diff options
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 37 |
1 files changed, 30 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 0716214..e7b3b2b 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -63,6 +63,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
63 | 63 | ||
64 | private bool m_isphysical; | 64 | private bool m_isphysical; |
65 | 65 | ||
66 | public int ExpectedCollisionContacts { get { return m_expectedCollisionContacts; } } | ||
67 | private int m_expectedCollisionContacts = 0; | ||
68 | |||
66 | /// <summary> | 69 | /// <summary> |
67 | /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. | 70 | /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. |
68 | /// </summary> | 71 | /// </summary> |
@@ -150,7 +153,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
150 | 153 | ||
151 | private PrimitiveBaseShape _pbs; | 154 | private PrimitiveBaseShape _pbs; |
152 | private OdeScene _parent_scene; | 155 | private OdeScene _parent_scene; |
153 | 156 | ||
154 | /// <summary> | 157 | /// <summary> |
155 | /// The physics space which contains prim geometries | 158 | /// The physics space which contains prim geometries |
156 | /// </summary> | 159 | /// </summary> |
@@ -840,7 +843,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
840 | int vertexStride, triStride; | 843 | int vertexStride, triStride; |
841 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap | 844 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap |
842 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage | 845 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage |
843 | 846 | m_expectedCollisionContacts = indexCount; | |
844 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory | 847 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory |
845 | 848 | ||
846 | // We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at | 849 | // We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at |
@@ -1377,6 +1380,7 @@ Console.WriteLine("CreateGeom:"); | |||
1377 | { | 1380 | { |
1378 | //Console.WriteLine(" CreateGeom 1"); | 1381 | //Console.WriteLine(" CreateGeom 1"); |
1379 | SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2)); | 1382 | SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2)); |
1383 | m_expectedCollisionContacts = 3; | ||
1380 | } | 1384 | } |
1381 | catch (AccessViolationException) | 1385 | catch (AccessViolationException) |
1382 | { | 1386 | { |
@@ -1391,6 +1395,7 @@ Console.WriteLine("CreateGeom:"); | |||
1391 | { | 1395 | { |
1392 | //Console.WriteLine(" CreateGeom 2"); | 1396 | //Console.WriteLine(" CreateGeom 2"); |
1393 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | 1397 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); |
1398 | m_expectedCollisionContacts = 4; | ||
1394 | } | 1399 | } |
1395 | catch (AccessViolationException) | 1400 | catch (AccessViolationException) |
1396 | { | 1401 | { |
@@ -1406,6 +1411,7 @@ Console.WriteLine("CreateGeom:"); | |||
1406 | { | 1411 | { |
1407 | //Console.WriteLine(" CreateGeom 3"); | 1412 | //Console.WriteLine(" CreateGeom 3"); |
1408 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | 1413 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); |
1414 | m_expectedCollisionContacts = 4; | ||
1409 | } | 1415 | } |
1410 | catch (AccessViolationException) | 1416 | catch (AccessViolationException) |
1411 | { | 1417 | { |
@@ -1421,6 +1427,7 @@ Console.WriteLine("CreateGeom:"); | |||
1421 | { | 1427 | { |
1422 | //Console.WriteLine(" CreateGeom 4"); | 1428 | //Console.WriteLine(" CreateGeom 4"); |
1423 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | 1429 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); |
1430 | m_expectedCollisionContacts = 4; | ||
1424 | } | 1431 | } |
1425 | catch (AccessViolationException) | 1432 | catch (AccessViolationException) |
1426 | { | 1433 | { |
@@ -1446,11 +1453,13 @@ Console.WriteLine("CreateGeom:"); | |||
1446 | _parent_scene.geom_name_map.Remove(prim_geom); | 1453 | _parent_scene.geom_name_map.Remove(prim_geom); |
1447 | _parent_scene.actor_name_map.Remove(prim_geom); | 1454 | _parent_scene.actor_name_map.Remove(prim_geom); |
1448 | d.GeomDestroy(prim_geom); | 1455 | d.GeomDestroy(prim_geom); |
1456 | m_expectedCollisionContacts = 0; | ||
1449 | prim_geom = IntPtr.Zero; | 1457 | prim_geom = IntPtr.Zero; |
1450 | } | 1458 | } |
1451 | catch (System.AccessViolationException) | 1459 | catch (System.AccessViolationException) |
1452 | { | 1460 | { |
1453 | prim_geom = IntPtr.Zero; | 1461 | prim_geom = IntPtr.Zero; |
1462 | m_expectedCollisionContacts = 0; | ||
1454 | m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); | 1463 | m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); |
1455 | 1464 | ||
1456 | return false; | 1465 | return false; |
@@ -2395,15 +2404,15 @@ Console.WriteLine(" JointCreateFixed"); | |||
2395 | { | 2404 | { |
2396 | get | 2405 | get |
2397 | { | 2406 | { |
2398 | // Averate previous velocity with the new one so | 2407 | // Average previous velocity with the new one so |
2399 | // client object interpolation works a 'little' better | 2408 | // client object interpolation works a 'little' better |
2400 | if (_zeroFlag) | 2409 | if (_zeroFlag) |
2401 | return Vector3.Zero; | 2410 | return Vector3.Zero; |
2402 | 2411 | ||
2403 | Vector3 returnVelocity = Vector3.Zero; | 2412 | Vector3 returnVelocity = Vector3.Zero; |
2404 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; | 2413 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) * 0.5f; // 0.5f is mathematically equiv to '/ 2' |
2405 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; | 2414 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) * 0.5f; |
2406 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; | 2415 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) * 0.5f; |
2407 | return returnVelocity; | 2416 | return returnVelocity; |
2408 | } | 2417 | } |
2409 | set | 2418 | set |
@@ -2600,6 +2609,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2600 | { | 2609 | { |
2601 | Vector3 pv = Vector3.Zero; | 2610 | Vector3 pv = Vector3.Zero; |
2602 | bool lastZeroFlag = _zeroFlag; | 2611 | bool lastZeroFlag = _zeroFlag; |
2612 | float m_minvelocity = 0; | ||
2603 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint | 2613 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint |
2604 | { | 2614 | { |
2605 | d.Vector3 vec = d.BodyGetPosition(Body); | 2615 | d.Vector3 vec = d.BodyGetPosition(Body); |
@@ -2752,8 +2762,21 @@ Console.WriteLine(" JointCreateFixed"); | |||
2752 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | 2762 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); |
2753 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | 2763 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); |
2754 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | 2764 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); |
2765 | |||
2766 | // Note here that linearvelocity is affecting angular velocity... so I'm guessing this is a vehicle specific thing... | ||
2767 | // it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large. | ||
2768 | // reducing this to 0.02m/frame seems to help the angular rubberbanding quite a bit, however, to make sure it doesn't affect elevators and vehicles | ||
2769 | // adding these logical exclusion situations to maintain this where I think it was intended to be. | ||
2770 | if (m_throttleUpdates || m_usePID || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero)) | ||
2771 | { | ||
2772 | m_minvelocity = 0.5f; | ||
2773 | } | ||
2774 | else | ||
2775 | { | ||
2776 | m_minvelocity = 0.02f; | ||
2777 | } | ||
2755 | 2778 | ||
2756 | if (_velocity.ApproxEquals(pv, 0.5f)) | 2779 | if (_velocity.ApproxEquals(pv, m_minvelocity)) |
2757 | { | 2780 | { |
2758 | m_rotationalVelocity = pv; | 2781 | m_rotationalVelocity = pv; |
2759 | } | 2782 | } |