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-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs172
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs124
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs14
3 files changed, 104 insertions, 206 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
index 9c1b87b..ec4be58 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -683,7 +683,7 @@ namespace OpenSim.Region.Physics.OdePlugin
683 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE; 683 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
684 PID_P /= 50 * 80; 684 PID_P /= 50 * 80;
685 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE; 685 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
686 686
687 Body = d.BodyCreate(_parent_scene.world); 687 Body = d.BodyCreate(_parent_scene.world);
688 688
689 d.BodySetAutoDisableFlag(Body, false); 689 d.BodySetAutoDisableFlag(Body, false);
@@ -771,16 +771,10 @@ namespace OpenSim.Region.Physics.OdePlugin
771 /// <param name="timeStep"></param> 771 /// <param name="timeStep"></param>
772 public void Move(float timeStep, List<OdeCharacter> defects) 772 public void Move(float timeStep, List<OdeCharacter> defects)
773 { 773 {
774 // no lock; for now it's only called from within Simulate()
775
776 // If the PID Controller isn't active then we set our force
777 // calculating base velocity to the current position
778
779 if (Body == IntPtr.Zero) 774 if (Body == IntPtr.Zero)
780 return; 775 return;
781 776
782 d.Vector3 dtmp; 777 d.Vector3 dtmp = d.BodyGetPosition(Body);
783 d.BodyCopyPosition(Body, out dtmp);
784 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); 778 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
785 779
786 // the Amotor still lets avatar rotation to drift during colisions 780 // the Amotor still lets avatar rotation to drift during colisions
@@ -797,22 +791,43 @@ namespace OpenSim.Region.Physics.OdePlugin
797 { 791 {
798 _zeroPosition = localpos; 792 _zeroPosition = localpos;
799 } 793 }
800 //PidStatus = true;
801
802 794
803 if (!localpos.IsFinite()) 795 if (!localpos.IsFinite())
804 { 796 {
805
806 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); 797 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
807 defects.Add(this); 798 defects.Add(this);
808 // _parent_scene.RemoveCharacter(this); 799 // _parent_scene.RemoveCharacter(this);
809 800
810 // destroy avatar capsule and related ODE data 801 // destroy avatar capsule and related ODE data
811 AvatarGeomAndBodyDestroy(); 802 AvatarGeomAndBodyDestroy();
812
813 return; 803 return;
814 } 804 }
815 805
806 // check outbounds forcing to be in world
807 bool fixbody = false;
808 if (localpos.X < 0.0f)
809 {
810 fixbody = true;
811 localpos.X = 0.1f;
812 }
813 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
814 {
815 fixbody = true;
816 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
817 }
818 if (localpos.Y < 0.0f)
819 {
820 fixbody = true;
821 localpos.Y = 0.1f;
822 }
823 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
824 {
825 fixbody = true;
826 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
827 }
828 if (fixbody)
829 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
830
816 Vector3 vec = Vector3.Zero; 831 Vector3 vec = Vector3.Zero;
817 dtmp = d.BodyGetLinearVel(Body); 832 dtmp = d.BodyGetLinearVel(Body);
818 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); 833 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
@@ -820,16 +835,12 @@ namespace OpenSim.Region.Physics.OdePlugin
820 float movementdivisor = 1f; 835 float movementdivisor = 1f;
821 //Ubit change divisions into multiplications below 836 //Ubit change divisions into multiplications below
822 if (!m_alwaysRun) 837 if (!m_alwaysRun)
823 {
824 movementdivisor = 1 / walkDivisor; 838 movementdivisor = 1 / walkDivisor;
825 }
826 else 839 else
827 {
828 movementdivisor = 1 / runDivisor; 840 movementdivisor = 1 / runDivisor;
829 }
830 841
842 //******************************************
831 // colide with land 843 // colide with land
832
833 d.AABB aabb; 844 d.AABB aabb;
834 d.GeomGetAABB(Shell, out aabb); 845 d.GeomGetAABB(Shell, out aabb);
835 float chrminZ = aabb.MinZ; 846 float chrminZ = aabb.MinZ;
@@ -851,32 +862,12 @@ namespace OpenSim.Region.Physics.OdePlugin
851 float depth = terrainheight - chrminZ; 862 float depth = terrainheight - chrminZ;
852 if (!flying) 863 if (!flying)
853 { 864 {
854 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50; 865 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 60;
855 } 866 }
856 else 867 else
857 vec.Z = depth * PID_P * 50; 868 vec.Z = depth * PID_P * 60;
858
859 /*
860 Vector3 vtmp;
861 vtmp.X = _target_velocity.X * timeStep;
862 vtmp.Y = _target_velocity.Y * timeStep;
863 // fake and avoid squares
864 float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y));
865 if (k > 0)
866 {
867 posch.X += vtmp.X;
868 posch.Y += vtmp.Y;
869 terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
870 k = 1 + Math.Abs(terrainheight) / k;
871 movementdivisor /= k;
872
873 if (k < 1)
874 k = 1;
875 }
876 */
877 869
878 870 if (depth < 0.2f)
879 if (depth < 0.1f)
880 { 871 {
881 m_iscolliding = true; 872 m_iscolliding = true;
882 m_colliderfilter = 2; 873 m_colliderfilter = 2;
@@ -901,6 +892,7 @@ namespace OpenSim.Region.Physics.OdePlugin
901 else 892 else
902 m_iscollidingGround = false; 893 m_iscollidingGround = false;
903 894
895 //******************************************
904 896
905 // if velocity is zero, use position control; otherwise, velocity control 897 // if velocity is zero, use position control; otherwise, velocity control
906 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f 898 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
@@ -1012,97 +1004,31 @@ namespace OpenSim.Region.Physics.OdePlugin
1012 // _parent_scene.RemoveCharacter(this); 1004 // _parent_scene.RemoveCharacter(this);
1013 // destroy avatar capsule and related ODE data 1005 // destroy avatar capsule and related ODE data
1014 AvatarGeomAndBodyDestroy(); 1006 AvatarGeomAndBodyDestroy();
1007 return;
1015 } 1008 }
1009
1010 // update our local ideia of position velocity and aceleration
1011 _position = localpos;
1012 _acceleration = _velocity; // previus velocity
1013 _velocity = vel;
1014 _acceleration = (vel - _acceleration) / timeStep;
1015
1016 } 1016 }
1017 1017
1018 /// <summary> 1018 /// <summary>
1019 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. 1019 /// Updates the reported position and velocity.
1020 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1021 /// also outbounds checking
1022 /// copy and outbounds now done in move(..) at ode rate
1023 ///
1020 /// </summary> 1024 /// </summary>
1021 public void UpdatePositionAndVelocity() 1025 public void UpdatePositionAndVelocity()
1022 { 1026 {
1023 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! 1027 return;
1024 if (Body == IntPtr.Zero)
1025 return;
1026
1027 d.Vector3 vec;
1028 try
1029 {
1030 d.BodyCopyPosition(Body, out vec);
1031 }
1032 catch (NullReferenceException)
1033 {
1034 bad = true;
1035 _parent_scene.BadCharacter(this);
1036 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1037 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1038 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1039 }
1040
1041 _position.X = vec.X;
1042 _position.Y = vec.Y;
1043 _position.Z = vec.Z;
1044 1028
1045 bool fixbody = false; 1029// if (Body == IntPtr.Zero)
1046 1030// return;
1047 if (_position.X < 0.0f)
1048 {
1049 fixbody = true;
1050 _position.X = 0.1f;
1051 }
1052 else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f)
1053 {
1054 fixbody = true;
1055 _position.X = (int)_parent_scene.WorldExtents.X - 0.1f;
1056 }
1057 1031
1058 if (_position.Y < 0.0f)
1059 {
1060 fixbody = true;
1061 _position.Y = 0.1f;
1062 }
1063 else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1)
1064 {
1065 fixbody = true;
1066 _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f;
1067 }
1068
1069 if (fixbody)
1070 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1071
1072 // Did we move last? = zeroflag
1073 // This helps keep us from sliding all over
1074/*
1075 if (_zeroFlag)
1076 {
1077 _velocity.X = 0.0f;
1078 _velocity.Y = 0.0f;
1079 _velocity.Z = 0.0f;
1080
1081 // Did we send out the 'stopped' message?
1082 if (!m_lastUpdateSent)
1083 {
1084 m_lastUpdateSent = true;
1085 base.RequestPhysicsterseUpdate();
1086 }
1087 }
1088 else
1089 {
1090 m_lastUpdateSent = false;
1091 */
1092 try
1093 {
1094 vec = d.BodyGetLinearVel(Body);
1095 }
1096 catch (NullReferenceException)
1097 {
1098 vec.X = _velocity.X;
1099 vec.Y = _velocity.Y;
1100 vec.Z = _velocity.Z;
1101 }
1102 _velocity.X = (vec.X);
1103 _velocity.Y = (vec.Y);
1104 _velocity.Z = (vec.Z);
1105 // }
1106 } 1032 }
1107 1033
1108 /// <summary> 1034 /// <summary>
@@ -1245,7 +1171,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1245 CAPSULE_LENGTH = caplen; 1171 CAPSULE_LENGTH = caplen;
1246 1172
1247 AvatarGeomAndBodyCreation(_position.X, _position.Y, 1173 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1248 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); 1174 _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
1249 1175
1250 Velocity = Vector3.Zero; 1176 Velocity = Vector3.Zero;
1251 1177
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
index 32c4722..5467b9f 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -3228,17 +3228,13 @@ namespace OpenSim.Region.Physics.OdePlugin
3228 { 3228 {
3229 if (!childPrim && m_isphysical && Body != IntPtr.Zero && 3229 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3230 !m_disabled && !m_isSelected && !m_building && !m_outbounds) 3230 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3231 // !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3232 { 3231 {
3233 // if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3234
3235 if (d.BodyIsEnabled(Body)) 3232 if (d.BodyIsEnabled(Body))
3236 { 3233 {
3237 float timestep = _parent_scene.ODE_STEPSIZE; 3234 float timestep = _parent_scene.ODE_STEPSIZE;
3238 3235
3239 // check outside region 3236 // check outside region
3240 d.Vector3 lpos; 3237 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3241 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
3242 3238
3243 if (lpos.Z < -100 || lpos.Z > 100000f) 3239 if (lpos.Z < -100 || lpos.Z > 100000f)
3244 { 3240 {
@@ -3321,12 +3317,9 @@ namespace OpenSim.Region.Physics.OdePlugin
3321 { 3317 {
3322 // 'VEHICLES' are dealt with in ODEDynamics.cs 3318 // 'VEHICLES' are dealt with in ODEDynamics.cs
3323 m_vehicle.Step(); 3319 m_vehicle.Step();
3324 return;
3325 } 3320 }
3326
3327 else 3321 else
3328 { 3322 {
3329
3330 float fx = 0; 3323 float fx = 0;
3331 float fy = 0; 3324 float fy = 0;
3332 float fz = 0; 3325 float fz = 0;
@@ -3512,10 +3505,39 @@ namespace OpenSim.Region.Physics.OdePlugin
3512 { 3505 {
3513 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z); 3506 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3514 } 3507 }
3515
3516 } 3508 }
3509
3510 // update our ideia of velocities and acelerations
3511 d.Quaternion ori;
3512 d.Vector3 dtmpu;
3513
3514 _position.X = lpos.X;
3515 _position.Y = lpos.Y;
3516 _position.Z = lpos.Z;
3517
3518 d.GeomCopyQuaternion(prim_geom, out ori);
3519 _orientation.X = ori.X;
3520 _orientation.Y = ori.Y;
3521 _orientation.Z = ori.Z;
3522 _orientation.W = ori.W;
3523
3524 _acceleration = _velocity;
3525
3526 dtmpu = d.BodyGetLinearVel(Body);
3527 _velocity.X = dtmpu.X;
3528 _velocity.Y = dtmpu.Y;
3529 _velocity.Z = dtmpu.Z;
3530
3531 float invts = 1 / timestep;
3532 _acceleration = (_velocity - _acceleration) * invts;
3533
3534 dtmpu = d.BodyGetAngularVel(Body);
3535 m_rotationalVelocity.X = dtmpu.X;
3536 m_rotationalVelocity.Y = dtmpu.Y;
3537 m_rotationalVelocity.Z = dtmpu.Z;
3517 } 3538 }
3518 else // body disabled 3539
3540 else // body disabled/sleeping
3519 { 3541 {
3520 // let vehicles sleep 3542 // let vehicles sleep
3521 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) 3543 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
@@ -3546,36 +3568,23 @@ namespace OpenSim.Region.Physics.OdePlugin
3546 { 3568 {
3547 if (Body != IntPtr.Zero) 3569 if (Body != IntPtr.Zero)
3548 { 3570 {
3549 Vector3 pv = Vector3.Zero;
3550 bool lastZeroFlag = _zeroFlag; 3571 bool lastZeroFlag = _zeroFlag;
3551 3572
3552 d.Vector3 lpos; 3573 if ((Math.Abs(m_lastposition.X - _position.X) < 0.01)
3553 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator 3574 && (Math.Abs(m_lastposition.Y - _position.Y) < 0.01)
3554 3575 && (Math.Abs(m_lastposition.Z - _position.Z) < 0.01)
3555 3576 && (Math.Abs(m_lastorientation.X - _orientation.X) < 0.0001)
3556 d.Quaternion ori; 3577 && (Math.Abs(m_lastorientation.Y - _orientation.Y) < 0.0001)
3557 d.GeomCopyQuaternion(prim_geom, out ori); 3578 && (Math.Abs(m_lastorientation.Z - _orientation.Z) < 0.0001)
3558 d.Vector3 vel = d.BodyGetLinearVel(Body);
3559 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
3560
3561 if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01)
3562 && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01)
3563 && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01)
3564 && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001)
3565 && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001)
3566 && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001)
3567 ) 3579 )
3568 { 3580 {
3569 _zeroFlag = true; 3581 _zeroFlag = true;
3570 //Console.WriteLine("ZFT 2");
3571 m_throttleUpdates = false; 3582 m_throttleUpdates = false;
3572 } 3583 }
3573 else 3584 else
3574 { 3585 {
3575 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3576 _zeroFlag = false; 3586 _zeroFlag = false;
3577 m_lastUpdateSent = false; 3587 m_lastUpdateSent = false;
3578 //m_throttleUpdates = false;
3579 } 3588 }
3580 3589
3581 if (_zeroFlag) 3590 if (_zeroFlag)
@@ -3583,22 +3592,14 @@ namespace OpenSim.Region.Physics.OdePlugin
3583 m_lastposition = _position; 3592 m_lastposition = _position;
3584 m_lastorientation = _orientation; 3593 m_lastorientation = _orientation;
3585 3594
3586 _velocity.X = 0.0f; 3595 _velocity = Vector3.Zero;
3587 _velocity.Y = 0.0f; 3596 _acceleration = Vector3.Zero;
3588 _velocity.Z = 0.0f; 3597 m_rotationalVelocity = Vector3.Zero;
3589 3598
3590 _acceleration.X = 0;
3591 _acceleration.Y = 0;
3592 _acceleration.Z = 0;
3593
3594 m_rotationalVelocity.X = 0;
3595 m_rotationalVelocity.Y = 0;
3596 m_rotationalVelocity.Z = 0;
3597 if (!m_lastUpdateSent) 3599 if (!m_lastUpdateSent)
3598 { 3600 {
3599 m_throttleUpdates = false; 3601 m_throttleUpdates = false;
3600 throttleCounter = 0; 3602 throttleCounter = 0;
3601 m_rotationalVelocity = pv;
3602 3603
3603 base.RequestPhysicsterseUpdate(); 3604 base.RequestPhysicsterseUpdate();
3604 3605
@@ -3612,39 +3613,12 @@ namespace OpenSim.Region.Physics.OdePlugin
3612 base.RequestPhysicsterseUpdate(); 3613 base.RequestPhysicsterseUpdate();
3613 } 3614 }
3614 3615
3615 m_lastVelocity = _velocity;
3616
3617 _position.X = lpos.X;
3618 _position.Y = lpos.Y;
3619 _position.Z = lpos.Z;
3620
3621 _velocity.X = vel.X;
3622 _velocity.Y = vel.Y;
3623 _velocity.Z = vel.Z;
3624
3625 _orientation.X = ori.X;
3626 _orientation.Y = ori.Y;
3627 _orientation.Z = ori.Z;
3628 _orientation.W = ori.W;
3629
3630 _acceleration = ((_velocity - m_lastVelocity) / simulatedtime);
3631
3632 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
3633 {
3634 m_rotationalVelocity = pv;
3635 }
3636 else
3637 {
3638 m_rotationalVelocity.X = rotvel.X;
3639 m_rotationalVelocity.Y = rotvel.Y;
3640 m_rotationalVelocity.Z = rotvel.Z;
3641 }
3642
3643 m_lastUpdateSent = false; 3616 m_lastUpdateSent = false;
3644 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) 3617 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3645 { 3618 {
3646 m_lastposition = _position; 3619 m_lastposition = _position;
3647 m_lastorientation = _orientation; 3620 m_lastorientation = _orientation;
3621 m_lastVelocity = _velocity;
3648 base.RequestPhysicsterseUpdate(); 3622 base.RequestPhysicsterseUpdate();
3649 } 3623 }
3650 else 3624 else
@@ -3656,17 +3630,11 @@ namespace OpenSim.Region.Physics.OdePlugin
3656 else if (!m_lastUpdateSent || !_zeroFlag) 3630 else if (!m_lastUpdateSent || !_zeroFlag)
3657 { 3631 {
3658 // Not a body.. so Make sure the client isn't interpolating 3632 // Not a body.. so Make sure the client isn't interpolating
3659 _velocity.X = 0; 3633 _velocity = Vector3.Zero;
3660 _velocity.Y = 0; 3634 _acceleration = Vector3.Zero;
3661 _velocity.Z = 0; 3635 m_rotationalVelocity = Vector3.Zero;
3662 3636 m_lastVelocity = Vector3.Zero;
3663 _acceleration.X = 0;
3664 _acceleration.Y = 0;
3665 _acceleration.Z = 0;
3666 3637
3667 m_rotationalVelocity.X = 0;
3668 m_rotationalVelocity.Y = 0;
3669 m_rotationalVelocity.Z = 0;
3670 _zeroFlag = true; 3638 _zeroFlag = true;
3671 3639
3672 if (!m_lastUpdateSent) 3640 if (!m_lastUpdateSent)
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
index 7632e25..9ca2d3f 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -455,15 +455,15 @@ namespace OpenSim.Region.Physics.OdePlugin
455 455
456 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity); 456 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
457 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable); 457 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
458 458/*
459 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD); 459 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
460 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG); 460 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
461 461*/
462 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing); 462 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
463 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim); 463 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
464 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD); 464 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
465 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD); 465 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
466 466/*
467 if (Environment.OSVersion.Platform == PlatformID.Unix) 467 if (Environment.OSVersion.Platform == PlatformID.Unix)
468 { 468 {
469 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD); 469 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
@@ -471,10 +471,11 @@ namespace OpenSim.Region.Physics.OdePlugin
471 } 471 }
472 else 472 else
473 { 473 {
474
474 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD); 475 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
475 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP); 476 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
476 } 477 }
477 478*/
478 physics_logging = physicsconfig.GetBoolean("physics_logging", false); 479 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
479 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0); 480 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
480 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false); 481 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
@@ -1860,6 +1861,9 @@ namespace OpenSim.Region.Physics.OdePlugin
1860 1861
1861 statstart = Util.EnvironmentTickCount(); 1862 statstart = Util.EnvironmentTickCount();
1862 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
1863 lock (_characters) 1867 lock (_characters)
1864 { 1868 {
1865 foreach (OdeCharacter actor in _characters) 1869 foreach (OdeCharacter actor in _characters)
@@ -1873,7 +1877,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1873 } 1877 }
1874 } 1878 }
1875 } 1879 }
1876 1880*/
1877 lock (_badCharacter) 1881 lock (_badCharacter)
1878 { 1882 {
1879 if (_badCharacter.Count > 0) 1883 if (_badCharacter.Count > 0)