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authorTeravus Ovares2008-02-14 00:39:08 +0000
committerTeravus Ovares2008-02-14 00:39:08 +0000
commit0d14c47c28f4e453540f5f6807ba8b86d5ff50c2 (patch)
tree538fa1a6079dfb496ade0e43d8699ebee4f5eaf9 /OpenSim/Region/Physics
parent* Bigish ODE stability Update. Run Prebuild (diff)
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* Bigisn ODE Stability update 2
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs43
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs45
2 files changed, 65 insertions, 23 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 527a5cc..ececa6c 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -142,8 +142,7 @@ namespace OpenSim.Region.Physics.OdePlugin
142 m_taintadd = true; 142 m_taintadd = true;
143 _parent_scene.AddPhysicsActorTaint(this); 143 _parent_scene.AddPhysicsActorTaint(this);
144 // don't do .add() here; old geoms get recycled with the same hash 144 // don't do .add() here; old geoms get recycled with the same hash
145 parent_scene.geom_name_map[prim_geom] = primName; 145
146 parent_scene.actor_name_map[prim_geom] = (PhysicsActor) this;
147 } 146 }
148 147
149 /// <summary> 148 /// <summary>
@@ -378,7 +377,7 @@ namespace OpenSim.Region.Physics.OdePlugin
378 377
379 public void ProcessTaints(float timestep) 378 public void ProcessTaints(float timestep)
380 { 379 {
381 System.Threading.Thread.Sleep(5); 380
382 381
383 if (m_taintadd) 382 if (m_taintadd)
384 changeadd(timestep); 383 changeadd(timestep);
@@ -412,7 +411,26 @@ namespace OpenSim.Region.Physics.OdePlugin
412 changevelocity(timestep); 411 changevelocity(timestep);
413 } 412 }
414 413
414 public void ResetTaints()
415 {
416
417 m_taintposition = _position;
418
419 m_taintrot = _orientation;
415 420
421 m_taintPhysics = m_isphysical;
422
423 m_taintsize = _size;
424
425
426 m_taintshape = false;
427
428 m_taintforce = false;
429
430 m_taintdisable = false;
431
432 m_taintVelocity = PhysicsVector.Zero;
433 }
416 public void changeadd(float timestep) 434 public void changeadd(float timestep)
417 { 435 {
418 if (_mesh != null) 436 if (_mesh != null)
@@ -525,7 +543,9 @@ namespace OpenSim.Region.Physics.OdePlugin
525 } 543 }
526 544
527 545
528 } 546 }
547 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
548 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
529 m_taintadd = false; 549 m_taintadd = false;
530 550
531 551
@@ -610,8 +630,14 @@ namespace OpenSim.Region.Physics.OdePlugin
610 630
611 public void changesize(float timestamp) 631 public void changesize(float timestamp)
612 { 632 {
633 if (!_parent_scene.geom_name_map.ContainsKey(prim_geom))
634 {
635 m_taintsize = _size;
636 return;
637 }
613 string oldname = _parent_scene.geom_name_map[prim_geom]; 638 string oldname = _parent_scene.geom_name_map[prim_geom];
614 639
640
615 // Cleanup of old prim geometry 641 // Cleanup of old prim geometry
616 if (_mesh != null) 642 if (_mesh != null)
617 { 643 {
@@ -995,11 +1021,16 @@ namespace OpenSim.Region.Physics.OdePlugin
995 public override void CrossingFailure() 1021 public override void CrossingFailure()
996 { 1022 {
997 m_crossingfailures++; 1023 m_crossingfailures++;
998 if (m_crossingfailures >= 5) 1024 if (m_crossingfailures > 5)
999 { 1025 {
1000 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); 1026 base.RaiseOutOfBounds(_position);
1027 return;
1001 1028
1002 } 1029 }
1030 else if (m_crossingfailures == 5)
1031 {
1032 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
1033 }
1003 } 1034 }
1004 public void UpdatePositionAndVelocity() 1035 public void UpdatePositionAndVelocity()
1005 { 1036 {
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 66af095..5ff74dc 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -736,6 +736,7 @@ namespace OpenSim.Region.Physics.OdePlugin
736 /// <param name="prim"></param> 736 /// <param name="prim"></param>
737 public void RemovePrimThreadLocked(OdePrim prim) 737 public void RemovePrimThreadLocked(OdePrim prim)
738 { 738 {
739 prim.ResetTaints();
739 lock (OdeLock) 740 lock (OdeLock)
740 { 741 {
741 System.Threading.Thread.Sleep(20); 742 System.Threading.Thread.Sleep(20);
@@ -1237,31 +1238,39 @@ namespace OpenSim.Region.Physics.OdePlugin
1237 actor.Move(timeStep); 1238 actor.Move(timeStep);
1238 actor.collidelock = true; 1239 actor.collidelock = true;
1239 } 1240 }
1240 1241 if (!ode.lockquery())
1241 ode.dlock(world); 1242 {
1243 ode.dlock(world);
1242 1244
1243 collision_optimized(timeStep); 1245 collision_optimized(timeStep);
1244 1246
1245
1246 1247
1247 ode.dunlock(world); 1248
1248 1249
1249 try 1250
1250 { 1251 try
1251 d.WorldQuickStep(world, ODE_STEPSIZE); 1252 {
1253 d.WorldQuickStep(world, ODE_STEPSIZE);
1254 }
1255 catch (StackOverflowException)
1256 {
1257 d.WorldQuickStep(world, 0.001f);
1258 }
1259 d.JointGroupEmpty(contactgroup);
1260 ode.dunlock(world);
1261
1262 step_time -= ODE_STEPSIZE;
1263 i++;
1252 } 1264 }
1253 catch (StackOverflowException) 1265 else
1254 { 1266 {
1255 d.WorldQuickStep(world, 0.001f); 1267 fps = 0;
1256 } 1268 }
1257 d.JointGroupEmpty(contactgroup); 1269
1258 foreach (OdeCharacter actor in _characters) 1270 foreach (OdeCharacter actor in _characters)
1259 { 1271 {
1260 actor.collidelock = false; 1272 actor.collidelock = false;
1261 } 1273 }
1262
1263 step_time -= ODE_STEPSIZE;
1264 i++;
1265 } 1274 }
1266 1275
1267 foreach (OdeCharacter actor in _characters) 1276 foreach (OdeCharacter actor in _characters)
@@ -1273,12 +1282,14 @@ namespace OpenSim.Region.Physics.OdePlugin
1273 { 1282 {
1274 bool processedtaints = false; 1283 bool processedtaints = false;
1275 foreach (OdePrim prim in _taintedPrim) 1284 foreach (OdePrim prim in _taintedPrim)
1276 { 1285 {
1277 prim.ProcessTaints(timeStep);
1278 if (prim.m_taintremove) 1286 if (prim.m_taintremove)
1279 { 1287 {
1280 RemovePrimThreadLocked(prim); 1288 RemovePrimThreadLocked(prim);
1281 } 1289 }
1290
1291 prim.ProcessTaints(timeStep);
1292
1282 processedtaints = true; 1293 processedtaints = true;
1283 prim.m_collisionscore = 0; 1294 prim.m_collisionscore = 0;
1284 } 1295 }