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-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs243
1 files changed, 209 insertions, 34 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 50087a5..6da2296 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -52,12 +52,30 @@ namespace OpenSim.Region.Physics.OdePlugin
52 private PhysicsVector m_taintsize; 52 private PhysicsVector m_taintsize;
53 private PhysicsVector m_taintVelocity = PhysicsVector.Zero; 53 private PhysicsVector m_taintVelocity = PhysicsVector.Zero;
54 private Quaternion m_taintrot; 54 private Quaternion m_taintrot;
55 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
56 | CollisionCategories.Space
57 | CollisionCategories.Body
58 | CollisionCategories.Character);
55 private bool m_taintshape = false; 59 private bool m_taintshape = false;
56 private bool m_taintPhysics = false; 60 private bool m_taintPhysics = false;
61 private bool m_collidesLand = true;
62 private bool m_collidesWater = false;
63
64 // Default we're a Geometry
65 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom );
66
67 // Default, Collide with Other Geometries, spaces and Bodies
68 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
69
57 public bool m_taintremove = false; 70 public bool m_taintremove = false;
58 public bool m_taintdisable = false; 71 public bool m_taintdisable = false;
59 public bool m_disabled = false; 72 public bool m_disabled = false;
60 public bool m_taintadd = false; 73 public bool m_taintadd = false;
74 public bool m_taintselected = false;
75
76
77 public uint m_localID = 0;
78
61 public GCHandle gc; 79 public GCHandle gc;
62 private CollisionLocker ode; 80 private CollisionLocker ode;
63 81
@@ -74,6 +92,8 @@ namespace OpenSim.Region.Physics.OdePlugin
74 92
75 private bool iscolliding = false; 93 private bool iscolliding = false;
76 private bool m_isphysical = false; 94 private bool m_isphysical = false;
95 private bool m_isSelected = false;
96
77 private bool m_throttleUpdates = false; 97 private bool m_throttleUpdates = false;
78 private int throttleCounter = 0; 98 private int throttleCounter = 0;
79 public int m_interpenetrationcount = 0; 99 public int m_interpenetrationcount = 0;
@@ -172,6 +192,11 @@ namespace OpenSim.Region.Physics.OdePlugin
172 set { return; } 192 set { return; }
173 } 193 }
174 194
195 public override uint LocalID
196 {
197 set { m_localID = value; }
198 }
199
175 public override bool Grabbed 200 public override bool Grabbed
176 { 201 {
177 set { return; } 202 set { return; }
@@ -179,17 +204,59 @@ namespace OpenSim.Region.Physics.OdePlugin
179 204
180 public override bool Selected 205 public override bool Selected
181 { 206 {
182 set { return; } 207 set {
208 // This only makes the object not collidable if the object
209 // is physical or the object is modified somehow *IN THE FUTURE*
210 // without this, if an avatar selects prim, they can walk right
211 // through it while it's selected
212
213 if (m_isphysical || !value)
214 {
215 m_taintselected = value;
216 _parent_scene.AddPhysicsActorTaint(this);
217 }
218 else
219 {
220
221 m_taintselected = value;
222 m_isSelected = value;
223 }
224
225 }
183 } 226 }
184 227
185 public void SetGeom(IntPtr geom) 228 public void SetGeom(IntPtr geom)
186 { 229 {
187 prev_geom = prim_geom; 230 prev_geom = prim_geom;
188 prim_geom = geom; 231 prim_geom = geom;
232 if (prim_geom != (IntPtr)0)
233 {
234 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
235 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
236 }
189 //m_log.Warn("Setting Geom to: " + prim_geom); 237 //m_log.Warn("Setting Geom to: " + prim_geom);
190 238
191 } 239 }
192 240
241 public void enableBodySoft()
242 {
243 if (m_isphysical)
244 if (Body != (IntPtr)0)
245 d.BodyEnable(Body);
246
247 m_disabled = false;
248 }
249
250 public void disableBodySoft()
251 {
252 m_disabled = true;
253
254 if (m_isphysical)
255 if (Body != (IntPtr)0)
256 d.BodyDisable(Body);
257 }
258
259
193 public void enableBody() 260 public void enableBody()
194 { 261 {
195 // Sets the geom to a body 262 // Sets the geom to a body
@@ -204,6 +271,13 @@ namespace OpenSim.Region.Physics.OdePlugin
204 myrot.Z = _orientation.z; 271 myrot.Z = _orientation.z;
205 d.BodySetQuaternion(Body, ref myrot); 272 d.BodySetQuaternion(Body, ref myrot);
206 d.GeomSetBody(prim_geom, Body); 273 d.GeomSetBody(prim_geom, Body);
274 m_collisionCategories |= CollisionCategories.Body;
275 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
276
277 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
278 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
279
280
207 d.BodySetAutoDisableFlag(Body, true); 281 d.BodySetAutoDisableFlag(Body, true);
208 d.BodySetAutoDisableSteps(Body, 20); 282 d.BodySetAutoDisableSteps(Body, 20);
209 283
@@ -332,6 +406,15 @@ namespace OpenSim.Region.Physics.OdePlugin
332 //this kills the body so things like 'mesh' can re-create it. 406 //this kills the body so things like 'mesh' can re-create it.
333 if (Body != (IntPtr) 0) 407 if (Body != (IntPtr) 0)
334 { 408 {
409 m_collisionCategories &= ~CollisionCategories.Body;
410 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
411
412 if (prim_geom != (IntPtr)0)
413 {
414 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
415 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
416 }
417
335 _parent_scene.remActivePrim(this); 418 _parent_scene.remActivePrim(this);
336 d.BodyDestroy(Body); 419 d.BodyDestroy(Body);
337 Body = (IntPtr) 0; 420 Body = (IntPtr) 0;
@@ -425,10 +508,81 @@ namespace OpenSim.Region.Physics.OdePlugin
425 if (m_taintdisable) 508 if (m_taintdisable)
426 changedisable(timestep); 509 changedisable(timestep);
427 510
511 if (m_taintselected != m_isSelected)
512 changeSelectedStatus(timestep);
513
428 if (m_taintVelocity != PhysicsVector.Zero) 514 if (m_taintVelocity != PhysicsVector.Zero)
429 changevelocity(timestep); 515 changevelocity(timestep);
430 } 516 }
431 517
518 private void changeSelectedStatus(float timestep)
519 {
520 while (ode.lockquery())
521 {
522 }
523 ode.dlock(_parent_scene.world);
524
525 if (m_taintselected)
526 {
527
528
529 m_collisionCategories = CollisionCategories.Selected;
530 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
531
532 // We do the body disable soft twice because 'in theory' a collision could have happened
533 // in between the disabling and the collision properties setting
534 // which would wake the physical body up from a soft disabling and potentially cause it to fall
535 // through the ground.
536
537 if (m_isphysical)
538 {
539 disableBodySoft();
540 }
541
542 if (prim_geom != (IntPtr)0)
543 {
544 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
545 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
546 }
547
548 if (m_isphysical)
549 {
550 disableBodySoft();
551 }
552
553 }
554 else
555 {
556
557 m_collisionCategories = CollisionCategories.Geom;
558
559 if (m_isphysical)
560 m_collisionCategories |= CollisionCategories.Body;
561
562
563 m_collisionFlags = m_default_collisionFlags;
564
565 if (m_collidesLand)
566 m_collisionFlags |= CollisionCategories.Land;
567 if (m_collidesWater)
568 m_collisionFlags |= CollisionCategories.Water;
569
570 if (prim_geom != (IntPtr)0)
571 {
572 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
573 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
574 }
575 if (m_isphysical)
576 enableBodySoft();
577
578
579 }
580
581 ode.dunlock(_parent_scene.world);
582 resetCollisionAccounting();
583 m_isSelected = m_taintselected;
584 }
585
432 public void ResetTaints() 586 public void ResetTaints()
433 { 587 {
434 588
@@ -438,6 +592,8 @@ namespace OpenSim.Region.Physics.OdePlugin
438 592
439 m_taintPhysics = m_isphysical; 593 m_taintPhysics = m_isphysical;
440 594
595 m_taintselected = m_isSelected;
596
441 m_taintsize = _size; 597 m_taintsize = _size;
442 598
443 599
@@ -586,6 +742,9 @@ namespace OpenSim.Region.Physics.OdePlugin
586 ode.dunlock(_parent_scene.world); 742 ode.dunlock(_parent_scene.world);
587 _parent_scene.geom_name_map[prim_geom] = this.m_primName; 743 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
588 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; 744 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
745
746 changeSelectedStatus(timestep);
747
589 m_taintadd = false; 748 m_taintadd = false;
590 749
591 750
@@ -630,6 +789,8 @@ namespace OpenSim.Region.Physics.OdePlugin
630 } 789 }
631 ode.dunlock(_parent_scene.world); 790 ode.dunlock(_parent_scene.world);
632 791
792 changeSelectedStatus(timestep);
793
633 resetCollisionAccounting(); 794 resetCollisionAccounting();
634 m_taintposition = _position; 795 m_taintposition = _position;
635 } 796 }
@@ -682,7 +843,7 @@ namespace OpenSim.Region.Physics.OdePlugin
682 m_taintdisable = false; 843 m_taintdisable = false;
683 } 844 }
684 845
685 public void changePhysicsStatus(float timestap) 846 public void changePhysicsStatus(float timestep)
686 { 847 {
687 lock (ode) 848 lock (ode)
688 { 849 {
@@ -709,6 +870,8 @@ namespace OpenSim.Region.Physics.OdePlugin
709 ode.dunlock(_parent_scene.world); 870 ode.dunlock(_parent_scene.world);
710 } 871 }
711 872
873 changeSelectedStatus(timestep);
874
712 resetCollisionAccounting(); 875 resetCollisionAccounting();
713 m_taintPhysics = m_isphysical; 876 m_taintPhysics = m_isphysical;
714 } 877 }
@@ -880,6 +1043,8 @@ namespace OpenSim.Region.Physics.OdePlugin
880 1043
881 ode.dunlock(_parent_scene.world); 1044 ode.dunlock(_parent_scene.world);
882 1045
1046 changeSelectedStatus(timestamp);
1047
883 resetCollisionAccounting(); 1048 resetCollisionAccounting();
884 m_taintsize = _size; 1049 m_taintsize = _size;
885 } 1050 }
@@ -927,7 +1092,7 @@ namespace OpenSim.Region.Physics.OdePlugin
927 // Re creates body on size. 1092 // Re creates body on size.
928 // EnableBody also does setMass() 1093 // EnableBody also does setMass()
929 enableBody(); 1094 enableBody();
930 d.BodyEnable(Body); 1095
931 } 1096 }
932 } 1097 }
933 else 1098 else
@@ -1032,66 +1197,76 @@ namespace OpenSim.Region.Physics.OdePlugin
1032 d.BodyEnable(Body); 1197 d.BodyEnable(Body);
1033 } 1198 }
1034 } 1199 }
1200
1201
1035 _parent_scene.geom_name_map[prim_geom] = oldname; 1202 _parent_scene.geom_name_map[prim_geom] = oldname;
1036 1203
1037 ode.dunlock(_parent_scene.world); 1204 ode.dunlock(_parent_scene.world);
1038 1205
1206 changeSelectedStatus(timestamp);
1207
1039 resetCollisionAccounting(); 1208 resetCollisionAccounting();
1040 m_taintshape = false; 1209 m_taintshape = false;
1041 } 1210 }
1042 1211
1043 public void changeAddForce(float timestamp) 1212 public void changeAddForce(float timestamp)
1044 { 1213 {
1045 while (ode.lockquery()) 1214 if (!m_isSelected)
1046 { 1215 {
1047 } 1216 while (ode.lockquery())
1048 ode.dlock(_parent_scene.world); 1217 {
1218 }
1219 ode.dlock(_parent_scene.world);
1049 1220
1050 1221
1051 lock (m_forcelist) 1222 lock (m_forcelist)
1052 {
1053 //m_log.Info("[PHYSICS]: dequeing forcelist");
1054 if (IsPhysical)
1055 { 1223 {
1056 PhysicsVector iforce = new PhysicsVector(); 1224 //m_log.Info("[PHYSICS]: dequeing forcelist");
1057 for (int i = 0; i < m_forcelist.Count; i++) 1225 if (IsPhysical)
1058 { 1226 {
1059 iforce = iforce + (m_forcelist[i]*100); 1227 PhysicsVector iforce = new PhysicsVector();
1060 } 1228 for (int i = 0; i < m_forcelist.Count; i++)
1061 d.BodyEnable(Body); 1229 {
1062 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z); 1230 iforce = iforce + (m_forcelist[i] * 100);
1231 }
1232 d.BodyEnable(Body);
1233 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
1234 }
1235 m_forcelist.Clear();
1063 } 1236 }
1064 m_forcelist.Clear();
1065 }
1066 1237
1067 ode.dunlock(_parent_scene.world); 1238 ode.dunlock(_parent_scene.world);
1068 1239
1069 m_collisionscore = 0; 1240 m_collisionscore = 0;
1070 m_interpenetrationcount = 0; 1241 m_interpenetrationcount = 0;
1242 }
1071 m_taintforce = false; 1243 m_taintforce = false;
1072 1244
1073 } 1245 }
1074 private void changevelocity(float timestep) 1246 private void changevelocity(float timestep)
1075 { 1247 {
1076 lock (ode) 1248 if (!m_isSelected)
1077 { 1249 {
1078 while (ode.lockquery()) 1250 lock (ode)
1079 { 1251 {
1080 } 1252 while (ode.lockquery())
1081 ode.dlock(_parent_scene.world); 1253 {
1254 }
1255 ode.dlock(_parent_scene.world);
1082 1256
1083 System.Threading.Thread.Sleep(20); 1257 System.Threading.Thread.Sleep(20);
1084 if (IsPhysical) 1258 if (IsPhysical)
1085 {
1086 if (Body != (IntPtr)0)
1087 { 1259 {
1088 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); 1260 if (Body != (IntPtr)0)
1261 {
1262 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
1263 }
1089 } 1264 }
1090 }
1091 1265
1092 ode.dunlock(_parent_scene.world); 1266 ode.dunlock(_parent_scene.world);
1267 }
1268 //resetCollisionAccounting();
1093 } 1269 }
1094 //resetCollisionAccounting();
1095 m_taintVelocity = PhysicsVector.Zero; 1270 m_taintVelocity = PhysicsVector.Zero;
1096 } 1271 }
1097 public override bool IsPhysical 1272 public override bool IsPhysical