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authorUbitUmarov2012-05-15 15:54:02 +0100
committerUbitUmarov2012-05-15 15:54:02 +0100
commitca14534b91342f55e30838ccafba25424628f5b4 (patch)
tree0689ad742368e974b1f3a6c58d76267fba379e0d /OpenSim/Region/Framework/Scenes
parentubitODE: if stopped having collisions do report zero colisions once, so colli... (diff)
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sop: - added UpdatePhysicsSubscribedEvents() to update physics ator collision events subcription where needed. Made it consider also VolumeDtc and phantom cases. - added extra calls to it on physics ator proprieties changes. - Fixed land collisions reports. - Handle the case of physics sending a last zero colisions reports to trigger collision_end. - Made the physics collisions report rate be 20 per second. (needs review/testing)
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs166
1 files changed, 118 insertions, 48 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 7a1720c..11d6b57 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -123,11 +123,17 @@ namespace OpenSim.Region.Framework.Scenes
123 /// </value> 123 /// </value>
124 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
125 125
126 private const scriptEvents PhyscicsNeededSubsEvents = ( 126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end | 127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end 128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 ); 129 );
130 130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
131 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
132 138
133 /// <value> 139 /// <value>
@@ -1882,7 +1888,10 @@ namespace OpenSim.Region.Framework.Scenes
1882 { 1888 {
1883 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment 1889 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1884 && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 1890 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1891 {
1885 AddToPhysics(isPhysical, isPhantom, building, isPhysical); 1892 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1893 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1894 }
1886 else 1895 else
1887 PhysActor = null; // just to be sure 1896 PhysActor = null; // just to be sure
1888 } 1897 }
@@ -1975,6 +1984,7 @@ namespace OpenSim.Region.Framework.Scenes
1975 1984
1976 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 1985 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1977 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1986 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1987// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1978 } 1988 }
1979 1989
1980 if (dupe.PhysActor != null) 1990 if (dupe.PhysActor != null)
@@ -2602,30 +2612,45 @@ namespace OpenSim.Region.Framework.Scenes
2602 List<uint> endedColliders = new List<uint>(); 2612 List<uint> endedColliders = new List<uint>();
2603 List<uint> startedColliders = new List<uint>(); 2613 List<uint> startedColliders = new List<uint>();
2604 2614
2605 // calculate things that started colliding this time 2615 if (collissionswith.Count == 0)
2606 // and build up list of colliders this time
2607 foreach (uint localid in collissionswith.Keys)
2608 { 2616 {
2609 thisHitColliders.Add(localid); 2617 if (m_lastColliders.Count == 0)
2610 if (!m_lastColliders.Contains(localid)) 2618 return; // nothing to do
2611 startedColliders.Add(localid);
2612 }
2613 2619
2614 // calculate things that ended colliding 2620 foreach (uint localID in m_lastColliders)
2615 foreach (uint localID in m_lastColliders) 2621 {
2616 {
2617 if (!thisHitColliders.Contains(localID))
2618 endedColliders.Add(localID); 2622 endedColliders.Add(localID);
2623 }
2624 m_lastColliders.Clear();
2619 } 2625 }
2620 2626
2621 //add the items that started colliding this time to the last colliders list. 2627 else
2622 foreach (uint localID in startedColliders) 2628 {
2623 m_lastColliders.Add(localID); 2629
2630 // calculate things that started colliding this time
2631 // and build up list of colliders this time
2632 foreach (uint localid in collissionswith.Keys)
2633 {
2634 thisHitColliders.Add(localid);
2635 if (!m_lastColliders.Contains(localid))
2636 startedColliders.Add(localid);
2637 }
2638
2639 // calculate things that ended colliding
2640 foreach (uint localID in m_lastColliders)
2641 {
2642 if (!thisHitColliders.Contains(localID))
2643 endedColliders.Add(localID);
2644 }
2624 2645
2625 // remove things that ended colliding from the last colliders list 2646 //add the items that started colliding this time to the last colliders list.
2626 foreach (uint localID in endedColliders) 2647 foreach (uint localID in startedColliders)
2627 m_lastColliders.Remove(localID); 2648 m_lastColliders.Add(localID);
2628 2649
2650 // remove things that ended colliding from the last colliders list
2651 foreach (uint localID in endedColliders)
2652 m_lastColliders.Remove(localID);
2653 }
2629 // play the sound. 2654 // play the sound.
2630 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2655 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
2631 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); 2656 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false);
@@ -2636,12 +2661,9 @@ namespace OpenSim.Region.Framework.Scenes
2636 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2661 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2637 2662
2638 if (startedColliders.Contains(0)) 2663 if (startedColliders.Contains(0))
2639 { 2664 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2640 if (m_lastColliders.Contains(0)) 2665 if (m_lastColliders.Contains(0))
2641 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2666 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2642 else
2643 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2644 }
2645 if (endedColliders.Contains(0)) 2667 if (endedColliders.Contains(0))
2646 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2668 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2647 } 2669 }
@@ -4383,26 +4405,28 @@ namespace OpenSim.Region.Framework.Scenes
4383 { 4405 {
4384 if (pa == null) 4406 if (pa == null)
4385 { 4407 {
4386 AddToPhysics(UsePhysics, SetPhantom, building , false); 4408 AddToPhysics(UsePhysics, SetPhantom, building, false);
4387 pa = PhysActor; 4409 pa = PhysActor;
4388 4410 /*
4389 if (pa != null) 4411 if (pa != null)
4390 { 4412 {
4391 if ( 4413 if (
4392// ((AggregateScriptEvents & scriptEvents.collision) != 0) || 4414 // ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4393// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || 4415 // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4394// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || 4416 // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4395// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || 4417 // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4396// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || 4418 // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4397// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || 4419 // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4398 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) 4420 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4399// (CollisionSound != UUID.Zero) 4421 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4400 ) 4422 (CollisionSound != UUID.Zero)
4401 { 4423 )
4402 pa.OnCollisionUpdate += PhysicsCollision; 4424 {
4403 pa.SubscribeEvents(1000); 4425 pa.OnCollisionUpdate += PhysicsCollision;
4404 } 4426 pa.SubscribeEvents(1000);
4405 } 4427 }
4428 }
4429 */
4406 } 4430 }
4407 4431
4408 else // it already has a physical representation 4432 else // it already has a physical representation
@@ -4414,9 +4438,13 @@ namespace OpenSim.Region.Framework.Scenes
4414 else 4438 else
4415 pa.SetVolumeDetect(0); 4439 pa.SetVolumeDetect(0);
4416 */ 4440 */
4441
4442
4417 if (pa.Building != building) 4443 if (pa.Building != building)
4418 pa.Building = building; 4444 pa.Building = building;
4419 } 4445 }
4446
4447 UpdatePhysicsSubscribedEvents();
4420 } 4448 }
4421 } 4449 }
4422 4450
@@ -4539,8 +4567,7 @@ namespace OpenSim.Region.Framework.Scenes
4539 /// </summary> 4567 /// </summary>
4540 /// <remarks> 4568 /// <remarks>
4541 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4569 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4542 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4570 /// representation for collision detection.
4543 /// phantom.
4544 /// </remarks> 4571 /// </remarks>
4545 public void RemoveFromPhysics() 4572 public void RemoveFromPhysics()
4546 { 4573 {
@@ -4704,6 +4731,46 @@ namespace OpenSim.Region.Framework.Scenes
4704 ScheduleFullUpdate(); 4731 ScheduleFullUpdate();
4705 } 4732 }
4706 4733
4734
4735 private void UpdatePhysicsSubscribedEvents()
4736 {
4737 PhysicsActor pa = PhysActor;
4738 if (pa == null)
4739 return;
4740
4741 pa.OnCollisionUpdate -= PhysicsCollision;
4742
4743 bool hassound = ( CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f);
4744 scriptEvents CombinedEvents = AggregateScriptEvents;
4745
4746 // merge with root part
4747 if (ParentGroup != null && ParentGroup.RootPart != null)
4748 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4749
4750 // submit to this part case
4751 if (VolumeDetectActive)
4752 {
4753 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4754 hassound = false;
4755 }
4756 else if ((Flags & PrimFlags.Phantom) != 0)
4757 CombinedEvents &= PhyscicsPhantonSubsEvents;
4758 else
4759 CombinedEvents &= PhysicsNeededSubsEvents;
4760
4761 if (hassound || CombinedEvents != 0)
4762 {
4763 // subscribe to physics updates.
4764 pa.OnCollisionUpdate += PhysicsCollision;
4765 pa.SubscribeEvents(50); // 20 reports per second
4766 }
4767 else
4768 {
4769 pa.UnSubscribeEvents();
4770 }
4771 }
4772
4773
4707 public void aggregateScriptEvents() 4774 public void aggregateScriptEvents()
4708 { 4775 {
4709 if (ParentGroup == null || ParentGroup.RootPart == null) 4776 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4740,7 +4807,7 @@ namespace OpenSim.Region.Framework.Scenes
4740 { 4807 {
4741 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 4808 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4742 } 4809 }
4743 4810/*
4744 PhysicsActor pa = PhysActor; 4811 PhysicsActor pa = PhysActor;
4745 if (pa != null) 4812 if (pa != null)
4746 { 4813 {
@@ -4751,7 +4818,7 @@ namespace OpenSim.Region.Framework.Scenes
4751// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || 4818// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4752// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || 4819// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4753// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || 4820// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4754 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) 4821 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
4755 ) 4822 )
4756 { 4823 {
4757 // subscribe to physics updates. 4824 // subscribe to physics updates.
@@ -4764,6 +4831,9 @@ namespace OpenSim.Region.Framework.Scenes
4764 pa.OnCollisionUpdate -= PhysicsCollision; 4831 pa.OnCollisionUpdate -= PhysicsCollision;
4765 } 4832 }
4766 } 4833 }
4834 */
4835 UpdatePhysicsSubscribedEvents();
4836
4767 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 4837 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4768 //{ 4838 //{
4769 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; 4839 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;