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author | UbitUmarov | 2012-05-05 10:40:03 +0100 |
---|---|---|
committer | UbitUmarov | 2012-05-05 10:40:03 +0100 |
commit | 3b78e33d16e89c4c97f840605f3bbefb5f605835 (patch) | |
tree | 951a131ff558586c56ae0eb5b1ae97f5c45e8e12 | |
parent | force lower avatar density for testing (diff) | |
download | opensim-SC_OLD-3b78e33d16e89c4c97f840605f3bbefb5f605835.zip opensim-SC_OLD-3b78e33d16e89c4c97f840605f3bbefb5f605835.tar.gz opensim-SC_OLD-3b78e33d16e89c4c97f840605f3bbefb5f605835.tar.bz2 opensim-SC_OLD-3b78e33d16e89c4c97f840605f3bbefb5f605835.tar.xz |
ubitODE prims: - moved outbounds checking back to UpdatePositionAndVelocity() from move() so it's done at end of each ode step and when it reports positions to core. There should be no need to check in both places. - Addforce() and AddAngularForce now apply a force if parameter pushforce is true or apply a impulse if false as it's actually needed (the prims grab case should be a force)
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | 95 |
1 files changed, 91 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs index e4f2e6b..87a7e51 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | |||
@@ -830,7 +830,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
830 | { | 830 | { |
831 | if (force.IsFinite()) | 831 | if (force.IsFinite()) |
832 | { | 832 | { |
833 | AddChange(changes.AddForce, force * m_invTimeStep); | 833 | if(pushforce) |
834 | AddChange(changes.AddForce, force); | ||
835 | else // a impulse | ||
836 | AddChange(changes.AddForce, force * m_invTimeStep); | ||
834 | } | 837 | } |
835 | else | 838 | else |
836 | { | 839 | { |
@@ -843,7 +846,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
843 | { | 846 | { |
844 | if (force.IsFinite()) | 847 | if (force.IsFinite()) |
845 | { | 848 | { |
846 | AddChange(changes.AddAngForce, force); | 849 | // if(pushforce) for now applyrotationimpulse seems more happy applied as a force |
850 | AddChange(changes.AddAngForce, force); | ||
851 | // else // a impulse | ||
852 | // AddChange(changes.AddAngForce, force * m_invTimeStep); | ||
847 | } | 853 | } |
848 | else | 854 | else |
849 | { | 855 | { |
@@ -3375,9 +3381,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3375 | d.BodyEnable(Body); | 3381 | d.BodyEnable(Body); |
3376 | } | 3382 | } |
3377 | 3383 | ||
3378 | // check outside region | ||
3379 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator | 3384 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator |
3380 | 3385 | ||
3386 | /* moved down to UpdateMove... where it belongs again | ||
3387 | |||
3388 | // check outside region | ||
3389 | |||
3381 | if (lpos.Z < -100 || lpos.Z > 100000f) | 3390 | if (lpos.Z < -100 || lpos.Z > 100000f) |
3382 | { | 3391 | { |
3383 | m_outbounds = true; | 3392 | m_outbounds = true; |
@@ -3453,7 +3462,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3453 | base.RequestPhysicsterseUpdate(); | 3462 | base.RequestPhysicsterseUpdate(); |
3454 | return; | 3463 | return; |
3455 | } | 3464 | } |
3456 | 3465 | */ | |
3457 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | 3466 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) |
3458 | { | 3467 | { |
3459 | // 'VEHICLES' are dealt with in ODEDynamics.cs | 3468 | // 'VEHICLES' are dealt with in ODEDynamics.cs |
@@ -3507,6 +3516,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3507 | fx = (_target_velocity.X - vel.X) * m_invTimeStep; | 3516 | fx = (_target_velocity.X - vel.X) * m_invTimeStep; |
3508 | fy = (_target_velocity.Y - vel.Y) * m_invTimeStep; | 3517 | fy = (_target_velocity.Y - vel.Y) * m_invTimeStep; |
3509 | fz = (_target_velocity.Z - vel.Z) * m_invTimeStep; | 3518 | fz = (_target_velocity.Z - vel.Z) * m_invTimeStep; |
3519 | // d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z); | ||
3510 | } | 3520 | } |
3511 | } // end if (m_usePID) | 3521 | } // end if (m_usePID) |
3512 | 3522 | ||
@@ -3622,6 +3632,83 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3622 | 3632 | ||
3623 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); | 3633 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); |
3624 | 3634 | ||
3635 | // check outside region | ||
3636 | if (lpos.Z < -100 || lpos.Z > 100000f) | ||
3637 | { | ||
3638 | m_outbounds = true; | ||
3639 | |||
3640 | lpos.Z = Util.Clip(lpos.Z, -100f, 100000f); | ||
3641 | _acceleration.X = 0; | ||
3642 | _acceleration.Y = 0; | ||
3643 | _acceleration.Z = 0; | ||
3644 | |||
3645 | _velocity.X = 0; | ||
3646 | _velocity.Y = 0; | ||
3647 | _velocity.Z = 0; | ||
3648 | m_rotationalVelocity.X = 0; | ||
3649 | m_rotationalVelocity.Y = 0; | ||
3650 | m_rotationalVelocity.Z = 0; | ||
3651 | |||
3652 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
3653 | d.BodySetAngularVel(Body, 0, 0, 0); // stop it | ||
3654 | d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere | ||
3655 | m_lastposition = _position; | ||
3656 | m_lastorientation = _orientation; | ||
3657 | |||
3658 | base.RequestPhysicsterseUpdate(); | ||
3659 | |||
3660 | throttleCounter = 0; | ||
3661 | _zeroFlag = true; | ||
3662 | |||
3663 | disableBodySoft(); // disable it and colisions | ||
3664 | base.RaiseOutOfBounds(_position); | ||
3665 | return; | ||
3666 | } | ||
3667 | |||
3668 | if (lpos.X < 0f) | ||
3669 | { | ||
3670 | _position.X = Util.Clip(lpos.X, -2f, -0.1f); | ||
3671 | m_outbounds = true; | ||
3672 | } | ||
3673 | else if (lpos.X > _parent_scene.WorldExtents.X) | ||
3674 | { | ||
3675 | _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f); | ||
3676 | m_outbounds = true; | ||
3677 | } | ||
3678 | if (lpos.Y < 0f) | ||
3679 | { | ||
3680 | _position.Y = Util.Clip(lpos.Y, -2f, -0.1f); | ||
3681 | m_outbounds = true; | ||
3682 | } | ||
3683 | else if (lpos.Y > _parent_scene.WorldExtents.Y) | ||
3684 | { | ||
3685 | _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f); | ||
3686 | m_outbounds = true; | ||
3687 | } | ||
3688 | |||
3689 | if (m_outbounds) | ||
3690 | { | ||
3691 | m_lastposition = _position; | ||
3692 | m_lastorientation = _orientation; | ||
3693 | |||
3694 | d.Vector3 dtmp = d.BodyGetAngularVel(Body); | ||
3695 | m_rotationalVelocity.X = dtmp.X; | ||
3696 | m_rotationalVelocity.Y = dtmp.Y; | ||
3697 | m_rotationalVelocity.Z = dtmp.Z; | ||
3698 | |||
3699 | dtmp = d.BodyGetLinearVel(Body); | ||
3700 | _velocity.X = dtmp.X; | ||
3701 | _velocity.Y = dtmp.Y; | ||
3702 | _velocity.Z = dtmp.Z; | ||
3703 | |||
3704 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
3705 | d.BodySetAngularVel(Body, 0, 0, 0); | ||
3706 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
3707 | disableBodySoft(); // stop collisions | ||
3708 | base.RequestPhysicsterseUpdate(); | ||
3709 | return; | ||
3710 | } | ||
3711 | |||
3625 | d.Quaternion ori; | 3712 | d.Quaternion ori; |
3626 | d.GeomCopyQuaternion(prim_geom, out ori); | 3713 | d.GeomCopyQuaternion(prim_geom, out ori); |
3627 | 3714 | ||