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-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs162
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs5
2 files changed, 48 insertions, 119 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
index 1c8de56..b9ec6b5 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -771,16 +771,10 @@ namespace OpenSim.Region.Physics.OdePlugin
771 /// <param name="timeStep"></param> 771 /// <param name="timeStep"></param>
772 public void Move(float timeStep, List<OdeCharacter> defects) 772 public void Move(float timeStep, List<OdeCharacter> defects)
773 { 773 {
774 // no lock; for now it's only called from within Simulate()
775
776 // If the PID Controller isn't active then we set our force
777 // calculating base velocity to the current position
778
779 if (Body == IntPtr.Zero) 774 if (Body == IntPtr.Zero)
780 return; 775 return;
781 776
782 d.Vector3 dtmp; 777 d.Vector3 dtmp = d.BodyGetPosition(Body);
783 d.BodyCopyPosition(Body, out dtmp);
784 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); 778 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
785 779
786 // the Amotor still lets avatar rotation to drift during colisions 780 // the Amotor still lets avatar rotation to drift during colisions
@@ -797,22 +791,43 @@ namespace OpenSim.Region.Physics.OdePlugin
797 { 791 {
798 _zeroPosition = localpos; 792 _zeroPosition = localpos;
799 } 793 }
800 //PidStatus = true;
801
802 794
803 if (!localpos.IsFinite()) 795 if (!localpos.IsFinite())
804 { 796 {
805
806 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); 797 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
807 defects.Add(this); 798 defects.Add(this);
808 // _parent_scene.RemoveCharacter(this); 799 // _parent_scene.RemoveCharacter(this);
809 800
810 // destroy avatar capsule and related ODE data 801 // destroy avatar capsule and related ODE data
811 AvatarGeomAndBodyDestroy(); 802 AvatarGeomAndBodyDestroy();
812
813 return; 803 return;
814 } 804 }
815 805
806 // check outbounds forcing to be in world
807 bool fixbody = false;
808 if (localpos.X < 0.0f)
809 {
810 fixbody = true;
811 localpos.X = 0.1f;
812 }
813 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
814 {
815 fixbody = true;
816 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
817 }
818 if (localpos.Y < 0.0f)
819 {
820 fixbody = true;
821 localpos.Y = 0.1f;
822 }
823 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
824 {
825 fixbody = true;
826 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
827 }
828 if (fixbody)
829 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
830
816 Vector3 vec = Vector3.Zero; 831 Vector3 vec = Vector3.Zero;
817 dtmp = d.BodyGetLinearVel(Body); 832 dtmp = d.BodyGetLinearVel(Body);
818 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); 833 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
@@ -820,16 +835,12 @@ namespace OpenSim.Region.Physics.OdePlugin
820 float movementdivisor = 1f; 835 float movementdivisor = 1f;
821 //Ubit change divisions into multiplications below 836 //Ubit change divisions into multiplications below
822 if (!m_alwaysRun) 837 if (!m_alwaysRun)
823 {
824 movementdivisor = 1 / walkDivisor; 838 movementdivisor = 1 / walkDivisor;
825 }
826 else 839 else
827 {
828 movementdivisor = 1 / runDivisor; 840 movementdivisor = 1 / runDivisor;
829 }
830 841
842 //******************************************
831 // colide with land 843 // colide with land
832
833 d.AABB aabb; 844 d.AABB aabb;
834 d.GeomGetAABB(Shell, out aabb); 845 d.GeomGetAABB(Shell, out aabb);
835 float chrminZ = aabb.MinZ; 846 float chrminZ = aabb.MinZ;
@@ -856,26 +867,6 @@ namespace OpenSim.Region.Physics.OdePlugin
856 else 867 else
857 vec.Z = depth * PID_P * 30; 868 vec.Z = depth * PID_P * 30;
858 869
859 /*
860 Vector3 vtmp;
861 vtmp.X = _target_velocity.X * timeStep;
862 vtmp.Y = _target_velocity.Y * timeStep;
863 // fake and avoid squares
864 float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y));
865 if (k > 0)
866 {
867 posch.X += vtmp.X;
868 posch.Y += vtmp.Y;
869 terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
870 k = 1 + Math.Abs(terrainheight) / k;
871 movementdivisor /= k;
872
873 if (k < 1)
874 k = 1;
875 }
876 */
877
878
879 if (depth < 0.1f) 870 if (depth < 0.1f)
880 { 871 {
881 m_iscolliding = true; 872 m_iscolliding = true;
@@ -901,6 +892,7 @@ namespace OpenSim.Region.Physics.OdePlugin
901 else 892 else
902 m_iscollidingGround = false; 893 m_iscollidingGround = false;
903 894
895 //******************************************
904 896
905 // if velocity is zero, use position control; otherwise, velocity control 897 // if velocity is zero, use position control; otherwise, velocity control
906 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f 898 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
@@ -1012,97 +1004,31 @@ namespace OpenSim.Region.Physics.OdePlugin
1012 // _parent_scene.RemoveCharacter(this); 1004 // _parent_scene.RemoveCharacter(this);
1013 // destroy avatar capsule and related ODE data 1005 // destroy avatar capsule and related ODE data
1014 AvatarGeomAndBodyDestroy(); 1006 AvatarGeomAndBodyDestroy();
1007 return;
1015 } 1008 }
1009
1010 // update our local ideia of position velocity and aceleration
1011 _position = localpos;
1012 _acceleration = _velocity; // previus velocity
1013 _velocity = vel;
1014 _acceleration = (vel - _acceleration) / timeStep;
1015
1016 } 1016 }
1017 1017
1018 /// <summary> 1018 /// <summary>
1019 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. 1019 /// Updates the reported position and velocity.
1020 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1021 /// also outbounds checking
1022 /// copy and outbounds now done in move(..) at ode rate
1023 ///
1020 /// </summary> 1024 /// </summary>
1021 public void UpdatePositionAndVelocity() 1025 public void UpdatePositionAndVelocity()
1022 { 1026 {
1023 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! 1027 return;
1024 if (Body == IntPtr.Zero)
1025 return;
1026 1028
1027 d.Vector3 vec; 1029// if (Body == IntPtr.Zero)
1028 try 1030// return;
1029 {
1030 d.BodyCopyPosition(Body, out vec);
1031 }
1032 catch (NullReferenceException)
1033 {
1034 bad = true;
1035 _parent_scene.BadCharacter(this);
1036 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1037 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1038 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1039 }
1040
1041 _position.X = vec.X;
1042 _position.Y = vec.Y;
1043 _position.Z = vec.Z;
1044
1045 bool fixbody = false;
1046
1047 if (_position.X < 0.0f)
1048 {
1049 fixbody = true;
1050 _position.X = 0.1f;
1051 }
1052 else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f)
1053 {
1054 fixbody = true;
1055 _position.X = (int)_parent_scene.WorldExtents.X - 0.1f;
1056 }
1057
1058 if (_position.Y < 0.0f)
1059 {
1060 fixbody = true;
1061 _position.Y = 0.1f;
1062 }
1063 else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1)
1064 {
1065 fixbody = true;
1066 _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f;
1067 }
1068 1031
1069 if (fixbody)
1070 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1071
1072 // Did we move last? = zeroflag
1073 // This helps keep us from sliding all over
1074/*
1075 if (_zeroFlag)
1076 {
1077 _velocity.X = 0.0f;
1078 _velocity.Y = 0.0f;
1079 _velocity.Z = 0.0f;
1080
1081 // Did we send out the 'stopped' message?
1082 if (!m_lastUpdateSent)
1083 {
1084 m_lastUpdateSent = true;
1085 base.RequestPhysicsterseUpdate();
1086 }
1087 }
1088 else
1089 {
1090 m_lastUpdateSent = false;
1091 */
1092 try
1093 {
1094 vec = d.BodyGetLinearVel(Body);
1095 }
1096 catch (NullReferenceException)
1097 {
1098 vec.X = _velocity.X;
1099 vec.Y = _velocity.Y;
1100 vec.Z = _velocity.Z;
1101 }
1102 _velocity.X = (vec.X);
1103 _velocity.Y = (vec.Y);
1104 _velocity.Z = (vec.Z);
1105 // }
1106 } 1032 }
1107 1033
1108 /// <summary> 1034 /// <summary>
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
index 837eae3..9ca2d3f 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -1861,6 +1861,9 @@ namespace OpenSim.Region.Physics.OdePlugin
1861 1861
1862 statstart = Util.EnvironmentTickCount(); 1862 statstart = Util.EnvironmentTickCount();
1863 1863
1864/*
1865// now included in characters move() and done at ode rate
1866// maybe be needed later if we need to do any extra work at hearbeat rate
1864 lock (_characters) 1867 lock (_characters)
1865 { 1868 {
1866 foreach (OdeCharacter actor in _characters) 1869 foreach (OdeCharacter actor in _characters)
@@ -1874,7 +1877,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1874 } 1877 }
1875 } 1878 }
1876 } 1879 }
1877 1880*/
1878 lock (_badCharacter) 1881 lock (_badCharacter)
1879 { 1882 {
1880 if (_badCharacter.Count > 0) 1883 if (_badCharacter.Count > 0)