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authorTeravus Ovares2008-02-12 04:27:20 +0000
committerTeravus Ovares2008-02-12 04:27:20 +0000
commit6e01769bcff35be9cace62a0342cf2d275608891 (patch)
tree124df7910fc0f1d31a13e297ced2dd73ce91a292 /OpenSim/Region/Physics
parentdefault to appending for log files per Mantis 530, and per (diff)
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* A bunch of updates to make things more smooth.
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsVector.cs57
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs40
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs11
3 files changed, 97 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsVector.cs b/OpenSim/Region/Physics/Manager/PhysicsVector.cs
index 1f5d0dc..4b2e756 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsVector.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsVector.cs
@@ -46,7 +46,12 @@ namespace OpenSim.Region.Physics.Manager
46 Y = y; 46 Y = y;
47 Z = z; 47 Z = z;
48 } 48 }
49 49 public void setValues(float x, float y, float z)
50 {
51 X = x;
52 Y = y;
53 Z = z;
54 }
50 public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f); 55 public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f);
51 56
52 public override string ToString() 57 public override string ToString()
@@ -54,6 +59,56 @@ namespace OpenSim.Region.Physics.Manager
54 return "<" + X + "," + Y + "," + Z + ">"; 59 return "<" + X + "," + Y + "," + Z + ">";
55 } 60 }
56 61
62 /// <summary>
63 /// These routines are the easiest way to store XYZ values in an LLVector3 without requiring 3 calls.
64 /// </summary>
65 /// <returns></returns>
66 public byte[] GetBytes()
67 {
68 byte[] byteArray = new byte[12];
69
70 Buffer.BlockCopy(BitConverter.GetBytes(X), 0, byteArray, 0, 4);
71 Buffer.BlockCopy(BitConverter.GetBytes(Y), 0, byteArray, 4, 4);
72 Buffer.BlockCopy(BitConverter.GetBytes(Z), 0, byteArray, 8, 4);
73
74 if (!BitConverter.IsLittleEndian)
75 {
76 Array.Reverse(byteArray, 0, 4);
77 Array.Reverse(byteArray, 4, 4);
78 Array.Reverse(byteArray, 8, 4);
79 }
80
81 return byteArray;
82 }
83
84 public void FromBytes(byte[] byteArray, int pos)
85 {
86 byte[] conversionBuffer = null;
87 if (!BitConverter.IsLittleEndian)
88 {
89 // Big endian architecture
90 if (conversionBuffer == null)
91 conversionBuffer = new byte[12];
92
93 Buffer.BlockCopy(byteArray, pos, conversionBuffer, 0, 12);
94
95 Array.Reverse(conversionBuffer, 0, 4);
96 Array.Reverse(conversionBuffer, 4, 4);
97 Array.Reverse(conversionBuffer, 8, 4);
98
99 X = BitConverter.ToSingle(conversionBuffer, 0);
100 Y = BitConverter.ToSingle(conversionBuffer, 4);
101 Z = BitConverter.ToSingle(conversionBuffer, 8);
102 }
103 else
104 {
105 // Little endian architecture
106 X = BitConverter.ToSingle(byteArray, pos);
107 Y = BitConverter.ToSingle(byteArray, pos + 4);
108 Z = BitConverter.ToSingle(byteArray, pos + 8);
109 }
110 }
111
57 // Operations 112 // Operations
58 public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b) 113 public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b)
59 { 114 {
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 12d7694..819d823 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -53,6 +53,7 @@ namespace OpenSim.Region.Physics.OdePlugin
53 private bool m_taintshape = false; 53 private bool m_taintshape = false;
54 private bool m_taintPhysics = false; 54 private bool m_taintPhysics = false;
55 public bool m_taintremove = false; 55 public bool m_taintremove = false;
56 public bool m_taintdisable = false;
56 57
57 private bool m_taintforce = false; 58 private bool m_taintforce = false;
58 private List<PhysicsVector> m_forcelist = new List<PhysicsVector>(); 59 private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
@@ -451,6 +452,9 @@ namespace OpenSim.Region.Physics.OdePlugin
451 452
452 if (m_taintforce) 453 if (m_taintforce)
453 changeAddForce(timestep); 454 changeAddForce(timestep);
455
456 if (m_taintdisable)
457 changedisable(timestep);
454 } 458 }
455 459
456 public void Move(float timestep) 460 public void Move(float timestep)
@@ -494,6 +498,13 @@ namespace OpenSim.Region.Physics.OdePlugin
494 498
495 m_taintrot = _orientation; 499 m_taintrot = _orientation;
496 } 500 }
501 public void changedisable(float timestep)
502 {
503 if (Body != (IntPtr) 0)
504 d.BodyDisable(Body);
505
506 m_taintdisable = false;
507 }
497 508
498 public void changePhysicsStatus(float timestap) 509 public void changePhysicsStatus(float timestap)
499 { 510 {
@@ -862,7 +873,16 @@ namespace OpenSim.Region.Physics.OdePlugin
862 873
863 public override PhysicsVector RotationalVelocity 874 public override PhysicsVector RotationalVelocity
864 { 875 {
865 get { return m_rotationalVelocity; } 876 get {
877 if (_zeroFlag)
878 return PhysicsVector.Zero;
879 m_lastUpdateSent = false;
880
881 if (m_rotationalVelocity.IsIdentical(PhysicsVector.Zero, 0.2f))
882 return PhysicsVector.Zero;
883
884 return m_rotationalVelocity;
885 }
866 set { m_rotationalVelocity = value; } 886 set { m_rotationalVelocity = value; }
867 } 887 }
868 888
@@ -917,6 +937,7 @@ namespace OpenSim.Region.Physics.OdePlugin
917 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)) 937 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02))
918 { 938 {
919 _zeroFlag = true; 939 _zeroFlag = true;
940 m_throttleUpdates = false;
920 } 941 }
921 else 942 else
922 { 943 {
@@ -944,9 +965,7 @@ namespace OpenSim.Region.Physics.OdePlugin
944 { 965 {
945 m_throttleUpdates = false; 966 m_throttleUpdates = false;
946 throttleCounter = 0; 967 throttleCounter = 0;
947 m_rotationalVelocity.X = 0; 968 m_rotationalVelocity = PhysicsVector.Zero;
948 m_rotationalVelocity.Y = 0;
949 m_rotationalVelocity.Z = 0;
950 base.RequestPhysicsterseUpdate(); 969 base.RequestPhysicsterseUpdate();
951 m_lastUpdateSent = true; 970 m_lastUpdateSent = true;
952 } 971 }
@@ -960,10 +979,15 @@ namespace OpenSim.Region.Physics.OdePlugin
960 _velocity.X = vel.X; 979 _velocity.X = vel.X;
961 _velocity.Y = vel.Y; 980 _velocity.Y = vel.Y;
962 _velocity.Z = vel.Z; 981 _velocity.Z = vel.Z;
963 982 if (_velocity.IsIdentical(PhysicsVector.Zero, 0.5f))
964 m_rotationalVelocity.X = rotvel.X; 983 {
965 m_rotationalVelocity.Y = rotvel.Y; 984 m_rotationalVelocity = PhysicsVector.Zero;
966 m_rotationalVelocity.Z = rotvel.Z; 985 }
986 else
987 {
988 m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z);
989 }
990
967 //System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString()); 991 //System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString());
968 _orientation.w = ori.W; 992 _orientation.w = ori.W;
969 _orientation.x = ori.X; 993 _orientation.x = ori.X;
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index f1d8232..1aa141b 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -405,8 +405,15 @@ namespace OpenSim.Region.Physics.OdePlugin
405 // If you interpenetrate a prim with another prim 405 // If you interpenetrate a prim with another prim
406 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) 406 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
407 { 407 {
408 // Don't collide, one or both prim will explode. 408 if (contacts[i].depth >= 0.25f)
409 contacts[i].depth = 0f; 409 {
410 // Don't collide, one or both prim will explode.
411 ((OdePrim)p1).m_taintdisable = true;
412 AddPhysicsActorTaint(p1);
413 ((OdePrim)p2).m_taintdisable = true;
414 AddPhysicsActorTaint(p2);
415 contacts[i].depth = 0f;
416 }
410 } 417 }
411 if (contacts[i].depth >= 1.00f) 418 if (contacts[i].depth >= 1.00f)
412 { 419 {