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authorUbitUmarov2012-02-29 19:32:23 +0000
committerUbitUmarov2012-02-29 19:32:23 +0000
commita8f1cd7e8643fc6f4f4f12b1af3e52b9830f5a5a (patch)
tree017f8e977b19ff152f2c5884eea75644d9c9dfd7 /OpenSim/Region
parentfix (diff)
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update ubitODE to current working state
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs189
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs123
2 files changed, 199 insertions, 113 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
index 0ccdbc0..17f38e8 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -155,6 +155,8 @@ namespace OpenSim.Region.Physics.OdePlugin
155 public float m_collisionscore; 155 public float m_collisionscore;
156 int m_colliderfilter = 0; 156 int m_colliderfilter = 0;
157 157
158 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
159
158 private float m_density = 10.000006836f; // Aluminum g/cm3; 160 private float m_density = 10.000006836f; // Aluminum g/cm3;
159 161
160 public bool _zeroFlag; 162 public bool _zeroFlag;
@@ -453,8 +455,6 @@ namespace OpenSim.Region.Physics.OdePlugin
453 { 455 {
454 get 456 get
455 { 457 {
456 // Averate previous velocity with the new one so
457 // client object interpolation works a 'little' better
458 if (_zeroFlag) 458 if (_zeroFlag)
459 return Vector3.Zero; 459 return Vector3.Zero;
460 return _velocity; 460 return _velocity;
@@ -833,6 +833,7 @@ namespace OpenSim.Region.Physics.OdePlugin
833 body_autodisable_frames = parent_scene.bodyFramesAutoDisable; 833 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
834 834
835 prim_geom = IntPtr.Zero; 835 prim_geom = IntPtr.Zero;
836 collide_geom = IntPtr.Zero;
836 Body = IntPtr.Zero; 837 Body = IntPtr.Zero;
837 838
838 if (!size.IsFinite()) 839 if (!size.IsFinite())
@@ -1367,7 +1368,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1367 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 1368 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1368 m_collisionscore = 0; 1369 m_collisionscore = 0;
1369 1370
1370 if (m_targetSpace != _parent_scene.ActiveSpace) 1371// if (m_targetSpace != _parent_scene.ActiveSpace)
1371 { 1372 {
1372 if (m_targetSpace != IntPtr.Zero) 1373 if (m_targetSpace != IntPtr.Zero)
1373 { 1374 {
@@ -1376,9 +1377,26 @@ namespace OpenSim.Region.Physics.OdePlugin
1376 d.SpaceRemove(m_targetSpace, prim_geom); 1377 d.SpaceRemove(m_targetSpace, prim_geom);
1377 } 1378 }
1378 1379
1380// m_targetSpace = _parent_scene.ActiveSpace;
1381// d.SpaceAdd(m_targetSpace, prim_geom);
1382 }
1383
1384
1385 if (childrenPrim.Count == 0)
1386 {
1387 collide_geom = prim_geom;
1379 m_targetSpace = _parent_scene.ActiveSpace; 1388 m_targetSpace = _parent_scene.ActiveSpace;
1380 d.SpaceAdd(m_targetSpace, prim_geom); 1389 d.SpaceAdd(m_targetSpace, prim_geom);
1381 } 1390 }
1391 else
1392 {
1393 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1394 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1395 d.SpaceSetSublevel(m_targetSpace, 3);
1396 d.SpaceSetCleanup(m_targetSpace, false);
1397 d.SpaceAdd(m_targetSpace, prim_geom);
1398 collide_geom = m_targetSpace;
1399 }
1382 1400
1383 lock (childrenPrim) 1401 lock (childrenPrim)
1384 { 1402 {
@@ -1396,15 +1414,15 @@ namespace OpenSim.Region.Physics.OdePlugin
1396 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); 1414 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1397 prm.m_collisionscore = 0; 1415 prm.m_collisionscore = 0;
1398 1416
1399 if (prm.m_targetSpace != _parent_scene.ActiveSpace) 1417 if (prm.m_targetSpace != m_targetSpace)
1400 { 1418 {
1401 if (prm.m_targetSpace != IntPtr.Zero) 1419 if (prm.m_targetSpace != IntPtr.Zero)
1402 { 1420 {
1403 _parent_scene.waitForSpaceUnlock(m_targetSpace); 1421 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1404 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom)) 1422 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1405 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom); 1423 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1406 } 1424 }
1407 prm.m_targetSpace = _parent_scene.ActiveSpace; 1425 prm.m_targetSpace = m_targetSpace;
1408 d.SpaceAdd(m_targetSpace, prm.prim_geom); 1426 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1409 } 1427 }
1410 1428
@@ -1427,8 +1445,14 @@ namespace OpenSim.Region.Physics.OdePlugin
1427 d.GeomDisable(prim_geom); 1445 d.GeomDisable(prim_geom);
1428 d.BodyDisable(Body); 1446 d.BodyDisable(Body);
1429 } 1447 }
1448 else
1449 {
1450 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1451 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1452 }
1430 1453
1431 _parent_scene.addActivePrim(this); 1454 _parent_scene.addActivePrim(this);
1455 _parent_scene.addActiveGroups(this);
1432 } 1456 }
1433 1457
1434 private void DestroyBody() 1458 private void DestroyBody()
@@ -1473,6 +1497,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1473 d.JointDestroy(Amotor); 1497 d.JointDestroy(Amotor);
1474 Amotor = IntPtr.Zero; 1498 Amotor = IntPtr.Zero;
1475 } 1499 }
1500 _parent_scene.remActiveGroup(this);
1476 d.BodyDestroy(Body); 1501 d.BodyDestroy(Body);
1477 } 1502 }
1478 Body = IntPtr.Zero; 1503 Body = IntPtr.Zero;
@@ -2390,8 +2415,8 @@ namespace OpenSim.Region.Physics.OdePlugin
2390 else 2415 else
2391 */ 2416 */
2392 DestroyBody(); 2417 DestroyBody();
2393 Stop();
2394 } 2418 }
2419 Stop();
2395 } 2420 }
2396 } 2421 }
2397 2422
@@ -2576,7 +2601,8 @@ namespace OpenSim.Region.Physics.OdePlugin
2576 if ((bool)newbuilding) 2601 if ((bool)newbuilding)
2577 { 2602 {
2578 m_building = true; 2603 m_building = true;
2579 DestroyBody(); 2604 if (!childPrim)
2605 DestroyBody();
2580 } 2606 }
2581 else 2607 else
2582 { 2608 {
@@ -2648,12 +2674,95 @@ namespace OpenSim.Region.Physics.OdePlugin
2648 public void Move() 2674 public void Move()
2649 { 2675 {
2650 if (!childPrim && m_isphysical && Body != IntPtr.Zero && 2676 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
2651 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building) // KF: Only move root prims. 2677 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building && !m_outbounds)
2678 // !m_disabled && !m_isSelected && !m_building && !m_outbounds)
2652 { 2679 {
2653 // if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009 2680// if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
2654 2681
2655 float timestep = _parent_scene.ODE_STEPSIZE; 2682 float timestep = _parent_scene.ODE_STEPSIZE;
2656 2683
2684 // check outside region
2685 d.Vector3 lpos;
2686 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
2687
2688 if (lpos.Z < -100 || lpos.Z > 100000f)
2689 {
2690 m_outbounds = true;
2691
2692 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
2693 _acceleration.X = 0;
2694 _acceleration.Y = 0;
2695 _acceleration.Z = 0;
2696
2697 _velocity.X = 0;
2698 _velocity.Y = 0;
2699 _velocity.Z = 0;
2700 m_rotationalVelocity.X = 0;
2701 m_rotationalVelocity.Y = 0;
2702 m_rotationalVelocity.Z = 0;
2703
2704 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2705 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
2706 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
2707 m_lastposition = _position;
2708 m_lastorientation = _orientation;
2709
2710 base.RequestPhysicsterseUpdate();
2711
2712 m_throttleUpdates = false;
2713 throttleCounter = 0;
2714 _zeroFlag = true;
2715
2716 disableBodySoft(); // disable it and colisions
2717 base.RaiseOutOfBounds(_position);
2718 return;
2719 }
2720
2721 if (lpos.X < 0f)
2722 {
2723 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
2724 m_outbounds = true;
2725 }
2726 else if(lpos.X > _parent_scene.WorldExtents.X)
2727 {
2728 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
2729 m_outbounds = true;
2730 }
2731 if (lpos.Y < 0f)
2732 {
2733 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
2734 m_outbounds = true;
2735 }
2736 else if(lpos.Y > _parent_scene.WorldExtents.Y)
2737 {
2738 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
2739 m_outbounds = true;
2740 }
2741
2742 if(m_outbounds)
2743 {
2744 m_lastposition = _position;
2745 m_lastorientation = _orientation;
2746
2747 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
2748 m_rotationalVelocity.X = dtmp.X;
2749 m_rotationalVelocity.Y = dtmp.Y;
2750 m_rotationalVelocity.Z = dtmp.Z;
2751
2752 dtmp = d.BodyGetLinearVel(Body);
2753 _velocity.X = dtmp.X;
2754 _velocity.Y = dtmp.Y;
2755 _velocity.Z = dtmp.Z;
2756
2757 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2758 d.BodySetAngularVel(Body, 0, 0, 0);
2759 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2760 disableBodySoft(); // stop collisions
2761 base.RequestPhysicsterseUpdate();
2762 return;
2763 }
2764
2765
2657 float fx = 0; 2766 float fx = 0;
2658 float fy = 0; 2767 float fy = 0;
2659 float fz = 0; 2768 float fz = 0;
@@ -2862,7 +2971,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2862 public void UpdatePositionAndVelocity(float simulatedtime) 2971 public void UpdatePositionAndVelocity(float simulatedtime)
2863 { 2972 {
2864 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! 2973 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2865 if (_parent == null && !m_disabled && !m_building) 2974 if (_parent == null && !m_disabled && !m_building && !m_outbounds)
2866 { 2975 {
2867 if (Body != IntPtr.Zero) 2976 if (Body != IntPtr.Zero)
2868 { 2977 {
@@ -2872,64 +2981,6 @@ namespace OpenSim.Region.Physics.OdePlugin
2872 d.Vector3 lpos; 2981 d.Vector3 lpos;
2873 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator 2982 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
2874 2983
2875 // we need to use root position since that's all the rest of scene uses
2876 if (lpos.X < 0f || lpos.X > _parent_scene.WorldExtents.X
2877 || lpos.Y < 0f || lpos.Y > _parent_scene.WorldExtents.Y
2878 )
2879 {
2880 // we are outside current region
2881 // we can't let it keeping moving and having colisions
2882 // since it can be stucked between something like terrain and edge
2883 // so lets stop and disable it until something else kicks it
2884
2885 _position.X = Util.Clip(lpos.X, -0.2f, _parent_scene.WorldExtents.X + 0.2f);
2886 _position.Y = Util.Clip(lpos.Y, -0.2f, _parent_scene.WorldExtents.Y + 0.2f);
2887 _position.Z = Util.Clip(lpos.Z, -100f, 50000f);
2888
2889 m_lastposition = _position;
2890// m_lastorientation = _orientation;
2891
2892 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2893// d.BodySetAngularVel(Body, 0, 0, 0);
2894 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2895 disableBodySoft(); // stop collisions
2896 m_outbounds = true;
2897 base.RequestPhysicsterseUpdate();
2898 return;
2899 }
2900
2901 if (lpos.Z < -100 || lpos.Z > 100000f)
2902 {
2903 lpos.Z = Util.Clip(lpos.Z, -100f, 50000f);
2904
2905 _acceleration.X = 0;
2906 _acceleration.Y = 0;
2907 _acceleration.Z = 0;
2908
2909 _velocity.X = 0;
2910 _velocity.Y = 0;
2911 _velocity.Z = 0;
2912 m_rotationalVelocity.X = 0;
2913 m_rotationalVelocity.Y = 0;
2914 m_rotationalVelocity.Z = 0;
2915
2916 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2917 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
2918 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
2919 m_lastposition = _position;
2920 m_lastorientation = _orientation;
2921
2922 base.RequestPhysicsterseUpdate();
2923
2924 m_throttleUpdates = false;
2925 throttleCounter = 0;
2926 _zeroFlag = true;
2927
2928 disableBodySoft(); // disable it and colisions
2929 base.RaiseOutOfBounds(_position);
2930
2931 return;
2932 }
2933 2984
2934 d.Quaternion ori; 2985 d.Quaternion ori;
2935 d.GeomCopyQuaternion(prim_geom, out ori); 2986 d.GeomCopyQuaternion(prim_geom, out ori);
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
index 6e4c373..ccb4c23 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -224,6 +224,7 @@ namespace OpenSim.Region.Physics.OdePlugin
224 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>(); 224 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
225 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>(); 225 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
226 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); 226 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
227 private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
227 228
228 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>(); 229 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
229 230
@@ -1013,15 +1014,24 @@ namespace OpenSim.Region.Physics.OdePlugin
1013 1014
1014 } 1015 }
1015 1016
1016 // collide active prims with static enviroment
1017 lock (_activeprims) 1017 lock (_activeprims)
1018 { 1018 {
1019 foreach (OdePrim aprim in _activeprims)
1020 {
1021 aprim.CollisionScore = 0;
1022 aprim.IsColliding = false;
1023 }
1024 }
1025
1026 // collide active prims with static enviroment
1027 lock (_activegroups)
1028 {
1019 try 1029 try
1020 { 1030 {
1021 foreach (OdePrim prm in _activeprims) 1031 foreach (OdePrim prm in _activegroups)
1022 { 1032 {
1023 if (d.BodyIsEnabled(prm.Body)) 1033 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1024 d.SpaceCollide2(StaticSpace, prm.prim_geom, IntPtr.Zero, nearCallback); 1034 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1025 } 1035 }
1026 } 1036 }
1027 catch (AccessViolationException) 1037 catch (AccessViolationException)
@@ -1029,7 +1039,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1029 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space"); 1039 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1030 } 1040 }
1031 } 1041 }
1032
1033 // finally colide active things amoung them 1042 // finally colide active things amoung them
1034 try 1043 try
1035 { 1044 {
@@ -1039,7 +1048,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1039 { 1048 {
1040 m_log.Warn("[PHYSICS]: Unable to collide in Active space"); 1049 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1041 } 1050 }
1042
1043// _perloopContact.Clear(); 1051// _perloopContact.Clear();
1044 } 1052 }
1045 1053
@@ -1148,13 +1156,20 @@ namespace OpenSim.Region.Physics.OdePlugin
1148 1156
1149 public void addActivePrim(OdePrim activatePrim) 1157 public void addActivePrim(OdePrim activatePrim)
1150 { 1158 {
1151 // adds active prim.. (ones that should be iterated over in collisions_optimized 1159 // adds active prim..
1152 lock (_activeprims) 1160 lock (_activeprims)
1153 { 1161 {
1154 if (!_activeprims.Contains(activatePrim)) 1162 if (!_activeprims.Contains(activatePrim))
1155 _activeprims.Add(activatePrim); 1163 _activeprims.Add(activatePrim);
1156 //else 1164 }
1157 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent"); 1165 }
1166
1167 public void addActiveGroups(OdePrim activatePrim)
1168 {
1169 lock (_activegroups)
1170 {
1171 if (!_activegroups.Contains(activatePrim))
1172 _activegroups.Add(activatePrim);
1158 } 1173 }
1159 } 1174 }
1160 1175
@@ -1186,6 +1201,13 @@ namespace OpenSim.Region.Physics.OdePlugin
1186 _activeprims.Remove(deactivatePrim); 1201 _activeprims.Remove(deactivatePrim);
1187 } 1202 }
1188 } 1203 }
1204 public void remActiveGroup(OdePrim deactivatePrim)
1205 {
1206 lock (_activegroups)
1207 {
1208 _activegroups.Remove(deactivatePrim);
1209 }
1210 }
1189 1211
1190 public override void RemovePrim(PhysicsActor prim) 1212 public override void RemovePrim(PhysicsActor prim)
1191 { 1213 {
@@ -1258,6 +1280,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1258 { 1280 {
1259 waitForSpaceUnlock(currentspace); 1281 waitForSpaceUnlock(currentspace);
1260 d.SpaceRemove(currentspace, geom); 1282 d.SpaceRemove(currentspace, geom);
1283
1284 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1285 {
1286 d.SpaceDestroy(currentspace);
1287 }
1261 } 1288 }
1262 else 1289 else
1263 { 1290 {
@@ -1274,6 +1301,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1274 { 1301 {
1275 waitForSpaceUnlock(currentspace); 1302 waitForSpaceUnlock(currentspace);
1276 d.SpaceRemove(currentspace, geom); 1303 d.SpaceRemove(currentspace, geom);
1304
1305 if (d.SpaceGetSublevel(currentspace) > 1 && d.SpaceGetNumGeoms(currentspace) == 0)
1306 {
1307 d.SpaceDestroy(currentspace);
1308 }
1309
1277 } 1310 }
1278 } 1311 }
1279 } 1312 }
@@ -1577,42 +1610,14 @@ namespace OpenSim.Region.Physics.OdePlugin
1577 1610
1578 statchanges += Util.EnvironmentTickCountSubtract(statstart); 1611 statchanges += Util.EnvironmentTickCountSubtract(statstart);
1579 1612
1580 // Move characters
1581 lock (_characters)
1582 {
1583 List<OdeCharacter> defects = new List<OdeCharacter>();
1584 foreach (OdeCharacter actor in _characters)
1585 {
1586 if (actor != null)
1587 actor.Move(ODE_STEPSIZE, defects);
1588 }
1589 if (defects.Count != 0)
1590 {
1591 foreach (OdeCharacter defect in defects)
1592 {
1593 RemoveCharacter(defect);
1594 }
1595 }
1596 }
1597 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1598
1599 // Move other active objects
1600 lock (_activeprims)
1601 {
1602 foreach (OdePrim aprim in _activeprims)
1603 {
1604 aprim.CollisionScore = 0;
1605 aprim.IsColliding = false;
1606 aprim.Move();
1607 }
1608 }
1609
1610 statactmove += Util.EnvironmentTickCountSubtract(statstart); 1613 statactmove += Util.EnvironmentTickCountSubtract(statstart);
1611 //if ((framecount % m_randomizeWater) == 0) 1614 //if ((framecount % m_randomizeWater) == 0)
1612 // randomizeWater(waterlevel); 1615 // randomizeWater(waterlevel);
1613 1616
1614 m_rayCastManager.ProcessQueuedRequests(); 1617 m_rayCastManager.ProcessQueuedRequests();
1615 1618
1619
1620
1616 statray += Util.EnvironmentTickCountSubtract(statstart); 1621 statray += Util.EnvironmentTickCountSubtract(statstart);
1617 collision_optimized(); 1622 collision_optimized();
1618 statcol += Util.EnvironmentTickCountSubtract(statstart); 1623 statcol += Util.EnvironmentTickCountSubtract(statstart);
@@ -1642,8 +1647,35 @@ namespace OpenSim.Region.Physics.OdePlugin
1642 1647
1643 d.WorldQuickStep(world, ODE_STEPSIZE); 1648 d.WorldQuickStep(world, ODE_STEPSIZE);
1644 statstep += Util.EnvironmentTickCountSubtract(statstart); 1649 statstep += Util.EnvironmentTickCountSubtract(statstart);
1645 d.JointGroupEmpty(contactgroup); 1650
1646 totjcontact += m_global_contactcount; 1651 // Move characters
1652 lock (_characters)
1653 {
1654 List<OdeCharacter> defects = new List<OdeCharacter>();
1655 foreach (OdeCharacter actor in _characters)
1656 {
1657 if (actor != null)
1658 actor.Move(ODE_STEPSIZE, defects);
1659 }
1660 if (defects.Count != 0)
1661 {
1662 foreach (OdeCharacter defect in defects)
1663 {
1664 RemoveCharacter(defect);
1665 }
1666 }
1667 }
1668 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1669
1670 // Move other active objects
1671 lock (_activegroups)
1672 {
1673 foreach (OdePrim aprim in _activegroups)
1674 {
1675 aprim.Move();
1676 }
1677 }
1678
1647 //ode.dunlock(world); 1679 //ode.dunlock(world);
1648 } 1680 }
1649 catch (Exception e) 1681 catch (Exception e)
@@ -1652,6 +1684,9 @@ namespace OpenSim.Region.Physics.OdePlugin
1652// ode.dunlock(world); 1684// ode.dunlock(world);
1653 } 1685 }
1654 1686
1687 d.JointGroupEmpty(contactgroup);
1688 totjcontact += m_global_contactcount;
1689
1655 step_time -= ODE_STEPSIZE; 1690 step_time -= ODE_STEPSIZE;
1656 nodeframes++; 1691 nodeframes++;
1657 } 1692 }
@@ -1686,10 +1721,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1686 } 1721 }
1687 statmovchar = Util.EnvironmentTickCountSubtract(statstart); 1722 statmovchar = Util.EnvironmentTickCountSubtract(statstart);
1688 1723
1689 lock (_activeprims) 1724 lock (_activegroups)
1690 { 1725 {
1691 { 1726 {
1692 foreach (OdePrim actor in _activeprims) 1727 foreach (OdePrim actor in _activegroups)
1693 { 1728 {
1694 if (actor.IsPhysical) 1729 if (actor.IsPhysical)
1695 { 1730 {
@@ -1966,7 +2001,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1966 2001
1967 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); 2002 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
1968 d.GeomSetRotation(GroundGeom, ref R); 2003 d.GeomSetRotation(GroundGeom, ref R);
1969 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f - 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f - 0.5f, 0); 2004 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
1970 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); 2005 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
1971// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap); 2006// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
1972 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap); 2007 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);