From d9e45332022b18b50f00353588afd4bbe3392870 Mon Sep 17 00:00:00 2001
From: Teravus Ovares
Date: Sun, 13 Jan 2008 07:14:54 +0000
Subject: * Fixed an overflow in the land manager * Did some goofy math undoing
in the Sim Stats Reporter * More reduction to the amount of calls per second
to UnManaged ODE code * Added a significant amount of comments to ODE
---
OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 247 +++++++++++++++++------
OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 220 +++++++++++++++++---
2 files changed, 369 insertions(+), 98 deletions(-)
(limited to 'OpenSim/Region/Physics/OdePlugin')
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 8e92171..b824cbe 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -34,6 +34,26 @@ using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.OdePlugin
{
+ ///
+ /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
+ ///
+
+ public enum dParam : int
+ {
+ LowStop = 0,
+ HiStop = 1,
+ Vel = 2,
+ FMax = 3,
+ FudgeFactor = 4,
+ Bounce = 5,
+ CFM = 6,
+ ERP = 7,
+ StopCFM = 8,
+ LoStop2 = 256,
+ HiStop2 = 257,
+ LoStop3 = 512,
+ HiStop3 = 513
+ }
public class OdeCharacter : PhysicsActor
{
private PhysicsVector _position;
@@ -45,7 +65,8 @@ namespace OpenSim.Region.Physics.OdePlugin
private PhysicsVector _target_velocity;
private PhysicsVector _acceleration;
private PhysicsVector m_rotationalVelocity;
- private float m_density = 50f;
+ private float m_mass = 80f;
+ private float m_density = 60f;
private bool m_pidControllerActive = true;
private static float PID_D = 3020.0f;
private static float PID_P = 7000.0f;
@@ -96,34 +117,7 @@ namespace OpenSim.Region.Physics.OdePlugin
lock (OdeScene.OdeLock)
{
- int dAMotorEuler = 1;
- Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
- d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
- Body = d.BodyCreate(parent_scene.world);
- d.BodySetMass(Body, ref ShellMass);
- d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
- d.GeomSetBody(Shell, Body);
-
-
- d.BodySetRotation(Body, ref m_StandUpRotation);
-
-
- //Amotor = d.JointCreateAMotor(parent_scene.world, IntPtr.Zero);
- //d.JointAttach(Amotor, Body, IntPtr.Zero);
- //d.JointSetAMotorMode(Amotor, dAMotorEuler);
- //d.JointSetAMotorNumAxes(Amotor, 3);
- //d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
- //d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
- ///d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
- //d.JointSetAMotorAngle(Amotor, 0, 0);
- //d.JointSetAMotorAngle(Amotor, 1, 0);
- //d.JointSetAMotorAngle(Amotor, 2, 0);
- //d.JointSetAMotorParam(Amotor, 0, -0);
- //d.JointSetAMotorParam(Amotor, 0x200, -0);
- //d.JointSetAMotorParam(Amotor, 0x100, -0);
- // d.JointSetAMotorParam(Amotor, 0, 0);
- // d.JointSetAMotorParam(Amotor, 3, 0);
- // d.JointSetAMotorParam(Amotor, 2, 0);
+ AvatarGeomAndBodyCreation(pos.X, pos.Y, pos.Z);
}
m_name = avName;
parent_scene.geom_name_map[Shell] = avName;
@@ -136,6 +130,9 @@ namespace OpenSim.Region.Physics.OdePlugin
set { return; }
}
+ ///
+ /// If this is set, the avatar will move faster
+ ///
public override bool SetAlwaysRun
{
get { return m_alwaysRun; }
@@ -160,6 +157,10 @@ namespace OpenSim.Region.Physics.OdePlugin
set { flying = value; }
}
+ ///
+ /// Returns if the avatar is colliding in general.
+ /// This includes the ground and objects and avatar.
+ ///
public override bool IsColliding
{
get { return m_iscolliding; }
@@ -208,11 +209,17 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
+ ///
+ /// Returns if an avatar is colliding with the ground
+ ///
public override bool CollidingGround
{
get { return m_iscollidingGround; }
set
{
+ // Collisions against the ground are not really reliable
+ // So, to get a consistant value we have to average the current result over time
+ // Currently we use 1 second = 10 calls to this.
int i;
int truecount = 0;
int falsecount = 0;
@@ -256,6 +263,9 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
+ ///
+ /// Returns if the avatar is colliding with an object
+ ///
public override bool CollidingObj
{
get { return m_iscollidingObj; }
@@ -269,11 +279,21 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
+ ///
+ /// turn the PID controller on or off.
+ /// The PID Controller will turn on all by itself in many situations
+ ///
+ ///
public void SetPidStatus(bool status)
{
m_pidControllerActive = status;
}
+ ///
+ /// This 'puts' an avatar somewhere in the physics space.
+ /// Not really a good choice unless you 'know' it's a good
+ /// spot otherwise you're likely to orbit the avatar.
+ ///
public override PhysicsVector Position
{
get { return _position; }
@@ -293,6 +313,10 @@ namespace OpenSim.Region.Physics.OdePlugin
set { m_rotationalVelocity = value; }
}
+ ///
+ /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
+ /// and use it to offset landings properly
+ ///
public override PhysicsVector Size
{
get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); }
@@ -301,6 +325,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_pidControllerActive = true;
lock (OdeScene.OdeLock)
{
+ d.JointDestroy(Amotor);
PhysicsVector SetSize = value;
float prevCapsule = CAPSULE_LENGTH;
float capsuleradius = CAPSULE_RADIUS;
@@ -309,20 +334,91 @@ namespace OpenSim.Region.Physics.OdePlugin
CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z*0.43f))); // subtract 43% of the size
d.BodyDestroy(Body);
d.GeomDestroy(Shell);
- //MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH));
- Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH);
- d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
- Body = d.BodyCreate(_parent_scene.world);
- d.BodySetMass(Body, ref ShellMass);
- d.BodySetPosition(Body, _position.X, _position.Y,
- _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule));
- d.GeomSetBody(Shell, Body);
+ AvatarGeomAndBodyCreation(_position.X, _position.Y,
+ _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule)*2));
+ Velocity = new PhysicsVector(0f, 0f, 0f);
+
}
_parent_scene.geom_name_map[Shell] = m_name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor) this;
}
}
+ ///
+ /// This creates the Avatar's physical Surrogate at the position supplied
+ ///
+ ///
+ ///
+ ///
+ private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
+ {
+ int dAMotorEuler = 1;
+ Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
+ d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
+ Body = d.BodyCreate(_parent_scene.world);
+ d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
+
+ d.BodySetMass(Body, ref ShellMass);
+
+ // 90 Stand up on the cap of the capped cyllinder
+ d.RFromAxisAndAngle(out m_StandUpRotation, 1, 0, 0, (float)(Math.PI / 2));
+
+
+ d.GeomSetRotation(Shell, ref m_StandUpRotation);
+ d.BodySetRotation(Body, ref m_StandUpRotation);
+
+ d.GeomSetBody(Shell, Body);
+
+
+ // The purpose of the AMotor here is to keep the avatar's physical
+ // surrogate from rotating while moving
+ Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
+ d.JointAttach(Amotor, Body, IntPtr.Zero);
+ d.JointSetAMotorMode(Amotor, dAMotorEuler);
+ d.JointSetAMotorNumAxes(Amotor, 3);
+ d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
+ d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
+ d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
+ d.JointSetAMotorAngle(Amotor, 0, 0);
+ d.JointSetAMotorAngle(Amotor, 1, 0);
+ d.JointSetAMotorAngle(Amotor, 2, 0);
+
+ // These lowstops and high stops are effectively (no wiggle room)
+ d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
+
+ // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
+ // capped cyllinder will fall over
+ d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 3800000f);
+
+
+ // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
+ // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
+ // change appearance and when you enter the simulator
+ // After this routine is done, the amotor stabilizes much quicker
+ d.Vector3 feet;
+ d.Vector3 head;
+ d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
+ d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
+ float posture = head.Z - feet.Z;
+
+ // restoring force proportional to lack of posture:
+ float servo = (2.5f - posture) * POSTURE_SERVO;
+ d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
+ d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
+
+
+ }
+ //
+ ///
+ /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
+ /// This may be used in calculations in the scene/scenepresence
+ ///
public override float Mass
{
get
@@ -385,6 +481,11 @@ namespace OpenSim.Region.Physics.OdePlugin
_acceleration = accel;
}
+ ///
+ /// Adds the force supplied to the Target Velocity
+ /// The PID controller takes this target velocity and tries to make it a reality
+ ///
+ ///
public override void AddForce(PhysicsVector force)
{
m_pidControllerActive = true;
@@ -395,29 +496,15 @@ namespace OpenSim.Region.Physics.OdePlugin
//m_lastUpdateSent = false;
}
+ ///
+ /// After all of the forces add up with 'add force' we apply them with doForce
+ ///
+ ///
public void doForce(PhysicsVector force)
{
if (!collidelock)
{
d.BodyAddForce(Body, force.X, force.Y, force.Z);
-
- // ok -- let's stand up straight!
- //d.Matrix3 StandUpRotationalMatrix = new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f, -0.004689182f, 0.9998941f);
- //d.BodySetRotation(Body, ref StandUpRotationalMatrix);
- //d.BodySetRotation(Body, ref m_StandUpRotation);
- // The above matrix was generated with the amazing standup routine below by danX0r *cheer*
- d.Vector3 feet;
- d.Vector3 head;
- d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
- d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
- float posture = head.Z - feet.Z;
-
- // restoring force proportional to lack of posture:
- float servo = (2.5f - posture) * POSTURE_SERVO;
- d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
- d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
-
- //m_lastUpdateSent = false;
}
}
@@ -425,9 +512,19 @@ namespace OpenSim.Region.Physics.OdePlugin
{
}
+
+ ///
+ /// Called from Simulate
+ /// This is the avatar's movement control + PID Controller
+ ///
+ ///
public void Move(float timeStep)
{
// no lock; for now it's only called from within Simulate()
+
+ // If the PID Controller isn't active then we set our force
+ // calculating base velocity to the current position
+
if (m_pidControllerActive == false)
{
_zeroPosition = d.BodyGetPosition(Body);
@@ -458,6 +555,11 @@ namespace OpenSim.Region.Physics.OdePlugin
}
if (m_pidControllerActive)
{
+ // We only want to deactivate the PID Controller if we think we want to have our surrogate
+ // react to the physics scene by moving it's position.
+ // Avatar to Avatar collisions
+ // Prim to avatar collisions
+
d.Vector3 pos = d.BodyGetPosition(Body);
vec.X = (_target_velocity.X - vel.X)*PID_D + (_zeroPosition.X - pos.X)*PID_P;
vec.Y = (_target_velocity.Y - vel.Y)*PID_D + (_zeroPosition.Y - pos.Y)*PID_P;
@@ -474,11 +576,14 @@ namespace OpenSim.Region.Physics.OdePlugin
_zeroFlag = false;
if (m_iscolliding || flying)
{
+ // We're flying and colliding with something
vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*PID_D;
vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*PID_D;
}
if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
{
+ // We're colliding with something and we're not flying but we're moving
+ // This means we're walking or running.
d.Vector3 pos = d.BodyGetPosition(Body);
vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
if (_target_velocity.X > 0)
@@ -492,6 +597,8 @@ namespace OpenSim.Region.Physics.OdePlugin
}
else if (!m_iscolliding && !flying)
{
+ // we're not colliding and we're not flying so that means we're falling!
+ // m_iscolliding includes collisions with the ground.
d.Vector3 pos = d.BodyGetPosition(Body);
if (_target_velocity.X > 0)
{
@@ -518,6 +625,9 @@ namespace OpenSim.Region.Physics.OdePlugin
doForce(vec);
}
+ ///
+ /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
+ ///
public void UpdatePositionAndVelocity()
{
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
@@ -533,25 +643,21 @@ namespace OpenSim.Region.Physics.OdePlugin
_position.Y = vec.Y;
_position.Z = vec.Z;
+ // Did we move last? = zeroflag
+ // This helps keep us from sliding all over
+
if (_zeroFlag)
{
_velocity.X = 0.0f;
_velocity.Y = 0.0f;
_velocity.Z = 0.0f;
+
+ // Did we send out the 'stopped' message?
if (!m_lastUpdateSent)
{
m_lastUpdateSent = true;
base.RequestPhysicsterseUpdate();
- //string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
- //int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
- //if (primScenAvatarIn == "0")
- //{
- //MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
- //}
- //else
- //{
- // MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
- //}
+
}
}
else
@@ -564,6 +670,7 @@ namespace OpenSim.Region.Physics.OdePlugin
_velocity.Z = (vec.Z);
if (_velocity.Z < -6 && !m_hackSentFall)
{
+ // Collisionupdates will be used in the future, right now the're not being used.
m_hackSentFall = true;
//base.SendCollisionUpdate(new CollisionEventUpdate());
m_pidControllerActive = false;
@@ -581,13 +688,21 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
+ ///
+ /// Cleanup the things we use in the scene.
+ ///
public void Destroy()
{
lock (OdeScene.OdeLock)
{
- // d.JointDestroy(Amotor);
+ // Kill the Amotor
+ d.JointDestroy(Amotor);
+
+ //kill the Geometry
d.GeomDestroy(Shell);
_parent_scene.geom_name_map.Remove(Shell);
+
+ //kill the body
d.BodyDestroy(Body);
}
}
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 17dbd0a..366f30b 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -86,6 +86,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private IntPtr contactgroup;
private IntPtr LandGeom = (IntPtr) 0;
private double[] _heightmap;
+ private float[] _origheightmap;
private d.NearCallback nearCallback;
public d.TriCallback triCallback;
public d.TriArrayCallback triArrayCallback;
@@ -115,6 +116,12 @@ namespace OpenSim.Region.Physics.OdePlugin
public IMesher mesher;
+
+ ///
+ /// Initiailizes the scene
+ /// Sets many properties that ODE requires to be stable
+ /// These settings need to be tweaked 'exactly' right or weird stuff happens.
+ ///
public OdeScene()
{
nearCallback = near;
@@ -128,17 +135,27 @@ namespace OpenSim.Region.Physics.OdePlugin
contact.surface.soft_cfm = 0.00003f;
*/
+ // Centeral contact friction and bounce
contact.surface.mu = 250.0f;
contact.surface.bounce = 0.2f;
+ // 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 = 550.0f;
TerrainContact.surface.bounce = 0.1f;
TerrainContact.surface.soft_erp = 0.1025f;
+ // 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 = 150.0f;
AvatarMovementprimContact.surface.bounce = 0.1f;
+ // 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 = 150.0f;
AvatarMovementTerrainContact.surface.bounce = 0.1f;
@@ -146,6 +163,7 @@ namespace OpenSim.Region.Physics.OdePlugin
lock (OdeLock)
{
+ // Creat the world and the first space
world = d.WorldCreate();
space = d.HashSpaceCreate(IntPtr.Zero);
d.HashSpaceSetLevels(space, -4, 128);
@@ -153,15 +171,25 @@ namespace OpenSim.Region.Physics.OdePlugin
//contactgroup
+ // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
+
d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f);
d.WorldSetAutoDisableFlag(world, false);
d.WorldSetContactSurfaceLayer(world, 0.001f);
+
+ // Set how many steps we go without running collision testing
+ // This is in addition to the step size.
+ // Essentially Steps * m_physicsiterations
d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
- d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
+ ///d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
}
+ // zero out a heightmap array float array (single dimention [flattened]))
_heightmap = new double[514*514];
+
+ // Zero out the prim spaces array (we split our space into smaller spaces so
+ // we can hit test less.
for (int i = 0; i < staticPrimspace.GetLength(0); i++)
{
for (int j = 0; j < staticPrimspace.GetLength(1); j++)
@@ -171,19 +199,35 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
+ // Initialize the mesh plugin
public override void Initialise(IMesher meshmerizer)
{
mesher = meshmerizer;
}
+ ///
+ /// Debug space message for printing the space that a prim/avatar is in.
+ ///
+ ///
+ /// Returns which split up space the given position is in.
public string whichspaceamIin(PhysicsVector pos)
{
return calculateSpaceForGeom(pos).ToString();
}
+ ///
+ /// 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
+
+ // Test if we're collidng a geom with a space.
+ // If so we have to drill down into the space recursively
+
if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
{
// Separating static prim geometry spaces.
@@ -192,7 +236,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// contact points in the space
d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
- //Colliding a space or a geom with a space or a geom.
+ //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);
@@ -226,12 +270,13 @@ namespace OpenSim.Region.Physics.OdePlugin
name2 = "null";
}
- if (id == d.GeomClassID.TriMeshClass)
- {
+ //if (id == d.GeomClassID.TriMeshClass)
+ //{
// MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2);
//System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
- }
+ //}
+ // Figure out how many contact points we have
int count = 0;
try
{
@@ -244,13 +289,15 @@ namespace OpenSim.Region.Physics.OdePlugin
base.TriggerPhysicsBasedRestart();
}
+ PhysicsActor p1;
+ PhysicsActor p2;
+
for (int i = 0; i < count; i++)
{
IntPtr joint;
// If we're colliding with terrain, use 'TerrainContact' instead of contact.
// allows us to have different settings
- PhysicsActor p1;
- PhysicsActor p2;
+
if (!actor_name_map.TryGetValue(g1, out p1))
{
@@ -267,14 +314,14 @@ namespace OpenSim.Region.Physics.OdePlugin
switch (p1.PhysicsActorType)
{
- case (int) ActorTypes.Agent:
+ case (int)ActorTypes.Agent:
p2.CollidingObj = true;
break;
- case (int) ActorTypes.Prim:
+ case (int)ActorTypes.Prim:
if (p2.Velocity.X > 0 || p2.Velocity.Y > 0 || p2.Velocity.Z > 0)
p2.CollidingObj = true;
break;
- case (int) ActorTypes.Unknown:
+ case (int)ActorTypes.Unknown:
p2.CollidingGround = true;
break;
default:
@@ -288,11 +335,15 @@ namespace OpenSim.Region.Physics.OdePlugin
if (contacts[i].depth >= 0.08f)
{
+ /* This is disabled at the moment only because it needs more tweaking
+ It will eventually be uncommented
+
if (contacts[i].depth >= 1.00f)
{
//MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString());
}
- // If you interpenetrate a prim with an agent
+
+ //If you interpenetrate a prim with an agent
if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
p1.PhysicsActorType == (int) ActorTypes.Prim) ||
(p1.PhysicsActorType == (int) ActorTypes.Agent &&
@@ -300,35 +351,37 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (p2.PhysicsActorType == (int) ActorTypes.Agent)
{
- //p2.CollidingObj = true;
- //contacts[i].depth = 0.003f;
- //p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
- //OdeCharacter character = (OdeCharacter) p2;
- //character.SetPidStatus(true);
- //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
+ p2.CollidingObj = true;
+ contacts[i].depth = 0.003f;
+ p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
+ OdeCharacter character = (OdeCharacter) p2;
+ character.SetPidStatus(true);
+ contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
}
else
{
- //contacts[i].depth = 0.0000000f;
+ contacts[i].depth = 0.0000000f;
}
if (p1.PhysicsActorType == (int) ActorTypes.Agent)
{
- //p1.CollidingObj = true;
- //contacts[i].depth = 0.003f;
- //p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
- //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2));
- //OdeCharacter character = (OdeCharacter)p1;
- //character.SetPidStatus(true);
+ p1.CollidingObj = true;
+ contacts[i].depth = 0.003f;
+ p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
+ contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2));
+ OdeCharacter character = (OdeCharacter)p1;
+ character.SetPidStatus(true);
}
else
{
- //contacts[i].depth = 0.0000000f;
+ contacts[i].depth = 0.0000000f;
}
}
+ */
+
// If you interpenetrate a prim with another prim
if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
{
@@ -337,6 +390,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
if (contacts[i].depth >= 1.00f)
{
+ OpenSim.Framework.Console.MainLog.Instance.Verbose("P", contacts[i].depth.ToString());
if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
(p1.PhysicsActorType == (int) ActorTypes.Agent &&
@@ -347,7 +401,7 @@ namespace OpenSim.Region.Physics.OdePlugin
OdeCharacter character = (OdeCharacter) p2;
//p2.CollidingObj = true;
- contacts[i].depth = 0.003f;
+ contacts[i].depth = 0.00000003f;
p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f);
contacts[i].pos =
new d.Vector3(contacts[i].pos.X + (p1.Size.X/2),
@@ -363,7 +417,7 @@ namespace OpenSim.Region.Physics.OdePlugin
OdeCharacter character = (OdeCharacter)p1;
//p2.CollidingObj = true;
- contacts[i].depth = 0.003f;
+ contacts[i].depth = 0.00000003f;
p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 0.5f);
contacts[i].pos =
new d.Vector3(contacts[i].pos.X + (p1.Size.X/2),
@@ -383,30 +437,39 @@ namespace OpenSim.Region.Physics.OdePlugin
if (contacts[i].depth >= 0f)
{
+ // If we're collidng against terrain
if (name1 == "Terrain" || name2 == "Terrain")
{
+ // If we're moving
if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
(Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
{
+ // Use the movement terrain contact
AvatarMovementTerrainContact.geom = contacts[i];
joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
}
else
{
+ // Use the non moving terrain contact
TerrainContact.geom = contacts[i];
joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
}
}
else
{
+ // we're colliding with prim or avatar
+
+ // check if we're moving
if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
(Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
{
+ // Use the Movement prim contact
AvatarMovementprimContact.geom = contacts[i];
joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
}
else
{
+ // Use the non movement contact
contact.geom = contacts[i];
joint = d.JointCreateContact(world, contactgroup, ref contact);
}
@@ -416,6 +479,11 @@ namespace OpenSim.Region.Physics.OdePlugin
if (count > 3)
{
+ // If there are more then 3 contact points, it's likely
+ // that we've got a pile of objects
+ //
+ // 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;
}
//System.Console.WriteLine(count.ToString());
@@ -423,16 +491,43 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
}
+ private float GetTerrainHeightAtXY(float x, float y)
+ {
+ return (float)_origheightmap[(int) y*256 + (int) x];
+
+ }
+
+ ///
+ /// This is our collision testing routine in ODE
+ ///
+ ///
private void collision_optimized(float timeStep)
{
foreach (OdeCharacter chr in _characters)
{
+ // Reset the collision values to false
+ // since we don't know if we're colliding yet
+
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.
+
d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
+ //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 the sim is running slow this frame,
// don't process collision for prim!
if (timeStep < (m_SkipFramesAtms/3))
@@ -469,6 +564,8 @@ namespace OpenSim.Region.Physics.OdePlugin
// This if may not need to be there.. it might be skipped anyway.
if (d.BodyIsEnabled(chr.Body))
{
+ // Collide test the prims with the terrain.. since if you don't do this,
+ // next frame, all of the physical prim in the scene will awaken and explode upwards
d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback);
}
}
@@ -509,6 +606,15 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
+ ///
+ /// This is called from within simulate but outside the locked portion
+ /// We need to do our own locking here
+ /// 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.
+ ///
+ ///
public void RemovePrimThreadLocked(OdePrim prim)
{
lock (OdeLock)
@@ -567,7 +673,10 @@ namespace OpenSim.Region.Physics.OdePlugin
_prims.Remove(prim);
}
}
-
+ ///
+ /// Takes a space pointer and zeros out the array we're using to hold the spaces
+ ///
+ ///
public void resetSpaceArrayItemToZero(IntPtr space)
{
for (int x = 0; x < staticPrimspace.GetLength(0); x++)
@@ -585,15 +694,25 @@ namespace OpenSim.Region.Physics.OdePlugin
staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
}
+ ///
+ /// Called when a static prim moves. Allocates a space for the prim based on it's 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
public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos, IntPtr currentspace)
{
- //Todo recalculate space the prim is in.
+
// 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
+
if (currentspace != space)
{
if (d.SpaceQuery(currentspace, geom) && currentspace != (IntPtr) 0)
@@ -707,6 +826,12 @@ namespace OpenSim.Region.Physics.OdePlugin
return newspace;
}
+ ///
+ /// Creates a new space at X Y
+ ///
+ ///
+ ///
+ /// A pointer to the created space
public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
{
// creating a new space for prim and inserting it into main space.
@@ -715,6 +840,11 @@ namespace OpenSim.Region.Physics.OdePlugin
return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
}
+ ///
+ /// Calculates the space the prim should be in by it's position
+ ///
+ ///
+ /// a pointer to the space. This could be a new space or reused space.
public IntPtr calculateSpaceForGeom(PhysicsVector pos)
{
int[] xyspace = calculateSpaceArrayItemFromPos(pos);
@@ -725,6 +855,11 @@ namespace OpenSim.Region.Physics.OdePlugin
return locationbasedspace;
}
+ ///
+ /// Holds the space allocation logic
+ ///
+ ///
+ /// an array item based on the position
public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos)
{
int[] returnint = new int[2];
@@ -837,7 +972,11 @@ namespace OpenSim.Region.Physics.OdePlugin
return 1;
}
-
+ ///
+ /// Routine to figure out if we need to mesh this prim with our mesher
+ ///
+ ///
+ ///
public bool needsMeshing(PrimitiveBaseShape pbs)
{
if (pbs.ProfileHollow != 0)
@@ -879,6 +1018,12 @@ namespace OpenSim.Region.Physics.OdePlugin
return result;
}
+ ///
+ /// 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)
{
if (prim is OdePrim)
@@ -889,6 +1034,15 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
+ ///
+ /// 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 timeStep)
{
float fps = 0;
@@ -904,7 +1058,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (step_time >= m_SkipFramesAtms)
{
- // Instead of trying to catch up, it'll do one physics frame only
+ // Instead of trying to catch up, it'll do 5 physics frames only
step_time = ODE_STEPSIZE;
m_physicsiterations = 5;
}
@@ -960,6 +1114,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
actor.UpdatePositionAndVelocity();
}
+
bool processedtaints = false;
foreach (OdePrim prim in _taintedPrim)
{
@@ -970,6 +1125,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
processedtaints = true;
}
+
if (processedtaints)
_taintedPrim = new List();
@@ -1152,7 +1308,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// this._heightmap[i] = (double)heightMap[i];
// dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
// also, creating a buffer zone of one extra sample all around
-
+ _origheightmap = heightMap;
const uint heightmapWidth = m_regionWidth + 2;
const uint heightmapHeight = m_regionHeight + 2;
const uint heightmapWidthSamples = 2*m_regionWidth + 2;
--
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