diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs | 42 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs | 315 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | 41 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 102 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs | 11 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 29 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 23 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsScene.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/PrimMesher.cs | 326 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 10 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 472 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 452 |
12 files changed, 1267 insertions, 570 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs index b1a3ff9..e43136a 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs | |||
@@ -36,13 +36,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
36 | { | 36 | { |
37 | public class BasicActor : PhysicsActor | 37 | public class BasicActor : PhysicsActor |
38 | { | 38 | { |
39 | private Vector3 _position; | ||
40 | private Vector3 _velocity; | ||
41 | private Vector3 _acceleration; | ||
42 | private Vector3 _size; | 39 | private Vector3 _size; |
43 | private Vector3 m_rotationalVelocity; | ||
44 | private bool flying; | ||
45 | private bool iscolliding; | ||
46 | 40 | ||
47 | public BasicActor(Vector3 size) | 41 | public BasicActor(Vector3 size) |
48 | { | 42 | { |
@@ -55,11 +49,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
55 | set { return; } | 49 | set { return; } |
56 | } | 50 | } |
57 | 51 | ||
58 | public override Vector3 RotationalVelocity | 52 | public override Vector3 RotationalVelocity { get; set; } |
59 | { | ||
60 | get { return m_rotationalVelocity; } | ||
61 | set { m_rotationalVelocity = value; } | ||
62 | } | ||
63 | 53 | ||
64 | public override bool SetAlwaysRun | 54 | public override bool SetAlwaysRun |
65 | { | 55 | { |
@@ -105,17 +95,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
105 | set { return; } | 95 | set { return; } |
106 | } | 96 | } |
107 | 97 | ||
108 | public override bool Flying | 98 | public override bool Flying { get; set; } |
109 | { | ||
110 | get { return flying; } | ||
111 | set { flying = value; } | ||
112 | } | ||
113 | 99 | ||
114 | public override bool IsColliding | 100 | public override bool IsColliding { get; set; } |
115 | { | ||
116 | get { return iscolliding; } | ||
117 | set { iscolliding = value; } | ||
118 | } | ||
119 | 101 | ||
120 | public override bool CollidingGround | 102 | public override bool CollidingGround |
121 | { | 103 | { |
@@ -134,11 +116,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
134 | get { return false; } | 116 | get { return false; } |
135 | } | 117 | } |
136 | 118 | ||
137 | public override Vector3 Position | 119 | public override Vector3 Position { get; set; } |
138 | { | ||
139 | get { return _position; } | ||
140 | set { _position = value; } | ||
141 | } | ||
142 | 120 | ||
143 | public override Vector3 Size | 121 | public override Vector3 Size |
144 | { | 122 | { |
@@ -206,11 +184,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
206 | get { return Vector3.Zero; } | 184 | get { return Vector3.Zero; } |
207 | } | 185 | } |
208 | 186 | ||
209 | public override Vector3 Velocity | 187 | public override Vector3 Velocity { get; set; } |
210 | { | ||
211 | get { return _velocity; } | ||
212 | set { _velocity = value; } | ||
213 | } | ||
214 | 188 | ||
215 | public override Vector3 Torque | 189 | public override Vector3 Torque |
216 | { | 190 | { |
@@ -230,11 +204,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
230 | set { } | 204 | set { } |
231 | } | 205 | } |
232 | 206 | ||
233 | public override Vector3 Acceleration | 207 | public override Vector3 Acceleration { get; set; } |
234 | { | ||
235 | get { return _acceleration; } | ||
236 | set { _acceleration = value; } | ||
237 | } | ||
238 | 208 | ||
239 | public override bool Kinematic | 209 | public override bool Kinematic |
240 | { | 210 | { |
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs new file mode 100644 index 0000000..47d7df3 --- /dev/null +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs | |||
@@ -0,0 +1,315 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using Nini.Config; | ||
31 | using OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin | ||
36 | { | ||
37 | public class BasicPhysicsPrim : PhysicsActor | ||
38 | { | ||
39 | private Vector3 _size; | ||
40 | // private PrimitiveBaseShape _shape; | ||
41 | |||
42 | public BasicPhysicsPrim( | ||
43 | string name, uint localId, Vector3 position, Vector3 size, Quaternion orientation, PrimitiveBaseShape shape) | ||
44 | { | ||
45 | Name = name; | ||
46 | LocalID = localId; | ||
47 | Position = position; | ||
48 | Size = size; | ||
49 | Orientation = orientation; | ||
50 | Shape = shape; | ||
51 | } | ||
52 | |||
53 | public override int PhysicsActorType | ||
54 | { | ||
55 | get { return (int) ActorTypes.Agent; } | ||
56 | set { return; } | ||
57 | } | ||
58 | |||
59 | public override Vector3 RotationalVelocity { get; set; } | ||
60 | |||
61 | public override bool SetAlwaysRun | ||
62 | { | ||
63 | get { return false; } | ||
64 | set { return; } | ||
65 | } | ||
66 | |||
67 | public override uint LocalID | ||
68 | { | ||
69 | set { return; } | ||
70 | } | ||
71 | |||
72 | public override bool Grabbed | ||
73 | { | ||
74 | set { return; } | ||
75 | } | ||
76 | |||
77 | public override bool Selected | ||
78 | { | ||
79 | set { return; } | ||
80 | } | ||
81 | |||
82 | public override float Buoyancy | ||
83 | { | ||
84 | get { return 0f; } | ||
85 | set { return; } | ||
86 | } | ||
87 | |||
88 | public override bool FloatOnWater | ||
89 | { | ||
90 | set { return; } | ||
91 | } | ||
92 | |||
93 | public override bool IsPhysical | ||
94 | { | ||
95 | get { return false; } | ||
96 | set { return; } | ||
97 | } | ||
98 | |||
99 | public override bool ThrottleUpdates | ||
100 | { | ||
101 | get { return false; } | ||
102 | set { return; } | ||
103 | } | ||
104 | |||
105 | public override bool Flying { get; set; } | ||
106 | |||
107 | public override bool IsColliding { get; set; } | ||
108 | |||
109 | public override bool CollidingGround | ||
110 | { | ||
111 | get { return false; } | ||
112 | set { return; } | ||
113 | } | ||
114 | |||
115 | public override bool CollidingObj | ||
116 | { | ||
117 | get { return false; } | ||
118 | set { return; } | ||
119 | } | ||
120 | |||
121 | public override bool Stopped | ||
122 | { | ||
123 | get { return false; } | ||
124 | } | ||
125 | |||
126 | public override Vector3 Position { get; set; } | ||
127 | |||
128 | public override Vector3 Size | ||
129 | { | ||
130 | get { return _size; } | ||
131 | set { | ||
132 | _size = value; | ||
133 | _size.Z = _size.Z / 2.0f; | ||
134 | } | ||
135 | } | ||
136 | |||
137 | public override PrimitiveBaseShape Shape | ||
138 | { | ||
139 | // set { _shape = value; } | ||
140 | set {} | ||
141 | } | ||
142 | |||
143 | public override float Mass | ||
144 | { | ||
145 | get { return 0f; } | ||
146 | } | ||
147 | |||
148 | public override Vector3 Force | ||
149 | { | ||
150 | get { return Vector3.Zero; } | ||
151 | set { return; } | ||
152 | } | ||
153 | |||
154 | public override int VehicleType | ||
155 | { | ||
156 | get { return 0; } | ||
157 | set { return; } | ||
158 | } | ||
159 | |||
160 | public override void VehicleFloatParam(int param, float value) | ||
161 | { | ||
162 | |||
163 | } | ||
164 | |||
165 | public override void VehicleVectorParam(int param, Vector3 value) | ||
166 | { | ||
167 | |||
168 | } | ||
169 | |||
170 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
171 | { | ||
172 | |||
173 | } | ||
174 | |||
175 | public override void VehicleFlags(int param, bool remove) | ||
176 | { | ||
177 | |||
178 | } | ||
179 | |||
180 | public override void SetVolumeDetect(int param) | ||
181 | { | ||
182 | |||
183 | } | ||
184 | |||
185 | public override Vector3 CenterOfMass | ||
186 | { | ||
187 | get { return Vector3.Zero; } | ||
188 | } | ||
189 | |||
190 | public override Vector3 GeometricCenter | ||
191 | { | ||
192 | get { return Vector3.Zero; } | ||
193 | } | ||
194 | |||
195 | public override Vector3 Velocity { get; set; } | ||
196 | |||
197 | public override Vector3 Torque | ||
198 | { | ||
199 | get { return Vector3.Zero; } | ||
200 | set { return; } | ||
201 | } | ||
202 | |||
203 | public override float CollisionScore | ||
204 | { | ||
205 | get { return 0f; } | ||
206 | set { } | ||
207 | } | ||
208 | |||
209 | public override Quaternion Orientation { get; set; } | ||
210 | |||
211 | public override Vector3 Acceleration { get; set; } | ||
212 | |||
213 | public override bool Kinematic | ||
214 | { | ||
215 | get { return true; } | ||
216 | set { } | ||
217 | } | ||
218 | |||
219 | public override void link(PhysicsActor obj) | ||
220 | { | ||
221 | } | ||
222 | |||
223 | public override void delink() | ||
224 | { | ||
225 | } | ||
226 | |||
227 | public override void LockAngularMotion(Vector3 axis) | ||
228 | { | ||
229 | } | ||
230 | |||
231 | public override void AddForce(Vector3 force, bool pushforce) | ||
232 | { | ||
233 | } | ||
234 | |||
235 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
236 | { | ||
237 | } | ||
238 | |||
239 | public override void SetMomentum(Vector3 momentum) | ||
240 | { | ||
241 | } | ||
242 | |||
243 | public override void CrossingFailure() | ||
244 | { | ||
245 | } | ||
246 | |||
247 | public override Vector3 PIDTarget | ||
248 | { | ||
249 | set { return; } | ||
250 | } | ||
251 | |||
252 | public override bool PIDActive | ||
253 | { | ||
254 | set { return; } | ||
255 | } | ||
256 | |||
257 | public override float PIDTau | ||
258 | { | ||
259 | set { return; } | ||
260 | } | ||
261 | |||
262 | public override float PIDHoverHeight | ||
263 | { | ||
264 | set { return; } | ||
265 | } | ||
266 | |||
267 | public override bool PIDHoverActive | ||
268 | { | ||
269 | set { return; } | ||
270 | } | ||
271 | |||
272 | public override PIDHoverType PIDHoverType | ||
273 | { | ||
274 | set { return; } | ||
275 | } | ||
276 | |||
277 | public override float PIDHoverTau | ||
278 | { | ||
279 | set { return; } | ||
280 | } | ||
281 | |||
282 | public override Quaternion APIDTarget | ||
283 | { | ||
284 | set { return; } | ||
285 | } | ||
286 | |||
287 | public override bool APIDActive | ||
288 | { | ||
289 | set { return; } | ||
290 | } | ||
291 | |||
292 | public override float APIDStrength | ||
293 | { | ||
294 | set { return; } | ||
295 | } | ||
296 | |||
297 | public override float APIDDamping | ||
298 | { | ||
299 | set { return; } | ||
300 | } | ||
301 | |||
302 | public override void SubscribeEvents(int ms) | ||
303 | { | ||
304 | } | ||
305 | |||
306 | public override void UnSubscribeEvents() | ||
307 | { | ||
308 | } | ||
309 | |||
310 | public override bool SubscribedEvents() | ||
311 | { | ||
312 | return false; | ||
313 | } | ||
314 | } | ||
315 | } | ||
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs index 2e14216..f5826ed 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | |||
@@ -34,9 +34,17 @@ using OpenSim.Region.Physics.Manager; | |||
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin | 35 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin |
36 | { | 36 | { |
37 | /// <summary> | ||
38 | /// This is an incomplete extremely basic physics implementation | ||
39 | /// </summary> | ||
40 | /// <remarks> | ||
41 | /// Not useful for anything at the moment apart from some regression testing in other components where some form | ||
42 | /// of physics plugin is needed. | ||
43 | /// </remarks> | ||
37 | public class BasicScene : PhysicsScene | 44 | public class BasicScene : PhysicsScene |
38 | { | 45 | { |
39 | private List<BasicActor> _actors = new List<BasicActor>(); | 46 | private List<BasicActor> _actors = new List<BasicActor>(); |
47 | private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>(); | ||
40 | private float[] _heightMap; | 48 | private float[] _heightMap; |
41 | 49 | ||
42 | //protected internal string sceneIdentifier; | 50 | //protected internal string sceneIdentifier; |
@@ -50,10 +58,19 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
50 | { | 58 | { |
51 | } | 59 | } |
52 | 60 | ||
53 | public override void Dispose() | 61 | public override void Dispose() {} |
62 | |||
63 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
64 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
54 | { | 65 | { |
66 | BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs); | ||
67 | prim.IsPhysical = isPhysical; | ||
68 | |||
69 | _prims.Add(prim); | ||
55 | 70 | ||
71 | return prim; | ||
56 | } | 72 | } |
73 | |||
57 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 74 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
58 | { | 75 | { |
59 | BasicActor act = new BasicActor(size); | 76 | BasicActor act = new BasicActor(size); |
@@ -63,30 +80,18 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
63 | return act; | 80 | return act; |
64 | } | 81 | } |
65 | 82 | ||
66 | public override void RemovePrim(PhysicsActor prim) | 83 | public override void RemovePrim(PhysicsActor actor) |
67 | { | 84 | { |
85 | BasicPhysicsPrim prim = (BasicPhysicsPrim)actor; | ||
86 | if (_prims.Contains(prim)) | ||
87 | _prims.Remove(prim); | ||
68 | } | 88 | } |
69 | 89 | ||
70 | public override void RemoveAvatar(PhysicsActor actor) | 90 | public override void RemoveAvatar(PhysicsActor actor) |
71 | { | 91 | { |
72 | BasicActor act = (BasicActor) actor; | 92 | BasicActor act = (BasicActor)actor; |
73 | if (_actors.Contains(act)) | 93 | if (_actors.Contains(act)) |
74 | { | ||
75 | _actors.Remove(act); | 94 | _actors.Remove(act); |
76 | } | ||
77 | } | ||
78 | |||
79 | /* | ||
80 | public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) | ||
81 | { | ||
82 | return null; | ||
83 | } | ||
84 | */ | ||
85 | |||
86 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
87 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
88 | { | ||
89 | return null; | ||
90 | } | 95 | } |
91 | 96 | ||
92 | public override void AddPhysicsActorTaint(PhysicsActor prim) | 97 | public override void AddPhysicsActorTaint(PhysicsActor prim) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index b08d5db..dc0c008 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -74,7 +74,7 @@ public class BSCharacter : PhysicsActor | |||
74 | private float _buoyancy; | 74 | private float _buoyancy; |
75 | 75 | ||
76 | private int _subscribedEventsMs = 0; | 76 | private int _subscribedEventsMs = 0; |
77 | private int _lastCollisionTime = 0; | 77 | private int _nextCollisionOkTime = 0; |
78 | 78 | ||
79 | private Vector3 _PIDTarget; | 79 | private Vector3 _PIDTarget; |
80 | private bool _usePID; | 80 | private bool _usePID; |
@@ -360,17 +360,22 @@ public class BSCharacter : PhysicsActor | |||
360 | } | 360 | } |
361 | //m_lastUpdateSent = false; | 361 | //m_lastUpdateSent = false; |
362 | } | 362 | } |
363 | |||
363 | public override void AddAngularForce(Vector3 force, bool pushforce) { | 364 | public override void AddAngularForce(Vector3 force, bool pushforce) { |
364 | } | 365 | } |
365 | public override void SetMomentum(Vector3 momentum) { | 366 | public override void SetMomentum(Vector3 momentum) { |
366 | } | 367 | } |
368 | |||
369 | // Turn on collision events at a rate no faster than one every the given milliseconds | ||
367 | public override void SubscribeEvents(int ms) { | 370 | public override void SubscribeEvents(int ms) { |
368 | _subscribedEventsMs = ms; | 371 | _subscribedEventsMs = ms; |
369 | _lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen | 372 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen |
370 | } | 373 | } |
374 | // Stop collision events | ||
371 | public override void UnSubscribeEvents() { | 375 | public override void UnSubscribeEvents() { |
372 | _subscribedEventsMs = 0; | 376 | _subscribedEventsMs = 0; |
373 | } | 377 | } |
378 | // Return 'true' if someone has subscribed to events | ||
374 | public override bool SubscribedEvents() { | 379 | public override bool SubscribedEvents() { |
375 | return (_subscribedEventsMs > 0); | 380 | return (_subscribedEventsMs > 0); |
376 | } | 381 | } |
@@ -386,47 +391,57 @@ public class BSCharacter : PhysicsActor | |||
386 | _mass = _density * _avatarVolume; | 391 | _mass = _density * _avatarVolume; |
387 | } | 392 | } |
388 | 393 | ||
394 | // Set to 'true' if the individual changed items should be checked | ||
395 | // (someday RequestPhysicsTerseUpdate() will take a bitmap of changed properties) | ||
396 | const bool SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES = false; | ||
397 | |||
389 | // The physics engine says that properties have updated. Update same and inform | 398 | // The physics engine says that properties have updated. Update same and inform |
390 | // the world that things have changed. | 399 | // the world that things have changed. |
391 | public void UpdateProperties(EntityProperties entprop) | 400 | public void UpdateProperties(EntityProperties entprop) |
392 | { | 401 | { |
393 | bool changed = false; | 402 | bool changed = false; |
394 | // we assign to the local variables so the normal set action does not happen | 403 | if (SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES) { |
395 | if (_position != entprop.Position) | 404 | // we assign to the local variables so the normal set action does not happen |
396 | { | 405 | if (_position != entprop.Position) { |
397 | _position = entprop.Position; | 406 | _position = entprop.Position; |
398 | changed = true; | 407 | changed = true; |
408 | } | ||
409 | if (_orientation != entprop.Rotation) { | ||
410 | _orientation = entprop.Rotation; | ||
411 | changed = true; | ||
412 | } | ||
413 | if (_velocity != entprop.Velocity) { | ||
414 | _velocity = entprop.Velocity; | ||
415 | changed = true; | ||
416 | } | ||
417 | if (_acceleration != entprop.Acceleration) { | ||
418 | _acceleration = entprop.Acceleration; | ||
419 | changed = true; | ||
420 | } | ||
421 | if (_rotationalVelocity != entprop.RotationalVelocity) { | ||
422 | _rotationalVelocity = entprop.RotationalVelocity; | ||
423 | changed = true; | ||
424 | } | ||
425 | if (changed) { | ||
426 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
427 | // Avatar movement is not done by generating this event. There is code in the heartbeat | ||
428 | // loop that updates avatars. | ||
429 | // base.RequestPhysicsterseUpdate(); | ||
430 | } | ||
399 | } | 431 | } |
400 | if (_orientation != entprop.Rotation) | 432 | else { |
401 | { | 433 | _position = entprop.Position; |
402 | _orientation = entprop.Rotation; | 434 | _orientation = entprop.Rotation; |
403 | changed = true; | ||
404 | } | ||
405 | if (_velocity != entprop.Velocity) | ||
406 | { | ||
407 | _velocity = entprop.Velocity; | 435 | _velocity = entprop.Velocity; |
408 | changed = true; | ||
409 | } | ||
410 | if (_acceleration != entprop.Acceleration) | ||
411 | { | ||
412 | _acceleration = entprop.Acceleration; | 436 | _acceleration = entprop.Acceleration; |
413 | changed = true; | ||
414 | } | ||
415 | if (_rotationalVelocity != entprop.RotationalVelocity) | ||
416 | { | ||
417 | _rotationalVelocity = entprop.RotationalVelocity; | 437 | _rotationalVelocity = entprop.RotationalVelocity; |
418 | changed = true; | ||
419 | } | ||
420 | if (changed) | ||
421 | { | ||
422 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
423 | // Avatar movement is not done by generating this event. There is a system that | ||
424 | // checks for avatar updates each heartbeat loop. | ||
425 | // base.RequestPhysicsterseUpdate(); | 438 | // base.RequestPhysicsterseUpdate(); |
426 | } | 439 | } |
427 | } | 440 | } |
428 | 441 | ||
429 | // Called by the scene when a collision with this object is reported | 442 | // Called by the scene when a collision with this object is reported |
443 | // The collision, if it should be reported to the character, is placed in a collection | ||
444 | // that will later be sent to the simulator when SendCollisions() is called. | ||
430 | CollisionEventUpdate collisionCollection = null; | 445 | CollisionEventUpdate collisionCollection = null; |
431 | public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | 446 | public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) |
432 | { | 447 | { |
@@ -440,29 +455,34 @@ public class BSCharacter : PhysicsActor | |||
440 | } | 455 | } |
441 | 456 | ||
442 | // throttle collisions to the rate specified in the subscription | 457 | // throttle collisions to the rate specified in the subscription |
443 | if (_subscribedEventsMs == 0) return; // don't want collisions | 458 | if (_subscribedEventsMs != 0) { |
444 | int nowTime = _scene.SimulationNowTime; | 459 | int nowTime = _scene.SimulationNowTime; |
445 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; | 460 | if (nowTime >= _nextCollisionOkTime) { |
446 | _lastCollisionTime = nowTime; | 461 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; |
447 | 462 | ||
448 | if (collisionCollection == null) | 463 | if (collisionCollection == null) |
449 | collisionCollection = new CollisionEventUpdate(); | 464 | collisionCollection = new CollisionEventUpdate(); |
450 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 465 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
466 | } | ||
467 | } | ||
451 | } | 468 | } |
452 | 469 | ||
453 | public void SendCollisions() | 470 | public void SendCollisions() |
454 | { | 471 | { |
455 | // if (collisionCollection != null) | 472 | /* |
456 | // { | 473 | if (collisionCollection != null && collisionCollection.Count > 0) |
457 | // base.SendCollisionUpdate(collisionCollection); | 474 | { |
458 | // collisionCollection = null; | 475 | base.SendCollisionUpdate(collisionCollection); |
459 | // } | 476 | collisionCollection = null; |
477 | } | ||
478 | */ | ||
460 | // Kludge to make a collision call even if there are no collisions. | 479 | // Kludge to make a collision call even if there are no collisions. |
461 | // This causes the avatar animation to get updated. | 480 | // This causes the avatar animation to get updated. |
462 | if (collisionCollection == null) | 481 | if (collisionCollection == null) |
463 | collisionCollection = new CollisionEventUpdate(); | 482 | collisionCollection = new CollisionEventUpdate(); |
464 | base.SendCollisionUpdate(collisionCollection); | 483 | base.SendCollisionUpdate(collisionCollection); |
465 | collisionCollection = null; | 484 | collisionCollection.Clear(); |
485 | // End kludge | ||
466 | } | 486 | } |
467 | 487 | ||
468 | } | 488 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs index 0730824..0f027b8 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs | |||
@@ -32,6 +32,14 @@ using OpenMetaverse; | |||
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 34 | { |
35 | /// <summary> | ||
36 | /// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim. | ||
37 | /// This module interfaces to an unmanaged C++ library which makes the | ||
38 | /// actual calls into the Bullet physics engine. | ||
39 | /// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/. | ||
40 | /// The unmanaged library is compiled and linked statically with Bullet | ||
41 | /// to create BulletSim.dll and libBulletSim.so (for both 32 and 64 bit). | ||
42 | /// </summary> | ||
35 | public class BSPlugin : IPhysicsPlugin | 43 | public class BSPlugin : IPhysicsPlugin |
36 | { | 44 | { |
37 | //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 45 | //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
@@ -53,6 +61,9 @@ public class BSPlugin : IPhysicsPlugin | |||
53 | { | 61 | { |
54 | if (Util.IsWindows()) | 62 | if (Util.IsWindows()) |
55 | Util.LoadArchSpecificWindowsDll("BulletSim.dll"); | 63 | Util.LoadArchSpecificWindowsDll("BulletSim.dll"); |
64 | // If not Windows, loading is performed by the | ||
65 | // Mono loader as specified in | ||
66 | // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config". | ||
56 | 67 | ||
57 | _mScene = new BSScene(sceneIdentifier); | 68 | _mScene = new BSScene(sceneIdentifier); |
58 | } | 69 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 248d1f2..130f1ca 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -90,7 +90,7 @@ public sealed class BSPrim : PhysicsActor | |||
90 | private BSPrim _parentPrim; | 90 | private BSPrim _parentPrim; |
91 | 91 | ||
92 | private int _subscribedEventsMs = 0; | 92 | private int _subscribedEventsMs = 0; |
93 | private int _lastCollisionTime = 0; | 93 | private int _nextCollisionOkTime = 0; |
94 | long _collidingStep; | 94 | long _collidingStep; |
95 | long _collidingGroundStep; | 95 | long _collidingGroundStep; |
96 | 96 | ||
@@ -597,7 +597,8 @@ public sealed class BSPrim : PhysicsActor | |||
597 | } | 597 | } |
598 | public override void SubscribeEvents(int ms) { | 598 | public override void SubscribeEvents(int ms) { |
599 | _subscribedEventsMs = ms; | 599 | _subscribedEventsMs = ms; |
600 | _lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen | 600 | // make sure first collision happens |
601 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | ||
601 | } | 602 | } |
602 | public override void UnSubscribeEvents() { | 603 | public override void UnSubscribeEvents() { |
603 | _subscribedEventsMs = 0; | 604 | _subscribedEventsMs = 0; |
@@ -1338,23 +1339,27 @@ public sealed class BSPrim : PhysicsActor | |||
1338 | _collidingGroundStep = _scene.SimulationStep; | 1339 | _collidingGroundStep = _scene.SimulationStep; |
1339 | } | 1340 | } |
1340 | 1341 | ||
1341 | if (_subscribedEventsMs == 0) return; // nothing in the object is waiting for collision events | 1342 | // if someone is subscribed to collision events.... |
1342 | // throttle the collisions to the number of milliseconds specified in the subscription | 1343 | if (_subscribedEventsMs != 0) { |
1343 | int nowTime = _scene.SimulationNowTime; | 1344 | // throttle the collisions to the number of milliseconds specified in the subscription |
1344 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; | 1345 | int nowTime = _scene.SimulationNowTime; |
1345 | _lastCollisionTime = nowTime; | 1346 | if (nowTime >= _nextCollisionOkTime) { |
1347 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | ||
1346 | 1348 | ||
1347 | if (collisionCollection == null) | 1349 | if (collisionCollection == null) |
1348 | collisionCollection = new CollisionEventUpdate(); | 1350 | collisionCollection = new CollisionEventUpdate(); |
1349 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 1351 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
1352 | } | ||
1353 | } | ||
1350 | } | 1354 | } |
1351 | 1355 | ||
1356 | // The scene is telling us it's time to pass our collected collisions into the simulator | ||
1352 | public void SendCollisions() | 1357 | public void SendCollisions() |
1353 | { | 1358 | { |
1354 | if (collisionCollection != null) | 1359 | if (collisionCollection != null && collisionCollection.Count > 0) |
1355 | { | 1360 | { |
1356 | base.SendCollisionUpdate(collisionCollection); | 1361 | base.SendCollisionUpdate(collisionCollection); |
1357 | collisionCollection = null; | 1362 | collisionCollection.Clear(); |
1358 | } | 1363 | } |
1359 | } | 1364 | } |
1360 | } | 1365 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 94a0ccf..417cb5f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -52,6 +52,7 @@ using OpenSim.Region.Framework; | |||
52 | // Should prim.link() and prim.delink() membership checking happen at taint time? | 52 | // Should prim.link() and prim.delink() membership checking happen at taint time? |
53 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once | 53 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once |
54 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | 54 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect |
55 | // Use collision masks for collision with terrain and phantom objects | ||
55 | // Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions) | 56 | // Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions) |
56 | // Implement LockAngularMotion | 57 | // Implement LockAngularMotion |
57 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) | 58 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) |
@@ -62,9 +63,6 @@ using OpenSim.Region.Framework; | |||
62 | // Multiple contact points on collision? | 63 | // Multiple contact points on collision? |
63 | // See code in ode::near... calls to collision_accounting_events() | 64 | // See code in ode::near... calls to collision_accounting_events() |
64 | // (This might not be a problem. ODE collects all the collisions with one object in one tick.) | 65 | // (This might not be a problem. ODE collects all the collisions with one object in one tick.) |
65 | // Use collision masks for collision with terrain and phantom objects | ||
66 | // Figure out how to not allocate a new Dictionary and List for every collision | ||
67 | // in BSPrim.Collide() and BSCharacter.Collide(). Can the same ones be reused? | ||
68 | // Raycast | 66 | // Raycast |
69 | // | 67 | // |
70 | namespace OpenSim.Region.Physics.BulletSPlugin | 68 | namespace OpenSim.Region.Physics.BulletSPlugin |
@@ -405,6 +403,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
405 | // prevent simulation until we've been initialized | 403 | // prevent simulation until we've been initialized |
406 | if (!m_initialized) return 10.0f; | 404 | if (!m_initialized) return 10.0f; |
407 | 405 | ||
406 | long simulateStartTime = Util.EnvironmentTickCount(); | ||
407 | |||
408 | // update the prim states while we know the physics engine is not busy | 408 | // update the prim states while we know the physics engine is not busy |
409 | ProcessTaints(); | 409 | ProcessTaints(); |
410 | 410 | ||
@@ -437,13 +437,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
437 | } | 437 | } |
438 | } | 438 | } |
439 | 439 | ||
440 | // The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator. | 440 | // The above SendCollision's batch up the collisions on the objects. |
441 | // Now push the collisions into the simulator. | ||
441 | foreach (BSPrim bsp in m_primsWithCollisions) | 442 | foreach (BSPrim bsp in m_primsWithCollisions) |
442 | bsp.SendCollisions(); | 443 | bsp.SendCollisions(); |
443 | m_primsWithCollisions.Clear(); | 444 | m_primsWithCollisions.Clear(); |
445 | |||
446 | // This is a kludge to get avatar movement updated. | ||
447 | // Don't send collisions only if there were collisions -- send everytime. | ||
448 | // ODE sends collisions even if there are none and this is used to update | ||
449 | // avatar animations and stuff. | ||
444 | // foreach (BSCharacter bsc in m_avatarsWithCollisions) | 450 | // foreach (BSCharacter bsc in m_avatarsWithCollisions) |
445 | // bsc.SendCollisions(); | 451 | // bsc.SendCollisions(); |
446 | // This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any | ||
447 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) | 452 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) |
448 | kvp.Value.SendCollisions(); | 453 | kvp.Value.SendCollisions(); |
449 | m_avatarsWithCollisions.Clear(); | 454 | m_avatarsWithCollisions.Clear(); |
@@ -465,10 +470,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
465 | if (m_avatars.TryGetValue(entprop.ID, out actor)) | 470 | if (m_avatars.TryGetValue(entprop.ID, out actor)) |
466 | { | 471 | { |
467 | actor.UpdateProperties(entprop); | 472 | actor.UpdateProperties(entprop); |
473 | continue; | ||
468 | } | 474 | } |
469 | } | 475 | } |
470 | } | 476 | } |
471 | 477 | ||
478 | // If enabled, call into the physics engine to dump statistics | ||
472 | if (m_detailedStatsStep > 0) | 479 | if (m_detailedStatsStep > 0) |
473 | { | 480 | { |
474 | if ((m_simulationStep % m_detailedStatsStep) == 0) | 481 | if ((m_simulationStep % m_detailedStatsStep) == 0) |
@@ -477,6 +484,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
477 | } | 484 | } |
478 | } | 485 | } |
479 | 486 | ||
487 | // this is a waste since the outside routine also calcuates the physics simulation | ||
488 | // period. TODO: There should be a way of computing physics frames from simulator computation. | ||
489 | // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); | ||
490 | // return (timeStep * (float)simulateTotalTime); | ||
491 | |||
480 | // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation. | 492 | // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation. |
481 | return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; | 493 | return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; |
482 | } | 494 | } |
@@ -528,6 +540,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
528 | public override void SetWaterLevel(float baseheight) | 540 | public override void SetWaterLevel(float baseheight) |
529 | { | 541 | { |
530 | m_waterLevel = baseheight; | 542 | m_waterLevel = baseheight; |
543 | // TODO: pass to physics engine so things will float? | ||
531 | } | 544 | } |
532 | public float GetWaterLevel() | 545 | public float GetWaterLevel() |
533 | { | 546 | { |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index d10a2aa..cfede55 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -241,8 +241,22 @@ namespace OpenSim.Region.Physics.Manager | |||
241 | 241 | ||
242 | public abstract void AddPhysicsActorTaint(PhysicsActor prim); | 242 | public abstract void AddPhysicsActorTaint(PhysicsActor prim); |
243 | 243 | ||
244 | /// <summary> | ||
245 | /// Perform a simulation of the current physics scene over the given timestep. | ||
246 | /// </summary> | ||
247 | /// <param name="timeStep"></param> | ||
248 | /// <returns>The number of frames simulated over that period.</returns> | ||
244 | public abstract float Simulate(float timeStep); | 249 | public abstract float Simulate(float timeStep); |
245 | 250 | ||
251 | /// <summary> | ||
252 | /// Get statistics about this scene. | ||
253 | /// </summary> | ||
254 | /// <remarks>This facility is currently experimental and subject to change.</remarks> | ||
255 | /// <returns> | ||
256 | /// A dictionary where the key is the statistic name. If no statistics are supplied then returns null. | ||
257 | /// </returns> | ||
258 | public virtual Dictionary<string, float> GetStats() { return null; } | ||
259 | |||
246 | public abstract void GetResults(); | 260 | public abstract void GetResults(); |
247 | 261 | ||
248 | public abstract void SetTerrain(float[] heightMap); | 262 | public abstract void SetTerrain(float[] heightMap); |
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 53022ad..4049ee1 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs | |||
@@ -236,6 +236,13 @@ namespace PrimMesher | |||
236 | this.U = u; | 236 | this.U = u; |
237 | this.V = v; | 237 | this.V = v; |
238 | } | 238 | } |
239 | |||
240 | public UVCoord Flip() | ||
241 | { | ||
242 | this.U = 1.0f - this.U; | ||
243 | this.V = 1.0f - this.V; | ||
244 | return this; | ||
245 | } | ||
239 | } | 246 | } |
240 | 247 | ||
241 | public struct Face | 248 | public struct Face |
@@ -603,40 +610,40 @@ namespace PrimMesher | |||
603 | /// <summary> | 610 | /// <summary> |
604 | /// generates a profile for extrusion | 611 | /// generates a profile for extrusion |
605 | /// </summary> | 612 | /// </summary> |
606 | internal class Profile | 613 | public class Profile |
607 | { | 614 | { |
608 | private const float twoPi = 2.0f * (float)Math.PI; | 615 | private const float twoPi = 2.0f * (float)Math.PI; |
609 | 616 | ||
610 | internal string errorMessage = null; | 617 | public string errorMessage = null; |
611 | 618 | ||
612 | internal List<Coord> coords; | 619 | public List<Coord> coords; |
613 | internal List<Face> faces; | 620 | public List<Face> faces; |
614 | internal List<Coord> vertexNormals; | 621 | public List<Coord> vertexNormals; |
615 | internal List<float> us; | 622 | public List<float> us; |
616 | internal List<UVCoord> faceUVs; | 623 | public List<UVCoord> faceUVs; |
617 | internal List<int> faceNumbers; | 624 | public List<int> faceNumbers; |
618 | 625 | ||
619 | // use these for making individual meshes for each prim face | 626 | // use these for making individual meshes for each prim face |
620 | internal List<int> outerCoordIndices = null; | 627 | public List<int> outerCoordIndices = null; |
621 | internal List<int> hollowCoordIndices = null; | 628 | public List<int> hollowCoordIndices = null; |
622 | internal List<int> cut1CoordIndices = null; | 629 | public List<int> cut1CoordIndices = null; |
623 | internal List<int> cut2CoordIndices = null; | 630 | public List<int> cut2CoordIndices = null; |
624 | 631 | ||
625 | internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); | 632 | public Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); |
626 | internal Coord cutNormal1 = new Coord(); | 633 | public Coord cutNormal1 = new Coord(); |
627 | internal Coord cutNormal2 = new Coord(); | 634 | public Coord cutNormal2 = new Coord(); |
628 | 635 | ||
629 | internal int numOuterVerts = 0; | 636 | public int numOuterVerts = 0; |
630 | internal int numHollowVerts = 0; | 637 | public int numHollowVerts = 0; |
631 | 638 | ||
632 | internal int outerFaceNumber = -1; | 639 | public int outerFaceNumber = -1; |
633 | internal int hollowFaceNumber = -1; | 640 | public int hollowFaceNumber = -1; |
634 | 641 | ||
635 | internal bool calcVertexNormals = false; | 642 | public bool calcVertexNormals = false; |
636 | internal int bottomFaceNumber = 0; | 643 | public int bottomFaceNumber = 0; |
637 | internal int numPrimFaces = 0; | 644 | public int numPrimFaces = 0; |
638 | 645 | ||
639 | internal Profile() | 646 | public Profile() |
640 | { | 647 | { |
641 | this.coords = new List<Coord>(); | 648 | this.coords = new List<Coord>(); |
642 | this.faces = new List<Face>(); | 649 | this.faces = new List<Face>(); |
@@ -646,7 +653,7 @@ namespace PrimMesher | |||
646 | this.faceNumbers = new List<int>(); | 653 | this.faceNumbers = new List<int>(); |
647 | } | 654 | } |
648 | 655 | ||
649 | internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) | 656 | public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) |
650 | { | 657 | { |
651 | this.calcVertexNormals = calcVertexNormals; | 658 | this.calcVertexNormals = calcVertexNormals; |
652 | this.coords = new List<Coord>(); | 659 | this.coords = new List<Coord>(); |
@@ -657,7 +664,6 @@ namespace PrimMesher | |||
657 | this.faceNumbers = new List<int>(); | 664 | this.faceNumbers = new List<int>(); |
658 | 665 | ||
659 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | 666 | Coord center = new Coord(0.0f, 0.0f, 0.0f); |
660 | //bool hasCenter = false; | ||
661 | 667 | ||
662 | List<Coord> hollowCoords = new List<Coord>(); | 668 | List<Coord> hollowCoords = new List<Coord>(); |
663 | List<Coord> hollowNormals = new List<Coord>(); | 669 | List<Coord> hollowNormals = new List<Coord>(); |
@@ -682,8 +688,8 @@ namespace PrimMesher | |||
682 | float yScale = 0.5f; | 688 | float yScale = 0.5f; |
683 | if (sides == 4) // corners of a square are sqrt(2) from center | 689 | if (sides == 4) // corners of a square are sqrt(2) from center |
684 | { | 690 | { |
685 | xScale = 0.707f; | 691 | xScale = 0.707107f; |
686 | yScale = 0.707f; | 692 | yScale = 0.707107f; |
687 | } | 693 | } |
688 | 694 | ||
689 | float startAngle = profileStart * twoPi; | 695 | float startAngle = profileStart * twoPi; |
@@ -724,7 +730,6 @@ namespace PrimMesher | |||
724 | else if (!simpleFace) | 730 | else if (!simpleFace) |
725 | { | 731 | { |
726 | this.coords.Add(center); | 732 | this.coords.Add(center); |
727 | //hasCenter = true; | ||
728 | if (this.calcVertexNormals) | 733 | if (this.calcVertexNormals) |
729 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); | 734 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); |
730 | this.us.Add(0.0f); | 735 | this.us.Add(0.0f); |
@@ -752,7 +757,10 @@ namespace PrimMesher | |||
752 | else | 757 | else |
753 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | 758 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); |
754 | 759 | ||
755 | hollowUs.Add(angle.angle * hollow); | 760 | if (hollowSides == 4) |
761 | hollowUs.Add(angle.angle * hollow * 0.707107f); | ||
762 | else | ||
763 | hollowUs.Add(angle.angle * hollow); | ||
756 | } | 764 | } |
757 | } | 765 | } |
758 | } | 766 | } |
@@ -829,9 +837,6 @@ namespace PrimMesher | |||
829 | 837 | ||
830 | if (createFaces) | 838 | if (createFaces) |
831 | { | 839 | { |
832 | //int numOuterVerts = this.coords.Count; | ||
833 | //numOuterVerts = this.coords.Count; | ||
834 | //int numHollowVerts = hollowCoords.Count; | ||
835 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; | 840 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; |
836 | 841 | ||
837 | if (this.numOuterVerts == this.numHollowVerts) | 842 | if (this.numOuterVerts == this.numHollowVerts) |
@@ -993,11 +998,7 @@ namespace PrimMesher | |||
993 | if (startVert > 0) | 998 | if (startVert > 0) |
994 | this.faceNumbers.Add(-1); | 999 | this.faceNumbers.Add(-1); |
995 | for (int i = 0; i < this.numOuterVerts - 1; i++) | 1000 | for (int i = 0; i < this.numOuterVerts - 1; i++) |
996 | //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); | 1001 | this.faceNumbers.Add(sides < 5 && i <= sides ? faceNum++ : faceNum); |
997 | this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum); | ||
998 | |||
999 | //if (!hasHollow && !hasProfileCut) | ||
1000 | // this.bottomFaceNumber = faceNum++; | ||
1001 | 1002 | ||
1002 | this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); | 1003 | this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); |
1003 | 1004 | ||
@@ -1014,8 +1015,7 @@ namespace PrimMesher | |||
1014 | 1015 | ||
1015 | this.hollowFaceNumber = faceNum++; | 1016 | this.hollowFaceNumber = faceNum++; |
1016 | } | 1017 | } |
1017 | //if (hasProfileCut || hasHollow) | 1018 | |
1018 | // this.bottomFaceNumber = faceNum++; | ||
1019 | this.bottomFaceNumber = faceNum++; | 1019 | this.bottomFaceNumber = faceNum++; |
1020 | 1020 | ||
1021 | if (hasHollow && hasProfileCut) | 1021 | if (hasHollow && hasProfileCut) |
@@ -1030,19 +1030,19 @@ namespace PrimMesher | |||
1030 | 1030 | ||
1031 | } | 1031 | } |
1032 | 1032 | ||
1033 | internal void MakeFaceUVs() | 1033 | public void MakeFaceUVs() |
1034 | { | 1034 | { |
1035 | this.faceUVs = new List<UVCoord>(); | 1035 | this.faceUVs = new List<UVCoord>(); |
1036 | foreach (Coord c in this.coords) | 1036 | foreach (Coord c in this.coords) |
1037 | this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y)); | 1037 | this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y))); |
1038 | } | 1038 | } |
1039 | 1039 | ||
1040 | internal Profile Copy() | 1040 | public Profile Copy() |
1041 | { | 1041 | { |
1042 | return this.Copy(true); | 1042 | return this.Copy(true); |
1043 | } | 1043 | } |
1044 | 1044 | ||
1045 | internal Profile Copy(bool needFaces) | 1045 | public Profile Copy(bool needFaces) |
1046 | { | 1046 | { |
1047 | Profile copy = new Profile(); | 1047 | Profile copy = new Profile(); |
1048 | 1048 | ||
@@ -1071,12 +1071,12 @@ namespace PrimMesher | |||
1071 | return copy; | 1071 | return copy; |
1072 | } | 1072 | } |
1073 | 1073 | ||
1074 | internal void AddPos(Coord v) | 1074 | public void AddPos(Coord v) |
1075 | { | 1075 | { |
1076 | this.AddPos(v.X, v.Y, v.Z); | 1076 | this.AddPos(v.X, v.Y, v.Z); |
1077 | } | 1077 | } |
1078 | 1078 | ||
1079 | internal void AddPos(float x, float y, float z) | 1079 | public void AddPos(float x, float y, float z) |
1080 | { | 1080 | { |
1081 | int i; | 1081 | int i; |
1082 | int numVerts = this.coords.Count; | 1082 | int numVerts = this.coords.Count; |
@@ -1092,7 +1092,7 @@ namespace PrimMesher | |||
1092 | } | 1092 | } |
1093 | } | 1093 | } |
1094 | 1094 | ||
1095 | internal void AddRot(Quat q) | 1095 | public void AddRot(Quat q) |
1096 | { | 1096 | { |
1097 | int i; | 1097 | int i; |
1098 | int numVerts = this.coords.Count; | 1098 | int numVerts = this.coords.Count; |
@@ -1113,7 +1113,7 @@ namespace PrimMesher | |||
1113 | } | 1113 | } |
1114 | } | 1114 | } |
1115 | 1115 | ||
1116 | internal void Scale(float x, float y) | 1116 | public void Scale(float x, float y) |
1117 | { | 1117 | { |
1118 | int i; | 1118 | int i; |
1119 | int numVerts = this.coords.Count; | 1119 | int numVerts = this.coords.Count; |
@@ -1131,7 +1131,7 @@ namespace PrimMesher | |||
1131 | /// <summary> | 1131 | /// <summary> |
1132 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | 1132 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices |
1133 | /// </summary> | 1133 | /// </summary> |
1134 | internal void FlipNormals() | 1134 | public void FlipNormals() |
1135 | { | 1135 | { |
1136 | int i; | 1136 | int i; |
1137 | int numFaces = this.faces.Count; | 1137 | int numFaces = this.faces.Count; |
@@ -1171,7 +1171,7 @@ namespace PrimMesher | |||
1171 | } | 1171 | } |
1172 | } | 1172 | } |
1173 | 1173 | ||
1174 | internal void AddValue2FaceVertexIndices(int num) | 1174 | public void AddValue2FaceVertexIndices(int num) |
1175 | { | 1175 | { |
1176 | int numFaces = this.faces.Count; | 1176 | int numFaces = this.faces.Count; |
1177 | Face tmpFace; | 1177 | Face tmpFace; |
@@ -1186,7 +1186,7 @@ namespace PrimMesher | |||
1186 | } | 1186 | } |
1187 | } | 1187 | } |
1188 | 1188 | ||
1189 | internal void AddValue2FaceNormalIndices(int num) | 1189 | public void AddValue2FaceNormalIndices(int num) |
1190 | { | 1190 | { |
1191 | if (this.calcVertexNormals) | 1191 | if (this.calcVertexNormals) |
1192 | { | 1192 | { |
@@ -1204,7 +1204,7 @@ namespace PrimMesher | |||
1204 | } | 1204 | } |
1205 | } | 1205 | } |
1206 | 1206 | ||
1207 | internal void DumpRaw(String path, String name, String title) | 1207 | public void DumpRaw(String path, String name, String title) |
1208 | { | 1208 | { |
1209 | if (path == null) | 1209 | if (path == null) |
1210 | return; | 1210 | return; |
@@ -1261,6 +1261,15 @@ namespace PrimMesher | |||
1261 | 1261 | ||
1262 | public void Create(PathType pathType, int steps) | 1262 | public void Create(PathType pathType, int steps) |
1263 | { | 1263 | { |
1264 | if (this.taperX > 0.999f) | ||
1265 | this.taperX = 0.999f; | ||
1266 | if (this.taperX < -0.999f) | ||
1267 | this.taperX = -0.999f; | ||
1268 | if (this.taperY > 0.999f) | ||
1269 | this.taperY = 0.999f; | ||
1270 | if (this.taperY < -0.999f) | ||
1271 | this.taperY = -0.999f; | ||
1272 | |||
1264 | if (pathType == PathType.Linear || pathType == PathType.Flexible) | 1273 | if (pathType == PathType.Linear || pathType == PathType.Flexible) |
1265 | { | 1274 | { |
1266 | int step = 0; | 1275 | int step = 0; |
@@ -1273,12 +1282,12 @@ namespace PrimMesher | |||
1273 | 1282 | ||
1274 | float start = -0.5f; | 1283 | float start = -0.5f; |
1275 | float stepSize = length / (float)steps; | 1284 | float stepSize = length / (float)steps; |
1276 | float percentOfPathMultiplier = stepSize; | 1285 | float percentOfPathMultiplier = stepSize * 0.999999f; |
1277 | float xOffset = 0.0f; | 1286 | float xOffset = this.topShearX * this.pathCutBegin; |
1278 | float yOffset = 0.0f; | 1287 | float yOffset = this.topShearY * this.pathCutBegin; |
1279 | float zOffset = start; | 1288 | float zOffset = start; |
1280 | float xOffsetStepIncrement = this.topShearX / steps; | 1289 | float xOffsetStepIncrement = this.topShearX * length / steps; |
1281 | float yOffsetStepIncrement = this.topShearY / steps; | 1290 | float yOffsetStepIncrement = this.topShearY * length / steps; |
1282 | 1291 | ||
1283 | float percentOfPath = this.pathCutBegin; | 1292 | float percentOfPath = this.pathCutBegin; |
1284 | zOffset += percentOfPath; | 1293 | zOffset += percentOfPath; |
@@ -1573,13 +1582,6 @@ namespace PrimMesher | |||
1573 | this.hollow = 0.99f; | 1582 | this.hollow = 0.99f; |
1574 | if (hollow < 0.0f) | 1583 | if (hollow < 0.0f) |
1575 | this.hollow = 0.0f; | 1584 | this.hollow = 0.0f; |
1576 | |||
1577 | //if (sphereMode) | ||
1578 | // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f; | ||
1579 | //else | ||
1580 | // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); | ||
1581 | // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | ||
1582 | //this.hasHollow = (this.hollow > 0.001f); | ||
1583 | } | 1585 | } |
1584 | 1586 | ||
1585 | /// <summary> | 1587 | /// <summary> |
@@ -1614,10 +1616,9 @@ namespace PrimMesher | |||
1614 | steps = (int)(steps * 4.5 * length); | 1616 | steps = (int)(steps * 4.5 * length); |
1615 | } | 1617 | } |
1616 | 1618 | ||
1617 | if (sphereMode) | 1619 | if (this.sphereMode) |
1618 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f; | 1620 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f; |
1619 | else | 1621 | else |
1620 | //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); | ||
1621 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | 1622 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; |
1622 | this.hasHollow = (this.hollow > 0.001f); | 1623 | this.hasHollow = (this.hollow > 0.001f); |
1623 | 1624 | ||
@@ -1630,6 +1631,22 @@ namespace PrimMesher | |||
1630 | 1631 | ||
1631 | float hollow = this.hollow; | 1632 | float hollow = this.hollow; |
1632 | 1633 | ||
1634 | if (pathType == PathType.Circular) | ||
1635 | { | ||
1636 | needEndFaces = false; | ||
1637 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | ||
1638 | needEndFaces = true; | ||
1639 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | ||
1640 | needEndFaces = true; | ||
1641 | else if (this.skew != 0.0f) | ||
1642 | needEndFaces = true; | ||
1643 | else if (twistTotal != 0.0f) | ||
1644 | needEndFaces = true; | ||
1645 | else if (this.radius != 0.0f) | ||
1646 | needEndFaces = true; | ||
1647 | } | ||
1648 | else needEndFaces = true; | ||
1649 | |||
1633 | // sanity checks | 1650 | // sanity checks |
1634 | float initialProfileRot = 0.0f; | 1651 | float initialProfileRot = 0.0f; |
1635 | if (pathType == PathType.Circular) | 1652 | if (pathType == PathType.Circular) |
@@ -1689,20 +1706,13 @@ namespace PrimMesher | |||
1689 | 1706 | ||
1690 | this.numPrimFaces = profile.numPrimFaces; | 1707 | this.numPrimFaces = profile.numPrimFaces; |
1691 | 1708 | ||
1692 | //profileOuterFaceNumber = profile.faceNumbers[0]; | 1709 | int cut1FaceNumber = profile.bottomFaceNumber + 1; |
1693 | //if (!needEndFaces) | 1710 | int cut2FaceNumber = cut1FaceNumber + 1; |
1694 | // profileOuterFaceNumber--; | 1711 | if (!needEndFaces) |
1695 | //profileOuterFaceNumber = needEndFaces ? 1 : 0; | 1712 | { |
1696 | 1713 | cut1FaceNumber -= 2; | |
1697 | 1714 | cut2FaceNumber -= 2; | |
1698 | //if (hasHollow) | 1715 | } |
1699 | //{ | ||
1700 | // if (needEndFaces) | ||
1701 | // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1]; | ||
1702 | // else | ||
1703 | // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1; | ||
1704 | //} | ||
1705 | |||
1706 | 1716 | ||
1707 | profileOuterFaceNumber = profile.outerFaceNumber; | 1717 | profileOuterFaceNumber = profile.outerFaceNumber; |
1708 | if (!needEndFaces) | 1718 | if (!needEndFaces) |
@@ -1732,7 +1742,8 @@ namespace PrimMesher | |||
1732 | 1742 | ||
1733 | Coord lastCutNormal1 = new Coord(); | 1743 | Coord lastCutNormal1 = new Coord(); |
1734 | Coord lastCutNormal2 = new Coord(); | 1744 | Coord lastCutNormal2 = new Coord(); |
1735 | float lastV = 1.0f; | 1745 | float thisV = 0.0f; |
1746 | float lastV = 0.0f; | ||
1736 | 1747 | ||
1737 | Path path = new Path(); | 1748 | Path path = new Path(); |
1738 | path.twistBegin = twistBegin; | 1749 | path.twistBegin = twistBegin; |
@@ -1754,23 +1765,6 @@ namespace PrimMesher | |||
1754 | 1765 | ||
1755 | path.Create(pathType, steps); | 1766 | path.Create(pathType, steps); |
1756 | 1767 | ||
1757 | |||
1758 | if (pathType == PathType.Circular) | ||
1759 | { | ||
1760 | needEndFaces = false; | ||
1761 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | ||
1762 | needEndFaces = true; | ||
1763 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | ||
1764 | needEndFaces = true; | ||
1765 | else if (this.skew != 0.0f) | ||
1766 | needEndFaces = true; | ||
1767 | else if (twistTotal != 0.0f) | ||
1768 | needEndFaces = true; | ||
1769 | else if (this.radius != 0.0f) | ||
1770 | needEndFaces = true; | ||
1771 | } | ||
1772 | else needEndFaces = true; | ||
1773 | |||
1774 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | 1768 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) |
1775 | { | 1769 | { |
1776 | PathNode node = path.pathNodes[nodeIndex]; | 1770 | PathNode node = path.pathNodes[nodeIndex]; |
@@ -1784,7 +1778,7 @@ namespace PrimMesher | |||
1784 | { | 1778 | { |
1785 | newLayer.FlipNormals(); | 1779 | newLayer.FlipNormals(); |
1786 | 1780 | ||
1787 | // add the top faces to the viewerFaces list here | 1781 | // add the bottom faces to the viewerFaces list |
1788 | if (this.viewerMode) | 1782 | if (this.viewerMode) |
1789 | { | 1783 | { |
1790 | Coord faceNormal = newLayer.faceNormal; | 1784 | Coord faceNormal = newLayer.faceNormal; |
@@ -1811,6 +1805,13 @@ namespace PrimMesher | |||
1811 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; | 1805 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; |
1812 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; | 1806 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; |
1813 | 1807 | ||
1808 | if (pathType == PathType.Linear) | ||
1809 | { | ||
1810 | newViewerFace.uv1.Flip(); | ||
1811 | newViewerFace.uv2.Flip(); | ||
1812 | newViewerFace.uv3.Flip(); | ||
1813 | } | ||
1814 | |||
1814 | this.viewerFaces.Add(newViewerFace); | 1815 | this.viewerFaces.Add(newViewerFace); |
1815 | } | 1816 | } |
1816 | } | 1817 | } |
@@ -1835,7 +1836,10 @@ namespace PrimMesher | |||
1835 | // fill faces between layers | 1836 | // fill faces between layers |
1836 | 1837 | ||
1837 | int numVerts = newLayer.coords.Count; | 1838 | int numVerts = newLayer.coords.Count; |
1838 | Face newFace = new Face(); | 1839 | Face newFace1 = new Face(); |
1840 | Face newFace2 = new Face(); | ||
1841 | |||
1842 | thisV = 1.0f - node.percentOfPath; | ||
1839 | 1843 | ||
1840 | if (nodeIndex > 0) | 1844 | if (nodeIndex > 0) |
1841 | { | 1845 | { |
@@ -1853,14 +1857,23 @@ namespace PrimMesher | |||
1853 | 1857 | ||
1854 | int whichVert = i - startVert; | 1858 | int whichVert = i - startVert; |
1855 | 1859 | ||
1856 | newFace.v1 = i; | 1860 | newFace1.v1 = i; |
1857 | newFace.v2 = i - numVerts; | 1861 | newFace1.v2 = i - numVerts; |
1858 | newFace.v3 = iNext - numVerts; | 1862 | newFace1.v3 = iNext; |
1859 | this.faces.Add(newFace); | 1863 | |
1864 | newFace1.n1 = newFace1.v1; | ||
1865 | newFace1.n2 = newFace1.v2; | ||
1866 | newFace1.n3 = newFace1.v3; | ||
1867 | this.faces.Add(newFace1); | ||
1860 | 1868 | ||
1861 | newFace.v2 = iNext - numVerts; | 1869 | newFace2.v1 = iNext; |
1862 | newFace.v3 = iNext; | 1870 | newFace2.v2 = i - numVerts; |
1863 | this.faces.Add(newFace); | 1871 | newFace2.v3 = iNext - numVerts; |
1872 | |||
1873 | newFace2.n1 = newFace2.v1; | ||
1874 | newFace2.n2 = newFace2.v2; | ||
1875 | newFace2.n3 = newFace2.v3; | ||
1876 | this.faces.Add(newFace2); | ||
1864 | 1877 | ||
1865 | if (this.viewerMode) | 1878 | if (this.viewerMode) |
1866 | { | 1879 | { |
@@ -1873,10 +1886,16 @@ namespace PrimMesher | |||
1873 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); | 1886 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); |
1874 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); | 1887 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); |
1875 | 1888 | ||
1876 | float u1 = newLayer.us[whichVert]; | 1889 | int uIndex = whichVert; |
1890 | if (!hasHollow && sides > 4 && uIndex < newLayer.us.Count - 1) | ||
1891 | { | ||
1892 | uIndex++; | ||
1893 | } | ||
1894 | |||
1895 | float u1 = newLayer.us[uIndex]; | ||
1877 | float u2 = 1.0f; | 1896 | float u2 = 1.0f; |
1878 | if (whichVert < newLayer.us.Count - 1) | 1897 | if (uIndex < (int)newLayer.us.Count - 1) |
1879 | u2 = newLayer.us[whichVert + 1]; | 1898 | u2 = newLayer.us[uIndex + 1]; |
1880 | 1899 | ||
1881 | if (whichVert == cut1Vert || whichVert == cut2Vert) | 1900 | if (whichVert == cut1Vert || whichVert == cut2Vert) |
1882 | { | 1901 | { |
@@ -1894,13 +1913,22 @@ namespace PrimMesher | |||
1894 | u1 -= (int)u1; | 1913 | u1 -= (int)u1; |
1895 | if (u2 < 0.1f) | 1914 | if (u2 < 0.1f) |
1896 | u2 = 1.0f; | 1915 | u2 = 1.0f; |
1897 | //this.profileOuterFaceNumber = primFaceNum; | ||
1898 | } | 1916 | } |
1899 | else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) | 1917 | } |
1918 | |||
1919 | if (this.sphereMode) | ||
1920 | { | ||
1921 | if (whichVert != cut1Vert && whichVert != cut2Vert) | ||
1900 | { | 1922 | { |
1901 | u1 *= 2.0f; | 1923 | u1 = u1 * 2.0f - 1.0f; |
1902 | u2 *= 2.0f; | 1924 | u2 = u2 * 2.0f - 1.0f; |
1903 | //this.profileHollowFaceNumber = primFaceNum; | 1925 | |
1926 | if (whichVert >= newLayer.numOuterVerts) | ||
1927 | { | ||
1928 | u1 -= hollow; | ||
1929 | u2 -= hollow; | ||
1930 | } | ||
1931 | |||
1904 | } | 1932 | } |
1905 | } | 1933 | } |
1906 | 1934 | ||
@@ -1908,37 +1936,39 @@ namespace PrimMesher | |||
1908 | newViewerFace1.uv2.U = u1; | 1936 | newViewerFace1.uv2.U = u1; |
1909 | newViewerFace1.uv3.U = u2; | 1937 | newViewerFace1.uv3.U = u2; |
1910 | 1938 | ||
1911 | newViewerFace1.uv1.V = 1.0f - node.percentOfPath; | 1939 | newViewerFace1.uv1.V = thisV; |
1912 | newViewerFace1.uv2.V = lastV; | 1940 | newViewerFace1.uv2.V = lastV; |
1913 | newViewerFace1.uv3.V = lastV; | 1941 | newViewerFace1.uv3.V = thisV; |
1914 | 1942 | ||
1915 | newViewerFace2.uv1.U = u1; | 1943 | newViewerFace2.uv1.U = u2; |
1916 | newViewerFace2.uv2.U = u2; | 1944 | newViewerFace2.uv2.U = u1; |
1917 | newViewerFace2.uv3.U = u2; | 1945 | newViewerFace2.uv3.U = u2; |
1918 | 1946 | ||
1919 | newViewerFace2.uv1.V = 1.0f - node.percentOfPath; | 1947 | newViewerFace2.uv1.V = thisV; |
1920 | newViewerFace2.uv2.V = lastV; | 1948 | newViewerFace2.uv2.V = lastV; |
1921 | newViewerFace2.uv3.V = 1.0f - node.percentOfPath; | 1949 | newViewerFace2.uv3.V = lastV; |
1922 | 1950 | ||
1923 | newViewerFace1.v1 = this.coords[i]; | 1951 | newViewerFace1.v1 = this.coords[newFace1.v1]; |
1924 | newViewerFace1.v2 = this.coords[i - numVerts]; | 1952 | newViewerFace1.v2 = this.coords[newFace1.v2]; |
1925 | newViewerFace1.v3 = this.coords[iNext - numVerts]; | 1953 | newViewerFace1.v3 = this.coords[newFace1.v3]; |
1926 | 1954 | ||
1927 | newViewerFace2.v1 = this.coords[i]; | 1955 | newViewerFace2.v1 = this.coords[newFace2.v1]; |
1928 | newViewerFace2.v2 = this.coords[iNext - numVerts]; | 1956 | newViewerFace2.v2 = this.coords[newFace2.v2]; |
1929 | newViewerFace2.v3 = this.coords[iNext]; | 1957 | newViewerFace2.v3 = this.coords[newFace2.v3]; |
1930 | 1958 | ||
1931 | newViewerFace1.coordIndex1 = i; | 1959 | newViewerFace1.coordIndex1 = newFace1.v1; |
1932 | newViewerFace1.coordIndex2 = i - numVerts; | 1960 | newViewerFace1.coordIndex2 = newFace1.v2; |
1933 | newViewerFace1.coordIndex3 = iNext - numVerts; | 1961 | newViewerFace1.coordIndex3 = newFace1.v3; |
1934 | 1962 | ||
1935 | newViewerFace2.coordIndex1 = i; | 1963 | newViewerFace2.coordIndex1 = newFace2.v1; |
1936 | newViewerFace2.coordIndex2 = iNext - numVerts; | 1964 | newViewerFace2.coordIndex2 = newFace2.v2; |
1937 | newViewerFace2.coordIndex3 = iNext; | 1965 | newViewerFace2.coordIndex3 = newFace2.v3; |
1938 | 1966 | ||
1939 | // profile cut faces | 1967 | // profile cut faces |
1940 | if (whichVert == cut1Vert) | 1968 | if (whichVert == cut1Vert) |
1941 | { | 1969 | { |
1970 | newViewerFace1.primFaceNumber = cut1FaceNumber; | ||
1971 | newViewerFace2.primFaceNumber = cut1FaceNumber; | ||
1942 | newViewerFace1.n1 = newLayer.cutNormal1; | 1972 | newViewerFace1.n1 = newLayer.cutNormal1; |
1943 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; | 1973 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; |
1944 | 1974 | ||
@@ -1947,10 +1977,14 @@ namespace PrimMesher | |||
1947 | } | 1977 | } |
1948 | else if (whichVert == cut2Vert) | 1978 | else if (whichVert == cut2Vert) |
1949 | { | 1979 | { |
1980 | newViewerFace1.primFaceNumber = cut2FaceNumber; | ||
1981 | newViewerFace2.primFaceNumber = cut2FaceNumber; | ||
1950 | newViewerFace1.n1 = newLayer.cutNormal2; | 1982 | newViewerFace1.n1 = newLayer.cutNormal2; |
1951 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; | 1983 | newViewerFace1.n2 = lastCutNormal2; |
1984 | newViewerFace1.n3 = lastCutNormal2; | ||
1952 | 1985 | ||
1953 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; | 1986 | newViewerFace2.n1 = newLayer.cutNormal2; |
1987 | newViewerFace2.n3 = newLayer.cutNormal2; | ||
1954 | newViewerFace2.n2 = lastCutNormal2; | 1988 | newViewerFace2.n2 = lastCutNormal2; |
1955 | } | 1989 | } |
1956 | 1990 | ||
@@ -1963,13 +1997,13 @@ namespace PrimMesher | |||
1963 | } | 1997 | } |
1964 | else | 1998 | else |
1965 | { | 1999 | { |
1966 | newViewerFace1.n1 = this.normals[i]; | 2000 | newViewerFace1.n1 = this.normals[newFace1.n1]; |
1967 | newViewerFace1.n2 = this.normals[i - numVerts]; | 2001 | newViewerFace1.n2 = this.normals[newFace1.n2]; |
1968 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | 2002 | newViewerFace1.n3 = this.normals[newFace1.n3]; |
1969 | 2003 | ||
1970 | newViewerFace2.n1 = this.normals[i]; | 2004 | newViewerFace2.n1 = this.normals[newFace2.n1]; |
1971 | newViewerFace2.n2 = this.normals[iNext - numVerts]; | 2005 | newViewerFace2.n2 = this.normals[newFace2.n2]; |
1972 | newViewerFace2.n3 = this.normals[iNext]; | 2006 | newViewerFace2.n3 = this.normals[newFace2.n3]; |
1973 | } | 2007 | } |
1974 | } | 2008 | } |
1975 | 2009 | ||
@@ -1982,14 +2016,13 @@ namespace PrimMesher | |||
1982 | 2016 | ||
1983 | lastCutNormal1 = newLayer.cutNormal1; | 2017 | lastCutNormal1 = newLayer.cutNormal1; |
1984 | lastCutNormal2 = newLayer.cutNormal2; | 2018 | lastCutNormal2 = newLayer.cutNormal2; |
1985 | lastV = 1.0f - node.percentOfPath; | 2019 | lastV = thisV; |
1986 | 2020 | ||
1987 | if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode) | 2021 | if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode) |
1988 | { | 2022 | { |
1989 | // add the top faces to the viewerFaces list here | 2023 | // add the top faces to the viewerFaces list here |
1990 | Coord faceNormal = newLayer.faceNormal; | 2024 | Coord faceNormal = newLayer.faceNormal; |
1991 | ViewerFace newViewerFace = new ViewerFace(); | 2025 | ViewerFace newViewerFace = new ViewerFace(0); |
1992 | newViewerFace.primFaceNumber = 0; | ||
1993 | int numFaces = newLayer.faces.Count; | 2026 | int numFaces = newLayer.faces.Count; |
1994 | List<Face> faces = newLayer.faces; | 2027 | List<Face> faces = newLayer.faces; |
1995 | 2028 | ||
@@ -2012,6 +2045,13 @@ namespace PrimMesher | |||
2012 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; | 2045 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; |
2013 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; | 2046 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; |
2014 | 2047 | ||
2048 | if (pathType == PathType.Linear) | ||
2049 | { | ||
2050 | newViewerFace.uv1.Flip(); | ||
2051 | newViewerFace.uv2.Flip(); | ||
2052 | newViewerFace.uv3.Flip(); | ||
2053 | } | ||
2054 | |||
2015 | this.viewerFaces.Add(newViewerFace); | 2055 | this.viewerFaces.Add(newViewerFace); |
2016 | } | 2056 | } |
2017 | } | 2057 | } |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 8397eb4..f3b0630 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -1261,14 +1261,20 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1261 | { | 1261 | { |
1262 | m_requestedUpdateFrequency = ms; | 1262 | m_requestedUpdateFrequency = ms; |
1263 | m_eventsubscription = ms; | 1263 | m_eventsubscription = ms; |
1264 | CollisionEventsThisFrame.Clear(); | 1264 | |
1265 | // Don't clear collision event reporting here. This is called directly from scene code and so can lead | ||
1266 | // to a race condition with the simulate loop | ||
1267 | |||
1265 | _parent_scene.AddCollisionEventReporting(this); | 1268 | _parent_scene.AddCollisionEventReporting(this); |
1266 | } | 1269 | } |
1267 | 1270 | ||
1268 | public override void UnSubscribeEvents() | 1271 | public override void UnSubscribeEvents() |
1269 | { | 1272 | { |
1270 | CollisionEventsThisFrame.Clear(); | ||
1271 | _parent_scene.RemoveCollisionEventReporting(this); | 1273 | _parent_scene.RemoveCollisionEventReporting(this); |
1274 | |||
1275 | // Don't clear collision event reporting here. This is called directly from scene code and so can lead | ||
1276 | // to a race condition with the simulate loop | ||
1277 | |||
1272 | m_requestedUpdateFrequency = 0; | 1278 | m_requestedUpdateFrequency = 0; |
1273 | m_eventsubscription = 0; | 1279 | m_eventsubscription = 0; |
1274 | } | 1280 | } |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 6f37347..a41c856 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -156,7 +156,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
156 | /// </summary> | 156 | /// </summary> |
157 | public IntPtr m_targetSpace = IntPtr.Zero; | 157 | public IntPtr m_targetSpace = IntPtr.Zero; |
158 | 158 | ||
159 | /// <summary> | ||
160 | /// The prim geometry, used for collision detection. | ||
161 | /// </summary> | ||
162 | /// <remarks> | ||
163 | /// This is never null except for a brief period when the geometry needs to be replaced (due to resizing or | ||
164 | /// mesh change) or when the physical prim is being removed from the scene. | ||
165 | /// </remarks> | ||
159 | public IntPtr prim_geom { get; private set; } | 166 | public IntPtr prim_geom { get; private set; } |
167 | |||
160 | public IntPtr _triMeshData { get; private set; } | 168 | public IntPtr _triMeshData { get; private set; } |
161 | 169 | ||
162 | private IntPtr _linkJointGroup = IntPtr.Zero; | 170 | private IntPtr _linkJointGroup = IntPtr.Zero; |
@@ -325,14 +333,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
325 | { | 333 | { |
326 | prim_geom = geom; | 334 | prim_geom = geom; |
327 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); | 335 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); |
328 | if (prim_geom != IntPtr.Zero) | ||
329 | { | ||
330 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
331 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
332 | 336 | ||
333 | _parent_scene.geom_name_map[prim_geom] = Name; | 337 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
334 | _parent_scene.actor_name_map[prim_geom] = this; | 338 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
335 | } | 339 | |
340 | _parent_scene.geom_name_map[prim_geom] = Name; | ||
341 | _parent_scene.actor_name_map[prim_geom] = this; | ||
336 | 342 | ||
337 | if (childPrim) | 343 | if (childPrim) |
338 | { | 344 | { |
@@ -765,11 +771,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
765 | m_collisionCategories &= ~CollisionCategories.Body; | 771 | m_collisionCategories &= ~CollisionCategories.Body; |
766 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | 772 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); |
767 | 773 | ||
768 | if (prim_geom != IntPtr.Zero) | 774 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
769 | { | 775 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
770 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
771 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
772 | } | ||
773 | 776 | ||
774 | d.BodyDestroy(Body); | 777 | d.BodyDestroy(Body); |
775 | lock (childrenPrim) | 778 | lock (childrenPrim) |
@@ -793,11 +796,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
793 | m_collisionCategories &= ~CollisionCategories.Body; | 796 | m_collisionCategories &= ~CollisionCategories.Body; |
794 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | 797 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); |
795 | 798 | ||
796 | if (prim_geom != IntPtr.Zero) | 799 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
797 | { | 800 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
798 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
799 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
800 | } | ||
801 | 801 | ||
802 | Body = IntPtr.Zero; | 802 | Body = IntPtr.Zero; |
803 | } | 803 | } |
@@ -864,10 +864,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
864 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | 864 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); |
865 | try | 865 | try |
866 | { | 866 | { |
867 | if (prim_geom == IntPtr.Zero) | 867 | SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); |
868 | { | ||
869 | SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); | ||
870 | } | ||
871 | } | 868 | } |
872 | catch (AccessViolationException) | 869 | catch (AccessViolationException) |
873 | { | 870 | { |
@@ -890,73 +887,67 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
890 | #if SPAM | 887 | #if SPAM |
891 | Console.WriteLine("ZProcessTaints for " + Name); | 888 | Console.WriteLine("ZProcessTaints for " + Name); |
892 | #endif | 889 | #endif |
890 | |||
891 | // This must be processed as the very first taint so that later operations have a prim_geom to work with | ||
892 | // if this is a new prim. | ||
893 | if (m_taintadd) | 893 | if (m_taintadd) |
894 | { | ||
895 | changeadd(); | 894 | changeadd(); |
896 | } | ||
897 | |||
898 | if (prim_geom != IntPtr.Zero) | ||
899 | { | ||
900 | if (!_position.ApproxEquals(m_taintposition, 0f)) | ||
901 | changemove(); | ||
902 | 895 | ||
903 | if (m_taintrot != _orientation) | 896 | if (!_position.ApproxEquals(m_taintposition, 0f)) |
904 | { | 897 | changemove(); |
905 | if (childPrim && IsPhysical) // For physical child prim... | 898 | |
906 | { | 899 | if (m_taintrot != _orientation) |
907 | rotate(); | 900 | { |
908 | // KF: ODE will also rotate the parent prim! | 901 | if (childPrim && IsPhysical) // For physical child prim... |
909 | // so rotate the root back to where it was | 902 | { |
910 | OdePrim parent = (OdePrim)_parent; | 903 | rotate(); |
911 | parent.rotate(); | 904 | // KF: ODE will also rotate the parent prim! |
912 | } | 905 | // so rotate the root back to where it was |
913 | else | 906 | OdePrim parent = (OdePrim)_parent; |
914 | { | 907 | parent.rotate(); |
915 | //Just rotate the prim | ||
916 | rotate(); | ||
917 | } | ||
918 | } | 908 | } |
919 | 909 | else | |
920 | if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent)) | 910 | { |
921 | changePhysicsStatus(); | 911 | //Just rotate the prim |
912 | rotate(); | ||
913 | } | ||
914 | } | ||
915 | |||
916 | if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent)) | ||
917 | changePhysicsStatus(); | ||
922 | 918 | ||
923 | if (!_size.ApproxEquals(m_taintsize, 0f)) | 919 | if (!_size.ApproxEquals(m_taintsize, 0f)) |
924 | changesize(); | 920 | changesize(); |
925 | 921 | ||
926 | if (m_taintshape) | 922 | if (m_taintshape) |
927 | changeshape(); | 923 | changeshape(); |
928 | 924 | ||
929 | if (m_taintforce) | 925 | if (m_taintforce) |
930 | changeAddForce(); | 926 | changeAddForce(); |
931 | 927 | ||
932 | if (m_taintaddangularforce) | 928 | if (m_taintaddangularforce) |
933 | changeAddAngularForce(); | 929 | changeAddAngularForce(); |
934 | 930 | ||
935 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) | 931 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) |
936 | changeSetTorque(); | 932 | changeSetTorque(); |
937 | 933 | ||
938 | if (m_taintdisable) | 934 | if (m_taintdisable) |
939 | changedisable(); | 935 | changedisable(); |
940 | 936 | ||
941 | if (m_taintselected != m_isSelected) | 937 | if (m_taintselected != m_isSelected) |
942 | changeSelectedStatus(); | 938 | changeSelectedStatus(); |
943 | 939 | ||
944 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) | 940 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) |
945 | changevelocity(); | 941 | changevelocity(); |
946 | 942 | ||
947 | if (m_taintparent != _parent) | 943 | if (m_taintparent != _parent) |
948 | changelink(); | 944 | changelink(); |
949 | 945 | ||
950 | if (m_taintCollidesWater != m_collidesWater) | 946 | if (m_taintCollidesWater != m_collidesWater) |
951 | changefloatonwater(); | 947 | changefloatonwater(); |
952 | 948 | ||
953 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) | 949 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) |
954 | changeAngularLock(); | 950 | changeAngularLock(); |
955 | } | ||
956 | else | ||
957 | { | ||
958 | m_log.ErrorFormat("[PHYSICS]: The scene reused a disposed PhysActor for {0}! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)", Name); | ||
959 | } | ||
960 | } | 951 | } |
961 | 952 | ||
962 | /// <summary> | 953 | /// <summary> |
@@ -1052,150 +1043,146 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1052 | /// <param name="prim">Child prim</param> | 1043 | /// <param name="prim">Child prim</param> |
1053 | private void AddChildPrim(OdePrim prim) | 1044 | private void AddChildPrim(OdePrim prim) |
1054 | { | 1045 | { |
1055 | //Console.WriteLine("AddChildPrim " + Name); | 1046 | if (LocalID == prim.LocalID) |
1056 | if (LocalID != prim.LocalID) | 1047 | return; |
1048 | |||
1049 | if (Body == IntPtr.Zero) | ||
1057 | { | 1050 | { |
1058 | if (Body == IntPtr.Zero) | 1051 | Body = d.BodyCreate(_parent_scene.world); |
1052 | setMass(); | ||
1053 | } | ||
1054 | |||
1055 | lock (childrenPrim) | ||
1056 | { | ||
1057 | if (childrenPrim.Contains(prim)) | ||
1058 | return; | ||
1059 | |||
1060 | // m_log.DebugFormat( | ||
1061 | // "[ODE PRIM]: Linking prim {0} {1} to {2} {3}", prim.Name, prim.LocalID, Name, LocalID); | ||
1062 | |||
1063 | childrenPrim.Add(prim); | ||
1064 | |||
1065 | foreach (OdePrim prm in childrenPrim) | ||
1059 | { | 1066 | { |
1060 | Body = d.BodyCreate(_parent_scene.world); | 1067 | d.Mass m2; |
1061 | setMass(); | 1068 | d.MassSetZero(out m2); |
1069 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); | ||
1070 | |||
1071 | d.Quaternion quat = new d.Quaternion(); | ||
1072 | quat.W = prm._orientation.W; | ||
1073 | quat.X = prm._orientation.X; | ||
1074 | quat.Y = prm._orientation.Y; | ||
1075 | quat.Z = prm._orientation.Z; | ||
1076 | |||
1077 | d.Matrix3 mat = new d.Matrix3(); | ||
1078 | d.RfromQ(out mat, ref quat); | ||
1079 | d.MassRotate(ref m2, ref mat); | ||
1080 | d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); | ||
1081 | d.MassAdd(ref pMass, ref m2); | ||
1062 | } | 1082 | } |
1063 | if (Body != IntPtr.Zero) | 1083 | |
1084 | foreach (OdePrim prm in childrenPrim) | ||
1064 | { | 1085 | { |
1065 | lock (childrenPrim) | 1086 | prm.m_collisionCategories |= CollisionCategories.Body; |
1066 | { | 1087 | prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); |
1067 | if (!childrenPrim.Contains(prim)) | ||
1068 | { | ||
1069 | //Console.WriteLine("childrenPrim.Add " + prim); | ||
1070 | childrenPrim.Add(prim); | ||
1071 | |||
1072 | foreach (OdePrim prm in childrenPrim) | ||
1073 | { | ||
1074 | d.Mass m2; | ||
1075 | d.MassSetZero(out m2); | ||
1076 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); | ||
1077 | |||
1078 | d.Quaternion quat = new d.Quaternion(); | ||
1079 | quat.W = prm._orientation.W; | ||
1080 | quat.X = prm._orientation.X; | ||
1081 | quat.Y = prm._orientation.Y; | ||
1082 | quat.Z = prm._orientation.Z; | ||
1083 | |||
1084 | d.Matrix3 mat = new d.Matrix3(); | ||
1085 | d.RfromQ(out mat, ref quat); | ||
1086 | d.MassRotate(ref m2, ref mat); | ||
1087 | d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); | ||
1088 | d.MassAdd(ref pMass, ref m2); | ||
1089 | } | ||
1090 | |||
1091 | foreach (OdePrim prm in childrenPrim) | ||
1092 | { | ||
1093 | prm.m_collisionCategories |= CollisionCategories.Body; | ||
1094 | prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1095 | 1088 | ||
1096 | if (prm.prim_geom == IntPtr.Zero) | ||
1097 | { | ||
1098 | m_log.WarnFormat( | ||
1099 | "[PHYSICS]: Unable to link one of the linkset elements {0} for parent {1}. No geom yet", | ||
1100 | prm.Name, prim.Name); | ||
1101 | continue; | ||
1102 | } | ||
1103 | //Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name); | 1089 | //Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name); |
1104 | d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); | 1090 | d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); |
1105 | d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); | 1091 | d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); |
1106 | |||
1107 | 1092 | ||
1108 | d.Quaternion quat = new d.Quaternion(); | 1093 | d.Quaternion quat = new d.Quaternion(); |
1109 | quat.W = prm._orientation.W; | 1094 | quat.W = prm._orientation.W; |
1110 | quat.X = prm._orientation.X; | 1095 | quat.X = prm._orientation.X; |
1111 | quat.Y = prm._orientation.Y; | 1096 | quat.Y = prm._orientation.Y; |
1112 | quat.Z = prm._orientation.Z; | 1097 | quat.Z = prm._orientation.Z; |
1113 | 1098 | ||
1114 | d.Matrix3 mat = new d.Matrix3(); | 1099 | d.Matrix3 mat = new d.Matrix3(); |
1115 | d.RfromQ(out mat, ref quat); | 1100 | d.RfromQ(out mat, ref quat); |
1116 | if (Body != IntPtr.Zero) | 1101 | if (Body != IntPtr.Zero) |
1117 | { | 1102 | { |
1118 | d.GeomSetBody(prm.prim_geom, Body); | 1103 | d.GeomSetBody(prm.prim_geom, Body); |
1119 | prm.childPrim = true; | 1104 | prm.childPrim = true; |
1120 | d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z); | 1105 | d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z); |
1121 | //d.GeomSetOffsetPosition(prim.prim_geom, | 1106 | //d.GeomSetOffsetPosition(prim.prim_geom, |
1122 | // (Position.X - prm.Position.X) - pMass.c.X, | 1107 | // (Position.X - prm.Position.X) - pMass.c.X, |
1123 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | 1108 | // (Position.Y - prm.Position.Y) - pMass.c.Y, |
1124 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | 1109 | // (Position.Z - prm.Position.Z) - pMass.c.Z); |
1125 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); | 1110 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); |
1126 | //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); | 1111 | //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); |
1127 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | 1112 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); |
1128 | d.BodySetMass(Body, ref pMass); | 1113 | d.BodySetMass(Body, ref pMass); |
1129 | } | 1114 | } |
1130 | else | 1115 | else |
1131 | { | 1116 | { |
1132 | m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name); | 1117 | m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name); |
1133 | } | 1118 | } |
1134 | 1119 | ||
1135 | prm.m_interpenetrationcount = 0; | 1120 | prm.m_interpenetrationcount = 0; |
1136 | prm.m_collisionscore = 0; | 1121 | prm.m_collisionscore = 0; |
1137 | prm.m_disabled = false; | 1122 | prm.m_disabled = false; |
1138 | 1123 | ||
1139 | // The body doesn't already have a finite rotation mode set here | 1124 | // The body doesn't already have a finite rotation mode set here |
1140 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | 1125 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) |
1141 | { | 1126 | { |
1142 | prm.createAMotor(m_angularlock); | 1127 | prm.createAMotor(m_angularlock); |
1143 | } | 1128 | } |
1144 | prm.Body = Body; | 1129 | prm.Body = Body; |
1145 | _parent_scene.ActivatePrim(prm); | 1130 | _parent_scene.ActivatePrim(prm); |
1146 | } | 1131 | } |
1147 | 1132 | ||
1148 | m_collisionCategories |= CollisionCategories.Body; | 1133 | m_collisionCategories |= CollisionCategories.Body; |
1149 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | 1134 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); |
1150 | 1135 | ||
1151 | //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name); | 1136 | //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name); |
1152 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | 1137 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
1153 | //Console.WriteLine(" Post GeomSetCategoryBits 2"); | 1138 | //Console.WriteLine(" Post GeomSetCategoryBits 2"); |
1154 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | 1139 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
1155 | |||
1156 | d.Quaternion quat2 = new d.Quaternion(); | ||
1157 | quat2.W = _orientation.W; | ||
1158 | quat2.X = _orientation.X; | ||
1159 | quat2.Y = _orientation.Y; | ||
1160 | quat2.Z = _orientation.Z; | ||
1161 | |||
1162 | d.Matrix3 mat2 = new d.Matrix3(); | ||
1163 | d.RfromQ(out mat2, ref quat2); | ||
1164 | d.GeomSetBody(prim_geom, Body); | ||
1165 | d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); | ||
1166 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1167 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1168 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1169 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1170 | //d.GeomSetOffsetRotation(prim_geom, ref mat2); | ||
1171 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1172 | d.BodySetMass(Body, ref pMass); | ||
1173 | |||
1174 | d.BodySetAutoDisableFlag(Body, true); | ||
1175 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1176 | 1140 | ||
1177 | m_interpenetrationcount = 0; | 1141 | d.Quaternion quat2 = new d.Quaternion(); |
1178 | m_collisionscore = 0; | 1142 | quat2.W = _orientation.W; |
1179 | m_disabled = false; | 1143 | quat2.X = _orientation.X; |
1144 | quat2.Y = _orientation.Y; | ||
1145 | quat2.Z = _orientation.Z; | ||
1180 | 1146 | ||
1181 | // The body doesn't already have a finite rotation mode set here | 1147 | d.Matrix3 mat2 = new d.Matrix3(); |
1182 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | 1148 | d.RfromQ(out mat2, ref quat2); |
1183 | { | 1149 | d.GeomSetBody(prim_geom, Body); |
1184 | createAMotor(m_angularlock); | 1150 | d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); |
1185 | } | 1151 | //d.GeomSetOffsetPosition(prim.prim_geom, |
1186 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); | 1152 | // (Position.X - prm.Position.X) - pMass.c.X, |
1187 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | 1153 | // (Position.Y - prm.Position.Y) - pMass.c.Y, |
1188 | m_vehicle.Enable(Body, _parent_scene); | 1154 | // (Position.Z - prm.Position.Z) - pMass.c.Z); |
1155 | //d.GeomSetOffsetRotation(prim_geom, ref mat2); | ||
1156 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1157 | d.BodySetMass(Body, ref pMass); | ||
1189 | 1158 | ||
1190 | _parent_scene.ActivatePrim(this); | 1159 | d.BodySetAutoDisableFlag(Body, true); |
1191 | } | 1160 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); |
1192 | } | 1161 | |
1162 | m_interpenetrationcount = 0; | ||
1163 | m_collisionscore = 0; | ||
1164 | m_disabled = false; | ||
1165 | |||
1166 | // The body doesn't already have a finite rotation mode set here | ||
1167 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
1168 | { | ||
1169 | createAMotor(m_angularlock); | ||
1193 | } | 1170 | } |
1171 | |||
1172 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); | ||
1173 | |||
1174 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | ||
1175 | m_vehicle.Enable(Body, _parent_scene); | ||
1176 | |||
1177 | _parent_scene.ActivatePrim(this); | ||
1194 | } | 1178 | } |
1195 | } | 1179 | } |
1196 | 1180 | ||
1197 | private void ChildSetGeom(OdePrim odePrim) | 1181 | private void ChildSetGeom(OdePrim odePrim) |
1198 | { | 1182 | { |
1183 | // m_log.DebugFormat( | ||
1184 | // "[ODE PRIM]: ChildSetGeom {0} {1} for {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID); | ||
1185 | |||
1199 | //if (IsPhysical && Body != IntPtr.Zero) | 1186 | //if (IsPhysical && Body != IntPtr.Zero) |
1200 | lock (childrenPrim) | 1187 | lock (childrenPrim) |
1201 | { | 1188 | { |
@@ -1210,12 +1197,14 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1210 | //prm.childPrim = false; | 1197 | //prm.childPrim = false; |
1211 | } | 1198 | } |
1212 | } | 1199 | } |
1200 | |||
1213 | disableBody(); | 1201 | disableBody(); |
1214 | 1202 | ||
1215 | if (Body != IntPtr.Zero) | 1203 | // Spurious - Body == IntPtr.Zero after disableBody() |
1216 | { | 1204 | // if (Body != IntPtr.Zero) |
1217 | _parent_scene.DeactivatePrim(this); | 1205 | // { |
1218 | } | 1206 | // _parent_scene.DeactivatePrim(this); |
1207 | // } | ||
1219 | 1208 | ||
1220 | lock (childrenPrim) | 1209 | lock (childrenPrim) |
1221 | { | 1210 | { |
@@ -1229,6 +1218,9 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1229 | 1218 | ||
1230 | private void ChildDelink(OdePrim odePrim) | 1219 | private void ChildDelink(OdePrim odePrim) |
1231 | { | 1220 | { |
1221 | // m_log.DebugFormat( | ||
1222 | // "[ODE PRIM]: Delinking prim {0} {1} from {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID); | ||
1223 | |||
1232 | // Okay, we have a delinked child.. need to rebuild the body. | 1224 | // Okay, we have a delinked child.. need to rebuild the body. |
1233 | lock (childrenPrim) | 1225 | lock (childrenPrim) |
1234 | { | 1226 | { |
@@ -1243,6 +1235,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1243 | //prm.childPrim = false; | 1235 | //prm.childPrim = false; |
1244 | } | 1236 | } |
1245 | } | 1237 | } |
1238 | |||
1246 | disableBody(); | 1239 | disableBody(); |
1247 | 1240 | ||
1248 | lock (childrenPrim) | 1241 | lock (childrenPrim) |
@@ -1251,10 +1244,11 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1251 | childrenPrim.Remove(odePrim); | 1244 | childrenPrim.Remove(odePrim); |
1252 | } | 1245 | } |
1253 | 1246 | ||
1254 | if (Body != IntPtr.Zero) | 1247 | // Spurious - Body == IntPtr.Zero after disableBody() |
1255 | { | 1248 | // if (Body != IntPtr.Zero) |
1256 | _parent_scene.DeactivatePrim(this); | 1249 | // { |
1257 | } | 1250 | // _parent_scene.DeactivatePrim(this); |
1251 | // } | ||
1258 | 1252 | ||
1259 | lock (childrenPrim) | 1253 | lock (childrenPrim) |
1260 | { | 1254 | { |
@@ -1303,11 +1297,8 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1303 | disableBodySoft(); | 1297 | disableBodySoft(); |
1304 | } | 1298 | } |
1305 | 1299 | ||
1306 | if (prim_geom != IntPtr.Zero) | 1300 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
1307 | { | 1301 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
1308 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1309 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1310 | } | ||
1311 | 1302 | ||
1312 | if (IsPhysical) | 1303 | if (IsPhysical) |
1313 | { | 1304 | { |
@@ -1328,11 +1319,8 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1328 | if (m_collidesWater) | 1319 | if (m_collidesWater) |
1329 | m_collisionFlags |= CollisionCategories.Water; | 1320 | m_collisionFlags |= CollisionCategories.Water; |
1330 | 1321 | ||
1331 | if (prim_geom != IntPtr.Zero) | 1322 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
1332 | { | 1323 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
1333 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1334 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1335 | } | ||
1336 | 1324 | ||
1337 | if (IsPhysical) | 1325 | if (IsPhysical) |
1338 | { | 1326 | { |
@@ -1472,6 +1460,9 @@ Console.WriteLine("CreateGeom:"); | |||
1472 | } | 1460 | } |
1473 | else | 1461 | else |
1474 | { | 1462 | { |
1463 | m_log.WarnFormat( | ||
1464 | "[ODE PRIM]: Called RemoveGeom() on {0} {1} where geometry was already null.", Name, LocalID); | ||
1465 | |||
1475 | return false; | 1466 | return false; |
1476 | } | 1467 | } |
1477 | } | 1468 | } |
@@ -1505,16 +1496,13 @@ Console.WriteLine("changeadd 1"); | |||
1505 | #endif | 1496 | #endif |
1506 | CreateGeom(m_targetSpace, mesh); | 1497 | CreateGeom(m_targetSpace, mesh); |
1507 | 1498 | ||
1508 | if (prim_geom != IntPtr.Zero) | 1499 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
1509 | { | 1500 | d.Quaternion myrot = new d.Quaternion(); |
1510 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 1501 | myrot.X = _orientation.X; |
1511 | d.Quaternion myrot = new d.Quaternion(); | 1502 | myrot.Y = _orientation.Y; |
1512 | myrot.X = _orientation.X; | 1503 | myrot.Z = _orientation.Z; |
1513 | myrot.Y = _orientation.Y; | 1504 | myrot.W = _orientation.W; |
1514 | myrot.Z = _orientation.Z; | 1505 | d.GeomSetQuaternion(prim_geom, ref myrot); |
1515 | myrot.W = _orientation.W; | ||
1516 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1517 | } | ||
1518 | 1506 | ||
1519 | if (IsPhysical && Body == IntPtr.Zero) | 1507 | if (IsPhysical && Body == IntPtr.Zero) |
1520 | enableBody(); | 1508 | enableBody(); |
@@ -1579,24 +1567,20 @@ Console.WriteLine(" JointCreateFixed"); | |||
1579 | //m_log.Debug("[BUG]: race!"); | 1567 | //m_log.Debug("[BUG]: race!"); |
1580 | //} | 1568 | //} |
1581 | } | 1569 | } |
1582 | else | ||
1583 | { | ||
1584 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
1585 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
1586 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1587 | 1570 | ||
1588 | IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | 1571 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); |
1589 | m_targetSpace = tempspace; | 1572 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); |
1573 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1574 | |||
1575 | IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | ||
1576 | m_targetSpace = tempspace; | ||
1590 | 1577 | ||
1591 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | 1578 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); |
1592 | if (prim_geom != IntPtr.Zero) | 1579 | |
1593 | { | 1580 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
1594 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1595 | 1581 | ||
1596 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | 1582 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); |
1597 | d.SpaceAdd(m_targetSpace, prim_geom); | 1583 | d.SpaceAdd(m_targetSpace, prim_geom); |
1598 | } | ||
1599 | } | ||
1600 | 1584 | ||
1601 | changeSelectedStatus(); | 1585 | changeSelectedStatus(); |
1602 | 1586 | ||
@@ -2047,18 +2031,16 @@ Console.WriteLine(" JointCreateFixed"); | |||
2047 | { | 2031 | { |
2048 | m_collidesWater = m_taintCollidesWater; | 2032 | m_collidesWater = m_taintCollidesWater; |
2049 | 2033 | ||
2050 | if (prim_geom != IntPtr.Zero) | 2034 | if (m_collidesWater) |
2051 | { | 2035 | { |
2052 | if (m_collidesWater) | 2036 | m_collisionFlags |= CollisionCategories.Water; |
2053 | { | ||
2054 | m_collisionFlags |= CollisionCategories.Water; | ||
2055 | } | ||
2056 | else | ||
2057 | { | ||
2058 | m_collisionFlags &= ~CollisionCategories.Water; | ||
2059 | } | ||
2060 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2061 | } | 2037 | } |
2038 | else | ||
2039 | { | ||
2040 | m_collisionFlags &= ~CollisionCategories.Water; | ||
2041 | } | ||
2042 | |||
2043 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2062 | } | 2044 | } |
2063 | 2045 | ||
2064 | /// <summary> | 2046 | /// <summary> |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 842ff91..32e81e2 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -30,20 +30,21 @@ | |||
30 | 30 | ||
31 | using System; | 31 | using System; |
32 | using System.Collections.Generic; | 32 | using System.Collections.Generic; |
33 | using System.Diagnostics; | ||
34 | using System.IO; | ||
35 | using System.Linq; | ||
33 | using System.Reflection; | 36 | using System.Reflection; |
34 | using System.Runtime.InteropServices; | 37 | using System.Runtime.InteropServices; |
35 | using System.Threading; | 38 | using System.Threading; |
36 | using System.IO; | ||
37 | using System.Diagnostics; | ||
38 | using log4net; | 39 | using log4net; |
39 | using Nini.Config; | 40 | using Nini.Config; |
40 | using Ode.NET; | 41 | using Ode.NET; |
42 | using OpenMetaverse; | ||
41 | #if USE_DRAWSTUFF | 43 | #if USE_DRAWSTUFF |
42 | using Drawstuff.NET; | 44 | using Drawstuff.NET; |
43 | #endif | 45 | #endif |
44 | using OpenSim.Framework; | 46 | using OpenSim.Framework; |
45 | using OpenSim.Region.Physics.Manager; | 47 | using OpenSim.Region.Physics.Manager; |
46 | using OpenMetaverse; | ||
47 | 48 | ||
48 | namespace OpenSim.Region.Physics.OdePlugin | 49 | namespace OpenSim.Region.Physics.OdePlugin |
49 | { | 50 | { |
@@ -54,15 +55,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
54 | End = 2 | 55 | End = 2 |
55 | } | 56 | } |
56 | 57 | ||
57 | public struct sCollisionData | 58 | // public struct sCollisionData |
58 | { | 59 | // { |
59 | public uint ColliderLocalId; | 60 | // public uint ColliderLocalId; |
60 | public uint CollidedWithLocalId; | 61 | // public uint CollidedWithLocalId; |
61 | public int NumberOfCollisions; | 62 | // public int NumberOfCollisions; |
62 | public int CollisionType; | 63 | // public int CollisionType; |
63 | public int StatusIndicator; | 64 | // public int StatusIndicator; |
64 | public int lastframe; | 65 | // public int lastframe; |
65 | } | 66 | // } |
66 | 67 | ||
67 | [Flags] | 68 | [Flags] |
68 | public enum CollisionCategories : int | 69 | public enum CollisionCategories : int |
@@ -131,6 +132,135 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
131 | /// </remarks> | 132 | /// </remarks> |
132 | internal static Object UniversalColliderSyncObject = new Object(); | 133 | internal static Object UniversalColliderSyncObject = new Object(); |
133 | 134 | ||
135 | /// <summary> | ||
136 | /// Is stats collecting enabled for this ODE scene? | ||
137 | /// </summary> | ||
138 | public bool CollectStats { get; set; } | ||
139 | |||
140 | /// <summary> | ||
141 | /// Statistics for this scene. | ||
142 | /// </summary> | ||
143 | private Dictionary<string, float> m_stats = new Dictionary<string, float>(); | ||
144 | |||
145 | /// <summary> | ||
146 | /// Stat name for total number of avatars in this ODE scene. | ||
147 | /// </summary> | ||
148 | public const string ODETotalAvatarsStatName = "ODETotalAvatars"; | ||
149 | |||
150 | /// <summary> | ||
151 | /// Stat name for total number of prims in this ODE scene. | ||
152 | /// </summary> | ||
153 | public const string ODETotalPrimsStatName = "ODETotalPrims"; | ||
154 | |||
155 | /// <summary> | ||
156 | /// Stat name for total number of prims with active physics in this ODE scene. | ||
157 | /// </summary> | ||
158 | public const string ODEActivePrimsStatName = "ODEActivePrims"; | ||
159 | |||
160 | /// <summary> | ||
161 | /// Stat name for the total time spent in ODE frame processing. | ||
162 | /// </summary> | ||
163 | /// <remarks> | ||
164 | /// A sanity check for the main scene loop physics time. | ||
165 | /// </remarks> | ||
166 | public const string ODETotalFrameMsStatName = "ODETotalFrameMS"; | ||
167 | |||
168 | /// <summary> | ||
169 | /// Stat name for time spent processing avatar taints per frame | ||
170 | /// </summary> | ||
171 | public const string ODEAvatarTaintMsStatName = "ODEAvatarTaintFrameMS"; | ||
172 | |||
173 | /// <summary> | ||
174 | /// Stat name for time spent processing prim taints per frame | ||
175 | /// </summary> | ||
176 | public const string ODEPrimTaintMsStatName = "ODEPrimTaintFrameMS"; | ||
177 | |||
178 | /// <summary> | ||
179 | /// Stat name for time spent calculating avatar forces per frame. | ||
180 | /// </summary> | ||
181 | public const string ODEAvatarForcesFrameMsStatName = "ODEAvatarForcesFrameMS"; | ||
182 | |||
183 | /// <summary> | ||
184 | /// Stat name for time spent calculating prim forces per frame | ||
185 | /// </summary> | ||
186 | public const string ODEPrimForcesFrameMsStatName = "ODEPrimForcesFrameMS"; | ||
187 | |||
188 | /// <summary> | ||
189 | /// Stat name for time spent fulfilling raycasting requests per frame | ||
190 | /// </summary> | ||
191 | public const string ODERaycastingFrameMsStatName = "ODERaycastingFrameMS"; | ||
192 | |||
193 | /// <summary> | ||
194 | /// Stat name for time spent in native code that actually steps through the simulation. | ||
195 | /// </summary> | ||
196 | public const string ODENativeStepFrameMsStatName = "ODENativeStepFrameMS"; | ||
197 | |||
198 | /// <summary> | ||
199 | /// Stat name for the number of milliseconds that ODE spends in native space collision code. | ||
200 | /// </summary> | ||
201 | public const string ODENativeSpaceCollisionFrameMsStatName = "ODENativeSpaceCollisionFrameMS"; | ||
202 | |||
203 | /// <summary> | ||
204 | /// Stat name for milliseconds that ODE spends in native geom collision code. | ||
205 | /// </summary> | ||
206 | public const string ODENativeGeomCollisionFrameMsStatName = "ODENativeGeomCollisionFrameMS"; | ||
207 | |||
208 | /// <summary> | ||
209 | /// Time spent in collision processing that is not spent in native space or geom collision code. | ||
210 | /// </summary> | ||
211 | public const string ODEOtherCollisionFrameMsStatName = "ODEOtherCollisionFrameMS"; | ||
212 | |||
213 | /// <summary> | ||
214 | /// Stat name for time spent notifying listeners of collisions | ||
215 | /// </summary> | ||
216 | public const string ODECollisionNotificationFrameMsStatName = "ODECollisionNotificationFrameMS"; | ||
217 | |||
218 | /// <summary> | ||
219 | /// Stat name for milliseconds spent updating avatar position and velocity | ||
220 | /// </summary> | ||
221 | public const string ODEAvatarUpdateFrameMsStatName = "ODEAvatarUpdateFrameMS"; | ||
222 | |||
223 | /// <summary> | ||
224 | /// Stat name for the milliseconds spent updating prim position and velocity | ||
225 | /// </summary> | ||
226 | public const string ODEPrimUpdateFrameMsStatName = "ODEPrimUpdateFrameMS"; | ||
227 | |||
228 | /// <summary> | ||
229 | /// Stat name for avatar collisions with another entity. | ||
230 | /// </summary> | ||
231 | public const string ODEAvatarContactsStatsName = "ODEAvatarContacts"; | ||
232 | |||
233 | /// <summary> | ||
234 | /// Stat name for prim collisions with another entity. | ||
235 | /// </summary> | ||
236 | public const string ODEPrimContactsStatName = "ODEPrimContacts"; | ||
237 | |||
238 | /// <summary> | ||
239 | /// Used to hold tick numbers for stat collection purposes. | ||
240 | /// </summary> | ||
241 | private int m_nativeCollisionStartTick; | ||
242 | |||
243 | /// <summary> | ||
244 | /// A messy way to tell if we need to avoid adding a collision time because this was already done in the callback. | ||
245 | /// </summary> | ||
246 | private bool m_inCollisionTiming; | ||
247 | |||
248 | /// <summary> | ||
249 | /// A temporary holder for the number of avatar collisions in a frame, so we can work out how many object | ||
250 | /// collisions occured using the _perloopcontact if stats collection is enabled. | ||
251 | /// </summary> | ||
252 | private int m_tempAvatarCollisionsThisFrame; | ||
253 | |||
254 | /// <summary> | ||
255 | /// Used in calculating physics frame time dilation | ||
256 | /// </summary> | ||
257 | private int tickCountFrameRun; | ||
258 | |||
259 | /// <summary> | ||
260 | /// Used in calculating physics frame time dilation | ||
261 | /// </summary> | ||
262 | private int latertickcount; | ||
263 | |||
134 | private Random fluidRandomizer = new Random(Environment.TickCount); | 264 | private Random fluidRandomizer = new Random(Environment.TickCount); |
135 | 265 | ||
136 | private const uint m_regionWidth = Constants.RegionSize; | 266 | private const uint m_regionWidth = Constants.RegionSize; |
@@ -257,12 +387,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
257 | /// <summary> | 387 | /// <summary> |
258 | /// A dictionary of actors that should receive collision events. | 388 | /// A dictionary of actors that should receive collision events. |
259 | /// </summary> | 389 | /// </summary> |
260 | private readonly Dictionary<uint, PhysicsActor> _collisionEventPrim = new Dictionary<uint, PhysicsActor>(); | 390 | private readonly Dictionary<uint, PhysicsActor> m_collisionEventActors = new Dictionary<uint, PhysicsActor>(); |
261 | 391 | ||
262 | /// <summary> | 392 | /// <summary> |
263 | /// A dictionary of collision event changes that are waiting to be processed. | 393 | /// A dictionary of collision event changes that are waiting to be processed. |
264 | /// </summary> | 394 | /// </summary> |
265 | private readonly Dictionary<uint, PhysicsActor> _collisionEventPrimChanges = new Dictionary<uint, PhysicsActor>(); | 395 | private readonly Dictionary<uint, PhysicsActor> m_collisionEventActorsChanges = new Dictionary<uint, PhysicsActor>(); |
266 | 396 | ||
267 | /// <summary> | 397 | /// <summary> |
268 | /// Maps a unique geometry id (a memory location) to a physics actor name. | 398 | /// Maps a unique geometry id (a memory location) to a physics actor name. |
@@ -345,9 +475,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
345 | private OdePrim cp1; | 475 | private OdePrim cp1; |
346 | private OdeCharacter cc2; | 476 | private OdeCharacter cc2; |
347 | private OdePrim cp2; | 477 | private OdePrim cp2; |
348 | private int tickCountFrameRun; | ||
349 | |||
350 | private int latertickcount=0; | ||
351 | //private int cStartStop = 0; | 478 | //private int cStartStop = 0; |
352 | //private string cDictKey = ""; | 479 | //private string cDictKey = ""; |
353 | 480 | ||
@@ -440,6 +567,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
440 | // Initialize the mesh plugin | 567 | // Initialize the mesh plugin |
441 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 568 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
442 | { | 569 | { |
570 | InitializeExtraStats(); | ||
571 | |||
443 | mesher = meshmerizer; | 572 | mesher = meshmerizer; |
444 | m_config = config; | 573 | m_config = config; |
445 | // Defaults | 574 | // Defaults |
@@ -464,6 +593,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
464 | IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; | 593 | IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; |
465 | if (physicsconfig != null) | 594 | if (physicsconfig != null) |
466 | { | 595 | { |
596 | CollectStats = physicsconfig.GetBoolean("collect_stats", false); | ||
597 | |||
467 | gravityx = physicsconfig.GetFloat("world_gravityx", 0f); | 598 | gravityx = physicsconfig.GetFloat("world_gravityx", 0f); |
468 | gravityy = physicsconfig.GetFloat("world_gravityy", 0f); | 599 | gravityy = physicsconfig.GetFloat("world_gravityy", 0f); |
469 | gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f); | 600 | gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f); |
@@ -765,6 +896,62 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
765 | #region Collision Detection | 896 | #region Collision Detection |
766 | 897 | ||
767 | /// <summary> | 898 | /// <summary> |
899 | /// Collides two geometries. | ||
900 | /// </summary> | ||
901 | /// <returns></returns> | ||
902 | /// <param name='geom1'></param> | ||
903 | /// <param name='geom2'>/param> | ||
904 | /// <param name='maxContacts'></param> | ||
905 | /// <param name='contactsArray'></param> | ||
906 | /// <param name='contactGeomSize'></param> | ||
907 | private int CollideGeoms( | ||
908 | IntPtr geom1, IntPtr geom2, int maxContacts, Ode.NET.d.ContactGeom[] contactsArray, int contactGeomSize) | ||
909 | { | ||
910 | int count; | ||
911 | |||
912 | lock (OdeScene.UniversalColliderSyncObject) | ||
913 | { | ||
914 | // We do this inside the lock so that we don't count any delay in acquiring it | ||
915 | if (CollectStats) | ||
916 | m_nativeCollisionStartTick = Util.EnvironmentTickCount(); | ||
917 | |||
918 | count = d.Collide(geom1, geom2, maxContacts, contactsArray, contactGeomSize); | ||
919 | } | ||
920 | |||
921 | // We do this outside the lock so that any waiting threads aren't held up, though the effect is probably | ||
922 | // negligable | ||
923 | if (CollectStats) | ||
924 | m_stats[ODENativeGeomCollisionFrameMsStatName] | ||
925 | += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick); | ||
926 | |||
927 | return count; | ||
928 | } | ||
929 | |||
930 | /// <summary> | ||
931 | /// Collide two spaces or a space and a geometry. | ||
932 | /// </summary> | ||
933 | /// <param name='space1'></param> | ||
934 | /// <param name='space2'>/param> | ||
935 | /// <param name='data'></param> | ||
936 | private void CollideSpaces(IntPtr space1, IntPtr space2, IntPtr data) | ||
937 | { | ||
938 | if (CollectStats) | ||
939 | { | ||
940 | m_inCollisionTiming = true; | ||
941 | m_nativeCollisionStartTick = Util.EnvironmentTickCount(); | ||
942 | } | ||
943 | |||
944 | d.SpaceCollide2(space1, space2, data, nearCallback); | ||
945 | |||
946 | if (CollectStats && m_inCollisionTiming) | ||
947 | { | ||
948 | m_stats[ODENativeSpaceCollisionFrameMsStatName] | ||
949 | += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick); | ||
950 | m_inCollisionTiming = false; | ||
951 | } | ||
952 | } | ||
953 | |||
954 | /// <summary> | ||
768 | /// This is our near callback. A geometry is near a body | 955 | /// This is our near callback. A geometry is near a body |
769 | /// </summary> | 956 | /// </summary> |
770 | /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> | 957 | /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> |
@@ -772,6 +959,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
772 | /// <param name="g2">another geometry or space</param> | 959 | /// <param name="g2">another geometry or space</param> |
773 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | 960 | private void near(IntPtr space, IntPtr g1, IntPtr g2) |
774 | { | 961 | { |
962 | if (CollectStats && m_inCollisionTiming) | ||
963 | { | ||
964 | m_stats[ODENativeSpaceCollisionFrameMsStatName] | ||
965 | += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick); | ||
966 | m_inCollisionTiming = false; | ||
967 | } | ||
968 | |||
775 | // m_log.DebugFormat("[PHYSICS]: Colliding {0} and {1} in {2}", g1, g2, space); | 969 | // m_log.DebugFormat("[PHYSICS]: Colliding {0} and {1} in {2}", g1, g2, space); |
776 | // no lock here! It's invoked from within Simulate(), which is thread-locked | 970 | // no lock here! It's invoked from within Simulate(), which is thread-locked |
777 | 971 | ||
@@ -789,7 +983,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
789 | // contact points in the space | 983 | // contact points in the space |
790 | try | 984 | try |
791 | { | 985 | { |
792 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | 986 | CollideSpaces(g1, g2, IntPtr.Zero); |
793 | } | 987 | } |
794 | catch (AccessViolationException) | 988 | catch (AccessViolationException) |
795 | { | 989 | { |
@@ -832,6 +1026,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
832 | 1026 | ||
833 | // Figure out how many contact points we have | 1027 | // Figure out how many contact points we have |
834 | int count = 0; | 1028 | int count = 0; |
1029 | |||
835 | try | 1030 | try |
836 | { | 1031 | { |
837 | // Colliding Geom To Geom | 1032 | // Colliding Geom To Geom |
@@ -843,8 +1038,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
843 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | 1038 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) |
844 | return; | 1039 | return; |
845 | 1040 | ||
846 | lock (OdeScene.UniversalColliderSyncObject) | 1041 | count = CollideGeoms(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); |
847 | count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); | 1042 | |
1043 | // All code after this is only relevant if we have any collisions | ||
1044 | if (count <= 0) | ||
1045 | return; | ||
848 | 1046 | ||
849 | if (count > contacts.Length) | 1047 | if (count > contacts.Length) |
850 | m_log.Error("[ODE SCENE]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length); | 1048 | m_log.Error("[ODE SCENE]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length); |
@@ -1113,14 +1311,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1113 | { | 1311 | { |
1114 | _perloopContact.Add(curContact); | 1312 | _perloopContact.Add(curContact); |
1115 | 1313 | ||
1116 | // If we're colliding against terrain | ||
1117 | if (name1 == "Terrain" || name2 == "Terrain") | 1314 | if (name1 == "Terrain" || name2 == "Terrain") |
1118 | { | 1315 | { |
1119 | // If we're moving | ||
1120 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && | 1316 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && |
1121 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1317 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1122 | { | 1318 | { |
1123 | // Use the movement terrain contact | 1319 | // Avatar is moving on terrain, use the movement terrain contact |
1124 | AvatarMovementTerrainContact.geom = curContact; | 1320 | AvatarMovementTerrainContact.geom = curContact; |
1125 | 1321 | ||
1126 | if (m_global_contactcount < maxContactsbeforedeath) | 1322 | if (m_global_contactcount < maxContactsbeforedeath) |
@@ -1133,7 +1329,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1133 | { | 1329 | { |
1134 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | 1330 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) |
1135 | { | 1331 | { |
1136 | // Use the non moving terrain contact | 1332 | // Avatar is standing on terrain, use the non moving terrain contact |
1137 | TerrainContact.geom = curContact; | 1333 | TerrainContact.geom = curContact; |
1138 | 1334 | ||
1139 | if (m_global_contactcount < maxContactsbeforedeath) | 1335 | if (m_global_contactcount < maxContactsbeforedeath) |
@@ -1228,13 +1424,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1228 | } | 1424 | } |
1229 | else | 1425 | else |
1230 | { | 1426 | { |
1231 | // we're colliding with prim or avatar | ||
1232 | // check if we're moving | ||
1233 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) | 1427 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) |
1234 | { | 1428 | { |
1235 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1429 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1236 | { | 1430 | { |
1237 | // Use the Movement prim contact | 1431 | // Avatar is moving on a prim, use the Movement prim contact |
1238 | AvatarMovementprimContact.geom = curContact; | 1432 | AvatarMovementprimContact.geom = curContact; |
1239 | 1433 | ||
1240 | if (m_global_contactcount < maxContactsbeforedeath) | 1434 | if (m_global_contactcount < maxContactsbeforedeath) |
@@ -1245,9 +1439,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1245 | } | 1439 | } |
1246 | else | 1440 | else |
1247 | { | 1441 | { |
1248 | // Use the non movement contact | 1442 | // Avatar is standing still on a prim, use the non movement contact |
1249 | contact.geom = curContact; | 1443 | contact.geom = curContact; |
1250 | _perloopContact.Add(curContact); | ||
1251 | 1444 | ||
1252 | if (m_global_contactcount < maxContactsbeforedeath) | 1445 | if (m_global_contactcount < maxContactsbeforedeath) |
1253 | { | 1446 | { |
@@ -1355,7 +1548,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1355 | break; | 1548 | break; |
1356 | } | 1549 | } |
1357 | } | 1550 | } |
1358 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | 1551 | //m_log.DebugFormat("[Collision]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); |
1359 | //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)); | 1552 | //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)); |
1360 | } | 1553 | } |
1361 | } | 1554 | } |
@@ -1578,7 +1771,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1578 | // and we'll run it again on all of them. | 1771 | // and we'll run it again on all of them. |
1579 | try | 1772 | try |
1580 | { | 1773 | { |
1581 | d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); | 1774 | CollideSpaces(space, chr.Shell, IntPtr.Zero); |
1582 | } | 1775 | } |
1583 | catch (AccessViolationException) | 1776 | catch (AccessViolationException) |
1584 | { | 1777 | { |
@@ -1593,6 +1786,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1593 | //} | 1786 | //} |
1594 | } | 1787 | } |
1595 | 1788 | ||
1789 | if (CollectStats) | ||
1790 | { | ||
1791 | m_tempAvatarCollisionsThisFrame = _perloopContact.Count; | ||
1792 | m_stats[ODEAvatarContactsStatsName] += m_tempAvatarCollisionsThisFrame; | ||
1793 | } | ||
1794 | |||
1596 | List<OdePrim> removeprims = null; | 1795 | List<OdePrim> removeprims = null; |
1597 | foreach (OdePrim chr in _activeprims) | 1796 | foreach (OdePrim chr in _activeprims) |
1598 | { | 1797 | { |
@@ -1604,7 +1803,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1604 | { | 1803 | { |
1605 | if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false) | 1804 | if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false) |
1606 | { | 1805 | { |
1607 | d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); | 1806 | CollideSpaces(space, chr.prim_geom, IntPtr.Zero); |
1608 | } | 1807 | } |
1609 | else | 1808 | else |
1610 | { | 1809 | { |
@@ -1625,6 +1824,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1625 | } | 1824 | } |
1626 | } | 1825 | } |
1627 | 1826 | ||
1827 | if (CollectStats) | ||
1828 | m_stats[ODEPrimContactsStatName] += _perloopContact.Count - m_tempAvatarCollisionsThisFrame; | ||
1829 | |||
1628 | if (removeprims != null) | 1830 | if (removeprims != null) |
1629 | { | 1831 | { |
1630 | foreach (OdePrim chr in removeprims) | 1832 | foreach (OdePrim chr in removeprims) |
@@ -1706,8 +1908,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1706 | { | 1908 | { |
1707 | // m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID); | 1909 | // m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID); |
1708 | 1910 | ||
1709 | lock (_collisionEventPrimChanges) | 1911 | lock (m_collisionEventActorsChanges) |
1710 | _collisionEventPrimChanges[obj.LocalID] = obj; | 1912 | m_collisionEventActorsChanges[obj.LocalID] = obj; |
1711 | } | 1913 | } |
1712 | 1914 | ||
1713 | /// <summary> | 1915 | /// <summary> |
@@ -1718,8 +1920,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1718 | { | 1920 | { |
1719 | // m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID); | 1921 | // m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID); |
1720 | 1922 | ||
1721 | lock (_collisionEventPrimChanges) | 1923 | lock (m_collisionEventActorsChanges) |
1722 | _collisionEventPrimChanges[obj.LocalID] = null; | 1924 | m_collisionEventActorsChanges[obj.LocalID] = null; |
1723 | } | 1925 | } |
1724 | 1926 | ||
1725 | #region Add/Remove Entities | 1927 | #region Add/Remove Entities |
@@ -2226,7 +2428,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2226 | /// <param name="prim"></param> | 2428 | /// <param name="prim"></param> |
2227 | internal void RemovePrimThreadLocked(OdePrim prim) | 2429 | internal void RemovePrimThreadLocked(OdePrim prim) |
2228 | { | 2430 | { |
2229 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); | 2431 | // m_log.DebugFormat("[ODE SCENE]: Removing physical prim {0} {1}", prim.Name, prim.LocalID); |
2432 | |||
2230 | lock (prim) | 2433 | lock (prim) |
2231 | { | 2434 | { |
2232 | RemoveCollisionEventReporting(prim); | 2435 | RemoveCollisionEventReporting(prim); |
@@ -2682,21 +2885,23 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2682 | 2885 | ||
2683 | /// <summary> | 2886 | /// <summary> |
2684 | /// This is our main simulate loop | 2887 | /// This is our main simulate loop |
2888 | /// </summary> | ||
2889 | /// <remarks> | ||
2685 | /// It's thread locked by a Mutex in the scene. | 2890 | /// It's thread locked by a Mutex in the scene. |
2686 | /// It holds Collisions, it instructs ODE to step through the physical reactions | 2891 | /// It holds Collisions, it instructs ODE to step through the physical reactions |
2687 | /// It moves the objects around in memory | 2892 | /// It moves the objects around in memory |
2688 | /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) | 2893 | /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) |
2689 | /// </summary> | 2894 | /// </remarks> |
2690 | /// <param name="timeStep"></param> | 2895 | /// <param name="timeStep"></param> |
2691 | /// <returns></returns> | 2896 | /// <returns>The number of frames simulated over that period.</returns> |
2692 | public override float Simulate(float timeStep) | 2897 | public override float Simulate(float timeStep) |
2693 | { | 2898 | { |
2899 | int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0; | ||
2900 | int tempTick = 0, tempTick2 = 0; | ||
2901 | |||
2694 | if (framecount >= int.MaxValue) | 2902 | if (framecount >= int.MaxValue) |
2695 | framecount = 0; | 2903 | framecount = 0; |
2696 | 2904 | ||
2697 | //if (m_worldOffset != Vector3.Zero) | ||
2698 | // return 0; | ||
2699 | |||
2700 | framecount++; | 2905 | framecount++; |
2701 | 2906 | ||
2702 | float fps = 0; | 2907 | float fps = 0; |
@@ -2704,7 +2909,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2704 | float timeLeft = timeStep; | 2909 | float timeLeft = timeStep; |
2705 | 2910 | ||
2706 | //m_log.Info(timeStep.ToString()); | 2911 | //m_log.Info(timeStep.ToString()); |
2707 | // step_time += timeStep; | 2912 | // step_time += timeSte |
2708 | // | 2913 | // |
2709 | // // If We're loaded down by something else, | 2914 | // // If We're loaded down by something else, |
2710 | // // or debugging with the Visual Studio project on pause | 2915 | // // or debugging with the Visual Studio project on pause |
@@ -2725,17 +2930,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2725 | // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential | 2930 | // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential |
2726 | // deadlock if the collision event tries to lock something else later on which is already locked by a | 2931 | // deadlock if the collision event tries to lock something else later on which is already locked by a |
2727 | // caller that is adding or removing the collision event. | 2932 | // caller that is adding or removing the collision event. |
2728 | lock (_collisionEventPrimChanges) | 2933 | lock (m_collisionEventActorsChanges) |
2729 | { | 2934 | { |
2730 | foreach (KeyValuePair<uint, PhysicsActor> kvp in _collisionEventPrimChanges) | 2935 | foreach (KeyValuePair<uint, PhysicsActor> kvp in m_collisionEventActorsChanges) |
2731 | { | 2936 | { |
2732 | if (kvp.Value == null) | 2937 | if (kvp.Value == null) |
2733 | _collisionEventPrim.Remove(kvp.Key); | 2938 | m_collisionEventActors.Remove(kvp.Key); |
2734 | else | 2939 | else |
2735 | _collisionEventPrim[kvp.Key] = kvp.Value; | 2940 | m_collisionEventActors[kvp.Key] = kvp.Value; |
2736 | } | 2941 | } |
2737 | 2942 | ||
2738 | _collisionEventPrimChanges.Clear(); | 2943 | m_collisionEventActorsChanges.Clear(); |
2739 | } | 2944 | } |
2740 | 2945 | ||
2741 | if (SupportsNINJAJoints) | 2946 | if (SupportsNINJAJoints) |
@@ -2770,6 +2975,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2770 | { | 2975 | { |
2771 | try | 2976 | try |
2772 | { | 2977 | { |
2978 | if (CollectStats) | ||
2979 | tempTick = Util.EnvironmentTickCount(); | ||
2980 | |||
2773 | lock (_taintedActors) | 2981 | lock (_taintedActors) |
2774 | { | 2982 | { |
2775 | foreach (OdeCharacter character in _taintedActors) | 2983 | foreach (OdeCharacter character in _taintedActors) |
@@ -2778,6 +2986,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2778 | _taintedActors.Clear(); | 2986 | _taintedActors.Clear(); |
2779 | } | 2987 | } |
2780 | 2988 | ||
2989 | if (CollectStats) | ||
2990 | { | ||
2991 | tempTick2 = Util.EnvironmentTickCount(); | ||
2992 | m_stats[ODEAvatarTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
2993 | tempTick = tempTick2; | ||
2994 | } | ||
2995 | |||
2781 | lock (_taintedPrims) | 2996 | lock (_taintedPrims) |
2782 | { | 2997 | { |
2783 | foreach (OdePrim prim in _taintedPrims) | 2998 | foreach (OdePrim prim in _taintedPrims) |
@@ -2808,6 +3023,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2808 | _taintedPrims.Clear(); | 3023 | _taintedPrims.Clear(); |
2809 | } | 3024 | } |
2810 | 3025 | ||
3026 | if (CollectStats) | ||
3027 | { | ||
3028 | tempTick2 = Util.EnvironmentTickCount(); | ||
3029 | m_stats[ODEPrimTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3030 | tempTick = tempTick2; | ||
3031 | } | ||
3032 | |||
2811 | // Move characters | 3033 | // Move characters |
2812 | foreach (OdeCharacter actor in _characters) | 3034 | foreach (OdeCharacter actor in _characters) |
2813 | actor.Move(defects); | 3035 | actor.Move(defects); |
@@ -2827,6 +3049,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2827 | defects.Clear(); | 3049 | defects.Clear(); |
2828 | } | 3050 | } |
2829 | 3051 | ||
3052 | if (CollectStats) | ||
3053 | { | ||
3054 | tempTick2 = Util.EnvironmentTickCount(); | ||
3055 | m_stats[ODEAvatarForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3056 | tempTick = tempTick2; | ||
3057 | } | ||
3058 | |||
2830 | // Move other active objects | 3059 | // Move other active objects |
2831 | foreach (OdePrim prim in _activeprims) | 3060 | foreach (OdePrim prim in _activeprims) |
2832 | { | 3061 | { |
@@ -2834,15 +3063,36 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2834 | prim.Move(timeStep); | 3063 | prim.Move(timeStep); |
2835 | } | 3064 | } |
2836 | 3065 | ||
3066 | if (CollectStats) | ||
3067 | { | ||
3068 | tempTick2 = Util.EnvironmentTickCount(); | ||
3069 | m_stats[ODEPrimForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3070 | tempTick = tempTick2; | ||
3071 | } | ||
3072 | |||
2837 | //if ((framecount % m_randomizeWater) == 0) | 3073 | //if ((framecount % m_randomizeWater) == 0) |
2838 | // randomizeWater(waterlevel); | 3074 | // randomizeWater(waterlevel); |
2839 | 3075 | ||
2840 | //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); | 3076 | //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); |
2841 | m_rayCastManager.ProcessQueuedRequests(); | 3077 | m_rayCastManager.ProcessQueuedRequests(); |
2842 | 3078 | ||
3079 | if (CollectStats) | ||
3080 | { | ||
3081 | tempTick2 = Util.EnvironmentTickCount(); | ||
3082 | m_stats[ODERaycastingFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3083 | tempTick = tempTick2; | ||
3084 | } | ||
3085 | |||
2843 | collision_optimized(); | 3086 | collision_optimized(); |
2844 | 3087 | ||
2845 | foreach (PhysicsActor obj in _collisionEventPrim.Values) | 3088 | if (CollectStats) |
3089 | { | ||
3090 | tempTick2 = Util.EnvironmentTickCount(); | ||
3091 | m_stats[ODEOtherCollisionFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3092 | tempTick = tempTick2; | ||
3093 | } | ||
3094 | |||
3095 | foreach (PhysicsActor obj in m_collisionEventActors.Values) | ||
2846 | { | 3096 | { |
2847 | // m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID); | 3097 | // m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID); |
2848 | 3098 | ||
@@ -2866,9 +3116,19 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2866 | // "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount); | 3116 | // "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount); |
2867 | 3117 | ||
2868 | m_global_contactcount = 0; | 3118 | m_global_contactcount = 0; |
2869 | 3119 | ||
3120 | if (CollectStats) | ||
3121 | { | ||
3122 | tempTick2 = Util.EnvironmentTickCount(); | ||
3123 | m_stats[ODECollisionNotificationFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3124 | tempTick = tempTick2; | ||
3125 | } | ||
3126 | |||
2870 | d.WorldQuickStep(world, ODE_STEPSIZE); | 3127 | d.WorldQuickStep(world, ODE_STEPSIZE); |
2871 | 3128 | ||
3129 | if (CollectStats) | ||
3130 | m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick); | ||
3131 | |||
2872 | d.JointGroupEmpty(contactgroup); | 3132 | d.JointGroupEmpty(contactgroup); |
2873 | } | 3133 | } |
2874 | catch (Exception e) | 3134 | catch (Exception e) |
@@ -2879,6 +3139,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2879 | timeLeft -= ODE_STEPSIZE; | 3139 | timeLeft -= ODE_STEPSIZE; |
2880 | } | 3140 | } |
2881 | 3141 | ||
3142 | if (CollectStats) | ||
3143 | tempTick = Util.EnvironmentTickCount(); | ||
3144 | |||
2882 | foreach (OdeCharacter actor in _characters) | 3145 | foreach (OdeCharacter actor in _characters) |
2883 | { | 3146 | { |
2884 | if (actor.bad) | 3147 | if (actor.bad) |
@@ -2902,6 +3165,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2902 | defects.Clear(); | 3165 | defects.Clear(); |
2903 | } | 3166 | } |
2904 | 3167 | ||
3168 | if (CollectStats) | ||
3169 | { | ||
3170 | tempTick2 = Util.EnvironmentTickCount(); | ||
3171 | m_stats[ODEAvatarUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3172 | tempTick = tempTick2; | ||
3173 | } | ||
3174 | |||
2905 | //if (timeStep < 0.2f) | 3175 | //if (timeStep < 0.2f) |
2906 | 3176 | ||
2907 | foreach (OdePrim prim in _activeprims) | 3177 | foreach (OdePrim prim in _activeprims) |
@@ -2915,6 +3185,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2915 | } | 3185 | } |
2916 | } | 3186 | } |
2917 | 3187 | ||
3188 | if (CollectStats) | ||
3189 | m_stats[ODEPrimUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick); | ||
3190 | |||
2918 | //DumpJointInfo(); | 3191 | //DumpJointInfo(); |
2919 | 3192 | ||
2920 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | 3193 | // Finished with all sim stepping. If requested, dump world state to file for debugging. |
@@ -2936,7 +3209,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2936 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); | 3209 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); |
2937 | } | 3210 | } |
2938 | 3211 | ||
2939 | latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; | 3212 | latertickcount = Util.EnvironmentTickCountSubtract(tickCountFrameRun); |
2940 | 3213 | ||
2941 | // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics | 3214 | // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics |
2942 | // has a max of 100 ms to run theoretically. | 3215 | // has a max of 100 ms to run theoretically. |
@@ -2954,6 +3227,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2954 | } | 3227 | } |
2955 | 3228 | ||
2956 | tickCountFrameRun = Util.EnvironmentTickCount(); | 3229 | tickCountFrameRun = Util.EnvironmentTickCount(); |
3230 | |||
3231 | if (CollectStats) | ||
3232 | m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick); | ||
2957 | } | 3233 | } |
2958 | 3234 | ||
2959 | return fps; | 3235 | return fps; |
@@ -3189,7 +3465,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3189 | public override bool IsThreaded | 3465 | public override bool IsThreaded |
3190 | { | 3466 | { |
3191 | // for now we won't be multithreaded | 3467 | // for now we won't be multithreaded |
3192 | get { return (false); } | 3468 | get { return false; } |
3193 | } | 3469 | } |
3194 | 3470 | ||
3195 | #region ODE Specific Terrain Fixes | 3471 | #region ODE Specific Terrain Fixes |
@@ -3765,26 +4041,19 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3765 | 4041 | ||
3766 | public override Dictionary<uint, float> GetTopColliders() | 4042 | public override Dictionary<uint, float> GetTopColliders() |
3767 | { | 4043 | { |
3768 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | 4044 | Dictionary<uint, float> topColliders; |
3769 | int cnt = 0; | 4045 | |
3770 | lock (_prims) | 4046 | lock (_prims) |
3771 | { | 4047 | { |
3772 | foreach (OdePrim prm in _prims) | 4048 | List<OdePrim> orderedPrims = new List<OdePrim>(_prims); |
3773 | { | 4049 | orderedPrims.OrderByDescending(p => p.CollisionScore).Take(25); |
3774 | if (prm.CollisionScore > 0) | 4050 | topColliders = orderedPrims.ToDictionary(p => p.LocalID, p => p.CollisionScore); |
3775 | { | 4051 | |
3776 | returncolliders.Add(prm.LocalID, prm.CollisionScore); | 4052 | foreach (OdePrim p in _prims) |
3777 | cnt++; | 4053 | p.CollisionScore = 0; |
3778 | prm.CollisionScore = 0f; | ||
3779 | if (cnt > 25) | ||
3780 | { | ||
3781 | break; | ||
3782 | } | ||
3783 | } | ||
3784 | } | ||
3785 | } | 4054 | } |
3786 | 4055 | ||
3787 | return returncolliders; | 4056 | return topColliders; |
3788 | } | 4057 | } |
3789 | 4058 | ||
3790 | public override bool SupportsRayCast() | 4059 | public override bool SupportsRayCast() |
@@ -3954,5 +4223,52 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3954 | ds.SetViewpoint(ref xyz, ref hpr); | 4223 | ds.SetViewpoint(ref xyz, ref hpr); |
3955 | } | 4224 | } |
3956 | #endif | 4225 | #endif |
4226 | |||
4227 | public override Dictionary<string, float> GetStats() | ||
4228 | { | ||
4229 | if (!CollectStats) | ||
4230 | return null; | ||
4231 | |||
4232 | Dictionary<string, float> returnStats; | ||
4233 | |||
4234 | lock (OdeLock) | ||
4235 | { | ||
4236 | returnStats = new Dictionary<string, float>(m_stats); | ||
4237 | |||
4238 | // FIXME: This is a SUPER DUMB HACK until we can establish stats that aren't subject to a division by | ||
4239 | // 3 from the SimStatsReporter. | ||
4240 | returnStats[ODETotalAvatarsStatName] = _characters.Count * 3; | ||
4241 | returnStats[ODETotalPrimsStatName] = _prims.Count * 3; | ||
4242 | returnStats[ODEActivePrimsStatName] = _activeprims.Count * 3; | ||
4243 | |||
4244 | InitializeExtraStats(); | ||
4245 | } | ||
4246 | |||
4247 | returnStats[ODEOtherCollisionFrameMsStatName] | ||
4248 | = returnStats[ODEOtherCollisionFrameMsStatName] | ||
4249 | - returnStats[ODENativeSpaceCollisionFrameMsStatName] | ||
4250 | - returnStats[ODENativeGeomCollisionFrameMsStatName]; | ||
4251 | |||
4252 | return returnStats; | ||
4253 | } | ||
4254 | |||
4255 | private void InitializeExtraStats() | ||
4256 | { | ||
4257 | m_stats[ODETotalFrameMsStatName] = 0; | ||
4258 | m_stats[ODEAvatarTaintMsStatName] = 0; | ||
4259 | m_stats[ODEPrimTaintMsStatName] = 0; | ||
4260 | m_stats[ODEAvatarForcesFrameMsStatName] = 0; | ||
4261 | m_stats[ODEPrimForcesFrameMsStatName] = 0; | ||
4262 | m_stats[ODERaycastingFrameMsStatName] = 0; | ||
4263 | m_stats[ODENativeStepFrameMsStatName] = 0; | ||
4264 | m_stats[ODENativeSpaceCollisionFrameMsStatName] = 0; | ||
4265 | m_stats[ODENativeGeomCollisionFrameMsStatName] = 0; | ||
4266 | m_stats[ODEOtherCollisionFrameMsStatName] = 0; | ||
4267 | m_stats[ODECollisionNotificationFrameMsStatName] = 0; | ||
4268 | m_stats[ODEAvatarContactsStatsName] = 0; | ||
4269 | m_stats[ODEPrimContactsStatName] = 0; | ||
4270 | m_stats[ODEAvatarUpdateFrameMsStatName] = 0; | ||
4271 | m_stats[ODEPrimUpdateFrameMsStatName] = 0; | ||
4272 | } | ||
3957 | } | 4273 | } |
3958 | } \ No newline at end of file | 4274 | } \ No newline at end of file |