From 872d513daaa68b94b78f71bd2a2d9a0f117ff727 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 26 Mar 2012 17:36:33 -0700 Subject: BulletSim: make avatar animations update properly. It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 24 ++++++++++++++++++---- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 18 +++++++++++----- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 15 ++++++++++++++ 3 files changed, 48 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 20708d9..b08d5db 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -426,6 +426,8 @@ public class BSCharacter : PhysicsActor } } + // Called by the scene when a collision with this object is reported + CollisionEventUpdate collisionCollection = null; public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) { // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); @@ -443,10 +445,24 @@ public class BSCharacter : PhysicsActor if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; _lastCollisionTime = nowTime; - Dictionary contactPoints = new Dictionary(); - contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); - CollisionEventUpdate args = new CollisionEventUpdate(contactPoints); - base.SendCollisionUpdate(args); + if (collisionCollection == null) + collisionCollection = new CollisionEventUpdate(); + collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + } + + public void SendCollisions() + { + // if (collisionCollection != null) + // { + // base.SendCollisionUpdate(collisionCollection); + // collisionCollection = null; + // } + // Kludge to make a collision call even if there are no collisions. + // This causes the avatar animation to get updated. + if (collisionCollection == null) + collisionCollection = new CollisionEventUpdate(); + base.SendCollisionUpdate(collisionCollection); + collisionCollection = null; } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index f122df9..248d1f2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1326,6 +1326,7 @@ public sealed class BSPrim : PhysicsActor } // I've collided with something + CollisionEventUpdate collisionCollection = null; public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); @@ -1343,11 +1344,18 @@ public sealed class BSPrim : PhysicsActor if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; _lastCollisionTime = nowTime; - // create the event for the collision - Dictionary contactPoints = new Dictionary(); - contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); - CollisionEventUpdate args = new CollisionEventUpdate(contactPoints); - base.SendCollisionUpdate(args); + if (collisionCollection == null) + collisionCollection = new CollisionEventUpdate(); + collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + } + + public void SendCollisions() + { + if (collisionCollection != null) + { + base.SendCollisionUpdate(collisionCollection); + collisionCollection = null; + } } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 581d540..94a0ccf 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -78,6 +78,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters private Dictionary m_avatars = new Dictionary(); private Dictionary m_prims = new Dictionary(); + private HashSet m_avatarsWithCollisions = new HashSet(); + private HashSet m_primsWithCollisions = new HashSet(); private List m_vehicles = new List(); private float[] m_heightMap; private float m_waterLevel; @@ -435,6 +437,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters } } + // The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator. + foreach (BSPrim bsp in m_primsWithCollisions) + bsp.SendCollisions(); + m_primsWithCollisions.Clear(); + // foreach (BSCharacter bsc in m_avatarsWithCollisions) + // bsc.SendCollisions(); + // This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any + foreach (KeyValuePair kvp in m_avatars) + kvp.Value.SendCollisions(); + m_avatarsWithCollisions.Clear(); + // If any of the objects had updated properties, tell the object it has been changed by the physics engine if (updatedEntityCount > 0) { @@ -485,11 +498,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters BSPrim prim; if (m_prims.TryGetValue(localID, out prim)) { prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); + m_primsWithCollisions.Add(prim); return; } BSCharacter actor; if (m_avatars.TryGetValue(localID, out actor)) { actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration); + m_avatarsWithCollisions.Add(actor); return; } return; -- cgit v1.1