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authorTeravus Ovares2007-12-22 05:43:34 +0000
committerTeravus Ovares2007-12-22 05:43:34 +0000
commitde32006f9a0843c9d115fc6c2c92d64046f52ee0 (patch)
treebbf3414bcc1cb3c9cb88da40be986b399fce6cc5 /OpenSim
parentVanity commit (diff)
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* Added smoother handling of interpenetrating physical objects.
* Fixes: * -- duplicating Active physical object causes objects to explode in opposite directions * -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions * Vanity
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs4
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs85
3 files changed, 69 insertions, 21 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 79803a5..89dc130 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -332,6 +332,7 @@ namespace OpenSim.Region.Environment.Scenes
332 // If agent is a root agent. 332 // If agent is a root agent.
333 if (!agent.IsChildAgent) 333 if (!agent.IsChildAgent)
334 { 334 {
335
335 //agent.ControllingClient.new 336 //agent.ControllingClient.new
336 //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo()); 337 //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
337 InformClientOfNeighbor(agent, otherRegion); 338 InformClientOfNeighbor(agent, otherRegion);
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 04bf9a0..3bdf180 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -174,7 +174,7 @@ namespace OpenSim.Region.Physics.OdePlugin
174 } 174 }
175 if (m_wascolliding != m_iscolliding) 175 if (m_wascolliding != m_iscolliding)
176 { 176 {
177 base.SendCollisionUpdate(new CollisionEventUpdate()); 177 //base.SendCollisionUpdate(new CollisionEventUpdate());
178 178
179 } 179 }
180 m_wascolliding = m_iscolliding; 180 m_wascolliding = m_iscolliding;
@@ -527,7 +527,7 @@ namespace OpenSim.Region.Physics.OdePlugin
527 if (_velocity.Z < -6 && !m_hackSentFall) 527 if (_velocity.Z < -6 && !m_hackSentFall)
528 { 528 {
529 m_hackSentFall = true; 529 m_hackSentFall = true;
530 base.SendCollisionUpdate(new CollisionEventUpdate()); 530 //base.SendCollisionUpdate(new CollisionEventUpdate());
531 m_pidControllerActive = false; 531 m_pidControllerActive = false;
532 } 532 }
533 else if (flying && !m_hackSentFly) 533 else if (flying && !m_hackSentFly)
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 305a930..b4336c3 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -281,38 +281,85 @@ namespace OpenSim.Region.Physics.OdePlugin
281 break; 281 break;
282 } 282 }
283 283
284 if (name1 == "Terrain" || name2 == "Terrain") 284 // we don't want prim or avatar to explode
285 #region InterPenetration Handling - Unintended physics explosions
286 if (contacts[i].depth >= 0.08f)
285 { 287 {
286 if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) 288 if (contacts[i].depth >= 1.00f)
287 { 289 {
288 AvatarMovementTerrainContact.geom = contacts[i]; 290 //MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString());
289 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
290 } 291 }
291 else 292 // If you interpenetrate a prim with an agent
293 if ((p2.PhysicsActorType == (int)ActorTypes.Agent && p1.PhysicsActorType == (int)ActorTypes.Prim) || (p1.PhysicsActorType == (int)ActorTypes.Agent && p2.PhysicsActorType == (int)ActorTypes.Prim))
292 { 294 {
293 TerrainContact.geom = contacts[i]; 295
294 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); 296 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
297 {
298 p2.CollidingObj = true;
299 contacts[i].depth = 0.003f;
300 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
301 contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
302
303 }
304 else
305 {
306 contacts[i].depth = 0.0000000f;
307 }
308 if (p1.PhysicsActorType == (int)ActorTypes.Agent)
309 {
310 p1.CollidingObj = true;
311 contacts[i].depth = 0.003f;
312 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
313 contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2));
314 }
315 else
316 {
317 contacts[i].depth = 0.0000000f;
318 }
319 }
320 // If you interpenetrate a prim with another prim
321 if (p1.PhysicsActorType == (int)ActorTypes.Prim && p2.PhysicsActorType == (int)ActorTypes.Prim)
322 {
323 // Don't collide, one or both prim will explode.
324 contacts[i].depth = 0.0f;
295 } 325 }
296 } 326 }
297 else 327 #endregion
328
329 if (contacts[i].depth > 0f)
298 { 330 {
299 if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) 331 if (name1 == "Terrain" || name2 == "Terrain")
300 { 332 {
301 AvatarMovementprimContact.geom = contacts[i]; 333
302 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); 334 if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
335 {
336 AvatarMovementTerrainContact.geom = contacts[i];
337 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
338
339 }
340 else
341 {
342 TerrainContact.geom = contacts[i];
343 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
344 }
303 } 345 }
304 else 346 else
305 { 347 {
306 contact.geom = contacts[i]; 348 if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
307 joint = d.JointCreateContact(world, contactgroup, ref contact); 349 {
350 AvatarMovementprimContact.geom = contacts[i];
351 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
352
353 }
354 else
355 {
356 contact.geom = contacts[i];
357 joint = d.JointCreateContact(world, contactgroup, ref contact);
358 }
308 } 359 }
360 d.JointAttach(joint, b1, b2);
309 } 361 }
310 362
311
312 d.JointAttach(joint, b1, b2);
313
314
315
316 if (count > 3) 363 if (count > 3)
317 { 364 {
318 p2.ThrottleUpdates = true; 365 p2.ThrottleUpdates = true;
@@ -334,7 +381,7 @@ namespace OpenSim.Region.Physics.OdePlugin
334 } 381 }
335 // If the sim is running slow this frame, 382 // If the sim is running slow this frame,
336 // don't process collision for prim! 383 // don't process collision for prim!
337 if (timeStep < (m_SkipFramesAtms / 2)) 384 if (timeStep < (m_SkipFramesAtms / 3))
338 { 385 {
339 foreach (OdePrim chr in _activeprims) 386 foreach (OdePrim chr in _activeprims)
340 { 387 {