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authorUbitUmarov2012-05-05 10:40:03 +0100
committerUbitUmarov2012-05-05 10:40:03 +0100
commit3b78e33d16e89c4c97f840605f3bbefb5f605835 (patch)
tree951a131ff558586c56ae0eb5b1ae97f5c45e8e12 /OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
parent force lower avatar density for testing (diff)
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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)
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs95
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