From ca14534b91342f55e30838ccafba25424628f5b4 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Tue, 15 May 2012 15:54:02 +0100 Subject: sop: - added UpdatePhysicsSubscribedEvents() to update physics ator collision events subcription where needed. Made it consider also VolumeDtc and phantom cases. - added extra calls to it on physics ator proprieties changes. - Fixed land collisions reports. - Handle the case of physics sending a last zero colisions reports to trigger collision_end. - Made the physics collisions report rate be 20 per second. (needs review/testing) --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 166 +++++++++++++++------ 1 file changed, 118 insertions(+), 48 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 7a1720c..11d6b57 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -123,11 +123,17 @@ namespace OpenSim.Region.Framework.Scenes /// public const int ALL_SIDES = -1; - private const scriptEvents PhyscicsNeededSubsEvents = ( + private const scriptEvents PhysicsNeededSubsEvents = ( scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end ); - + private const scriptEvents PhyscicsPhantonSubsEvents = ( + scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end + ); + private const scriptEvents PhyscicsVolumeDtcSubsEvents = ( + scriptEvents.collision_start | scriptEvents.collision_end + ); + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// @@ -1882,7 +1888,10 @@ namespace OpenSim.Region.Framework.Scenes { if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) + { AddToPhysics(isPhysical, isPhantom, building, isPhysical); + UpdatePhysicsSubscribedEvents(); // not sure if appliable here + } else PhysActor = null; // just to be sure } @@ -1975,6 +1984,7 @@ namespace OpenSim.Region.Framework.Scenes bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); dupe.DoPhysicsPropertyUpdate(UsePhysics, true); +// dupe.UpdatePhysicsSubscribedEvents(); // not sure... } if (dupe.PhysActor != null) @@ -2602,30 +2612,45 @@ namespace OpenSim.Region.Framework.Scenes List endedColliders = new List(); List startedColliders = new List(); - // calculate things that started colliding this time - // and build up list of colliders this time - foreach (uint localid in collissionswith.Keys) + if (collissionswith.Count == 0) { - thisHitColliders.Add(localid); - if (!m_lastColliders.Contains(localid)) - startedColliders.Add(localid); - } + if (m_lastColliders.Count == 0) + return; // nothing to do - // calculate things that ended colliding - foreach (uint localID in m_lastColliders) - { - if (!thisHitColliders.Contains(localID)) + foreach (uint localID in m_lastColliders) + { endedColliders.Add(localID); + } + m_lastColliders.Clear(); } - //add the items that started colliding this time to the last colliders list. - foreach (uint localID in startedColliders) - m_lastColliders.Add(localID); + else + { + + // calculate things that started colliding this time + // and build up list of colliders this time + foreach (uint localid in collissionswith.Keys) + { + thisHitColliders.Add(localid); + if (!m_lastColliders.Contains(localid)) + startedColliders.Add(localid); + } + + // calculate things that ended colliding + foreach (uint localID in m_lastColliders) + { + if (!thisHitColliders.Contains(localID)) + endedColliders.Add(localID); + } - // remove things that ended colliding from the last colliders list - foreach (uint localID in endedColliders) - m_lastColliders.Remove(localID); + //add the items that started colliding this time to the last colliders list. + foreach (uint localID in startedColliders) + m_lastColliders.Add(localID); + // remove things that ended colliding from the last colliders list + foreach (uint localID in endedColliders) + m_lastColliders.Remove(localID); + } // play the sound. if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); @@ -2636,12 +2661,9 @@ namespace OpenSim.Region.Framework.Scenes SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); if (startedColliders.Contains(0)) - { - if (m_lastColliders.Contains(0)) - SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); - else - SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); - } + SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); + if (m_lastColliders.Contains(0)) + SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); if (endedColliders.Contains(0)) SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); } @@ -4383,26 +4405,28 @@ namespace OpenSim.Region.Framework.Scenes { if (pa == null) { - AddToPhysics(UsePhysics, SetPhantom, building , false); + AddToPhysics(UsePhysics, SetPhantom, building, false); pa = PhysActor; - - if (pa != null) - { - if ( -// ((AggregateScriptEvents & scriptEvents.collision) != 0) || -// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || -// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || -// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || -// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || -// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || - ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) -// (CollisionSound != UUID.Zero) - ) - { - pa.OnCollisionUpdate += PhysicsCollision; - pa.SubscribeEvents(1000); - } - } + /* + if (pa != null) + { + if ( + // ((AggregateScriptEvents & scriptEvents.collision) != 0) || + // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || + // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || + // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || + // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || + // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || + ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || + ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || + (CollisionSound != UUID.Zero) + ) + { + pa.OnCollisionUpdate += PhysicsCollision; + pa.SubscribeEvents(1000); + } + } + */ } else // it already has a physical representation @@ -4414,9 +4438,13 @@ namespace OpenSim.Region.Framework.Scenes else pa.SetVolumeDetect(0); */ + + if (pa.Building != building) pa.Building = building; } + + UpdatePhysicsSubscribedEvents(); } } @@ -4539,8 +4567,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// This isn't the same as turning off physical, since even without being physical the prim has a physics - /// representation for collision detection. Rather, this would be used in situations such as making a prim - /// phantom. + /// representation for collision detection. /// public void RemoveFromPhysics() { @@ -4704,6 +4731,46 @@ namespace OpenSim.Region.Framework.Scenes ScheduleFullUpdate(); } + + private void UpdatePhysicsSubscribedEvents() + { + PhysicsActor pa = PhysActor; + if (pa == null) + return; + + pa.OnCollisionUpdate -= PhysicsCollision; + + bool hassound = ( CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f); + scriptEvents CombinedEvents = AggregateScriptEvents; + + // merge with root part + if (ParentGroup != null && ParentGroup.RootPart != null) + CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents; + + // submit to this part case + if (VolumeDetectActive) + { + CombinedEvents &= PhyscicsVolumeDtcSubsEvents; + hassound = false; + } + else if ((Flags & PrimFlags.Phantom) != 0) + CombinedEvents &= PhyscicsPhantonSubsEvents; + else + CombinedEvents &= PhysicsNeededSubsEvents; + + if (hassound || CombinedEvents != 0) + { + // subscribe to physics updates. + pa.OnCollisionUpdate += PhysicsCollision; + pa.SubscribeEvents(50); // 20 reports per second + } + else + { + pa.UnSubscribeEvents(); + } + } + + public void aggregateScriptEvents() { if (ParentGroup == null || ParentGroup.RootPart == null) @@ -4740,7 +4807,7 @@ namespace OpenSim.Region.Framework.Scenes { objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; } - +/* PhysicsActor pa = PhysActor; if (pa != null) { @@ -4751,7 +4818,7 @@ namespace OpenSim.Region.Framework.Scenes // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || - ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) + ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) ) { // subscribe to physics updates. @@ -4764,6 +4831,9 @@ namespace OpenSim.Region.Framework.Scenes pa.OnCollisionUpdate -= PhysicsCollision; } } + */ + UpdatePhysicsSubscribedEvents(); + //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) //{ // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; -- cgit v1.1