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-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs645
1 files changed, 146 insertions, 499 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
index 0a4ebe4..3ed3b5a 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -163,6 +163,8 @@ namespace OpenSim.Region.Physics.OdePlugin
163 private bool m_isphysical; 163 private bool m_isphysical;
164 private bool m_isSelected; 164 private bool m_isSelected;
165 165
166 private bool m_NoColide; // for now only for internal use for bad meshs
167
166 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively 168 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
167 169
168 private bool m_throttleUpdates; 170 private bool m_throttleUpdates;
@@ -253,7 +255,7 @@ namespace OpenSim.Region.Physics.OdePlugin
253 private float m_verticalAttractionEfficiency = 1.0f; // damped 255 private float m_verticalAttractionEfficiency = 1.0f; // damped
254 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. 256 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
255 257
256 SerialControl m_taintserial = null; 258// SerialControl m_taintserial = null;
257 object m_taintvehicledata = null; 259 object m_taintvehicledata = null;
258 260
259 public void DoSetVehicle() 261 public void DoSetVehicle()
@@ -309,410 +311,6 @@ namespace OpenSim.Region.Physics.OdePlugin
309 m_taintvehicledata = vdata; 311 m_taintvehicledata = vdata;
310 _parent_scene.AddPhysicsActorTaint(this); 312 _parent_scene.AddPhysicsActorTaint(this);
311 } 313 }
312
313 public override byte[] Serialize(bool PhysIsRunning)
314 {
315 SerialControl sc = new SerialControl();
316
317 lock (sc.alock)
318 {
319 if (PhysIsRunning)
320 {
321 m_taintserial = sc;
322
323 if (!Monitor.Wait(sc.alock, 1000))
324 {
325 m_log.Error("[chOde] prim data serialization timed out");
326 m_taintserial = null;
327 return new byte[0];
328 }
329 }
330 else
331 DoSerialize(sc);
332 }
333
334 return sc.data;
335 }
336
337 public void DoSerialize(SerialControl sc)
338 {
339 wstreamer st = new wstreamer();
340 Vector3 vtmp;
341
342 ushort version = 2;
343 if (!BitConverter.IsLittleEndian)
344 version |= 1;
345 st.Wushort(version); //version lower bit codes endian type for future use
346
347 // compact booleans in a ushort
348 ushort flags = 0;
349
350 if (m_isphysical) // this should be true for now
351 flags |= 1;
352 if (m_isSelected)
353 flags |= 2;
354 if (m_isVolumeDetect)
355 flags |= 4;
356 if (m_disabled)
357 flags |= 8;
358 if (m_collidesWater)
359 flags |= 16;
360 if (m_collidesLand)
361 flags |= 32;
362 if (m_usePID)
363 flags |= 64;
364 if (m_useAPID)
365 flags |= 128;
366 if (m_useHoverPID)
367 flags |= 256;
368 if (m_throttleUpdates)
369 flags |= 512;
370
371 st.Wushort(flags);
372
373 st.Wvector3(_size);
374 st.Wint(m_material);
375 st.Wfloat(m_density);
376 st.Wfloat(0); // future gravity mod V3
377 st.Wfloat(0); // future friction V3
378 st.Wfloat(0); // future bounce V3
379
380// st.Wuint((uint)m_collisionCategories);
381// st.Wuint((uint)m_collisionFlags);
382
383 if (_parent == null)
384 {
385 st.Wvector3(_position); // ??
386 st.Wquat(_orientation);
387 }
388 else // for childs save offsets
389 {
390 Quaternion to;
391 Quaternion ipo = Quaternion.Inverse(_parent.Orientation);
392
393 if (m_isphysical && prim_geom != IntPtr.Zero)
394 {
395 d.Vector3 dvt;
396 d.GeomCopyPosition(prim_geom, out dvt);
397
398 vtmp.X = dvt.X;
399 vtmp.Y = dvt.Y;
400 vtmp.Z = dvt.Z;
401
402 d.Quaternion dqt;
403 d.GeomCopyQuaternion(prim_geom, out dqt);
404
405 to.X = dqt.X;
406 to.Y = dqt.Y;
407 to.Z = dqt.Z;
408 to.W = dqt.W; // rotation in world
409 }
410 else
411 {
412 vtmp = _position;
413 to = _orientation;
414 }
415
416 vtmp -= _parent.Position; // offset in world
417 vtmp *= ipo; // offset in local
418 st.Wvector3(vtmp);
419
420 ipo *= to; // own rotation
421 st.Wquat(ipo);
422 }
423
424 st.Wvector3(_velocity);
425 st.Wvector3(m_rotationalVelocity);
426 st.Wvector3(_acceleration);
427 st.Wvector3(m_rotateEnable);
428
429 vtmp = Vector3.Zero;
430 for (int i = 0; i < m_forcelist.Count; i++)
431 {
432
433 vtmp += (m_forcelist[i] * 100);
434 }
435
436 st.Wvector3(vtmp); // force acc
437
438 vtmp = Vector3.Zero;
439 for (int i = 0; i < m_angularforcelist.Count; i++)
440 {
441 vtmp += (m_angularforcelist[i] * 100);
442 }
443
444 st.Wvector3(vtmp); // angular force acc
445
446 st.Wvector3(m_PIDTarget);
447 st.Wfloat(m_PIDTau);
448 st.Wfloat(PID_D);
449 st.Wfloat(PID_G);
450 st.Wquat(m_APIDTarget);
451 st.Wfloat(m_APIDStrength);
452 st.Wfloat(m_APIDDamping);
453 st.Wfloat(m_APIDdamper);
454
455 st.Wint((int)m_PIDHoverType);
456 st.Wfloat(m_PIDHoverHeight);
457 st.Wfloat(m_PIDHoverTau);
458 st.Wfloat(m_targetHoverHeight);
459
460 st.Wfloat(m_groundHeight);
461 st.Wfloat(m_waterHeight);
462
463 st.Wfloat(m_buoyancy);
464
465 // this must be last since type none ends stream
466 if (m_type == Vehicle.TYPE_NONE)
467 st.Wint((int)Vehicle.TYPE_NONE);
468 else
469 {
470 st.Wint((int)m_type);
471
472 st.Wquat(Quaternion.Identity); //m_referenceFrame
473
474 st.Wint((int)m_flags);
475
476 st.Wvector3(m_linearMotorDirection);
477 st.Wfloat(
478 (float)Math.Sqrt(m_lLinMotorDVel.LengthSquared() / m_linearMotorDirection.LengthSquared()));
479
480 st.Wvector3(m_linearFrictionTimescale);
481 st.Wfloat(m_linearMotorDecayTimescale);
482 st.Wfloat(m_linearMotorTimescale);
483 st.Wvector3(new Vector3(0, 0, 0)); //m_linearMotorOffset);
484
485 st.Wvector3(m_angularMotorDirection);
486 st.Wfloat((float)Math.Sqrt(m_angularMotorDVel.LengthSquared() / m_angularMotorDirection.LengthSquared()));
487
488 st.Wvector3(m_angularFrictionTimescale);
489 st.Wfloat(m_angularMotorDecayTimescale);
490 st.Wfloat(m_angularMotorTimescale);
491
492 st.Wfloat(0); //m_linearDeflectionEfficiency);
493 st.Wfloat(1000); //m_linearDeflectionTimescale);
494
495 st.Wfloat(0); //m_angularDeflectionEfficiency);
496 st.Wfloat(120); //m_angularDeflectionTimescale);
497
498 st.Wfloat(0); // m_bankingEfficiency);
499 st.Wfloat(0); //m_bankingMix);
500 st.Wfloat(1000); //m_bankingTimescale);
501
502 st.Wfloat(m_VhoverHeight);
503 st.Wfloat(0.5f); //m_VhoverEfficiency);
504 st.Wfloat(m_VhoverTimescale);
505
506 st.Wfloat(m_VehicleBuoyancy);
507
508 st.Wfloat(m_verticalAttractionEfficiency);
509 st.Wfloat(m_verticalAttractionTimescale);
510 }
511 sc.data = st.close();
512 m_taintserial = null;
513 Monitor.PulseAll(sc.alock);
514 }
515
516 public bool DeSerialize(byte[] data)
517 {
518 rstreamer st = new rstreamer(data);
519
520 int version =st.Rushort(); //version
521
522 // merge booleans in a ushort
523 ushort flags = st.Rushort();
524 if ((flags & 1) != 0)
525 m_isphysical = true;
526 if ((flags & 2) != 0)
527 m_taintselected = true;
528 if ((flags & 4) != 0)
529 m_isVolumeDetect = true;
530 if ((flags & 8) != 0)
531 m_taintdisable = true;
532 if ((flags & 16) != 0)
533 m_taintCollidesWater = true;
534 if ((flags & 32) != 0)
535 m_collidesLand = true;
536 if ((flags & 64) != 0)
537 m_usePID = true;
538 if ((flags & 128) != 0)
539 m_useAPID = true;
540 if ((flags & 256) != 0)
541 m_useHoverPID = true;
542 if ((flags & 512) != 0)
543 m_throttleUpdates = true;
544
545 _size = st.Rvector3();
546 m_taintsize = _size;
547
548 m_material= st.Rint();
549 m_density = st.Rfloat();
550 st.Rfloat(); // future gravity mod V3
551 st.Rfloat(); // future friction V3
552 st.Rfloat(); // future bounce V3
553
554// m_collisionCategories = (CollisionCategories)st.Ruint();
555// m_collisionFlags = (CollisionCategories) st.Ruint();
556
557 if (m_taintparent == null)
558 {
559 st.Rvector3(); // ignore old position sop/sog as to tell the new one
560 m_taintrot = st.Rquat(); //
561 _orientation = m_taintrot;
562 }
563 else
564 {
565 m_taintrot = _parent.Orientation;
566 m_taintposition = st.Rvector3(); // ??
567 _position = m_taintposition;
568
569 m_taintposition *= m_taintrot;
570 m_taintposition += _parent.Position;
571
572 m_taintrot *= st.Rquat(); //
573 _orientation = m_taintrot;
574 }
575
576 m_taintVelocity = st.Rvector3();
577 m_rotationalVelocity = st.Rvector3();
578
579 _acceleration = st.Rvector3();
580 m_rotateEnableRequest = st.Rvector3();
581 m_rotateEnableUpdate = true;
582
583 Vector3 vtmp;
584
585 vtmp = st.Rvector3(); // forces acc
586 m_forcelist.Add(vtmp);
587 m_taintforce = true;
588
589 vtmp = st.Rvector3(); // angular forces acc
590 m_angularforcelist.Add(vtmp);
591 m_taintaddangularforce = true;
592
593 m_PIDTarget = st.Rvector3();
594 m_PIDTau = st.Rfloat();
595 PID_D = st.Rfloat();
596 PID_G = st.Rfloat();
597
598 m_APIDTarget = st.Rquat();
599 m_APIDStrength = st.Rfloat();
600 m_APIDDamping = st.Rfloat();
601 m_APIDdamper = st.Rfloat();
602
603 m_PIDHoverType = (PIDHoverType) st.Rint();
604 m_PIDHoverHeight = st.Rfloat();
605 m_PIDHoverTau = st.Rfloat();
606 m_targetHoverHeight = st.Rfloat();
607
608 m_groundHeight = st.Rfloat();
609 m_waterHeight = st.Rfloat();
610
611 m_buoyancy = st.Rfloat();
612
613
614 // this must be last since type none ends stream
615
616 m_type = (Vehicle) st.Rint();
617
618 if (m_type != Vehicle.TYPE_NONE)
619 {
620 float ftmp;
621
622 st.Rquat(); //m_referenceFrame
623
624 m_flags = (VehicleFlag) st.Rint();
625
626 m_linearMotorDirection = st.Rvector3();
627
628 ftmp = st.Rfloat();
629 m_lLinMotorDVel = m_linearMotorDirection * ftmp;
630
631 m_linearFrictionTimescale = st.Rvector3();
632 m_linearMotorDecayTimescale = st.Rfloat();
633 m_linearMotorTimescale = st.Rfloat();
634 st.Rvector3(); //m_linearMotorOffset);
635
636 m_angularMotorDirection = st.Rvector3();
637 ftmp = st.Rfloat();
638 m_angularMotorDVel = m_angularMotorDirection * ftmp;
639
640 m_angularFrictionTimescale = st.Rvector3();
641 m_angularMotorDecayTimescale = st.Rfloat();
642 m_angularMotorTimescale = st.Rfloat();
643
644 st.Rfloat(); //m_linearDeflectionEfficiency);
645 st.Rfloat(); //m_linearDeflectionTimescale);
646
647 st.Rfloat(); //m_angularDeflectionEfficiency);
648 st.Rfloat(); //m_angularDeflectionTimescale);
649
650 st.Rfloat(); // m_bankingEfficiency);
651 st.Rfloat(); //m_bankingMix);
652 st.Rfloat(); //m_bankingTimescale);
653
654 m_VhoverHeight = st.Rfloat();
655 st.Rfloat(); //m_VhoverEfficiency);
656 m_VhoverTimescale = st.Rfloat();
657
658 m_VehicleBuoyancy = st.Rfloat();
659
660 m_verticalAttractionEfficiency = st.Rfloat();
661 m_verticalAttractionTimescale = st.Rfloat();
662 }
663 st.close();
664 return true;
665 }
666
667 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, PhysicsActor parent,
668 PrimitiveBaseShape pbs, CollisionLocker dode, uint localid, byte[] sdata)
669 {
670 m_localID = localid;
671 ode = dode;
672
673 if (parent == null)
674 {
675 m_taintparent = null;
676
677 if (!pos.IsFinite())
678 {
679 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
680 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
681 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
682 }
683
684 _position = pos;
685 m_taintposition = pos;
686 }
687 else
688 m_taintparent = parent;
689
690 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
691
692 prim_geom = IntPtr.Zero;
693
694 _mesh = null;
695 m_meshfailed = false;
696 _pbs = pbs;
697
698 _parent_scene = parent_scene;
699 m_targetSpace = (IntPtr)0;
700
701 if(sdata != null && sdata.Length > 1)
702 DeSerialize(sdata);
703
704 if (m_isphysical)
705 m_targetSpace = _parent_scene.space;
706
707 _triMeshData = IntPtr.Zero;
708
709 m_primName = primName;
710 m_taintserial = null;
711 m_taintadd = true;
712 _parent_scene.AddPhysicsActorTaint(this);
713 // don't do .add() here; old geoms get recycled with the same hash
714 }
715
716 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, 314 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
717 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid) 315 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid)
718 { 316 {
@@ -776,8 +374,9 @@ namespace OpenSim.Region.Physics.OdePlugin
776 } 374 }
777 375
778 _triMeshData = IntPtr.Zero; 376 _triMeshData = IntPtr.Zero;
377 m_NoColide = false;
779 378
780 m_taintserial = null; 379// m_taintserial = null;
781 m_primName = primName; 380 m_primName = primName;
782 m_taintadd = true; 381 m_taintadd = true;
783 _parent_scene.AddPhysicsActorTaint(this); 382 _parent_scene.AddPhysicsActorTaint(this);
@@ -814,7 +413,6 @@ namespace OpenSim.Region.Physics.OdePlugin
814 { 413 {
815 set 414 set
816 { 415 {
817
818 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical); 416 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
819 // This only makes the object not collidable if the object 417 // This only makes the object not collidable if the object
820 // is physical or the object is modified somehow *IN THE FUTURE* 418 // is physical or the object is modified somehow *IN THE FUTURE*
@@ -1077,7 +675,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1077 } 675 }
1078 } 676 }
1079 677
1080
1081 public override bool FloatOnWater 678 public override bool FloatOnWater
1082 { 679 {
1083 set 680 set
@@ -1270,7 +867,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1270 } 867 }
1271 } 868 }
1272 869
1273
1274 public void SetGeom(IntPtr geom) 870 public void SetGeom(IntPtr geom)
1275 { 871 {
1276 if (prim_geom != IntPtr.Zero) 872 if (prim_geom != IntPtr.Zero)
@@ -1290,9 +886,25 @@ namespace OpenSim.Region.Physics.OdePlugin
1290 { 886 {
1291 _parent_scene.geom_name_map[prim_geom] = this.m_primName; 887 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1292 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; 888 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1293 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1294 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1295 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName); 889 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
890 if (m_NoColide)
891 {
892 d.GeomSetCategoryBits(prim_geom, 0);
893 if (m_isphysical)
894 {
895 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
896 }
897 else
898 {
899 d.GeomSetCollideBits(prim_geom, 0);
900 d.GeomDisable(prim_geom);
901 }
902 }
903 else
904 {
905 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
906 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
907 }
1296 } 908 }
1297 909
1298 if (childPrim) 910 if (childPrim)
@@ -1351,11 +963,20 @@ namespace OpenSim.Region.Physics.OdePlugin
1351 myrot.W = _orientation.W; 963 myrot.W = _orientation.W;
1352 d.BodySetQuaternion(Body, ref myrot); 964 d.BodySetQuaternion(Body, ref myrot);
1353 d.GeomSetBody(prim_geom, Body); 965 d.GeomSetBody(prim_geom, Body);
966
1354 m_collisionCategories |= CollisionCategories.Body; 967 m_collisionCategories |= CollisionCategories.Body;
1355 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); 968 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1356 969
1357 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 970 if (m_NoColide)
1358 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 971 {
972 d.GeomSetCategoryBits(prim_geom, 0);
973 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
974 }
975 else
976 {
977 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
978 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
979 }
1359 980
1360 d.BodySetAutoDisableFlag(Body, true); 981 d.BodySetAutoDisableFlag(Body, true);
1361 d.BodySetAutoDisableSteps(Body, body_autodisable_frames); 982 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
@@ -1723,11 +1344,19 @@ namespace OpenSim.Region.Physics.OdePlugin
1723 1344
1724 if (prim_geom != IntPtr.Zero) 1345 if (prim_geom != IntPtr.Zero)
1725 { 1346 {
1726 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 1347 if (m_NoColide)
1727 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 1348 {
1349 d.GeomSetCategoryBits(prim_geom, 0);
1350 d.GeomSetCollideBits(prim_geom, 0);
1351 d.GeomDisable(prim_geom);
1352 }
1353 else
1354 {
1355 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1356 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1357 }
1728 } 1358 }
1729 1359
1730
1731 d.BodyDestroy(Body); 1360 d.BodyDestroy(Body);
1732 lock (childrenPrim) 1361 lock (childrenPrim)
1733 { 1362 {
@@ -1735,6 +1364,13 @@ namespace OpenSim.Region.Physics.OdePlugin
1735 { 1364 {
1736 foreach (OdePrim prm in childrenPrim) 1365 foreach (OdePrim prm in childrenPrim)
1737 { 1366 {
1367 if (prm.m_NoColide && prm.prim_geom != IntPtr.Zero)
1368 {
1369 d.GeomSetCategoryBits(prm.prim_geom, 0);
1370 d.GeomSetCollideBits(prm.prim_geom, 0);
1371 d.GeomDisable(prm.prim_geom);
1372 }
1373
1738 _parent_scene.remActivePrim(prm); 1374 _parent_scene.remActivePrim(prm);
1739 prm.Body = IntPtr.Zero; 1375 prm.Body = IntPtr.Zero;
1740 } 1376 }
@@ -1752,8 +1388,18 @@ namespace OpenSim.Region.Physics.OdePlugin
1752 1388
1753 if (prim_geom != IntPtr.Zero) 1389 if (prim_geom != IntPtr.Zero)
1754 { 1390 {
1755 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 1391 if (m_NoColide)
1756 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 1392 {
1393 d.GeomSetCategoryBits(prim_geom, 0);
1394 d.GeomSetCollideBits(prim_geom, 0);
1395 d.GeomDisable(prim_geom);
1396 }
1397 else
1398 {
1399 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1400 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1401 }
1402
1757 } 1403 }
1758 1404
1759 1405
@@ -1768,11 +1414,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1768 1414
1769 public bool setMesh(OdeScene parent_scene, IMesh mesh) 1415 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1770 { 1416 {
1771 // This sleeper is there to moderate how long it takes between
1772 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1773
1774 //Thread.Sleep(10);
1775
1776 //Kill Body so that mesh can re-make the geom 1417 //Kill Body so that mesh can re-make the geom
1777 if (IsPhysical && Body != IntPtr.Zero) 1418 if (IsPhysical && Body != IntPtr.Zero)
1778 { 1419 {
@@ -1790,14 +1431,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1790 } 1431 }
1791 } 1432 }
1792 1433
1793// do it on caller instead
1794/*
1795 if (_triMeshData != IntPtr.Zero)
1796 {
1797 d.GeomTriMeshDataDestroy(_triMeshData);
1798 _triMeshData = IntPtr.Zero;
1799 }
1800*/
1801 IntPtr vertices, indices; 1434 IntPtr vertices, indices;
1802 int vertexCount, indexCount; 1435 int vertexCount, indexCount;
1803 int vertexStride, triStride; 1436 int vertexStride, triStride;
@@ -1809,38 +1442,20 @@ namespace OpenSim.Region.Physics.OdePlugin
1809 1442
1810 if (vertexCount == 0 || indexCount == 0) 1443 if (vertexCount == 0 || indexCount == 0)
1811 { 1444 {
1812 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. It can be a sculp with alpha channel in map. Replacing it by a small box.", Name, _position.X, _position.Y, _position.Z); 1445 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1813 _size.X = 0.05f;
1814 _size.Y = 0.05f;
1815 _size.Z = 0.05f;
1816 return false; 1446 return false;
1817 } 1447 }
1818 1448
1819/* 1449 IntPtr geo = IntPtr.Zero;
1820 if (m_MeshToTriMeshMap.ContainsKey(mesh)) 1450 try
1821 {
1822 _triMeshData = m_MeshToTriMeshMap[mesh];
1823 }
1824 else
1825*/
1826
1827
1828 { 1451 {
1829 _triMeshData = d.GeomTriMeshDataCreate(); 1452 _triMeshData = d.GeomTriMeshDataCreate();
1830
1831 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); 1453 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1832 d.GeomTriMeshDataPreprocess(_triMeshData); 1454 d.GeomTriMeshDataPreprocess(_triMeshData);
1833// m_MeshToTriMeshMap[mesh] = _triMeshData;
1834 }
1835 1455
1836 _parent_scene.waitForSpaceUnlock(m_targetSpace); 1456 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1837 try 1457
1838 { 1458 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1839 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1840 // {
1841 // SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1842 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null));
1843 // }
1844 } 1459 }
1845 catch (Exception e) 1460 catch (Exception e)
1846 { 1461 {
@@ -1851,21 +1466,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1851 d.GeomTriMeshDataDestroy(_triMeshData); 1466 d.GeomTriMeshDataDestroy(_triMeshData);
1852 _triMeshData = IntPtr.Zero; 1467 _triMeshData = IntPtr.Zero;
1853 } 1468 }
1854 _size.X = 0.05f;
1855 _size.Y = 0.05f;
1856 _size.Z = 0.05f;
1857 return false; 1469 return false;
1858 } 1470 }
1859 1471
1472 SetGeom(geo);
1860 1473
1861 // if (IsPhysical && Body == (IntPtr) 0)
1862 // {
1863 // Recreate the body
1864 // m_interpenetrationcount = 0;
1865 // m_collisionscore = 0;
1866
1867 // enableBody();
1868 // }
1869 return true; 1474 return true;
1870 } 1475 }
1871 1476
@@ -1943,18 +1548,21 @@ namespace OpenSim.Region.Physics.OdePlugin
1943 if (m_taintvehicledata != null) 1548 if (m_taintvehicledata != null)
1944 DoSetVehicle(); 1549 DoSetVehicle();
1945 1550
1946 if (m_taintserial != null)
1947 DoSerialize(m_taintserial);
1948
1949 /* obsolete 1551 /* obsolete
1950 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f)) 1552 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1951 changeAngularLock(timestep); 1553 changeAngularLock(timestep);
1952 */ 1554 */
1953 } 1555 }
1556
1954 else 1557 else
1955 { 1558 {
1956 m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)"); 1559 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1560
1561 // not sure this will not flame...
1562 m_taintremove = true;
1563 _parent_scene.AddPhysicsActorTaint(this);
1957 } 1564 }
1565
1958 } 1566 }
1959 1567
1960 /* obsolete 1568 /* obsolete
@@ -2058,7 +1666,6 @@ namespace OpenSim.Region.Physics.OdePlugin
2058 } 1666 }
2059 foreach (OdePrim prm in childrenPrim) 1667 foreach (OdePrim prm in childrenPrim)
2060 { 1668 {
2061
2062 prm.m_collisionCategories |= CollisionCategories.Body; 1669 prm.m_collisionCategories |= CollisionCategories.Body;
2063 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); 1670 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
2064 1671
@@ -2067,9 +1674,17 @@ namespace OpenSim.Region.Physics.OdePlugin
2067 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet"); 1674 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
2068 continue; 1675 continue;
2069 } 1676 }
2070 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
2071 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
2072 1677
1678 if (prm.m_NoColide)
1679 {
1680 d.GeomSetCategoryBits(prm.prim_geom, 0);
1681 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1682 }
1683 else
1684 {
1685 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1686 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1687 }
2073 1688
2074 d.Quaternion quat = new d.Quaternion(); 1689 d.Quaternion quat = new d.Quaternion();
2075 quat.W = prm._orientation.W; 1690 quat.W = prm._orientation.W;
@@ -2098,20 +1713,28 @@ namespace OpenSim.Region.Physics.OdePlugin
2098 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body"); 1713 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
2099 } 1714 }
2100 1715
2101
2102 prm.m_interpenetrationcount = 0; 1716 prm.m_interpenetrationcount = 0;
2103 prm.m_collisionscore = 0; 1717 prm.m_collisionscore = 0;
2104 prm.m_disabled = false; 1718 prm.m_disabled = false;
2105 1719
2106 prm.Body = Body; 1720 prm.Body = Body;
2107 _parent_scene.addActivePrim(prm); 1721
1722 _parent_scene.addActivePrim(prm);
2108 } 1723 }
1724
2109 m_collisionCategories |= CollisionCategories.Body; 1725 m_collisionCategories |= CollisionCategories.Body;
2110 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); 1726 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
2111 1727
2112 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 1728 if (m_NoColide)
2113 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 1729 {
2114 1730 d.GeomSetCategoryBits(prim_geom, 0);
1731 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1732 }
1733 else
1734 {
1735 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1736 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1737 }
2115 1738
2116 d.Quaternion quat2 = new d.Quaternion(); 1739 d.Quaternion quat2 = new d.Quaternion();
2117 quat2.W = _orientation.W; 1740 quat2.W = _orientation.W;
@@ -2134,19 +1757,18 @@ namespace OpenSim.Region.Physics.OdePlugin
2134 d.BodySetAutoDisableFlag(Body, true); 1757 d.BodySetAutoDisableFlag(Body, true);
2135 d.BodySetAutoDisableSteps(Body, body_autodisable_frames); 1758 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
2136 1759
2137
2138 m_interpenetrationcount = 0; 1760 m_interpenetrationcount = 0;
2139 m_collisionscore = 0; 1761 m_collisionscore = 0;
2140 m_disabled = false; 1762 m_disabled = false;
2141 1763
2142 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); 1764 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
2143 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene); 1765 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1766
2144 _parent_scene.addActivePrim(this); 1767 _parent_scene.addActivePrim(this);
2145 } 1768 }
2146 } 1769 }
2147 } 1770 }
2148 } 1771 }
2149
2150 } 1772 }
2151 1773
2152 private void ChildSetGeom(OdePrim odePrim) 1774 private void ChildSetGeom(OdePrim odePrim)
@@ -2258,6 +1880,8 @@ namespace OpenSim.Region.Physics.OdePlugin
2258 { 1880 {
2259 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 1881 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2260 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 1882 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1883 if (m_NoColide)
1884 d.GeomDisable(prim_geom);
2261 } 1885 }
2262 1886
2263 if (m_isphysical) 1887 if (m_isphysical)
@@ -2275,22 +1899,35 @@ namespace OpenSim.Region.Physics.OdePlugin
2275 } 1899 }
2276 else 1900 else
2277 { 1901 {
2278 m_collisionCategories = CollisionCategories.Geom; 1902 m_collisionCategories = CollisionCategories.Geom;
2279 1903 if (m_isphysical)
2280 if (m_isphysical) 1904 m_collisionCategories |= CollisionCategories.Body;
2281 m_collisionCategories |= CollisionCategories.Body;
2282 1905
2283 m_collisionFlags = m_default_collisionFlags; 1906 m_collisionFlags = m_default_collisionFlags;
2284 1907
2285 if (m_collidesLand) 1908 if (m_collidesLand)
2286 m_collisionFlags |= CollisionCategories.Land; 1909 m_collisionFlags |= CollisionCategories.Land;
2287 if (m_collidesWater) 1910 if (m_collidesWater)
2288 m_collisionFlags |= CollisionCategories.Water; 1911 m_collisionFlags |= CollisionCategories.Water;
2289 1912
2290 if (prim_geom != IntPtr.Zero) 1913 if (prim_geom != IntPtr.Zero)
2291 { 1914 {
2292 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 1915 if (m_NoColide)
2293 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 1916 {
1917 d.GeomSetCategoryBits(prim_geom, 0);
1918 if (m_isphysical)
1919 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1920 else
1921 {
1922 d.GeomSetCollideBits(prim_geom, 0);
1923 d.GeomDisable(prim_geom);
1924 }
1925 }
1926 else
1927 {
1928 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1929 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1930 }
2294 } 1931 }
2295 if (Body != IntPtr.Zero) 1932 if (Body != IntPtr.Zero)
2296 { 1933 {
@@ -2330,19 +1967,29 @@ namespace OpenSim.Region.Physics.OdePlugin
2330 { 1967 {
2331 bool gottrimesh = false; 1968 bool gottrimesh = false;
2332 1969
1970 m_NoColide = false; // assume all will go well
1971
2333 if (_triMeshData != IntPtr.Zero) 1972 if (_triMeshData != IntPtr.Zero)
2334 { 1973 {
2335 d.GeomTriMeshDataDestroy(_triMeshData); 1974 d.GeomTriMeshDataDestroy(_triMeshData);
2336 _triMeshData = IntPtr.Zero; 1975 _triMeshData = IntPtr.Zero;
2337 } 1976 }
2338 1977
2339 if (_mesh != null) // Special - make mesh 1978 if (_mesh != null)
2340 { 1979 {
2341 gottrimesh = setMesh(_parent_scene, _mesh); 1980 gottrimesh = setMesh(_parent_scene, _mesh);
1981 if (!gottrimesh)
1982 {
1983 // getting a mesh failed,
1984 // lets go on having a basic box or sphere, with prim size but not coliding
1985 // physical colides with land, non with nothing
1986
1987 m_NoColide = true;
1988 }
2342 } 1989 }
2343 1990
2344 if (!gottrimesh) // not a mesh 1991 if (!gottrimesh)
2345 { 1992 { // we will have a basic box or sphere
2346 IntPtr geo = IntPtr.Zero; 1993 IntPtr geo = IntPtr.Zero;
2347 1994
2348 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1 1995 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
@@ -2376,14 +2023,17 @@ namespace OpenSim.Region.Physics.OdePlugin
2376 } 2023 }
2377 } 2024 }
2378 2025
2379 if (geo == IntPtr.Zero) 2026 if (geo == IntPtr.Zero) // if this happens it must be fixed
2380 { 2027 {
2028 // if it does lets stop what we can
2029 // not sure this will not flame...
2030
2381 m_taintremove = true; 2031 m_taintremove = true;
2382 _parent_scene.AddPhysicsActorTaint(this); 2032 _parent_scene.AddPhysicsActorTaint(this);
2383 return; 2033 return;
2384 } 2034 }
2385 2035
2386 SetGeom(geo); 2036 SetGeom(geo); // this processes the m_NoColide
2387 } 2037 }
2388 } 2038 }
2389 2039
@@ -2415,7 +2065,6 @@ namespace OpenSim.Region.Physics.OdePlugin
2415 } 2065 }
2416 } 2066 }
2417 2067
2418
2419 lock (_parent_scene.OdeLock) 2068 lock (_parent_scene.OdeLock)
2420 { 2069 {
2421 CreateGeom(m_targetSpace, _mesh); 2070 CreateGeom(m_targetSpace, _mesh);
@@ -2518,8 +2167,6 @@ namespace OpenSim.Region.Physics.OdePlugin
2518 m_taintposition = _position; 2167 m_taintposition = _position;
2519 } 2168 }
2520 2169
2521
2522
2523 public void rotate(float timestep) 2170 public void rotate(float timestep)
2524 { 2171 {
2525 d.Quaternion myrot = new d.Quaternion(); 2172 d.Quaternion myrot = new d.Quaternion();