceCreate(TopSpace); | ||
375 | StaticSpace = d.HashSpaceCreate(TopSpace); | 379 | StaticSpace = d.HashSpaceCreate(TopSpace); |
376 | GroundSpace = d.HashSpaceCreate(TopSpace); | 380 | GroundSpace = d.HashSpaceCreate(TopSpace); |
377 | } | 381 | } |
378 | catch | 382 | catch |
379 | { | 383 | { |
380 | // i must RtC#FM | 384 | // i must RtC#FM |
385 | // i did! | ||
381 | } | 386 | } |
382 | 387 | ||
383 | d.HashSpaceSetLevels(TopSpace, -2, 8); | 388 | d.HashSpaceSetLevels(TopSpace, -2, 8); |
384 | d.HashSpaceSetLevels(ActiveSpace, -2, 8); | 389 | d.HashSpaceSetLevels(ActiveSpace, -2, 8); |
390 | d.HashSpaceSetLevels(CharsSpace, -4, 3); | ||
385 | d.HashSpaceSetLevels(StaticSpace, -2, 8); | 391 | d.HashSpaceSetLevels(StaticSpace, -2, 8); |
386 | d.HashSpaceSetLevels(GroundSpace, 0, 8); | 392 | d.HashSpaceSetLevels(GroundSpace, 0, 8); |
387 | 393 | ||
388 | // demote to second level | 394 | // demote to second level |
389 | d.SpaceSetSublevel(ActiveSpace, 1); | 395 | d.SpaceSetSublevel(ActiveSpace, 1); |
396 | d.SpaceSetSublevel(CharsSpace, 1); | ||
390 | d.SpaceSetSublevel(StaticSpace, 1); | 397 | d.SpaceSetSublevel(StaticSpace, 1); |
391 | d.SpaceSetSublevel(GroundSpace, 1); | 398 | d.SpaceSetSublevel(GroundSpace, 1); |
392 | 399 | ||
@@ -396,11 +403,24 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
396 | CollisionCategories.Phantom | | 403 | CollisionCategories.Phantom | |
397 | CollisionCategories.VolumeDtc | 404 | CollisionCategories.VolumeDtc |
398 | )); | 405 | )); |
399 | d.GeomSetCollideBits(ActiveSpace, 0); | 406 | d.GeomSetCollideBits(ActiveSpace, (uint)(CollisionCategories.Space | |
407 | CollisionCategories.Geom | | ||
408 | CollisionCategories.Character | | ||
409 | CollisionCategories.Phantom | | ||
410 | CollisionCategories.VolumeDtc | ||
411 | )); | ||
412 | d.GeomSetCategoryBits(CharsSpace, (uint)(CollisionCategories.Space | | ||
413 | CollisionCategories.Geom | | ||
414 | CollisionCategories.Character | | ||
415 | CollisionCategories.Phantom | | ||
416 | CollisionCategories.VolumeDtc | ||
417 | )); | ||
418 | d.GeomSetCollideBits(CharsSpace, 0); | ||
419 | |||
400 | d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space | | 420 | d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space | |
401 | CollisionCategories.Geom | | 421 | CollisionCategories.Geom | |
402 | CollisionCategories.Land | | 422 | // CollisionCategories.Land | |
403 | CollisionCategories.Water | | 423 | // CollisionCategories.Water | |
404 | CollisionCategories.Phantom | | 424 | CollisionCategories.Phantom | |
405 | CollisionCategories.VolumeDtc | 425 | CollisionCategories.VolumeDtc |
406 | )); | 426 | )); |
@@ -412,6 +432,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
412 | contactgroup = d.JointGroupCreate(0); | 432 | contactgroup = d.JointGroupCreate(0); |
413 | //contactgroup | 433 | //contactgroup |
414 | 434 | ||
435 | SharedRay = d.CreateRay(TopSpace, 1.0f); | ||
436 | |||
415 | d.WorldSetAutoDisableFlag(world, false); | 437 | d.WorldSetAutoDisableFlag(world, false); |
416 | } | 438 | } |
417 | } | 439 | } |
@@ -468,7 +490,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
468 | avDensity = physicsconfig.GetFloat("av_density", avDensity); | 490 | avDensity = physicsconfig.GetFloat("av_density", avDensity); |
469 | avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk); | 491 | avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk); |
470 | avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun); | 492 | avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun); |
471 | avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius); | ||
472 | 493 | ||
473 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision); | 494 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision); |
474 | 495 | ||
@@ -494,7 +515,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
494 | odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f); | 515 | odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f); |
495 | 516 | ||
496 | ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf); | 517 | ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf); |
497 | GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf); | 518 | GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf); |
498 | 519 | ||
499 | m_materialContactsData[(int)Material.Stone].mu = 0.8f; | 520 | m_materialContactsData[(int)Material.Stone].mu = 0.8f; |
500 | m_materialContactsData[(int)Material.Stone].bounce = 0.4f; | 521 | m_materialContactsData[(int)Material.Stone].bounce = 0.4f; |
@@ -718,35 +739,35 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
718 | 739 | ||
719 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | 740 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) |
720 | return; | 741 | return; |
721 | /* | 742 | /* |
722 | // debug | 743 | // debug |
723 | PhysicsActor dp2; | 744 | PhysicsActor dp2; |
724 | if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass) | 745 | if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass) |
725 | { | 746 | { |
726 | d.AABB aabb; | 747 | d.AABB aabb; |
727 | d.GeomGetAABB(g2, out aabb); | 748 | d.GeomGetAABB(g2, out aabb); |
728 | float x = aabb.MaxX - aabb.MinX; | 749 | float x = aabb.MaxX - aabb.MinX; |
729 | float y = aabb.MaxY - aabb.MinY; | 750 | float y = aabb.MaxY - aabb.MinY; |
730 | float z = aabb.MaxZ - aabb.MinZ; | 751 | float z = aabb.MaxZ - aabb.MinZ; |
731 | if (x > 60.0f || y > 60.0f || z > 60.0f) | 752 | if (x > 60.0f || y > 60.0f || z > 60.0f) |
732 | { | 753 | { |
733 | if (!actor_name_map.TryGetValue(g2, out dp2)) | 754 | if (!actor_name_map.TryGetValue(g2, out dp2)) |
734 | m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2"); | 755 | m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2"); |
735 | else | 756 | else |
736 | m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})", | 757 | m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})", |
737 | dp2.Name, dp2.Size, x, y, z, | 758 | dp2.Name, dp2.Size, x, y, z, |
738 | dp2.Position.ToString(), | 759 | dp2.Position.ToString(), |
739 | dp2.Orientation.ToString(), | 760 | dp2.Orientation.ToString(), |
740 | dp2.Orientation.Length()); | 761 | dp2.Orientation.Length()); |
741 | return; | 762 | return; |
742 | } | 763 | } |
743 | } | 764 | } |
744 | // | 765 | // |
745 | */ | 766 | */ |
746 | 767 | ||
747 | 768 | ||
748 | if(d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc || | 769 | if (d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc || |
749 | d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc) | 770 | d.GeomGetCategoryBits(g2) == (uint)CollisionCategories.VolumeDtc) |
750 | { | 771 | { |
751 | int cflags; | 772 | int cflags; |
752 | unchecked | 773 | unchecked |
@@ -761,7 +782,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
761 | catch (SEHException) | 782 | catch (SEHException) |
762 | { | 783 | { |
763 | m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim."); | 784 | m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim."); |
764 | // ode.drelease(world); | 785 | // ode.drelease(world); |
765 | base.TriggerPhysicsBasedRestart(); | 786 | base.TriggerPhysicsBasedRestart(); |
766 | } | 787 | } |
767 | catch (Exception e) | 788 | catch (Exception e) |
@@ -801,26 +822,25 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
801 | 822 | ||
802 | // get first contact | 823 | // get first contact |
803 | d.ContactGeom curContact = new d.ContactGeom(); | 824 | d.ContactGeom curContact = new d.ContactGeom(); |
825 | |||
804 | if (!GetCurContactGeom(0, ref curContact)) | 826 | if (!GetCurContactGeom(0, ref curContact)) |
805 | return; | 827 | return; |
806 | // for now it's the one with max depth | 828 | |
807 | ContactPoint maxDepthContact = new ContactPoint( | ||
808 | new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), | ||
809 | new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), | ||
810 | curContact.depth | ||
811 | ); | ||
812 | // do volume detection case | 829 | // do volume detection case |
813 | if ( | 830 | if ((p1.IsVolumeDtc || p2.IsVolumeDtc)) |
814 | (p1.IsVolumeDtc || p2.IsVolumeDtc)) | ||
815 | { | 831 | { |
832 | ContactPoint maxDepthContact = new ContactPoint( | ||
833 | new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), | ||
834 | new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), | ||
835 | curContact.depth, false | ||
836 | ); | ||
837 | |||
816 | collision_accounting_events(p1, p2, maxDepthContact); | 838 | collision_accounting_events(p1, p2, maxDepthContact); |
817 | return; | 839 | return; |
818 | } | 840 | } |
819 | 841 | ||
820 | // big messy collision analises | 842 | // big messy collision analises |
821 | 843 | ||
822 | Vector3 normoverride = Vector3.Zero; //damm c# | ||
823 | |||
824 | float mu = 0; | 844 | float mu = 0; |
825 | float bounce = 0; | 845 | float bounce = 0; |
826 | float cfm = 0.0001f; | 846 | float cfm = 0.0001f; |
@@ -831,36 +851,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
831 | ContactData contactdata1 = new ContactData(0, 0, false); | 851 | ContactData contactdata1 = new ContactData(0, 0, false); |
832 | ContactData contactdata2 = new ContactData(0, 0, false); | 852 | ContactData contactdata2 = new ContactData(0, 0, false); |
833 | 853 | ||
834 | bool dop1foot = false; | 854 | bool dop1ava = false; |
835 | bool dop2foot = false; | 855 | bool dop2ava = false; |
836 | bool ignore = false; | 856 | bool ignore = false; |
837 | bool AvanormOverride = false; | ||
838 | 857 | ||
839 | switch (p1.PhysicsActorType) | 858 | switch (p1.PhysicsActorType) |
840 | { | 859 | { |
841 | case (int)ActorTypes.Agent: | 860 | case (int)ActorTypes.Agent: |
842 | { | 861 | { |
843 | dop1foot = true; | 862 | dop1ava = true; |
844 | |||
845 | AvanormOverride = true; | ||
846 | Vector3 tmp = p2.Position - p1.Position; | ||
847 | normoverride = p2.Velocity - p1.Velocity; | ||
848 | mu = normoverride.LengthSquared(); | ||
849 | |||
850 | if (mu > 1e-6) | ||
851 | { | ||
852 | mu = 1.0f / (float)Math.Sqrt(mu); | ||
853 | normoverride *= mu; | ||
854 | mu = Vector3.Dot(tmp, normoverride); | ||
855 | if (mu > 0) | ||
856 | normoverride *= -1; | ||
857 | } | ||
858 | else | ||
859 | { | ||
860 | tmp.Normalize(); | ||
861 | normoverride = -tmp; | ||
862 | } | ||
863 | |||
864 | switch (p2.PhysicsActorType) | 863 | switch (p2.PhysicsActorType) |
865 | { | 864 | { |
866 | case (int)ActorTypes.Agent: | 865 | case (int)ActorTypes.Agent: |
@@ -871,7 +870,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
871 | case (int)ActorTypes.Prim: | 870 | case (int)ActorTypes.Prim: |
872 | if (p2.Velocity.LengthSquared() > 0.0f) | 871 | if (p2.Velocity.LengthSquared() > 0.0f) |
873 | p2.CollidingObj = true; | 872 | p2.CollidingObj = true; |
874 | dop1foot = true; | ||
875 | break; | 873 | break; |
876 | 874 | ||
877 | default: | 875 | default: |
@@ -886,33 +884,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
886 | { | 884 | { |
887 | case (int)ActorTypes.Agent: | 885 | case (int)ActorTypes.Agent: |
888 | 886 | ||
887 | dop2ava = true; | ||
889 | 888 | ||
890 | dop2foot = true; | ||
891 | |||
892 | AvanormOverride = true; | ||
893 | |||
894 | Vector3 tmp = p2.Position - p1.Position; | ||
895 | normoverride = p2.Velocity - p1.Velocity; | ||
896 | mu = normoverride.LengthSquared(); | ||
897 | if (mu > 1e-6) | ||
898 | { | ||
899 | mu = 1.0f / (float)Math.Sqrt(mu); | ||
900 | normoverride *= mu; | ||
901 | mu = Vector3.Dot(tmp, normoverride); | ||
902 | if (mu > 0) | ||
903 | normoverride *= -1; | ||
904 | } | ||
905 | else | ||
906 | { | ||
907 | tmp.Normalize(); | ||
908 | normoverride = -tmp; | ||
909 | } | ||
910 | |||
911 | bounce = 0; | ||
912 | mu = 0; | ||
913 | cfm = 0.0001f; | ||
914 | |||
915 | dop2foot = true; | ||
916 | if (p1.Velocity.LengthSquared() > 0.0f) | 889 | if (p1.Velocity.LengthSquared() > 0.0f) |
917 | p1.CollidingObj = true; | 890 | p1.CollidingObj = true; |
918 | break; | 891 | break; |
@@ -1017,166 +990,78 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1017 | default: | 990 | default: |
1018 | break; | 991 | break; |
1019 | } | 992 | } |
993 | |||
1020 | if (ignore) | 994 | if (ignore) |
1021 | return; | 995 | return; |
1022 | 996 | ||
1023 | IntPtr Joint; | ||
1024 | 997 | ||
1025 | int i = 0; | 998 | d.ContactGeom maxContact = curContact; |
999 | // if (IgnoreNegSides && curContact.side1 < 0) | ||
1000 | // maxContact.depth = float.MinValue; | ||
1001 | |||
1002 | d.ContactGeom minContact = curContact; | ||
1003 | // if (IgnoreNegSides && curContact.side1 < 0) | ||
1004 | // minContact.depth = float.MaxValue; | ||
1005 | |||
1006 | IntPtr Joint; | ||
1007 | bool FeetCollision = false; | ||
1026 | int ncontacts = 0; | 1008 | int ncontacts = 0; |
1027 | while(true) | ||
1028 | { | ||
1029 | 1009 | ||
1030 | if (IgnoreNegSides && curContact.side1 < 0) | ||
1031 | { | ||
1032 | if (++i >= count) | ||
1033 | break; | ||
1034 | 1010 | ||
1035 | if (!GetCurContactGeom(i, ref curContact)) | 1011 | int i = 0; |
1036 | break; | ||
1037 | } | ||
1038 | else | ||
1039 | 1012 | ||
1013 | while (true) | ||
1040 | { | 1014 | { |
1041 | if(dop1foot) | 1015 | if (m_global_contactcount >= maxContactsbeforedeath) |
1016 | break; | ||
1017 | |||
1018 | // if (!(IgnoreNegSides && curContact.side1 < 0)) | ||
1042 | { | 1019 | { |
1043 | if (!(((OdeCharacter)p1).Collide(g1,false, ref curContact))) | 1020 | bool noskip = true; |
1021 | if (dop1ava) | ||
1044 | { | 1022 | { |
1045 | if (++i >= count) | 1023 | if (!(((OdeCharacter)p1).Collide(g1,false, ref curContact, ref FeetCollision))) |
1046 | break; | 1024 | |
1047 | else | 1025 | noskip = false; |
1048 | continue; | ||
1049 | } | 1026 | } |
1050 | } | 1027 | else if (dop2ava) |
1051 | else if(dop2foot) | ||
1052 | { | ||
1053 | if(!(((OdeCharacter) p2).Collide(g2,true,ref curContact))) | ||
1054 | { | 1028 | { |
1055 | if (++i >= count) | 1029 | if (!(((OdeCharacter)p2).Collide(g2,true, ref curContact, ref FeetCollision))) |
1056 | break; | 1030 | noskip = false; |
1057 | else | ||
1058 | continue; | ||
1059 | } | 1031 | } |
1060 | } | ||
1061 | 1032 | ||
1062 | /* | 1033 | if (noskip) |
1063 | if (AvanormOverride) | ||
1064 | { | ||
1065 | if (curContact.depth > 0.3f) | ||
1066 | { | 1034 | { |
1067 | if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f) | 1035 | m_global_contactcount++; |
1068 | p1.IsColliding = true; | 1036 | ncontacts++; |
1069 | if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f) | ||
1070 | p2.IsColliding = true; | ||
1071 | curContact.normal.X = normoverride.X; | ||
1072 | curContact.normal.Y = normoverride.Y; | ||
1073 | curContact.normal.Z = normoverride.Z; | ||
1074 | } | ||
1075 | 1037 | ||
1076 | else | 1038 | Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale); |
1077 | { | 1039 | d.JointAttach(Joint, b1, b2); |
1078 | if (dop1foot) | ||
1079 | { | ||
1080 | float sz = p1.Size.Z; | ||
1081 | Vector3 vtmp = p1.Position; | ||
1082 | float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f; | ||
1083 | if (ppos > 0f) | ||
1084 | { | ||
1085 | if (!p1.Flying) | ||
1086 | { | ||
1087 | d.AABB aabb; | ||
1088 | d.GeomGetAABB(g2, out aabb); | ||
1089 | float tmp = vtmp.Z - sz * .18f; | ||
1090 | |||
1091 | if (aabb.MaxZ < tmp) | ||
1092 | { | ||
1093 | vtmp.X = curContact.pos.X - vtmp.X; | ||
1094 | vtmp.Y = curContact.pos.Y - vtmp.Y; | ||
1095 | vtmp.Z = -0.2f; | ||
1096 | vtmp.Normalize(); | ||
1097 | curContact.normal.X = vtmp.X; | ||
1098 | curContact.normal.Y = vtmp.Y; | ||
1099 | curContact.normal.Z = vtmp.Z; | ||
1100 | } | ||
1101 | } | ||
1102 | } | ||
1103 | else | ||
1104 | p1.IsColliding = true; | ||
1105 | 1040 | ||
1106 | } | 1041 | if (curContact.depth > maxContact.depth) |
1042 | maxContact = curContact; | ||
1107 | 1043 | ||
1108 | if (dop2foot) | 1044 | if (curContact.depth < minContact.depth) |
1109 | { | 1045 | minContact = curContact; |
1110 | float sz = p2.Size.Z; | ||
1111 | Vector3 vtmp = p2.Position; | ||
1112 | vtmp.Z -= sz * 0.5f; | ||
1113 | vtmp.Z += 0.5f; | ||
1114 | float ppos = vtmp.Z - curContact.pos.Z; | ||
1115 | if (ppos > 0f) | ||
1116 | { | ||
1117 | if (!p2.Flying) | ||
1118 | { | ||
1119 | float tmp = vtmp.Z - sz * .18f; | ||
1120 | vtmp.X = curContact.pos.X - vtmp.X; | ||
1121 | vtmp.Y = curContact.pos.Y - vtmp.Y; | ||
1122 | vtmp.Z = curContact.pos.Z - vtmp.Z; | ||
1123 | vtmp.Normalize(); | ||
1124 | curContact.normal.X = vtmp.X; | ||
1125 | curContact.normal.Y = vtmp.Y; | ||
1126 | curContact.normal.Z = vtmp.Z; | ||
1127 | } | ||
1128 | } | ||
1129 | // else | ||
1130 | p2.IsColliding = true; | ||
1131 | |||
1132 | } | ||
1133 | } | 1046 | } |
1134 | } | 1047 | } |
1135 | */ | ||
1136 | ncontacts++; | ||
1137 | Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale); | ||
1138 | d.JointAttach(Joint, b1, b2); | ||
1139 | |||
1140 | if (++m_global_contactcount >= maxContactsbeforedeath) | ||
1141 | break; | ||
1142 | 1048 | ||
1143 | if (++i >= count) | 1049 | if (++i >= count) |
1144 | break; | 1050 | break; |
1145 | 1051 | ||
1146 | if (!GetCurContactGeom(i, ref curContact)) | 1052 | if (!GetCurContactGeom(i, ref curContact)) |
1147 | break; | 1053 | break; |
1148 | |||
1149 | if (curContact.depth > maxDepthContact.PenetrationDepth) | ||
1150 | { | ||
1151 | maxDepthContact.Position.X = curContact.pos.X; | ||
1152 | maxDepthContact.Position.Y = curContact.pos.Y; | ||
1153 | maxDepthContact.Position.Z = curContact.pos.Z; | ||
1154 | maxDepthContact.SurfaceNormal.X = curContact.normal.X; | ||
1155 | maxDepthContact.SurfaceNormal.Y = curContact.normal.Y; | ||
1156 | maxDepthContact.SurfaceNormal.Z = curContact.normal.Z; | ||
1157 | maxDepthContact.PenetrationDepth = curContact.depth; | ||
1158 | } | ||
1159 | } | 1054 | } |
1160 | } | ||
1161 | 1055 | ||
1162 | if(ncontacts > 0) | 1056 | if (ncontacts > 0) |
1163 | collision_accounting_events(p1, p2, maxDepthContact); | ||
1164 | |||
1165 | /* | ||
1166 | if (notskipedcount > geomContactPointsStartthrottle) | ||
1167 | { | 1057 | { |
1168 | // If there are more then 3 contact points, it's likely | 1058 | ContactPoint maxDepthContact = new ContactPoint( |
1169 | // that we've got a pile of objects, so ... | 1059 | new Vector3(maxContact.pos.X, maxContact.pos.Y, maxContact.pos.Z), |
1170 | // We don't want to send out hundreds of terse updates over and over again | 1060 | new Vector3(minContact.normal.X, minContact.normal.Y, minContact.normal.Z), |
1171 | // so lets throttle them and send them again after it's somewhat sorted out. | 1061 | maxContact.depth, FeetCollision |
1172 | this needs checking so out for now | 1062 | ); |
1173 | if (b1 != IntPtr.Zero) | 1063 | collision_accounting_events(p1, p2, maxDepthContact); |
1174 | p1.ThrottleUpdates = true; | ||
1175 | if (b2 != IntPtr.Zero) | ||
1176 | p2.ThrottleUpdates = true; | ||
1177 | |||
1178 | } | 1064 | } |
1179 | */ | ||
1180 | } | 1065 | } |
1181 | 1066 | ||
1182 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) | 1067 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) |
@@ -1267,10 +1152,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1267 | // chr.CollidingGround = false; not done here | 1152 | // chr.CollidingGround = false; not done here |
1268 | chr.CollidingObj = false; | 1153 | chr.CollidingObj = false; |
1269 | // do colisions with static space | 1154 | // do colisions with static space |
1270 | d.SpaceCollide2(StaticSpace, chr.topbox, IntPtr.Zero, nearCallback); | 1155 | d.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, nearCallback); |
1271 | d.SpaceCollide2(StaticSpace, chr.midbox, IntPtr.Zero, nearCallback); | 1156 | |
1272 | d.SpaceCollide2(StaticSpace, chr.feetbox, IntPtr.Zero, nearCallback); | 1157 | // chars with chars |
1273 | d.SpaceCollide2(StaticSpace, chr.bonebox, IntPtr.Zero, nearCallback); | 1158 | d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback); |
1274 | // no coll with gnd | 1159 | // no coll with gnd |
1275 | } | 1160 | } |
1276 | } | 1161 | } |
@@ -1312,16 +1197,25 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1312 | m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space"); | 1197 | m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space"); |
1313 | } | 1198 | } |
1314 | } | 1199 | } |
1315 | // finally colide active things amoung them | 1200 | // colide active amoung them |
1316 | try | 1201 | try |
1317 | { | 1202 | { |
1318 | d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback); | 1203 | d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback); |
1319 | } | 1204 | } |
1320 | catch (AccessViolationException) | 1205 | catch (AccessViolationException) |
1321 | { | 1206 | { |
1207 | m_log.Warn("[PHYSICS]: Unable to collide Active with Characters space"); | ||
1208 | } | ||
1209 | // and with chars | ||
1210 | try | ||
1211 | { | ||
1212 | d.SpaceCollide2(CharsSpace,ActiveSpace, IntPtr.Zero, nearCallback); | ||
1213 | } | ||
1214 | catch (AccessViolationException) | ||
1215 | { | ||
1322 | m_log.Warn("[PHYSICS]: Unable to collide in Active space"); | 1216 | m_log.Warn("[PHYSICS]: Unable to collide in Active space"); |
1323 | } | 1217 | } |
1324 | // _perloopContact.Clear(); | 1218 | // _perloopContact.Clear(); |
1325 | } | 1219 | } |
1326 | 1220 | ||
1327 | #endregion | 1221 | #endregion |
@@ -1357,13 +1251,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1357 | 1251 | ||
1358 | #region Add/Remove Entities | 1252 | #region Add/Remove Entities |
1359 | 1253 | ||
1360 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 1254 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying) |
1361 | { | 1255 | { |
1362 | Vector3 pos; | 1256 | Vector3 pos; |
1363 | pos.X = position.X; | 1257 | pos.X = position.X; |
1364 | pos.Y = position.Y; | 1258 | pos.Y = position.Y; |
1365 | pos.Z = position.Z; | 1259 | pos.Z = position.Z; |
1366 | OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avDensity, avMovementDivisorWalk, avMovementDivisorRun); | 1260 | OdeCharacter newAv = new OdeCharacter(localID,avName, this, pos, size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun); |
1367 | newAv.Flying = isFlying; | 1261 | newAv.Flying = isFlying; |
1368 | newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset; | 1262 | newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset; |
1369 | 1263 | ||
@@ -1806,7 +1700,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1806 | foreach (OdeCharacter actor in _characters) | 1700 | foreach (OdeCharacter actor in _characters) |
1807 | { | 1701 | { |
1808 | if (actor != null) | 1702 | if (actor != null) |
1809 | actor.Move(ODE_STEPSIZE, defects); | 1703 | actor.Move(defects); |
1810 | } | 1704 | } |
1811 | if (defects.Count != 0) | 1705 | if (defects.Count != 0) |
1812 | { | 1706 | { |