From 91b0c44563d25112a0e9cf5225c87c218579dcc7 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Thu, 15 Nov 2007 18:37:20 +0000 Subject: * ODE - Started the refactoring process to allow breaking up the scene into smaller spaces * ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation.. --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 243 ++++++++++++++++---------- 1 file changed, 146 insertions(+), 97 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 05604c3..948b2d9 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -99,6 +99,9 @@ namespace OpenSim.Region.Physics.OdePlugin public IntPtr world; public IntPtr space; + // split static geometry collision handling into spaces of 64 meters + public IntPtr[] staticPrimspace = new IntPtr[64]; + public static Object OdeLock = new Object(); public IMesher mesher; @@ -157,124 +160,144 @@ namespace OpenSim.Region.Physics.OdePlugin } - // This function blatantly ripped off from BoxStack.cs + private void near(IntPtr space, IntPtr g1, IntPtr g2) { - // no lock here! It's invoked from within Simulate(), which is thread-locked - IntPtr b1 = d.GeomGetBody(g1); - IntPtr b2 = d.GeomGetBody(g2); + if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2) ) + { + // Separating static prim geometry spaces. + // We'll be calling near recursivly if one + // of them is a space to find all of the + // contact points in the space + d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); + //Colliding a space or a geom with a space or a geom. - if (g1 == g2) - return; // Can't collide with yourself - + //Collide all geoms in each space.. + if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback); + if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback); + } + else + { + // Colliding Geom To Geom + // This portion of the function 'was' blatantly ripped off from BoxStack.cs + + IntPtr b1 = d.GeomGetBody(g1); + IntPtr b2 = d.GeomGetBody(g2); - if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) - return; + if (g1 == g2) + return; // Can't collide with yourself + - d.GeomClassID id = d.GeomGetClass(g1); - - String name1 = null; - String name2 = null; - if (!geom_name_map.TryGetValue(g1, out name1)) - { - name1 = "null"; - } - if (!geom_name_map.TryGetValue(g2, out name2)) - { - name2 = "null"; - } + if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) + return; - if (id == d.GeomClassID.TriMeshClass) - { - -// MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2); - //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2); - } - - int count; - - count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); - - for (int i = 0; i < count; i++) - { - IntPtr joint; - // If we're colliding with terrain, use 'TerrainContact' instead of contact. - // allows us to have different settings - PhysicsActor p1; - PhysicsActor p2; + d.GeomClassID id = d.GeomGetClass(g1); + + String name1 = null; + String name2 = null; - if (!actor_name_map.TryGetValue(g2, out p1)) + if (!geom_name_map.TryGetValue(g1, out name1)) { - p1 = PANull; + name1 = "null"; } - if (!actor_name_map.TryGetValue(g2, out p2)) + if (!geom_name_map.TryGetValue(g2, out name2)) { - p2 = PANull; + name2 = "null"; } - // We only need to test p2 for 'jump crouch purposes' - p2.IsColliding = true; - - switch(p1.PhysicsActorType) { - case (int)ActorTypes.Agent: - p2.CollidingObj = true; - break; - case (int)ActorTypes.Prim: - p2.CollidingObj = true; - break; - case (int)ActorTypes.Unknown: - p2.CollidingGround = true; - break; - } + if (id == d.GeomClassID.TriMeshClass) + { + - if (name1 == "Terrain" || name2 == "Terrain") + // MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2); + //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2); + } + + int count; + + count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); + + for (int i = 0; i < count; i++) { - if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) + IntPtr joint; + // If we're colliding with terrain, use 'TerrainContact' instead of contact. + // allows us to have different settings + PhysicsActor p1; + PhysicsActor p2; + + if (!actor_name_map.TryGetValue(g2, out p1)) { - AvatarMovementTerrainContact.geom = contacts[i]; - joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); + p1 = PANull; } - else + if (!actor_name_map.TryGetValue(g2, out p2)) { - TerrainContact.geom = contacts[i]; - joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); + p2 = PANull; } - - - } - else - { - if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) + + // We only need to test p2 for 'jump crouch purposes' + p2.IsColliding = true; + + switch(p1.PhysicsActorType) { + case (int)ActorTypes.Agent: + p2.CollidingObj = true; + break; + case (int)ActorTypes.Prim: + p2.CollidingObj = true; + break; + case (int)ActorTypes.Unknown: + p2.CollidingGround = true; + break; + } + + if (name1 == "Terrain" || name2 == "Terrain") { - AvatarMovementprimContact.geom = contacts[i]; - joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); + if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) + { + AvatarMovementTerrainContact.geom = contacts[i]; + joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); + } + else + { + TerrainContact.geom = contacts[i]; + joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); + } + + } else { - contact.geom = contacts[i]; - joint = d.JointCreateContact(world, contactgroup, ref contact); + if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) + { + AvatarMovementprimContact.geom = contacts[i]; + joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); + } + else + { + contact.geom = contacts[i]; + joint = d.JointCreateContact(world, contactgroup, ref contact); + + } } - } - - - d.JointAttach(joint, b1, b2); + + d.JointAttach(joint, b1, b2); - - if (count > 3) - { - p2.ThrottleUpdates = true; + + if (count > 3) + { + p2.ThrottleUpdates = true; + } + //System.Console.WriteLine(count.ToString()); + //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2); } - //System.Console.WriteLine(count.ToString()); - //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2); } } @@ -368,9 +391,24 @@ namespace OpenSim.Region.Physics.OdePlugin } } + public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos) + { + //Todo recalculate space the prim is in. + + + return space; + } + + public IntPtr calculateSpaceForNewGeom(PhysicsVector pos) + { + + return space; + } + private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) { + PhysicsVector pos = new PhysicsVector(); pos.X = position.X; pos.Y = position.Y; @@ -384,10 +422,12 @@ namespace OpenSim.Region.Physics.OdePlugin rot.x = rotation.x; rot.y = rotation.y; rot.z = rotation.z; + + IntPtr targetspace = calculateSpaceForNewGeom(pos); OdePrim newPrim; lock (OdeLock) { - newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical); + newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical); } _prims.Add(newPrim); return newPrim; @@ -1145,6 +1185,7 @@ namespace OpenSim.Region.Physics.OdePlugin private IMesh _mesh; private PrimitiveBaseShape _pbs; private OdeScene _parent_scene; + private IntPtr m_targetSpace = (IntPtr)0; public IntPtr prim_geom; public IntPtr _triMeshData; private bool iscolliding = false; @@ -1163,7 +1204,7 @@ namespace OpenSim.Region.Physics.OdePlugin private int debugcounter = 0; - public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, + public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) { @@ -1177,12 +1218,19 @@ namespace OpenSim.Region.Physics.OdePlugin _mesh = mesh; _pbs = pbs; _parent_scene = parent_scene; - + m_targetSpace = targetSpace; + if (pos.Z < 0) m_isphysical = false; - else - m_isphysical = pisPhysical; + else + { + m_isphysical = pisPhysical; + // If we're physical, we need to be in the master space for now. + // linksets *should* be in a space together.. but are not currently + if (m_isphysical) + m_targetSpace = _parent_scene.space; + } m_primName = primName; @@ -1195,7 +1243,7 @@ namespace OpenSim.Region.Physics.OdePlugin } else { - prim_geom = d.CreateBox(parent_scene.space, _size.X, _size.Y, _size.Z); + prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); } d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); @@ -1281,7 +1329,7 @@ namespace OpenSim.Region.Physics.OdePlugin 3*sizeof (int)); d.GeomTriMeshDataPreprocess(_triMeshData); - prim_geom = d.CreateTriMesh(parent_scene.space, _triMeshData, parent_scene.triCallback, null, null); + prim_geom = d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null); if (IsPhysical && Body == (IntPtr)0) { @@ -1375,6 +1423,7 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); } + m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position); } } } @@ -1414,10 +1463,10 @@ namespace OpenSim.Region.Physics.OdePlugin } else { - prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z); + prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); } } else { - prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z); + prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); if (IsPhysical && Body == (IntPtr)0) { @@ -1428,8 +1477,8 @@ namespace OpenSim.Region.Physics.OdePlugin } } - - + + m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position); _parent_scene.geom_name_map[prim_geom] = oldname; } @@ -1468,10 +1517,10 @@ namespace OpenSim.Region.Physics.OdePlugin } else { - prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z); + prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); } } else { - prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z); + prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); } if (IsPhysical && Body == (IntPtr)0) { -- cgit v1.1