diff options
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 96 |
1 files changed, 51 insertions, 45 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 897ab82..7db188f 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -216,7 +216,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
216 | /// </remarks> | 216 | /// </remarks> |
217 | private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>(); | 217 | private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>(); |
218 | 218 | ||
219 | /// <summary> | ||
220 | /// Record a character that has taints to be processed. | ||
221 | /// </summary> | ||
219 | private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); | 222 | private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); |
223 | |||
224 | /// <summary> | ||
225 | /// Keep record of contacts in the physics loop so that we can remove duplicates. | ||
226 | /// </summary> | ||
220 | private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); | 227 | private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); |
221 | 228 | ||
222 | /// <summary> | 229 | /// <summary> |
@@ -1059,6 +1066,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1059 | 1066 | ||
1060 | if (!skipThisContact) | 1067 | if (!skipThisContact) |
1061 | { | 1068 | { |
1069 | _perloopContact.Add(curContact); | ||
1070 | |||
1062 | // If we're colliding against terrain | 1071 | // If we're colliding against terrain |
1063 | if (name1 == "Terrain" || name2 == "Terrain") | 1072 | if (name1 == "Terrain" || name2 == "Terrain") |
1064 | { | 1073 | { |
@@ -1068,7 +1077,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1068 | { | 1077 | { |
1069 | // Use the movement terrain contact | 1078 | // Use the movement terrain contact |
1070 | AvatarMovementTerrainContact.geom = curContact; | 1079 | AvatarMovementTerrainContact.geom = curContact; |
1071 | _perloopContact.Add(curContact); | 1080 | |
1072 | if (m_global_contactcount < maxContactsbeforedeath) | 1081 | if (m_global_contactcount < maxContactsbeforedeath) |
1073 | { | 1082 | { |
1074 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); | 1083 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); |
@@ -1081,7 +1090,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1081 | { | 1090 | { |
1082 | // Use the non moving terrain contact | 1091 | // Use the non moving terrain contact |
1083 | TerrainContact.geom = curContact; | 1092 | TerrainContact.geom = curContact; |
1084 | _perloopContact.Add(curContact); | 1093 | |
1085 | if (m_global_contactcount < maxContactsbeforedeath) | 1094 | if (m_global_contactcount < maxContactsbeforedeath) |
1086 | { | 1095 | { |
1087 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); | 1096 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); |
@@ -1107,7 +1116,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1107 | 1116 | ||
1108 | //m_log.DebugFormat("Material: {0}", material); | 1117 | //m_log.DebugFormat("Material: {0}", material); |
1109 | m_materialContacts[material, movintYN].geom = curContact; | 1118 | m_materialContacts[material, movintYN].geom = curContact; |
1110 | _perloopContact.Add(curContact); | ||
1111 | 1119 | ||
1112 | if (m_global_contactcount < maxContactsbeforedeath) | 1120 | if (m_global_contactcount < maxContactsbeforedeath) |
1113 | { | 1121 | { |
@@ -1128,9 +1136,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1128 | 1136 | ||
1129 | if (p2 is OdePrim) | 1137 | if (p2 is OdePrim) |
1130 | material = ((OdePrim)p2).m_material; | 1138 | material = ((OdePrim)p2).m_material; |
1139 | |||
1131 | //m_log.DebugFormat("Material: {0}", material); | 1140 | //m_log.DebugFormat("Material: {0}", material); |
1132 | m_materialContacts[material, movintYN].geom = curContact; | 1141 | m_materialContacts[material, movintYN].geom = curContact; |
1133 | _perloopContact.Add(curContact); | ||
1134 | 1142 | ||
1135 | if (m_global_contactcount < maxContactsbeforedeath) | 1143 | if (m_global_contactcount < maxContactsbeforedeath) |
1136 | { | 1144 | { |
@@ -1163,8 +1171,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1163 | //contact.normal = new d.Vector3(0, 0, 1); | 1171 | //contact.normal = new d.Vector3(0, 0, 1); |
1164 | //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f); | 1172 | //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f); |
1165 | } | 1173 | } |
1174 | |||
1166 | WaterContact.geom = curContact; | 1175 | WaterContact.geom = curContact; |
1167 | _perloopContact.Add(curContact); | 1176 | |
1168 | if (m_global_contactcount < maxContactsbeforedeath) | 1177 | if (m_global_contactcount < maxContactsbeforedeath) |
1169 | { | 1178 | { |
1170 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); | 1179 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); |
@@ -1182,7 +1191,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1182 | { | 1191 | { |
1183 | // Use the Movement prim contact | 1192 | // Use the Movement prim contact |
1184 | AvatarMovementprimContact.geom = curContact; | 1193 | AvatarMovementprimContact.geom = curContact; |
1185 | _perloopContact.Add(curContact); | 1194 | |
1186 | if (m_global_contactcount < maxContactsbeforedeath) | 1195 | if (m_global_contactcount < maxContactsbeforedeath) |
1187 | { | 1196 | { |
1188 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); | 1197 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); |
@@ -1212,13 +1221,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1212 | 1221 | ||
1213 | //m_log.DebugFormat("Material: {0}", material); | 1222 | //m_log.DebugFormat("Material: {0}", material); |
1214 | m_materialContacts[material, 0].geom = curContact; | 1223 | m_materialContacts[material, 0].geom = curContact; |
1215 | _perloopContact.Add(curContact); | ||
1216 | 1224 | ||
1217 | if (m_global_contactcount < maxContactsbeforedeath) | 1225 | if (m_global_contactcount < maxContactsbeforedeath) |
1218 | { | 1226 | { |
1219 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]); | 1227 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]); |
1220 | m_global_contactcount++; | 1228 | m_global_contactcount++; |
1221 | |||
1222 | } | 1229 | } |
1223 | } | 1230 | } |
1224 | } | 1231 | } |
@@ -1249,7 +1256,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1249 | { | 1256 | { |
1250 | if (!m_filterCollisions) | 1257 | if (!m_filterCollisions) |
1251 | return false; | 1258 | return false; |
1252 | 1259 | ||
1253 | bool result = false; | 1260 | bool result = false; |
1254 | 1261 | ||
1255 | ActorTypes at = (ActorTypes)atype; | 1262 | ActorTypes at = (ActorTypes)atype; |
@@ -1261,50 +1268,51 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1261 | // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2) | 1268 | // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2) |
1262 | if (at == ActorTypes.Agent) | 1269 | if (at == ActorTypes.Agent) |
1263 | { | 1270 | { |
1264 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | 1271 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) |
1265 | { | 1272 | && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) |
1266 | 1273 | && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) | |
1267 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f) | 1274 | && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) |
1268 | { | 1275 | { |
1269 | //contactGeom.depth *= .00005f; | 1276 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f) |
1270 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1271 | // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1272 | result = true; | ||
1273 | break; | ||
1274 | } | ||
1275 | else | ||
1276 | { | ||
1277 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1278 | } | ||
1279 | } | ||
1280 | else | ||
1281 | { | 1277 | { |
1282 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | 1278 | //contactGeom.depth *= .00005f; |
1283 | //int i = 0; | 1279 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); |
1280 | // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1281 | result = true; | ||
1282 | break; | ||
1284 | } | 1283 | } |
1284 | // else | ||
1285 | // { | ||
1286 | // //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1287 | // } | ||
1288 | } | ||
1289 | // else | ||
1290 | // { | ||
1291 | // //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1292 | // //int i = 0; | ||
1293 | // } | ||
1285 | } | 1294 | } |
1286 | else if (at == ActorTypes.Prim) | 1295 | else if (at == ActorTypes.Prim) |
1287 | { | 1296 | { |
1288 | //d.AABB aabb1 = new d.AABB(); | 1297 | //d.AABB aabb1 = new d.AABB(); |
1289 | //d.AABB aabb2 = new d.AABB(); | 1298 | //d.AABB aabb2 = new d.AABB(); |
1290 | 1299 | ||
1291 | //d.GeomGetAABB(contactGeom.g2, out aabb2); | 1300 | //d.GeomGetAABB(contactGeom.g2, out aabb2); |
1292 | //d.GeomGetAABB(contactGeom.g1, out aabb1); | 1301 | //d.GeomGetAABB(contactGeom.g1, out aabb1); |
1293 | //aabb1. | 1302 | //aabb1. |
1294 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | 1303 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) |
1304 | { | ||
1305 | if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z) | ||
1295 | { | 1306 | { |
1296 | if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z) | 1307 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f) |
1297 | { | 1308 | { |
1298 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f) | 1309 | result = true; |
1299 | { | 1310 | break; |
1300 | result = true; | ||
1301 | break; | ||
1302 | } | ||
1303 | } | 1311 | } |
1304 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1305 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1306 | } | 1312 | } |
1307 | 1313 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | |
1314 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1315 | } | ||
1308 | } | 1316 | } |
1309 | } | 1317 | } |
1310 | 1318 | ||
@@ -1589,8 +1597,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1589 | } | 1597 | } |
1590 | } | 1598 | } |
1591 | } | 1599 | } |
1592 | |||
1593 | _perloopContact.Clear(); | ||
1594 | } | 1600 | } |
1595 | 1601 | ||
1596 | #endregion | 1602 | #endregion |