diff options
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 83 |
1 files changed, 77 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 1aa141b..a2f354a 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -89,6 +89,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
89 | private static float ODE_STEPSIZE = 0.020f; | 89 | private static float ODE_STEPSIZE = 0.020f; |
90 | private static bool RENDER_FLAG = false; | 90 | private static bool RENDER_FLAG = false; |
91 | private static float metersInSpace = 29.9f; | 91 | private static float metersInSpace = 29.9f; |
92 | |||
93 | private int interpenetrations_before_disable = 35; | ||
94 | |||
92 | private IntPtr contactgroup; | 95 | private IntPtr contactgroup; |
93 | private IntPtr LandGeom = (IntPtr) 0; | 96 | private IntPtr LandGeom = (IntPtr) 0; |
94 | private float[] _heightmap; | 97 | private float[] _heightmap; |
@@ -109,13 +112,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
109 | private d.Contact AvatarMovementprimContact; | 112 | private d.Contact AvatarMovementprimContact; |
110 | private d.Contact AvatarMovementTerrainContact; | 113 | private d.Contact AvatarMovementTerrainContact; |
111 | 114 | ||
115 | |||
116 | |||
112 | private int m_physicsiterations = 10; | 117 | private int m_physicsiterations = 10; |
113 | private float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag | 118 | private float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag |
114 | private PhysicsActor PANull = new NullPhysicsActor(); | 119 | private PhysicsActor PANull = new NullPhysicsActor(); |
115 | private float step_time = 0.0f; | 120 | private float step_time = 0.0f; |
121 | private int ms = 0; | ||
116 | public IntPtr world; | 122 | public IntPtr world; |
117 | 123 | ||
118 | public IntPtr space; | 124 | public IntPtr space; |
125 | |||
126 | private IntPtr tmpSpace; | ||
119 | // split static geometry collision handling into spaces of 30 meters | 127 | // split static geometry collision handling into spaces of 30 meters |
120 | public IntPtr[,] staticPrimspace = new IntPtr[(int) (300/metersInSpace),(int) (300/metersInSpace)]; | 128 | public IntPtr[,] staticPrimspace = new IntPtr[(int) (300/metersInSpace),(int) (300/metersInSpace)]; |
121 | 129 | ||
@@ -206,6 +214,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
206 | } | 214 | } |
207 | } | 215 | } |
208 | 216 | ||
217 | public void starttiming() | ||
218 | { | ||
219 | ms = Environment.TickCount; | ||
220 | } | ||
221 | public int stoptiming() | ||
222 | { | ||
223 | return Environment.TickCount - ms; | ||
224 | } | ||
209 | // Initialize the mesh plugin | 225 | // Initialize the mesh plugin |
210 | public override void Initialise(IMesher meshmerizer) | 226 | public override void Initialise(IMesher meshmerizer) |
211 | { | 227 | { |
@@ -311,6 +327,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
311 | 327 | ||
312 | for (int i = 0; i < count; i++) | 328 | for (int i = 0; i < count; i++) |
313 | { | 329 | { |
330 | //m_log.Warn("[CCOUNT]: " + count); | ||
314 | IntPtr joint; | 331 | IntPtr joint; |
315 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. | 332 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. |
316 | // allows us to have different settings | 333 | // allows us to have different settings |
@@ -405,13 +422,46 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
405 | // If you interpenetrate a prim with another prim | 422 | // If you interpenetrate a prim with another prim |
406 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) | 423 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) |
407 | { | 424 | { |
408 | if (contacts[i].depth >= 0.25f) | 425 | OdePrim op1 = (OdePrim)p1; |
426 | OdePrim op2 = (OdePrim)p2; | ||
427 | op1.m_collisionscore++; | ||
428 | op2.m_collisionscore++; | ||
429 | |||
430 | |||
431 | if (op1.m_collisionscore > 80 || op2.m_collisionscore > 80) | ||
409 | { | 432 | { |
410 | // Don't collide, one or both prim will explode. | 433 | op1.m_taintdisable = true; |
411 | ((OdePrim)p1).m_taintdisable = true; | ||
412 | AddPhysicsActorTaint(p1); | 434 | AddPhysicsActorTaint(p1); |
413 | ((OdePrim)p2).m_taintdisable = true; | 435 | op2.m_taintdisable = true; |
414 | AddPhysicsActorTaint(p2); | 436 | AddPhysicsActorTaint(p2); |
437 | } | ||
438 | |||
439 | if (contacts[i].depth >= 0.25f) | ||
440 | { | ||
441 | // Don't collide, one or both prim will explode. | ||
442 | |||
443 | |||
444 | op1.m_interpenetrationcount++; | ||
445 | op2.m_interpenetrationcount++; | ||
446 | interpenetrations_before_disable = 20; | ||
447 | if (op1.m_interpenetrationcount >= interpenetrations_before_disable) | ||
448 | { | ||
449 | op1.m_taintdisable = true; | ||
450 | AddPhysicsActorTaint(p1); | ||
451 | } | ||
452 | if (op2.m_interpenetrationcount >= interpenetrations_before_disable) | ||
453 | { | ||
454 | op2.m_taintdisable = true; | ||
455 | AddPhysicsActorTaint(p2); | ||
456 | } | ||
457 | |||
458 | |||
459 | //contacts[i].depth = contacts[i].depth / 8f; | ||
460 | //contacts[i].normal = new d.Vector3(0, 0, 1); | ||
461 | } | ||
462 | if (op1.m_disabled || op2.m_disabled) | ||
463 | { | ||
464 | //Manually disabled objects stay disabled | ||
415 | contacts[i].depth = 0f; | 465 | contacts[i].depth = 0f; |
416 | } | 466 | } |
417 | } | 467 | } |
@@ -531,6 +581,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
531 | /// <param name="timeStep"></param> | 581 | /// <param name="timeStep"></param> |
532 | private void collision_optimized(float timeStep) | 582 | private void collision_optimized(float timeStep) |
533 | { | 583 | { |
584 | starttiming(); | ||
534 | foreach (OdeCharacter chr in _characters) | 585 | foreach (OdeCharacter chr in _characters) |
535 | { | 586 | { |
536 | // Reset the collision values to false | 587 | // Reset the collision values to false |
@@ -554,6 +605,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
554 | //forcedZ = true; | 605 | //forcedZ = true; |
555 | //} | 606 | //} |
556 | } | 607 | } |
608 | int avms = stoptiming(); | ||
557 | 609 | ||
558 | // If the sim is running slow this frame, | 610 | // If the sim is running slow this frame, |
559 | // don't process collision for prim! | 611 | // don't process collision for prim! |
@@ -562,9 +614,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
562 | foreach (OdePrim chr in _activeprims) | 614 | foreach (OdePrim chr in _activeprims) |
563 | { | 615 | { |
564 | // This if may not need to be there.. it might be skipped anyway. | 616 | // This if may not need to be there.. it might be skipped anyway. |
565 | if (d.BodyIsEnabled(chr.Body)) | 617 | if (d.BodyIsEnabled(chr.Body) && (!chr.m_disabled)) |
566 | { | 618 | { |
619 | |||
567 | d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); | 620 | d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); |
621 | //calculateSpaceForGeom(chr.Position) | ||
568 | //foreach (OdePrim ch2 in _prims) | 622 | //foreach (OdePrim ch2 in _prims) |
569 | /// should be a separate space -- lots of avatars will be N**2 slow | 623 | /// should be a separate space -- lots of avatars will be N**2 slow |
570 | //{ | 624 | //{ |
@@ -580,6 +634,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
580 | //} | 634 | //} |
581 | //} | 635 | //} |
582 | } | 636 | } |
637 | d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback); | ||
583 | } | 638 | } |
584 | } | 639 | } |
585 | else | 640 | else |
@@ -593,6 +648,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
593 | { | 648 | { |
594 | // Collide test the prims with the terrain.. since if you don't do this, | 649 | // Collide test the prims with the terrain.. since if you don't do this, |
595 | // next frame, all of the physical prim in the scene will awaken and explode upwards | 650 | // next frame, all of the physical prim in the scene will awaken and explode upwards |
651 | tmpSpace = calculateSpaceForGeom(chr.Position); | ||
652 | if (tmpSpace != (IntPtr) 0 && d.GeomIsSpace(tmpSpace)) | ||
653 | d.SpaceCollide2(calculateSpaceForGeom(chr.Position), chr.prim_geom, IntPtr.Zero, nearCallback); | ||
596 | d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback); | 654 | d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback); |
597 | } | 655 | } |
598 | } | 656 | } |
@@ -1140,7 +1198,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1140 | } | 1198 | } |
1141 | 1199 | ||
1142 | collision_optimized(timeStep); | 1200 | collision_optimized(timeStep); |
1143 | d.WorldQuickStep(world, ODE_STEPSIZE); | 1201 | try |
1202 | { | ||
1203 | d.WorldQuickStep(world, ODE_STEPSIZE); | ||
1204 | } | ||
1205 | catch (StackOverflowException) | ||
1206 | { | ||
1207 | d.WorldQuickStep(world, 0.001f); | ||
1208 | } | ||
1144 | d.JointGroupEmpty(contactgroup); | 1209 | d.JointGroupEmpty(contactgroup); |
1145 | foreach (OdeCharacter actor in _characters) | 1210 | foreach (OdeCharacter actor in _characters) |
1146 | { | 1211 | { |
@@ -1165,6 +1230,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1165 | RemovePrimThreadLocked(prim); | 1230 | RemovePrimThreadLocked(prim); |
1166 | } | 1231 | } |
1167 | processedtaints = true; | 1232 | processedtaints = true; |
1233 | prim.m_collisionscore = 0; | ||
1234 | } | ||
1235 | |||
1236 | foreach (OdePrim prim in _activeprims) | ||
1237 | { | ||
1238 | prim.m_collisionscore = 0; | ||
1168 | } | 1239 | } |
1169 | 1240 | ||
1170 | if (processedtaints) | 1241 | if (processedtaints) |