From 98a2c7bfeec6eda7cffbe5c84083ef3a736e306d Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sat, 19 May 2012 01:10:39 +0100 Subject: modulate collision sounds intensity with relative collision speed --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 127 ++++++++++++++--------- 1 file changed, 78 insertions(+), 49 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index ebddf21..06dec8f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -4112,71 +4112,100 @@ namespace OpenSim.Region.Framework.Scenes List thisHitColliders = new List(); List endedColliders = new List(); List startedColliders = new List(); + List soundinfolist = new List(); + CollisionForSoundInfo soundinfo; + ContactPoint curcontact; - foreach (uint localid in coldata.Keys) + if (coldata.Count == 0) { - thisHitColliders.Add(localid); - if (!m_lastColliders.Contains(localid)) - { - startedColliders.Add(localid); - } - //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); - } - - // calculate things that ended colliding - foreach (uint localID in m_lastColliders) - { - if (!thisHitColliders.Contains(localID)) + if (m_lastColliders.Count == 0) + return; // nothing to do + + foreach (uint localID in m_lastColliders) { endedColliders.Add(localID); } - } - //add the items that started colliding this time to the last colliders list. - foreach (uint localID in startedColliders) - { - m_lastColliders.Add(localID); - } - // remove things that ended colliding from the last colliders list - foreach (uint localID in endedColliders) - { - m_lastColliders.Remove(localID); + m_lastColliders.Clear(); } - // do event notification - if (startedColliders.Count > 0) + else { - CollisionSounds.AvatarCollisionSound(this, startedColliders); - - ColliderArgs StartCollidingMessage = new ColliderArgs(); - List colliding = new List(); - foreach (uint localId in startedColliders) + foreach (uint id in coldata.Keys) { - if (localId == 0) - continue; + thisHitColliders.Add(id); + if (!m_lastColliders.Contains(id)) + { + startedColliders.Add(id); + curcontact = coldata[id]; + if (Math.Abs(curcontact.RelativeSpeed) > 0.2) + { + soundinfo = new CollisionForSoundInfo(); + soundinfo.colliderID = id; + soundinfo.position = curcontact.Position; + soundinfo.relativeVel = curcontact.RelativeSpeed; + soundinfolist.Add(soundinfo); + } + } + //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); + } - SceneObjectPart obj = Scene.GetSceneObjectPart(localId); - string data = ""; - if (obj != null) + // calculate things that ended colliding + foreach (uint localID in m_lastColliders) + { + if (!thisHitColliders.Contains(localID)) { - DetectedObject detobj = new DetectedObject(); - detobj.keyUUID = obj.UUID; - detobj.nameStr = obj.Name; - detobj.ownerUUID = obj.OwnerID; - detobj.posVector = obj.AbsolutePosition; - detobj.rotQuat = obj.GetWorldRotation(); - detobj.velVector = obj.Velocity; - detobj.colliderType = 0; - detobj.groupUUID = obj.GroupID; - colliding.Add(detobj); + endedColliders.Add(localID); } } + //add the items that started colliding this time to the last colliders list. + foreach (uint localID in startedColliders) + { + m_lastColliders.Add(localID); + } + // remove things that ended colliding from the last colliders list + foreach (uint localID in endedColliders) + { + m_lastColliders.Remove(localID); + } - if (colliding.Count > 0) + if (soundinfolist.Count > 0) + CollisionSounds.AvatarCollisionSound(this, soundinfolist); + + // do event notification + if (startedColliders.Count > 0) { - StartCollidingMessage.Colliders = colliding; - foreach (SceneObjectGroup att in GetAttachments()) - Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); + ColliderArgs StartCollidingMessage = new ColliderArgs(); + List colliding = new List(); + foreach (uint localId in startedColliders) + { + if (localId == 0) + continue; + + SceneObjectPart obj = Scene.GetSceneObjectPart(localId); + string data = ""; + if (obj != null) + { + DetectedObject detobj = new DetectedObject(); + detobj.keyUUID = obj.UUID; + detobj.nameStr = obj.Name; + detobj.ownerUUID = obj.OwnerID; + detobj.posVector = obj.AbsolutePosition; + detobj.rotQuat = obj.GetWorldRotation(); + detobj.velVector = obj.Velocity; + detobj.colliderType = 0; + detobj.groupUUID = obj.GroupID; + colliding.Add(detobj); + } + } + + if (colliding.Count > 0) + { + StartCollidingMessage.Colliders = colliding; + + foreach (SceneObjectGroup att in GetAttachments()) + Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); + } } } -- cgit v1.1 From 10889c86d9d67ca994a090166ad53840ed1dedd0 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sat, 19 May 2012 16:35:48 +0100 Subject: reduce useless waste of cpu. Make character collision events be done similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added) --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 06dec8f..be94508 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -4098,6 +4098,7 @@ namespace OpenSim.Region.Framework.Scenes private void RaiseCollisionScriptEvents(Dictionary coldata) { + /* lock(m_collisionEventLock) { if (m_collisionEventFlag) @@ -4107,6 +4108,7 @@ namespace OpenSim.Region.Framework.Scenes Util.FireAndForget(delegate(object x) { + */ try { List thisHitColliders = new List(); @@ -4286,7 +4288,7 @@ namespace OpenSim.Region.Framework.Scenes { m_collisionEventFlag = false; } - }); +// }); } private void TeleportFlagsDebug() { -- cgit v1.1 From 2767574d0f17c0bb43c0322505e07d58c60f2f06 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sat, 19 May 2012 18:10:44 +0100 Subject: fix m_sitAvatarHeight to be half size.z, reduced default to a more resonable value ( 1m); --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index be94508..5a3b518 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2032,7 +2032,7 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied); if (PhysicsActor != null) - m_sitAvatarHeight = PhysicsActor.Size.Z; + m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f; bool canSit = false; pos = part.AbsolutePosition + offset; -- cgit v1.1