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authorKitto Flora2010-12-29 21:13:49 +0000
committerKitto Flora2010-12-29 21:13:49 +0000
commit64209c9be1cc8c88bdf8f5c9cb3c1ddebd8f23d2 (patch)
tree53a29d84be011e5f587aff3283a0ae55f3ebf50b /OpenSim/Region/Physics/ChOdePlugin
parentFixing AbsolutePosition to correct llSensor in vehicles (diff)
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Fix av/prim eject problem.
Diffstat (limited to 'OpenSim/Region/Physics/ChOdePlugin')
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs105
1 files changed, 60 insertions, 45 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
index 756c005..e7455be 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -496,7 +496,7 @@ namespace OpenSim.Region.Physics.OdePlugin
496 contact.surface.mu = 255.0f; 496 contact.surface.mu = 255.0f;
497 contact.surface.bounce = 0.0f; 497 contact.surface.bounce = 0.0f;
498 contact.surface.soft_cfm = 0.0f; 498 contact.surface.soft_cfm = 0.0f;
499 contact.surface.soft_erp = 1.00f; // If this is too small static Av will fall through a sloping prim. 499 contact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
500 500
501 // Terrain contact friction and Bounce 501 // Terrain contact friction and Bounce
502 // This is the *non* moving version. Use this when an avatar 502 // This is the *non* moving version. Use this when an avatar
@@ -523,9 +523,9 @@ namespace OpenSim.Region.Physics.OdePlugin
523 // Use this when an avatar comes in contact with a prim 523 // Use this when an avatar comes in contact with a prim
524 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; 524 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
525 AvatarMovementprimContact.surface.mu = 255.0f; 525 AvatarMovementprimContact.surface.mu = 255.0f;
526 AvatarMovementprimContact.surface.bounce = 0.01f; 526 AvatarMovementprimContact.surface.bounce = 0.0f;
527 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs! 527 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
528 AvatarMovementprimContact.surface.soft_erp = 0.001f; 528 AvatarMovementprimContact.surface.soft_erp = 0.3f;
529 529
530 // Terrain contact friction bounce and various error correcting calculations 530 // Terrain contact friction bounce and various error correcting calculations
531 // Use this when an avatar is in contact with the terrain and moving. 531 // Use this when an avatar is in contact with the terrain and moving.
@@ -559,11 +559,11 @@ namespace OpenSim.Region.Physics.OdePlugin
559 */ 559 */
560 560
561 m_materialContacts = new d.Contact[7,2]; 561 m_materialContacts = new d.Contact[7,2];
562 562 // V 1 = Sliding; 0 = static or fell onto
563 m_materialContacts[(int)Material.Stone, 0] = new d.Contact(); 563 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; 564 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
565 m_materialContacts[(int)Material.Stone, 0].surface.mu = 1.8f; 565 m_materialContacts[(int)Material.Stone, 0].surface.mu = 1.8f; // friction, 1 = slippery, 255 = no slip
566 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f; 566 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
567 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f; 567 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
568 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; 568 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f;
569 569
@@ -588,27 +588,19 @@ namespace OpenSim.Region.Physics.OdePlugin
588 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f; 588 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
589 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f; 589 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
590 590
591 /*
592 flags : d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce
593 private float nmAvatarObjectContactFriction = 250f;
594 private float nmAvatarObjectContactBounce = 0.1f;
595
596 private float mAvatarObjectContactFriction = 75f;
597 private float mAvatarObjectContactBounce = 0.1f;
598 */
599 m_materialContacts[(int)Material.Glass, 0] = new d.Contact(); 591 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
600 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; 592 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
601 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f; 593 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
602 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.1f; 594 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
603 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f; 595 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.01f;
604 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f; 596 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
605 597
606 m_materialContacts[(int)Material.Glass, 1] = new d.Contact(); 598 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
607 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; 599 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
608 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f; 600 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
609 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.1f; 601 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
610 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f; 602 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
611 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f; 603 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.30f;
612 604
613 m_materialContacts[(int)Material.Wood, 0] = new d.Contact(); 605 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
614 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; 606 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
@@ -827,6 +819,11 @@ namespace OpenSim.Region.Physics.OdePlugin
827 p2 = PANull; 819 p2 = PANull;
828 } 820 }
829 821
822if((p1 is OdePrim ) && (p2 is OdePrim)){
823 OdePrim t1 = (OdePrim)p1;
824 OdePrim t2 = (OdePrim)p2;
825 Console.WriteLine("Collision {0} {1}", t1.m_primName, t2.m_primName);
826}
830 ContactPoint maxDepthContact = new ContactPoint(); 827 ContactPoint maxDepthContact = new ContactPoint();
831 if (p1.CollisionScore + count >= float.MaxValue) 828 if (p1.CollisionScore + count >= float.MaxValue)
832 p1.CollisionScore = 0; 829 p1.CollisionScore = 0;
@@ -835,7 +832,6 @@ namespace OpenSim.Region.Physics.OdePlugin
835 if (p2.CollisionScore + count >= float.MaxValue) 832 if (p2.CollisionScore + count >= float.MaxValue)
836 p2.CollisionScore = 0; 833 p2.CollisionScore = 0;
837 p2.CollisionScore += count; 834 p2.CollisionScore += count;
838
839 for (int i = 0; i < count; i++) 835 for (int i = 0; i < count; i++)
840 { 836 {
841 d.ContactGeom curContact = contacts[i]; 837 d.ContactGeom curContact = contacts[i];
@@ -863,18 +859,13 @@ namespace OpenSim.Region.Physics.OdePlugin
863//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)) 859//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
864//#@ p2.IsColliding = true; 860//#@ p2.IsColliding = true;
865 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //## 861 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
866//Console.WriteLine("AvColl 1 {0} - {1} - {2} - {3}", //##
867// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
868 p2.IsColliding = true; //## 862 p2.IsColliding = true; //##
869 }else{ 863 }else{
870//Console.WriteLine("AvColl 2 {0} - {1} - {2} - {3}", //##
871// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
872 864
873 } //## 865 } //##
874 } 866 }
875 else 867 else
876 { 868 {
877//Console.WriteLine("AvColl 3 {0}", p2.PhysicsActorType); //##
878 p2.IsColliding = true; 869 p2.IsColliding = true;
879 } 870 }
880 871
@@ -1075,6 +1066,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1075 1066
1076 if (!skipThisContact) 1067 if (!skipThisContact)
1077 { 1068 {
1069 // Add contact joints with materials params----------------------------------
1070 int material = (int) Material.Wood;
1071 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1072
1078 // If we're colliding against terrain 1073 // If we're colliding against terrain
1079 if (name1 == "Terrain" || name2 == "Terrain") 1074 if (name1 == "Terrain" || name2 == "Terrain")
1080 { 1075 {
@@ -1082,7 +1077,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1082 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && 1077 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1083 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) 1078 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1084 { 1079 {
1085 // Use the movement terrain contact 1080 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1086 AvatarMovementTerrainContact.geom = curContact; 1081 AvatarMovementTerrainContact.geom = curContact;
1087 _perloopContact.Add(curContact); 1082 _perloopContact.Add(curContact);
1088 if (m_global_contactcount < maxContactsbeforedeath) 1083 if (m_global_contactcount < maxContactsbeforedeath)
@@ -1095,7 +1090,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1095 { 1090 {
1096 if (p2.PhysicsActorType == (int)ActorTypes.Agent) 1091 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1097 { 1092 {
1098 // Use the non moving terrain contact 1093 //$ Av standing on terrain, Use the non moving Avata terrain contact
1099 TerrainContact.geom = curContact; 1094 TerrainContact.geom = curContact;
1100 _perloopContact.Add(curContact); 1095 _perloopContact.Add(curContact);
1101 if (m_global_contactcount < maxContactsbeforedeath) 1096 if (m_global_contactcount < maxContactsbeforedeath)
@@ -1108,10 +1103,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1108 { 1103 {
1109 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim) 1104 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1110 { 1105 {
1111 // prim prim contact 1106 //& THIS NEVER HAPPENS prim prim contact //kf Huh? In terrain contact?
1112 // int pj294950 = 0; 1107 // int pj294950 = 0;
1113 int movintYN = 0;
1114 int material = (int) Material.Wood;
1115 // prim terrain contact 1108 // prim terrain contact
1116 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) 1109 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1117 { 1110 {
@@ -1120,7 +1113,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1120 1113
1121 if (p2 is OdePrim) 1114 if (p2 is OdePrim)
1122 material = ((OdePrim)p2).m_material; 1115 material = ((OdePrim)p2).m_material;
1123
1124 //m_log.DebugFormat("Material: {0}", material); 1116 //m_log.DebugFormat("Material: {0}", material);
1125 m_materialContacts[material, movintYN].geom = curContact; 1117 m_materialContacts[material, movintYN].geom = curContact;
1126 _perloopContact.Add(curContact); 1118 _perloopContact.Add(curContact);
@@ -1135,16 +1127,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1135 } 1127 }
1136 else 1128 else
1137 { 1129 {
1138 1130 //$ prim on terrain contact
1139 int movintYN = 0;
1140 // prim terrain contact
1141 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) 1131 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1142 { 1132 {
1143 movintYN = 1; 1133 movintYN = 1;
1144 } 1134 }
1145 1135
1146 int material = (int)Material.Wood;
1147
1148 if (p2 is OdePrim) 1136 if (p2 is OdePrim)
1149 material = ((OdePrim)p2).m_material; 1137 material = ((OdePrim)p2).m_material;
1150 //m_log.DebugFormat("Material: {0}", material); 1138 //m_log.DebugFormat("Material: {0}", material);
@@ -1167,6 +1155,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1167 } 1155 }
1168 else if (name1 == "Water" || name2 == "Water") 1156 else if (name1 == "Water" || name2 == "Water")
1169 { 1157 {
1158 //$ This never happens!
1170 /* 1159 /*
1171 if ((p2.PhysicsActorType == (int) ActorTypes.Prim)) 1160 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1172 { 1161 {
@@ -1194,10 +1183,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1194 } 1183 }
1195 else 1184 else
1196 { 1185 {
1197 // we're colliding with prim or avatar 1186
1187 // no terrain and no water, we're colliding with prim or avatar
1198 // check if we're moving 1188 // check if we're moving
1199 if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) 1189 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1200 { 1190 {
1191 //$ Avatar on Prim or other Avatar
1201 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) 1192 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1202 { 1193 {
1203 // Use the AV Movement / prim contact 1194 // Use the AV Movement / prim contact
@@ -1217,28 +1208,52 @@ namespace OpenSim.Region.Physics.OdePlugin
1217 1208
1218 if (m_global_contactcount < maxContactsbeforedeath) 1209 if (m_global_contactcount < maxContactsbeforedeath)
1219 { 1210 {
1211 if (curContact.depth > 0.2)
1212 { // embedded, eject slowly
1213 contact.surface.soft_erp = 0.1f;
1214 contact.surface.soft_cfm = 0.1f;
1215 }
1216 else
1217 { // keep on the surface
1218 contact.surface.soft_erp = 0.3f;
1219 contact.surface.soft_cfm = 0.0f;
1220 }
1220 joint = d.JointCreateContact(world, contactgroup, ref contact); 1221 joint = d.JointCreateContact(world, contactgroup, ref contact);
1221 m_global_contactcount++; 1222 m_global_contactcount++;
1223/*
1224Console.WriteLine("Prim | Av collision 2 mode={0} mu={1} bounce={2} bv={3} erp={4} cfm={5} mot={6} depth={7}",
1225contact.surface.mode,
1226contact.surface.mu,
1227contact.surface.bounce,
1228contact.surface.bounce_vel,
1229contact.surface.soft_erp,
1230contact.surface.soft_cfm,
1231contact.surface.motion1,
1232curContact.depth);
1233*/
1222 } 1234 }
1223 } 1235 }
1224 } 1236 }
1225 else if (p2.PhysicsActorType == (int)ActorTypes.Prim) 1237 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1226 { 1238 {
1239 //$ Prim on Prim
1227 //p1.PhysicsActorType 1240 //p1.PhysicsActorType
1228 int material = (int)Material.Wood;
1229 1241
1230 if (p2 is OdePrim) 1242 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1231 material = ((OdePrim)p2).m_material;
1232
1233 //m_log.DebugFormat("Material: {0}", material); 1243 //m_log.DebugFormat("Material: {0}", material);
1234 m_materialContacts[material, 0].geom = curContact; 1244
1245 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1246 {
1247 movintYN = 1;
1248 }
1249
1250 m_materialContacts[material, movintYN].geom = curContact;
1235 _perloopContact.Add(curContact); 1251 _perloopContact.Add(curContact);
1236 1252
1237 if (m_global_contactcount < maxContactsbeforedeath) 1253 if (m_global_contactcount < maxContactsbeforedeath)
1238 { 1254 {
1239 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]); 1255 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1240 m_global_contactcount++; 1256 m_global_contactcount++;
1241
1242 } 1257 }
1243 } 1258 }
1244 } 1259 }
@@ -1261,8 +1276,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1261 } 1276 }
1262 //m_log.Debug(count.ToString()); 1277 //m_log.Debug(count.ToString());
1263 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2); 1278 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1264 } 1279 } // end for i.. loop
1265 } 1280 } // end near
1266 1281
1267 private bool checkDupe(d.ContactGeom contactGeom, int atype) 1282 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1268 { 1283 {