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-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs89
1 files changed, 42 insertions, 47 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index 92dd2dd..897ab82 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -1247,69 +1247,64 @@ namespace OpenSim.Region.Physics.OdePlugin
1247 1247
1248 private bool checkDupe(d.ContactGeom contactGeom, int atype) 1248 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1249 { 1249 {
1250 bool result = false;
1251 //return result;
1252 if (!m_filterCollisions) 1250 if (!m_filterCollisions)
1253 return false; 1251 return false;
1252
1253 bool result = false;
1254 1254
1255 ActorTypes at = (ActorTypes)atype; 1255 ActorTypes at = (ActorTypes)atype;
1256 lock (_perloopContact) 1256
1257 foreach (d.ContactGeom contact in _perloopContact)
1257 { 1258 {
1258 foreach (d.ContactGeom contact in _perloopContact) 1259 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1260 //{
1261 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1262 if (at == ActorTypes.Agent)
1259 { 1263 {
1260 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2)) 1264 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1261 //{ 1265 {
1262 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2) 1266
1263 if (at == ActorTypes.Agent) 1267 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1264 {
1265 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1266 { 1268 {
1267 1269 //contactGeom.depth *= .00005f;
1268 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f) 1270 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1269 { 1271 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1270 //contactGeom.depth *= .00005f; 1272 result = true;
1271 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); 1273 break;
1272 // 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));
1273 result = true;
1274 break;
1275 }
1276 else
1277 {
1278 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1279 }
1280 } 1274 }
1281 else 1275 else
1282 { 1276 {
1283 //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)); 1277 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1284 //int i = 0;
1285 } 1278 }
1286 } 1279 }
1287 else if (at == ActorTypes.Prim) 1280 else
1288 { 1281 {
1289 //d.AABB aabb1 = new d.AABB(); 1282 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1290 //d.AABB aabb2 = new d.AABB(); 1283 //int i = 0;
1284 }
1285 }
1286 else if (at == ActorTypes.Prim)
1287 {
1288 //d.AABB aabb1 = new d.AABB();
1289 //d.AABB aabb2 = new d.AABB();
1291 1290
1292 //d.GeomGetAABB(contactGeom.g2, out aabb2); 1291 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1293 //d.GeomGetAABB(contactGeom.g1, out aabb1); 1292 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1294 //aabb1. 1293 //aabb1.
1295 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) 1294 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1295 {
1296 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1296 { 1297 {
1297 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z) 1298 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1298 { 1299 {
1299 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f) 1300 result = true;
1300 { 1301 break;
1301 result = true;
1302 break;
1303 }
1304 } 1302 }
1305 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1306 //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));
1307 } 1303 }
1308 1304 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1309 } 1305 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1310 1306 }
1311 //} 1307
1312
1313 } 1308 }
1314 } 1309 }
1315 1310