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author | Diva Canto | 2012-03-27 10:09:08 -0700 |
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committer | Diva Canto | 2012-03-27 10:09:08 -0700 |
commit | 2e2634896d22ee08b0d3fae40f0a8c933190f556 (patch) | |
tree | 0d506518180b3892026bff6e0b9b5d00e1894e74 /OpenSim/Region/Physics/BulletSPlugin | |
parent | Send the config section name up to the service classes themselves (XInventory... (diff) | |
parent | Add Garmin Kawaguichi to CONTRIBUTORS.txt (diff) | |
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 24 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 18 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 15 |
3 files changed, 48 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 20708d9..b08d5db 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -426,6 +426,8 @@ public class BSCharacter : PhysicsActor | |||
426 | } | 426 | } |
427 | } | 427 | } |
428 | 428 | ||
429 | // Called by the scene when a collision with this object is reported | ||
430 | CollisionEventUpdate collisionCollection = null; | ||
429 | public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | 431 | public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) |
430 | { | 432 | { |
431 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 433 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
@@ -443,10 +445,24 @@ public class BSCharacter : PhysicsActor | |||
443 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; | 445 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; |
444 | _lastCollisionTime = nowTime; | 446 | _lastCollisionTime = nowTime; |
445 | 447 | ||
446 | Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>(); | 448 | if (collisionCollection == null) |
447 | contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 449 | collisionCollection = new CollisionEventUpdate(); |
448 | CollisionEventUpdate args = new CollisionEventUpdate(contactPoints); | 450 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
449 | base.SendCollisionUpdate(args); | 451 | } |
452 | |||
453 | public void SendCollisions() | ||
454 | { | ||
455 | // if (collisionCollection != null) | ||
456 | // { | ||
457 | // base.SendCollisionUpdate(collisionCollection); | ||
458 | // collisionCollection = null; | ||
459 | // } | ||
460 | // Kludge to make a collision call even if there are no collisions. | ||
461 | // This causes the avatar animation to get updated. | ||
462 | if (collisionCollection == null) | ||
463 | collisionCollection = new CollisionEventUpdate(); | ||
464 | base.SendCollisionUpdate(collisionCollection); | ||
465 | collisionCollection = null; | ||
450 | } | 466 | } |
451 | 467 | ||
452 | } | 468 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index f122df9..248d1f2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -1326,6 +1326,7 @@ public sealed class BSPrim : PhysicsActor | |||
1326 | } | 1326 | } |
1327 | 1327 | ||
1328 | // I've collided with something | 1328 | // I've collided with something |
1329 | CollisionEventUpdate collisionCollection = null; | ||
1329 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1330 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1330 | { | 1331 | { |
1331 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 1332 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
@@ -1343,11 +1344,18 @@ public sealed class BSPrim : PhysicsActor | |||
1343 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; | 1344 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; |
1344 | _lastCollisionTime = nowTime; | 1345 | _lastCollisionTime = nowTime; |
1345 | 1346 | ||
1346 | // create the event for the collision | 1347 | if (collisionCollection == null) |
1347 | Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>(); | 1348 | collisionCollection = new CollisionEventUpdate(); |
1348 | contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 1349 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
1349 | CollisionEventUpdate args = new CollisionEventUpdate(contactPoints); | 1350 | } |
1350 | base.SendCollisionUpdate(args); | 1351 | |
1352 | public void SendCollisions() | ||
1353 | { | ||
1354 | if (collisionCollection != null) | ||
1355 | { | ||
1356 | base.SendCollisionUpdate(collisionCollection); | ||
1357 | collisionCollection = null; | ||
1358 | } | ||
1351 | } | 1359 | } |
1352 | } | 1360 | } |
1353 | } | 1361 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 581d540..94a0ccf 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -78,6 +78,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
78 | 78 | ||
79 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); | 79 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); |
80 | private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); | 80 | private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); |
81 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); | ||
82 | private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>(); | ||
81 | private List<BSPrim> m_vehicles = new List<BSPrim>(); | 83 | private List<BSPrim> m_vehicles = new List<BSPrim>(); |
82 | private float[] m_heightMap; | 84 | private float[] m_heightMap; |
83 | private float m_waterLevel; | 85 | private float m_waterLevel; |
@@ -435,6 +437,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
435 | } | 437 | } |
436 | } | 438 | } |
437 | 439 | ||
440 | // The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator. | ||
441 | foreach (BSPrim bsp in m_primsWithCollisions) | ||
442 | bsp.SendCollisions(); | ||
443 | m_primsWithCollisions.Clear(); | ||
444 | // foreach (BSCharacter bsc in m_avatarsWithCollisions) | ||
445 | // bsc.SendCollisions(); | ||
446 | // This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any | ||
447 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) | ||
448 | kvp.Value.SendCollisions(); | ||
449 | m_avatarsWithCollisions.Clear(); | ||
450 | |||
438 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | 451 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine |
439 | if (updatedEntityCount > 0) | 452 | if (updatedEntityCount > 0) |
440 | { | 453 | { |
@@ -485,11 +498,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
485 | BSPrim prim; | 498 | BSPrim prim; |
486 | if (m_prims.TryGetValue(localID, out prim)) { | 499 | if (m_prims.TryGetValue(localID, out prim)) { |
487 | prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); | 500 | prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); |
501 | m_primsWithCollisions.Add(prim); | ||
488 | return; | 502 | return; |
489 | } | 503 | } |
490 | BSCharacter actor; | 504 | BSCharacter actor; |
491 | if (m_avatars.TryGetValue(localID, out actor)) { | 505 | if (m_avatars.TryGetValue(localID, out actor)) { |
492 | actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration); | 506 | actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration); |
507 | m_avatarsWithCollisions.Add(actor); | ||
493 | return; | 508 | return; |
494 | } | 509 | } |
495 | return; | 510 | return; |