diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | 162 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | 5 |
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) |