From ee485187db20de24718b394d9ec6f503c578e491 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Fri, 30 Dec 2016 04:57:34 +0000
Subject: remove a gc.collect that isn't very usefull
---
OpenSim/Region/PhysicsModules/Ode/OdeScene.cs | 4495 +++++++++++--------------
1 file changed, 1873 insertions(+), 2622 deletions(-)
diff --git a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
index ed2aad4..410463c 100644
--- a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
@@ -25,52 +25,54 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
-// changes for varsize regions
-// note that raycasts need to have limited range
-// (even in normal regions)
-// or application thread stack may just blowup
-// see RayCast(ODERayCastRequest req)
+// Revision 2011/12/13 by Ubit Umarov
+//#define SPAM
using System;
using System.Collections.Generic;
-using System.Diagnostics;
-using System.IO;
using System.Linq;
using System.Reflection;
-using System.Runtime.ExceptionServices;
using System.Runtime.InteropServices;
using System.Threading;
+using System.IO;
+using System.Diagnostics;
using log4net;
using Nini.Config;
using Mono.Addins;
-using OpenMetaverse;
+using OdeAPI;
using OpenSim.Framework;
-using OpenSim.Region.PhysicsModules.SharedBase;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.PhysicsModules.SharedBase;
+using OpenMetaverse;
-namespace OpenSim.Region.PhysicsModule.ODE
+namespace OpenSim.Region.PhysicsModule.ubOde
{
- public enum StatusIndicators : int
- {
- Generic = 0,
- Start = 1,
- End = 2
- }
+ // colision flags of things others can colide with
+ // rays, sensors, probes removed since can't be colided with
+ // The top space where things are placed provided further selection
+ // ie physical are in active space nonphysical in static
+ // this should be exclusive as possible
[Flags]
- public enum CollisionCategories : int
+ public enum CollisionCategories : uint
{
Disabled = 0,
- Geom = 0x00000001,
- Body = 0x00000002,
- Space = 0x00000004,
- Character = 0x00000008,
- Land = 0x00000010,
- Water = 0x00000020,
- Wind = 0x00000040,
- Sensor = 0x00000080,
- Selected = 0x00000100
+ //by 'things' types
+ Space = 0x01,
+ Geom = 0x02, // aka prim/part
+ Character = 0x04,
+ Land = 0x08,
+ Water = 0x010,
+
+ // by state
+ Phantom = 0x01000,
+ VolumeDtc = 0x02000,
+ Selected = 0x04000,
+ NoShape = 0x08000,
+
+
+ All = 0xffffffff
}
///
@@ -91,908 +93,631 @@ namespace OpenSim.Region.PhysicsModule.ODE
///
Plastic = 5,
///
- Rubber = 6
- }
+ Rubber = 6,
- public class OdeScene : PhysicsScene
+ light = 7 // compatibility with old viewers
+ }
+
+ public enum changes : int
{
- private readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString());
-
- // private Dictionary m_storedCollisions = new Dictionary();
-
- ///
- /// Provide a sync object so that only one thread calls d.Collide() at a time across all OdeScene instances.
- ///
- ///
- /// With ODE as of r1755 (though also tested on r1860), only one thread can call d.Collide() at a
- /// time, even where physics objects are in entirely different ODE worlds. This is because generating contacts
- /// uses a static cache at the ODE level.
- ///
- /// Without locking, simulators running multiple regions will eventually crash with a native stack trace similar
- /// to
- ///
- /// mono() [0x489171]
- /// mono() [0x4d154f]
- /// /lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60) [0x7f6ded592c60]
- /// .../opensim/bin/libode-x86_64.so(_ZN6Opcode11OBBCollider8_CollideEPKNS_14AABBNoLeafNodeE+0xd7a) [0x7f6dd822628a]
- ///
- /// ODE provides an experimental option to cache in thread local storage but compiling ODE with this option
- /// causes OpenSimulator to immediately crash with a native stack trace similar to
- ///
- /// mono() [0x489171]
- /// mono() [0x4d154f]
- /// /lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60) [0x7f03c9849c60]
- /// .../opensim/bin/libode-x86_64.so(_Z12dCollideCCTLP6dxGeomS0_iP12dContactGeomi+0x92) [0x7f03b44bcf82]
- ///
- internal static Object UniversalColliderSyncObject = new Object();
- internal static Object SimulationLock = new Object();
-
- ///
- /// Is stats collecting enabled for this ODE scene?
- ///
- public bool CollectStats { get; set; }
-
- ///
- /// Statistics for this scene.
- ///
- private Dictionary m_stats = new Dictionary();
-
- ///
- /// Stat name for total number of avatars in this ODE scene.
- ///
- public const string ODETotalAvatarsStatName = "ODETotalAvatars";
-
- ///
- /// Stat name for total number of prims in this ODE scene.
- ///
- public const string ODETotalPrimsStatName = "ODETotalPrims";
-
- ///
- /// Stat name for total number of prims with active physics in this ODE scene.
- ///
- public const string ODEActivePrimsStatName = "ODEActivePrims";
-
- ///
- /// Stat name for the total time spent in ODE frame processing.
- ///
- ///
- /// A sanity check for the main scene loop physics time.
- ///
- public const string ODETotalFrameMsStatName = "ODETotalFrameMS";
-
- ///
- /// Stat name for time spent processing avatar taints per frame
- ///
- public const string ODEAvatarTaintMsStatName = "ODEAvatarTaintFrameMS";
-
- ///
- /// Stat name for time spent processing prim taints per frame
- ///
- public const string ODEPrimTaintMsStatName = "ODEPrimTaintFrameMS";
-
- ///
- /// Stat name for time spent calculating avatar forces per frame.
- ///
- public const string ODEAvatarForcesFrameMsStatName = "ODEAvatarForcesFrameMS";
-
- ///
- /// Stat name for time spent calculating prim forces per frame
- ///
- public const string ODEPrimForcesFrameMsStatName = "ODEPrimForcesFrameMS";
-
- ///
- /// Stat name for time spent fulfilling raycasting requests per frame
- ///
- public const string ODERaycastingFrameMsStatName = "ODERaycastingFrameMS";
-
- ///
- /// Stat name for time spent in native code that actually steps through the simulation.
- ///
- public const string ODENativeStepFrameMsStatName = "ODENativeStepFrameMS";
-
- ///
- /// Stat name for the number of milliseconds that ODE spends in native space collision code.
- ///
- public const string ODENativeSpaceCollisionFrameMsStatName = "ODENativeSpaceCollisionFrameMS";
-
- ///
- /// Stat name for milliseconds that ODE spends in native geom collision code.
- ///
- public const string ODENativeGeomCollisionFrameMsStatName = "ODENativeGeomCollisionFrameMS";
-
- ///
- /// Time spent in collision processing that is not spent in native space or geom collision code.
- ///
- public const string ODEOtherCollisionFrameMsStatName = "ODEOtherCollisionFrameMS";
-
- ///
- /// Stat name for time spent notifying listeners of collisions
- ///
- public const string ODECollisionNotificationFrameMsStatName = "ODECollisionNotificationFrameMS";
-
- ///
- /// Stat name for milliseconds spent updating avatar position and velocity
- ///
- public const string ODEAvatarUpdateFrameMsStatName = "ODEAvatarUpdateFrameMS";
-
- ///
- /// Stat name for the milliseconds spent updating prim position and velocity
- ///
- public const string ODEPrimUpdateFrameMsStatName = "ODEPrimUpdateFrameMS";
+ Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
+ Remove,
+ Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
+ // or removes from a object if arg is null
+ DeLink,
+ Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
+ Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
+ PosOffset, // not in use
+ // arg Vector3 new position in local coords. Changes prim position in object
+ OriOffset, // not in use
+ // arg Vector3 new position in local coords. Changes prim position in object
+ Velocity,
+ TargetVelocity,
+ AngVelocity,
+ Acceleration,
+ Force,
+ Torque,
+ Momentum,
+
+ AddForce,
+ AddAngForce,
+ AngLock,
+
+ Buoyancy,
+
+ PIDTarget,
+ PIDTau,
+ PIDActive,
+
+ PIDHoverHeight,
+ PIDHoverType,
+ PIDHoverTau,
+ PIDHoverActive,
+
+ Size,
+ AvatarSize,
+ Shape,
+ PhysRepData,
+ AddPhysRep,
+
+ CollidesWater,
+ VolumeDtc,
+
+ Physical,
+ Phantom,
+ Selected,
+ disabled,
+ building,
+
+ VehicleType,
+ VehicleFloatParam,
+ VehicleVectorParam,
+ VehicleRotationParam,
+ VehicleFlags,
+ SetVehicle,
+
+ Null //keep this last used do dim the methods array. does nothing but pulsing the prim
+ }
- ///
- /// Stat name for avatar collisions with another entity.
- ///
- public const string ODEAvatarContactsStatsName = "ODEAvatarContacts";
+ public struct ODEchangeitem
+ {
+ public PhysicsActor actor;
+ public OdeCharacter character;
+ public changes what;
+ public Object arg;
+ }
- ///
- /// Stat name for prim collisions with another entity.
- ///
- public const string ODEPrimContactsStatName = "ODEPrimContacts";
+ public class ODEScene : PhysicsScene
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- ///
- /// Used to hold tick numbers for stat collection purposes.
- ///
- private int m_nativeCollisionStartTick;
+ public bool m_OSOdeLib = false;
+ public Scene m_frameWorkScene = null;
- ///
- /// A messy way to tell if we need to avoid adding a collision time because this was already done in the callback.
- ///
- private bool m_inCollisionTiming;
+// private int threadid = 0;
- ///
- /// A temporary holder for the number of avatar collisions in a frame, so we can work out how many object
- /// collisions occured using the _perloopcontact if stats collection is enabled.
- ///
- private int m_tempAvatarCollisionsThisFrame;
+// const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
- ///
- /// Used in calculating physics frame time dilation
- ///
- private int tickCountFrameRun;
+ const d.ContactFlags comumContactFlags = d.ContactFlags.Bounce | d.ContactFlags.Approx1 | d.ContactFlags.Slip1 | d.ContactFlags.Slip2;
+ const float comumContactERP = 0.75f;
+ const float comumContactCFM = 0.0001f;
+ const float comumContactSLIP = 0f;
+
+ float frictionMovementMult = 0.8f;
- ///
- /// Used in calculating physics frame time dilation
- ///
- private int latertickcount;
+ float TerrainBounce = 0.1f;
+ float TerrainFriction = 0.3f;
- private Random fluidRandomizer = new Random(Environment.TickCount);
+ public float AvatarFriction = 0;// 0.9f * 0.5f;
+ // this netx dimensions are only relevant for terrain partition (mega regions)
+ // WorldExtents below has the simulation dimensions
+ // they should be identical except on mega regions
private uint m_regionWidth = Constants.RegionSize;
private uint m_regionHeight = Constants.RegionSize;
- private float ODE_STEPSIZE = 0.0178f;
- private float metersInSpace = 29.9f;
+ public float ODE_STEPSIZE = 0.020f;
+ public float HalfOdeStep = 0.01f;
+ public int odetimestepMS = 20; // rounded
+ private float metersInSpace = 25.6f;
private float m_timeDilation = 1.0f;
+ private DateTime m_lastframe;
+ private DateTime m_lastMeshExpire;
+
public float gravityx = 0f;
public float gravityy = 0f;
public float gravityz = -9.8f;
- public float AvatarTerminalVelocity { get; set; }
-
- private float contactsurfacelayer = 0.001f;
-
- private int HashspaceLow = -5;
- private int HashspaceHigh = 12;
-
private float waterlevel = 0f;
private int framecount = 0;
- //private int m_returncollisions = 10;
-
- private IntPtr contactgroup;
-
-// internal IntPtr WaterGeom;
-
- private float nmTerrainContactFriction = 255.0f;
- private float nmTerrainContactBounce = 0.1f;
- private float nmTerrainContactERP = 0.1025f;
-
- private float mTerrainContactFriction = 75f;
- private float mTerrainContactBounce = 0.1f;
- private float mTerrainContactERP = 0.05025f;
-
- private float nmAvatarObjectContactFriction = 250f;
- private float nmAvatarObjectContactBounce = 0.1f;
-
- private float mAvatarObjectContactFriction = 75f;
- private float mAvatarObjectContactBounce = 0.1f;
-
- private float avPIDD = 3200f;
- private float avPIDP = 1400f;
- private float avCapRadius = 0.37f;
- private float avStandupTensor = 2000000f;
-
- ///
- /// true = old compatibility mode with leaning capsule; false = new corrected mode
- ///
- ///
- /// Even when set to false, the capsule still tilts but this is done in a different way.
- ///
- public bool IsAvCapsuleTilted { get; private set; }
private float avDensity = 80f;
private float avMovementDivisorWalk = 1.3f;
private float avMovementDivisorRun = 0.8f;
private float minimumGroundFlightOffset = 3f;
public float maximumMassObject = 10000.01f;
+ public float geomDefaultDensity = 10.0f;
- public bool meshSculptedPrim = true;
- public bool forceSimplePrimMeshing = false;
-
- public float meshSculptLOD = 32;
- public float MeshSculptphysicalLOD = 16;
-
- public float geomDefaultDensity = 10.000006836f;
-
- public int geomContactPointsStartthrottle = 3;
- public int geomUpdatesPerThrottledUpdate = 15;
- private const int avatarExpectedContacts = 3;
+ public float maximumAngularVelocity = 12.0f; // default 12rad/s
+ public float maxAngVelocitySQ = 144f; // squared value
public float bodyPIDD = 35f;
public float bodyPIDG = 25;
- public int bodyFramesAutoDisable = 20;
-
- private bool m_filterCollisions = true;
+ public int bodyFramesAutoDisable = 5;
private d.NearCallback nearCallback;
- public d.TriCallback triCallback;
- public d.TriArrayCallback triArrayCallback;
-
- ///
- /// Avatars in the physics scene.
- ///
- private readonly HashSet _characters = new HashSet();
-
- ///
- /// Prims in the physics scene.
- ///
- private readonly HashSet _prims = new HashSet();
-
- ///
- /// Prims in the physics scene that are subject to physics, not just collisions.
- ///
- private readonly HashSet _activeprims = new HashSet();
-
- ///
- /// Prims that the simulator has created/deleted/updated and so need updating in ODE.
- ///
- private readonly HashSet _taintedPrims = new HashSet();
-
- ///
- /// Record a character that has taints to be processed.
- ///
- private readonly HashSet _taintedActors = new HashSet();
-
- ///
- /// Keep record of contacts in the physics loop so that we can remove duplicates.
- ///
- private readonly List _perloopContact = new List();
-
- ///
- /// A dictionary of actors that should receive collision events.
- ///
- private readonly Dictionary m_collisionEventActors = new Dictionary();
- ///
- /// A dictionary of collision event changes that are waiting to be processed.
- ///
- private readonly Dictionary m_collisionEventActorsChanges = new Dictionary();
+ private Dictionary _prims = new Dictionary();
+ private HashSet _characters = new HashSet();
+ private HashSet _activeprims = new HashSet();
+ private HashSet _activegroups = new HashSet();
- ///
- /// Maps a unique geometry id (a memory location) to a physics actor name.
- ///
- ///
- /// Only actors participating in collisions have geometries. This has to be maintained separately from
- /// actor_name_map because terrain and water currently don't conceptually have a physics actor of their own
- /// apart from the singleton PANull
- ///
- public Dictionary geom_name_map = new Dictionary();
+ public OpenSim.Framework.LocklessQueue ChangesQueue = new OpenSim.Framework.LocklessQueue();
///
- /// Maps a unique geometry id (a memory location) to a physics actor.
+ /// A list of actors that should receive collision events.
///
- ///
- /// Only actors participating in collisions have geometries.
- ///
+ private List _collisionEventPrim = new List();
+ private List _collisionEventPrimRemove = new List();
+
+ private HashSet _badCharacter = new HashSet();
public Dictionary actor_name_map = new Dictionary();
- ///
- /// Defects list to remove characters that no longer have finite positions due to some other bug.
- ///
- ///
- /// Used repeatedly in Simulate() but initialized once here.
- ///
- private readonly List defects = new List();
+ private float contactsurfacelayer = 0.002f;
- private bool m_NINJA_physics_joints_enabled = false;
- //private Dictionary jointpart_name_map = new Dictionary();
- private readonly Dictionary> joints_connecting_actor = new Dictionary>();
- private d.ContactGeom[] contacts;
+ private int contactsPerCollision = 80;
+ internal IntPtr ContactgeomsArray = IntPtr.Zero;
+ private IntPtr GlobalContactsArray = IntPtr.Zero;
+ private d.Contact SharedTmpcontact = new d.Contact();
- ///
- /// Lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
- ///
- private readonly List requestedJointsToBeCreated = new List();
+ const int maxContactsbeforedeath = 6000;
+ private volatile int m_global_contactcount = 0;
- ///
- /// can lock for longer. accessed only by OdeScene.
- ///
- private readonly List pendingJoints = new List();
+ private IntPtr contactgroup;
- ///
- /// can lock for longer. accessed only by OdeScene.
- ///
- private readonly List activeJoints = new List();
+ public ContactData[] m_materialContactsData = new ContactData[8];
- ///
- /// lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
- ///
- private readonly List requestedJointsToBeDeleted = new List();
-
- private Object externalJointRequestsLock = new Object();
- private readonly Dictionary SOPName_to_activeJoint = new Dictionary();
- private readonly Dictionary SOPName_to_pendingJoint = new Dictionary();
- private readonly DoubleDictionary RegionTerrain = new DoubleDictionary();
- private readonly Dictionary TerrainHeightFieldHeights = new Dictionary();
-
- private d.Contact contact;
- private d.Contact TerrainContact;
- private d.Contact AvatarMovementprimContact;
- private d.Contact AvatarMovementTerrainContact;
- private d.Contact WaterContact;
- private d.Contact[,] m_materialContacts;
-
- private int m_physicsiterations = 10;
+ private IntPtr TerrainGeom;
+ private float[] TerrainHeightFieldHeight;
+ private GCHandle TerrainHeightFieldHeightsHandler = new GCHandle();
+
+ private int m_physicsiterations = 15;
private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
- private readonly PhysicsActor PANull = new NullPhysicsActor();
+// private PhysicsActor PANull = new NullPhysicsActor();
private float step_time = 0.0f;
+
public IntPtr world;
- private uint obj2LocalID = 0;
- private OdeCharacter cc1;
- private OdePrim cp1;
- private OdeCharacter cc2;
- private OdePrim cp2;
- private int p1ExpectedPoints = 0;
- private int p2ExpectedPoints = 0;
- public IntPtr space;
+ // split the spaces acording to contents type
+ // ActiveSpace contains characters and active prims
+ // StaticSpace contains land and other that is mostly static in enviroment
+ // this can contain subspaces, like the grid in staticspace
+ // as now space only contains this 2 top spaces
- // split static geometry collision handling into spaces of 30 meters
- public IntPtr[,] staticPrimspace;
+ public IntPtr TopSpace; // the global space
+ public IntPtr ActiveSpace; // space for active prims
+ public IntPtr CharsSpace; // space for active prims
+ public IntPtr StaticSpace; // space for the static things around
+ public IntPtr GroundSpace; // space for ground
- ///
- /// Used to lock the entire physics scene. Locked during the main part of Simulate()
- ///
- internal Object OdeLock = new Object();
+ // some speedup variables
+ private int spaceGridMaxX;
+ private int spaceGridMaxY;
+ private float spacesPerMeterX;
+ private float spacesPerMeterY;
- private bool _worldInitialized = false;
+ // split static geometry collision into a grid as before
+ private IntPtr[,] staticPrimspace;
+ private IntPtr[] staticPrimspaceOffRegion;
+
+ public Object OdeLock;
+ public static Object SimulationLock;
public IMesher mesher;
- private IConfigSource m_config;
+ public IConfigSource m_config;
public bool physics_logging = false;
public int physics_logging_interval = 0;
public bool physics_logging_append_existing_logfile = false;
- private bool avplanted = false;
- private bool av_av_collisions_off = false;
+ public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
- public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
- public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
+ private ODERayCastRequestManager m_rayCastManager;
+ public ODEMeshWorker m_meshWorker;
- private volatile int m_global_contactcount = 0;
+ /* maybe needed if ode uses tls
+ private void checkThread()
+ {
- private Vector3 m_worldOffset = Vector3.Zero;
- public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
- private PhysicsScene m_parentScene = null;
+ int th = Thread.CurrentThread.ManagedThreadId;
+ if(th != threadid)
+ {
+ threadid = th;
+ d.AllocateODEDataForThread(~0U);
+ }
+ }
+ */
- float spacesPerMeterX;
- float spacesPerMeterY;
- int spaceGridMaxX;
- int spaceGridMaxY;
+ IConfig physicsconfig = null;
- private ODERayCastRequestManager m_rayCastManager;
-
- public Scene m_frameWorkScene = null;
+ public ODEScene(Scene pscene, IConfigSource psourceconfig, string pname, string pversion, bool pOSOdeLib)
+ {
+ OdeLock = new Object();
- public OdeScene(Scene pscene, IConfigSource psourceconfig, string pname, string pversion)
- {
- m_config = psourceconfig;
- m_frameWorkScene = pscene;
-
EngineType = pname;
PhysicsSceneName = EngineType + "/" + pscene.RegionInfo.RegionName;
EngineName = pname + " " + pversion;
+ m_config = psourceconfig;
+ m_OSOdeLib = pOSOdeLib;
+
+// m_OSOdeLib = false; //debug
- pscene.RegisterModuleInterface(this);
- Vector3 extent = new Vector3(pscene.RegionInfo.RegionSizeX, pscene.RegionInfo.RegionSizeY, pscene.RegionInfo.RegionSizeZ);
- Initialise(extent);
- InitialiseFromConfig(m_config);
+ m_frameWorkScene = pscene;
- // This may not be that good since terrain may not be avaiable at this point
- base.Initialise(pscene.PhysicsRequestAsset,
- (pscene.Heightmap != null ? pscene.Heightmap.GetFloatsSerialised() : new float[(int)(extent.X * extent.Y)]),
- (float)pscene.RegionInfo.RegionSettings.WaterHeight);
+ m_frameWorkScene.RegisterModuleInterface(this);
+ Initialization();
+
+ base.Initialise(m_frameWorkScene.PhysicsRequestAsset,
+ (m_frameWorkScene.Heightmap != null ? m_frameWorkScene.Heightmap.GetFloatsSerialised() : new float[m_frameWorkScene.RegionInfo.RegionSizeX * m_frameWorkScene.RegionInfo.RegionSizeY]),
+ (float)m_frameWorkScene.RegionInfo.RegionSettings.WaterHeight);
}
- public void RegionLoaded()
+ public void RegionLoaded()
{
mesher = m_frameWorkScene.RequestModuleInterface();
if (mesher == null)
- m_log.WarnFormat("[ODE SCENE]: No mesher in {0}. Things will not work well.", PhysicsSceneName);
-
- m_frameWorkScene.PhysicsEnabled = true;
+ {
+ m_log.ErrorFormat("[ubOde] No mesher. module disabled");
+ return;
+ }
+
+ m_meshWorker = new ODEMeshWorker(this, m_log, mesher, physicsconfig);
+ m_frameWorkScene.PhysicsEnabled = true;
}
-
///
/// Initiailizes the scene
/// Sets many properties that ODE requires to be stable
/// These settings need to be tweaked 'exactly' right or weird stuff happens.
///
- private void Initialise(Vector3 regionExtent)
+ private void Initialization()
{
- WorldExtents.X = regionExtent.X;
- m_regionWidth = (uint)regionExtent.X;
- WorldExtents.Y = regionExtent.Y;
- m_regionHeight = (uint)regionExtent.Y;
-
+ d.AllocateODEDataForThread(~0U);
+
+ SimulationLock = new Object();
+
nearCallback = near;
+
m_rayCastManager = new ODERayCastRequestManager(this);
- // Create the world and the first space
- world = d.WorldCreate();
- space = d.HashSpaceCreate(IntPtr.Zero);
+ WorldExtents.X = m_frameWorkScene.RegionInfo.RegionSizeX;
+ m_regionWidth = (uint)WorldExtents.X;
+ WorldExtents.Y = m_frameWorkScene.RegionInfo.RegionSizeY;
+ m_regionHeight = (uint)WorldExtents.Y;
+
+ lock (OdeLock)
+ {
+ // Create the world and the first space
+ try
+ {
+ world = d.WorldCreate();
+ TopSpace = d.HashSpaceCreate(IntPtr.Zero);
- contactgroup = d.JointGroupCreate(0);
+ // now the major subspaces
+ ActiveSpace = d.HashSpaceCreate(TopSpace);
+ CharsSpace = d.HashSpaceCreate(TopSpace);
+ StaticSpace = d.HashSpaceCreate(TopSpace);
+ GroundSpace = d.HashSpaceCreate(TopSpace);
+ }
+ catch
+ {
+ // i must RtC#FM
+ // i did!
+ }
- d.WorldSetAutoDisableFlag(world, false);
- }
+ d.HashSpaceSetLevels(TopSpace, -5, 12);
+ d.HashSpaceSetLevels(ActiveSpace, -5, 10);
+ d.HashSpaceSetLevels(CharsSpace, -4, 3);
+ d.HashSpaceSetLevels(StaticSpace, -5, 12);
+ d.HashSpaceSetLevels(GroundSpace, 0, 8);
- // Initialize from configs
- private void InitialiseFromConfig(IConfigSource config)
- {
- InitializeExtraStats();
+ // demote to second level
+ d.SpaceSetSublevel(ActiveSpace, 1);
+ d.SpaceSetSublevel(CharsSpace, 1);
+ d.SpaceSetSublevel(StaticSpace, 1);
+ d.SpaceSetSublevel(GroundSpace, 1);
+
+ d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
+ CollisionCategories.Geom |
+ CollisionCategories.Character |
+ CollisionCategories.Phantom |
+ CollisionCategories.VolumeDtc
+ ));
+ d.GeomSetCollideBits(ActiveSpace, (uint)(CollisionCategories.Space |
+ CollisionCategories.Geom |
+ CollisionCategories.Character |
+ CollisionCategories.Phantom |
+ CollisionCategories.VolumeDtc
+ ));
+ d.GeomSetCategoryBits(CharsSpace, (uint)(CollisionCategories.Space |
+ CollisionCategories.Geom |
+ CollisionCategories.Character |
+ CollisionCategories.Phantom |
+ CollisionCategories.VolumeDtc
+ ));
+ d.GeomSetCollideBits(CharsSpace, 0);
+
+ d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
+ CollisionCategories.Geom |
+ // CollisionCategories.Land |
+ // CollisionCategories.Water |
+ CollisionCategories.Phantom |
+ CollisionCategories.VolumeDtc
+ ));
+ d.GeomSetCollideBits(StaticSpace, 0);
+
+ d.GeomSetCategoryBits(GroundSpace, (uint)(CollisionCategories.Land));
+ d.GeomSetCollideBits(GroundSpace, 0);
+
+ contactgroup = d.JointGroupCreate(maxContactsbeforedeath + 1);
+ //contactgroup
+
+ d.WorldSetAutoDisableFlag(world, false);
+ }
- m_config = config;
- // Defaults
- avPIDD = 2200.0f;
- avPIDP = 900.0f;
- avStandupTensor = 550000f;
+ // checkThread();
+
+
+ // Defaults
int contactsPerCollision = 80;
+ physicsconfig = null;
+
if (m_config != null)
{
- IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
+ physicsconfig = m_config.Configs["ODEPhysicsSettings"];
if (physicsconfig != null)
{
- CollectStats = physicsconfig.GetBoolean("collect_stats", false);
+ gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
+ gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
+ gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
- gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
- gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
- gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
+ metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
- float avatarTerminalVelocity = physicsconfig.GetFloat("avatar_terminal_velocity", 54f);
- AvatarTerminalVelocity = Util.Clamp(avatarTerminalVelocity, 0, 255f);
- if (AvatarTerminalVelocity != avatarTerminalVelocity)
- {
- m_log.WarnFormat(
- "[ODE SCENE]: avatar_terminal_velocity of {0} is invalid. Clamping to {1}",
- avatarTerminalVelocity, AvatarTerminalVelocity);
- }
+ // contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
+
+ ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
- HashspaceLow = physicsconfig.GetInt("world_hashspace_level_low", -5);
- HashspaceHigh = physicsconfig.GetInt("world_hashspace_level_high", 12);
+ avDensity = physicsconfig.GetFloat("av_density", avDensity);
+ avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
+ avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
- metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
+ contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
- contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
+ geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
+ bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
- nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
- nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
- nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
+ physics_logging = physicsconfig.GetBoolean("physics_logging", false);
+ physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
+ physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
+
+ minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
+ maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
- mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
- mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
- mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
+ avDensity *= 3f / 80f; // scale other engines density option to this
+ }
+ }
- nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
- nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
+ float heartbeat = 1/m_frameWorkScene.FrameTime;
+ maximumAngularVelocity = 0.49f * heartbeat *(float)Math.PI;
+ maxAngVelocitySQ = maximumAngularVelocity * maximumAngularVelocity;
- mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
- mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
+ d.WorldSetCFM(world, comumContactCFM);
+ d.WorldSetERP(world, comumContactERP);
- ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
- m_physicsiterations = physicsconfig.GetInt("world_solver_iterations", 10);
+ d.WorldSetGravity(world, gravityx, gravityy, gravityz);
- avDensity = physicsconfig.GetFloat("av_density", 80f);
-// avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
- avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
- avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
- avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
- avplanted = physicsconfig.GetBoolean("av_planted", false);
- av_av_collisions_off = physicsconfig.GetBoolean("av_av_collisions_off", false);
+ d.WorldSetLinearDamping(world, 0.002f);
+ d.WorldSetAngularDamping(world, 0.002f);
+ d.WorldSetAngularDampingThreshold(world, 0f);
+ d.WorldSetLinearDampingThreshold(world, 0f);
+ d.WorldSetMaxAngularSpeed(world, maximumAngularVelocity);
- IsAvCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
+ d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
- contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
+ d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
+ d.WorldSetContactMaxCorrectingVel(world, 60.0f);
- geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 5);
- geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
+ HalfOdeStep = ODE_STEPSIZE * 0.5f;
+ odetimestepMS = (int)(1000.0f * ODE_STEPSIZE + 0.5f);
- geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
- bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
+ ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
+ GlobalContactsArray = Marshal.AllocHGlobal((maxContactsbeforedeath + 100) * d.Contact.unmanagedSizeOf);
- bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
- bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
+ SharedTmpcontact.geom.g1 = IntPtr.Zero;
+ SharedTmpcontact.geom.g2 = IntPtr.Zero;
- forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
- meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
- meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
- MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
- m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
+ SharedTmpcontact.geom.side1 = -1;
+ SharedTmpcontact.geom.side2 = -1;
- avPIDD = physicsconfig.GetFloat("av_pid_derivative", 2200.0f);
- avPIDP = physicsconfig.GetFloat("av_pid_proportional", 900.0f);
- avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor", 550000f);
+ SharedTmpcontact.surface.mode = comumContactFlags;
+ SharedTmpcontact.surface.mu = 0;
+ SharedTmpcontact.surface.bounce = 0;
+ SharedTmpcontact.surface.soft_cfm = comumContactCFM;
+ SharedTmpcontact.surface.soft_erp = comumContactERP;
+ SharedTmpcontact.surface.slip1 = comumContactSLIP;
+ SharedTmpcontact.surface.slip2 = comumContactSLIP;
- physics_logging = physicsconfig.GetBoolean("physics_logging", false);
- physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
- physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
+ m_materialContactsData[(int)Material.Stone].mu = 0.8f;
+ m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
-// m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
- minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
- maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
- }
- }
+ m_materialContactsData[(int)Material.Metal].mu = 0.3f;
+ m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
- contacts = new d.ContactGeom[contactsPerCollision];
+ m_materialContactsData[(int)Material.Glass].mu = 0.2f;
+ m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
- spacesPerMeterX = 1.0f / metersInSpace;
- spacesPerMeterY = 1.0f / metersInSpace;
+ m_materialContactsData[(int)Material.Wood].mu = 0.6f;
+ m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
+ m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
+ m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
+
+ m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
+ m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
+
+ m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
+ m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
+
+ m_materialContactsData[(int)Material.light].mu = 0.0f;
+ m_materialContactsData[(int)Material.light].bounce = 0.0f;
+
+
+ spacesPerMeterX = 1.0f / metersInSpace;
+ spacesPerMeterY = spacesPerMeterX;
spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeterX);
spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeterY);
- // note: limit number of spaces
if (spaceGridMaxX > 24)
{
spaceGridMaxX = 24;
- spacesPerMeterX = spaceGridMaxX / WorldExtents.X;
+ spacesPerMeterX = spaceGridMaxX / WorldExtents.X;
}
+
if (spaceGridMaxY > 24)
{
spaceGridMaxY = 24;
spacesPerMeterY = spaceGridMaxY / WorldExtents.Y;
}
- staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
-
- // make this index limits
- spaceGridMaxX--;
- spaceGridMaxY--;
-
- // Centeral contact friction and bounce
- // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
- // an avatar falls through in Z but not in X or Y when walking on a prim.
- contact.surface.mode |= d.ContactFlags.SoftERP;
- contact.surface.mu = nmAvatarObjectContactFriction;
- contact.surface.bounce = nmAvatarObjectContactBounce;
- contact.surface.soft_cfm = 0.010f;
- contact.surface.soft_erp = 0.010f;
-
- // Terrain contact friction and Bounce
- // This is the *non* moving version. Use this when an avatar
- // isn't moving to keep it in place better
- TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
- TerrainContact.surface.mu = nmTerrainContactFriction;
- TerrainContact.surface.bounce = nmTerrainContactBounce;
- TerrainContact.surface.soft_erp = nmTerrainContactERP;
-
- WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
- WaterContact.surface.mu = 0f; // No friction
- WaterContact.surface.bounce = 0.0f; // No bounce
- WaterContact.surface.soft_cfm = 0.010f;
- WaterContact.surface.soft_erp = 0.010f;
-
- // Prim contact friction and bounce
- // THis is the *non* moving version of friction and bounce
- // Use this when an avatar comes in contact with a prim
- // and is moving
- AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
- AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
-
- // Terrain contact friction bounce and various error correcting calculations
- // Use this when an avatar is in contact with the terrain and moving.
- AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
- AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
- AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
- AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
-
- /*
-
- Stone = 0,
- ///
- Metal = 1,
- ///
- Glass = 2,
- ///
- Wood = 3,
- ///
- Flesh = 4,
- ///
- Plastic = 5,
- ///
- Rubber = 6
- */
-
- m_materialContacts = new d.Contact[7,2];
-
- m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
- m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
- m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
- m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
- m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
- m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
- m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
- m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
+ staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
- /*
- private float nmAvatarObjectContactFriction = 250f;
- private float nmAvatarObjectContactBounce = 0.1f;
+ // create all spaces now
+ int i, j;
+ IntPtr newspace;
- private float mAvatarObjectContactFriction = 75f;
- private float mAvatarObjectContactBounce = 0.1f;
- */
- m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
- m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
- m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
- m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
- m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
- m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
- m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
- m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
- m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
- m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
- m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
-
- m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
- m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
- m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
- m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
- m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
- m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
-
- d.HashSpaceSetLevels(space, HashspaceLow, HashspaceHigh);
-
- // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
+ for (i = 0; i < spaceGridMaxX; i++)
+ for (j = 0; j < spaceGridMaxY; j++)
+ {
+ newspace = d.HashSpaceCreate(StaticSpace);
+ d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
+ waitForSpaceUnlock(newspace);
+ d.SpaceSetSublevel(newspace, 2);
+ d.HashSpaceSetLevels(newspace, -2, 8);
+ d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
+ CollisionCategories.Geom |
+ CollisionCategories.Land |
+ CollisionCategories.Water |
+ CollisionCategories.Phantom |
+ CollisionCategories.VolumeDtc
+ ));
+ d.GeomSetCollideBits(newspace, 0);
- d.WorldSetGravity(world, gravityx, gravityy, gravityz);
- d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
+ staticPrimspace[i, j] = newspace;
+ }
- d.WorldSetLinearDamping(world, 256f);
- d.WorldSetAngularDamping(world, 256f);
- d.WorldSetAngularDampingThreshold(world, 256f);
- d.WorldSetLinearDampingThreshold(world, 256f);
- d.WorldSetMaxAngularSpeed(world, 256f);
+ // let this now be index limit
+ spaceGridMaxX--;
+ spaceGridMaxY--;
- d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
- //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
+ // create 4 off world spaces (x<0,x>max,y<0,y>max)
+ staticPrimspaceOffRegion = new IntPtr[4];
- for (int i = 0; i < staticPrimspace.GetLength(0); i++)
+ for (i = 0; i < 4; i++)
{
- for (int j = 0; j < staticPrimspace.GetLength(1); j++)
- {
- staticPrimspace[i, j] = IntPtr.Zero;
- }
+ newspace = d.HashSpaceCreate(StaticSpace);
+ d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
+ waitForSpaceUnlock(newspace);
+ d.SpaceSetSublevel(newspace, 2);
+ d.HashSpaceSetLevels(newspace, -2, 8);
+ d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
+ CollisionCategories.Geom |
+ CollisionCategories.Land |
+ CollisionCategories.Water |
+ CollisionCategories.Phantom |
+ CollisionCategories.VolumeDtc
+ ));
+ d.GeomSetCollideBits(newspace, 0);
+
+ staticPrimspaceOffRegion[i] = newspace;
}
- _worldInitialized = true;
+ m_lastframe = DateTime.UtcNow;
+ m_lastMeshExpire = m_lastframe;
+ }
+
+ internal void waitForSpaceUnlock(IntPtr space)
+ {
+ //if (space != IntPtr.Zero)
+ //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
}
#region Collision Detection
- ///
- /// Collides two geometries.
- ///
- ///
- ///
- /// /param>
- ///
- ///
- ///
- private int CollideGeoms(
- IntPtr geom1, IntPtr geom2, int maxContacts, d.ContactGeom[] contactsArray, int contactGeomSize)
+ // sets a global contact for a joint for contactgeom , and base contact description)
+ private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom,bool smooth)
{
- int count;
+ if (m_global_contactcount >= maxContactsbeforedeath)
+ return IntPtr.Zero;
- lock (OdeScene.UniversalColliderSyncObject)
- {
- // We do this inside the lock so that we don't count any delay in acquiring it
- if (CollectStats)
- m_nativeCollisionStartTick = Util.EnvironmentTickCount();
+ m_global_contactcount++;
+ if(smooth)
+ SharedTmpcontact.geom.depth = contactGeom.depth * 0.05f;
+ else
+ SharedTmpcontact.geom.depth = contactGeom.depth;
+ SharedTmpcontact.geom.pos = contactGeom.pos;
+ SharedTmpcontact.geom.normal = contactGeom.normal;
- count = d.Collide(geom1, geom2, maxContacts, contactsArray, contactGeomSize);
- }
+ IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
+ Marshal.StructureToPtr(SharedTmpcontact, contact, true);
+ return d.JointCreateContactPtr(world, contactgroup, contact);
+ }
- // We do this outside the lock so that any waiting threads aren't held up, though the effect is probably
- // negligable
- if (CollectStats)
- m_stats[ODENativeGeomCollisionFrameMsStatName]
- += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
+ private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
+ {
+ if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
+ return false;
- return count;
+ IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
+ newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
+ return true;
}
///
- /// Collide two spaces or a space and a geometry.
- ///
- ///
- /// /param>
- ///
- private void CollideSpaces(IntPtr space1, IntPtr space2, IntPtr data)
- {
- if (CollectStats)
- {
- m_inCollisionTiming = true;
- m_nativeCollisionStartTick = Util.EnvironmentTickCount();
- }
-
- d.SpaceCollide2(space1, space2, data, nearCallback);
-
- if (CollectStats && m_inCollisionTiming)
- {
- m_stats[ODENativeSpaceCollisionFrameMsStatName]
- += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
- m_inCollisionTiming = false;
- }
- }
-
- ///
- /// This is our near callback. A geometry is near a body
+ /// This is our near callback. A geometry is near a body
///
/// The space that contains the geoms. Remember, spaces are also geoms
/// a geometry or space
/// another geometry or space
+ ///
+
private void near(IntPtr space, IntPtr g1, IntPtr g2)
{
- if (CollectStats && m_inCollisionTiming)
- {
- m_stats[ODENativeSpaceCollisionFrameMsStatName]
- += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
- m_inCollisionTiming = false;
- }
-
-// m_log.DebugFormat("[PHYSICS]: Colliding {0} and {1} in {2}", g1, g2, space);
// no lock here! It's invoked from within Simulate(), which is thread-locked
+ if (m_global_contactcount >= maxContactsbeforedeath)
+ return;
+
// Test if we're colliding a geom with a space.
// If so we have to drill down into the space recursively
+ if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
+ return;
+
if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
{
- if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
- return;
-
- // Separating static prim geometry spaces.
// We'll be calling near recursivly if one
// of them is a space to find all of the
// contact points in the space
try
{
- CollideSpaces(g1, g2, IntPtr.Zero);
+ d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
}
catch (AccessViolationException)
{
- m_log.Error("[ODE SCENE]: Unable to collide test a space");
+ m_log.Warn("[PHYSICS]: Unable to collide test a space");
return;
}
- //Colliding a space or a geom with a space or a geom. so drill down
-
- //Collide all geoms in each space..
- //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
- //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
+ //here one should check collisions of geoms inside a space
+ // but on each space we only should have geoms that not colide amoung each other
+ // so we don't dig inside spaces
return;
}
- if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
- return;
-
+ // get geom bodies to check if we already a joint contact
+ // guess this shouldn't happen now
IntPtr b1 = d.GeomGetBody(g1);
IntPtr b2 = d.GeomGetBody(g2);
// d.GeomClassID id = d.GeomGetClass(g1);
- String name1 = null;
- String name2 = null;
-
- if (!geom_name_map.TryGetValue(g1, out name1))
- {
- name1 = "null";
- }
- if (!geom_name_map.TryGetValue(g2, out name2))
- {
- name2 = "null";
- }
-
// Figure out how many contact points we have
int count = 0;
-
try
{
// Colliding Geom To Geom
@@ -1003,444 +728,329 @@ namespace OpenSim.Region.PhysicsModule.ODE
if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
return;
+ /*
+ // debug
+ PhysicsActor dp2;
+ if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
+ {
+ d.AABB aabb;
+ d.GeomGetAABB(g2, out aabb);
+ float x = aabb.MaxX - aabb.MinX;
+ float y = aabb.MaxY - aabb.MinY;
+ float z = aabb.MaxZ - aabb.MinZ;
+ if (x > 60.0f || y > 60.0f || z > 60.0f)
+ {
+ if (!actor_name_map.TryGetValue(g2, out dp2))
+ m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
+ else
+ m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})",
+ dp2.Name, dp2.Size, x, y, z,
+ dp2.Position.ToString(),
+ dp2.Orientation.ToString(),
+ dp2.Orientation.Length());
+ return;
+ }
+ }
+ //
+ */
- count = CollideGeoms(g1, g2, contacts.Length, contacts, d.ContactGeom.unmanagedSizeOf);
-
- // All code after this is only relevant if we have any collisions
- if (count <= 0)
- return;
- if (count > contacts.Length)
- m_log.Error("[ODE SCENE]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
+ if (d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
+ d.GeomGetCategoryBits(g2) == (uint)CollisionCategories.VolumeDtc)
+ {
+ int cflags;
+ unchecked
+ {
+ cflags = (int)(1 | d.CONTACTS_UNIMPORTANT);
+ }
+ count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
+ }
+ else
+ count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
}
catch (SEHException)
{
- m_log.Error(
- "[ODE SCENE]: 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.");
+ 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.");
+ // ode.drelease(world);
base.TriggerPhysicsBasedRestart();
}
catch (Exception e)
{
- m_log.ErrorFormat("[ODE SCENE]: Unable to collide test an object: {0}", e.Message);
+ m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
return;
}
+ // contacts done
+ if (count == 0)
+ return;
+
+ // try get physical actors
PhysicsActor p1;
PhysicsActor p2;
-
- p1ExpectedPoints = 0;
- p2ExpectedPoints = 0;
-
+
if (!actor_name_map.TryGetValue(g1, out p1))
{
- p1 = PANull;
+ m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1");
+ return;
}
if (!actor_name_map.TryGetValue(g2, out p2))
{
- p2 = PANull;
+ m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
+ return;
}
- ContactPoint maxDepthContact = new ContactPoint();
- if (p1.CollisionScore + count >= float.MaxValue)
- p1.CollisionScore = 0;
- p1.CollisionScore += count;
- if (p2.CollisionScore + count >= float.MaxValue)
- p2.CollisionScore = 0;
- p2.CollisionScore += count;
+ // get first contact
+ d.ContactGeom curContact = new d.ContactGeom();
- for (int i = 0; i < count; i++)
- {
- d.ContactGeom curContact = contacts[i];
+ if (!GetCurContactGeom(0, ref curContact))
+ return;
- if (curContact.depth > maxDepthContact.PenetrationDepth)
- {
- maxDepthContact = new ContactPoint(
- new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
- new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
- curContact.depth
- );
- }
+ ContactPoint maxDepthContact = new ContactPoint();
- //m_log.Warn("[CCOUNT]: " + count);
- IntPtr joint;
- // If we're colliding with terrain, use 'TerrainContact' instead of contact.
- // allows us to have different settings
-
- // We only need to test p2 for 'jump crouch purposes'
- if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
- {
- // Testing if the collision is at the feet of the avatar
+ // do volume detection case
+ if ((p1.IsVolumeDtc || p2.IsVolumeDtc))
+ {
+ maxDepthContact = new ContactPoint(
+ new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
+ new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
+ curContact.depth, false
+ );
- //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
- if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
- p2.IsColliding = true;
- }
- else
- {
- p2.IsColliding = true;
- }
-
- //if ((framecount % m_returncollisions) == 0)
+ collision_accounting_events(p1, p2, maxDepthContact);
+ return;
+ }
- switch (p1.PhysicsActorType)
- {
- case (int)ActorTypes.Agent:
- p1ExpectedPoints = avatarExpectedContacts;
- p2.CollidingObj = true;
- break;
- case (int)ActorTypes.Prim:
- if (p1 != null && p1 is OdePrim)
- p1ExpectedPoints = ((OdePrim) p1).ExpectedCollisionContacts;
+ // big messy collision analises
- if (p2.Velocity.LengthSquared() > 0.0f)
- p2.CollidingObj = true;
- break;
- case (int)ActorTypes.Unknown:
- p2.CollidingGround = true;
- break;
- default:
- p2.CollidingGround = true;
- break;
- }
+ float mu = 0;
+ float bounce = 0;
+// bool IgnoreNegSides = false;
- // we don't want prim or avatar to explode
+ ContactData contactdata1 = new ContactData(0, 0, false);
+ ContactData contactdata2 = new ContactData(0, 0, false);
- #region InterPenetration Handling - Unintended physics explosions
+ bool dop1ava = false;
+ bool dop2ava = false;
+ bool ignore = false;
+ bool smoothMesh = false;
- if (curContact.depth >= 0.08f)
- {
- if (curContact.depth >= 1.00f)
+ switch (p1.PhysicsActorType)
+ {
+ case (int)ActorTypes.Agent:
{
- //m_log.Info("[P]: " + contact.depth.ToString());
- if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
- p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
- (p1.PhysicsActorType == (int) ActorTypes.Agent &&
- p2.PhysicsActorType == (int) ActorTypes.Unknown))
+ dop1ava = true;
+ switch (p2.PhysicsActorType)
{
- if (p2.PhysicsActorType == (int) ActorTypes.Agent)
- {
- if (p2 is OdeCharacter)
- {
- OdeCharacter character = (OdeCharacter) p2;
-
- //p2.CollidingObj = true;
- curContact.depth = 0.00000003f;
- p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
- curContact.pos =
- new d.Vector3(curContact.pos.X + (p1.Size.X/2),
- curContact.pos.Y + (p1.Size.Y/2),
- curContact.pos.Z + (p1.Size.Z/2));
- character.SetPidStatus(true);
- }
- }
+ case (int)ActorTypes.Agent:
+ case (int)ActorTypes.Prim:
+ break;
- if (p1.PhysicsActorType == (int) ActorTypes.Agent)
- {
- if (p1 is OdeCharacter)
- {
- OdeCharacter character = (OdeCharacter) p1;
-
- //p2.CollidingObj = true;
- curContact.depth = 0.00000003f;
- p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
- curContact.pos =
- new d.Vector3(curContact.pos.X + (p1.Size.X/2),
- curContact.pos.Y + (p1.Size.Y/2),
- curContact.pos.Z + (p1.Size.Z/2));
- character.SetPidStatus(true);
- }
- }
+ default:
+ ignore = true; // avatar to terrain and water ignored
+ break;
}
+ break;
}
- }
- #endregion
-
- // Logic for collision handling
- // Note, that if *all* contacts are skipped (VolumeDetect)
- // The prim still detects (and forwards) collision events but
- // appears to be phantom for the world
- Boolean skipThisContact = false;
+ case (int)ActorTypes.Prim:
+ {
+ switch (p2.PhysicsActorType)
+ {
+ case (int)ActorTypes.Agent:
+ dop2ava = true;
+ break;
- if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
- skipThisContact = true; // No collision on volume detect prims
+ case (int)ActorTypes.Prim:
+ Vector3 relV = p1.rootVelocity - p2.rootVelocity;
+ float relVlenSQ = relV.LengthSquared();
+ if (relVlenSQ > 0.0001f)
+ {
+ p1.CollidingObj = true;
+ p2.CollidingObj = true;
+ }
+ p1.getContactData(ref contactdata1);
+ p2.getContactData(ref contactdata2);
+ bounce = contactdata1.bounce * contactdata2.bounce;
+ mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
- if (av_av_collisions_off)
- if ((p1 is OdeCharacter) && (p2 is OdeCharacter))
- skipThisContact = true;
+ if (relVlenSQ > 0.01f)
+ mu *= frictionMovementMult;
- if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
- skipThisContact = true; // No collision on volume detect prims
+ if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass &&
+ d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
+ smoothMesh = true;
+ break;
- if (!skipThisContact && curContact.depth < 0f)
- skipThisContact = true;
+ case (int)ActorTypes.Ground:
+ p1.getContactData(ref contactdata1);
+ bounce = contactdata1.bounce * TerrainBounce;
+ mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
- if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
- skipThisContact = true;
+ Vector3 v1 = p1.rootVelocity;
+ if (Math.Abs(v1.X) > 0.1f || Math.Abs(v1.Y) > 0.1f)
+ mu *= frictionMovementMult;
+ p1.CollidingGround = true;
- const int maxContactsbeforedeath = 4000;
- joint = IntPtr.Zero;
+ if(d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
+ smoothMesh = true;
+ break;
- if (!skipThisContact)
- {
- _perloopContact.Add(curContact);
+ case (int)ActorTypes.Water:
+ default:
+ ignore = true;
+ break;
+ }
+ }
+ break;
- if (name1 == "Terrain" || name2 == "Terrain")
+ case (int)ActorTypes.Ground:
+ if (p2.PhysicsActorType == (int)ActorTypes.Prim)
{
- if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
- (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
- {
- p2ExpectedPoints = avatarExpectedContacts;
- // Avatar is moving on terrain, use the movement terrain contact
- AvatarMovementTerrainContact.geom = curContact;
-
- if (m_global_contactcount < maxContactsbeforedeath)
- {
- joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
- m_global_contactcount++;
- }
- }
- else
- {
- if (p2.PhysicsActorType == (int)ActorTypes.Agent)
- {
- p2ExpectedPoints = avatarExpectedContacts;
- // Avatar is standing on terrain, use the non moving terrain contact
- TerrainContact.geom = curContact;
+ p2.CollidingGround = true;
+ p2.getContactData(ref contactdata2);
+ bounce = contactdata2.bounce * TerrainBounce;
+ mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
+
+// if (curContact.side1 > 0) // should be 2 ?
+// IgnoreNegSides = true;
+ Vector3 v2 = p2.rootVelocity;
+ if (Math.Abs(v2.X) > 0.1f || Math.Abs(v2.Y) > 0.1f)
+ mu *= frictionMovementMult;
+
+ if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass)
+ smoothMesh = true;
+ }
+ else
+ ignore = true;
+ break;
- if (m_global_contactcount < maxContactsbeforedeath)
- {
- joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
- m_global_contactcount++;
- }
- }
- else
- {
- if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
- {
- // prim prim contact
- // int pj294950 = 0;
- int movintYN = 0;
- int material = (int) Material.Wood;
- // prim terrain contact
- if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
- {
- movintYN = 1;
- }
+ case (int)ActorTypes.Water:
+ default:
+ break;
+ }
- if (p2 is OdePrim)
- {
- material = ((OdePrim) p2).m_material;
- p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
- }
-
- // Unnessesary because p1 is defined above
- //if (p1 is OdePrim)
- // {
- // p1ExpectedPoints = ((OdePrim)p1).ExpectedCollisionContacts;
- // }
- //m_log.DebugFormat("Material: {0}", material);
+ if (ignore)
+ return;
- m_materialContacts[material, movintYN].geom = curContact;
+ IntPtr Joint;
+ bool FeetCollision = false;
+ int ncontacts = 0;
- if (m_global_contactcount < maxContactsbeforedeath)
- {
- joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
- m_global_contactcount++;
- }
- }
- else
- {
- int movintYN = 0;
- // prim terrain contact
- if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
- {
- movintYN = 1;
- }
+ int i = 0;
- int material = (int)Material.Wood;
+ maxDepthContact = new ContactPoint();
+ maxDepthContact.PenetrationDepth = float.MinValue;
+ ContactPoint minDepthContact = new ContactPoint();
+ minDepthContact.PenetrationDepth = float.MaxValue;
- if (p2 is OdePrim)
- {
- material = ((OdePrim)p2).m_material;
- p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
- }
+ SharedTmpcontact.geom.depth = 0;
+ SharedTmpcontact.surface.mu = mu;
+ SharedTmpcontact.surface.bounce = bounce;
- //m_log.DebugFormat("Material: {0}", material);
- m_materialContacts[material, movintYN].geom = curContact;
+ d.ContactGeom altContact = new d.ContactGeom();
+ bool useAltcontact = false;
+ bool noskip = true;
- if (m_global_contactcount < maxContactsbeforedeath)
- {
- joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
- m_global_contactcount++;
- }
- }
- }
- }
- //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
- //{
- //m_log.Debug("[PHYSICS]: prim contacting with ground");
- //}
- }
- else if (name1 == "Water" || name2 == "Water")
- {
- /*
- if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
- {
- }
- else
- {
- }
- */
- //WaterContact.surface.soft_cfm = 0.0000f;
- //WaterContact.surface.soft_erp = 0.00000f;
- if (curContact.depth > 0.1f)
- {
- curContact.depth *= 52;
- //contact.normal = new d.Vector3(0, 0, 1);
- //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
- }
+ if(dop1ava || dop2ava)
+ smoothMesh = false;
- WaterContact.geom = curContact;
+ while (true)
+ {
+ noskip = true;
+ useAltcontact = false;
- if (m_global_contactcount < maxContactsbeforedeath)
+ if (dop1ava)
+ {
+ if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
+ {
+ if (p2.PhysicsActorType == (int)ActorTypes.Agent)
{
- joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
- m_global_contactcount++;
+ p1.CollidingObj = true;
+ p2.CollidingObj = true;
}
- //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
+ else if (p2.rootVelocity.LengthSquared() > 0.0f)
+ p2.CollidingObj = true;
}
else
+ noskip = false;
+ }
+ else if (dop2ava)
+ {
+ if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
{
- if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
+ if (p1.PhysicsActorType == (int)ActorTypes.Agent)
{
- p2ExpectedPoints = avatarExpectedContacts;
- if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
- {
- // Avatar is moving on a prim, use the Movement prim contact
- AvatarMovementprimContact.geom = curContact;
-
- if (m_global_contactcount < maxContactsbeforedeath)
- {
- joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
- m_global_contactcount++;
- }
- }
- else
- {
- // Avatar is standing still on a prim, use the non movement contact
- contact.geom = curContact;
-
- if (m_global_contactcount < maxContactsbeforedeath)
- {
- joint = d.JointCreateContact(world, contactgroup, ref contact);
- m_global_contactcount++;
- }
- }
- }
- else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
- {
- //p1.PhysicsActorType
- int material = (int)Material.Wood;
-
- if (p2 is OdePrim)
- {
- material = ((OdePrim)p2).m_material;
- p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
- }
-
- //m_log.DebugFormat("Material: {0}", material);
- m_materialContacts[material, 0].geom = curContact;
-
- if (m_global_contactcount < maxContactsbeforedeath)
- {
- joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
- m_global_contactcount++;
- }
+ p1.CollidingObj = true;
+ p2.CollidingObj = true;
}
+ else if (p1.rootVelocity.LengthSquared() > 0.0f)
+ p1.CollidingObj = true;
}
-
- if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
- {
- d.JointAttach(joint, b1, b2);
- m_global_contactcount++;
- }
+ else
+ noskip = false;
}
- collision_accounting_events(p1, p2, maxDepthContact);
-
- if (count > ((p1ExpectedPoints + p2ExpectedPoints) * 0.25) + (geomContactPointsStartthrottle))
+ if (noskip)
{
- // If there are more then 3 contact points, it's likely
- // that we've got a pile of objects, so ...
- // We don't want to send out hundreds of terse updates over and over again
- // so lets throttle them and send them again after it's somewhat sorted out.
- p2.ThrottleUpdates = true;
- }
- //m_log.Debug(count.ToString());
- //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
- }
- }
+ if(useAltcontact)
+ Joint = CreateContacJoint(ref altContact,smoothMesh);
+ else
+ Joint = CreateContacJoint(ref curContact,smoothMesh);
- private bool checkDupe(d.ContactGeom contactGeom, int atype)
- {
- if (!m_filterCollisions)
- return false;
+ if (Joint == IntPtr.Zero)
+ break;
- bool result = false;
+ d.JointAttach(Joint, b1, b2);
- ActorTypes at = (ActorTypes)atype;
+ ncontacts++;
- foreach (d.ContactGeom contact in _perloopContact)
- {
- //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
- //{
- // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
- if (at == ActorTypes.Agent)
- {
- if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f)
- && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f)
- && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
+ if (curContact.depth > maxDepthContact.PenetrationDepth)
{
- if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
- {
- result = true;
- break;
- }
+ maxDepthContact.Position.X = curContact.pos.X;
+ maxDepthContact.Position.Y = curContact.pos.Y;
+ maxDepthContact.Position.Z = curContact.pos.Z;
+ maxDepthContact.PenetrationDepth = curContact.depth;
+ maxDepthContact.CharacterFeet = FeetCollision;
}
- }
- else if (at == ActorTypes.Prim)
- {
- if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
+
+ if (curContact.depth < minDepthContact.PenetrationDepth)
{
- if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
- {
- if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
- {
- result = true;
- break;
- }
- }
- //m_log.DebugFormat("[Collision]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
- //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
+ minDepthContact.PenetrationDepth = curContact.depth;
+ minDepthContact.SurfaceNormal.X = curContact.normal.X;
+ minDepthContact.SurfaceNormal.Y = curContact.normal.Y;
+ minDepthContact.SurfaceNormal.Z = curContact.normal.Z;
}
}
+
+ if (++i >= count)
+ break;
+
+ if (!GetCurContactGeom(i, ref curContact))
+ break;
}
- return result;
+ if (ncontacts > 0)
+ {
+ maxDepthContact.SurfaceNormal.X = minDepthContact.SurfaceNormal.X;
+ maxDepthContact.SurfaceNormal.Y = minDepthContact.SurfaceNormal.Y;
+ maxDepthContact.SurfaceNormal.Z = minDepthContact.SurfaceNormal.Z;
+
+ collision_accounting_events(p1, p2, maxDepthContact);
+ }
}
private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
{
- // obj1LocalID = 0;
- //returncollisions = false;
- obj2LocalID = 0;
- //ctype = 0;
- //cStartStop = 0;
-// if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
-// return;
+ uint obj2LocalID = 0;
+
+ // update actors collision score
+ if (p1.CollisionScore < float.MaxValue)
+ p1.CollisionScore += 1.0f;
+ if (p2.CollisionScore < float.MaxValue)
+ p2.CollisionScore += 1.0f;
+
bool p1events = p1.SubscribedEvents();
bool p2events = p2.SubscribedEvents();
@@ -1454,367 +1064,168 @@ namespace OpenSim.Region.PhysicsModule.ODE
Vector3 vel = Vector3.Zero;
if (p2 != null && p2.IsPhysical)
- vel = p2.Velocity;
+ vel = p2.rootVelocity;
if (p1 != null && p1.IsPhysical)
- vel -= p1.Velocity;
+ vel -= p1.rootVelocity;
contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
- switch ((ActorTypes)p2.PhysicsActorType)
+ switch ((ActorTypes)p1.PhysicsActorType)
{
case ActorTypes.Agent:
- cc2 = (OdeCharacter)p2;
-
- // obj1LocalID = cc2.m_localID;
- switch ((ActorTypes)p1.PhysicsActorType)
+ case ActorTypes.Prim:
+ {
+ switch ((ActorTypes)p2.PhysicsActorType)
{
case ActorTypes.Agent:
- cc1 = (OdeCharacter)p1;
- obj2LocalID = cc1.LocalID;
- cc1.AddCollisionEvent(cc2.LocalID, contact);
- break;
-
case ActorTypes.Prim:
- if (p1 is OdePrim)
+ if (p2events)
{
- cp1 = (OdePrim) p1;
- obj2LocalID = cp1.LocalID;
- cp1.AddCollisionEvent(cc2.LocalID, contact);
+ AddCollisionEventReporting(p2);
+ p2.AddCollisionEvent(p1.ParentActor.LocalID, contact);
}
+ obj2LocalID = p2.ParentActor.LocalID;
break;
case ActorTypes.Ground:
case ActorTypes.Unknown:
+ default:
obj2LocalID = 0;
break;
}
-
- cc2.AddCollisionEvent(obj2LocalID, contact);
+ if (p1events)
+ {
+ contact.SurfaceNormal = -contact.SurfaceNormal;
+ contact.RelativeSpeed = -contact.RelativeSpeed;
+ AddCollisionEventReporting(p1);
+ p1.AddCollisionEvent(obj2LocalID, contact);
+ }
break;
-
- case ActorTypes.Prim:
-
- if (p2 is OdePrim)
+ }
+ case ActorTypes.Ground:
+ case ActorTypes.Unknown:
+ default:
+ {
+ if (p2events && !p2.IsVolumeDtc)
{
- cp2 = (OdePrim) p2;
-
- // obj1LocalID = cp2.m_localID;
- switch ((ActorTypes) p1.PhysicsActorType)
- {
- case ActorTypes.Agent:
- if (p1 is OdeCharacter)
- {
- cc1 = (OdeCharacter) p1;
- obj2LocalID = cc1.LocalID;
- cc1.AddCollisionEvent(cp2.LocalID, contact);
- }
- break;
- case ActorTypes.Prim:
-
- if (p1 is OdePrim)
- {
- cp1 = (OdePrim) p1;
- obj2LocalID = cp1.LocalID;
- cp1.AddCollisionEvent(cp2.LocalID, contact);
- }
- break;
-
- case ActorTypes.Ground:
- case ActorTypes.Unknown:
- obj2LocalID = 0;
- break;
- }
-
- cp2.AddCollisionEvent(obj2LocalID, contact);
+ AddCollisionEventReporting(p2);
+ p2.AddCollisionEvent(0, contact);
}
break;
+ }
}
}
+
///
/// This is our collision testing routine in ODE
///
+ ///
private void collision_optimized()
{
- _perloopContact.Clear();
-
- foreach (OdeCharacter chr in _characters)
- {
- // Reset the collision values to false
- // since we don't know if we're colliding yet
- if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
- continue;
-
- chr.IsColliding = false;
- chr.CollidingGround = false;
- chr.CollidingObj = false;
-
- // Test the avatar's geometry for collision with the space
- // This will return near and the space that they are the closest to
- // And we'll run this again against the avatar and the space segment
- // This will return with a bunch of possible objects in the space segment
- // and we'll run it again on all of them.
+ lock (_characters)
+ {
try
{
- CollideSpaces(space, chr.Shell, IntPtr.Zero);
+ foreach (OdeCharacter chr in _characters)
+ {
+ if (chr == null)
+ continue;
+
+ chr.IsColliding = false;
+ // chr.CollidingGround = false; not done here
+ chr.CollidingObj = false;
+
+ if(chr.Body == IntPtr.Zero || chr.collider == IntPtr.Zero )
+ continue;
+
+ // do colisions with static space
+ d.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, nearCallback);
+
+ // no coll with gnd
+ }
+ // chars with chars
+ d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback);
+
}
catch (AccessViolationException)
{
- m_log.ErrorFormat("[ODE SCENE]: Unable to space collide {0}", PhysicsSceneName);
+ m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
}
-
- //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
- //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
- //{
- //chr.Position.Z = terrainheight + 10.0f;
- //forcedZ = true;
- //}
+
}
- if (CollectStats)
+ lock (_activeprims)
{
- m_tempAvatarCollisionsThisFrame = _perloopContact.Count;
- m_stats[ODEAvatarContactsStatsName] += m_tempAvatarCollisionsThisFrame;
+ foreach (OdePrim aprim in _activeprims)
+ {
+ aprim.CollisionScore = 0;
+ aprim.IsColliding = false;
+ }
}
-
- List removeprims = null;
- foreach (OdePrim chr in _activeprims)
+ lock (_activegroups)
{
- if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
+ try
{
- try
+ foreach (OdePrim aprim in _activegroups)
{
- lock (chr)
+ if(!aprim.m_outbounds && d.BodyIsEnabled(aprim.Body) &&
+ aprim.collide_geom != IntPtr.Zero)
{
- if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
- {
- CollideSpaces(space, chr.prim_geom, IntPtr.Zero);
- }
- else
- {
- if (removeprims == null)
- {
- removeprims = new List();
- }
- removeprims.Add(chr);
- m_log.Error(
- "[ODE SCENE]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
- }
+ d.SpaceCollide2(StaticSpace, aprim.collide_geom, IntPtr.Zero, nearCallback);
+ d.SpaceCollide2(GroundSpace, aprim.collide_geom, IntPtr.Zero, nearCallback);
}
}
- catch (AccessViolationException)
- {
- m_log.Error("[ODE SCENE]: Unable to space collide");
- }
}
- }
-
- if (CollectStats)
- m_stats[ODEPrimContactsStatName] += _perloopContact.Count - m_tempAvatarCollisionsThisFrame;
-
- if (removeprims != null)
- {
- foreach (OdePrim chr in removeprims)
+ catch (Exception e)
{
- _activeprims.Remove(chr);
+ m_log.Warn("[PHYSICS]: Unable to collide Active to Static: " + e.Message);
}
}
- }
-
- #endregion
- // Recovered for use by fly height. Kitto Flora
- internal float GetTerrainHeightAtXY(float x, float y)
- {
- IntPtr heightFieldGeom = IntPtr.Zero;
- int offsetX = 0;
- int offsetY = 0;
-
- if(RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
+ // colide active amoung them
+ try
{
- if (heightFieldGeom != IntPtr.Zero)
- {
- if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
- {
-
- int index;
-
-
- if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
- (int)x < 0.001f || (int)y < 0.001f)
- return 0;
-
- x = x - offsetX + 1f;
- y = y - offsetY + 1f;
-
- // map is rotated
- index = (int)x * ((int)m_regionHeight + 3) + (int)y;
-
- if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
- {
- //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
- return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
- }
-
- else
- return 0f;
- }
- else
- {
- return 0f;
- }
-
- }
- else
- {
- return 0f;
- }
+ d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
+ }
+ catch (Exception e)
+ {
+ m_log.Warn("[PHYSICS]: Unable to collide in Active: " + e.Message);
+ }
+ // and with chars
+ try
+ {
+ d.SpaceCollide2(CharsSpace,ActiveSpace, IntPtr.Zero, nearCallback);
}
- else
+ catch (Exception e)
{
- return 0f;
+ m_log.Warn("[PHYSICS]: Unable to collide Active to Character: " + e.Message);
}
- }
-// End recovered. Kitto Flora
+ }
+ #endregion
///
/// Add actor to the list that should receive collision events in the simulate loop.
///
///
- internal void AddCollisionEventReporting(PhysicsActor obj)
+ public void AddCollisionEventReporting(PhysicsActor obj)
{
-// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID);
-
- lock (m_collisionEventActorsChanges)
- m_collisionEventActorsChanges[obj.LocalID] = obj;
+ if (!_collisionEventPrim.Contains(obj))
+ _collisionEventPrim.Add(obj);
}
///
/// Remove actor from the list that should receive collision events in the simulate loop.
///
///
- internal void RemoveCollisionEventReporting(PhysicsActor obj)
- {
-// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID);
-
- lock (m_collisionEventActorsChanges)
- m_collisionEventActorsChanges[obj.LocalID] = null;
- }
-
- #region Add/Remove Entities
-
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
- {
- d.AllocateODEDataForThread(0);
-
- OdeCharacter newAv
- = new OdeCharacter(
- avName, this, position, velocity, size, avPIDD, avPIDP,
- avCapRadius, avStandupTensor, avDensity,
- avMovementDivisorWalk, avMovementDivisorRun);
-
- newAv.Flying = isFlying;
- newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
- newAv.m_avatarplanted = avplanted;
-
- return newAv;
- }
-
- public override void RemoveAvatar(PhysicsActor actor)
- {
-// m_log.DebugFormat(
-// "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2}",
-// actor.Name, actor.LocalID, Name);
-
- lock (OdeLock)
- {
- d.AllocateODEDataForThread(0);
-
- ((OdeCharacter) actor).Destroy();
- }
- }
-
- internal void AddCharacter(OdeCharacter chr)
- {
- chr.m_avatarplanted = avplanted;
- if (!_characters.Contains(chr))
- {
- _characters.Add(chr);
-
-// m_log.DebugFormat(
-// "[ODE SCENE]: Adding physics character {0} {1} to physics scene {2}. Count now {3}",
-// chr.Name, chr.LocalID, Name, _characters.Count);
-
- if (chr.bad)
- m_log.ErrorFormat("[ODE SCENE]: Added BAD actor {0} to characters list", chr.m_uuid);
- }
- else
- {
- m_log.ErrorFormat(
- "[ODE SCENE]: Tried to add character {0} {1} but they are already in the set!",
- chr.Name, chr.LocalID);
- }
- }
-
- internal void RemoveCharacter(OdeCharacter chr)
- {
- if (_characters.Contains(chr))
- {
- _characters.Remove(chr);
-
-// m_log.DebugFormat(
-// "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2}. Count now {3}",
-// chr.Name, chr.LocalID, Name, _characters.Count);
- }
- else
- {
- m_log.ErrorFormat(
- "[ODE SCENE]: Tried to remove character {0} {1} but they are not in the list!",
- chr.Name, chr.LocalID);
- }
- }
-
- private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
- PrimitiveBaseShape pbs, bool isphysical, uint localID)
+ public void RemoveCollisionEventReporting(PhysicsActor obj)
{
- Vector3 pos = position;
- Vector3 siz = size;
- Quaternion rot = rotation;
-
-
- OdePrim newPrim;
- lock (OdeLock)
+ lock(_collisionEventPrimRemove)
{
- d.AllocateODEDataForThread(0);
- newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical);
-
- lock (_prims)
- _prims.Add(newPrim);
+ if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
+ _collisionEventPrimRemove.Add(obj);
}
- newPrim.LocalID = localID;
- return newPrim;
- }
-
- ///
- /// Make this prim subject to physics.
- ///
- ///
- internal void ActivatePrim(OdePrim prim)
- {
- // adds active prim.. (ones that should be iterated over in collisions_optimized
- if (!_activeprims.Contains(prim))
- _activeprims.Add(prim);
- //else
- // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
- }
-
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
- {
-// m_log.DebugFormat("[ODE SCENE]: Adding physics prim {0} {1} to physics scene {2}", primName, localid, Name);
-
- return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
}
public override float TimeDilation
@@ -1824,362 +1235,133 @@ namespace OpenSim.Region.PhysicsModule.ODE
public override bool SupportsNINJAJoints
{
- get { return m_NINJA_physics_joints_enabled; }
- }
-
- // internal utility function: must be called within a lock (OdeLock)
- private void InternalAddActiveJoint(PhysicsJoint joint)
- {
- activeJoints.Add(joint);
- SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
+ get { return false; }
}
- // internal utility function: must be called within a lock (OdeLock)
- private void InternalAddPendingJoint(OdePhysicsJoint joint)
- {
- pendingJoints.Add(joint);
- SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
- }
+ #region Add/Remove Entities
- // internal utility function: must be called within a lock (OdeLock)
- private void InternalRemovePendingJoint(PhysicsJoint joint)
+ public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
- pendingJoints.Remove(joint);
- SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
+ return null;
}
- // internal utility function: must be called within a lock (OdeLock)
- private void InternalRemoveActiveJoint(PhysicsJoint joint)
+ public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
{
- activeJoints.Remove(joint);
- SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
+ OdeCharacter newAv = new OdeCharacter(localID, avName, this, position,
+ size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
+ newAv.Flying = isFlying;
+ newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
+
+ return newAv;
}
- public override void DumpJointInfo()
+ public void AddCharacter(OdeCharacter chr)
{
- string hdr = "[NINJA] JOINTINFO: ";
- foreach (PhysicsJoint j in pendingJoints)
- {
- m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
- }
- m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
- foreach (string jointName in SOPName_to_pendingJoint.Keys)
- {
- m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
- }
- m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
- foreach (PhysicsJoint j in activeJoints)
+ lock (_characters)
{
- m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
- }
- m_log.Debug(hdr + activeJoints.Count + " total active joints");
- foreach (string jointName in SOPName_to_activeJoint.Keys)
- {
- m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
- }
- m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
-
- m_log.Debug(hdr + " Per-body joint connectivity information follows.");
- m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
- foreach (string actorName in joints_connecting_actor.Keys)
- {
- m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
- foreach (PhysicsJoint j in joints_connecting_actor[actorName])
+ if (!_characters.Contains(chr))
{
- m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
+ _characters.Add(chr);
+ if (chr.bad)
+ m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
}
- m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
}
}
- public override void RequestJointDeletion(string ObjectNameInScene)
+ public void RemoveCharacter(OdeCharacter chr)
{
- lock (externalJointRequestsLock)
+ lock (_characters)
{
- if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
+ if (_characters.Contains(chr))
{
- requestedJointsToBeDeleted.Add(ObjectNameInScene);
+ _characters.Remove(chr);
}
}
}
- private void DeleteRequestedJoints()
+ public void BadCharacter(OdeCharacter chr)
{
- List myRequestedJointsToBeDeleted;
- lock (externalJointRequestsLock)
+ lock (_badCharacter)
{
- // make a local copy of the shared list for processing (threading issues)
- myRequestedJointsToBeDeleted = new List(requestedJointsToBeDeleted);
- }
-
- foreach (string jointName in myRequestedJointsToBeDeleted)
- {
- lock (OdeLock)
- {
- //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
- if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
- {
- OdePhysicsJoint joint = null;
- if (SOPName_to_activeJoint.ContainsKey(jointName))
- {
- joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
- InternalRemoveActiveJoint(joint);
- }
- else if (SOPName_to_pendingJoint.ContainsKey(jointName))
- {
- joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
- InternalRemovePendingJoint(joint);
- }
-
- if (joint != null)
- {
- //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
- for (int iBodyName = 0; iBodyName < 2; iBodyName++)
- {
- string bodyName = joint.BodyNames[iBodyName];
- if (bodyName != "NULL")
- {
- joints_connecting_actor[bodyName].Remove(joint);
- if (joints_connecting_actor[bodyName].Count == 0)
- {
- joints_connecting_actor.Remove(bodyName);
- }
- }
- }
-
- DoJointDeactivated(joint);
- if (joint.jointID != IntPtr.Zero)
- {
- d.JointDestroy(joint.jointID);
- joint.jointID = IntPtr.Zero;
- //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
- }
- else
- {
- //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
- }
- }
- else
- {
- // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
- }
- }
- else
- {
- // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
- }
- }
- }
-
- // remove processed joints from the shared list
- lock (externalJointRequestsLock)
- {
- foreach (string jointName in myRequestedJointsToBeDeleted)
- {
- requestedJointsToBeDeleted.Remove(jointName);
- }
+ if (!_badCharacter.Contains(chr))
+ _badCharacter.Add(chr);
}
}
- // for pending joints we don't know if their associated bodies exist yet or not.
- // the joint is actually created during processing of the taints
- private void CreateRequestedJoints()
+ public override void RemoveAvatar(PhysicsActor actor)
{
- List myRequestedJointsToBeCreated;
- lock (externalJointRequestsLock)
- {
- // make a local copy of the shared list for processing (threading issues)
- myRequestedJointsToBeCreated = new List(requestedJointsToBeCreated);
- }
-
- foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
- {
- lock (OdeLock)
- {
- if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
- {
- DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
- continue;
- }
- if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
- {
- DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
- continue;
- }
-
- InternalAddPendingJoint(joint as OdePhysicsJoint);
-
- if (joint.BodyNames.Count >= 2)
- {
- for (int iBodyName = 0; iBodyName < 2; iBodyName++)
- {
- string bodyName = joint.BodyNames[iBodyName];
- if (bodyName != "NULL")
- {
- if (!joints_connecting_actor.ContainsKey(bodyName))
- {
- joints_connecting_actor.Add(bodyName, new List());
- }
- joints_connecting_actor[bodyName].Add(joint);
- }
- }
- }
- }
- }
-
- // remove processed joints from shared list
- lock (externalJointRequestsLock)
+ //m_log.Debug("[PHYSICS]:ODELOCK");
+ lock (OdeLock)
{
- foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
- {
- requestedJointsToBeCreated.Remove(joint);
- }
+ d.AllocateODEDataForThread(0);
+ ((OdeCharacter) actor).Destroy();
}
}
- ///
- /// Add a request for joint creation.
- ///
- ///
- /// this joint will just be added to a waiting list that is NOT processed during the main
- /// Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
- ///
- ///
- ///
- ///
- ///
- ///
- ///
- ///
- ///
- ///
- public override PhysicsJoint RequestJointCreation(
- string objectNameInScene, PhysicsJointType jointType, Vector3 position,
- Quaternion rotation, string parms, List bodyNames, string trackedBodyName, Quaternion localRotation)
- {
- OdePhysicsJoint joint = new OdePhysicsJoint();
- joint.ObjectNameInScene = objectNameInScene;
- joint.Type = jointType;
- joint.Position = position;
- joint.Rotation = rotation;
- joint.RawParams = parms;
- joint.BodyNames = new List(bodyNames);
- joint.TrackedBodyName = trackedBodyName;
- joint.LocalRotation = localRotation;
- joint.jointID = IntPtr.Zero;
- joint.ErrorMessageCount = 0;
- lock (externalJointRequestsLock)
+ public void addActivePrim(OdePrim activatePrim)
+ {
+ // adds active prim..
+ lock (_activeprims)
{
- if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
- {
- requestedJointsToBeCreated.Add(joint);
- }
+ if (!_activeprims.Contains(activatePrim))
+ _activeprims.Add(activatePrim);
}
-
- return joint;
}
- private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
+ public void addActiveGroups(OdePrim activatePrim)
{
- //m_log.Debug("RemoveAllJointsConnectedToActor: start");
- if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
+ lock (_activegroups)
{
- List jointsToRemove = new List();
- //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
- foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
- {
- jointsToRemove.Add(j);
- }
- foreach (PhysicsJoint j in jointsToRemove)
- {
- //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
- RequestJointDeletion(j.ObjectNameInScene);
- //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
- j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
- }
+ if (!_activegroups.Contains(activatePrim))
+ _activegroups.Add(activatePrim);
}
}
- public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
+ private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
+ PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
{
- //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
+ OdePrim newPrim;
lock (OdeLock)
{
- //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
- RemoveAllJointsConnectedToActor(actor);
+
+ newPrim = new OdePrim(name, this, position, size, rotation, pbs, isphysical, isPhantom, shapeType, localID);
}
+ return newPrim;
}
- // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
- public override Vector3 GetJointAnchor(PhysicsJoint joint)
+ public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
+ Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
{
- Debug.Assert(joint.IsInPhysicsEngine);
- d.Vector3 pos = new d.Vector3();
+ return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, 0 , localid);
+ }
- if (!(joint is OdePhysicsJoint))
- {
- DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
- }
- else
- {
- OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
- switch (odeJoint.Type)
- {
- case PhysicsJointType.Ball:
- d.JointGetBallAnchor(odeJoint.jointID, out pos);
- break;
- case PhysicsJointType.Hinge:
- d.JointGetHingeAnchor(odeJoint.jointID, out pos);
- break;
- }
- }
- return new Vector3(pos.X, pos.Y, pos.Z);
+
+ public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
+ Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
+ {
+ return AddPrim(primName, position, size, rotation, pbs, isPhysical,false, 0, localid);
}
- ///
- /// Get joint axis.
- ///
- ///
- /// normally called from within OnJointMoved, which is called from within a lock (OdeLock)
- /// WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
- /// appears to be unreliable. Fortunately we can compute the joint axis ourselves by
- /// keeping track of the joint's original orientation relative to one of the involved bodies.
- ///
- ///
- ///
- public override Vector3 GetJointAxis(PhysicsJoint joint)
+ public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
+ Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
{
- Debug.Assert(joint.IsInPhysicsEngine);
- d.Vector3 axis = new d.Vector3();
+ return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
+ }
- if (!(joint is OdePhysicsJoint))
+ public void remActivePrim(OdePrim deactivatePrim)
+ {
+ lock (_activeprims)
{
- DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
+ _activeprims.Remove(deactivatePrim);
}
- else
- {
- OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
- switch (odeJoint.Type)
- {
- case PhysicsJointType.Ball:
- DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
- break;
- case PhysicsJointType.Hinge:
- d.JointGetHingeAxis(odeJoint.jointID, out axis);
- break;
- }
- }
- return new Vector3(axis.X, axis.Y, axis.Z);
}
-
- ///
- /// Stop this prim being subject to physics
- ///
- ///
- internal void DeactivatePrim(OdePrim prim)
+ public void remActiveGroup(OdePrim deactivatePrim)
{
- _activeprims.Remove(prim);
+ lock (_activegroups)
+ {
+ _activegroups.Remove(deactivatePrim);
+ }
}
public override void RemovePrim(PhysicsActor prim)
@@ -2188,434 +1370,200 @@ namespace OpenSim.Region.PhysicsModule.ODE
// removed in the next physics simulate pass.
if (prim is OdePrim)
{
- lock (OdeLock)
+// lock (OdeLock)
{
- OdePrim p = (OdePrim) prim;
-
+
+ OdePrim p = (OdePrim)prim;
p.setPrimForRemoval();
- AddPhysicsActorTaint(prim);
}
}
}
- ///
- /// This is called from within simulate but outside the locked portion
- /// We need to do our own locking here
- /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
- /// Simulate() -- justincc).
- ///
- /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
- ///
- /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
- /// that the space was using.
- ///
- ///
- internal void RemovePrimThreadLocked(OdePrim prim)
+ public void RemovePrimThreadLocked(OdePrim prim)
{
-// m_log.DebugFormat("[ODE SCENE]: Removing physical prim {0} {1}", prim.Name, prim.LocalID);
-
+ //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
lock (prim)
{
- RemoveCollisionEventReporting(prim);
-
- if (prim.prim_geom != IntPtr.Zero)
- {
- prim.ResetTaints();
-
- if (prim.IsPhysical)
- {
- prim.disableBody();
- if (prim.childPrim)
- {
- prim.childPrim = false;
- prim.Body = IntPtr.Zero;
- prim.m_disabled = true;
- prim.IsPhysical = false;
- }
-
-
- }
- prim.m_targetSpace = IntPtr.Zero;
- if (!prim.RemoveGeom())
- m_log.Warn("[ODE SCENE]: Unable to remove prim from physics scene");
-
- lock (_prims)
- _prims.Remove(prim);
-
-
- if (SupportsNINJAJoints)
- RemoveAllJointsConnectedToActorThreadLocked(prim);
- }
+// RemoveCollisionEventReporting(prim);
+ lock (_prims)
+ _prims.Remove(prim.LocalID);
}
- }
- #endregion
+ }
- #region Space Separation Calculation
+ public void addToPrims(OdePrim prim)
+ {
+ lock (_prims)
+ _prims[prim.LocalID] = prim;
+ }
- ///
- /// Takes a space pointer and zeros out the array we're using to hold the spaces
- ///
- ///
- private void resetSpaceArrayItemToZero(IntPtr pSpace)
+ public OdePrim getPrim(uint id)
{
- for (int x = 0; x < staticPrimspace.GetLength(0); x++)
+ lock (_prims)
{
- for (int y = 0; y < staticPrimspace.GetLength(1); y++)
- {
- if (staticPrimspace[x, y] == pSpace)
- staticPrimspace[x, y] = IntPtr.Zero;
- }
+ if(_prims.ContainsKey(id))
+ return _prims[id];
+ else
+ return null;
}
}
-// private void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
-// {
-// staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
-// }
-
- ///
- /// Called when a static prim moves. Allocates a space for the prim based on its position
- ///
- /// the pointer to the geom that moved
- /// the position that the geom moved to
- /// a pointer to the space it was in before it was moved.
- /// a pointer to the new space it's in
- internal IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
+ public bool havePrim(OdePrim prm)
{
- // Called from setting the Position and Size of an ODEPrim so
- // it's already in locked space.
-
- // we don't want to remove the main space
- // we don't need to test physical here because this function should
- // never be called if the prim is physical(active)
+ lock (_prims)
+ return _prims.ContainsKey(prm.LocalID);
+ }
- // All physical prim end up in the root space
- //Thread.Sleep(20);
- if (currentspace != space)
+ public void changePrimID(OdePrim prim,uint oldID)
+ {
+ lock (_prims)
{
- //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
- //if (currentspace == IntPtr.Zero)
- //{
- //int adfadf = 0;
- //}
- if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
- {
- if (d.GeomIsSpace(currentspace))
- {
-// waitForSpaceUnlock(currentspace);
- d.SpaceRemove(currentspace, geom);
- }
- else
- {
- m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" + currentspace +
- " Geom:" + geom);
- }
- }
- else
- {
- IntPtr sGeomIsIn = d.GeomGetSpace(geom);
- if (sGeomIsIn != IntPtr.Zero)
- {
- if (d.GeomIsSpace(currentspace))
- {
-// waitForSpaceUnlock(sGeomIsIn);
- d.SpaceRemove(sGeomIsIn, geom);
- }
- else
- {
- m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" +
- sGeomIsIn + " Geom:" + geom);
- }
- }
- }
-
- //If there are no more geometries in the sub-space, we don't need it in the main space anymore
- if (d.SpaceGetNumGeoms(currentspace) == 0)
- {
- if (currentspace != IntPtr.Zero)
- {
- if (d.GeomIsSpace(currentspace))
- {
- d.SpaceRemove(space, currentspace);
- // free up memory used by the space.
-
- resetSpaceArrayItemToZero(currentspace);
- }
- else
- {
- m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" +
- currentspace + " Geom:" + geom);
- }
- }
- }
+ if(_prims.ContainsKey(oldID))
+ _prims.Remove(oldID);
+ _prims[prim.LocalID] = prim;
}
- else
+ }
+
+ public bool haveActor(PhysicsActor actor)
+ {
+ if (actor is OdePrim)
{
- // this is a physical object that got disabled. ;.;
- if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
- {
- if (d.SpaceQuery(currentspace, geom))
- {
- if (d.GeomIsSpace(currentspace))
- {
-// waitForSpaceUnlock(currentspace);
- d.SpaceRemove(currentspace, geom);
- }
- else
- {
- m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" +
- currentspace + " Geom:" + geom);
- }
- }
- else
- {
- IntPtr sGeomIsIn = d.GeomGetSpace(geom);
- if (sGeomIsIn != IntPtr.Zero)
- {
- if (d.GeomIsSpace(sGeomIsIn))
- {
-// waitForSpaceUnlock(sGeomIsIn);
- d.SpaceRemove(sGeomIsIn, geom);
- }
- else
- {
- m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" +
- sGeomIsIn + " Geom:" + geom);
- }
- }
- }
- }
+ lock (_prims)
+ return _prims.ContainsKey(((OdePrim)actor).LocalID);
}
-
- // The routines in the Position and Size sections do the 'inserting' into the space,
- // so all we have to do is make sure that the space that we're putting the prim into
- // is in the 'main' space.
- int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
- IntPtr newspace = calculateSpaceForGeom(pos);
-
- if (newspace == IntPtr.Zero)
+ else if (actor is OdeCharacter)
{
- newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
- d.HashSpaceSetLevels(newspace, HashspaceLow, HashspaceHigh);
+ lock (_characters)
+ return _characters.Contains((OdeCharacter)actor);
}
-
- return newspace;
+ return false;
}
- ///
- /// Creates a new space at X Y
- ///
- ///
- ///
- /// A pointer to the created space
- internal IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
- {
- // creating a new space for prim and inserting it into main space.
- staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
- d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
-// waitForSpaceUnlock(space);
- d.SpaceSetSublevel(space, 1);
- d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
-
- return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
- }
+ #endregion
- ///
- /// Calculates the space the prim should be in by its position
- ///
- ///
- /// a pointer to the space. This could be a new space or reused space.
- internal IntPtr calculateSpaceForGeom(Vector3 pos)
- {
- int[] xyspace = calculateSpaceArrayItemFromPos(pos);
- //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
- return staticPrimspace[xyspace[0], xyspace[1]];
- }
+ #region Space Separation Calculation
///
- /// Holds the space allocation logic
+ /// Called when a static prim moves or becomes static
+ /// Places the prim in a space one the static sub-spaces grid
///
- ///
- /// an array item based on the position
- internal int[] calculateSpaceArrayItemFromPos(Vector3 pos)
+ /// the pointer to the geom that moved
+ /// the position that the geom moved to
+ /// a pointer to the space it was in before it was moved.
+ /// a pointer to the new space it's in
+ public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
{
- int[] returnint = new int[2];
+ // moves a prim into another static sub-space or from another space into a static sub-space
- returnint[0] = (int) (pos.X * spacesPerMeterX);
-
- if (returnint[0] > spaceGridMaxX)
- returnint[0] = spaceGridMaxX;
- if (returnint[0] < 0)
- returnint[0] = 0;
-
- returnint[1] = (int)(pos.Y * spacesPerMeterY);
- if (returnint[1] > spaceGridMaxY)
- returnint[1] = spaceGridMaxY;
- if (returnint[1] < 0)
- returnint[1] = 0;
-
- return returnint;
- }
-
- #endregion
+ // Called ODEPrim so
+ // it's already in locked space.
- ///
- /// Routine to figure out if we need to mesh this prim with our mesher
- ///
- ///
- ///
- internal bool needsMeshing(PrimitiveBaseShape pbs)
- {
- // most of this is redundant now as the mesher will return null if it cant mesh a prim
- // but we still need to check for sculptie meshing being enabled so this is the most
- // convenient place to do it for now...
+ if (geom == IntPtr.Zero) // shouldn't happen
+ return IntPtr.Zero;
- // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
- // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
- int iPropertiesNotSupportedDefault = 0;
+ // get the static sub-space for current position
+ IntPtr newspace = calculateSpaceForGeom(pos);
- if (pbs.SculptEntry && !meshSculptedPrim)
- {
-#if SPAM
- m_log.Warn("NonMesh");
-#endif
- return false;
- }
+ if (newspace == currentspace) // if we are there all done
+ return newspace;
- // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
- if (!forceSimplePrimMeshing && !pbs.SculptEntry)
+ // else remove it from its current space
+ if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
{
- if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
- || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
- && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
+ if (d.GeomIsSpace(currentspace))
{
+ waitForSpaceUnlock(currentspace);
+ d.SpaceRemove(currentspace, geom);
- if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
- && pbs.ProfileHollow == 0
- && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
- && pbs.PathBegin == 0 && pbs.PathEnd == 0
- && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
- && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
- && pbs.PathShearX == 0 && pbs.PathShearY == 0)
+ if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
{
-#if SPAM
- m_log.Warn("NonMesh");
-#endif
- return false;
+ d.SpaceDestroy(currentspace);
}
}
+ else
+ {
+ m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
+ " Geom:" + geom);
+ }
}
+ else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
+ {
+ currentspace = d.GeomGetSpace(geom);
+ if (currentspace != IntPtr.Zero)
+ {
+ if (d.GeomIsSpace(currentspace))
+ {
+ waitForSpaceUnlock(currentspace);
+ d.SpaceRemove(currentspace, geom);
- if (pbs.ProfileHollow != 0)
- iPropertiesNotSupportedDefault++;
-
- if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
- iPropertiesNotSupportedDefault++;
+ if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
+ {
+ d.SpaceDestroy(currentspace);
+ }
- if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
- iPropertiesNotSupportedDefault++;
+ }
+ }
+ }
- if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
- iPropertiesNotSupportedDefault++;
+ // put the geom in the newspace
+ waitForSpaceUnlock(newspace);
+ d.SpaceAdd(newspace, geom);
- if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
- iPropertiesNotSupportedDefault++;
+ // let caller know this newspace
+ return newspace;
+ }
- if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
- iPropertiesNotSupportedDefault++;
+ ///
+ /// Calculates the space the prim should be in by its position
+ ///
+ ///
+ /// a pointer to the space. This could be a new space or reused space.
+ public IntPtr calculateSpaceForGeom(Vector3 pos)
+ {
+ int x, y;
- if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
- iPropertiesNotSupportedDefault++;
+ if (pos.X < 0)
+ return staticPrimspaceOffRegion[0];
- if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
- iPropertiesNotSupportedDefault++;
+ if (pos.Y < 0)
+ return staticPrimspaceOffRegion[2];
- if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
- iPropertiesNotSupportedDefault++;
+ x = (int)(pos.X * spacesPerMeterX);
+ if (x > spaceGridMaxX)
+ return staticPrimspaceOffRegion[1];
+
+ y = (int)(pos.Y * spacesPerMeterY);
+ if (y > spaceGridMaxY)
+ return staticPrimspaceOffRegion[3];
- // test for torus
- if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
- {
- if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Straight)
- {
- iPropertiesNotSupportedDefault++;
- }
+ return staticPrimspace[x, y];
+ }
+
+ #endregion
- // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
- else if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Straight)
- {
- iPropertiesNotSupportedDefault++;
- }
- else if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- if (pbs.SculptEntry && meshSculptedPrim)
- iPropertiesNotSupportedDefault++;
+ ///
+ /// Called to queue a change to a actor
+ /// to use in place of old taint mechanism so changes do have a time sequence
+ ///
- if (iPropertiesNotSupportedDefault == 0)
- {
-#if SPAM
- m_log.Warn("NonMesh");
-#endif
- return false;
- }
-#if SPAM
- m_log.Debug("Mesh");
-#endif
- return true;
+ public void AddChange(PhysicsActor actor, changes what, Object arg)
+ {
+ ODEchangeitem item = new ODEchangeitem();
+ item.actor = actor;
+ item.what = what;
+ item.arg = arg;
+ ChangesQueue.Enqueue(item);
}
///
/// Called after our prim properties are set Scale, position etc.
- ///
- ///
/// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
/// This assures us that we have no race conditions
- ///
- ///
- public override void AddPhysicsActorTaint(PhysicsActor actor)
+ ///
+ ///
+ public override void AddPhysicsActorTaint(PhysicsActor prim)
{
- if (actor is OdePrim)
- {
- OdePrim taintedprim = ((OdePrim)actor);
- lock (_taintedPrims)
- _taintedPrims.Add(taintedprim);
- }
- else if (actor is OdeCharacter)
- {
- OdeCharacter taintedchar = ((OdeCharacter)actor);
- lock (_taintedActors)
- {
- _taintedActors.Add(taintedchar);
- if (taintedchar.bad)
- m_log.ErrorFormat("[ODE SCENE]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
- }
- }
}
// does all pending changes generated during region load process
@@ -2625,319 +1573,315 @@ namespace OpenSim.Region.PhysicsModule.ODE
{
if (world == IntPtr.Zero)
{
- _taintedPrims.Clear();;
+ ChangesQueue.Clear();
return;
}
+ d.AllocateODEDataForThread(~0U);
+
+ ODEchangeitem item;
+
int donechanges = 0;
- if (_taintedPrims.Count > 0)
+ if (ChangesQueue.Count > 0)
{
-
- m_log.InfoFormat("[Ode] start processing pending actor operations");
+ m_log.InfoFormat("[ubOde] start processing pending actor operations");
int tstart = Util.EnvironmentTickCount();
- d.AllocateODEDataForThread(0);
-
- lock (_taintedPrims)
+ while (ChangesQueue.Dequeue(out item))
{
- foreach (OdePrim prim in _taintedPrims)
+ if (item.actor != null)
{
- if (prim.m_taintremove)
- RemovePrimThreadLocked(prim);
- else
- prim.ProcessTaints();
-
- prim.m_collisionscore = 0;
- donechanges++;
+ try
+ {
+ if (item.actor is OdeCharacter)
+ ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
+ else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
+ RemovePrimThreadLocked((OdePrim)item.actor);
+ }
+ catch
+ {
+ m_log.WarnFormat("[PHYSICS]: Operation failed for a actor {0} {1}",
+ item.actor.Name, item.what.ToString());
+ }
}
- _taintedPrims.Clear();
+ donechanges++;
}
-
int time = Util.EnvironmentTickCountSubtract(tstart);
- m_log.InfoFormat("[Ode] finished {0} operations in {1}ms", donechanges, time);
+ m_log.InfoFormat("[ubOde] finished {0} operations in {1}ms", donechanges, time);
}
- m_log.InfoFormat("[Ode] {0} prim actors loaded",_prims.Count);
+ m_log.InfoFormat("[ubOde] {0} prim actors loaded",_prims.Count);
}
}
-
///
/// This is our main simulate loop
- ///
- ///
/// It's thread locked by a Mutex in the scene.
/// It holds Collisions, it instructs ODE to step through the physical reactions
/// It moves the objects around in memory
/// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
- ///
+ ///
///
- /// The number of frames simulated over that period.
- public override float Simulate(float timeStep)
+ ///
+ public override float Simulate(float reqTimeStep)
{
- if (!_worldInitialized)
- return 1.0f;
+ DateTime now = DateTime.UtcNow;
+ TimeSpan timedif = now - m_lastframe;
+ float timeStep = (float)timedif.TotalSeconds;
+ m_lastframe = now;
+
+ // acumulate time so we can reduce error
+ step_time += timeStep;
- int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0;
- int tempTick = 0, tempTick2 = 0;
+ if (step_time < HalfOdeStep)
+ return 0;
- if (framecount >= int.MaxValue)
+ if (framecount < 0)
framecount = 0;
framecount++;
+// checkThread();
+ int nodeframes = 0;
float fps = 0;
- step_time += timeStep;
-
- float HalfOdeStep = ODE_STEPSIZE * 0.5f;
- if (step_time < HalfOdeStep)
- return 0;
-
-
- // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential
- // deadlock if the collision event tries to lock something else later on which is already locked by a
- // caller that is adding or removing the collision event.
- lock (m_collisionEventActorsChanges)
+ lock (SimulationLock)
+ lock(OdeLock)
{
- foreach (KeyValuePair kvp in m_collisionEventActorsChanges)
+ if (world == IntPtr.Zero)
{
- if (kvp.Value == null)
- m_collisionEventActors.Remove(kvp.Key);
- else
- m_collisionEventActors[kvp.Key] = kvp.Value;
+ ChangesQueue.Clear();
+ return 0;
}
- m_collisionEventActorsChanges.Clear();
- }
-
- if (SupportsNINJAJoints)
- {
- DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
- CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
- }
-
-
- lock (OdeLock)
- {
+ ODEchangeitem item;
+
+// d.WorldSetQuickStepNumIterations(world, curphysiteractions);
+
+ int loopstartMS = Util.EnvironmentTickCount();
+ int looptimeMS = 0;
+ int changestimeMS = 0;
+ int maxChangestime = (int)(reqTimeStep * 500f); // half the time
+ int maxLoopTime = (int)(reqTimeStep * 1200f); // 1.2 the time
+
d.AllocateODEDataForThread(~0U);
-
- while (step_time > HalfOdeStep)
+
+ if (ChangesQueue.Count > 0)
{
- try
+ while (ChangesQueue.Dequeue(out item))
{
- if (CollectStats)
- tempTick = Util.EnvironmentTickCount();
-
- lock (_taintedActors)
- {
- foreach (OdeCharacter character in _taintedActors)
- character.ProcessTaints();
-
- _taintedActors.Clear();
- }
-
- if (CollectStats)
- {
- tempTick2 = Util.EnvironmentTickCount();
- m_stats[ODEAvatarTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
- tempTick = tempTick2;
- }
-
- lock (_taintedPrims)
+ if (item.actor != null)
{
- foreach (OdePrim prim in _taintedPrims)
+ try
{
- if (prim.m_taintremove)
- {
-// Console.WriteLine("Simulate calls RemovePrimThreadLocked for {0}", prim.Name);
- RemovePrimThreadLocked(prim);
- }
- else
- {
-// Console.WriteLine("Simulate calls ProcessTaints for {0}", prim.Name);
- prim.ProcessTaints();
- }
-
- prim.m_collisionscore = 0;
-
- // This loop can block up the Heartbeat for a very long time on large regions.
- // We need to let the Watchdog know that the Heartbeat is not dead
- // NOTE: This is currently commented out, but if things like OAR loading are
- // timing the heartbeat out we will need to uncomment it
- //Watchdog.UpdateThread();
+ if (item.actor is OdeCharacter)
+ ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
+ else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
+ RemovePrimThreadLocked((OdePrim)item.actor);
+ }
+ catch
+ {
+ m_log.WarnFormat("[PHYSICS]: doChange failed for a actor {0} {1}",
+ item.actor.Name, item.what.ToString());
}
-
- if (SupportsNINJAJoints)
- SimulatePendingNINJAJoints();
-
- _taintedPrims.Clear();
}
+ changestimeMS = Util.EnvironmentTickCountSubtract(loopstartMS);
+ if (changestimeMS > maxChangestime)
+ break;
+ }
+ }
- if (CollectStats)
- {
- tempTick2 = Util.EnvironmentTickCount();
- m_stats[ODEPrimTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
- tempTick = tempTick2;
- }
+ // do simulation taking at most 150ms total time including changes
+ while (step_time > HalfOdeStep)
+ {
+ try
+ {
+ // clear pointer/counter to contacts to pass into joints
+ m_global_contactcount = 0;
- // Move characters
- foreach (OdeCharacter actor in _characters)
- actor.Move(defects);
- if (defects.Count != 0)
+ // Move characters
+ lock (_characters)
{
- foreach (OdeCharacter actor in defects)
+ List defects = new List();
+ foreach (OdeCharacter actor in _characters)
{
- m_log.ErrorFormat(
- "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when moving",
- actor.Name, actor.LocalID, PhysicsSceneName);
-
- RemoveCharacter(actor);
- actor.DestroyOdeStructures();
+ if (actor != null)
+ actor.Move(defects);
+ }
+ if (defects.Count != 0)
+ {
+ foreach (OdeCharacter defect in defects)
+ {
+ RemoveCharacter(defect);
+ }
+ defects.Clear();
}
-
- defects.Clear();
- }
-
- if (CollectStats)
- {
- tempTick2 = Util.EnvironmentTickCount();
- m_stats[ODEAvatarForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
- tempTick = tempTick2;
}
// Move other active objects
- foreach (OdePrim prim in _activeprims)
- {
- prim.m_collisionscore = 0;
- prim.Move(timeStep);
- }
-
- if (CollectStats)
+ lock (_activegroups)
{
- tempTick2 = Util.EnvironmentTickCount();
- m_stats[ODEPrimForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
- tempTick = tempTick2;
+ foreach (OdePrim aprim in _activegroups)
+ {
+ aprim.Move();
+ }
}
-
+
m_rayCastManager.ProcessQueuedRequests();
- if (CollectStats)
- {
- tempTick2 = Util.EnvironmentTickCount();
- m_stats[ODERaycastingFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
- tempTick = tempTick2;
- }
-
collision_optimized();
+ List sleepers = new List();
- if (CollectStats)
- {
- tempTick2 = Util.EnvironmentTickCount();
- m_stats[ODEOtherCollisionFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
- tempTick = tempTick2;
- }
-
- foreach (PhysicsActor obj in m_collisionEventActors.Values)
+ foreach (PhysicsActor obj in _collisionEventPrim)
{
- // m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID);
+ if (obj == null)
+ continue;
switch ((ActorTypes)obj.PhysicsActorType)
{
case ActorTypes.Agent:
OdeCharacter cobj = (OdeCharacter)obj;
- cobj.AddCollisionFrameTime(100);
- cobj.SendCollisions();
+ cobj.SendCollisions((int)(odetimestepMS));
break;
case ActorTypes.Prim:
OdePrim pobj = (OdePrim)obj;
- pobj.SendCollisions();
+ if (!pobj.m_outbounds)
+ {
+ pobj.SendCollisions((int)(odetimestepMS));
+ if(pobj.Body != IntPtr.Zero && !pobj.m_isSelected &&
+ !pobj.m_disabled && !pobj.m_building &&
+ !d.BodyIsEnabled(pobj.Body))
+ sleepers.Add(pobj);
+ }
break;
}
}
-// if (m_global_contactcount > 0)
-// m_log.DebugFormat(
-// "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount);
+ foreach(OdePrim prm in sleepers)
+ prm.SleeperAddCollisionEvents();
+ sleepers.Clear();
- m_global_contactcount = 0;
-
- if (CollectStats)
+ lock(_collisionEventPrimRemove)
{
- tempTick2 = Util.EnvironmentTickCount();
- m_stats[ODECollisionNotificationFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
- tempTick = tempTick2;
+ foreach (PhysicsActor obj in _collisionEventPrimRemove)
+ _collisionEventPrim.Remove(obj);
+
+ _collisionEventPrimRemove.Clear();
}
- lock(SimulationLock)
- d.WorldQuickStep(world, ODE_STEPSIZE);
+ // do a ode simulation step
+ d.WorldQuickStep(world, ODE_STEPSIZE);
+ d.JointGroupEmpty(contactgroup);
+
+ // update managed ideia of physical data and do updates to core
+ /*
+ lock (_characters)
+ {
+ foreach (OdeCharacter actor in _characters)
+ {
+ if (actor != null)
+ {
+ if (actor.bad)
+ m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
- if (CollectStats)
- m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
+ actor.UpdatePositionAndVelocity();
+ }
+ }
+ }
+ */
- d.JointGroupEmpty(contactgroup);
+ lock (_activegroups)
+ {
+ {
+ foreach (OdePrim actor in _activegroups)
+ {
+ if (actor.IsPhysical)
+ {
+ actor.UpdatePositionAndVelocity(framecount);
+ }
+ }
+ }
+ }
}
catch (Exception e)
{
- m_log.ErrorFormat("[ODE SCENE]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
+ m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
+// ode.dunlock(world);
}
step_time -= ODE_STEPSIZE;
- fps += ODE_STEPSIZE;
- }
-
- if (CollectStats)
- tempTick = Util.EnvironmentTickCount();
-
- foreach (OdeCharacter actor in _characters)
- {
- if (actor.bad)
- m_log.ErrorFormat("[ODE SCENE]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
+ nodeframes++;
- actor.UpdatePositionAndVelocity(defects);
+ looptimeMS = Util.EnvironmentTickCountSubtract(loopstartMS);
+ if (looptimeMS > maxLoopTime)
+ break;
}
- if (defects.Count != 0)
+ lock (_badCharacter)
{
- foreach (OdeCharacter actor in defects)
+ if (_badCharacter.Count > 0)
{
- m_log.ErrorFormat(
- "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when updating position and velocity",
- actor.Name, actor.LocalID, PhysicsSceneName);
+ foreach (OdeCharacter chr in _badCharacter)
+ {
+ RemoveCharacter(chr);
+ }
- RemoveCharacter(actor);
- actor.DestroyOdeStructures();
+ _badCharacter.Clear();
}
-
- defects.Clear();
}
- if (CollectStats)
+ timedif = now - m_lastMeshExpire;
+
+ if (timedif.Seconds > 10)
{
- tempTick2 = Util.EnvironmentTickCount();
- m_stats[ODEAvatarUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
- tempTick = tempTick2;
+ mesher.ExpireReleaseMeshs();
+ m_lastMeshExpire = now;
}
- //if (timeStep < 0.2f)
+// information block for in debug breakpoint only
+/*
+ int ntopactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
+ int ntopstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
+ int ngroundgeoms = d.SpaceGetNumGeoms(GroundSpace);
+
+ int nactivegeoms = 0;
+ int nactivespaces = 0;
+
+ int nstaticgeoms = 0;
+ int nstaticspaces = 0;
+ IntPtr sp;
- foreach (OdePrim prim in _activeprims)
+ for (int i = 0; i < ntopactivegeoms; i++)
{
- if (prim.IsPhysical && (d.BodyIsEnabled(prim.Body) || !prim._zeroFlag))
+ sp = d.SpaceGetGeom(ActiveSpace, i);
+ if (d.GeomIsSpace(sp))
{
- prim.UpdatePositionAndVelocity();
-
- if (SupportsNINJAJoints)
- SimulateActorPendingJoints(prim);
+ nactivespaces++;
+ nactivegeoms += d.SpaceGetNumGeoms(sp);
}
+ else
+ nactivegeoms++;
}
- if (CollectStats)
- m_stats[ODEPrimUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
+ for (int i = 0; i < ntopstaticgeoms; i++)
+ {
+ sp = d.SpaceGetGeom(StaticSpace, i);
+ if (d.GeomIsSpace(sp))
+ {
+ nstaticspaces++;
+ nstaticgeoms += d.SpaceGetNumGeoms(sp);
+ }
+ else
+ nstaticgeoms++;
+ }
- //DumpJointInfo();
+ int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
+ int totgeoms = nstaticgeoms + nactivegeoms + ngroundgeoms + 1; // one ray
+ int nbodies = d.NTotalBodies;
+ int ngeoms = d.NTotalGeoms;
+*/
// Finished with all sim stepping. If requested, dump world state to file for debugging.
// TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
// TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
@@ -2956,291 +1900,303 @@ namespace OpenSim.Region.PhysicsModule.ODE
d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
}
+
+ fps = (float)nodeframes * ODE_STEPSIZE / reqTimeStep;
- latertickcount = Util.EnvironmentTickCountSubtract(tickCountFrameRun);
-
- // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
- // has a max of 100 ms to run theoretically.
- // If the main loop stalls, it calls Simulate later which makes the tick count ms larger.
- // If Physics stalls, it takes longer which makes the tick count ms larger.
-
- if (latertickcount < 100)
- {
+ if(step_time < HalfOdeStep)
m_timeDilation = 1.0f;
+ else if (step_time > m_SkipFramesAtms)
+ {
+ // if we lag too much skip frames
+ m_timeDilation = 0.0f;
+ step_time = 0;
+ m_lastframe = DateTime.UtcNow; // skip also the time lost
}
else
{
- m_timeDilation = 100f / latertickcount;
- //m_timeDilation = Math.Min((Math.Max(100 - (Util.EnvironmentTickCount() - tickCountFrameRun), 1) / 100f), 1.0f);
+ m_timeDilation = ODE_STEPSIZE / step_time;
+ if (m_timeDilation > 1)
+ m_timeDilation = 1;
}
-
- tickCountFrameRun = Util.EnvironmentTickCount();
-
- if (CollectStats)
- m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick);
}
- fps *= 1.0f/timeStep;
return fps;
}
///
- /// Simulate pending NINJA joints.
- ///
- ///
- /// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else.
- ///
- private void SimulatePendingNINJAJoints()
- {
- // Create pending joints, if possible
-
- // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
- // a joint requires specifying the body id of both involved bodies
- if (pendingJoints.Count > 0)
- {
- List successfullyProcessedPendingJoints = new List();
- //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
- foreach (PhysicsJoint joint in pendingJoints)
- {
- //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
- string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
- List jointBodies = new List();
- bool allJointBodiesAreReady = true;
- foreach (string jointParam in jointParams)
- {
- if (jointParam == "NULL")
- {
- //DoJointErrorMessage(joint, "attaching NULL joint to world");
- jointBodies.Add(IntPtr.Zero);
- }
- else
- {
- //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
- bool foundPrim = false;
- lock (_prims)
- {
- foreach (OdePrim prim in _prims) // FIXME: inefficient
- {
- if (prim.SOPName == jointParam)
- {
- //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
- if (prim.IsPhysical && prim.Body != IntPtr.Zero)
- {
- jointBodies.Add(prim.Body);
- foundPrim = true;
- break;
- }
- else
- {
- DoJointErrorMessage(joint, "prim name " + jointParam +
- " exists but is not (yet) physical; deferring joint creation. " +
- "IsPhysical property is " + prim.IsPhysical +
- " and body is " + prim.Body);
- foundPrim = false;
- break;
- }
- }
- }
- }
- if (foundPrim)
- {
- // all is fine
- }
- else
- {
- allJointBodiesAreReady = false;
- break;
- }
- }
- }
+ public override void GetResults()
+ {
+ }
+
+ public override bool IsThreaded
+ {
+ // for now we won't be multithreaded
+ get { return (false); }
+ }
+
+ public float GetTerrainHeightAtXY(float x, float y)
+ {
+ if (TerrainGeom == IntPtr.Zero)
+ return 0f;
+
+ if (TerrainHeightFieldHeight == null || TerrainHeightFieldHeight.Length == 0)
+ return 0f;
+
+ // TerrainHeightField for ODE as offset 1m
+ x += 1f;
+ y += 1f;
+
+ // make position fit into array
+ if (x < 0)
+ x = 0;
+ if (y < 0)
+ y = 0;
+
+ // integer indexs
+ int ix;
+ int iy;
+ // interpolators offset
+ float dx;
+ float dy;
+
+ int regsizeX = (int)m_regionWidth + 3; // map size see setterrain number of samples
+ int regsizeY = (int)m_regionHeight + 3; // map size see setterrain number of samples
+ int regsize = regsizeX;
+
+ if (m_OSOdeLib)
+ {
+ if (x < regsizeX - 1)
+ {
+ ix = (int)x;
+ dx = x - (float)ix;
+ }
+ else // out world use external height
+ {
+ ix = regsizeX - 2;
+ dx = 0;
+ }
+ if (y < regsizeY - 1)
+ {
+ iy = (int)y;
+ dy = y - (float)iy;
+ }
+ else
+ {
+ iy = regsizeY - 2;
+ dy = 0;
+ }
+ }
+ else
+ {
+ // we still have square fixed size regions
+ // also flip x and y because of how map is done for ODE fliped axis
+ // so ix,iy,dx and dy are inter exchanged
+
+ regsize = regsizeY;
+
+ if (x < regsizeX - 1)
+ {
+ iy = (int)x;
+ dy = x - (float)iy;
+ }
+ else // out world use external height
+ {
+ iy = regsizeX - 2;
+ dy = 0;
+ }
+ if (y < regsizeY - 1)
+ {
+ ix = (int)y;
+ dx = y - (float)ix;
+ }
+ else
+ {
+ ix = regsizeY - 2;
+ dx = 0;
+ }
+ }
- if (allJointBodiesAreReady)
- {
- //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
- if (jointBodies[0] == jointBodies[1])
+ float h0;
+ float h1;
+ float h2;
+
+ iy *= regsize;
+ iy += ix; // all indexes have iy + ix
+
+ float[] heights = TerrainHeightFieldHeight;
+ /*
+ if ((dx + dy) <= 1.0f)
{
- DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
+ h0 = ((float)heights[iy]); // 0,0 vertice
+ h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
+ h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
}
else
{
- switch (joint.Type)
- {
- case PhysicsJointType.Ball:
- {
- IntPtr odeJoint;
- //DoJointErrorMessage(joint, "ODE creating ball joint ");
- odeJoint = d.JointCreateBall(world, IntPtr.Zero);
- //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
- d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
- //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
- d.JointSetBallAnchor(odeJoint,
- joint.Position.X,
- joint.Position.Y,
- joint.Position.Z);
- //DoJointErrorMessage(joint, "ODE joint setting OK");
- //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
- //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
- //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
- //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
-
- if (joint is OdePhysicsJoint)
- {
- ((OdePhysicsJoint)joint).jointID = odeJoint;
- }
- else
- {
- DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
- }
- }
- break;
- case PhysicsJointType.Hinge:
- {
- IntPtr odeJoint;
- //DoJointErrorMessage(joint, "ODE creating hinge joint ");
- odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
- //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
- d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
- //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
- d.JointSetHingeAnchor(odeJoint,
- joint.Position.X,
- joint.Position.Y,
- joint.Position.Z);
- // We use the orientation of the x-axis of the joint's coordinate frame
- // as the axis for the hinge.
-
- // Therefore, we must get the joint's coordinate frame based on the
- // joint.Rotation field, which originates from the orientation of the
- // joint's proxy object in the scene.
-
- // The joint's coordinate frame is defined as the transformation matrix
- // that converts a vector from joint-local coordinates into world coordinates.
- // World coordinates are defined as the XYZ coordinate system of the sim,
- // as shown in the top status-bar of the viewer.
-
- // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
- // and use that as the hinge axis.
-
- //joint.Rotation.Normalize();
- Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
-
- // Now extract the X axis of the joint's coordinate frame.
-
- // Do not try to use proxyFrame.AtAxis or you will become mired in the
- // tar pit of transposed, inverted, and generally messed-up orientations.
- // (In other words, Matrix4.AtAxis() is borked.)
- // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
-
- // Instead, compute the X axis of the coordinate frame by transforming
- // the (1,0,0) vector. At least that works.
-
- //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
- Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
- //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
- //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
- d.JointSetHingeAxis(odeJoint,
- jointAxis.X,
- jointAxis.Y,
- jointAxis.Z);
- //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
- if (joint is OdePhysicsJoint)
- {
- ((OdePhysicsJoint)joint).jointID = odeJoint;
- }
- else
- {
- DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
- }
- }
- break;
- }
- successfullyProcessedPendingJoints.Add(joint);
+ h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
+ h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
+ h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
}
- }
- else
- {
- DoJointErrorMessage(joint, "joint could not yet be created; still pending");
- }
- }
+ */
+ h0 = ((float)heights[iy]); // 0,0 vertice
- foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
- {
- //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
- //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
- InternalRemovePendingJoint(successfullyProcessedJoint);
- //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
- InternalAddActiveJoint(successfullyProcessedJoint);
- //DoJointErrorMessage(successfullyProcessedJoint, "done");
- }
+ if (dy>dx)
+ {
+ iy += regsize;
+ h2 = (float)heights[iy]; // 0,1 vertice
+ h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
+ h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
}
+ else
+ {
+ iy++;
+ h2 = (float)heights[iy]; // vertice 1,0
+ h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
+ h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
+ }
+
+ return h0 + h1 + h2;
}
- ///
- /// Simulate the joint proxies of a NINJA actor.
- ///
- ///
- /// Called as part of the Simulate() loop if NINJA physics is active. Must only be called from there.
- ///
- ///
- private void SimulateActorPendingJoints(OdePrim actor)
+ public Vector3 GetTerrainNormalAtXY(float x, float y)
{
- // If an actor moved, move its joint proxy objects as well.
- // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
- // for this purpose but it is never called! So we just do the joint
- // movement code here.
+ Vector3 norm = new Vector3(0, 0, 1);
+
+ if (TerrainGeom == IntPtr.Zero)
+ return norm;
+
+ if (TerrainHeightFieldHeight == null || TerrainHeightFieldHeight.Length == 0)
+ return norm;
- if (actor.SOPName != null &&
- joints_connecting_actor.ContainsKey(actor.SOPName) &&
- joints_connecting_actor[actor.SOPName] != null &&
- joints_connecting_actor[actor.SOPName].Count > 0)
+ // TerrainHeightField for ODE as offset 1m
+ x += 1f;
+ y += 1f;
+
+ // make position fit into array
+ if (x < 0)
+ x = 0;
+ if (y < 0)
+ y = 0;
+
+ // integer indexs
+ int ix;
+ int iy;
+ // interpolators offset
+ float dx;
+ float dy;
+
+ int regsizeX = (int)m_regionWidth + 3; // map size see setterrain number of samples
+ int regsizeY = (int)m_regionHeight + 3; // map size see setterrain number of samples
+ int regsize = regsizeX;
+
+ int xstep = 1;
+ int ystep = regsizeX;
+ bool firstTri = false;
+
+ if (m_OSOdeLib)
{
- foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
+ if (x < regsizeX - 1)
{
- if (affectedJoint.IsInPhysicsEngine)
- {
- DoJointMoved(affectedJoint);
- }
- else
- {
- DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
- }
+ ix = (int)x;
+ dx = x - (float)ix;
+ }
+ else // out world use external height
+ {
+ ix = regsizeX - 2;
+ dx = 0;
+ }
+ if (y < regsizeY - 1)
+ {
+ iy = (int)y;
+ dy = y - (float)iy;
+ }
+ else
+ {
+ iy = regsizeY - 2;
+ dy = 0;
}
+ firstTri = dy > dx;
}
- }
-
- public override void GetResults()
- {
- }
-
- public override bool IsThreaded
- {
- // for now we won't be multithreaded
- get { return false; }
- }
- public override void SetTerrain(float[] heightMap)
- {
- if (m_worldOffset != Vector3.Zero && m_parentScene != null)
+ else
{
- if (m_parentScene is OdeScene)
+ xstep = regsizeY;
+ ystep = 1;
+ regsize = regsizeY;
+
+ // we still have square fixed size regions
+ // also flip x and y because of how map is done for ODE fliped axis
+ // so ix,iy,dx and dy are inter exchanged
+ if (x < regsizeX - 1)
{
- ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
+ iy = (int)x;
+ dy = x - (float)iy;
}
+ else // out world use external height
+ {
+ iy = regsizeX - 2;
+ dy = 0;
+ }
+ if (y < regsizeY - 1)
+ {
+ ix = (int)y;
+ dx = y - (float)ix;
+ }
+ else
+ {
+ ix = regsizeY - 2;
+ dx = 0;
+ }
+ firstTri = dx > dy;
+ }
+
+ float h0;
+ float h1;
+ float h2;
+
+ iy *= regsize;
+ iy += ix; // all indexes have iy + ix
+
+ float[] heights = TerrainHeightFieldHeight;
+
+ if (firstTri)
+ {
+ h1 = ((float)heights[iy]); // 0,0 vertice
+ iy += ystep;
+ h0 = (float)heights[iy]; // 0,1
+ h2 = (float)heights[iy+xstep]; // 1,1 vertice
+ norm.X = h0 - h2;
+ norm.Y = h1 - h0;
}
else
{
- SetTerrain(heightMap, m_worldOffset);
+ h2 = ((float)heights[iy]); // 0,0 vertice
+ iy += xstep;
+ h0 = ((float)heights[iy]); // 1,0 vertice
+ h1 = (float)heights[iy+ystep]; // vertice 1,1
+ norm.X = h2 - h0;
+ norm.Y = h0 - h1;
}
+ norm.Z = 1;
+ norm.Normalize();
+ return norm;
+ }
+
+ public override void SetTerrain(float[] heightMap)
+ {
+ if (m_OSOdeLib)
+ OSSetTerrain(heightMap);
+ else
+ OriSetTerrain(heightMap);
}
- private void SetTerrain(float[] heightMap, Vector3 pOffset)
+ public void OriSetTerrain(float[] heightMap)
{
- int startTime = Util.EnvironmentTickCount();
- m_log.DebugFormat("[ODE SCENE]: Setting terrain for {0} with offset {1}", PhysicsSceneName, pOffset);
+ // assumes 1m size grid and constante size square regions
+ // needs to know about sims around in future
-
float[] _heightmap;
- // ok im lasy this are just a aliases
uint regionsizeX = m_regionWidth;
uint regionsizeY = m_regionHeight;
@@ -3258,7 +2214,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
const float thickness = 10f;
const int wrap = 0;
-
+
float hfmin = float.MaxValue;
float hfmax = float.MinValue;
float val;
@@ -3267,13 +2223,11 @@ namespace OpenSim.Region.PhysicsModule.ODE
uint maxXX = regionsizeX - 1;
uint maxYY = regionsizeY - 1;
-
// flipping map adding one margin all around so things don't fall in edges
uint xt = 0;
xx = 0;
-
for (uint x = 0; x < heightmapWidthSamples; x++)
{
if (x > 1 && xx < maxXX)
@@ -3286,7 +2240,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
val = heightMap[yy + xx];
if (val < 0.0f)
- val = 0.0f;
+ val = 0.0f; // no neg terrain as in chode
_heightmap[xt + y] = val;
if (hfmin > val)
@@ -3301,69 +2255,164 @@ namespace OpenSim.Region.PhysicsModule.ODE
{
d.AllocateODEDataForThread(~0U);
- IntPtr GroundGeom = IntPtr.Zero;
- if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
+ if (TerrainGeom != IntPtr.Zero)
{
- RegionTerrain.Remove(pOffset);
- if (GroundGeom != IntPtr.Zero)
- {
- if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
- {
- TerrainHeightFieldHeights.Remove(GroundGeom);
- }
- d.SpaceRemove(space, GroundGeom);
- d.GeomDestroy(GroundGeom);
- }
+ actor_name_map.Remove(TerrainGeom);
+ d.GeomDestroy(TerrainGeom);
}
+
+ if (TerrainHeightFieldHeightsHandler.IsAllocated)
+ TerrainHeightFieldHeightsHandler.Free();
+
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
- d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
- heightmapWidth, heightmapHeight,
- (int)heightmapWidthSamples,
- (int)heightmapHeightSamples,
- scale, offset, thickness, wrap);
+
+ TerrainHeightFieldHeightsHandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
+
+ d.GeomHeightfieldDataBuildSingle(HeightmapData, TerrainHeightFieldHeightsHandler.AddrOfPinnedObject(), 0,
+ heightmapHeight, heightmapWidth ,
+ (int)heightmapHeightSamples, (int)heightmapWidthSamples, scale,
+ offset, thickness, wrap);
d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
- GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
- if (GroundGeom != IntPtr.Zero)
+
+ TerrainGeom = d.CreateHeightfield(GroundSpace, HeightmapData, 1);
+
+ if (TerrainGeom != IntPtr.Zero)
{
- d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
- d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
+ d.GeomSetCategoryBits(TerrainGeom, (uint)(CollisionCategories.Land));
+ d.GeomSetCollideBits(TerrainGeom, 0);
+ PhysicsActor pa = new NullPhysicsActor();
+ pa.Name = "Terrain";
+ pa.PhysicsActorType = (int)ActorTypes.Ground;
+ actor_name_map[TerrainGeom] = pa;
+
+// geom_name_map[GroundGeom] = "Terrain";
+
+ d.Quaternion q = new d.Quaternion();
+ q.X = 0.5f;
+ q.Y = 0.5f;
+ q.Z = 0.5f;
+ q.W = 0.5f;
+
+ d.GeomSetQuaternion(TerrainGeom, ref q);
+ d.GeomSetPosition(TerrainGeom, m_regionWidth * 0.5f, m_regionHeight * 0.5f, 0.0f);
+ TerrainHeightFieldHeight = _heightmap;
}
- geom_name_map[GroundGeom] = "Terrain";
+ else
+ TerrainHeightFieldHeightsHandler.Free();
+ }
+ }
+
+ public void OSSetTerrain(float[] heightMap)
+ {
+ // assumes 1m size grid and constante size square regions
+ // needs to know about sims around in future
- d.Matrix3 R = new d.Matrix3();
+ float[] _heightmap;
+
+ uint regionsizeX = m_regionWidth;
+ uint regionsizeY = m_regionHeight;
+
+ uint heightmapWidth = regionsizeX + 2;
+ uint heightmapHeight = regionsizeY + 2;
+
+ uint heightmapWidthSamples = heightmapWidth + 1;
+ uint heightmapHeightSamples = heightmapHeight + 1;
- Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
- Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
+ _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
+
+
+ float hfmin = float.MaxValue;
+// float hfmax = float.MinValue;
+ float val;
+
+
+ uint maxXX = regionsizeX - 1;
+ uint maxYY = regionsizeY - 1;
+ // adding one margin all around so things don't fall in edges
- q1 = q1 * q2;
- Vector3 v3;
- float angle;
- q1.GetAxisAngle(out v3, out angle);
+ uint xx;
+ uint yy = 0;
+ uint yt = 0;
- d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
- d.GeomSetRotation(GroundGeom, ref R);
- d.GeomSetPosition(GroundGeom, pOffset.X + regionsizeX * 0.5f, pOffset.Y + regionsizeY * 0.5f, 0.0f);
- IntPtr testGround = IntPtr.Zero;
- if (RegionTerrain.TryGetValue(pOffset, out testGround))
+ for (uint y = 0; y < heightmapHeightSamples; y++)
+ {
+ if (y > 1 && y < maxYY)
+ yy += regionsizeX;
+ xx = 0;
+ for (uint x = 0; x < heightmapWidthSamples; x++)
{
- RegionTerrain.Remove(pOffset);
+ if (x > 1 && x < maxXX)
+ xx++;
+
+ val = heightMap[yy + xx];
+ if (val < 0.0f)
+ val = 0.0f; // no neg terrain as in chode
+ _heightmap[yt + x] = val;
+
+ if (hfmin > val)
+ hfmin = val;
+// if (hfmax < val)
+// hfmax = val;
}
- RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
- TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
+ yt += heightmapWidthSamples;
}
- m_log.DebugFormat(
- "[ODE SCENE]: Setting terrain for {0} took {1}ms", PhysicsSceneName, Util.EnvironmentTickCountSubtract(startTime));
+ lock (OdeLock)
+ {
+ if (TerrainGeom != IntPtr.Zero)
+ {
+ actor_name_map.Remove(TerrainGeom);
+ d.GeomDestroy(TerrainGeom);
+ }
+
+ if (TerrainHeightFieldHeightsHandler.IsAllocated)
+ TerrainHeightFieldHeightsHandler.Free();
+
+ TerrainHeightFieldHeight = null;
+
+ IntPtr HeightmapData = d.GeomOSTerrainDataCreate();
+
+ const int wrap = 0;
+ float thickness = hfmin;
+ if (thickness < 0)
+ thickness = 1;
+
+ TerrainHeightFieldHeightsHandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
+
+ d.GeomOSTerrainDataBuild(HeightmapData, TerrainHeightFieldHeightsHandler.AddrOfPinnedObject(), 0, 1.0f,
+ (int)heightmapWidthSamples, (int)heightmapHeightSamples,
+ thickness, wrap);
+
+// d.GeomOSTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
+ TerrainGeom = d.CreateOSTerrain(GroundSpace, HeightmapData, 1);
+ if (TerrainGeom != IntPtr.Zero)
+ {
+ d.GeomSetCategoryBits(TerrainGeom, (uint)(CollisionCategories.Land));
+ d.GeomSetCollideBits(TerrainGeom, 0);
+
+ PhysicsActor pa = new NullPhysicsActor();
+ pa.Name = "Terrain";
+ pa.PhysicsActorType = (int)ActorTypes.Ground;
+ actor_name_map[TerrainGeom] = pa;
+
+// geom_name_map[GroundGeom] = "Terrain";
+
+ d.GeomSetPosition(TerrainGeom, m_regionWidth * 0.5f, m_regionHeight * 0.5f, 0.0f);
+ TerrainHeightFieldHeight = _heightmap;
+ }
+ else
+ TerrainHeightFieldHeightsHandler.Free();
+ }
}
public override void DeleteTerrain()
{
}
- internal float GetWaterLevel()
+ public float GetWaterLevel()
{
return waterlevel;
}
@@ -3373,19 +2422,19 @@ namespace OpenSim.Region.PhysicsModule.ODE
waterlevel = baseheight;
}
- [HandleProcessCorruptedStateExceptions]
public override void Dispose()
{
- lock(SimulationLock)
- lock(OdeLock)
+ lock (OdeLock)
{
- if(world == IntPtr.Zero)
- return;
- _worldInitialized = false;
+ if (world == IntPtr.Zero)
+ return;
d.AllocateODEDataForThread(~0U);
+ if (m_meshWorker != null)
+ m_meshWorker.Stop();
+
if (m_rayCastManager != null)
{
m_rayCastManager.Dispose();
@@ -3394,37 +2443,49 @@ namespace OpenSim.Region.PhysicsModule.ODE
lock (_prims)
{
- foreach (OdePrim prm in _prims)
+ ChangesQueue.Clear();
+ foreach (OdePrim prm in _prims.Values)
{
- RemovePrim(prm);
+ prm.DoAChange(changes.Remove, null);
+ _collisionEventPrim.Remove(prm);
}
+ _prims.Clear();
}
- //foreach (OdeCharacter act in _characters)
- //{
- //RemoveAvatar(act);
- //}
- IntPtr GroundGeom = IntPtr.Zero;
- if (RegionTerrain.TryGetValue(m_worldOffset, out GroundGeom))
+ OdeCharacter[] chtorem;
+ lock (_characters)
{
- RegionTerrain.Remove(m_worldOffset);
- if (GroundGeom != IntPtr.Zero)
- {
- if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
- TerrainHeightFieldHeights.Remove(GroundGeom);
- d.GeomDestroy(GroundGeom);
- }
- }
+ chtorem = new OdeCharacter[_characters.Count];
+ _characters.CopyTo(chtorem);
+ }
- try
+ ChangesQueue.Clear();
+ foreach (OdeCharacter ch in chtorem)
+ ch.DoAChange(changes.Remove, null);
+
+ if (TerrainGeom != IntPtr.Zero)
+ d.GeomDestroy(TerrainGeom);
+ TerrainGeom = IntPtr.Zero;
+
+ if (TerrainHeightFieldHeightsHandler.IsAllocated)
+ TerrainHeightFieldHeightsHandler.Free();
+
+ TerrainHeightFieldHeight = null;
+
+ if (ContactgeomsArray != IntPtr.Zero)
{
- d.WorldDestroy(world);
- world = IntPtr.Zero;
+ Marshal.FreeHGlobal(ContactgeomsArray);
+ ContactgeomsArray = IntPtr.Zero;
}
- catch (AccessViolationException e)
+ if (GlobalContactsArray != IntPtr.Zero)
{
- m_log.ErrorFormat("[ODE SCENE]: exception {0}", e.Message);
+ Marshal.FreeHGlobal(GlobalContactsArray);
+ GlobalContactsArray = IntPtr.Zero;
}
+
+ d.WorldDestroy(world);
+ world = IntPtr.Zero;
+ //d.CloseODE();
}
}
@@ -3436,17 +2497,13 @@ namespace OpenSim.Region.PhysicsModule.ODE
public override Dictionary GetTopColliders()
{
Dictionary topColliders;
+ List orderedPrims;
+ lock (_activeprims)
+ orderedPrims = new List(_activeprims);
- lock (_prims)
- {
- List orderedPrims = new List(_prims);
- orderedPrims.Sort(compareByCollisionsDesc);
- topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
-
- foreach (OdePrim p in _prims)
- p.CollisionScore = 0;
- }
-
+ orderedPrims.Sort(compareByCollisionsDesc);
+ topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
+
return topColliders;
}
@@ -3459,7 +2516,16 @@ namespace OpenSim.Region.PhysicsModule.ODE
{
if (retMethod != null)
{
- m_rayCastManager.QueueRequest(position, direction, length, retMethod);
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = length;
+ req.Normal = direction;
+ req.Origin = position;
+ req.Count = 0;
+ req.filter = RayFilterFlags.AllPrims;
+
+ m_rayCastManager.QueueRequest(req);
}
}
@@ -3467,75 +2533,260 @@ namespace OpenSim.Region.PhysicsModule.ODE
{
if (retMethod != null)
{
- m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = length;
+ req.Normal = direction;
+ req.Origin = position;
+ req.Count = Count;
+ req.filter = RayFilterFlags.AllPrims;
+
+ m_rayCastManager.QueueRequest(req);
}
}
+
public override List RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
{
- ContactResult[] ourResults = null;
+ List ourresults = new List();
+ object SyncObject = new object();
+
+ RayCallback retMethod = delegate(List results)
+ {
+ lock (SyncObject)
+ {
+ ourresults = results;
+ Monitor.PulseAll(SyncObject);
+ }
+ };
+
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = length;
+ req.Normal = direction;
+ req.Origin = position;
+ req.Count = Count;
+ req.filter = RayFilterFlags.AllPrims;
+
+ lock (SyncObject)
+ {
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return null;
+ else
+ return ourresults;
+ }
+ }
+
+ public override bool SupportsRaycastWorldFiltered()
+ {
+ return true;
+ }
+
+ public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
+ {
+ object SyncObject = new object();
+ List ourresults = new List();
+
+ RayCallback retMethod = delegate(List results)
+ {
+ lock (SyncObject)
+ {
+ ourresults = results;
+ Monitor.PulseAll(SyncObject);
+ }
+ };
+
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = length;
+ req.Normal = direction;
+ req.Origin = position;
+ req.Count = Count;
+ req.filter = filter;
+
+ lock (SyncObject)
+ {
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return null;
+ else
+ return ourresults;
+ }
+ }
+
+ public override List RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags flags)
+ {
+ if (actor == null)
+ return new List();
+
+ IntPtr geom;
+ if (actor is OdePrim)
+ geom = ((OdePrim)actor).prim_geom;
+ else if (actor is OdeCharacter)
+ geom = ((OdePrim)actor).prim_geom;
+ else
+ return new List();
+
+ if (geom == IntPtr.Zero)
+ return new List();
+
+ List ourResults = null;
+ object SyncObject = new object();
+
RayCallback retMethod = delegate(List results)
{
- ourResults = new ContactResult[results.Count];
- results.CopyTo(ourResults, 0);
+ lock (SyncObject)
+ {
+ ourResults = results;
+ Monitor.PulseAll(SyncObject);
+ }
+ };
+
+ ODERayRequest req = new ODERayRequest();
+ req.actor = actor;
+ req.callbackMethod = retMethod;
+ req.length = length;
+ req.Normal = direction;
+ req.Origin = position;
+ req.Count = Count;
+ req.filter = flags;
+
+ lock (SyncObject)
+ {
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return new List();
+ }
+
+ if (ourResults == null)
+ return new List();
+ return ourResults;
+ }
+
+ public override List BoxProbe(Vector3 position, Vector3 size, Quaternion orientation, int Count, RayFilterFlags flags)
+ {
+ List ourResults = null;
+ object SyncObject = new object();
+
+ ProbeBoxCallback retMethod = delegate(List results)
+ {
+ lock (SyncObject)
+ {
+ ourResults = results;
+ Monitor.PulseAll(SyncObject);
+ }
};
- int waitTime = 0;
- m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
- while (ourResults == null && waitTime < 1000)
+
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.Normal = size;
+ req.Origin = position;
+ req.orientation = orientation;
+ req.Count = Count;
+ req.filter = flags;
+
+ lock (SyncObject)
{
- Thread.Sleep(1);
- waitTime++;
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return new List();
}
+
if (ourResults == null)
- return new List ();
- return new List(ourResults);
+ return new List();
+ return ourResults;
}
- public override Dictionary GetStats()
+ public override List SphereProbe(Vector3 position, float radius, int Count, RayFilterFlags flags)
{
- if (!CollectStats)
- return null;
+ List ourResults = null;
+ object SyncObject = new object();
+
+ ProbeSphereCallback retMethod = delegate(List results)
+ {
+ ourResults = results;
+ Monitor.PulseAll(SyncObject);
+ };
- Dictionary returnStats;
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = radius;
+ req.Origin = position;
+ req.Count = Count;
+ req.filter = flags;
- lock (OdeLock)
+
+ lock (SyncObject)
{
- returnStats = new Dictionary(m_stats);
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return new List();
+ }
+
+ if (ourResults == null)
+ return new List();
+ return ourResults;
+ }
- // FIXME: This is a SUPER DUMB HACK until we can establish stats that aren't subject to a division by
- // 3 from the SimStatsReporter.
- returnStats[ODETotalAvatarsStatName] = _characters.Count * 3;
- returnStats[ODETotalPrimsStatName] = _prims.Count * 3;
- returnStats[ODEActivePrimsStatName] = _activeprims.Count * 3;
+ public override List PlaneProbe(PhysicsActor actor, Vector4 plane, int Count, RayFilterFlags flags)
+ {
+ IntPtr geom = IntPtr.Zero;;
- InitializeExtraStats();
+ if (actor != null)
+ {
+ if (actor is OdePrim)
+ geom = ((OdePrim)actor).prim_geom;
+ else if (actor is OdeCharacter)
+ geom = ((OdePrim)actor).prim_geom;
}
- returnStats[ODEOtherCollisionFrameMsStatName]
- = returnStats[ODEOtherCollisionFrameMsStatName]
- - returnStats[ODENativeSpaceCollisionFrameMsStatName]
- - returnStats[ODENativeGeomCollisionFrameMsStatName];
+ List ourResults = null;
+ object SyncObject = new object();
+
+ ProbePlaneCallback retMethod = delegate(List results)
+ {
+ ourResults = results;
+ Monitor.PulseAll(SyncObject);
+ };
+
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = plane.W;
+ req.Normal.X = plane.X;
+ req.Normal.Y = plane.Y;
+ req.Normal.Z = plane.Z;
+ req.Count = Count;
+ req.filter = flags;
+
+ lock (SyncObject)
+ {
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return new List();
+ }
- return returnStats;
+ if (ourResults == null)
+ return new List();
+ return ourResults;
}
- private void InitializeExtraStats()
+ public override int SitAvatar(PhysicsActor actor, Vector3 AbsolutePosition, Vector3 CameraPosition, Vector3 offset, Vector3 AvatarSize, SitAvatarCallback PhysicsSitResponse)
{
- m_stats[ODETotalFrameMsStatName] = 0;
- m_stats[ODEAvatarTaintMsStatName] = 0;
- m_stats[ODEPrimTaintMsStatName] = 0;
- m_stats[ODEAvatarForcesFrameMsStatName] = 0;
- m_stats[ODEPrimForcesFrameMsStatName] = 0;
- m_stats[ODERaycastingFrameMsStatName] = 0;
- m_stats[ODENativeStepFrameMsStatName] = 0;
- m_stats[ODENativeSpaceCollisionFrameMsStatName] = 0;
- m_stats[ODENativeGeomCollisionFrameMsStatName] = 0;
- m_stats[ODEOtherCollisionFrameMsStatName] = 0;
- m_stats[ODECollisionNotificationFrameMsStatName] = 0;
- m_stats[ODEAvatarContactsStatsName] = 0;
- m_stats[ODEPrimContactsStatName] = 0;
- m_stats[ODEAvatarUpdateFrameMsStatName] = 0;
- m_stats[ODEPrimUpdateFrameMsStatName] = 0;
+ Util.FireAndForget( delegate
+ {
+ ODESitAvatar sitAvatar = new ODESitAvatar(this, m_rayCastManager);
+ if(sitAvatar != null)
+ sitAvatar.Sit(actor, AbsolutePosition, CameraPosition, offset, AvatarSize, PhysicsSitResponse);
+ });
+ return 1;
}
+
}
}
--
cgit v1.1
From 1507c5230bdac908ebba267ed7e8169e4ee8ab74 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Fri, 30 Dec 2016 05:13:53 +0000
Subject: remove a gc.collect that isn't very usefull (on the right engine this
time)
---
OpenSim/Region/PhysicsModules/Ode/OdeScene.cs | 4497 +++++++++++++----------
OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs | 2 -
2 files changed, 2623 insertions(+), 1876 deletions(-)
diff --git a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
index 410463c..ed2aad4 100644
--- a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
@@ -25,54 +25,52 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
-// Revision 2011/12/13 by Ubit Umarov
-//#define SPAM
+// changes for varsize regions
+// note that raycasts need to have limited range
+// (even in normal regions)
+// or application thread stack may just blowup
+// see RayCast(ODERayCastRequest req)
using System;
using System.Collections.Generic;
+using System.Diagnostics;
+using System.IO;
using System.Linq;
using System.Reflection;
+using System.Runtime.ExceptionServices;
using System.Runtime.InteropServices;
using System.Threading;
-using System.IO;
-using System.Diagnostics;
using log4net;
using Nini.Config;
using Mono.Addins;
-using OdeAPI;
+using OpenMetaverse;
using OpenSim.Framework;
+using OpenSim.Region.PhysicsModules.SharedBase;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
-using OpenSim.Region.PhysicsModules.SharedBase;
-using OpenMetaverse;
-namespace OpenSim.Region.PhysicsModule.ubOde
+namespace OpenSim.Region.PhysicsModule.ODE
{
- // colision flags of things others can colide with
- // rays, sensors, probes removed since can't be colided with
- // The top space where things are placed provided further selection
- // ie physical are in active space nonphysical in static
- // this should be exclusive as possible
+ public enum StatusIndicators : int
+ {
+ Generic = 0,
+ Start = 1,
+ End = 2
+ }
[Flags]
- public enum CollisionCategories : uint
+ public enum CollisionCategories : int
{
Disabled = 0,
- //by 'things' types
- Space = 0x01,
- Geom = 0x02, // aka prim/part
- Character = 0x04,
- Land = 0x08,
- Water = 0x010,
-
- // by state
- Phantom = 0x01000,
- VolumeDtc = 0x02000,
- Selected = 0x04000,
- NoShape = 0x08000,
-
-
- All = 0xffffffff
+ Geom = 0x00000001,
+ Body = 0x00000002,
+ Space = 0x00000004,
+ Character = 0x00000008,
+ Land = 0x00000010,
+ Water = 0x00000020,
+ Wind = 0x00000040,
+ Sensor = 0x00000080,
+ Selected = 0x00000100
}
///
@@ -93,631 +91,908 @@ namespace OpenSim.Region.PhysicsModule.ubOde
///
Plastic = 5,
///
- Rubber = 6,
-
- light = 7 // compatibility with old viewers
- }
-
- public enum changes : int
- {
- Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
- Remove,
- Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
- // or removes from a object if arg is null
- DeLink,
- Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
- Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
- PosOffset, // not in use
- // arg Vector3 new position in local coords. Changes prim position in object
- OriOffset, // not in use
- // arg Vector3 new position in local coords. Changes prim position in object
- Velocity,
- TargetVelocity,
- AngVelocity,
- Acceleration,
- Force,
- Torque,
- Momentum,
-
- AddForce,
- AddAngForce,
- AngLock,
-
- Buoyancy,
-
- PIDTarget,
- PIDTau,
- PIDActive,
-
- PIDHoverHeight,
- PIDHoverType,
- PIDHoverTau,
- PIDHoverActive,
-
- Size,
- AvatarSize,
- Shape,
- PhysRepData,
- AddPhysRep,
-
- CollidesWater,
- VolumeDtc,
-
- Physical,
- Phantom,
- Selected,
- disabled,
- building,
-
- VehicleType,
- VehicleFloatParam,
- VehicleVectorParam,
- VehicleRotationParam,
- VehicleFlags,
- SetVehicle,
-
- Null //keep this last used do dim the methods array. does nothing but pulsing the prim
+ Rubber = 6
}
- public struct ODEchangeitem
+ public class OdeScene : PhysicsScene
{
- public PhysicsActor actor;
- public OdeCharacter character;
- public changes what;
- public Object arg;
- }
+ private readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString());
- public class ODEScene : PhysicsScene
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+ // private Dictionary m_storedCollisions = new Dictionary();
+
+ ///
+ /// Provide a sync object so that only one thread calls d.Collide() at a time across all OdeScene instances.
+ ///
+ ///
+ /// With ODE as of r1755 (though also tested on r1860), only one thread can call d.Collide() at a
+ /// time, even where physics objects are in entirely different ODE worlds. This is because generating contacts
+ /// uses a static cache at the ODE level.
+ ///
+ /// Without locking, simulators running multiple regions will eventually crash with a native stack trace similar
+ /// to
+ ///
+ /// mono() [0x489171]
+ /// mono() [0x4d154f]
+ /// /lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60) [0x7f6ded592c60]
+ /// .../opensim/bin/libode-x86_64.so(_ZN6Opcode11OBBCollider8_CollideEPKNS_14AABBNoLeafNodeE+0xd7a) [0x7f6dd822628a]
+ ///
+ /// ODE provides an experimental option to cache in thread local storage but compiling ODE with this option
+ /// causes OpenSimulator to immediately crash with a native stack trace similar to
+ ///
+ /// mono() [0x489171]
+ /// mono() [0x4d154f]
+ /// /lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60) [0x7f03c9849c60]
+ /// .../opensim/bin/libode-x86_64.so(_Z12dCollideCCTLP6dxGeomS0_iP12dContactGeomi+0x92) [0x7f03b44bcf82]
+ ///
+ internal static Object UniversalColliderSyncObject = new Object();
+ internal static Object SimulationLock = new Object();
+
+ ///
+ /// Is stats collecting enabled for this ODE scene?
+ ///
+ public bool CollectStats { get; set; }
- public bool m_OSOdeLib = false;
- public Scene m_frameWorkScene = null;
+ ///
+ /// Statistics for this scene.
+ ///
+ private Dictionary m_stats = new Dictionary();
-// private int threadid = 0;
+ ///
+ /// Stat name for total number of avatars in this ODE scene.
+ ///
+ public const string ODETotalAvatarsStatName = "ODETotalAvatars";
-// const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
+ ///
+ /// Stat name for total number of prims in this ODE scene.
+ ///
+ public const string ODETotalPrimsStatName = "ODETotalPrims";
- const d.ContactFlags comumContactFlags = d.ContactFlags.Bounce | d.ContactFlags.Approx1 | d.ContactFlags.Slip1 | d.ContactFlags.Slip2;
- const float comumContactERP = 0.75f;
- const float comumContactCFM = 0.0001f;
- const float comumContactSLIP = 0f;
-
- float frictionMovementMult = 0.8f;
+ ///
+ /// Stat name for total number of prims with active physics in this ODE scene.
+ ///
+ public const string ODEActivePrimsStatName = "ODEActivePrims";
+
+ ///
+ /// Stat name for the total time spent in ODE frame processing.
+ ///
+ ///
+ /// A sanity check for the main scene loop physics time.
+ ///
+ public const string ODETotalFrameMsStatName = "ODETotalFrameMS";
+
+ ///
+ /// Stat name for time spent processing avatar taints per frame
+ ///
+ public const string ODEAvatarTaintMsStatName = "ODEAvatarTaintFrameMS";
+
+ ///
+ /// Stat name for time spent processing prim taints per frame
+ ///
+ public const string ODEPrimTaintMsStatName = "ODEPrimTaintFrameMS";
+
+ ///
+ /// Stat name for time spent calculating avatar forces per frame.
+ ///
+ public const string ODEAvatarForcesFrameMsStatName = "ODEAvatarForcesFrameMS";
+
+ ///
+ /// Stat name for time spent calculating prim forces per frame
+ ///
+ public const string ODEPrimForcesFrameMsStatName = "ODEPrimForcesFrameMS";
+
+ ///
+ /// Stat name for time spent fulfilling raycasting requests per frame
+ ///
+ public const string ODERaycastingFrameMsStatName = "ODERaycastingFrameMS";
+
+ ///
+ /// Stat name for time spent in native code that actually steps through the simulation.
+ ///
+ public const string ODENativeStepFrameMsStatName = "ODENativeStepFrameMS";
+
+ ///
+ /// Stat name for the number of milliseconds that ODE spends in native space collision code.
+ ///
+ public const string ODENativeSpaceCollisionFrameMsStatName = "ODENativeSpaceCollisionFrameMS";
+
+ ///
+ /// Stat name for milliseconds that ODE spends in native geom collision code.
+ ///
+ public const string ODENativeGeomCollisionFrameMsStatName = "ODENativeGeomCollisionFrameMS";
+
+ ///
+ /// Time spent in collision processing that is not spent in native space or geom collision code.
+ ///
+ public const string ODEOtherCollisionFrameMsStatName = "ODEOtherCollisionFrameMS";
+
+ ///
+ /// Stat name for time spent notifying listeners of collisions
+ ///
+ public const string ODECollisionNotificationFrameMsStatName = "ODECollisionNotificationFrameMS";
+
+ ///
+ /// Stat name for milliseconds spent updating avatar position and velocity
+ ///
+ public const string ODEAvatarUpdateFrameMsStatName = "ODEAvatarUpdateFrameMS";
+
+ ///
+ /// Stat name for the milliseconds spent updating prim position and velocity
+ ///
+ public const string ODEPrimUpdateFrameMsStatName = "ODEPrimUpdateFrameMS";
+
+ ///
+ /// Stat name for avatar collisions with another entity.
+ ///
+ public const string ODEAvatarContactsStatsName = "ODEAvatarContacts";
+
+ ///
+ /// Stat name for prim collisions with another entity.
+ ///
+ public const string ODEPrimContactsStatName = "ODEPrimContacts";
+
+ ///
+ /// Used to hold tick numbers for stat collection purposes.
+ ///
+ private int m_nativeCollisionStartTick;
+
+ ///
+ /// A messy way to tell if we need to avoid adding a collision time because this was already done in the callback.
+ ///
+ private bool m_inCollisionTiming;
+
+ ///
+ /// A temporary holder for the number of avatar collisions in a frame, so we can work out how many object
+ /// collisions occured using the _perloopcontact if stats collection is enabled.
+ ///
+ private int m_tempAvatarCollisionsThisFrame;
+
+ ///
+ /// Used in calculating physics frame time dilation
+ ///
+ private int tickCountFrameRun;
- float TerrainBounce = 0.1f;
- float TerrainFriction = 0.3f;
+ ///
+ /// Used in calculating physics frame time dilation
+ ///
+ private int latertickcount;
- public float AvatarFriction = 0;// 0.9f * 0.5f;
+ private Random fluidRandomizer = new Random(Environment.TickCount);
- // this netx dimensions are only relevant for terrain partition (mega regions)
- // WorldExtents below has the simulation dimensions
- // they should be identical except on mega regions
private uint m_regionWidth = Constants.RegionSize;
private uint m_regionHeight = Constants.RegionSize;
- public float ODE_STEPSIZE = 0.020f;
- public float HalfOdeStep = 0.01f;
- public int odetimestepMS = 20; // rounded
- private float metersInSpace = 25.6f;
+ private float ODE_STEPSIZE = 0.0178f;
+ private float metersInSpace = 29.9f;
private float m_timeDilation = 1.0f;
- private DateTime m_lastframe;
- private DateTime m_lastMeshExpire;
-
public float gravityx = 0f;
public float gravityy = 0f;
public float gravityz = -9.8f;
+ public float AvatarTerminalVelocity { get; set; }
+
+ private float contactsurfacelayer = 0.001f;
+
+ private int HashspaceLow = -5;
+ private int HashspaceHigh = 12;
+
private float waterlevel = 0f;
private int framecount = 0;
+ //private int m_returncollisions = 10;
+
+ private IntPtr contactgroup;
+
+// internal IntPtr WaterGeom;
+
+ private float nmTerrainContactFriction = 255.0f;
+ private float nmTerrainContactBounce = 0.1f;
+ private float nmTerrainContactERP = 0.1025f;
+
+ private float mTerrainContactFriction = 75f;
+ private float mTerrainContactBounce = 0.1f;
+ private float mTerrainContactERP = 0.05025f;
+
+ private float nmAvatarObjectContactFriction = 250f;
+ private float nmAvatarObjectContactBounce = 0.1f;
+
+ private float mAvatarObjectContactFriction = 75f;
+ private float mAvatarObjectContactBounce = 0.1f;
+
+ private float avPIDD = 3200f;
+ private float avPIDP = 1400f;
+ private float avCapRadius = 0.37f;
+ private float avStandupTensor = 2000000f;
+
+ ///
+ /// true = old compatibility mode with leaning capsule; false = new corrected mode
+ ///
+ ///
+ /// Even when set to false, the capsule still tilts but this is done in a different way.
+ ///
+ public bool IsAvCapsuleTilted { get; private set; }
private float avDensity = 80f;
private float avMovementDivisorWalk = 1.3f;
private float avMovementDivisorRun = 0.8f;
private float minimumGroundFlightOffset = 3f;
public float maximumMassObject = 10000.01f;
- public float geomDefaultDensity = 10.0f;
- public float maximumAngularVelocity = 12.0f; // default 12rad/s
- public float maxAngVelocitySQ = 144f; // squared value
+ public bool meshSculptedPrim = true;
+ public bool forceSimplePrimMeshing = false;
+
+ public float meshSculptLOD = 32;
+ public float MeshSculptphysicalLOD = 16;
+
+ public float geomDefaultDensity = 10.000006836f;
+
+ public int geomContactPointsStartthrottle = 3;
+ public int geomUpdatesPerThrottledUpdate = 15;
+ private const int avatarExpectedContacts = 3;
public float bodyPIDD = 35f;
public float bodyPIDG = 25;
- public int bodyFramesAutoDisable = 5;
+ public int bodyFramesAutoDisable = 20;
+
+ private bool m_filterCollisions = true;
private d.NearCallback nearCallback;
+ public d.TriCallback triCallback;
+ public d.TriArrayCallback triArrayCallback;
+
+ ///
+ /// Avatars in the physics scene.
+ ///
+ private readonly HashSet _characters = new HashSet();
- private Dictionary _prims = new Dictionary();
- private HashSet _characters = new HashSet();
- private HashSet _activeprims = new HashSet();
- private HashSet _activegroups = new HashSet();
+ ///
+ /// Prims in the physics scene.
+ ///
+ private readonly HashSet _prims = new HashSet();
- public OpenSim.Framework.LocklessQueue ChangesQueue = new OpenSim.Framework.LocklessQueue();
+ ///
+ /// Prims in the physics scene that are subject to physics, not just collisions.
+ ///
+ private readonly HashSet _activeprims = new HashSet();
///
- /// A list of actors that should receive collision events.
+ /// Prims that the simulator has created/deleted/updated and so need updating in ODE.
///
- private List _collisionEventPrim = new List();
- private List _collisionEventPrimRemove = new List();
-
- private HashSet _badCharacter = new HashSet();
+ private readonly HashSet _taintedPrims = new HashSet();
+
+ ///
+ /// Record a character that has taints to be processed.
+ ///
+ private readonly HashSet _taintedActors = new HashSet();
+
+ ///
+ /// Keep record of contacts in the physics loop so that we can remove duplicates.
+ ///
+ private readonly List _perloopContact = new List();
+
+ ///
+ /// A dictionary of actors that should receive collision events.
+ ///
+ private readonly Dictionary m_collisionEventActors = new Dictionary();
+
+ ///
+ /// A dictionary of collision event changes that are waiting to be processed.
+ ///
+ private readonly Dictionary m_collisionEventActorsChanges = new Dictionary();
+
+ ///
+ /// Maps a unique geometry id (a memory location) to a physics actor name.
+ ///
+ ///
+ /// Only actors participating in collisions have geometries. This has to be maintained separately from
+ /// actor_name_map because terrain and water currently don't conceptually have a physics actor of their own
+ /// apart from the singleton PANull
+ ///
+ public Dictionary geom_name_map = new Dictionary();
+
+ ///
+ /// Maps a unique geometry id (a memory location) to a physics actor.
+ ///
+ ///
+ /// Only actors participating in collisions have geometries.
+ ///
public Dictionary actor_name_map = new Dictionary();
- private float contactsurfacelayer = 0.002f;
+ ///
+ /// Defects list to remove characters that no longer have finite positions due to some other bug.
+ ///
+ ///
+ /// Used repeatedly in Simulate() but initialized once here.
+ ///
+ private readonly List defects = new List();
- private int contactsPerCollision = 80;
- internal IntPtr ContactgeomsArray = IntPtr.Zero;
- private IntPtr GlobalContactsArray = IntPtr.Zero;
- private d.Contact SharedTmpcontact = new d.Contact();
+ private bool m_NINJA_physics_joints_enabled = false;
+ //private Dictionary jointpart_name_map = new Dictionary();
+ private readonly Dictionary> joints_connecting_actor = new Dictionary>();
+ private d.ContactGeom[] contacts;
- const int maxContactsbeforedeath = 6000;
- private volatile int m_global_contactcount = 0;
+ ///
+ /// Lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
+ ///
+ private readonly List requestedJointsToBeCreated = new List();
- private IntPtr contactgroup;
+ ///
+ /// can lock for longer. accessed only by OdeScene.
+ ///
+ private readonly List pendingJoints = new List();
- public ContactData[] m_materialContactsData = new ContactData[8];
+ ///
+ /// can lock for longer. accessed only by OdeScene.
+ ///
+ private readonly List activeJoints = new List();
- private IntPtr TerrainGeom;
- private float[] TerrainHeightFieldHeight;
- private GCHandle TerrainHeightFieldHeightsHandler = new GCHandle();
-
- private int m_physicsiterations = 15;
+ ///
+ /// lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
+ ///
+ private readonly List requestedJointsToBeDeleted = new List();
+
+ private Object externalJointRequestsLock = new Object();
+ private readonly Dictionary SOPName_to_activeJoint = new Dictionary();
+ private readonly Dictionary SOPName_to_pendingJoint = new Dictionary();
+ private readonly DoubleDictionary RegionTerrain = new DoubleDictionary();
+ private readonly Dictionary TerrainHeightFieldHeights = new Dictionary();
+
+ private d.Contact contact;
+ private d.Contact TerrainContact;
+ private d.Contact AvatarMovementprimContact;
+ private d.Contact AvatarMovementTerrainContact;
+ private d.Contact WaterContact;
+ private d.Contact[,] m_materialContacts;
+
+ private int m_physicsiterations = 10;
private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
-// private PhysicsActor PANull = new NullPhysicsActor();
+ private readonly PhysicsActor PANull = new NullPhysicsActor();
private float step_time = 0.0f;
-
public IntPtr world;
+ private uint obj2LocalID = 0;
+ private OdeCharacter cc1;
+ private OdePrim cp1;
+ private OdeCharacter cc2;
+ private OdePrim cp2;
+ private int p1ExpectedPoints = 0;
+ private int p2ExpectedPoints = 0;
- // split the spaces acording to contents type
- // ActiveSpace contains characters and active prims
- // StaticSpace contains land and other that is mostly static in enviroment
- // this can contain subspaces, like the grid in staticspace
- // as now space only contains this 2 top spaces
+ public IntPtr space;
- public IntPtr TopSpace; // the global space
- public IntPtr ActiveSpace; // space for active prims
- public IntPtr CharsSpace; // space for active prims
- public IntPtr StaticSpace; // space for the static things around
- public IntPtr GroundSpace; // space for ground
+ // split static geometry collision handling into spaces of 30 meters
+ public IntPtr[,] staticPrimspace;
- // some speedup variables
- private int spaceGridMaxX;
- private int spaceGridMaxY;
- private float spacesPerMeterX;
- private float spacesPerMeterY;
-
- // split static geometry collision into a grid as before
- private IntPtr[,] staticPrimspace;
- private IntPtr[] staticPrimspaceOffRegion;
+ ///
+ /// Used to lock the entire physics scene. Locked during the main part of Simulate()
+ ///
+ internal Object OdeLock = new Object();
- public Object OdeLock;
- public static Object SimulationLock;
+ private bool _worldInitialized = false;
public IMesher mesher;
- public IConfigSource m_config;
+ private IConfigSource m_config;
public bool physics_logging = false;
public int physics_logging_interval = 0;
public bool physics_logging_append_existing_logfile = false;
- public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
+ private bool avplanted = false;
+ private bool av_av_collisions_off = false;
- private ODERayCastRequestManager m_rayCastManager;
- public ODEMeshWorker m_meshWorker;
+ public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
+ public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
- /* maybe needed if ode uses tls
- private void checkThread()
- {
+ private volatile int m_global_contactcount = 0;
- int th = Thread.CurrentThread.ManagedThreadId;
- if(th != threadid)
- {
- threadid = th;
- d.AllocateODEDataForThread(~0U);
- }
- }
- */
+ private Vector3 m_worldOffset = Vector3.Zero;
+ public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
+ private PhysicsScene m_parentScene = null;
- IConfig physicsconfig = null;
+ float spacesPerMeterX;
+ float spacesPerMeterY;
+ int spaceGridMaxX;
+ int spaceGridMaxY;
- public ODEScene(Scene pscene, IConfigSource psourceconfig, string pname, string pversion, bool pOSOdeLib)
- {
- OdeLock = new Object();
+ private ODERayCastRequestManager m_rayCastManager;
+
+ public Scene m_frameWorkScene = null;
+ public OdeScene(Scene pscene, IConfigSource psourceconfig, string pname, string pversion)
+ {
+ m_config = psourceconfig;
+ m_frameWorkScene = pscene;
+
EngineType = pname;
PhysicsSceneName = EngineType + "/" + pscene.RegionInfo.RegionName;
EngineName = pname + " " + pversion;
- m_config = psourceconfig;
- m_OSOdeLib = pOSOdeLib;
-
-// m_OSOdeLib = false; //debug
- m_frameWorkScene = pscene;
+ pscene.RegisterModuleInterface(this);
+ Vector3 extent = new Vector3(pscene.RegionInfo.RegionSizeX, pscene.RegionInfo.RegionSizeY, pscene.RegionInfo.RegionSizeZ);
+ Initialise(extent);
+ InitialiseFromConfig(m_config);
- m_frameWorkScene.RegisterModuleInterface(this);
+ // This may not be that good since terrain may not be avaiable at this point
+ base.Initialise(pscene.PhysicsRequestAsset,
+ (pscene.Heightmap != null ? pscene.Heightmap.GetFloatsSerialised() : new float[(int)(extent.X * extent.Y)]),
+ (float)pscene.RegionInfo.RegionSettings.WaterHeight);
- Initialization();
-
- base.Initialise(m_frameWorkScene.PhysicsRequestAsset,
- (m_frameWorkScene.Heightmap != null ? m_frameWorkScene.Heightmap.GetFloatsSerialised() : new float[m_frameWorkScene.RegionInfo.RegionSizeX * m_frameWorkScene.RegionInfo.RegionSizeY]),
- (float)m_frameWorkScene.RegionInfo.RegionSettings.WaterHeight);
}
- public void RegionLoaded()
+ public void RegionLoaded()
{
mesher = m_frameWorkScene.RequestModuleInterface();
if (mesher == null)
- {
- m_log.ErrorFormat("[ubOde] No mesher. module disabled");
- return;
- }
-
- m_meshWorker = new ODEMeshWorker(this, m_log, mesher, physicsconfig);
- m_frameWorkScene.PhysicsEnabled = true;
+ m_log.WarnFormat("[ODE SCENE]: No mesher in {0}. Things will not work well.", PhysicsSceneName);
+
+ m_frameWorkScene.PhysicsEnabled = true;
}
+
///
/// Initiailizes the scene
/// Sets many properties that ODE requires to be stable
/// These settings need to be tweaked 'exactly' right or weird stuff happens.
///
- private void Initialization()
+ private void Initialise(Vector3 regionExtent)
{
- d.AllocateODEDataForThread(~0U);
-
- SimulationLock = new Object();
-
+ WorldExtents.X = regionExtent.X;
+ m_regionWidth = (uint)regionExtent.X;
+ WorldExtents.Y = regionExtent.Y;
+ m_regionHeight = (uint)regionExtent.Y;
+
nearCallback = near;
-
m_rayCastManager = new ODERayCastRequestManager(this);
- WorldExtents.X = m_frameWorkScene.RegionInfo.RegionSizeX;
- m_regionWidth = (uint)WorldExtents.X;
- WorldExtents.Y = m_frameWorkScene.RegionInfo.RegionSizeY;
- m_regionHeight = (uint)WorldExtents.Y;
-
- lock (OdeLock)
- {
- // Create the world and the first space
- try
- {
- world = d.WorldCreate();
- TopSpace = d.HashSpaceCreate(IntPtr.Zero);
-
- // now the major subspaces
- ActiveSpace = d.HashSpaceCreate(TopSpace);
- CharsSpace = d.HashSpaceCreate(TopSpace);
- StaticSpace = d.HashSpaceCreate(TopSpace);
- GroundSpace = d.HashSpaceCreate(TopSpace);
- }
- catch
- {
- // i must RtC#FM
- // i did!
- }
-
- d.HashSpaceSetLevels(TopSpace, -5, 12);
- d.HashSpaceSetLevels(ActiveSpace, -5, 10);
- d.HashSpaceSetLevels(CharsSpace, -4, 3);
- d.HashSpaceSetLevels(StaticSpace, -5, 12);
- d.HashSpaceSetLevels(GroundSpace, 0, 8);
-
- // demote to second level
- d.SpaceSetSublevel(ActiveSpace, 1);
- d.SpaceSetSublevel(CharsSpace, 1);
- d.SpaceSetSublevel(StaticSpace, 1);
- d.SpaceSetSublevel(GroundSpace, 1);
-
- d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
- CollisionCategories.Geom |
- CollisionCategories.Character |
- CollisionCategories.Phantom |
- CollisionCategories.VolumeDtc
- ));
- d.GeomSetCollideBits(ActiveSpace, (uint)(CollisionCategories.Space |
- CollisionCategories.Geom |
- CollisionCategories.Character |
- CollisionCategories.Phantom |
- CollisionCategories.VolumeDtc
- ));
- d.GeomSetCategoryBits(CharsSpace, (uint)(CollisionCategories.Space |
- CollisionCategories.Geom |
- CollisionCategories.Character |
- CollisionCategories.Phantom |
- CollisionCategories.VolumeDtc
- ));
- d.GeomSetCollideBits(CharsSpace, 0);
-
- d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
- CollisionCategories.Geom |
- // CollisionCategories.Land |
- // CollisionCategories.Water |
- CollisionCategories.Phantom |
- CollisionCategories.VolumeDtc
- ));
- d.GeomSetCollideBits(StaticSpace, 0);
-
- d.GeomSetCategoryBits(GroundSpace, (uint)(CollisionCategories.Land));
- d.GeomSetCollideBits(GroundSpace, 0);
-
- contactgroup = d.JointGroupCreate(maxContactsbeforedeath + 1);
- //contactgroup
-
- d.WorldSetAutoDisableFlag(world, false);
- }
+ // Create the world and the first space
+ world = d.WorldCreate();
+ space = d.HashSpaceCreate(IntPtr.Zero);
+ contactgroup = d.JointGroupCreate(0);
- // checkThread();
+ d.WorldSetAutoDisableFlag(world, false);
+ }
+ // Initialize from configs
+ private void InitialiseFromConfig(IConfigSource config)
+ {
+ InitializeExtraStats();
+ m_config = config;
// Defaults
- int contactsPerCollision = 80;
+ avPIDD = 2200.0f;
+ avPIDP = 900.0f;
+ avStandupTensor = 550000f;
- physicsconfig = null;
+ int contactsPerCollision = 80;
if (m_config != null)
{
- physicsconfig = m_config.Configs["ODEPhysicsSettings"];
+ IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
if (physicsconfig != null)
{
- gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
- gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
- gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
-
- metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
-
- // contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
-
- ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
-
- avDensity = physicsconfig.GetFloat("av_density", avDensity);
- avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
- avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
-
- contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
-
- geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
- bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
-
- physics_logging = physicsconfig.GetBoolean("physics_logging", false);
- physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
- physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
-
- minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
- maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
+ CollectStats = physicsconfig.GetBoolean("collect_stats", false);
- avDensity *= 3f / 80f; // scale other engines density option to this
- }
- }
+ gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
+ gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
+ gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
- float heartbeat = 1/m_frameWorkScene.FrameTime;
- maximumAngularVelocity = 0.49f * heartbeat *(float)Math.PI;
- maxAngVelocitySQ = maximumAngularVelocity * maximumAngularVelocity;
+ float avatarTerminalVelocity = physicsconfig.GetFloat("avatar_terminal_velocity", 54f);
+ AvatarTerminalVelocity = Util.Clamp(avatarTerminalVelocity, 0, 255f);
+ if (AvatarTerminalVelocity != avatarTerminalVelocity)
+ {
+ m_log.WarnFormat(
+ "[ODE SCENE]: avatar_terminal_velocity of {0} is invalid. Clamping to {1}",
+ avatarTerminalVelocity, AvatarTerminalVelocity);
+ }
- d.WorldSetCFM(world, comumContactCFM);
- d.WorldSetERP(world, comumContactERP);
+ HashspaceLow = physicsconfig.GetInt("world_hashspace_level_low", -5);
+ HashspaceHigh = physicsconfig.GetInt("world_hashspace_level_high", 12);
- d.WorldSetGravity(world, gravityx, gravityy, gravityz);
+ metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
- d.WorldSetLinearDamping(world, 0.002f);
- d.WorldSetAngularDamping(world, 0.002f);
- d.WorldSetAngularDampingThreshold(world, 0f);
- d.WorldSetLinearDampingThreshold(world, 0f);
- d.WorldSetMaxAngularSpeed(world, maximumAngularVelocity);
+ contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
- d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
+ nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
+ nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
+ nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
- d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
- d.WorldSetContactMaxCorrectingVel(world, 60.0f);
+ mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
+ mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
+ mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
- HalfOdeStep = ODE_STEPSIZE * 0.5f;
- odetimestepMS = (int)(1000.0f * ODE_STEPSIZE + 0.5f);
+ nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
+ nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
- ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
- GlobalContactsArray = Marshal.AllocHGlobal((maxContactsbeforedeath + 100) * d.Contact.unmanagedSizeOf);
+ mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
+ mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
- SharedTmpcontact.geom.g1 = IntPtr.Zero;
- SharedTmpcontact.geom.g2 = IntPtr.Zero;
+ ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
+ m_physicsiterations = physicsconfig.GetInt("world_solver_iterations", 10);
- SharedTmpcontact.geom.side1 = -1;
- SharedTmpcontact.geom.side2 = -1;
+ avDensity = physicsconfig.GetFloat("av_density", 80f);
+// avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
+ avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
+ avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
+ avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
+ avplanted = physicsconfig.GetBoolean("av_planted", false);
+ av_av_collisions_off = physicsconfig.GetBoolean("av_av_collisions_off", false);
- SharedTmpcontact.surface.mode = comumContactFlags;
- SharedTmpcontact.surface.mu = 0;
- SharedTmpcontact.surface.bounce = 0;
- SharedTmpcontact.surface.soft_cfm = comumContactCFM;
- SharedTmpcontact.surface.soft_erp = comumContactERP;
- SharedTmpcontact.surface.slip1 = comumContactSLIP;
- SharedTmpcontact.surface.slip2 = comumContactSLIP;
+ IsAvCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
- m_materialContactsData[(int)Material.Stone].mu = 0.8f;
- m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
+ contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
- m_materialContactsData[(int)Material.Metal].mu = 0.3f;
- m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
+ geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 5);
+ geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
- m_materialContactsData[(int)Material.Glass].mu = 0.2f;
- m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
+ geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
+ bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
- m_materialContactsData[(int)Material.Wood].mu = 0.6f;
- m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
+ bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
+ bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
- m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
- m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
+ forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
+ meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
+ meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
+ MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
+ m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
- m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
- m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
+ avPIDD = physicsconfig.GetFloat("av_pid_derivative", 2200.0f);
+ avPIDP = physicsconfig.GetFloat("av_pid_proportional", 900.0f);
+ avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor", 550000f);
- m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
- m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
+ physics_logging = physicsconfig.GetBoolean("physics_logging", false);
+ physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
+ physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
- m_materialContactsData[(int)Material.light].mu = 0.0f;
- m_materialContactsData[(int)Material.light].bounce = 0.0f;
+// m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
+ minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
+ maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
+ }
+ }
+ contacts = new d.ContactGeom[contactsPerCollision];
spacesPerMeterX = 1.0f / metersInSpace;
- spacesPerMeterY = spacesPerMeterX;
+ spacesPerMeterY = 1.0f / metersInSpace;
+
spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeterX);
spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeterY);
+ // note: limit number of spaces
if (spaceGridMaxX > 24)
{
spaceGridMaxX = 24;
- spacesPerMeterX = spaceGridMaxX / WorldExtents.X;
+ spacesPerMeterX = spaceGridMaxX / WorldExtents.X;
}
-
if (spaceGridMaxY > 24)
{
spaceGridMaxY = 24;
spacesPerMeterY = spaceGridMaxY / WorldExtents.Y;
}
- staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
+ staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
+
+ // make this index limits
+ spaceGridMaxX--;
+ spaceGridMaxY--;
- // create all spaces now
- int i, j;
- IntPtr newspace;
+ // Centeral contact friction and bounce
+ // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
+ // an avatar falls through in Z but not in X or Y when walking on a prim.
+ contact.surface.mode |= d.ContactFlags.SoftERP;
+ contact.surface.mu = nmAvatarObjectContactFriction;
+ contact.surface.bounce = nmAvatarObjectContactBounce;
+ contact.surface.soft_cfm = 0.010f;
+ contact.surface.soft_erp = 0.010f;
+
+ // Terrain contact friction and Bounce
+ // This is the *non* moving version. Use this when an avatar
+ // isn't moving to keep it in place better
+ TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
+ TerrainContact.surface.mu = nmTerrainContactFriction;
+ TerrainContact.surface.bounce = nmTerrainContactBounce;
+ TerrainContact.surface.soft_erp = nmTerrainContactERP;
+
+ WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
+ WaterContact.surface.mu = 0f; // No friction
+ WaterContact.surface.bounce = 0.0f; // No bounce
+ WaterContact.surface.soft_cfm = 0.010f;
+ WaterContact.surface.soft_erp = 0.010f;
+
+ // Prim contact friction and bounce
+ // THis is the *non* moving version of friction and bounce
+ // Use this when an avatar comes in contact with a prim
+ // and is moving
+ AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
+ AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
+
+ // Terrain contact friction bounce and various error correcting calculations
+ // Use this when an avatar is in contact with the terrain and moving.
+ AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
+ AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
+ AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
+ AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
- for (i = 0; i < spaceGridMaxX; i++)
- for (j = 0; j < spaceGridMaxY; j++)
- {
- newspace = d.HashSpaceCreate(StaticSpace);
- d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
- waitForSpaceUnlock(newspace);
- d.SpaceSetSublevel(newspace, 2);
- d.HashSpaceSetLevels(newspace, -2, 8);
- d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
- CollisionCategories.Geom |
- CollisionCategories.Land |
- CollisionCategories.Water |
- CollisionCategories.Phantom |
- CollisionCategories.VolumeDtc
- ));
- d.GeomSetCollideBits(newspace, 0);
+ /*
+
+ Stone = 0,
+ ///
+ Metal = 1,
+ ///
+ Glass = 2,
+ ///
+ Wood = 3,
+ ///
+ Flesh = 4,
+ ///
+ Plastic = 5,
+ ///
+ Rubber = 6
+ */
+
+ m_materialContacts = new d.Contact[7,2];
+
+ m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
+ m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
+ m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
+ m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
+ m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
+ m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
+ m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
+ m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
- staticPrimspace[i, j] = newspace;
- }
+ /*
+ private float nmAvatarObjectContactFriction = 250f;
+ private float nmAvatarObjectContactBounce = 0.1f;
- // let this now be index limit
- spaceGridMaxX--;
- spaceGridMaxY--;
+ private float mAvatarObjectContactFriction = 75f;
+ private float mAvatarObjectContactBounce = 0.1f;
+ */
+ m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
+ m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
+ m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
+ m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
+ m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
+ m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
+ m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
+ m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
+ m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
+ m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
+ m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
+
+ m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
+ m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
+ m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
+ m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
+ m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
+ m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
+
+ d.HashSpaceSetLevels(space, HashspaceLow, HashspaceHigh);
+
+ // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
- // create 4 off world spaces (x<0,x>max,y<0,y>max)
- staticPrimspaceOffRegion = new IntPtr[4];
+ d.WorldSetGravity(world, gravityx, gravityy, gravityz);
+ d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
- for (i = 0; i < 4; i++)
- {
- newspace = d.HashSpaceCreate(StaticSpace);
- d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
- waitForSpaceUnlock(newspace);
- d.SpaceSetSublevel(newspace, 2);
- d.HashSpaceSetLevels(newspace, -2, 8);
- d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
- CollisionCategories.Geom |
- CollisionCategories.Land |
- CollisionCategories.Water |
- CollisionCategories.Phantom |
- CollisionCategories.VolumeDtc
- ));
- d.GeomSetCollideBits(newspace, 0);
+ d.WorldSetLinearDamping(world, 256f);
+ d.WorldSetAngularDamping(world, 256f);
+ d.WorldSetAngularDampingThreshold(world, 256f);
+ d.WorldSetLinearDampingThreshold(world, 256f);
+ d.WorldSetMaxAngularSpeed(world, 256f);
- staticPrimspaceOffRegion[i] = newspace;
- }
+ d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
+ //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
- m_lastframe = DateTime.UtcNow;
- m_lastMeshExpire = m_lastframe;
- }
+ for (int i = 0; i < staticPrimspace.GetLength(0); i++)
+ {
+ for (int j = 0; j < staticPrimspace.GetLength(1); j++)
+ {
+ staticPrimspace[i, j] = IntPtr.Zero;
+ }
+ }
- internal void waitForSpaceUnlock(IntPtr space)
- {
- //if (space != IntPtr.Zero)
- //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
+ _worldInitialized = true;
}
#region Collision Detection
- // sets a global contact for a joint for contactgeom , and base contact description)
- private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom,bool smooth)
+ ///
+ /// Collides two geometries.
+ ///
+ ///
+ ///
+ /// /param>
+ ///
+ ///
+ ///
+ private int CollideGeoms(
+ IntPtr geom1, IntPtr geom2, int maxContacts, d.ContactGeom[] contactsArray, int contactGeomSize)
{
- if (m_global_contactcount >= maxContactsbeforedeath)
- return IntPtr.Zero;
+ int count;
- m_global_contactcount++;
- if(smooth)
- SharedTmpcontact.geom.depth = contactGeom.depth * 0.05f;
- else
- SharedTmpcontact.geom.depth = contactGeom.depth;
- SharedTmpcontact.geom.pos = contactGeom.pos;
- SharedTmpcontact.geom.normal = contactGeom.normal;
+ lock (OdeScene.UniversalColliderSyncObject)
+ {
+ // We do this inside the lock so that we don't count any delay in acquiring it
+ if (CollectStats)
+ m_nativeCollisionStartTick = Util.EnvironmentTickCount();
- IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
- Marshal.StructureToPtr(SharedTmpcontact, contact, true);
- return d.JointCreateContactPtr(world, contactgroup, contact);
- }
+ count = d.Collide(geom1, geom2, maxContacts, contactsArray, contactGeomSize);
+ }
- private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
- {
- if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
- return false;
+ // We do this outside the lock so that any waiting threads aren't held up, though the effect is probably
+ // negligable
+ if (CollectStats)
+ m_stats[ODENativeGeomCollisionFrameMsStatName]
+ += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
- IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
- newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
- return true;
+ return count;
}
///
- /// This is our near callback. A geometry is near a body
+ /// Collide two spaces or a space and a geometry.
///
- /// The space that contains the geoms. Remember, spaces are also geoms
+ ///
+ /// /param>
+ ///
+ private void CollideSpaces(IntPtr space1, IntPtr space2, IntPtr data)
+ {
+ if (CollectStats)
+ {
+ m_inCollisionTiming = true;
+ m_nativeCollisionStartTick = Util.EnvironmentTickCount();
+ }
+
+ d.SpaceCollide2(space1, space2, data, nearCallback);
+
+ if (CollectStats && m_inCollisionTiming)
+ {
+ m_stats[ODENativeSpaceCollisionFrameMsStatName]
+ += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
+ m_inCollisionTiming = false;
+ }
+ }
+
+ ///
+ /// This is our near callback. A geometry is near a body
+ ///
+ /// The space that contains the geoms. Remember, spaces are also geoms
/// a geometry or space
/// another geometry or space
- ///
-
private void near(IntPtr space, IntPtr g1, IntPtr g2)
{
- // no lock here! It's invoked from within Simulate(), which is thread-locked
+ if (CollectStats && m_inCollisionTiming)
+ {
+ m_stats[ODENativeSpaceCollisionFrameMsStatName]
+ += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
+ m_inCollisionTiming = false;
+ }
- if (m_global_contactcount >= maxContactsbeforedeath)
- return;
+// m_log.DebugFormat("[PHYSICS]: Colliding {0} and {1} in {2}", g1, g2, space);
+ // no lock here! It's invoked from within Simulate(), which is thread-locked
// Test if we're colliding a geom with a space.
// If so we have to drill down into the space recursively
- if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
- return;
-
if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
{
+ if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
+ return;
+
+ // Separating static prim geometry spaces.
// We'll be calling near recursivly if one
// of them is a space to find all of the
// contact points in the space
try
{
- d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
+ CollideSpaces(g1, g2, IntPtr.Zero);
}
catch (AccessViolationException)
{
- m_log.Warn("[PHYSICS]: Unable to collide test a space");
+ m_log.Error("[ODE SCENE]: Unable to collide test a space");
return;
}
- //here one should check collisions of geoms inside a space
- // but on each space we only should have geoms that not colide amoung each other
- // so we don't dig inside spaces
+ //Colliding a space or a geom with a space or a geom. so drill down
+
+ //Collide all geoms in each space..
+ //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
+ //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
return;
}
- // get geom bodies to check if we already a joint contact
- // guess this shouldn't happen now
+ if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
+ return;
+
IntPtr b1 = d.GeomGetBody(g1);
IntPtr b2 = d.GeomGetBody(g2);
// d.GeomClassID id = d.GeomGetClass(g1);
+ String name1 = null;
+ String name2 = null;
+
+ if (!geom_name_map.TryGetValue(g1, out name1))
+ {
+ name1 = "null";
+ }
+ if (!geom_name_map.TryGetValue(g2, out name2))
+ {
+ name2 = "null";
+ }
+
// Figure out how many contact points we have
int count = 0;
+
try
{
// Colliding Geom To Geom
@@ -728,329 +1003,444 @@ namespace OpenSim.Region.PhysicsModule.ubOde
if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
return;
- /*
- // debug
- PhysicsActor dp2;
- if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
- {
- d.AABB aabb;
- d.GeomGetAABB(g2, out aabb);
- float x = aabb.MaxX - aabb.MinX;
- float y = aabb.MaxY - aabb.MinY;
- float z = aabb.MaxZ - aabb.MinZ;
- if (x > 60.0f || y > 60.0f || z > 60.0f)
- {
- if (!actor_name_map.TryGetValue(g2, out dp2))
- m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
- else
- m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})",
- dp2.Name, dp2.Size, x, y, z,
- dp2.Position.ToString(),
- dp2.Orientation.ToString(),
- dp2.Orientation.Length());
- return;
- }
- }
- //
- */
+ count = CollideGeoms(g1, g2, contacts.Length, contacts, d.ContactGeom.unmanagedSizeOf);
- if (d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
- d.GeomGetCategoryBits(g2) == (uint)CollisionCategories.VolumeDtc)
- {
- int cflags;
- unchecked
- {
- cflags = (int)(1 | d.CONTACTS_UNIMPORTANT);
- }
- count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
- }
- else
- count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
+ // All code after this is only relevant if we have any collisions
+ if (count <= 0)
+ return;
+
+ if (count > contacts.Length)
+ m_log.Error("[ODE SCENE]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
}
catch (SEHException)
{
- 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.");
- // ode.drelease(world);
+ m_log.Error(
+ "[ODE SCENE]: 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.");
base.TriggerPhysicsBasedRestart();
}
catch (Exception e)
{
- m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
+ m_log.ErrorFormat("[ODE SCENE]: Unable to collide test an object: {0}", e.Message);
return;
}
- // contacts done
- if (count == 0)
- return;
-
- // try get physical actors
PhysicsActor p1;
PhysicsActor p2;
-
+
+ p1ExpectedPoints = 0;
+ p2ExpectedPoints = 0;
+
if (!actor_name_map.TryGetValue(g1, out p1))
{
- m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1");
- return;
+ p1 = PANull;
}
if (!actor_name_map.TryGetValue(g2, out p2))
{
- m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
- return;
+ p2 = PANull;
}
-
- // get first contact
- d.ContactGeom curContact = new d.ContactGeom();
-
- if (!GetCurContactGeom(0, ref curContact))
- return;
-
ContactPoint maxDepthContact = new ContactPoint();
+ if (p1.CollisionScore + count >= float.MaxValue)
+ p1.CollisionScore = 0;
+ p1.CollisionScore += count;
- // do volume detection case
- if ((p1.IsVolumeDtc || p2.IsVolumeDtc))
+ if (p2.CollisionScore + count >= float.MaxValue)
+ p2.CollisionScore = 0;
+ p2.CollisionScore += count;
+
+ for (int i = 0; i < count; i++)
{
- maxDepthContact = new ContactPoint(
- new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
- new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
- curContact.depth, false
+ d.ContactGeom curContact = contacts[i];
+
+ if (curContact.depth > maxDepthContact.PenetrationDepth)
+ {
+ maxDepthContact = new ContactPoint(
+ new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
+ new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
+ curContact.depth
);
+ }
- collision_accounting_events(p1, p2, maxDepthContact);
- return;
- }
+ //m_log.Warn("[CCOUNT]: " + count);
+ IntPtr joint;
+ // If we're colliding with terrain, use 'TerrainContact' instead of contact.
+ // allows us to have different settings
+
+ // We only need to test p2 for 'jump crouch purposes'
+ if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
+ {
+ // Testing if the collision is at the feet of the avatar
+
+ //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
+ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
+ p2.IsColliding = true;
+ }
+ else
+ {
+ p2.IsColliding = true;
+ }
+
+ //if ((framecount % m_returncollisions) == 0)
- // big messy collision analises
+ switch (p1.PhysicsActorType)
+ {
+ case (int)ActorTypes.Agent:
+ p1ExpectedPoints = avatarExpectedContacts;
+ p2.CollidingObj = true;
+ break;
+ case (int)ActorTypes.Prim:
+ if (p1 != null && p1 is OdePrim)
+ p1ExpectedPoints = ((OdePrim) p1).ExpectedCollisionContacts;
- float mu = 0;
- float bounce = 0;
-// bool IgnoreNegSides = false;
+ if (p2.Velocity.LengthSquared() > 0.0f)
+ p2.CollidingObj = true;
+ break;
+ case (int)ActorTypes.Unknown:
+ p2.CollidingGround = true;
+ break;
+ default:
+ p2.CollidingGround = true;
+ break;
+ }
- ContactData contactdata1 = new ContactData(0, 0, false);
- ContactData contactdata2 = new ContactData(0, 0, false);
+ // we don't want prim or avatar to explode
- bool dop1ava = false;
- bool dop2ava = false;
- bool ignore = false;
- bool smoothMesh = false;
+ #region InterPenetration Handling - Unintended physics explosions
- switch (p1.PhysicsActorType)
- {
- case (int)ActorTypes.Agent:
+ if (curContact.depth >= 0.08f)
+ {
+ if (curContact.depth >= 1.00f)
{
- dop1ava = true;
- switch (p2.PhysicsActorType)
+ //m_log.Info("[P]: " + contact.depth.ToString());
+ if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
+ p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
+ (p1.PhysicsActorType == (int) ActorTypes.Agent &&
+ p2.PhysicsActorType == (int) ActorTypes.Unknown))
{
- case (int)ActorTypes.Agent:
- case (int)ActorTypes.Prim:
- break;
+ if (p2.PhysicsActorType == (int) ActorTypes.Agent)
+ {
+ if (p2 is OdeCharacter)
+ {
+ OdeCharacter character = (OdeCharacter) p2;
+
+ //p2.CollidingObj = true;
+ curContact.depth = 0.00000003f;
+ p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
+ curContact.pos =
+ new d.Vector3(curContact.pos.X + (p1.Size.X/2),
+ curContact.pos.Y + (p1.Size.Y/2),
+ curContact.pos.Z + (p1.Size.Z/2));
+ character.SetPidStatus(true);
+ }
+ }
- default:
- ignore = true; // avatar to terrain and water ignored
- break;
+ if (p1.PhysicsActorType == (int) ActorTypes.Agent)
+ {
+ if (p1 is OdeCharacter)
+ {
+ OdeCharacter character = (OdeCharacter) p1;
+
+ //p2.CollidingObj = true;
+ curContact.depth = 0.00000003f;
+ p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
+ curContact.pos =
+ new d.Vector3(curContact.pos.X + (p1.Size.X/2),
+ curContact.pos.Y + (p1.Size.Y/2),
+ curContact.pos.Z + (p1.Size.Z/2));
+ character.SetPidStatus(true);
+ }
+ }
}
- break;
}
+ }
- case (int)ActorTypes.Prim:
- {
- switch (p2.PhysicsActorType)
- {
- case (int)ActorTypes.Agent:
- dop2ava = true;
- break;
+ #endregion
- case (int)ActorTypes.Prim:
- Vector3 relV = p1.rootVelocity - p2.rootVelocity;
- float relVlenSQ = relV.LengthSquared();
- if (relVlenSQ > 0.0001f)
- {
- p1.CollidingObj = true;
- p2.CollidingObj = true;
- }
- p1.getContactData(ref contactdata1);
- p2.getContactData(ref contactdata2);
- bounce = contactdata1.bounce * contactdata2.bounce;
- mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
+ // Logic for collision handling
+ // Note, that if *all* contacts are skipped (VolumeDetect)
+ // The prim still detects (and forwards) collision events but
+ // appears to be phantom for the world
+ Boolean skipThisContact = false;
- if (relVlenSQ > 0.01f)
- mu *= frictionMovementMult;
+ if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
+ skipThisContact = true; // No collision on volume detect prims
- if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass &&
- d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
- smoothMesh = true;
- break;
+ if (av_av_collisions_off)
+ if ((p1 is OdeCharacter) && (p2 is OdeCharacter))
+ skipThisContact = true;
- case (int)ActorTypes.Ground:
- p1.getContactData(ref contactdata1);
- bounce = contactdata1.bounce * TerrainBounce;
- mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
+ if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
+ skipThisContact = true; // No collision on volume detect prims
- Vector3 v1 = p1.rootVelocity;
- if (Math.Abs(v1.X) > 0.1f || Math.Abs(v1.Y) > 0.1f)
- mu *= frictionMovementMult;
- p1.CollidingGround = true;
+ if (!skipThisContact && curContact.depth < 0f)
+ skipThisContact = true;
- if(d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
- smoothMesh = true;
- break;
+ if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
+ skipThisContact = true;
- case (int)ActorTypes.Water:
- default:
- ignore = true;
- break;
- }
- }
- break;
+ const int maxContactsbeforedeath = 4000;
+ joint = IntPtr.Zero;
- case (int)ActorTypes.Ground:
- if (p2.PhysicsActorType == (int)ActorTypes.Prim)
- {
- p2.CollidingGround = true;
- p2.getContactData(ref contactdata2);
- bounce = contactdata2.bounce * TerrainBounce;
- mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
-
-// if (curContact.side1 > 0) // should be 2 ?
-// IgnoreNegSides = true;
- Vector3 v2 = p2.rootVelocity;
- if (Math.Abs(v2.X) > 0.1f || Math.Abs(v2.Y) > 0.1f)
- mu *= frictionMovementMult;
-
- if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass)
- smoothMesh = true;
- }
- else
- ignore = true;
- break;
+ if (!skipThisContact)
+ {
+ _perloopContact.Add(curContact);
- case (int)ActorTypes.Water:
- default:
- break;
- }
+ if (name1 == "Terrain" || name2 == "Terrain")
+ {
+ if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
+ (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
+ {
+ p2ExpectedPoints = avatarExpectedContacts;
+ // Avatar is moving on terrain, use the movement terrain contact
+ AvatarMovementTerrainContact.geom = curContact;
- if (ignore)
- return;
+ if (m_global_contactcount < maxContactsbeforedeath)
+ {
+ joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
+ m_global_contactcount++;
+ }
+ }
+ else
+ {
+ if (p2.PhysicsActorType == (int)ActorTypes.Agent)
+ {
+ p2ExpectedPoints = avatarExpectedContacts;
+ // Avatar is standing on terrain, use the non moving terrain contact
+ TerrainContact.geom = curContact;
- IntPtr Joint;
- bool FeetCollision = false;
- int ncontacts = 0;
+ if (m_global_contactcount < maxContactsbeforedeath)
+ {
+ joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
+ m_global_contactcount++;
+ }
+ }
+ else
+ {
+ if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
+ {
+ // prim prim contact
+ // int pj294950 = 0;
+ int movintYN = 0;
+ int material = (int) Material.Wood;
+ // prim terrain contact
+ if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
+ {
+ movintYN = 1;
+ }
- int i = 0;
+ if (p2 is OdePrim)
+ {
+ material = ((OdePrim) p2).m_material;
+ p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
+ }
+
+ // Unnessesary because p1 is defined above
+ //if (p1 is OdePrim)
+ // {
+ // p1ExpectedPoints = ((OdePrim)p1).ExpectedCollisionContacts;
+ // }
+ //m_log.DebugFormat("Material: {0}", material);
- maxDepthContact = new ContactPoint();
- maxDepthContact.PenetrationDepth = float.MinValue;
- ContactPoint minDepthContact = new ContactPoint();
- minDepthContact.PenetrationDepth = float.MaxValue;
+ m_materialContacts[material, movintYN].geom = curContact;
- SharedTmpcontact.geom.depth = 0;
- SharedTmpcontact.surface.mu = mu;
- SharedTmpcontact.surface.bounce = bounce;
+ if (m_global_contactcount < maxContactsbeforedeath)
+ {
+ joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
+ m_global_contactcount++;
+ }
+ }
+ else
+ {
+ int movintYN = 0;
+ // prim terrain contact
+ if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
+ {
+ movintYN = 1;
+ }
- d.ContactGeom altContact = new d.ContactGeom();
- bool useAltcontact = false;
- bool noskip = true;
+ int material = (int)Material.Wood;
- if(dop1ava || dop2ava)
- smoothMesh = false;
+ if (p2 is OdePrim)
+ {
+ material = ((OdePrim)p2).m_material;
+ p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
+ }
- while (true)
- {
- noskip = true;
- useAltcontact = false;
+ //m_log.DebugFormat("Material: {0}", material);
+ m_materialContacts[material, movintYN].geom = curContact;
- if (dop1ava)
- {
- if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
+ if (m_global_contactcount < maxContactsbeforedeath)
+ {
+ joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
+ m_global_contactcount++;
+ }
+ }
+ }
+ }
+ //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
+ //{
+ //m_log.Debug("[PHYSICS]: prim contacting with ground");
+ //}
+ }
+ else if (name1 == "Water" || name2 == "Water")
{
- if (p2.PhysicsActorType == (int)ActorTypes.Agent)
+ /*
+ if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
{
- p1.CollidingObj = true;
- p2.CollidingObj = true;
}
- else if (p2.rootVelocity.LengthSquared() > 0.0f)
- p2.CollidingObj = true;
+ else
+ {
+ }
+ */
+ //WaterContact.surface.soft_cfm = 0.0000f;
+ //WaterContact.surface.soft_erp = 0.00000f;
+ if (curContact.depth > 0.1f)
+ {
+ curContact.depth *= 52;
+ //contact.normal = new d.Vector3(0, 0, 1);
+ //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
+ }
+
+ WaterContact.geom = curContact;
+
+ if (m_global_contactcount < maxContactsbeforedeath)
+ {
+ joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
+ m_global_contactcount++;
+ }
+ //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
}
else
- noskip = false;
- }
- else if (dop2ava)
- {
- if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
{
- if (p1.PhysicsActorType == (int)ActorTypes.Agent)
+ if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
{
- p1.CollidingObj = true;
- p2.CollidingObj = true;
+ p2ExpectedPoints = avatarExpectedContacts;
+ if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
+ {
+ // Avatar is moving on a prim, use the Movement prim contact
+ AvatarMovementprimContact.geom = curContact;
+
+ if (m_global_contactcount < maxContactsbeforedeath)
+ {
+ joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
+ m_global_contactcount++;
+ }
+ }
+ else
+ {
+ // Avatar is standing still on a prim, use the non movement contact
+ contact.geom = curContact;
+
+ if (m_global_contactcount < maxContactsbeforedeath)
+ {
+ joint = d.JointCreateContact(world, contactgroup, ref contact);
+ m_global_contactcount++;
+ }
+ }
+ }
+ else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
+ {
+ //p1.PhysicsActorType
+ int material = (int)Material.Wood;
+
+ if (p2 is OdePrim)
+ {
+ material = ((OdePrim)p2).m_material;
+ p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
+ }
+
+ //m_log.DebugFormat("Material: {0}", material);
+ m_materialContacts[material, 0].geom = curContact;
+
+ if (m_global_contactcount < maxContactsbeforedeath)
+ {
+ joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
+ m_global_contactcount++;
+ }
}
- else if (p1.rootVelocity.LengthSquared() > 0.0f)
- p1.CollidingObj = true;
}
- else
- noskip = false;
+
+ if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
+ {
+ d.JointAttach(joint, b1, b2);
+ m_global_contactcount++;
+ }
}
- if (noskip)
+ collision_accounting_events(p1, p2, maxDepthContact);
+
+ if (count > ((p1ExpectedPoints + p2ExpectedPoints) * 0.25) + (geomContactPointsStartthrottle))
{
- if(useAltcontact)
- Joint = CreateContacJoint(ref altContact,smoothMesh);
- else
- Joint = CreateContacJoint(ref curContact,smoothMesh);
+ // If there are more then 3 contact points, it's likely
+ // that we've got a pile of objects, so ...
+ // We don't want to send out hundreds of terse updates over and over again
+ // so lets throttle them and send them again after it's somewhat sorted out.
+ p2.ThrottleUpdates = true;
+ }
+ //m_log.Debug(count.ToString());
+ //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
+ }
+ }
- if (Joint == IntPtr.Zero)
- break;
+ private bool checkDupe(d.ContactGeom contactGeom, int atype)
+ {
+ if (!m_filterCollisions)
+ return false;
- d.JointAttach(Joint, b1, b2);
+ bool result = false;
- ncontacts++;
+ ActorTypes at = (ActorTypes)atype;
- if (curContact.depth > maxDepthContact.PenetrationDepth)
+ foreach (d.ContactGeom contact in _perloopContact)
+ {
+ //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
+ //{
+ // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
+ if (at == ActorTypes.Agent)
+ {
+ if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f)
+ && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f)
+ && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
{
- maxDepthContact.Position.X = curContact.pos.X;
- maxDepthContact.Position.Y = curContact.pos.Y;
- maxDepthContact.Position.Z = curContact.pos.Z;
- maxDepthContact.PenetrationDepth = curContact.depth;
- maxDepthContact.CharacterFeet = FeetCollision;
+ if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
+ {
+ result = true;
+ break;
+ }
}
-
- if (curContact.depth < minDepthContact.PenetrationDepth)
+ }
+ else if (at == ActorTypes.Prim)
+ {
+ if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
{
- minDepthContact.PenetrationDepth = curContact.depth;
- minDepthContact.SurfaceNormal.X = curContact.normal.X;
- minDepthContact.SurfaceNormal.Y = curContact.normal.Y;
- minDepthContact.SurfaceNormal.Z = curContact.normal.Z;
+ if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
+ {
+ if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
+ {
+ result = true;
+ break;
+ }
+ }
+ //m_log.DebugFormat("[Collision]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
+ //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
}
}
-
- if (++i >= count)
- break;
-
- if (!GetCurContactGeom(i, ref curContact))
- break;
}
- if (ncontacts > 0)
- {
- maxDepthContact.SurfaceNormal.X = minDepthContact.SurfaceNormal.X;
- maxDepthContact.SurfaceNormal.Y = minDepthContact.SurfaceNormal.Y;
- maxDepthContact.SurfaceNormal.Z = minDepthContact.SurfaceNormal.Z;
-
- collision_accounting_events(p1, p2, maxDepthContact);
- }
+ return result;
}
private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
{
- uint obj2LocalID = 0;
-
- // update actors collision score
- if (p1.CollisionScore < float.MaxValue)
- p1.CollisionScore += 1.0f;
- if (p2.CollisionScore < float.MaxValue)
- p2.CollisionScore += 1.0f;
-
+ // obj1LocalID = 0;
+ //returncollisions = false;
+ obj2LocalID = 0;
+ //ctype = 0;
+ //cStartStop = 0;
+// if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
+// return;
bool p1events = p1.SubscribedEvents();
bool p2events = p2.SubscribedEvents();
@@ -1064,170 +1454,369 @@ namespace OpenSim.Region.PhysicsModule.ubOde
Vector3 vel = Vector3.Zero;
if (p2 != null && p2.IsPhysical)
- vel = p2.rootVelocity;
+ vel = p2.Velocity;
if (p1 != null && p1.IsPhysical)
- vel -= p1.rootVelocity;
+ vel -= p1.Velocity;
contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
- switch ((ActorTypes)p1.PhysicsActorType)
+ switch ((ActorTypes)p2.PhysicsActorType)
{
case ActorTypes.Agent:
- case ActorTypes.Prim:
- {
- switch ((ActorTypes)p2.PhysicsActorType)
+ cc2 = (OdeCharacter)p2;
+
+ // obj1LocalID = cc2.m_localID;
+ switch ((ActorTypes)p1.PhysicsActorType)
{
case ActorTypes.Agent:
+ cc1 = (OdeCharacter)p1;
+ obj2LocalID = cc1.LocalID;
+ cc1.AddCollisionEvent(cc2.LocalID, contact);
+ break;
+
case ActorTypes.Prim:
- if (p2events)
+ if (p1 is OdePrim)
{
- AddCollisionEventReporting(p2);
- p2.AddCollisionEvent(p1.ParentActor.LocalID, contact);
+ cp1 = (OdePrim) p1;
+ obj2LocalID = cp1.LocalID;
+ cp1.AddCollisionEvent(cc2.LocalID, contact);
}
- obj2LocalID = p2.ParentActor.LocalID;
break;
case ActorTypes.Ground:
case ActorTypes.Unknown:
- default:
obj2LocalID = 0;
break;
}
- if (p1events)
- {
- contact.SurfaceNormal = -contact.SurfaceNormal;
- contact.RelativeSpeed = -contact.RelativeSpeed;
- AddCollisionEventReporting(p1);
- p1.AddCollisionEvent(obj2LocalID, contact);
- }
+
+ cc2.AddCollisionEvent(obj2LocalID, contact);
break;
- }
- case ActorTypes.Ground:
- case ActorTypes.Unknown:
- default:
- {
- if (p2events && !p2.IsVolumeDtc)
+
+ case ActorTypes.Prim:
+
+ if (p2 is OdePrim)
{
- AddCollisionEventReporting(p2);
- p2.AddCollisionEvent(0, contact);
+ cp2 = (OdePrim) p2;
+
+ // obj1LocalID = cp2.m_localID;
+ switch ((ActorTypes) p1.PhysicsActorType)
+ {
+ case ActorTypes.Agent:
+ if (p1 is OdeCharacter)
+ {
+ cc1 = (OdeCharacter) p1;
+ obj2LocalID = cc1.LocalID;
+ cc1.AddCollisionEvent(cp2.LocalID, contact);
+ }
+ break;
+ case ActorTypes.Prim:
+
+ if (p1 is OdePrim)
+ {
+ cp1 = (OdePrim) p1;
+ obj2LocalID = cp1.LocalID;
+ cp1.AddCollisionEvent(cp2.LocalID, contact);
+ }
+ break;
+
+ case ActorTypes.Ground:
+ case ActorTypes.Unknown:
+ obj2LocalID = 0;
+ break;
+ }
+
+ cp2.AddCollisionEvent(obj2LocalID, contact);
}
break;
- }
}
}
-
///
/// This is our collision testing routine in ODE
///
- ///
private void collision_optimized()
{
- lock (_characters)
- {
+ _perloopContact.Clear();
+
+ foreach (OdeCharacter chr in _characters)
+ {
+ // Reset the collision values to false
+ // since we don't know if we're colliding yet
+ if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
+ continue;
+
+ chr.IsColliding = false;
+ chr.CollidingGround = false;
+ chr.CollidingObj = false;
+
+ // Test the avatar's geometry for collision with the space
+ // This will return near and the space that they are the closest to
+ // And we'll run this again against the avatar and the space segment
+ // This will return with a bunch of possible objects in the space segment
+ // and we'll run it again on all of them.
try
{
- foreach (OdeCharacter chr in _characters)
- {
- if (chr == null)
- continue;
-
- chr.IsColliding = false;
- // chr.CollidingGround = false; not done here
- chr.CollidingObj = false;
-
- if(chr.Body == IntPtr.Zero || chr.collider == IntPtr.Zero )
- continue;
-
- // do colisions with static space
- d.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, nearCallback);
-
- // no coll with gnd
- }
- // chars with chars
- d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback);
-
+ CollideSpaces(space, chr.Shell, IntPtr.Zero);
}
catch (AccessViolationException)
{
- m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
+ m_log.ErrorFormat("[ODE SCENE]: Unable to space collide {0}", PhysicsSceneName);
}
+
+ //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
+ //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
+ //{
+ //chr.Position.Z = terrainheight + 10.0f;
+ //forcedZ = true;
+ //}
+ }
+ if (CollectStats)
+ {
+ m_tempAvatarCollisionsThisFrame = _perloopContact.Count;
+ m_stats[ODEAvatarContactsStatsName] += m_tempAvatarCollisionsThisFrame;
}
- lock (_activeprims)
+ List removeprims = null;
+ foreach (OdePrim chr in _activeprims)
{
- foreach (OdePrim aprim in _activeprims)
+ if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
{
- aprim.CollisionScore = 0;
- aprim.IsColliding = false;
- }
- }
- lock (_activegroups)
- {
- try
- {
- foreach (OdePrim aprim in _activegroups)
+ try
{
- if(!aprim.m_outbounds && d.BodyIsEnabled(aprim.Body) &&
- aprim.collide_geom != IntPtr.Zero)
+ lock (chr)
{
- d.SpaceCollide2(StaticSpace, aprim.collide_geom, IntPtr.Zero, nearCallback);
- d.SpaceCollide2(GroundSpace, aprim.collide_geom, IntPtr.Zero, nearCallback);
+ if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
+ {
+ CollideSpaces(space, chr.prim_geom, IntPtr.Zero);
+ }
+ else
+ {
+ if (removeprims == null)
+ {
+ removeprims = new List();
+ }
+ removeprims.Add(chr);
+ m_log.Error(
+ "[ODE SCENE]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
+ }
}
}
- }
- catch (Exception e)
- {
- m_log.Warn("[PHYSICS]: Unable to collide Active to Static: " + e.Message);
+ catch (AccessViolationException)
+ {
+ m_log.Error("[ODE SCENE]: Unable to space collide");
+ }
}
}
- // colide active amoung them
- try
- {
- d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
- }
- catch (Exception e)
+ if (CollectStats)
+ m_stats[ODEPrimContactsStatName] += _perloopContact.Count - m_tempAvatarCollisionsThisFrame;
+
+ if (removeprims != null)
{
- m_log.Warn("[PHYSICS]: Unable to collide in Active: " + e.Message);
+ foreach (OdePrim chr in removeprims)
+ {
+ _activeprims.Remove(chr);
+ }
}
+ }
- // and with chars
- try
+ #endregion
+
+ // Recovered for use by fly height. Kitto Flora
+ internal float GetTerrainHeightAtXY(float x, float y)
+ {
+ IntPtr heightFieldGeom = IntPtr.Zero;
+ int offsetX = 0;
+ int offsetY = 0;
+
+ if(RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
{
- d.SpaceCollide2(CharsSpace,ActiveSpace, IntPtr.Zero, nearCallback);
+ if (heightFieldGeom != IntPtr.Zero)
+ {
+ if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
+ {
+
+ int index;
+
+
+ if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
+ (int)x < 0.001f || (int)y < 0.001f)
+ return 0;
+
+ x = x - offsetX + 1f;
+ y = y - offsetY + 1f;
+
+ // map is rotated
+ index = (int)x * ((int)m_regionHeight + 3) + (int)y;
+
+ if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
+ {
+ //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
+ return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
+ }
+
+ else
+ return 0f;
+ }
+ else
+ {
+ return 0f;
+ }
+
+ }
+ else
+ {
+ return 0f;
+ }
+
}
- catch (Exception e)
+ else
{
- m_log.Warn("[PHYSICS]: Unable to collide Active to Character: " + e.Message);
+ return 0f;
}
- }
+ }
+// End recovered. Kitto Flora
- #endregion
///
/// Add actor to the list that should receive collision events in the simulate loop.
///
///
- public void AddCollisionEventReporting(PhysicsActor obj)
+ internal void AddCollisionEventReporting(PhysicsActor obj)
{
- if (!_collisionEventPrim.Contains(obj))
- _collisionEventPrim.Add(obj);
+// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID);
+
+ lock (m_collisionEventActorsChanges)
+ m_collisionEventActorsChanges[obj.LocalID] = obj;
}
///
/// Remove actor from the list that should receive collision events in the simulate loop.
///
///
- public void RemoveCollisionEventReporting(PhysicsActor obj)
+ internal void RemoveCollisionEventReporting(PhysicsActor obj)
+ {
+// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID);
+
+ lock (m_collisionEventActorsChanges)
+ m_collisionEventActorsChanges[obj.LocalID] = null;
+ }
+
+ #region Add/Remove Entities
+
+ public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
- lock(_collisionEventPrimRemove)
+ d.AllocateODEDataForThread(0);
+
+ OdeCharacter newAv
+ = new OdeCharacter(
+ avName, this, position, velocity, size, avPIDD, avPIDP,
+ avCapRadius, avStandupTensor, avDensity,
+ avMovementDivisorWalk, avMovementDivisorRun);
+
+ newAv.Flying = isFlying;
+ newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
+ newAv.m_avatarplanted = avplanted;
+
+ return newAv;
+ }
+
+ public override void RemoveAvatar(PhysicsActor actor)
+ {
+// m_log.DebugFormat(
+// "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2}",
+// actor.Name, actor.LocalID, Name);
+
+ lock (OdeLock)
{
- if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
- _collisionEventPrimRemove.Add(obj);
+ d.AllocateODEDataForThread(0);
+
+ ((OdeCharacter) actor).Destroy();
+ }
+ }
+
+ internal void AddCharacter(OdeCharacter chr)
+ {
+ chr.m_avatarplanted = avplanted;
+ if (!_characters.Contains(chr))
+ {
+ _characters.Add(chr);
+
+// m_log.DebugFormat(
+// "[ODE SCENE]: Adding physics character {0} {1} to physics scene {2}. Count now {3}",
+// chr.Name, chr.LocalID, Name, _characters.Count);
+
+ if (chr.bad)
+ m_log.ErrorFormat("[ODE SCENE]: Added BAD actor {0} to characters list", chr.m_uuid);
+ }
+ else
+ {
+ m_log.ErrorFormat(
+ "[ODE SCENE]: Tried to add character {0} {1} but they are already in the set!",
+ chr.Name, chr.LocalID);
+ }
+ }
+
+ internal void RemoveCharacter(OdeCharacter chr)
+ {
+ if (_characters.Contains(chr))
+ {
+ _characters.Remove(chr);
+
+// m_log.DebugFormat(
+// "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2}. Count now {3}",
+// chr.Name, chr.LocalID, Name, _characters.Count);
+ }
+ else
+ {
+ m_log.ErrorFormat(
+ "[ODE SCENE]: Tried to remove character {0} {1} but they are not in the list!",
+ chr.Name, chr.LocalID);
}
}
+ private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
+ PrimitiveBaseShape pbs, bool isphysical, uint localID)
+ {
+ Vector3 pos = position;
+ Vector3 siz = size;
+ Quaternion rot = rotation;
+
+
+ OdePrim newPrim;
+ lock (OdeLock)
+ {
+ d.AllocateODEDataForThread(0);
+ newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical);
+
+ lock (_prims)
+ _prims.Add(newPrim);
+ }
+ newPrim.LocalID = localID;
+ return newPrim;
+ }
+
+ ///
+ /// Make this prim subject to physics.
+ ///
+ ///
+ internal void ActivatePrim(OdePrim prim)
+ {
+ // adds active prim.. (ones that should be iterated over in collisions_optimized
+ if (!_activeprims.Contains(prim))
+ _activeprims.Add(prim);
+ //else
+ // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
+ }
+
+ public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
+ Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
+ {
+// m_log.DebugFormat("[ODE SCENE]: Adding physics prim {0} {1} to physics scene {2}", primName, localid, Name);
+
+ return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
+ }
+
public override float TimeDilation
{
get { return m_timeDilation; }
@@ -1235,133 +1824,362 @@ namespace OpenSim.Region.PhysicsModule.ubOde
public override bool SupportsNINJAJoints
{
- get { return false; }
+ get { return m_NINJA_physics_joints_enabled; }
}
- #region Add/Remove Entities
+ // internal utility function: must be called within a lock (OdeLock)
+ private void InternalAddActiveJoint(PhysicsJoint joint)
+ {
+ activeJoints.Add(joint);
+ SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
+ }
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
+ // internal utility function: must be called within a lock (OdeLock)
+ private void InternalAddPendingJoint(OdePhysicsJoint joint)
{
- return null;
+ pendingJoints.Add(joint);
+ SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
}
- public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
+ // internal utility function: must be called within a lock (OdeLock)
+ private void InternalRemovePendingJoint(PhysicsJoint joint)
{
- OdeCharacter newAv = new OdeCharacter(localID, avName, this, position,
- size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
- newAv.Flying = isFlying;
- newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
-
- return newAv;
+ pendingJoints.Remove(joint);
+ SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
+ }
+
+ // internal utility function: must be called within a lock (OdeLock)
+ private void InternalRemoveActiveJoint(PhysicsJoint joint)
+ {
+ activeJoints.Remove(joint);
+ SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
}
- public void AddCharacter(OdeCharacter chr)
+ public override void DumpJointInfo()
{
- lock (_characters)
+ string hdr = "[NINJA] JOINTINFO: ";
+ foreach (PhysicsJoint j in pendingJoints)
+ {
+ m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
+ }
+ m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
+ foreach (string jointName in SOPName_to_pendingJoint.Keys)
+ {
+ m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
+ }
+ m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
+ foreach (PhysicsJoint j in activeJoints)
+ {
+ m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
+ }
+ m_log.Debug(hdr + activeJoints.Count + " total active joints");
+ foreach (string jointName in SOPName_to_activeJoint.Keys)
+ {
+ m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
+ }
+ m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
+
+ m_log.Debug(hdr + " Per-body joint connectivity information follows.");
+ m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
+ foreach (string actorName in joints_connecting_actor.Keys)
{
- if (!_characters.Contains(chr))
+ m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
+ foreach (PhysicsJoint j in joints_connecting_actor[actorName])
{
- _characters.Add(chr);
- if (chr.bad)
- m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
+ m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
}
+ m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
}
}
- public void RemoveCharacter(OdeCharacter chr)
+ public override void RequestJointDeletion(string ObjectNameInScene)
{
- lock (_characters)
+ lock (externalJointRequestsLock)
{
- if (_characters.Contains(chr))
+ if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
{
- _characters.Remove(chr);
+ requestedJointsToBeDeleted.Add(ObjectNameInScene);
}
}
}
- public void BadCharacter(OdeCharacter chr)
+ private void DeleteRequestedJoints()
{
- lock (_badCharacter)
+ List myRequestedJointsToBeDeleted;
+ lock (externalJointRequestsLock)
{
- if (!_badCharacter.Contains(chr))
- _badCharacter.Add(chr);
+ // make a local copy of the shared list for processing (threading issues)
+ myRequestedJointsToBeDeleted = new List(requestedJointsToBeDeleted);
+ }
+
+ foreach (string jointName in myRequestedJointsToBeDeleted)
+ {
+ lock (OdeLock)
+ {
+ //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
+ if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
+ {
+ OdePhysicsJoint joint = null;
+ if (SOPName_to_activeJoint.ContainsKey(jointName))
+ {
+ joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
+ InternalRemoveActiveJoint(joint);
+ }
+ else if (SOPName_to_pendingJoint.ContainsKey(jointName))
+ {
+ joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
+ InternalRemovePendingJoint(joint);
+ }
+
+ if (joint != null)
+ {
+ //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
+ for (int iBodyName = 0; iBodyName < 2; iBodyName++)
+ {
+ string bodyName = joint.BodyNames[iBodyName];
+ if (bodyName != "NULL")
+ {
+ joints_connecting_actor[bodyName].Remove(joint);
+ if (joints_connecting_actor[bodyName].Count == 0)
+ {
+ joints_connecting_actor.Remove(bodyName);
+ }
+ }
+ }
+
+ DoJointDeactivated(joint);
+ if (joint.jointID != IntPtr.Zero)
+ {
+ d.JointDestroy(joint.jointID);
+ joint.jointID = IntPtr.Zero;
+ //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
+ }
+ else
+ {
+ //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
+ }
+ }
+ else
+ {
+ // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
+ }
+ }
+ else
+ {
+ // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
+ }
+ }
+ }
+
+ // remove processed joints from the shared list
+ lock (externalJointRequestsLock)
+ {
+ foreach (string jointName in myRequestedJointsToBeDeleted)
+ {
+ requestedJointsToBeDeleted.Remove(jointName);
+ }
}
}
- public override void RemoveAvatar(PhysicsActor actor)
+ // for pending joints we don't know if their associated bodies exist yet or not.
+ // the joint is actually created during processing of the taints
+ private void CreateRequestedJoints()
{
- //m_log.Debug("[PHYSICS]:ODELOCK");
- lock (OdeLock)
+ List myRequestedJointsToBeCreated;
+ lock (externalJointRequestsLock)
{
- d.AllocateODEDataForThread(0);
- ((OdeCharacter) actor).Destroy();
+ // make a local copy of the shared list for processing (threading issues)
+ myRequestedJointsToBeCreated = new List(requestedJointsToBeCreated);
}
- }
+ foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
+ {
+ lock (OdeLock)
+ {
+ if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
+ {
+ DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
+ continue;
+ }
+ if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
+ {
+ DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
+ continue;
+ }
+
+ InternalAddPendingJoint(joint as OdePhysicsJoint);
- public void addActivePrim(OdePrim activatePrim)
- {
- // adds active prim..
- lock (_activeprims)
+ if (joint.BodyNames.Count >= 2)
+ {
+ for (int iBodyName = 0; iBodyName < 2; iBodyName++)
+ {
+ string bodyName = joint.BodyNames[iBodyName];
+ if (bodyName != "NULL")
+ {
+ if (!joints_connecting_actor.ContainsKey(bodyName))
+ {
+ joints_connecting_actor.Add(bodyName, new List());
+ }
+ joints_connecting_actor[bodyName].Add(joint);
+ }
+ }
+ }
+ }
+ }
+
+ // remove processed joints from shared list
+ lock (externalJointRequestsLock)
{
- if (!_activeprims.Contains(activatePrim))
- _activeprims.Add(activatePrim);
+ foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
+ {
+ requestedJointsToBeCreated.Remove(joint);
+ }
}
}
- public void addActiveGroups(OdePrim activatePrim)
+ ///
+ /// Add a request for joint creation.
+ ///
+ ///
+ /// this joint will just be added to a waiting list that is NOT processed during the main
+ /// Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public override PhysicsJoint RequestJointCreation(
+ string objectNameInScene, PhysicsJointType jointType, Vector3 position,
+ Quaternion rotation, string parms, List bodyNames, string trackedBodyName, Quaternion localRotation)
{
- lock (_activegroups)
+ OdePhysicsJoint joint = new OdePhysicsJoint();
+ joint.ObjectNameInScene = objectNameInScene;
+ joint.Type = jointType;
+ joint.Position = position;
+ joint.Rotation = rotation;
+ joint.RawParams = parms;
+ joint.BodyNames = new List(bodyNames);
+ joint.TrackedBodyName = trackedBodyName;
+ joint.LocalRotation = localRotation;
+ joint.jointID = IntPtr.Zero;
+ joint.ErrorMessageCount = 0;
+
+ lock (externalJointRequestsLock)
{
- if (!_activegroups.Contains(activatePrim))
- _activegroups.Add(activatePrim);
+ if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
+ {
+ requestedJointsToBeCreated.Add(joint);
+ }
}
+
+ return joint;
}
- private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
- PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
+ private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
{
- OdePrim newPrim;
- lock (OdeLock)
+ //m_log.Debug("RemoveAllJointsConnectedToActor: start");
+ if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
{
-
- newPrim = new OdePrim(name, this, position, size, rotation, pbs, isphysical, isPhantom, shapeType, localID);
+ List jointsToRemove = new List();
+ //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
+ foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
+ {
+ jointsToRemove.Add(j);
+ }
+ foreach (PhysicsJoint j in jointsToRemove)
+ {
+ //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
+ RequestJointDeletion(j.ObjectNameInScene);
+ //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
+ j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
+ }
}
- return newPrim;
}
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
+ public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
{
- return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, 0 , localid);
+ //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
+ lock (OdeLock)
+ {
+ //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
+ RemoveAllJointsConnectedToActor(actor);
+ }
}
-
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
+ // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
+ public override Vector3 GetJointAnchor(PhysicsJoint joint)
{
- return AddPrim(primName, position, size, rotation, pbs, isPhysical,false, 0, localid);
- }
+ Debug.Assert(joint.IsInPhysicsEngine);
+ d.Vector3 pos = new d.Vector3();
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
- {
- return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
+ if (!(joint is OdePhysicsJoint))
+ {
+ DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
+ }
+ else
+ {
+ OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
+ switch (odeJoint.Type)
+ {
+ case PhysicsJointType.Ball:
+ d.JointGetBallAnchor(odeJoint.jointID, out pos);
+ break;
+ case PhysicsJointType.Hinge:
+ d.JointGetHingeAnchor(odeJoint.jointID, out pos);
+ break;
+ }
+ }
+ return new Vector3(pos.X, pos.Y, pos.Z);
}
- public void remActivePrim(OdePrim deactivatePrim)
+ ///
+ /// Get joint axis.
+ ///
+ ///
+ /// normally called from within OnJointMoved, which is called from within a lock (OdeLock)
+ /// WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
+ /// appears to be unreliable. Fortunately we can compute the joint axis ourselves by
+ /// keeping track of the joint's original orientation relative to one of the involved bodies.
+ ///
+ ///
+ ///
+ public override Vector3 GetJointAxis(PhysicsJoint joint)
{
- lock (_activeprims)
+ Debug.Assert(joint.IsInPhysicsEngine);
+ d.Vector3 axis = new d.Vector3();
+
+ if (!(joint is OdePhysicsJoint))
{
- _activeprims.Remove(deactivatePrim);
+ DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
}
- }
- public void remActiveGroup(OdePrim deactivatePrim)
- {
- lock (_activegroups)
+ else
{
- _activegroups.Remove(deactivatePrim);
+ OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
+ switch (odeJoint.Type)
+ {
+ case PhysicsJointType.Ball:
+ DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
+ break;
+ case PhysicsJointType.Hinge:
+ d.JointGetHingeAxis(odeJoint.jointID, out axis);
+ break;
+ }
}
+ return new Vector3(axis.X, axis.Y, axis.Z);
+ }
+
+ ///
+ /// Stop this prim being subject to physics
+ ///
+ ///
+ internal void DeactivatePrim(OdePrim prim)
+ {
+ _activeprims.Remove(prim);
}
public override void RemovePrim(PhysicsActor prim)
@@ -1370,200 +2188,434 @@ namespace OpenSim.Region.PhysicsModule.ubOde
// removed in the next physics simulate pass.
if (prim is OdePrim)
{
-// lock (OdeLock)
+ lock (OdeLock)
{
-
- OdePrim p = (OdePrim)prim;
+ OdePrim p = (OdePrim) prim;
+
p.setPrimForRemoval();
+ AddPhysicsActorTaint(prim);
}
}
}
- public void RemovePrimThreadLocked(OdePrim prim)
+ ///
+ /// This is called from within simulate but outside the locked portion
+ /// We need to do our own locking here
+ /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
+ /// Simulate() -- justincc).
+ ///
+ /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
+ ///
+ /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
+ /// that the space was using.
+ ///
+ ///
+ internal void RemovePrimThreadLocked(OdePrim prim)
{
- //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
+// m_log.DebugFormat("[ODE SCENE]: Removing physical prim {0} {1}", prim.Name, prim.LocalID);
+
lock (prim)
{
-// RemoveCollisionEventReporting(prim);
- lock (_prims)
- _prims.Remove(prim.LocalID);
- }
+ RemoveCollisionEventReporting(prim);
- }
+ if (prim.prim_geom != IntPtr.Zero)
+ {
+ prim.ResetTaints();
- public void addToPrims(OdePrim prim)
- {
- lock (_prims)
- _prims[prim.LocalID] = prim;
+ if (prim.IsPhysical)
+ {
+ prim.disableBody();
+ if (prim.childPrim)
+ {
+ prim.childPrim = false;
+ prim.Body = IntPtr.Zero;
+ prim.m_disabled = true;
+ prim.IsPhysical = false;
+ }
+
+
+ }
+ prim.m_targetSpace = IntPtr.Zero;
+ if (!prim.RemoveGeom())
+ m_log.Warn("[ODE SCENE]: Unable to remove prim from physics scene");
+
+ lock (_prims)
+ _prims.Remove(prim);
+
+
+ if (SupportsNINJAJoints)
+ RemoveAllJointsConnectedToActorThreadLocked(prim);
+ }
+ }
}
- public OdePrim getPrim(uint id)
+ #endregion
+
+ #region Space Separation Calculation
+
+ ///
+ /// Takes a space pointer and zeros out the array we're using to hold the spaces
+ ///
+ ///
+ private void resetSpaceArrayItemToZero(IntPtr pSpace)
{
- lock (_prims)
+ for (int x = 0; x < staticPrimspace.GetLength(0); x++)
{
- if(_prims.ContainsKey(id))
- return _prims[id];
- else
- return null;
+ for (int y = 0; y < staticPrimspace.GetLength(1); y++)
+ {
+ if (staticPrimspace[x, y] == pSpace)
+ staticPrimspace[x, y] = IntPtr.Zero;
+ }
}
}
- public bool havePrim(OdePrim prm)
- {
- lock (_prims)
- return _prims.ContainsKey(prm.LocalID);
- }
+// private void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
+// {
+// staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
+// }
- public void changePrimID(OdePrim prim,uint oldID)
+ ///
+ /// Called when a static prim moves. Allocates a space for the prim based on its position
+ ///
+ /// the pointer to the geom that moved
+ /// the position that the geom moved to
+ /// a pointer to the space it was in before it was moved.
+ /// a pointer to the new space it's in
+ internal IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
{
- lock (_prims)
+ // Called from setting the Position and Size of an ODEPrim so
+ // it's already in locked space.
+
+ // we don't want to remove the main space
+ // we don't need to test physical here because this function should
+ // never be called if the prim is physical(active)
+
+ // All physical prim end up in the root space
+ //Thread.Sleep(20);
+ if (currentspace != space)
{
- if(_prims.ContainsKey(oldID))
- _prims.Remove(oldID);
- _prims[prim.LocalID] = prim;
+ //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
+ //if (currentspace == IntPtr.Zero)
+ //{
+ //int adfadf = 0;
+ //}
+ if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
+ {
+ if (d.GeomIsSpace(currentspace))
+ {
+// waitForSpaceUnlock(currentspace);
+ d.SpaceRemove(currentspace, geom);
+ }
+ else
+ {
+ m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" + currentspace +
+ " Geom:" + geom);
+ }
+ }
+ else
+ {
+ IntPtr sGeomIsIn = d.GeomGetSpace(geom);
+ if (sGeomIsIn != IntPtr.Zero)
+ {
+ if (d.GeomIsSpace(currentspace))
+ {
+// waitForSpaceUnlock(sGeomIsIn);
+ d.SpaceRemove(sGeomIsIn, geom);
+ }
+ else
+ {
+ m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" +
+ sGeomIsIn + " Geom:" + geom);
+ }
+ }
+ }
+
+ //If there are no more geometries in the sub-space, we don't need it in the main space anymore
+ if (d.SpaceGetNumGeoms(currentspace) == 0)
+ {
+ if (currentspace != IntPtr.Zero)
+ {
+ if (d.GeomIsSpace(currentspace))
+ {
+ d.SpaceRemove(space, currentspace);
+ // free up memory used by the space.
+
+ resetSpaceArrayItemToZero(currentspace);
+ }
+ else
+ {
+ m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" +
+ currentspace + " Geom:" + geom);
+ }
+ }
+ }
}
- }
-
- public bool haveActor(PhysicsActor actor)
- {
- if (actor is OdePrim)
+ else
{
- lock (_prims)
- return _prims.ContainsKey(((OdePrim)actor).LocalID);
+ // this is a physical object that got disabled. ;.;
+ if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
+ {
+ if (d.SpaceQuery(currentspace, geom))
+ {
+ if (d.GeomIsSpace(currentspace))
+ {
+// waitForSpaceUnlock(currentspace);
+ d.SpaceRemove(currentspace, geom);
+ }
+ else
+ {
+ m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" +
+ currentspace + " Geom:" + geom);
+ }
+ }
+ else
+ {
+ IntPtr sGeomIsIn = d.GeomGetSpace(geom);
+ if (sGeomIsIn != IntPtr.Zero)
+ {
+ if (d.GeomIsSpace(sGeomIsIn))
+ {
+// waitForSpaceUnlock(sGeomIsIn);
+ d.SpaceRemove(sGeomIsIn, geom);
+ }
+ else
+ {
+ m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" +
+ sGeomIsIn + " Geom:" + geom);
+ }
+ }
+ }
+ }
}
- else if (actor is OdeCharacter)
+
+ // The routines in the Position and Size sections do the 'inserting' into the space,
+ // so all we have to do is make sure that the space that we're putting the prim into
+ // is in the 'main' space.
+ int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
+ IntPtr newspace = calculateSpaceForGeom(pos);
+
+ if (newspace == IntPtr.Zero)
{
- lock (_characters)
- return _characters.Contains((OdeCharacter)actor);
+ newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
+ d.HashSpaceSetLevels(newspace, HashspaceLow, HashspaceHigh);
}
- return false;
+
+ return newspace;
}
- #endregion
+ ///
+ /// Creates a new space at X Y
+ ///
+ ///
+ ///
+ /// A pointer to the created space
+ internal IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
+ {
+ // creating a new space for prim and inserting it into main space.
+ staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
+ d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
+// waitForSpaceUnlock(space);
+ d.SpaceSetSublevel(space, 1);
+ d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
+
+ return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
+ }
- #region Space Separation Calculation
+ ///
+ /// Calculates the space the prim should be in by its position
+ ///
+ ///
+ /// a pointer to the space. This could be a new space or reused space.
+ internal IntPtr calculateSpaceForGeom(Vector3 pos)
+ {
+ int[] xyspace = calculateSpaceArrayItemFromPos(pos);
+ //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
+ return staticPrimspace[xyspace[0], xyspace[1]];
+ }
///
- /// Called when a static prim moves or becomes static
- /// Places the prim in a space one the static sub-spaces grid
+ /// Holds the space allocation logic
///
- /// the pointer to the geom that moved
- /// the position that the geom moved to
- /// a pointer to the space it was in before it was moved.
- /// a pointer to the new space it's in
- public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
+ ///
+ /// an array item based on the position
+ internal int[] calculateSpaceArrayItemFromPos(Vector3 pos)
{
- // moves a prim into another static sub-space or from another space into a static sub-space
+ int[] returnint = new int[2];
- // Called ODEPrim so
- // it's already in locked space.
+ returnint[0] = (int) (pos.X * spacesPerMeterX);
+
+ if (returnint[0] > spaceGridMaxX)
+ returnint[0] = spaceGridMaxX;
+ if (returnint[0] < 0)
+ returnint[0] = 0;
+
+ returnint[1] = (int)(pos.Y * spacesPerMeterY);
+ if (returnint[1] > spaceGridMaxY)
+ returnint[1] = spaceGridMaxY;
+ if (returnint[1] < 0)
+ returnint[1] = 0;
+
+ return returnint;
+ }
+
+ #endregion
- if (geom == IntPtr.Zero) // shouldn't happen
- return IntPtr.Zero;
+ ///
+ /// Routine to figure out if we need to mesh this prim with our mesher
+ ///
+ ///
+ ///
+ internal bool needsMeshing(PrimitiveBaseShape pbs)
+ {
+ // most of this is redundant now as the mesher will return null if it cant mesh a prim
+ // but we still need to check for sculptie meshing being enabled so this is the most
+ // convenient place to do it for now...
- // get the static sub-space for current position
- IntPtr newspace = calculateSpaceForGeom(pos);
+ // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
+ // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
+ int iPropertiesNotSupportedDefault = 0;
- if (newspace == currentspace) // if we are there all done
- return newspace;
+ if (pbs.SculptEntry && !meshSculptedPrim)
+ {
+#if SPAM
+ m_log.Warn("NonMesh");
+#endif
+ return false;
+ }
- // else remove it from its current space
- if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
+ // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
+ if (!forceSimplePrimMeshing && !pbs.SculptEntry)
{
- if (d.GeomIsSpace(currentspace))
+ if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
+ || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
+ && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
{
- waitForSpaceUnlock(currentspace);
- d.SpaceRemove(currentspace, geom);
- if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
+ if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
+ && pbs.ProfileHollow == 0
+ && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
+ && pbs.PathBegin == 0 && pbs.PathEnd == 0
+ && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
+ && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
+ && pbs.PathShearX == 0 && pbs.PathShearY == 0)
{
- d.SpaceDestroy(currentspace);
+#if SPAM
+ m_log.Warn("NonMesh");
+#endif
+ return false;
}
}
- else
- {
- m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
- " Geom:" + geom);
- }
}
- else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
- {
- currentspace = d.GeomGetSpace(geom);
- if (currentspace != IntPtr.Zero)
- {
- if (d.GeomIsSpace(currentspace))
- {
- waitForSpaceUnlock(currentspace);
- d.SpaceRemove(currentspace, geom);
- if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
- {
- d.SpaceDestroy(currentspace);
- }
+ if (pbs.ProfileHollow != 0)
+ iPropertiesNotSupportedDefault++;
- }
- }
- }
+ if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
+ iPropertiesNotSupportedDefault++;
- // put the geom in the newspace
- waitForSpaceUnlock(newspace);
- d.SpaceAdd(newspace, geom);
+ if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
+ iPropertiesNotSupportedDefault++;
- // let caller know this newspace
- return newspace;
- }
+ if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
+ iPropertiesNotSupportedDefault++;
- ///
- /// Calculates the space the prim should be in by its position
- ///
- ///
- /// a pointer to the space. This could be a new space or reused space.
- public IntPtr calculateSpaceForGeom(Vector3 pos)
- {
- int x, y;
+ if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
+ iPropertiesNotSupportedDefault++;
- if (pos.X < 0)
- return staticPrimspaceOffRegion[0];
+ if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
+ iPropertiesNotSupportedDefault++;
- if (pos.Y < 0)
- return staticPrimspaceOffRegion[2];
+ if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
+ iPropertiesNotSupportedDefault++;
- x = (int)(pos.X * spacesPerMeterX);
- if (x > spaceGridMaxX)
- return staticPrimspaceOffRegion[1];
-
- y = (int)(pos.Y * spacesPerMeterY);
- if (y > spaceGridMaxY)
- return staticPrimspaceOffRegion[3];
+ if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
+ iPropertiesNotSupportedDefault++;
- return staticPrimspace[x, y];
- }
-
- #endregion
+ if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
+ iPropertiesNotSupportedDefault++;
+
+ // test for torus
+ if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
+ {
+ if (pbs.PathCurve == (byte)Extrusion.Curve1)
+ {
+ iPropertiesNotSupportedDefault++;
+ }
+ }
+ else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
+ {
+ if (pbs.PathCurve == (byte)Extrusion.Straight)
+ {
+ iPropertiesNotSupportedDefault++;
+ }
+ // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
+ else if (pbs.PathCurve == (byte)Extrusion.Curve1)
+ {
+ iPropertiesNotSupportedDefault++;
+ }
+ }
+ else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
+ {
+ if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
+ {
+ iPropertiesNotSupportedDefault++;
+ }
+ }
+ else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
+ {
+ if (pbs.PathCurve == (byte)Extrusion.Straight)
+ {
+ iPropertiesNotSupportedDefault++;
+ }
+ else if (pbs.PathCurve == (byte)Extrusion.Curve1)
+ {
+ iPropertiesNotSupportedDefault++;
+ }
+ }
- ///
- /// Called to queue a change to a actor
- /// to use in place of old taint mechanism so changes do have a time sequence
- ///
+ if (pbs.SculptEntry && meshSculptedPrim)
+ iPropertiesNotSupportedDefault++;
- public void AddChange(PhysicsActor actor, changes what, Object arg)
- {
- ODEchangeitem item = new ODEchangeitem();
- item.actor = actor;
- item.what = what;
- item.arg = arg;
- ChangesQueue.Enqueue(item);
+ if (iPropertiesNotSupportedDefault == 0)
+ {
+#if SPAM
+ m_log.Warn("NonMesh");
+#endif
+ return false;
+ }
+#if SPAM
+ m_log.Debug("Mesh");
+#endif
+ return true;
}
///
/// Called after our prim properties are set Scale, position etc.
+ ///
+ ///
/// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
/// This assures us that we have no race conditions
- ///
- ///
- public override void AddPhysicsActorTaint(PhysicsActor prim)
+ ///
+ ///
+ public override void AddPhysicsActorTaint(PhysicsActor actor)
{
+ if (actor is OdePrim)
+ {
+ OdePrim taintedprim = ((OdePrim)actor);
+ lock (_taintedPrims)
+ _taintedPrims.Add(taintedprim);
+ }
+ else if (actor is OdeCharacter)
+ {
+ OdeCharacter taintedchar = ((OdeCharacter)actor);
+ lock (_taintedActors)
+ {
+ _taintedActors.Add(taintedchar);
+ if (taintedchar.bad)
+ m_log.ErrorFormat("[ODE SCENE]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
+ }
+ }
}
// does all pending changes generated during region load process
@@ -1573,315 +2625,319 @@ namespace OpenSim.Region.PhysicsModule.ubOde
{
if (world == IntPtr.Zero)
{
- ChangesQueue.Clear();
+ _taintedPrims.Clear();;
return;
}
- d.AllocateODEDataForThread(~0U);
-
- ODEchangeitem item;
-
int donechanges = 0;
- if (ChangesQueue.Count > 0)
+ if (_taintedPrims.Count > 0)
{
- m_log.InfoFormat("[ubOde] start processing pending actor operations");
+
+ m_log.InfoFormat("[Ode] start processing pending actor operations");
int tstart = Util.EnvironmentTickCount();
- while (ChangesQueue.Dequeue(out item))
+ d.AllocateODEDataForThread(0);
+
+ lock (_taintedPrims)
{
- if (item.actor != null)
+ foreach (OdePrim prim in _taintedPrims)
{
- try
- {
- if (item.actor is OdeCharacter)
- ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
- else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
- RemovePrimThreadLocked((OdePrim)item.actor);
- }
- catch
- {
- m_log.WarnFormat("[PHYSICS]: Operation failed for a actor {0} {1}",
- item.actor.Name, item.what.ToString());
- }
+ if (prim.m_taintremove)
+ RemovePrimThreadLocked(prim);
+ else
+ prim.ProcessTaints();
+
+ prim.m_collisionscore = 0;
+ donechanges++;
}
- donechanges++;
+ _taintedPrims.Clear();
}
+
int time = Util.EnvironmentTickCountSubtract(tstart);
- m_log.InfoFormat("[ubOde] finished {0} operations in {1}ms", donechanges, time);
+ m_log.InfoFormat("[Ode] finished {0} operations in {1}ms", donechanges, time);
}
- m_log.InfoFormat("[ubOde] {0} prim actors loaded",_prims.Count);
+ m_log.InfoFormat("[Ode] {0} prim actors loaded",_prims.Count);
}
}
+
///
/// This is our main simulate loop
+ ///
+ ///
/// It's thread locked by a Mutex in the scene.
/// It holds Collisions, it instructs ODE to step through the physical reactions
/// It moves the objects around in memory
/// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
- ///
+ ///
///
- ///
- public override float Simulate(float reqTimeStep)
+ /// The number of frames simulated over that period.
+ public override float Simulate(float timeStep)
{
- DateTime now = DateTime.UtcNow;
- TimeSpan timedif = now - m_lastframe;
- float timeStep = (float)timedif.TotalSeconds;
- m_lastframe = now;
-
- // acumulate time so we can reduce error
- step_time += timeStep;
+ if (!_worldInitialized)
+ return 1.0f;
- if (step_time < HalfOdeStep)
- return 0;
+ int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0;
+ int tempTick = 0, tempTick2 = 0;
- if (framecount < 0)
+ if (framecount >= int.MaxValue)
framecount = 0;
framecount++;
-// checkThread();
- int nodeframes = 0;
float fps = 0;
- lock (SimulationLock)
- lock(OdeLock)
+ step_time += timeStep;
+
+ float HalfOdeStep = ODE_STEPSIZE * 0.5f;
+ if (step_time < HalfOdeStep)
+ return 0;
+
+
+ // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential
+ // deadlock if the collision event tries to lock something else later on which is already locked by a
+ // caller that is adding or removing the collision event.
+ lock (m_collisionEventActorsChanges)
{
- if (world == IntPtr.Zero)
+ foreach (KeyValuePair kvp in m_collisionEventActorsChanges)
{
- ChangesQueue.Clear();
- return 0;
+ if (kvp.Value == null)
+ m_collisionEventActors.Remove(kvp.Key);
+ else
+ m_collisionEventActors[kvp.Key] = kvp.Value;
}
- ODEchangeitem item;
-
-// d.WorldSetQuickStepNumIterations(world, curphysiteractions);
-
- int loopstartMS = Util.EnvironmentTickCount();
- int looptimeMS = 0;
- int changestimeMS = 0;
- int maxChangestime = (int)(reqTimeStep * 500f); // half the time
- int maxLoopTime = (int)(reqTimeStep * 1200f); // 1.2 the time
-
+ m_collisionEventActorsChanges.Clear();
+ }
+
+ if (SupportsNINJAJoints)
+ {
+ DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
+ CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
+ }
+
+
+ lock (OdeLock)
+ {
d.AllocateODEDataForThread(~0U);
-
- if (ChangesQueue.Count > 0)
- {
- while (ChangesQueue.Dequeue(out item))
- {
- if (item.actor != null)
- {
- try
- {
- if (item.actor is OdeCharacter)
- ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
- else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
- RemovePrimThreadLocked((OdePrim)item.actor);
- }
- catch
- {
- m_log.WarnFormat("[PHYSICS]: doChange failed for a actor {0} {1}",
- item.actor.Name, item.what.ToString());
- }
- }
- changestimeMS = Util.EnvironmentTickCountSubtract(loopstartMS);
- if (changestimeMS > maxChangestime)
- break;
- }
- }
- // do simulation taking at most 150ms total time including changes
- while (step_time > HalfOdeStep)
+ while (step_time > HalfOdeStep)
{
try
{
- // clear pointer/counter to contacts to pass into joints
- m_global_contactcount = 0;
+ if (CollectStats)
+ tempTick = Util.EnvironmentTickCount();
+ lock (_taintedActors)
+ {
+ foreach (OdeCharacter character in _taintedActors)
+ character.ProcessTaints();
- // Move characters
- lock (_characters)
+ _taintedActors.Clear();
+ }
+
+ if (CollectStats)
{
- List defects = new List();
- foreach (OdeCharacter actor in _characters)
- {
- if (actor != null)
- actor.Move(defects);
- }
- if (defects.Count != 0)
+ tempTick2 = Util.EnvironmentTickCount();
+ m_stats[ODEAvatarTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
+ tempTick = tempTick2;
+ }
+
+ lock (_taintedPrims)
+ {
+ foreach (OdePrim prim in _taintedPrims)
{
- foreach (OdeCharacter defect in defects)
+ if (prim.m_taintremove)
+ {
+// Console.WriteLine("Simulate calls RemovePrimThreadLocked for {0}", prim.Name);
+ RemovePrimThreadLocked(prim);
+ }
+ else
{
- RemoveCharacter(defect);
+// Console.WriteLine("Simulate calls ProcessTaints for {0}", prim.Name);
+ prim.ProcessTaints();
}
- defects.Clear();
+
+ prim.m_collisionscore = 0;
+
+ // This loop can block up the Heartbeat for a very long time on large regions.
+ // We need to let the Watchdog know that the Heartbeat is not dead
+ // NOTE: This is currently commented out, but if things like OAR loading are
+ // timing the heartbeat out we will need to uncomment it
+ //Watchdog.UpdateThread();
}
+
+ if (SupportsNINJAJoints)
+ SimulatePendingNINJAJoints();
+
+ _taintedPrims.Clear();
}
- // Move other active objects
- lock (_activegroups)
+ if (CollectStats)
+ {
+ tempTick2 = Util.EnvironmentTickCount();
+ m_stats[ODEPrimTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
+ tempTick = tempTick2;
+ }
+
+ // Move characters
+ foreach (OdeCharacter actor in _characters)
+ actor.Move(defects);
+
+ if (defects.Count != 0)
{
- foreach (OdePrim aprim in _activegroups)
+ foreach (OdeCharacter actor in defects)
{
- aprim.Move();
+ m_log.ErrorFormat(
+ "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when moving",
+ actor.Name, actor.LocalID, PhysicsSceneName);
+
+ RemoveCharacter(actor);
+ actor.DestroyOdeStructures();
}
+
+ defects.Clear();
+ }
+
+ if (CollectStats)
+ {
+ tempTick2 = Util.EnvironmentTickCount();
+ m_stats[ODEAvatarForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
+ tempTick = tempTick2;
+ }
+
+ // Move other active objects
+ foreach (OdePrim prim in _activeprims)
+ {
+ prim.m_collisionscore = 0;
+ prim.Move(timeStep);
+ }
+
+ if (CollectStats)
+ {
+ tempTick2 = Util.EnvironmentTickCount();
+ m_stats[ODEPrimForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
+ tempTick = tempTick2;
}
-
+
m_rayCastManager.ProcessQueuedRequests();
+ if (CollectStats)
+ {
+ tempTick2 = Util.EnvironmentTickCount();
+ m_stats[ODERaycastingFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
+ tempTick = tempTick2;
+ }
+
collision_optimized();
- List sleepers = new List();
- foreach (PhysicsActor obj in _collisionEventPrim)
+ if (CollectStats)
+ {
+ tempTick2 = Util.EnvironmentTickCount();
+ m_stats[ODEOtherCollisionFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
+ tempTick = tempTick2;
+ }
+
+ foreach (PhysicsActor obj in m_collisionEventActors.Values)
{
- if (obj == null)
- continue;
+ // m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID);
switch ((ActorTypes)obj.PhysicsActorType)
{
case ActorTypes.Agent:
OdeCharacter cobj = (OdeCharacter)obj;
- cobj.SendCollisions((int)(odetimestepMS));
+ cobj.AddCollisionFrameTime(100);
+ cobj.SendCollisions();
break;
case ActorTypes.Prim:
OdePrim pobj = (OdePrim)obj;
- if (!pobj.m_outbounds)
- {
- pobj.SendCollisions((int)(odetimestepMS));
- if(pobj.Body != IntPtr.Zero && !pobj.m_isSelected &&
- !pobj.m_disabled && !pobj.m_building &&
- !d.BodyIsEnabled(pobj.Body))
- sleepers.Add(pobj);
- }
+ pobj.SendCollisions();
break;
}
}
- foreach(OdePrim prm in sleepers)
- prm.SleeperAddCollisionEvents();
- sleepers.Clear();
+// if (m_global_contactcount > 0)
+// m_log.DebugFormat(
+// "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount);
- lock(_collisionEventPrimRemove)
- {
- foreach (PhysicsActor obj in _collisionEventPrimRemove)
- _collisionEventPrim.Remove(obj);
+ m_global_contactcount = 0;
- _collisionEventPrimRemove.Clear();
+ if (CollectStats)
+ {
+ tempTick2 = Util.EnvironmentTickCount();
+ m_stats[ODECollisionNotificationFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
+ tempTick = tempTick2;
}
- // do a ode simulation step
- d.WorldQuickStep(world, ODE_STEPSIZE);
- d.JointGroupEmpty(contactgroup);
-
- // update managed ideia of physical data and do updates to core
- /*
- lock (_characters)
- {
- foreach (OdeCharacter actor in _characters)
- {
- if (actor != null)
- {
- if (actor.bad)
- m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
+ lock(SimulationLock)
+ d.WorldQuickStep(world, ODE_STEPSIZE);
- actor.UpdatePositionAndVelocity();
- }
- }
- }
- */
+ if (CollectStats)
+ m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
- lock (_activegroups)
- {
- {
- foreach (OdePrim actor in _activegroups)
- {
- if (actor.IsPhysical)
- {
- actor.UpdatePositionAndVelocity(framecount);
- }
- }
- }
- }
+ d.JointGroupEmpty(contactgroup);
}
catch (Exception e)
{
- m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
-// ode.dunlock(world);
+ m_log.ErrorFormat("[ODE SCENE]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
}
step_time -= ODE_STEPSIZE;
- nodeframes++;
+ fps += ODE_STEPSIZE;
+ }
- looptimeMS = Util.EnvironmentTickCountSubtract(loopstartMS);
- if (looptimeMS > maxLoopTime)
- break;
+ if (CollectStats)
+ tempTick = Util.EnvironmentTickCount();
+
+ foreach (OdeCharacter actor in _characters)
+ {
+ if (actor.bad)
+ m_log.ErrorFormat("[ODE SCENE]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
+
+ actor.UpdatePositionAndVelocity(defects);
}
- lock (_badCharacter)
+ if (defects.Count != 0)
{
- if (_badCharacter.Count > 0)
+ foreach (OdeCharacter actor in defects)
{
- foreach (OdeCharacter chr in _badCharacter)
- {
- RemoveCharacter(chr);
- }
+ m_log.ErrorFormat(
+ "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when updating position and velocity",
+ actor.Name, actor.LocalID, PhysicsSceneName);
- _badCharacter.Clear();
+ RemoveCharacter(actor);
+ actor.DestroyOdeStructures();
}
- }
- timedif = now - m_lastMeshExpire;
+ defects.Clear();
+ }
- if (timedif.Seconds > 10)
+ if (CollectStats)
{
- mesher.ExpireReleaseMeshs();
- m_lastMeshExpire = now;
+ tempTick2 = Util.EnvironmentTickCount();
+ m_stats[ODEAvatarUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
+ tempTick = tempTick2;
}
-// information block for in debug breakpoint only
-/*
- int ntopactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
- int ntopstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
- int ngroundgeoms = d.SpaceGetNumGeoms(GroundSpace);
-
- int nactivegeoms = 0;
- int nactivespaces = 0;
-
- int nstaticgeoms = 0;
- int nstaticspaces = 0;
- IntPtr sp;
+ //if (timeStep < 0.2f)
- for (int i = 0; i < ntopactivegeoms; i++)
+ foreach (OdePrim prim in _activeprims)
{
- sp = d.SpaceGetGeom(ActiveSpace, i);
- if (d.GeomIsSpace(sp))
+ if (prim.IsPhysical && (d.BodyIsEnabled(prim.Body) || !prim._zeroFlag))
{
- nactivespaces++;
- nactivegeoms += d.SpaceGetNumGeoms(sp);
- }
- else
- nactivegeoms++;
- }
+ prim.UpdatePositionAndVelocity();
- for (int i = 0; i < ntopstaticgeoms; i++)
- {
- sp = d.SpaceGetGeom(StaticSpace, i);
- if (d.GeomIsSpace(sp))
- {
- nstaticspaces++;
- nstaticgeoms += d.SpaceGetNumGeoms(sp);
+ if (SupportsNINJAJoints)
+ SimulateActorPendingJoints(prim);
}
- else
- nstaticgeoms++;
}
- int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
+ if (CollectStats)
+ m_stats[ODEPrimUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
+
+ //DumpJointInfo();
- int totgeoms = nstaticgeoms + nactivegeoms + ngroundgeoms + 1; // one ray
- int nbodies = d.NTotalBodies;
- int ngeoms = d.NTotalGeoms;
-*/
// Finished with all sim stepping. If requested, dump world state to file for debugging.
// TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
// TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
@@ -1900,303 +2956,291 @@ namespace OpenSim.Region.PhysicsModule.ubOde
d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
}
-
- fps = (float)nodeframes * ODE_STEPSIZE / reqTimeStep;
-
- if(step_time < HalfOdeStep)
- m_timeDilation = 1.0f;
- else if (step_time > m_SkipFramesAtms)
- {
- // if we lag too much skip frames
- m_timeDilation = 0.0f;
- step_time = 0;
- m_lastframe = DateTime.UtcNow; // skip also the time lost
- }
- else
- {
- m_timeDilation = ODE_STEPSIZE / step_time;
- if (m_timeDilation > 1)
- m_timeDilation = 1;
- }
- }
-
- return fps;
- }
-
- ///
- public override void GetResults()
- {
- }
-
- public override bool IsThreaded
- {
- // for now we won't be multithreaded
- get { return (false); }
- }
-
- public float GetTerrainHeightAtXY(float x, float y)
- {
- if (TerrainGeom == IntPtr.Zero)
- return 0f;
-
- if (TerrainHeightFieldHeight == null || TerrainHeightFieldHeight.Length == 0)
- return 0f;
- // TerrainHeightField for ODE as offset 1m
- x += 1f;
- y += 1f;
+ latertickcount = Util.EnvironmentTickCountSubtract(tickCountFrameRun);
- // make position fit into array
- if (x < 0)
- x = 0;
- if (y < 0)
- y = 0;
+ // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
+ // has a max of 100 ms to run theoretically.
+ // If the main loop stalls, it calls Simulate later which makes the tick count ms larger.
+ // If Physics stalls, it takes longer which makes the tick count ms larger.
- // integer indexs
- int ix;
- int iy;
- // interpolators offset
- float dx;
- float dy;
-
- int regsizeX = (int)m_regionWidth + 3; // map size see setterrain number of samples
- int regsizeY = (int)m_regionHeight + 3; // map size see setterrain number of samples
- int regsize = regsizeX;
-
- if (m_OSOdeLib)
- {
- if (x < regsizeX - 1)
- {
- ix = (int)x;
- dx = x - (float)ix;
- }
- else // out world use external height
- {
- ix = regsizeX - 2;
- dx = 0;
- }
- if (y < regsizeY - 1)
+ if (latertickcount < 100)
{
- iy = (int)y;
- dy = y - (float)iy;
+ m_timeDilation = 1.0f;
}
else
{
- iy = regsizeY - 2;
- dy = 0;
+ m_timeDilation = 100f / latertickcount;
+ //m_timeDilation = Math.Min((Math.Max(100 - (Util.EnvironmentTickCount() - tickCountFrameRun), 1) / 100f), 1.0f);
}
- }
- else
- {
- // we still have square fixed size regions
- // also flip x and y because of how map is done for ODE fliped axis
- // so ix,iy,dx and dy are inter exchanged
- regsize = regsizeY;
+ tickCountFrameRun = Util.EnvironmentTickCount();
- if (x < regsizeX - 1)
- {
- iy = (int)x;
- dy = x - (float)iy;
- }
- else // out world use external height
- {
- iy = regsizeX - 2;
- dy = 0;
- }
- if (y < regsizeY - 1)
- {
- ix = (int)y;
- dx = y - (float)ix;
- }
- else
- {
- ix = regsizeY - 2;
- dx = 0;
- }
+ if (CollectStats)
+ m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick);
}
- float h0;
- float h1;
- float h2;
+ fps *= 1.0f/timeStep;
+ return fps;
+ }
- iy *= regsize;
- iy += ix; // all indexes have iy + ix
+ ///
+ /// Simulate pending NINJA joints.
+ ///
+ ///
+ /// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else.
+ ///
+ private void SimulatePendingNINJAJoints()
+ {
+ // Create pending joints, if possible
+
+ // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
+ // a joint requires specifying the body id of both involved bodies
+ if (pendingJoints.Count > 0)
+ {
+ List successfullyProcessedPendingJoints = new List();
+ //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
+ foreach (PhysicsJoint joint in pendingJoints)
+ {
+ //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
+ string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
+ List jointBodies = new List();
+ bool allJointBodiesAreReady = true;
+ foreach (string jointParam in jointParams)
+ {
+ if (jointParam == "NULL")
+ {
+ //DoJointErrorMessage(joint, "attaching NULL joint to world");
+ jointBodies.Add(IntPtr.Zero);
+ }
+ else
+ {
+ //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
+ bool foundPrim = false;
+ lock (_prims)
+ {
+ foreach (OdePrim prim in _prims) // FIXME: inefficient
+ {
+ if (prim.SOPName == jointParam)
+ {
+ //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
+ if (prim.IsPhysical && prim.Body != IntPtr.Zero)
+ {
+ jointBodies.Add(prim.Body);
+ foundPrim = true;
+ break;
+ }
+ else
+ {
+ DoJointErrorMessage(joint, "prim name " + jointParam +
+ " exists but is not (yet) physical; deferring joint creation. " +
+ "IsPhysical property is " + prim.IsPhysical +
+ " and body is " + prim.Body);
+ foundPrim = false;
+ break;
+ }
+ }
+ }
+ }
+ if (foundPrim)
+ {
+ // all is fine
+ }
+ else
+ {
+ allJointBodiesAreReady = false;
+ break;
+ }
+ }
+ }
- float[] heights = TerrainHeightFieldHeight;
- /*
- if ((dx + dy) <= 1.0f)
+ if (allJointBodiesAreReady)
+ {
+ //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
+ if (jointBodies[0] == jointBodies[1])
{
- h0 = ((float)heights[iy]); // 0,0 vertice
- h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
- h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
+ DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
}
else
{
- h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
- h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
- h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
+ switch (joint.Type)
+ {
+ case PhysicsJointType.Ball:
+ {
+ IntPtr odeJoint;
+ //DoJointErrorMessage(joint, "ODE creating ball joint ");
+ odeJoint = d.JointCreateBall(world, IntPtr.Zero);
+ //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
+ d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
+ //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
+ d.JointSetBallAnchor(odeJoint,
+ joint.Position.X,
+ joint.Position.Y,
+ joint.Position.Z);
+ //DoJointErrorMessage(joint, "ODE joint setting OK");
+ //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
+ //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
+ //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
+ //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
+
+ if (joint is OdePhysicsJoint)
+ {
+ ((OdePhysicsJoint)joint).jointID = odeJoint;
+ }
+ else
+ {
+ DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
+ }
+ }
+ break;
+ case PhysicsJointType.Hinge:
+ {
+ IntPtr odeJoint;
+ //DoJointErrorMessage(joint, "ODE creating hinge joint ");
+ odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
+ //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
+ d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
+ //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
+ d.JointSetHingeAnchor(odeJoint,
+ joint.Position.X,
+ joint.Position.Y,
+ joint.Position.Z);
+ // We use the orientation of the x-axis of the joint's coordinate frame
+ // as the axis for the hinge.
+
+ // Therefore, we must get the joint's coordinate frame based on the
+ // joint.Rotation field, which originates from the orientation of the
+ // joint's proxy object in the scene.
+
+ // The joint's coordinate frame is defined as the transformation matrix
+ // that converts a vector from joint-local coordinates into world coordinates.
+ // World coordinates are defined as the XYZ coordinate system of the sim,
+ // as shown in the top status-bar of the viewer.
+
+ // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
+ // and use that as the hinge axis.
+
+ //joint.Rotation.Normalize();
+ Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
+
+ // Now extract the X axis of the joint's coordinate frame.
+
+ // Do not try to use proxyFrame.AtAxis or you will become mired in the
+ // tar pit of transposed, inverted, and generally messed-up orientations.
+ // (In other words, Matrix4.AtAxis() is borked.)
+ // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
+
+ // Instead, compute the X axis of the coordinate frame by transforming
+ // the (1,0,0) vector. At least that works.
+
+ //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
+ Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
+ //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
+ //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
+ d.JointSetHingeAxis(odeJoint,
+ jointAxis.X,
+ jointAxis.Y,
+ jointAxis.Z);
+ //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
+ if (joint is OdePhysicsJoint)
+ {
+ ((OdePhysicsJoint)joint).jointID = odeJoint;
+ }
+ else
+ {
+ DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
+ }
+ }
+ break;
+ }
+ successfullyProcessedPendingJoints.Add(joint);
}
- */
- h0 = ((float)heights[iy]); // 0,0 vertice
+ }
+ else
+ {
+ DoJointErrorMessage(joint, "joint could not yet be created; still pending");
+ }
+ }
- if (dy>dx)
- {
- iy += regsize;
- h2 = (float)heights[iy]; // 0,1 vertice
- h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
- h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
- }
- else
- {
- iy++;
- h2 = (float)heights[iy]; // vertice 1,0
- h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
- h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
+ foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
+ {
+ //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
+ //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
+ InternalRemovePendingJoint(successfullyProcessedJoint);
+ //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
+ InternalAddActiveJoint(successfullyProcessedJoint);
+ //DoJointErrorMessage(successfullyProcessedJoint, "done");
+ }
}
-
- return h0 + h1 + h2;
}
- public Vector3 GetTerrainNormalAtXY(float x, float y)
+ ///
+ /// Simulate the joint proxies of a NINJA actor.
+ ///
+ ///
+ /// Called as part of the Simulate() loop if NINJA physics is active. Must only be called from there.
+ ///
+ ///
+ private void SimulateActorPendingJoints(OdePrim actor)
{
- Vector3 norm = new Vector3(0, 0, 1);
-
- if (TerrainGeom == IntPtr.Zero)
- return norm;
-
- if (TerrainHeightFieldHeight == null || TerrainHeightFieldHeight.Length == 0)
- return norm;
-
- // TerrainHeightField for ODE as offset 1m
- x += 1f;
- y += 1f;
-
- // make position fit into array
- if (x < 0)
- x = 0;
- if (y < 0)
- y = 0;
-
- // integer indexs
- int ix;
- int iy;
- // interpolators offset
- float dx;
- float dy;
-
- int regsizeX = (int)m_regionWidth + 3; // map size see setterrain number of samples
- int regsizeY = (int)m_regionHeight + 3; // map size see setterrain number of samples
- int regsize = regsizeX;
-
- int xstep = 1;
- int ystep = regsizeX;
- bool firstTri = false;
-
- if (m_OSOdeLib)
- {
- if (x < regsizeX - 1)
- {
- ix = (int)x;
- dx = x - (float)ix;
- }
- else // out world use external height
- {
- ix = regsizeX - 2;
- dx = 0;
- }
- if (y < regsizeY - 1)
- {
- iy = (int)y;
- dy = y - (float)iy;
- }
- else
- {
- iy = regsizeY - 2;
- dy = 0;
- }
- firstTri = dy > dx;
- }
+ // If an actor moved, move its joint proxy objects as well.
+ // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
+ // for this purpose but it is never called! So we just do the joint
+ // movement code here.
- else
+ if (actor.SOPName != null &&
+ joints_connecting_actor.ContainsKey(actor.SOPName) &&
+ joints_connecting_actor[actor.SOPName] != null &&
+ joints_connecting_actor[actor.SOPName].Count > 0)
{
- xstep = regsizeY;
- ystep = 1;
- regsize = regsizeY;
-
- // we still have square fixed size regions
- // also flip x and y because of how map is done for ODE fliped axis
- // so ix,iy,dx and dy are inter exchanged
- if (x < regsizeX - 1)
- {
- iy = (int)x;
- dy = x - (float)iy;
- }
- else // out world use external height
- {
- iy = regsizeX - 2;
- dy = 0;
- }
- if (y < regsizeY - 1)
- {
- ix = (int)y;
- dx = y - (float)ix;
- }
- else
+ foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
{
- ix = regsizeY - 2;
- dx = 0;
+ if (affectedJoint.IsInPhysicsEngine)
+ {
+ DoJointMoved(affectedJoint);
+ }
+ else
+ {
+ DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
+ }
}
- firstTri = dx > dy;
}
+ }
- float h0;
- float h1;
- float h2;
-
- iy *= regsize;
- iy += ix; // all indexes have iy + ix
+ public override void GetResults()
+ {
+ }
- float[] heights = TerrainHeightFieldHeight;
+ public override bool IsThreaded
+ {
+ // for now we won't be multithreaded
+ get { return false; }
+ }
- if (firstTri)
+ public override void SetTerrain(float[] heightMap)
+ {
+ if (m_worldOffset != Vector3.Zero && m_parentScene != null)
{
- h1 = ((float)heights[iy]); // 0,0 vertice
- iy += ystep;
- h0 = (float)heights[iy]; // 0,1
- h2 = (float)heights[iy+xstep]; // 1,1 vertice
- norm.X = h0 - h2;
- norm.Y = h1 - h0;
+ if (m_parentScene is OdeScene)
+ {
+ ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
+ }
}
else
{
- h2 = ((float)heights[iy]); // 0,0 vertice
- iy += xstep;
- h0 = ((float)heights[iy]); // 1,0 vertice
- h1 = (float)heights[iy+ystep]; // vertice 1,1
- norm.X = h2 - h0;
- norm.Y = h0 - h1;
+ SetTerrain(heightMap, m_worldOffset);
}
- norm.Z = 1;
- norm.Normalize();
- return norm;
- }
-
- public override void SetTerrain(float[] heightMap)
- {
- if (m_OSOdeLib)
- OSSetTerrain(heightMap);
- else
- OriSetTerrain(heightMap);
}
- public void OriSetTerrain(float[] heightMap)
+ private void SetTerrain(float[] heightMap, Vector3 pOffset)
{
- // assumes 1m size grid and constante size square regions
- // needs to know about sims around in future
+ int startTime = Util.EnvironmentTickCount();
+ m_log.DebugFormat("[ODE SCENE]: Setting terrain for {0} with offset {1}", PhysicsSceneName, pOffset);
+
float[] _heightmap;
+ // ok im lasy this are just a aliases
uint regionsizeX = m_regionWidth;
uint regionsizeY = m_regionHeight;
@@ -2214,7 +3258,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
const float thickness = 10f;
const int wrap = 0;
-
+
float hfmin = float.MaxValue;
float hfmax = float.MinValue;
float val;
@@ -2223,11 +3267,13 @@ namespace OpenSim.Region.PhysicsModule.ubOde
uint maxXX = regionsizeX - 1;
uint maxYY = regionsizeY - 1;
+
// flipping map adding one margin all around so things don't fall in edges
uint xt = 0;
xx = 0;
+
for (uint x = 0; x < heightmapWidthSamples; x++)
{
if (x > 1 && xx < maxXX)
@@ -2240,7 +3286,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
val = heightMap[yy + xx];
if (val < 0.0f)
- val = 0.0f; // no neg terrain as in chode
+ val = 0.0f;
_heightmap[xt + y] = val;
if (hfmin > val)
@@ -2255,164 +3301,69 @@ namespace OpenSim.Region.PhysicsModule.ubOde
{
d.AllocateODEDataForThread(~0U);
- if (TerrainGeom != IntPtr.Zero)
+ IntPtr GroundGeom = IntPtr.Zero;
+ if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
{
- actor_name_map.Remove(TerrainGeom);
- d.GeomDestroy(TerrainGeom);
+ RegionTerrain.Remove(pOffset);
+ if (GroundGeom != IntPtr.Zero)
+ {
+ if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
+ {
+ TerrainHeightFieldHeights.Remove(GroundGeom);
+ }
+ d.SpaceRemove(space, GroundGeom);
+ d.GeomDestroy(GroundGeom);
+ }
}
-
- if (TerrainHeightFieldHeightsHandler.IsAllocated)
- TerrainHeightFieldHeightsHandler.Free();
-
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
-
- TerrainHeightFieldHeightsHandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
-
- d.GeomHeightfieldDataBuildSingle(HeightmapData, TerrainHeightFieldHeightsHandler.AddrOfPinnedObject(), 0,
- heightmapHeight, heightmapWidth ,
- (int)heightmapHeightSamples, (int)heightmapWidthSamples, scale,
- offset, thickness, wrap);
+ d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
+ heightmapWidth, heightmapHeight,
+ (int)heightmapWidthSamples,
+ (int)heightmapHeightSamples,
+ scale, offset, thickness, wrap);
d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
-
- TerrainGeom = d.CreateHeightfield(GroundSpace, HeightmapData, 1);
-
- if (TerrainGeom != IntPtr.Zero)
+ GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
+ if (GroundGeom != IntPtr.Zero)
{
- d.GeomSetCategoryBits(TerrainGeom, (uint)(CollisionCategories.Land));
- d.GeomSetCollideBits(TerrainGeom, 0);
+ d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
+ d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
- PhysicsActor pa = new NullPhysicsActor();
- pa.Name = "Terrain";
- pa.PhysicsActorType = (int)ActorTypes.Ground;
- actor_name_map[TerrainGeom] = pa;
-
-// geom_name_map[GroundGeom] = "Terrain";
-
- d.Quaternion q = new d.Quaternion();
- q.X = 0.5f;
- q.Y = 0.5f;
- q.Z = 0.5f;
- q.W = 0.5f;
-
- d.GeomSetQuaternion(TerrainGeom, ref q);
- d.GeomSetPosition(TerrainGeom, m_regionWidth * 0.5f, m_regionHeight * 0.5f, 0.0f);
- TerrainHeightFieldHeight = _heightmap;
}
- else
- TerrainHeightFieldHeightsHandler.Free();
- }
- }
-
- public void OSSetTerrain(float[] heightMap)
- {
- // assumes 1m size grid and constante size square regions
- // needs to know about sims around in future
+ geom_name_map[GroundGeom] = "Terrain";
- float[] _heightmap;
-
- uint regionsizeX = m_regionWidth;
- uint regionsizeY = m_regionHeight;
-
- uint heightmapWidth = regionsizeX + 2;
- uint heightmapHeight = regionsizeY + 2;
-
- uint heightmapWidthSamples = heightmapWidth + 1;
- uint heightmapHeightSamples = heightmapHeight + 1;
+ d.Matrix3 R = new d.Matrix3();
- _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
-
-
- float hfmin = float.MaxValue;
-// float hfmax = float.MinValue;
- float val;
-
-
- uint maxXX = regionsizeX - 1;
- uint maxYY = regionsizeY - 1;
- // adding one margin all around so things don't fall in edges
+ Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
+ Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
- uint xx;
- uint yy = 0;
- uint yt = 0;
+ q1 = q1 * q2;
+ Vector3 v3;
+ float angle;
+ q1.GetAxisAngle(out v3, out angle);
- for (uint y = 0; y < heightmapHeightSamples; y++)
- {
- if (y > 1 && y < maxYY)
- yy += regionsizeX;
- xx = 0;
- for (uint x = 0; x < heightmapWidthSamples; x++)
+ d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
+ d.GeomSetRotation(GroundGeom, ref R);
+ d.GeomSetPosition(GroundGeom, pOffset.X + regionsizeX * 0.5f, pOffset.Y + regionsizeY * 0.5f, 0.0f);
+ IntPtr testGround = IntPtr.Zero;
+ if (RegionTerrain.TryGetValue(pOffset, out testGround))
{
- if (x > 1 && x < maxXX)
- xx++;
-
- val = heightMap[yy + xx];
- if (val < 0.0f)
- val = 0.0f; // no neg terrain as in chode
- _heightmap[yt + x] = val;
-
- if (hfmin > val)
- hfmin = val;
-// if (hfmax < val)
-// hfmax = val;
+ RegionTerrain.Remove(pOffset);
}
- yt += heightmapWidthSamples;
+ RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
+ TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
}
- lock (OdeLock)
- {
- if (TerrainGeom != IntPtr.Zero)
- {
- actor_name_map.Remove(TerrainGeom);
- d.GeomDestroy(TerrainGeom);
- }
-
- if (TerrainHeightFieldHeightsHandler.IsAllocated)
- TerrainHeightFieldHeightsHandler.Free();
-
- TerrainHeightFieldHeight = null;
-
- IntPtr HeightmapData = d.GeomOSTerrainDataCreate();
-
- const int wrap = 0;
- float thickness = hfmin;
- if (thickness < 0)
- thickness = 1;
-
- TerrainHeightFieldHeightsHandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
-
- d.GeomOSTerrainDataBuild(HeightmapData, TerrainHeightFieldHeightsHandler.AddrOfPinnedObject(), 0, 1.0f,
- (int)heightmapWidthSamples, (int)heightmapHeightSamples,
- thickness, wrap);
-
-// d.GeomOSTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
- TerrainGeom = d.CreateOSTerrain(GroundSpace, HeightmapData, 1);
- if (TerrainGeom != IntPtr.Zero)
- {
- d.GeomSetCategoryBits(TerrainGeom, (uint)(CollisionCategories.Land));
- d.GeomSetCollideBits(TerrainGeom, 0);
-
- PhysicsActor pa = new NullPhysicsActor();
- pa.Name = "Terrain";
- pa.PhysicsActorType = (int)ActorTypes.Ground;
- actor_name_map[TerrainGeom] = pa;
-
-// geom_name_map[GroundGeom] = "Terrain";
-
- d.GeomSetPosition(TerrainGeom, m_regionWidth * 0.5f, m_regionHeight * 0.5f, 0.0f);
- TerrainHeightFieldHeight = _heightmap;
- }
- else
- TerrainHeightFieldHeightsHandler.Free();
- }
+ m_log.DebugFormat(
+ "[ODE SCENE]: Setting terrain for {0} took {1}ms", PhysicsSceneName, Util.EnvironmentTickCountSubtract(startTime));
}
public override void DeleteTerrain()
{
}
- public float GetWaterLevel()
+ internal float GetWaterLevel()
{
return waterlevel;
}
@@ -2422,18 +3373,18 @@ namespace OpenSim.Region.PhysicsModule.ubOde
waterlevel = baseheight;
}
+ [HandleProcessCorruptedStateExceptions]
public override void Dispose()
{
- lock (OdeLock)
+ lock(SimulationLock)
+ lock(OdeLock)
{
-
- if (world == IntPtr.Zero)
+ if(world == IntPtr.Zero)
return;
- d.AllocateODEDataForThread(~0U);
+ _worldInitialized = false;
- if (m_meshWorker != null)
- m_meshWorker.Stop();
+ d.AllocateODEDataForThread(~0U);
if (m_rayCastManager != null)
{
@@ -2443,49 +3394,37 @@ namespace OpenSim.Region.PhysicsModule.ubOde
lock (_prims)
{
- ChangesQueue.Clear();
- foreach (OdePrim prm in _prims.Values)
+ foreach (OdePrim prm in _prims)
{
- prm.DoAChange(changes.Remove, null);
- _collisionEventPrim.Remove(prm);
+ RemovePrim(prm);
}
- _prims.Clear();
}
- OdeCharacter[] chtorem;
- lock (_characters)
+ //foreach (OdeCharacter act in _characters)
+ //{
+ //RemoveAvatar(act);
+ //}
+ IntPtr GroundGeom = IntPtr.Zero;
+ if (RegionTerrain.TryGetValue(m_worldOffset, out GroundGeom))
{
- chtorem = new OdeCharacter[_characters.Count];
- _characters.CopyTo(chtorem);
- }
-
- ChangesQueue.Clear();
- foreach (OdeCharacter ch in chtorem)
- ch.DoAChange(changes.Remove, null);
-
- if (TerrainGeom != IntPtr.Zero)
- d.GeomDestroy(TerrainGeom);
- TerrainGeom = IntPtr.Zero;
-
- if (TerrainHeightFieldHeightsHandler.IsAllocated)
- TerrainHeightFieldHeightsHandler.Free();
-
- TerrainHeightFieldHeight = null;
+ RegionTerrain.Remove(m_worldOffset);
+ if (GroundGeom != IntPtr.Zero)
+ {
+ if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
+ TerrainHeightFieldHeights.Remove(GroundGeom);
+ d.GeomDestroy(GroundGeom);
+ }
+ }
- if (ContactgeomsArray != IntPtr.Zero)
+ try
{
- Marshal.FreeHGlobal(ContactgeomsArray);
- ContactgeomsArray = IntPtr.Zero;
+ d.WorldDestroy(world);
+ world = IntPtr.Zero;
}
- if (GlobalContactsArray != IntPtr.Zero)
+ catch (AccessViolationException e)
{
- Marshal.FreeHGlobal(GlobalContactsArray);
- GlobalContactsArray = IntPtr.Zero;
+ m_log.ErrorFormat("[ODE SCENE]: exception {0}", e.Message);
}
-
- d.WorldDestroy(world);
- world = IntPtr.Zero;
- //d.CloseODE();
}
}
@@ -2497,13 +3436,17 @@ namespace OpenSim.Region.PhysicsModule.ubOde
public override Dictionary GetTopColliders()
{
Dictionary topColliders;
- List orderedPrims;
- lock (_activeprims)
- orderedPrims = new List(_activeprims);
- orderedPrims.Sort(compareByCollisionsDesc);
- topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
-
+ lock (_prims)
+ {
+ List orderedPrims = new List(_prims);
+ orderedPrims.Sort(compareByCollisionsDesc);
+ topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
+
+ foreach (OdePrim p in _prims)
+ p.CollisionScore = 0;
+ }
+
return topColliders;
}
@@ -2516,16 +3459,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
{
if (retMethod != null)
{
- ODERayRequest req = new ODERayRequest();
- req.actor = null;
- req.callbackMethod = retMethod;
- req.length = length;
- req.Normal = direction;
- req.Origin = position;
- req.Count = 0;
- req.filter = RayFilterFlags.AllPrims;
-
- m_rayCastManager.QueueRequest(req);
+ m_rayCastManager.QueueRequest(position, direction, length, retMethod);
}
}
@@ -2533,260 +3467,75 @@ namespace OpenSim.Region.PhysicsModule.ubOde
{
if (retMethod != null)
{
- ODERayRequest req = new ODERayRequest();
- req.actor = null;
- req.callbackMethod = retMethod;
- req.length = length;
- req.Normal = direction;
- req.Origin = position;
- req.Count = Count;
- req.filter = RayFilterFlags.AllPrims;
-
- m_rayCastManager.QueueRequest(req);
+ m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
}
}
-
public override List RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
{
- List ourresults = new List();
- object SyncObject = new object();
-
- RayCallback retMethod = delegate(List results)
- {
- lock (SyncObject)
- {
- ourresults = results;
- Monitor.PulseAll(SyncObject);
- }
- };
-
- ODERayRequest req = new ODERayRequest();
- req.actor = null;
- req.callbackMethod = retMethod;
- req.length = length;
- req.Normal = direction;
- req.Origin = position;
- req.Count = Count;
- req.filter = RayFilterFlags.AllPrims;
-
- lock (SyncObject)
- {
- m_rayCastManager.QueueRequest(req);
- if (!Monitor.Wait(SyncObject, 500))
- return null;
- else
- return ourresults;
- }
- }
-
- public override bool SupportsRaycastWorldFiltered()
- {
- return true;
- }
-
- public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
- {
- object SyncObject = new object();
- List ourresults = new List();
-
- RayCallback retMethod = delegate(List results)
- {
- lock (SyncObject)
- {
- ourresults = results;
- Monitor.PulseAll(SyncObject);
- }
- };
-
- ODERayRequest req = new ODERayRequest();
- req.actor = null;
- req.callbackMethod = retMethod;
- req.length = length;
- req.Normal = direction;
- req.Origin = position;
- req.Count = Count;
- req.filter = filter;
-
- lock (SyncObject)
- {
- m_rayCastManager.QueueRequest(req);
- if (!Monitor.Wait(SyncObject, 500))
- return null;
- else
- return ourresults;
- }
- }
-
- public override List RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags flags)
- {
- if (actor == null)
- return new List();
-
- IntPtr geom;
- if (actor is OdePrim)
- geom = ((OdePrim)actor).prim_geom;
- else if (actor is OdeCharacter)
- geom = ((OdePrim)actor).prim_geom;
- else
- return new List();
-
- if (geom == IntPtr.Zero)
- return new List();
-
- List ourResults = null;
- object SyncObject = new object();
-
+ ContactResult[] ourResults = null;
RayCallback retMethod = delegate(List results)
{
- lock (SyncObject)
- {
- ourResults = results;
- Monitor.PulseAll(SyncObject);
- }
- };
-
- ODERayRequest req = new ODERayRequest();
- req.actor = actor;
- req.callbackMethod = retMethod;
- req.length = length;
- req.Normal = direction;
- req.Origin = position;
- req.Count = Count;
- req.filter = flags;
-
- lock (SyncObject)
- {
- m_rayCastManager.QueueRequest(req);
- if (!Monitor.Wait(SyncObject, 500))
- return new List();
- }
-
- if (ourResults == null)
- return new List();
- return ourResults;
- }
-
- public override List BoxProbe(Vector3 position, Vector3 size, Quaternion orientation, int Count, RayFilterFlags flags)
- {
- List ourResults = null;
- object SyncObject = new object();
-
- ProbeBoxCallback retMethod = delegate(List results)
- {
- lock (SyncObject)
- {
- ourResults = results;
- Monitor.PulseAll(SyncObject);
- }
+ ourResults = new ContactResult[results.Count];
+ results.CopyTo(ourResults, 0);
};
-
- ODERayRequest req = new ODERayRequest();
- req.actor = null;
- req.callbackMethod = retMethod;
- req.Normal = size;
- req.Origin = position;
- req.orientation = orientation;
- req.Count = Count;
- req.filter = flags;
-
- lock (SyncObject)
+ int waitTime = 0;
+ m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
+ while (ourResults == null && waitTime < 1000)
{
- m_rayCastManager.QueueRequest(req);
- if (!Monitor.Wait(SyncObject, 500))
- return new List();
+ Thread.Sleep(1);
+ waitTime++;
}
-
if (ourResults == null)
- return new List();
- return ourResults;
+ return new List ();
+ return new List(ourResults);
}
- public override List SphereProbe(Vector3 position, float radius, int Count, RayFilterFlags flags)
+ public override Dictionary GetStats()
{
- List ourResults = null;
- object SyncObject = new object();
-
- ProbeSphereCallback retMethod = delegate(List results)
- {
- ourResults = results;
- Monitor.PulseAll(SyncObject);
- };
+ if (!CollectStats)
+ return null;
- ODERayRequest req = new ODERayRequest();
- req.actor = null;
- req.callbackMethod = retMethod;
- req.length = radius;
- req.Origin = position;
- req.Count = Count;
- req.filter = flags;
+ Dictionary returnStats;
-
- lock (SyncObject)
+ lock (OdeLock)
{
- m_rayCastManager.QueueRequest(req);
- if (!Monitor.Wait(SyncObject, 500))
- return new List();
- }
-
- if (ourResults == null)
- return new List();
- return ourResults;
- }
+ returnStats = new Dictionary(m_stats);
- public override List PlaneProbe(PhysicsActor actor, Vector4 plane, int Count, RayFilterFlags flags)
- {
- IntPtr geom = IntPtr.Zero;;
+ // FIXME: This is a SUPER DUMB HACK until we can establish stats that aren't subject to a division by
+ // 3 from the SimStatsReporter.
+ returnStats[ODETotalAvatarsStatName] = _characters.Count * 3;
+ returnStats[ODETotalPrimsStatName] = _prims.Count * 3;
+ returnStats[ODEActivePrimsStatName] = _activeprims.Count * 3;
- if (actor != null)
- {
- if (actor is OdePrim)
- geom = ((OdePrim)actor).prim_geom;
- else if (actor is OdeCharacter)
- geom = ((OdePrim)actor).prim_geom;
+ InitializeExtraStats();
}
- List ourResults = null;
- object SyncObject = new object();
-
- ProbePlaneCallback retMethod = delegate(List results)
- {
- ourResults = results;
- Monitor.PulseAll(SyncObject);
- };
-
- ODERayRequest req = new ODERayRequest();
- req.actor = null;
- req.callbackMethod = retMethod;
- req.length = plane.W;
- req.Normal.X = plane.X;
- req.Normal.Y = plane.Y;
- req.Normal.Z = plane.Z;
- req.Count = Count;
- req.filter = flags;
-
- lock (SyncObject)
- {
- m_rayCastManager.QueueRequest(req);
- if (!Monitor.Wait(SyncObject, 500))
- return new List();
- }
+ returnStats[ODEOtherCollisionFrameMsStatName]
+ = returnStats[ODEOtherCollisionFrameMsStatName]
+ - returnStats[ODENativeSpaceCollisionFrameMsStatName]
+ - returnStats[ODENativeGeomCollisionFrameMsStatName];
- if (ourResults == null)
- return new List();
- return ourResults;
+ return returnStats;
}
- public override int SitAvatar(PhysicsActor actor, Vector3 AbsolutePosition, Vector3 CameraPosition, Vector3 offset, Vector3 AvatarSize, SitAvatarCallback PhysicsSitResponse)
+ private void InitializeExtraStats()
{
- Util.FireAndForget( delegate
- {
- ODESitAvatar sitAvatar = new ODESitAvatar(this, m_rayCastManager);
- if(sitAvatar != null)
- sitAvatar.Sit(actor, AbsolutePosition, CameraPosition, offset, AvatarSize, PhysicsSitResponse);
- });
- return 1;
+ m_stats[ODETotalFrameMsStatName] = 0;
+ m_stats[ODEAvatarTaintMsStatName] = 0;
+ m_stats[ODEPrimTaintMsStatName] = 0;
+ m_stats[ODEAvatarForcesFrameMsStatName] = 0;
+ m_stats[ODEPrimForcesFrameMsStatName] = 0;
+ m_stats[ODERaycastingFrameMsStatName] = 0;
+ m_stats[ODENativeStepFrameMsStatName] = 0;
+ m_stats[ODENativeSpaceCollisionFrameMsStatName] = 0;
+ m_stats[ODENativeGeomCollisionFrameMsStatName] = 0;
+ m_stats[ODEOtherCollisionFrameMsStatName] = 0;
+ m_stats[ODECollisionNotificationFrameMsStatName] = 0;
+ m_stats[ODEAvatarContactsStatsName] = 0;
+ m_stats[ODEPrimContactsStatName] = 0;
+ m_stats[ODEAvatarUpdateFrameMsStatName] = 0;
+ m_stats[ODEPrimUpdateFrameMsStatName] = 0;
}
-
}
}
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs
index f642699..410463c 100644
--- a/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs
@@ -2267,8 +2267,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
- GC.Collect(1);
-
TerrainHeightFieldHeightsHandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
d.GeomHeightfieldDataBuildSingle(HeightmapData, TerrainHeightFieldHeightsHandler.AddrOfPinnedObject(), 0,
--
cgit v1.1
From f510898188e7ba54460858a9c934e898b15de2ce Mon Sep 17 00:00:00 2001
From: Melanie Thielker
Date: Fri, 30 Dec 2016 14:33:15 +0000
Subject: Fake accepting materials (Type == -2) on FSAssets. Materials are
created with an MD5 hash based UUID in order to stop proliferation of
orphaned assets. Therefore a UUID collision is expected on materials and
should not have been treated as an error.
---
OpenSim/Services/FSAssetService/FSAssetService.cs | 3 +++
1 file changed, 3 insertions(+)
diff --git a/OpenSim/Services/FSAssetService/FSAssetService.cs b/OpenSim/Services/FSAssetService/FSAssetService.cs
index 7f14462..cddd288 100644
--- a/OpenSim/Services/FSAssetService/FSAssetService.cs
+++ b/OpenSim/Services/FSAssetService/FSAssetService.cs
@@ -668,6 +668,9 @@ namespace OpenSim.Services.FSAssetService
if (!m_DataConnector.Store(asset.Metadata, hash))
{
+ if (asset.Metadata.Type == -2)
+ return asset.ID;
+
return UUID.Zero.ToString();
}
else
--
cgit v1.1
From da08e2e5f5be597919b4844675af944e4461711f Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Fri, 30 Dec 2016 19:12:56 +0000
Subject: mantis 8106: improve avatar walk in mouselook
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 14 ++++++++++----
1 file changed, 10 insertions(+), 4 deletions(-)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 5082b9d..f906d9f 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3674,12 +3674,18 @@ namespace OpenSim.Region.Framework.Scenes
// vec, Rotation, thisAddSpeedModifier, Name);
// rotate from avatar coord space to world
- // for now all controls assume this is only a rotation around Z
- // if not all checks below need to be done before this rotation
- Vector3 direc = vec * Rotation;
+ Quaternion rot = Rotation;
+ if (!Flying && PresenceType != PresenceType.Npc)
+ {
+ // force rotation to be around Z only, if not flying
+ // needed for mouselook
+ rot.X = 0;
+ rot.Y = 0;
+ }
+
+ Vector3 direc = vec * rot;
direc.Normalize();
- // mouse look situation ?
if ((vec.Z == 0f) && !Flying)
direc.Z = 0f; // Prevent camera WASD up.
--
cgit v1.1
From 7abb0477ed740663934fa908b282eb51055bc132 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Sat, 31 Dec 2016 08:58:06 -0800
Subject: Replaced OpenMetaverse libs/xmls with new ones. Also added a file in
openmetaverse_data that was added recently to libomv and was missing.
---
bin/OpenMetaverse.Rendering.Meshmerizer.dll | Bin 20480 -> 20480 bytes
bin/OpenMetaverse.StructuredData.dll | Bin 102400 -> 102400 bytes
bin/OpenMetaverse.XML | 39018 +++++++++++++-------------
bin/OpenMetaverse.dll | Bin 2195456 -> 2199552 bytes
bin/OpenMetaverseTypes.XML | 303 +-
bin/OpenMetaverseTypes.dll | Bin 110592 -> 110592 bytes
bin/openmetaverse_data/avatar_skeleton.xml | 81 +
7 files changed, 19982 insertions(+), 19420 deletions(-)
create mode 100644 bin/openmetaverse_data/avatar_skeleton.xml
diff --git a/bin/OpenMetaverse.Rendering.Meshmerizer.dll b/bin/OpenMetaverse.Rendering.Meshmerizer.dll
index cca8f3f..1a12a1e 100755
Binary files a/bin/OpenMetaverse.Rendering.Meshmerizer.dll and b/bin/OpenMetaverse.Rendering.Meshmerizer.dll differ
diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll
index 41dd0cc..7aeb089 100755
Binary files a/bin/OpenMetaverse.StructuredData.dll and b/bin/OpenMetaverse.StructuredData.dll differ
diff --git a/bin/OpenMetaverse.XML b/bin/OpenMetaverse.XML
index 36e5b92..ce8ca86 100644
--- a/bin/OpenMetaverse.XML
+++ b/bin/OpenMetaverse.XML
@@ -218,6 +218,9 @@
Event message when an object uses llOwnerSay
+
+ Event message when an object uses llRegionSayTo
+
Special value to support llRegionSay, never sent to the client
@@ -880,6 +883,13 @@
Manager class for our own avatar
+
+
+ Called once attachment resource usage information has been collected
+
+ Indicates if operation was successfull
+ Attachment resource usage information
+
The event subscribers. null if no subcribers
@@ -891,6 +901,9 @@
Thread sync lock object
+
+ Raised when a scripted object or agent within range sends a public message
+
The event subscribers. null if no subcribers
@@ -902,6 +915,10 @@
Thread sync lock object
+
+ Raised when a scripted object sends a dialog box containing possible
+ options an agent can respond to
+
The event subscribers. null if no subcribers
@@ -913,6 +930,9 @@
Thread sync lock object
+
+ Raised when an object requests a change in the permissions an agent has permitted
+
The event subscribers. null if no subcribers
@@ -924,6 +944,9 @@
Thread sync lock object
+
+ Raised when a script requests an agent open the specified URL
+
The event subscribers. null if no subcribers
@@ -935,6 +958,9 @@
Thread sync lock object
+
+ Raised when an agents currency balance is updated
+
The event subscribers. null if no subcribers
@@ -946,6 +972,9 @@
Thread sync lock object
+
+ Raised when a transaction occurs involving currency such as a land purchase
+
The event subscribers. null if no subcribers
@@ -957,6 +986,10 @@
Thread sync lock object
+
+ Raised when an ImprovedInstantMessage packet is recieved from the simulator, this is used for everything from
+ private messaging to friendship offers. The Dialog field defines what type of message has arrived
+
The event subscribers. null if no subcribers
@@ -968,6 +1001,10 @@
Thread sync lock object
+
+ Raised when an agent has requested a teleport to another location, or when responding to a lure. Raised multiple times
+ for each teleport indicating the progress of the request
+
The event subscribers. null if no subcribers
@@ -979,6 +1016,9 @@
Thread sync lock object
+
+ Raised when a simulator sends agent specific information for our avatar.
+
The event subscribers. null if no subcribers
@@ -990,6 +1030,9 @@
Thread sync lock object
+
+ Raised when our agents animation playlist changes
+
The event subscribers. null if no subcribers
@@ -1001,6 +1044,9 @@
Thread sync lock object
+
+ Raised when an object or avatar forcefully collides with our agent
+
The event subscribers. null if no subcribers
@@ -1012,6 +1058,9 @@
Thread sync lock object
+
+ Raised when our agent crosses a region border into another region
+
The event subscribers. null if no subcribers
@@ -1023,6 +1072,9 @@
Thread sync lock object
+
+ Raised when our agent succeeds or fails to join a group chat session
+
The event subscribers. null if no subcribers
@@ -1034,6 +1086,10 @@
Thread sync lock object
+
+ Raised when a simulator sends an urgent message usually indication the recent failure of
+ another action we have attempted to take such as an attempt to enter a parcel where we are denied access
+
The event subscribers. null if no subcribers
@@ -1045,6 +1101,9 @@
Thread sync lock object
+
+ Raised when a script attempts to take or release specified controls for our agent
+
The event subscribers. null if no subcribers
@@ -1056,6 +1115,10 @@
Thread sync lock object
+
+ Raised when the simulator detects our agent is trying to view something
+ beyond its limits
+
The event subscribers. null if no subcribers
@@ -1067,6 +1130,9 @@
Thread sync lock object
+
+ Raised when a script sensor reply is received from a simulator
+
The event subscribers. null if no subcribers
@@ -1078,6 +1144,9 @@
Thread sync lock object
+
+ Raised in response to a request
+
The event subscribers. null if no subcribers
@@ -1089,6 +1158,9 @@
Thread sync lock object
+
+ Raised when an avatar enters a group chat session we are participating in
+
The event subscribers. null if no subcribers
@@ -1100,6 +1172,9 @@
Thread sync lock object
+
+ Raised when an agent exits a group chat session we are participating in
+
The event subscribers, null of no subscribers
@@ -1111,6 +1186,10 @@
Thread sync lock object
+
+ Raised when the simulator sends us data containing
+ the details of display name change
+
The event subscribers. null if no subcribers
@@ -1122,6 +1201,9 @@
Thread sync lock object
+
+ Raised when a scripted object or agent within range sends a public message
+
Reference to the GridClient instance
@@ -1139,6 +1221,96 @@
Dictionary containing mute list keyead on mute name and key
+
+ Your (client) avatars
+ "client", "agent", and "avatar" all represent the same thing
+
+
+ Temporary assigned to this session, used for
+ verifying our identity in packets
+
+
+ Shared secret that is never sent over the wire
+
+
+ Your (client) avatar ID, local to the current region/sim
+
+
+ Where the avatar started at login. Can be "last", "home"
+ or a login
+
+
+ The access level of this agent, usually M, PG or A
+
+
+ The CollisionPlane of Agent
+
+
+ An representing the velocity of our agent
+
+
+ An representing the acceleration of our agent
+
+
+ A which specifies the angular speed, and axis about which an Avatar is rotating.
+
+
+ Position avatar client will goto when login to 'home' or during
+ teleport request to 'home' region.
+
+
+ LookAt point saved/restored with HomePosition
+
+
+ Avatar First Name (i.e. Philip)
+
+
+ Avatar Last Name (i.e. Linden)
+
+
+ LookAt point received with the login response message
+
+
+ Avatar Full Name (i.e. Philip Linden)
+
+
+ Gets the health of the agent
+
+
+ Gets the current balance of the agent
+
+
+ Gets the local ID of the prim the agent is sitting on,
+ zero if the avatar is not currently sitting
+
+
+ Gets the of the agents active group.
+
+
+ Gets the Agents powers in the currently active group
+
+
+ Current status message for teleporting
+
+
+ Current position of the agent as a relative offset from
+ the simulator, or the parent object if we are sitting on something
+
+
+ Current rotation of the agent as a relative rotation from
+ the simulator, or the parent object if we are sitting on something
+
+
+ Current position of the agent in the simulator
+
+
+
+ A representing the agents current rotation
+
+
+
+ Returns the global grid position of the avatar
+
Various abilities and preferences sent by the grid
@@ -1251,7 +1423,7 @@
Start a friends conference
List of UUIDs to start a conference with
- the temportary session ID returned in the callback>
+ the temportary session ID returned in the callback>
@@ -2000,188 +2172,167 @@
The sender
The EventArgs object containing the packet data
-
- Raised when a scripted object or agent within range sends a public message
-
-
- Raised when a scripted object sends a dialog box containing possible
- options an agent can respond to
-
-
- Raised when an object requests a change in the permissions an agent has permitted
-
-
- Raised when a script requests an agent open the specified URL
-
-
- Raised when an agents currency balance is updated
-
-
- Raised when a transaction occurs involving currency such as a land purchase
-
-
- Raised when an ImprovedInstantMessage packet is recieved from the simulator, this is used for everything from
- private messaging to friendship offers. The Dialog field defines what type of message has arrived
+
+
+ Agent movement and camera control
+
+ Agent movement is controlled by setting specific
+ After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags
+ This is most easily accomplished by setting one or more of the AgentMovement properties
+
+ Movement of an avatar is always based on a compass direction, for example AtPos will move the
+ agent from West to East or forward on the X Axis, AtNeg will of course move agent from
+ East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis
+ The Z axis is Up, finer grained control of movements can be done using the Nudge properties
+
-
- Raised when an agent has requested a teleport to another location, or when responding to a lure. Raised multiple times
- for each teleport indicating the progress of the request
+
+
+ Camera controls for the agent, mostly a thin wrapper around
+ CoordinateFrame. This class is only responsible for state
+ tracking and math, it does not send any packets
+
-
- Raised when a simulator sends agent specific information for our avatar.
+
+
-
- Raised when our agents animation playlist changes
+
+ The camera is a local frame of reference inside of
+ the larger grid space. This is where the math happens
-
- Raised when an object or avatar forcefully collides with our agent
+
+
-
- Raised when our agent crosses a region border into another region
+
+
-
- Raised when our agent succeeds or fails to join a group chat session
+
+
-
- Raised when a simulator sends an urgent message usually indication the recent failure of
- another action we have attempted to take such as an attempt to enter a parcel where we are denied access
+
+
-
- Raised when a script attempts to take or release specified controls for our agent
+
+
+ Default constructor
+
-
- Raised when the simulator detects our agent is trying to view something
- beyond its limits
+
+ Move agent positive along the X axis
-
- Raised when a script sensor reply is received from a simulator
+
+ Move agent negative along the X axis
-
- Raised in response to a request
+
+ Move agent positive along the Y axis
-
- Raised when an avatar enters a group chat session we are participating in
+
+ Move agent negative along the Y axis
-
- Raised when an agent exits a group chat session we are participating in
+
+ Move agent positive along the Z axis
-
- Raised when the simulator sends us data containing
- the details of display name change
+
+ Move agent negative along the Z axis
-
- Raised when a scripted object or agent within range sends a public message
+
+
-
- Your (client) avatars
- "client", "agent", and "avatar" all represent the same thing
+
+
-
- Temporary assigned to this session, used for
- verifying our identity in packets
+
+
-
- Shared secret that is never sent over the wire
+
+
-
- Your (client) avatar ID, local to the current region/sim
+
+
-
- Where the avatar started at login. Can be "last", "home"
- or a login
+
+
-
- The access level of this agent, usually M, PG or A
+
+
-
- The CollisionPlane of Agent
+
+ Causes simulator to make agent fly
-
- An representing the velocity of our agent
+
+ Stop movement
-
- An representing the acceleration of our agent
+
+ Finish animation
-
- A which specifies the angular speed, and axis about which an Avatar is rotating.
+
+ Stand up from a sit
-
- Position avatar client will goto when login to 'home' or during
- teleport request to 'home' region.
+
+ Tells simulator to sit agent on ground
-
- LookAt point saved/restored with HomePosition
+
+ Place agent into mouselook mode
-
- Avatar First Name (i.e. Philip)
+
+ Nudge agent positive along the X axis
-
- Avatar Last Name (i.e. Linden)
+
+ Nudge agent negative along the X axis
-
- LookAt point received with the login response message
+
+ Nudge agent positive along the Y axis
-
- Avatar Full Name (i.e. Philip Linden)
+
+ Nudge agent negative along the Y axis
-
- Gets the health of the agent
+
+ Nudge agent positive along the Z axis
-
- Gets the current balance of the agent
+
+ Nudge agent negative along the Z axis
-
- Gets the local ID of the prim the agent is sitting on,
- zero if the avatar is not currently sitting
+
+
-
- Gets the of the agents active group.
+
+
-
- Gets the Agents powers in the currently active group
+
+ Tell simulator to mark agent as away
-
- Current status message for teleporting
+
+
-
- Current position of the agent as a relative offset from
- the simulator, or the parent object if we are sitting on something
+
+
-
- Current rotation of the agent as a relative rotation from
- the simulator, or the parent object if we are sitting on something
+
+
-
- Current position of the agent in the simulator
+
+
-
+
- A representing the agents current rotation
+ Returns "always run" value, or changes it by sending a SetAlwaysRunPacket
-
- Returns the global grid position of the avatar
+
+ The current value of the agent control flags
-
-
- Called once attachment resource usage information has been collected
-
- Indicates if operation was successfull
- Attachment resource usage information
+
+ Gets or sets the interval in milliseconds at which
+ AgentUpdate packets are sent to the current simulator. Setting
+ this to a non-zero value will also enable the packet sending if
+ it was previously off, and setting it to zero will disable
-
-
- Agent movement and camera control
-
- Agent movement is controlled by setting specific
- After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags
- This is most easily accomplished by setting one or more of the AgentMovement properties
-
- Movement of an avatar is always based on a compass direction, for example AtPos will move the
- agent from West to East or forward on the X Axis, AtNeg will of course move agent from
- East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis
- The Z axis is Up, finer grained control of movements can be done using the Nudge properties
-
+
+ Gets or sets whether AgentUpdate packets are sent to
+ the current simulator
+
+
+ Reset movement controls every time we send an update
Agent camera controls
@@ -2297,154 +2448,6 @@
Angle in radians
-
- Move agent positive along the X axis
-
-
- Move agent negative along the X axis
-
-
- Move agent positive along the Y axis
-
-
- Move agent negative along the Y axis
-
-
- Move agent positive along the Z axis
-
-
- Move agent negative along the Z axis
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Causes simulator to make agent fly
-
-
- Stop movement
-
-
- Finish animation
-
-
- Stand up from a sit
-
-
- Tells simulator to sit agent on ground
-
-
- Place agent into mouselook mode
-
-
- Nudge agent positive along the X axis
-
-
- Nudge agent negative along the X axis
-
-
- Nudge agent positive along the Y axis
-
-
- Nudge agent negative along the Y axis
-
-
- Nudge agent positive along the Z axis
-
-
- Nudge agent negative along the Z axis
-
-
-
-
-
-
-
-
- Tell simulator to mark agent as away
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns "always run" value, or changes it by sending a SetAlwaysRunPacket
-
-
-
- The current value of the agent control flags
-
-
- Gets or sets the interval in milliseconds at which
- AgentUpdate packets are sent to the current simulator. Setting
- this to a non-zero value will also enable the packet sending if
- it was previously off, and setting it to zero will disable
-
-
- Gets or sets whether AgentUpdate packets are sent to
- the current simulator
-
-
- Reset movement controls every time we send an update
-
-
-
- Camera controls for the agent, mostly a thin wrapper around
- CoordinateFrame. This class is only responsible for state
- tracking and math, it does not send any packets
-
-
-
-
-
-
- The camera is a local frame of reference inside of
- the larger grid space. This is where the math happens
-
-
-
- Default constructor
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Used to specify movement actions for your agent
@@ -2556,13 +2559,6 @@
of setting the maturity access level
-
-
- Creates new instance of the EventArgs class
-
- Has setting new maturty access level succeeded
- New maturity access level as returned by the simulator
-
New maturity accesss level returned from the sim
@@ -2573,24 +2569,17 @@
True if setting the new maturity access level has succedded
-
+
-
+ Creates new instance of the EventArgs class
+ Has setting new maturty access level succeeded
+ New maturity access level as returned by the simulator
-
+
- Construct a new instance of the ChatEventArgs object
+
- Sim from which the message originates
- The message sent
- The audible level of the message
- The type of message sent: whisper, shout, etc
- The source type of the message sender
- The name of the agent or object sending the message
- The ID of the agent or object sending the message
- The ID of the object owner, or the agent ID sending the message
- The position of the agent or object sending the message
Get the simulator sending the message
@@ -2619,22 +2608,22 @@
Get the position of the agent or object sending the message
-
- Contains the data sent when a primitive opens a dialog with this agent
-
-
+
- Construct a new instance of the ScriptDialogEventArgs
+ Construct a new instance of the ChatEventArgs object
- The dialog message
- The name of the object that sent the dialog request
- The ID of the image to be displayed
- The ID of the primitive sending the dialog
- The first name of the senders owner
- The last name of the senders owner
- The communication channel the dialog was sent on
- The string labels containing the options presented in this dialog
- UUID of the scritped object owner
+ Sim from which the message originates
+ The message sent
+ The audible level of the message
+ The type of message sent: whisper, shout, etc
+ The source type of the message sender
+ The name of the agent or object sending the message
+ The ID of the agent or object sending the message
+ The ID of the object owner, or the agent ID sending the message
+ The position of the agent or object sending the message
+
+
+ Contains the data sent when a primitive opens a dialog with this agent
Get the dialog message
@@ -2664,21 +2653,24 @@
UUID of the scritped object owner
+
+
+ Construct a new instance of the ScriptDialogEventArgs
+
+ The dialog message
+ The name of the object that sent the dialog request
+ The ID of the image to be displayed
+ The ID of the primitive sending the dialog
+ The first name of the senders owner
+ The last name of the senders owner
+ The communication channel the dialog was sent on
+ The string labels containing the options presented in this dialog
+ UUID of the scritped object owner
+
Contains the data sent when a primitive requests debit or other permissions
requesting a YES or NO answer
-
-
- Construct a new instance of the ScriptQuestionEventArgs
-
- The simulator containing the object sending the request
- The ID of the script making the request
- The ID of the primitive containing the script making the request
- The name of the primitive making the request
- The name of the owner of the object making the request
- The permissions being requested
-
Get the simulator containing the object sending the request
@@ -2697,21 +2689,21 @@
Get the permissions being requested
+
+
+ Construct a new instance of the ScriptQuestionEventArgs
+
+ The simulator containing the object sending the request
+ The ID of the script making the request
+ The ID of the primitive containing the script making the request
+ The name of the primitive making the request
+ The name of the owner of the object making the request
+ The permissions being requested
+
Contains the data sent when a primitive sends a request
to an agent to open the specified URL
-
-
- Construct a new instance of the LoadUrlEventArgs
-
- The name of the object sending the request
- The ID of the object sending the request
- The ID of the owner of the object sending the request
- True if the object is owned by a group
- The message sent with the request
- The URL the object sent
-
Get the name of the object sending the request
@@ -2730,9 +2722,26 @@
Get the URL the object sent
+
+
+ Construct a new instance of the LoadUrlEventArgs
+
+ The name of the object sending the request
+ The ID of the object sending the request
+ The ID of the owner of the object sending the request
+ True if the object is owned by a group
+ The message sent with the request
+ The URL the object sent
+
The date received from an ImprovedInstantMessage
+
+ Get the InstantMessage object
+
+
+ Get the simulator where the InstantMessage origniated
+
Construct a new instance of the InstantMessageEventArgs object
@@ -2740,42 +2749,24 @@
the InstantMessage object
the simulator where the InstantMessage origniated
-
- Get the InstantMessage object
-
-
- Get the simulator where the InstantMessage origniated
-
Contains the currency balance
-
+
- Construct a new BalanceEventArgs object
+ Get the currenct balance
- The currenct balance
-
+
- Get the currenct balance
+ Construct a new BalanceEventArgs object
+ The currenct balance
Contains the transaction summary when an item is purchased,
money is given, or land is purchased
-
-
- Construct a new instance of the MoneyBalanceReplyEventArgs object
-
- The ID of the transaction
- True of the transaction was successful
- The current currency balance
- The meters credited
- The meters comitted
- A brief description of the transaction
- Transaction info
-
Get the ID of the transaction
@@ -2797,19 +2788,20 @@
Detailed transaction information
-
- Data sent from the simulator containing information about your agent and active group information
-
-
+
- Construct a new instance of the AgentDataReplyEventArgs object
+ Construct a new instance of the MoneyBalanceReplyEventArgs object
- The agents first name
- The agents last name
- The agents active group ID
- The group title of the agents active group
- The combined group powers the agent has in the active group
- The name of the group the agent has currently active
+ The ID of the transaction
+ True of the transaction was successful
+ The current currency balance
+ The meters credited
+ The meters comitted
+ A brief description of the transaction
+ Transaction info
+
+
+ Data sent from the simulator containing information about your agent and active group information
Get the agents first name
@@ -2829,34 +2821,35 @@
Get the active group name of your agent
+
+
+ Construct a new instance of the AgentDataReplyEventArgs object
+
+ The agents first name
+ The agents last name
+ The agents active group ID
+ The group title of the agents active group
+ The combined group powers the agent has in the active group
+ The name of the group the agent has currently active
+
Data sent by the simulator to indicate the active/changed animations
applied to your agent
+
+ Get the dictionary that contains the changed animations
+
Construct a new instance of the AnimationsChangedEventArgs class
The dictionary that contains the changed animations
-
- Get the dictionary that contains the changed animations
-
Data sent from a simulator indicating a collision with your agent
-
-
- Construct a new instance of the MeanCollisionEventArgs class
-
- The type of collision that occurred
- The ID of the agent or object that perpetrated the agression
- The ID of the Victim
- The strength of the collision
- The Time the collision occurred
-
Get the Type of collision
@@ -2872,9 +2865,25 @@
Get the time the collision occurred
+
+
+ Construct a new instance of the MeanCollisionEventArgs class
+
+ The type of collision that occurred
+ The ID of the agent or object that perpetrated the agression
+ The ID of the Victim
+ The strength of the collision
+ The Time the collision occurred
+
Data sent to your agent when it crosses region boundaries
+
+ Get the simulator your agent just left
+
+
+ Get the simulator your agent is now in
+
Construct a new instance of the RegionCrossedEventArgs class
@@ -2882,24 +2891,9 @@
The simulator your agent just left
The simulator your agent is now in
-
- Get the simulator your agent just left
-
-
- Get the simulator your agent is now in
-
Data sent from the simulator when your agent joins a group chat session
-
-
- Construct a new instance of the GroupChatJoinedEventArgs class
-
- The ID of the session
- The name of the session
- A temporary session id used for establishing new sessions
- True of your agent successfully joined the session
-
Get the ID of the group chat session
@@ -2912,29 +2906,30 @@
True if your agent successfully joined the session
+
+
+ Construct a new instance of the GroupChatJoinedEventArgs class
+
+ The ID of the session
+ The name of the session
+ A temporary session id used for establishing new sessions
+ True of your agent successfully joined the session
+
Data sent by the simulator containing urgent messages
+
+ Get the alert message
+
Construct a new instance of the AlertMessageEventArgs class
The alert message
-
- Get the alert message
-
Data sent by a script requesting to take or release specified controls to your agent
-
-
- Construct a new instance of the ScriptControlEventArgs class
-
- The controls the script is attempting to take or release to the agent
- True if the script is passing controls back to the agent
- True if the script is requesting controls be released to the script
-
Get the controls the script is attempting to take or release to the agent
@@ -2944,41 +2939,34 @@
True if the script is requesting controls be released to the script
+
+
+ Construct a new instance of the ScriptControlEventArgs class
+
+ The controls the script is attempting to take or release to the agent
+ True if the script is passing controls back to the agent
+ True if the script is requesting controls be released to the script
+
Data sent from the simulator to an agent to indicate its view limits
+
+ Get the collision plane
+
Construct a new instance of the CameraConstraintEventArgs class
The collision plane
-
- Get the collision plane
-
Data containing script sensor requests which allow an agent to know the specific details
of a primitive sending script sensor requests
-
-
- Construct a new instance of the ScriptSensorReplyEventArgs
-
- The ID of the primitive sending the sensor
- The ID of the group associated with the primitive
- The name of the primitive sending the sensor
- The ID of the primitive sending the sensor
- The ID of the owner of the primitive sending the sensor
- The position of the primitive sending the sensor
- The range the primitive specified to scan
- The rotation of the primitive sending the sensor
- The type of sensor the primitive sent
- The velocity of the primitive sending the sensor
-
Get the ID of the primitive sending the sensor
@@ -3009,12 +2997,24 @@
Get the velocity of the primitive sending the sensor
+
+
+ Construct a new instance of the ScriptSensorReplyEventArgs
+
+ The ID of the primitive sending the sensor
+ The ID of the group associated with the primitive
+ The name of the primitive sending the sensor
+ The ID of the primitive sending the sensor
+ The ID of the owner of the primitive sending the sensor
+ The position of the primitive sending the sensor
+ The range the primitive specified to scan
+ The rotation of the primitive sending the sensor
+ The type of sensor the primitive sent
+ The velocity of the primitive sending the sensor
+
Contains the response data returned from the simulator in response to a
-
- Construct a new instance of the AvatarSitResponseEventArgs object
-
Get the ID of the primitive the agent will be sitting on
@@ -3036,9 +3036,18 @@
Get the rotation of the agent when seated
+
+ Construct a new instance of the AvatarSitResponseEventArgs object
+
Data sent when an agent joins a chat session your agent is currently participating in
+
+ Get the ID of the chat session
+
+
+ Get the ID of the agent that joined
+
Construct a new instance of the ChatSessionMemberAddedEventArgs object
@@ -3046,15 +3055,15 @@
The ID of the chat session
The ID of the agent joining
-
- Get the ID of the chat session
-
-
- Get the ID of the agent that joined
-
Data sent when an agent exits a chat session your agent is currently participating in
+
+ Get the ID of the chat session
+
+
+ Get the ID of the agent that left
+
Construct a new instance of the ChatSessionMemberLeftEventArgs object
@@ -3062,18 +3071,9 @@
The ID of the chat session
The ID of the Agent that left
-
- Get the ID of the chat session
-
-
- Get the ID of the agent that left
-
Event arguments with the result of setting display name operation
-
- Default constructor
-
Status code, 200 indicates settign display name was successful
@@ -3083,12 +3083,40 @@
Details of the newly set display name
+
+ Default constructor
+
Throttles the network traffic for various different traffic types.
Access this class through GridClient.Throttle
+
+ Maximum bits per second for resending unacknowledged packets
+
+
+ Maximum bits per second for LayerData terrain
+
+
+ Maximum bits per second for LayerData wind data
+
+
+ Maximum bits per second for LayerData clouds
+
+
+ Unknown, includes object data
+
+
+ Maximum bits per second for textures
+
+
+ Maximum bits per second for downloaded assets
+
+
+ Maximum bits per second the entire connection, divided up
+ between invidiual streams using default multipliers
+
Default constructor, uses a default high total of 1500 KBps (1536000)
@@ -3125,35 +3153,10 @@
Byte array containing all the throttle values
-
- Maximum bits per second for resending unacknowledged packets
-
-
- Maximum bits per second for LayerData terrain
-
-
- Maximum bits per second for LayerData wind data
-
-
- Maximum bits per second for LayerData clouds
-
-
- Unknown, includes object data
-
-
- Maximum bits per second for textures
-
-
- Maximum bits per second for downloaded assets
-
-
- Maximum bits per second the entire connection, divided up
- between invidiual streams using default multipliers
-
-
-
- Static pre-defined animations available to all agents
-
+
+
+ Static pre-defined animations available to all agents
+
Agent with afraid expression on face
@@ -3583,6 +3586,12 @@
Appearance Flags, introdued with server side baking, currently unused
+
+ Mask for multiple attachments
+
+
+ Mapping between BakeType and AvatarTextureIndex
+
Maximum number of concurrent downloads for wearable assets and textures
@@ -3617,12 +3626,6 @@
Total number of wearables per bake layer
-
- Mask for multiple attachments
-
-
- Mapping between BakeType and AvatarTextureIndex
-
Map of what wearables are included in each bake
@@ -3634,6 +3637,54 @@
Default avatar texture, used to detect when a custom
texture is not set for a face
+
+
+ Contains information about a wearable inventory item
+
+
+
+ Inventory ItemID of the wearable
+
+
+ AssetID of the wearable asset
+
+
+ WearableType of the wearable
+
+
+ AssetType of the wearable
+
+
+ Asset data for the wearable
+
+
+
+ Data collected from visual params for each wearable
+ needed for the calculation of the color
+
+
+
+
+ Holds a texture assetID and the data needed to bake this layer into
+ an outfit texture. Used to keep track of currently worn textures
+ and baking data
+
+
+
+ A texture AssetID
+
+
+ Asset data for the texture
+
+
+ Collection of alpha masks that needs applying
+
+
+ Tint that should be applied to the texture
+
+
+ Where on avatar does this texture belong
+
The event subscribers. null if no subcribers
@@ -3645,6 +3696,11 @@
Thread sync lock object
+
+ Triggered when an AgentWearablesUpdate packet is received,
+ telling us what our avatar is currently wearing
+ request.
+
The event subscribers. null if no subcribers
@@ -3656,6 +3712,12 @@
Thread sync lock object
+
+ Raised when an AgentCachedTextureResponse packet is
+ received, giving a list of cached bakes that were found on the
+ simulator
+ request.
+
The event subscribers. null if no subcribers
@@ -3666,6 +3728,13 @@
Thread sync lock object
+
+
+ Raised when appearance data is sent to the simulator, also indicates
+ the main appearance thread is finished.
+
+ request.
+
The event subscribers. null if no subcribers
@@ -3677,6 +3746,17 @@
Thread sync lock object
+
+
+ Triggered when the simulator requests the agent rebake its appearance.
+
+
+
+
+
+ Returns true if AppearanceManager is busy and trying to set or change appearance will fail
+
+
Visual parameters last sent to the sim
@@ -4085,83 +4165,6 @@
A BakeType
A list of texture slots that are inputs for the given bake
-
- Triggered when an AgentWearablesUpdate packet is received,
- telling us what our avatar is currently wearing
- request.
-
-
- Raised when an AgentCachedTextureResponse packet is
- received, giving a list of cached bakes that were found on the
- simulator
- request.
-
-
-
- Raised when appearance data is sent to the simulator, also indicates
- the main appearance thread is finished.
-
- request.
-
-
-
- Triggered when the simulator requests the agent rebake its appearance.
-
-
-
-
-
- Returns true if AppearanceManager is busy and trying to set or change appearance will fail
-
-
-
-
- Contains information about a wearable inventory item
-
-
-
- Inventory ItemID of the wearable
-
-
- AssetID of the wearable asset
-
-
- WearableType of the wearable
-
-
- AssetType of the wearable
-
-
- Asset data for the wearable
-
-
-
- Data collected from visual params for each wearable
- needed for the calculation of the color
-
-
-
-
- Holds a texture assetID and the data needed to bake this layer into
- an outfit texture. Used to keep track of currently worn textures
- and baking data
-
-
-
- A texture AssetID
-
-
- Asset data for the texture
-
-
- Collection of alpha masks that needs applying
-
-
- Tint that should be applied to the texture
-
-
- Where on avatar does this texture belong
-
Contains the Event data returned from the data server from an AgentWearablesRequest
@@ -4177,18 +4180,21 @@
Contains the Event data returned from an AppearanceSetRequest
+
+ Indicates whether appearance setting was successful
+
Triggered when appearance data is sent to the sim and
the main appearance thread is done.
Indicates whether appearance setting was successful
-
- Indicates whether appearance setting was successful
-
Contains the Event data returned from the data server from an RebakeAvatarTextures
+
+ The ID of the Texture Layer to bake
+
Triggered when the simulator sends a request for this agent to rebake
@@ -4196,14 +4202,22 @@
The ID of the Texture Layer to bake
-
- The ID of the Texture Layer to bake
-
Class that handles the local asset cache
+
+
+ Allows setting weather to periodicale prune the cache if it grows too big
+ Default is enabled, when caching is enabled
+
+
+
+
+ How long (in ms) between cache checks (default is 5 min.)
+
+
Default constructor
@@ -4308,17 +4322,6 @@
Byte size we want to output
String with humanly readable file size
-
-
- Allows setting weather to periodicale prune the cache if it grows too big
- Default is enabled, when caching is enabled
-
-
-
-
- How long (in ms) between cache checks (default is 5 min.)
-
-
Helper class for sorting files by their last accessed time
@@ -4468,6 +4471,26 @@
Number of milliseconds to wait for a transfer header packet if out of order data was received
+
+
+ Callback used for various asset download requests
+
+ Transfer information
+ Downloaded asset, null on fail
+
+
+
+ Callback used upon competition of baked texture upload
+
+ Asset UUID of the newly uploaded baked texture
+
+
+
+ A callback that fires upon the completition of the RequestMesh call
+
+ Was the download successfull
+ Resulting mesh or null on problems
+
The event subscribers. null if no subcribers
@@ -4479,6 +4502,9 @@
Thread sync lock object
+
+ Raised when the simulator responds sends
+
The event subscribers. null if no subcribers
@@ -4490,6 +4516,9 @@
Thread sync lock object
+
+ Raised during upload completes
+
The event subscribers. null if no subcribers
@@ -4501,6 +4530,9 @@
Thread sync lock object
+
+ Raised during upload with progres update
+
The event subscribers. null if no subcribers
@@ -4512,6 +4544,9 @@
Thread sync lock object
+
+ Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files
+
The event subscribers. null if no subcribers
@@ -4523,6 +4558,9 @@
Thread sync lock object
+
+ Fired when a texture is in the process of being downloaded by the TexturePipeline class
+
Texture download cache
@@ -4831,41 +4869,6 @@
The sender
The EventArgs object containing the packet data
-
- Raised when the simulator responds sends
-
-
- Raised during upload completes
-
-
- Raised during upload with progres update
-
-
- Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files
-
-
- Fired when a texture is in the process of being downloaded by the TexturePipeline class
-
-
-
- Callback used for various asset download requests
-
- Transfer information
- Downloaded asset, null on fail
-
-
-
- Callback used upon competition of baked texture upload
-
- Asset UUID of the newly uploaded baked texture
-
-
-
- A callback that fires upon the completition of the RequestMesh call
-
- Was the download successfull
- Resulting mesh or null on problems
-
Xfer data
@@ -4897,30738 +4900,31127 @@
Represents an avatar (other than your own)
-
-
- Particle system specific enumerators, flags and methods.
-
-
-
-
- Current version of the media data for the prim
-
-
-
+
- Array of media entries indexed by face number
+ Positive and negative ratings
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+ Positive ratings for Behavior
-
-
+
+ Negative ratings for Behavior
-
- Foliage type for this primitive. Only applicable if this
- primitive is foliage
+
+ Positive ratings for Appearance
-
- Unknown
+
+ Negative ratings for Appearance
-
-
+
+ Positive ratings for Building
-
-
+
+ Negative ratings for Building
-
-
+
+ Positive ratings given by this avatar
-
-
+
+ Negative ratings given by this avatar
-
-
+
+
+ Avatar properties including about text, profile URL, image IDs and
+ publishing settings
+
-
-
+
+ First Life about text
-
-
+
+ First Life image ID
-
+
-
+
-
+
-
+
-
-
+
+ Profile image ID
-
-
+
+ Flags of the profile
-
- Identifies the owner if audio or a particle system is
- active
+
+ Web URL for this profile
-
-
+
+ Should this profile be published on the web
-
-
+
+ Avatar Online Status
-
-
+
+ Is this a mature profile
-
+
-
+
-
-
+
+
+ Avatar interests including spoken languages, skills, and "want to"
+ choices
+
-
-
+
+ Languages profile field
-
+
-
+
-
+
-
+
-
-
+
+ Groups that this avatar is a member of
-
- Objects physics engine propertis
+
+ Positive and negative ratings
-
- Extra data about primitive
+
+ Avatar properties including about text, profile URL, image IDs and
+ publishing settings
-
- Indicates if prim is attached to an avatar
+
+ Avatar interests including spoken languages, skills, and "want to"
+ choices
-
- Number of clients referencing this prim
+
+ Movement control flags for avatars. Typically not set or used by
+ clients. To move your avatar, use Client.Self.Movement instead
-
+
- Default constructor
+ Contains the visual parameters describing the deformation of the avatar
-
+
- Packs PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew
- parameters in to signed eight bit values
+ Appearance version. Value greater than 0 indicates using server side baking
- Floating point parameter to pack
- Signed eight bit value containing the packed parameter
-
+
- Unpacks PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew
- parameters from signed eight bit integers to floating point values
+ Version of the Current Outfit Folder that the appearance is based on
- Signed eight bit value to unpack
- Unpacked floating point value
-
-
-
-
-
-
-
-
- Uses basic heuristics to estimate the primitive shape
-
+
- Complete structure for the particle system
+ Appearance flags. Introduced with server side baking, currently unused.
-
- Particle Flags
- There appears to be more data packed in to this area
- for many particle systems. It doesn't appear to be flag values
- and serialization breaks unless there is a flag for every
- possible bit so it is left as an unsigned integer
-
-
- pattern of particles
+
+
+ List of current avatar animations
+
-
- A representing the maximimum age (in seconds) particle will be displayed
- Maximum value is 30 seconds
+
+ First name
-
- A representing the number of seconds,
- from when the particle source comes into view,
- or the particle system's creation, that the object will emits particles;
- after this time period no more particles are emitted
+
+ Last name
-
- A in radians that specifies where particles will not be created
+
+ Full name
-
- A in radians that specifies where particles will be created
+
+ Active group
-
- A representing the number of seconds between burts.
+
+
+ Default constructor
+
-
- A representing the number of meters
- around the center of the source where particles will be created.
+
+ Information about agents display name
-
- A representing in seconds, the minimum speed between bursts of new particles
- being emitted
+
+ Agent UUID
-
- A representing in seconds the maximum speed of new particles being emitted.
+
+ Username
-
- A representing the maximum number of particles emitted per burst
+
+ Display name
-
- A which represents the velocity (speed) from the source which particles are emitted
+
+ First name (legacy)
-
- A which represents the Acceleration from the source which particles are emitted
+
+ Last name (legacy)
-
- The Key of the texture displayed on the particle
+
+ Full name (legacy)
-
- The Key of the specified target object or avatar particles will follow
+
+ Is display name default display name
-
- Flags of particle from
+
+ Cache display name until
-
- Max Age particle system will emit particles for
+
+ Last updated timestamp
-
- The the particle has at the beginning of its lifecycle
+
+
+ Creates AgentDisplayName object from OSD
+
+ Incoming OSD data
+ AgentDisplayName object
-
- The the particle has at the ending of its lifecycle
+
+
+ Return object as OSD map
+
+ OSD containing agent's display name data
-
- A that represents the starting X size of the particle
- Minimum value is 0, maximum value is 4
+
+
+ Holds group information for Avatars such as those you might find in a profile
+
-
- A that represents the starting Y size of the particle
- Minimum value is 0, maximum value is 4
+
+ true of Avatar accepts group notices
-
- A that represents the ending X size of the particle
- Minimum value is 0, maximum value is 4
+
+ Groups Key
-
- A that represents the ending Y size of the particle
- Minimum value is 0, maximum value is 4
+
+ Texture Key for groups insignia
-
- A that represents the start glow value
- Minimum value is 0, maximum value is 1
+
+ Name of the group
-
- A that represents the end glow value
- Minimum value is 0, maximum value is 1
+
+ Powers avatar has in the group
-
- OpenGL blend function to use at particle source
+
+ Avatars Currently selected title
-
- OpenGL blend function to use at particle destination
+
+ true of Avatar has chosen to list this in their profile
-
+
- Can this particle system be packed in a legacy compatible way
+ Contains an animation currently being played by an agent
- True if the particle system doesn't use new particle system features
-
-
- Decodes a byte[] array into a ParticleSystem Object
-
- ParticleSystem object
- Start position for BitPacker
+
+ The ID of the animation asset
-
+
+ A number to indicate start order of currently playing animations
+ On Linden Grids this number is unique per region, with OpenSim it is per client
+
+
+
+
+
- Generate byte[] array from particle data
+ Holds group information on an individual profile pick
- Byte array
-
+
- Particle source pattern
+ Retrieve friend status notifications, and retrieve avatar names and
+ profiles
-
- None
+
+ The event subscribers, null of no subscribers
-
- Drop particles from source position with no force
+
+ Raises the AvatarAnimation Event
+ An AvatarAnimationEventArgs object containing
+ the data sent from the simulator
-
- "Explode" particles in all directions
+
+ Thread sync lock object
-
- Particles shoot across a 2D area
+
+ Raised when the simulator sends us data containing
+ an agents animation playlist
-
- Particles shoot across a 3D Cone
+
+ The event subscribers, null of no subscribers
-
- Inverse of AngleCone (shoot particles everywhere except the 3D cone defined
+
+ Raises the AvatarAppearance Event
+ A AvatarAppearanceEventArgs object containing
+ the data sent from the simulator
-
-
- Particle Data Flags
-
+
+ Thread sync lock object
-
- None
+
+ Raised when the simulator sends us data containing
+ the appearance information for an agent
-
- Interpolate color and alpha from start to end
+
+ The event subscribers, null of no subscribers
-
- Interpolate scale from start to end
+
+ Raises the UUIDNameReply Event
+ A UUIDNameReplyEventArgs object containing
+ the data sent from the simulator
-
- Bounce particles off particle sources Z height
+
+ Thread sync lock object
-
- velocity of particles is dampened toward the simulators wind
+
+ Raised when the simulator sends us data containing
+ agent names/id values
-
- Particles follow the source
+
+ The event subscribers, null of no subscribers
-
- Particles point towards the direction of source's velocity
+
+ Raises the AvatarInterestsReply Event
+ A AvatarInterestsReplyEventArgs object containing
+ the data sent from the simulator
-
- Target of the particles
+
+ Thread sync lock object
-
- Particles are sent in a straight line
+
+ Raised when the simulator sends us data containing
+ the interests listed in an agents profile
-
- Particles emit a glow
+
+ The event subscribers, null of no subscribers
-
- used for point/grab/touch
+
+ Raises the AvatarPropertiesReply Event
+ A AvatarPropertiesReplyEventArgs object containing
+ the data sent from the simulator
-
- continuous ribbon particle
+
+ Thread sync lock object
-
- particle data contains glow
+
+ Raised when the simulator sends us data containing
+ profile property information for an agent
-
- particle data contains blend functions
+
+ The event subscribers, null of no subscribers
-
-
- Particle Flags Enum
-
+
+ Raises the AvatarGroupsReply Event
+ A AvatarGroupsReplyEventArgs object containing
+ the data sent from the simulator
-
- None
+
+ Thread sync lock object
-
- Acceleration and velocity for particles are
- relative to the object rotation
+
+ Raised when the simulator sends us data containing
+ the group membership an agent is a member of
-
- Particles use new 'correct' angle parameters
+
+ The event subscribers, null of no subscribers
-
-
- Parameters used to construct a visual representation of a primitive
-
+
+ Raises the AvatarPickerReply Event
+ A AvatarPickerReplyEventArgs object containing
+ the data sent from the simulator
-
-
+
+ Thread sync lock object
-
-
+
+ Raised when the simulator sends us data containing
+ name/id pair
-
-
+
+ The event subscribers, null of no subscribers
-
-
+
+ Raises the ViewerEffectPointAt Event
+ A ViewerEffectPointAtEventArgs object containing
+ the data sent from the simulator
-
-
+
+ Thread sync lock object
-
-
+
+ Raised when the simulator sends us data containing
+ the objects and effect when an agent is pointing at
-
-
+
+ The event subscribers, null of no subscribers
-
-
+
+ Raises the ViewerEffectLookAt Event
+ A ViewerEffectLookAtEventArgs object containing
+ the data sent from the simulator
-
-
+
+ Thread sync lock object
-
-
+
+ Raised when the simulator sends us data containing
+ the objects and effect when an agent is looking at
-
-
+
+ The event subscribers, null of no subscribers
-
-
+
+ Raises the ViewerEffect Event
+ A ViewerEffectEventArgs object containing
+ the data sent from the simulator
-
-
+
+ Thread sync lock object
-
-
+
+ Raised when the simulator sends us data containing
+ an agents viewer effect information
-
-
+
+ The event subscribers, null of no subscribers
-
-
+
+ Raises the AvatarPicksReply Event
+ A AvatarPicksReplyEventArgs object containing
+ the data sent from the simulator
-
-
+
+ Thread sync lock object
-
-
+
+ Raised when the simulator sends us data containing
+ the top picks from an agents profile
-
-
+
+ The event subscribers, null of no subscribers
-
-
+
+ Raises the PickInfoReply Event
+ A PickInfoReplyEventArgs object containing
+ the data sent from the simulator
-
-
+
+ Thread sync lock object
-
-
- Calculdates hash code for prim construction data
-
- The has
+
+ Raised when the simulator sends us data containing
+ the Pick details
-
- Attachment point to an avatar
+
+ The event subscribers, null of no subscribers
-
-
+
+ Raises the AvatarClassifiedReply Event
+ A AvatarClassifiedReplyEventArgs object containing
+ the data sent from the simulator
-
-
+
+ Thread sync lock object
-
-
+
+ Raised when the simulator sends us data containing
+ the classified ads an agent has placed
-
-
+
+ The event subscribers, null of no subscribers
-
-
- Information on the flexible properties of a primitive
-
+
+ Raises the ClassifiedInfoReply Event
+ A ClassifiedInfoReplyEventArgs object containing
+ the data sent from the simulator
-
-
+
+ Thread sync lock object
-
-
+
+ Raised when the simulator sends us data containing
+ the details of a classified ad
-
-
+
+ The event subscribers, null of no subscribers
-
-
+
+ Raises the DisplayNameUpdate Event
+ A DisplayNameUpdateEventArgs object containing
+ the data sent from the simulator
-
-
+
+ Thread sync lock object
-
-
+
+ Raised when the simulator sends us data containing
+ the details of display name change
-
+
- Default constructor
+ Callback giving results when fetching display names
+ If the request was successful
+ Array of display names
+ Array of UUIDs that could not be fetched
-
+
-
+ Represents other avatars
-
-
+
-
-
-
-
-
+
+ Tracks the specified avatar on your map
+ Avatar ID to track
-
+
-
+ Request a single avatar name
-
+ The avatar key to retrieve a name for
-
+
- Information on the light properties of a primitive
+ Request a list of avatar names
+ The avatar keys to retrieve names for
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
- Default constructor
+ Check if Display Names functionality is available
+ True if Display name functionality is available
-
+
-
+ Request retrieval of display names (max 90 names per request)
-
-
+ List of UUIDs to lookup
+ Callback to report result of the operation
-
+
-
+ Start a request for Avatar Properties
-
+
-
+
-
+ Search for an avatar (first name, last name)
-
+ The name to search for
+ An ID to associate with this query
-
+
- Information on the light properties of a primitive as texture map
+ Start a request for Avatar Picks
+ UUID of the avatar
-
-
-
-
-
-
-
+
- Default constructor
+ Start a request for Avatar Classifieds
+ UUID of the avatar
-
+
-
+ Start a request for details of a specific profile pick
-
-
+ UUID of the avatar
+ UUID of the profile pick
-
+
-
+ Start a request for details of a specific profile classified
-
+ UUID of the avatar
+ UUID of the profile classified
-
-
-
-
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
-
- Information on the sculpt properties of a sculpted primitive
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
-
- Default constructor
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
-
-
-
-
-
+
+