diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsVector.cs | 57 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 40 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 11 |
3 files changed, 97 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsVector.cs b/OpenSim/Region/Physics/Manager/PhysicsVector.cs index 1f5d0dc..4b2e756 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsVector.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsVector.cs | |||
@@ -46,7 +46,12 @@ namespace OpenSim.Region.Physics.Manager | |||
46 | Y = y; | 46 | Y = y; |
47 | Z = z; | 47 | Z = z; |
48 | } | 48 | } |
49 | 49 | public void setValues(float x, float y, float z) | |
50 | { | ||
51 | X = x; | ||
52 | Y = y; | ||
53 | Z = z; | ||
54 | } | ||
50 | public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f); | 55 | public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f); |
51 | 56 | ||
52 | public override string ToString() | 57 | public override string ToString() |
@@ -54,6 +59,56 @@ namespace OpenSim.Region.Physics.Manager | |||
54 | return "<" + X + "," + Y + "," + Z + ">"; | 59 | return "<" + X + "," + Y + "," + Z + ">"; |
55 | } | 60 | } |
56 | 61 | ||
62 | /// <summary> | ||
63 | /// These routines are the easiest way to store XYZ values in an LLVector3 without requiring 3 calls. | ||
64 | /// </summary> | ||
65 | /// <returns></returns> | ||
66 | public byte[] GetBytes() | ||
67 | { | ||
68 | byte[] byteArray = new byte[12]; | ||
69 | |||
70 | Buffer.BlockCopy(BitConverter.GetBytes(X), 0, byteArray, 0, 4); | ||
71 | Buffer.BlockCopy(BitConverter.GetBytes(Y), 0, byteArray, 4, 4); | ||
72 | Buffer.BlockCopy(BitConverter.GetBytes(Z), 0, byteArray, 8, 4); | ||
73 | |||
74 | if (!BitConverter.IsLittleEndian) | ||
75 | { | ||
76 | Array.Reverse(byteArray, 0, 4); | ||
77 | Array.Reverse(byteArray, 4, 4); | ||
78 | Array.Reverse(byteArray, 8, 4); | ||
79 | } | ||
80 | |||
81 | return byteArray; | ||
82 | } | ||
83 | |||
84 | public void FromBytes(byte[] byteArray, int pos) | ||
85 | { | ||
86 | byte[] conversionBuffer = null; | ||
87 | if (!BitConverter.IsLittleEndian) | ||
88 | { | ||
89 | // Big endian architecture | ||
90 | if (conversionBuffer == null) | ||
91 | conversionBuffer = new byte[12]; | ||
92 | |||
93 | Buffer.BlockCopy(byteArray, pos, conversionBuffer, 0, 12); | ||
94 | |||
95 | Array.Reverse(conversionBuffer, 0, 4); | ||
96 | Array.Reverse(conversionBuffer, 4, 4); | ||
97 | Array.Reverse(conversionBuffer, 8, 4); | ||
98 | |||
99 | X = BitConverter.ToSingle(conversionBuffer, 0); | ||
100 | Y = BitConverter.ToSingle(conversionBuffer, 4); | ||
101 | Z = BitConverter.ToSingle(conversionBuffer, 8); | ||
102 | } | ||
103 | else | ||
104 | { | ||
105 | // Little endian architecture | ||
106 | X = BitConverter.ToSingle(byteArray, pos); | ||
107 | Y = BitConverter.ToSingle(byteArray, pos + 4); | ||
108 | Z = BitConverter.ToSingle(byteArray, pos + 8); | ||
109 | } | ||
110 | } | ||
111 | |||
57 | // Operations | 112 | // Operations |
58 | public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b) | 113 | public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b) |
59 | { | 114 | { |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 12d7694..819d823 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -53,6 +53,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
53 | private bool m_taintshape = false; | 53 | private bool m_taintshape = false; |
54 | private bool m_taintPhysics = false; | 54 | private bool m_taintPhysics = false; |
55 | public bool m_taintremove = false; | 55 | public bool m_taintremove = false; |
56 | public bool m_taintdisable = false; | ||
56 | 57 | ||
57 | private bool m_taintforce = false; | 58 | private bool m_taintforce = false; |
58 | private List<PhysicsVector> m_forcelist = new List<PhysicsVector>(); | 59 | private List<PhysicsVector> m_forcelist = new List<PhysicsVector>(); |
@@ -451,6 +452,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
451 | 452 | ||
452 | if (m_taintforce) | 453 | if (m_taintforce) |
453 | changeAddForce(timestep); | 454 | changeAddForce(timestep); |
455 | |||
456 | if (m_taintdisable) | ||
457 | changedisable(timestep); | ||
454 | } | 458 | } |
455 | 459 | ||
456 | public void Move(float timestep) | 460 | public void Move(float timestep) |
@@ -494,6 +498,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
494 | 498 | ||
495 | m_taintrot = _orientation; | 499 | m_taintrot = _orientation; |
496 | } | 500 | } |
501 | public void changedisable(float timestep) | ||
502 | { | ||
503 | if (Body != (IntPtr) 0) | ||
504 | d.BodyDisable(Body); | ||
505 | |||
506 | m_taintdisable = false; | ||
507 | } | ||
497 | 508 | ||
498 | public void changePhysicsStatus(float timestap) | 509 | public void changePhysicsStatus(float timestap) |
499 | { | 510 | { |
@@ -862,7 +873,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
862 | 873 | ||
863 | public override PhysicsVector RotationalVelocity | 874 | public override PhysicsVector RotationalVelocity |
864 | { | 875 | { |
865 | get { return m_rotationalVelocity; } | 876 | get { |
877 | if (_zeroFlag) | ||
878 | return PhysicsVector.Zero; | ||
879 | m_lastUpdateSent = false; | ||
880 | |||
881 | if (m_rotationalVelocity.IsIdentical(PhysicsVector.Zero, 0.2f)) | ||
882 | return PhysicsVector.Zero; | ||
883 | |||
884 | return m_rotationalVelocity; | ||
885 | } | ||
866 | set { m_rotationalVelocity = value; } | 886 | set { m_rotationalVelocity = value; } |
867 | } | 887 | } |
868 | 888 | ||
@@ -917,6 +937,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
917 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)) | 937 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)) |
918 | { | 938 | { |
919 | _zeroFlag = true; | 939 | _zeroFlag = true; |
940 | m_throttleUpdates = false; | ||
920 | } | 941 | } |
921 | else | 942 | else |
922 | { | 943 | { |
@@ -944,9 +965,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
944 | { | 965 | { |
945 | m_throttleUpdates = false; | 966 | m_throttleUpdates = false; |
946 | throttleCounter = 0; | 967 | throttleCounter = 0; |
947 | m_rotationalVelocity.X = 0; | 968 | m_rotationalVelocity = PhysicsVector.Zero; |
948 | m_rotationalVelocity.Y = 0; | ||
949 | m_rotationalVelocity.Z = 0; | ||
950 | base.RequestPhysicsterseUpdate(); | 969 | base.RequestPhysicsterseUpdate(); |
951 | m_lastUpdateSent = true; | 970 | m_lastUpdateSent = true; |
952 | } | 971 | } |
@@ -960,10 +979,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
960 | _velocity.X = vel.X; | 979 | _velocity.X = vel.X; |
961 | _velocity.Y = vel.Y; | 980 | _velocity.Y = vel.Y; |
962 | _velocity.Z = vel.Z; | 981 | _velocity.Z = vel.Z; |
963 | 982 | if (_velocity.IsIdentical(PhysicsVector.Zero, 0.5f)) | |
964 | m_rotationalVelocity.X = rotvel.X; | 983 | { |
965 | m_rotationalVelocity.Y = rotvel.Y; | 984 | m_rotationalVelocity = PhysicsVector.Zero; |
966 | m_rotationalVelocity.Z = rotvel.Z; | 985 | } |
986 | else | ||
987 | { | ||
988 | m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z); | ||
989 | } | ||
990 | |||
967 | //System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString()); | 991 | //System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString()); |
968 | _orientation.w = ori.W; | 992 | _orientation.w = ori.W; |
969 | _orientation.x = ori.X; | 993 | _orientation.x = ori.X; |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index f1d8232..1aa141b 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -405,8 +405,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
405 | // If you interpenetrate a prim with another prim | 405 | // If you interpenetrate a prim with another prim |
406 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) | 406 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) |
407 | { | 407 | { |
408 | // Don't collide, one or both prim will explode. | 408 | if (contacts[i].depth >= 0.25f) |
409 | contacts[i].depth = 0f; | 409 | { |
410 | // Don't collide, one or both prim will explode. | ||
411 | ((OdePrim)p1).m_taintdisable = true; | ||
412 | AddPhysicsActorTaint(p1); | ||
413 | ((OdePrim)p2).m_taintdisable = true; | ||
414 | AddPhysicsActorTaint(p2); | ||
415 | contacts[i].depth = 0f; | ||
416 | } | ||
410 | } | 417 | } |
411 | if (contacts[i].depth >= 1.00f) | 418 | if (contacts[i].depth >= 1.00f) |
412 | { | 419 | { |