From 80639ace95089414423b16f90c8994f50e010373 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Tue, 11 Dec 2012 04:36:27 +0000
Subject: a few more changes on avatar collider
---
.../Region/Physics/UbitOdePlugin/ODECharacter.cs | 347 ++++++++++++++++-----
OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | 315 ++++++-------------
2 files changed, 363 insertions(+), 299 deletions(-)
(limited to 'OpenSim/Region/Physics/UbitOdePlugin')
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
index 15bdc57..1b25faf 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -74,7 +74,6 @@ namespace OpenSim.Region.Physics.OdePlugin
private Vector3 _position;
private Vector3 _zeroPosition;
- private bool _zeroFlag = false;
private Vector3 _velocity;
private Vector3 _target_velocity;
private Vector3 _acceleration;
@@ -90,11 +89,15 @@ namespace OpenSim.Region.Physics.OdePlugin
public float PID_D;
public float PID_P;
+ private float timeStep;
+ private float invtimeStep;
+
private float m_feetOffset = 0;
private float feetOff = 0;
private float feetSZ = 0.5f;
const float feetScale = 0.8f;
private float boneOff = 0;
+ private float m_lastVelocitySqr = 0;
public float walkDivisor = 1.3f;
public float runDivisor = 0.8f;
@@ -103,6 +106,9 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_iscollidingGround = false;
private bool m_iscollidingObj = false;
private bool m_alwaysRun = false;
+
+ private bool _zeroFlag = false;
+
private int m_requestedUpdateFrequency = 0;
private uint m_localID = 0;
public bool m_returnCollisions = false;
@@ -120,6 +126,7 @@ namespace OpenSim.Region.Physics.OdePlugin
int m_colliderfilter = 0;
int m_colliderGroundfilter = 0;
int m_colliderObjectfilter = 0;
+ bool m_collisionException = false;
// Default we're a Character
private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
@@ -132,10 +139,11 @@ namespace OpenSim.Region.Physics.OdePlugin
// we do land collisions not ode | CollisionCategories.Land);
public IntPtr Body = IntPtr.Zero;
private OdeScene _parent_scene;
- public IntPtr topbox = IntPtr.Zero;
- public IntPtr midbox = IntPtr.Zero;
- public IntPtr feetbox = IntPtr.Zero;
- public IntPtr bonebox = IntPtr.Zero;
+ private IntPtr topbox = IntPtr.Zero;
+ private IntPtr midbox = IntPtr.Zero;
+ private IntPtr feetbox = IntPtr.Zero;
+ private IntPtr bbox = IntPtr.Zero;
+ public IntPtr collider = IntPtr.Zero;
public IntPtr Amotor = IntPtr.Zero;
@@ -143,6 +151,7 @@ namespace OpenSim.Region.Physics.OdePlugin
+
public int m_eventsubscription = 0;
private int m_cureventsubscription = 0;
private CollisionEventUpdate CollisionEventsThisFrame = null;
@@ -160,6 +169,9 @@ namespace OpenSim.Region.Physics.OdePlugin
{
m_uuid = UUID.Random();
+ timeStep = parent_scene.ODE_STEPSIZE;
+ invtimeStep = 1 / timeStep;
+
if (pos.IsFinite())
{
if (pos.Z > 99999f)
@@ -208,8 +220,8 @@ namespace OpenSim.Region.Physics.OdePlugin
m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default
- PID_D = basePID_D * m_mass / parent_scene.ODE_STEPSIZE;
- PID_P = basePID_P * m_mass / parent_scene.ODE_STEPSIZE;
+ PID_D = basePID_D * m_mass * invtimeStep;
+ PID_P = basePID_P * m_mass * invtimeStep;
m_isPhysical = false; // current status: no ODE information exists
@@ -292,7 +304,7 @@ namespace OpenSim.Region.Physics.OdePlugin
set
{
flying = value;
- // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
+// m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
}
}
@@ -336,25 +348,25 @@ namespace OpenSim.Region.Physics.OdePlugin
get { return m_iscollidingGround; }
set
{
- /* we now control this
- if (value)
- {
- m_colliderGroundfilter += 2;
- if (m_colliderGroundfilter > 2)
- m_colliderGroundfilter = 2;
- }
- else
- {
- m_colliderGroundfilter--;
- if (m_colliderGroundfilter < 0)
- m_colliderGroundfilter = 0;
- }
-
- if (m_colliderGroundfilter == 0)
- m_iscollidingGround = false;
- else
- m_iscollidingGround = true;
- */
+/* we now control this
+ if (value)
+ {
+ m_colliderGroundfilter += 2;
+ if (m_colliderGroundfilter > 2)
+ m_colliderGroundfilter = 2;
+ }
+ else
+ {
+ m_colliderGroundfilter--;
+ if (m_colliderGroundfilter < 0)
+ m_colliderGroundfilter = 0;
+ }
+
+ if (m_colliderGroundfilter == 0)
+ m_iscollidingGround = false;
+ else
+ m_iscollidingGround = true;
+ */
}
}
@@ -386,7 +398,7 @@ namespace OpenSim.Region.Physics.OdePlugin
else
m_iscollidingObj = true;
- // m_iscollidingObj = value;
+// m_iscollidingObj = value;
if (m_iscollidingObj)
m_pidControllerActive = false;
@@ -634,8 +646,8 @@ namespace OpenSim.Region.Physics.OdePlugin
get { return m_orientation; }
set
{
- // fakeori = value;
- // givefakeori++;
+// fakeori = value;
+// givefakeori++;
value.Normalize();
AddChange(changes.Orientation, value);
@@ -690,6 +702,46 @@ namespace OpenSim.Region.Physics.OdePlugin
AddChange(changes.Momentum, momentum);
}
+ private void ajustCollider()
+ {
+ float vq = _velocity.LengthSquared();
+ if (m_lastVelocitySqr != vq)
+ {
+ m_lastVelocitySqr = vq;
+ if (vq > 100.0f)
+ {
+ Vector3 off = _velocity;
+ float t = 0.5f * timeStep;
+ off = off * t;
+ d.GeomSetOffsetPosition(bbox, off.X, off.Y, off.Z);
+ off.X = 2.0f * (m_size.X + Math.Abs(off.X));
+ off.Y = 2.0f * (m_size.Y + Math.Abs(off.Y));
+ off.Z = m_size.Z + 2.0f * Math.Abs(off.Z);
+ d.GeomBoxSetLengths(bbox, off.X, off.Y, off.Z);
+
+ d.GeomSetCategoryBits(bbox, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(bbox, (uint)m_collisionFlags);
+ d.GeomSetCategoryBits(topbox, 0);
+ d.GeomSetCollideBits(topbox, 0);
+ d.GeomSetCategoryBits(midbox, 0);
+ d.GeomSetCollideBits(midbox, 0);
+ d.GeomSetCategoryBits(feetbox, 0);
+ d.GeomSetCollideBits(feetbox, 0);
+ }
+ else
+ {
+ d.GeomSetCategoryBits(bbox, 0);
+ d.GeomSetCollideBits(bbox, 0);
+ d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(topbox, (uint)m_collisionFlags);
+ d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(midbox, (uint)m_collisionFlags);
+ d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags);
+ }
+ }
+ }
+
private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
{
// sizes one day should came from visual parameters
@@ -697,7 +749,6 @@ namespace OpenSim.Region.Physics.OdePlugin
float sy = m_size.Y;
float sz = m_size.Z;
-
float topsx = sx * 0.9f;
float midsx = sx;
float feetsx = sx * feetScale;
@@ -732,21 +783,17 @@ namespace OpenSim.Region.Physics.OdePlugin
_parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
- feetbox = d.CreateBox(_parent_scene.CharsSpace, feetsx, feetsy, feetsz);
- d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories);
- d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags);
-
- midbox = d.CreateBox(_parent_scene.CharsSpace, midsx, midsy, midsz);
- d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories);
- d.GeomSetCollideBits(midbox, (uint)m_collisionFlags);
+ collider = d.HashSpaceCreate(_parent_scene.CharsSpace);
+ d.HashSpaceSetLevels(collider, -4, 3);
+ d.SpaceSetSublevel(collider, 3);
+ d.SpaceSetCleanup(collider, false);
+ d.GeomSetCategoryBits(collider, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(collider, (uint)m_collisionFlags);
- topbox = d.CreateBox(_parent_scene.CharsSpace, topsx, topsy, topsz);
- d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories);
- d.GeomSetCollideBits(topbox, (uint)m_collisionFlags);
-
- bonebox = d.CreateBox(_parent_scene.CharsSpace, bonesx, bonesy, bonesz);
- d.GeomSetCategoryBits(bonebox, (uint)m_collisionCategories);
- d.GeomSetCollideBits(bonebox, (uint)m_collisionFlags);
+ feetbox = d.CreateBox(collider, feetsx, feetsy, feetsz);
+ midbox = d.CreateBox(collider, midsx, midsy, midsz);
+ topbox = d.CreateBox(collider, topsx, topsy, topsz);
+ bbox = d.CreateBox(collider, m_size.X, m_size.Y, m_size.Z);
m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass
@@ -758,9 +805,13 @@ namespace OpenSim.Region.Physics.OdePlugin
Body = d.BodyCreate(_parent_scene.world);
_zeroFlag = false;
+ m_collisionException = false;
m_pidControllerActive = true;
m_freemove = false;
+ _velocity = Vector3.Zero;
+ m_lastVelocitySqr = 0;
+
d.BodySetAutoDisableFlag(Body, false);
d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
@@ -772,12 +823,14 @@ namespace OpenSim.Region.Physics.OdePlugin
d.GeomSetBody(feetbox, Body);
d.GeomSetBody(midbox, Body);
d.GeomSetBody(topbox, Body);
- d.GeomSetBody(bonebox, Body);
+ d.GeomSetBody(bbox, Body);
d.GeomSetOffsetPosition(feetbox, 0, 0, feetz);
d.GeomSetOffsetPosition(midbox, 0, 0, midz);
d.GeomSetOffsetPosition(topbox, 0, 0, topz);
- d.GeomSetOffsetPosition(bonebox, 0, 0, m_feetOffset);
+
+ ajustCollider();
+
// The purpose of the AMotor here is to keep the avatar's physical
// surrogate from rotating while moving
@@ -841,44 +894,109 @@ namespace OpenSim.Region.Physics.OdePlugin
if (topbox != IntPtr.Zero)
{
_parent_scene.actor_name_map.Remove(topbox);
- _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
+ _parent_scene.waitForSpaceUnlock(collider);
d.GeomDestroy(topbox);
topbox = IntPtr.Zero;
}
if (midbox != IntPtr.Zero)
{
_parent_scene.actor_name_map.Remove(midbox);
- _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
+ _parent_scene.waitForSpaceUnlock(collider);
d.GeomDestroy(midbox);
midbox = IntPtr.Zero;
}
if (feetbox != IntPtr.Zero)
{
_parent_scene.actor_name_map.Remove(feetbox);
- _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
+ _parent_scene.waitForSpaceUnlock(collider);
d.GeomDestroy(feetbox);
feetbox = IntPtr.Zero;
}
- if (bonebox != IntPtr.Zero)
+ if (bbox != IntPtr.Zero)
+ {
+ _parent_scene.actor_name_map.Remove(bbox);
+ _parent_scene.waitForSpaceUnlock(collider);
+ d.GeomDestroy(bbox);
+ bbox = IntPtr.Zero;
+ }
+
+ if (collider != IntPtr.Zero)
{
- _parent_scene.actor_name_map.Remove(bonebox);
- _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
- d.GeomDestroy(bonebox);
- bonebox = IntPtr.Zero;
+ d.SpaceDestroy(collider);
+ collider = IntPtr.Zero;
}
}
+ //in place 2D rotation around Z assuming rot is normalised and is a rotation around Z
+ public void RotateXYonZ(ref float x, ref float y, ref Quaternion rot)
+ {
+ float sin = 2.0f * rot.Z * rot.W;
+ float cos = rot.W * rot.W - rot.Z * rot.Z;
+ float tx = x;
+
+ x = tx * cos - y * sin;
+ y = tx * sin + y * cos;
+ }
+ public void RotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
+ {
+ float tx = x;
+ x = tx * cos - y * sin;
+ y = tx * sin + y * cos;
+ }
+ public void invRotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
+ {
+ float tx = x;
+ x = tx * cos + y * sin;
+ y = -tx * sin + y * cos;
+ }
+
+ public void invRotateXYonZ(ref float x, ref float y, ref Quaternion rot)
+ {
+ float sin = - 2.0f * rot.Z * rot.W;
+ float cos = rot.W * rot.W - rot.Z * rot.Z;
+ float tx = x;
+
+ x = tx * cos - y * sin;
+ y = tx * sin + y * cos;
+ }
+
+
public bool Collide(IntPtr me, bool reverse, ref d.ContactGeom contact, ref bool feetcollision)
{
feetcollision = false;
+ if (m_collisionException)
+ return false;
- if (me == bonebox) // inner bone
+ if (me == bbox) // if moving fast
{
- if (contact.pos.Z - _position.Z < boneOff)
- IsColliding = true;
- return true;
+ // force a full inelastic collision
+ m_collisionException = true;
+
+ Vector3 off = m_size * 0.5f;
+ off.X += contact.depth;
+ off.Y += contact.depth;
+ off.Z += contact.depth;
+ if (reverse)
+ {
+ off.X *= -contact.normal.X;
+ off.Y *= -contact.normal.Y;
+ off.Z *= -contact.normal.Z;
+ }
+ else
+ {
+ off.X *= contact.normal.X;
+ off.Y *= contact.normal.Y;
+ off.Z *= contact.normal.Z;
+ }
+
+ off.X += contact.pos.X;
+ off.Y += contact.pos.Y;
+ off.Z += contact.pos.Z;
+
+ _position = off;
+ return false;
}
if (me == topbox) // keep a box head
@@ -890,6 +1008,21 @@ namespace OpenSim.Region.Physics.OdePlugin
if (me == midbox)
{
+ if (Math.Abs(contact.normal.Z) > 0.95f)
+ {
+ float nz = contact.normal.Z;
+ if (!reverse)
+ nz = -nz;
+
+ if (nz > 0)
+ return true; // missed head TODO
+
+ // missed feet collision?
+
+
+ return true;
+ }
+
t = offx * offx + offy * offy;
t = (float)Math.Sqrt(t);
t = 1 / t;
@@ -917,12 +1050,19 @@ namespace OpenSim.Region.Physics.OdePlugin
if (Math.Abs(contact.normal.Z) > 0.95f)
{
+ if (contact.normal.Z > 0)
+ contact.normal.Z = 1.0f;
+ else
+ contact.normal.Z = -1.0f;
+ contact.normal.X = 0.0f;
+ contact.normal.Y = 0.0f;
feetcollision = true;
if (h < boneOff)
IsColliding = true;
return true;
}
+
float offz = h - feetOff; // distance from top of feetbox
if (offz > 0)
@@ -971,11 +1111,28 @@ namespace OpenSim.Region.Physics.OdePlugin
/// This is the avatar's movement control + PID Controller
///
///
- public void Move(float timeStep, List defects)
+ public void Move(List defects)
{
if (Body == IntPtr.Zero)
return;
+ if (m_collisionException)
+ {
+ d.BodySetPosition(Body,_position.X, _position.Y, _position.Z);
+ d.BodySetLinearVel(Body, 0, 0, 0);
+
+ float v = _velocity.Length();
+ if (v != 0)
+ {
+ v = 6.0f / v;
+ _velocity = _velocity * v;
+ d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
+ }
+ ajustCollider();
+ m_collisionException = false;
+ return;
+ }
+
d.Vector3 dtmp = d.BodyGetPosition(Body);
Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
@@ -1049,6 +1206,7 @@ namespace OpenSim.Region.Physics.OdePlugin
//******************************************
// colide with land
+
d.AABB aabb;
d.GeomGetAABB(feetbox, out aabb);
float chrminZ = aabb.MinZ - 0.02f; // move up a bit
@@ -1095,8 +1253,8 @@ namespace OpenSim.Region.Physics.OdePlugin
contact.Position.X = localpos.X;
contact.Position.Y = localpos.Y;
contact.Position.Z = chrminZ;
- contact.SurfaceNormal.X = 0f;
- contact.SurfaceNormal.Y = 0f;
+ contact.SurfaceNormal.X = 0.0f;
+ contact.SurfaceNormal.Y = 0.0f;
contact.SurfaceNormal.Z = -1f;
contact.RelativeSpeed = -vel.Z;
contact.CharacterFeet = true;
@@ -1118,6 +1276,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_iscollidingGround = false;
}
+
//******************************************
bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
@@ -1253,21 +1412,58 @@ namespace OpenSim.Region.Physics.OdePlugin
}
// update our local ideia of position velocity and aceleration
+ // _position = localpos;
_position = localpos;
+
if (_zeroFlag)
{
_velocity = Vector3.Zero;
_acceleration = Vector3.Zero;
+ m_rotationalVelocity = Vector3.Zero;
}
else
{
- _acceleration = _velocity; // previus velocity
- _velocity = vel;
- _acceleration = (vel - _acceleration) / timeStep;
+ Vector3 a =_velocity; // previus velocity
+ SetSmooth(ref _velocity, ref vel, 2);
+ a = (_velocity - a) * invtimeStep;
+ SetSmooth(ref _acceleration, ref a, 2);
+
+ dtmp = d.BodyGetAngularVel(Body);
+ m_rotationalVelocity.X = 0f;
+ m_rotationalVelocity.Y = 0f;
+ m_rotationalVelocity.Z = dtmp.Z;
+ Math.Round(m_rotationalVelocity.Z,3);
}
-
+ ajustCollider();
}
+ public void round(ref Vector3 v, int digits)
+ {
+ v.X = (float)Math.Round(v.X, digits);
+ v.Y = (float)Math.Round(v.Y, digits);
+ v.Z = (float)Math.Round(v.Z, digits);
+ }
+
+ public void SetSmooth(ref Vector3 dst, ref Vector3 value)
+ {
+ dst.X = 0.1f * dst.X + 0.9f * value.X;
+ dst.Y = 0.1f * dst.Y + 0.9f * value.Y;
+ dst.Z = 0.1f * dst.Z + 0.9f * value.Z;
+ }
+
+ public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
+ {
+ dst.X = 0.4f * dst.X + 0.6f * value.X;
+ dst.X = (float)Math.Round(dst.X, rounddigits);
+
+ dst.Y = 0.4f * dst.Y + 0.6f * value.Y;
+ dst.Y = (float)Math.Round(dst.Y, rounddigits);
+
+ dst.Z = 0.4f * dst.Z + 0.6f * value.Z;
+ dst.Z = (float)Math.Round(dst.Z, rounddigits);
+ }
+
+
///
/// Updates the reported position and velocity.
/// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
@@ -1394,10 +1590,11 @@ namespace OpenSim.Region.Physics.OdePlugin
AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
- _parent_scene.actor_name_map[topbox] = (PhysicsActor)this;
- _parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
+ _parent_scene.actor_name_map[collider] = (PhysicsActor)this;
_parent_scene.actor_name_map[feetbox] = (PhysicsActor)this;
- _parent_scene.actor_name_map[bonebox] = (PhysicsActor)this;
+ _parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
+ _parent_scene.actor_name_map[topbox] = (PhysicsActor)this;
+ _parent_scene.actor_name_map[bbox] = (PhysicsActor)this;
_parent_scene.AddCharacter(this);
}
else
@@ -1450,13 +1647,16 @@ namespace OpenSim.Region.Physics.OdePlugin
_position.Z + (m_size.Z - oldsz) * 0.5f);
Velocity = Vector3.Zero;
+
- _parent_scene.actor_name_map[topbox] = (PhysicsActor)this;
- _parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
+ _parent_scene.actor_name_map[collider] = (PhysicsActor)this;
_parent_scene.actor_name_map[feetbox] = (PhysicsActor)this;
- _parent_scene.actor_name_map[bonebox] = (PhysicsActor)this;
+ _parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
+ _parent_scene.actor_name_map[topbox] = (PhysicsActor)this;
+ _parent_scene.actor_name_map[bbox] = (PhysicsActor)this;
}
m_freemove = false;
+ m_collisionException = false;
m_pidControllerActive = true;
}
else
@@ -1565,6 +1765,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (Body != IntPtr.Zero)
d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
+ ajustCollider();
}
private void donullchange()
@@ -1573,7 +1774,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public bool DoAChange(changes what, object arg)
{
- if (topbox == IntPtr.Zero && what != changes.Add && what != changes.Remove)
+ if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove)
{
return false;
}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
index 2ba5940..f8d7195 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -178,7 +178,9 @@ namespace OpenSim.Region.Physics.OdePlugin
public changes what;
public Object arg;
}
-
+
+
+
public class OdeScene : PhysicsScene
{
private readonly ILog m_log;
@@ -301,6 +303,8 @@ namespace OpenSim.Region.Physics.OdePlugin
public IntPtr StaticSpace; // space for the static things around
public IntPtr GroundSpace; // space for ground
+ public IntPtr SharedRay;
+
// some speedup variables
private int spaceGridMaxX;
private int spaceGridMaxY;
@@ -428,6 +432,8 @@ namespace OpenSim.Region.Physics.OdePlugin
contactgroup = d.JointGroupCreate(0);
//contactgroup
+ SharedRay = d.CreateRay(TopSpace, 1.0f);
+
d.WorldSetAutoDisableFlag(world, false);
}
}
@@ -733,35 +739,35 @@ namespace OpenSim.Region.Physics.OdePlugin
if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
return;
-/*
-// debug
- PhysicsActor dp2;
- if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
- {
- d.AABB aabb;
- d.GeomGetAABB(g2, out aabb);
- float x = aabb.MaxX - aabb.MinX;
- float y = aabb.MaxY - aabb.MinY;
- float z = aabb.MaxZ - aabb.MinZ;
- if (x > 60.0f || y > 60.0f || z > 60.0f)
- {
- if (!actor_name_map.TryGetValue(g2, out dp2))
- m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
- else
- m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})",
- dp2.Name, dp2.Size, x, y, z,
- dp2.Position.ToString(),
- dp2.Orientation.ToString(),
- dp2.Orientation.Length());
- return;
- }
- }
-//
-*/
+ /*
+ // debug
+ PhysicsActor dp2;
+ if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
+ {
+ d.AABB aabb;
+ d.GeomGetAABB(g2, out aabb);
+ float x = aabb.MaxX - aabb.MinX;
+ float y = aabb.MaxY - aabb.MinY;
+ float z = aabb.MaxZ - aabb.MinZ;
+ if (x > 60.0f || y > 60.0f || z > 60.0f)
+ {
+ if (!actor_name_map.TryGetValue(g2, out dp2))
+ m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
+ else
+ m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})",
+ dp2.Name, dp2.Size, x, y, z,
+ dp2.Position.ToString(),
+ dp2.Orientation.ToString(),
+ dp2.Orientation.Length());
+ return;
+ }
+ }
+ //
+ */
- if(d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
- d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc)
+ if (d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
+ d.GeomGetCategoryBits(g2) == (uint)CollisionCategories.VolumeDtc)
{
int cflags;
unchecked
@@ -776,7 +782,7 @@ namespace OpenSim.Region.Physics.OdePlugin
catch (SEHException)
{
m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
-// ode.drelease(world);
+ // ode.drelease(world);
base.TriggerPhysicsBasedRestart();
}
catch (Exception e)
@@ -816,26 +822,25 @@ namespace OpenSim.Region.Physics.OdePlugin
// get first contact
d.ContactGeom curContact = new d.ContactGeom();
+
if (!GetCurContactGeom(0, ref curContact))
return;
- // for now it's the one with max depth
- ContactPoint maxDepthContact = new ContactPoint(
- new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
- new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
- curContact.depth
- );
+
// do volume detection case
- if (
- (p1.IsVolumeDtc || p2.IsVolumeDtc))
+ if ((p1.IsVolumeDtc || p2.IsVolumeDtc))
{
+ ContactPoint maxDepthContact = new ContactPoint(
+ new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
+ new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
+ curContact.depth, false
+ );
+
collision_accounting_events(p1, p2, maxDepthContact);
return;
}
// big messy collision analises
- Vector3 normoverride = Vector3.Zero; //damm c#
-
float mu = 0;
float bounce = 0;
float cfm = 0.0001f;
@@ -846,36 +851,15 @@ namespace OpenSim.Region.Physics.OdePlugin
ContactData contactdata1 = new ContactData(0, 0, false);
ContactData contactdata2 = new ContactData(0, 0, false);
- bool dop1foot = false;
- bool dop2foot = false;
+ bool dop1ava = false;
+ bool dop2ava = false;
bool ignore = false;
- bool AvanormOverride = false;
switch (p1.PhysicsActorType)
{
case (int)ActorTypes.Agent:
{
- dop1foot = true;
-
- AvanormOverride = true;
- Vector3 tmp = p2.Position - p1.Position;
- normoverride = p2.Velocity - p1.Velocity;
- mu = normoverride.LengthSquared();
-
- if (mu > 1e-6)
- {
- mu = 1.0f / (float)Math.Sqrt(mu);
- normoverride *= mu;
- mu = Vector3.Dot(tmp, normoverride);
- if (mu > 0)
- normoverride *= -1;
- }
- else
- {
- tmp.Normalize();
- normoverride = -tmp;
- }
-
+ dop1ava = true;
switch (p2.PhysicsActorType)
{
case (int)ActorTypes.Agent:
@@ -886,7 +870,6 @@ namespace OpenSim.Region.Physics.OdePlugin
case (int)ActorTypes.Prim:
if (p2.Velocity.LengthSquared() > 0.0f)
p2.CollidingObj = true;
- dop1foot = true;
break;
default:
@@ -901,33 +884,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{
case (int)ActorTypes.Agent:
+ dop2ava = true;
- dop2foot = true;
-
- AvanormOverride = true;
-
- Vector3 tmp = p2.Position - p1.Position;
- normoverride = p2.Velocity - p1.Velocity;
- mu = normoverride.LengthSquared();
- if (mu > 1e-6)
- {
- mu = 1.0f / (float)Math.Sqrt(mu);
- normoverride *= mu;
- mu = Vector3.Dot(tmp, normoverride);
- if (mu > 0)
- normoverride *= -1;
- }
- else
- {
- tmp.Normalize();
- normoverride = -tmp;
- }
-
- bounce = 0;
- mu = 0;
- cfm = 0.0001f;
-
- dop2foot = true;
if (p1.Velocity.LengthSquared() > 0.0f)
p1.CollidingObj = true;
break;
@@ -1032,170 +990,78 @@ namespace OpenSim.Region.Physics.OdePlugin
default:
break;
}
+
if (ignore)
return;
- IntPtr Joint;
- bool FeetCollision = false;
+ d.ContactGeom maxContact = curContact;
+// if (IgnoreNegSides && curContact.side1 < 0)
+// maxContact.depth = float.MinValue;
+
+ d.ContactGeom minContact = curContact;
+// if (IgnoreNegSides && curContact.side1 < 0)
+// minContact.depth = float.MaxValue;
- int i = 0;
+ IntPtr Joint;
+ bool FeetCollision = false;
int ncontacts = 0;
- while(true)
- {
- if (IgnoreNegSides && curContact.side1 < 0)
- {
- if (++i >= count)
- break;
- if (!GetCurContactGeom(i, ref curContact))
- break;
- }
- else
+ int i = 0;
+ while (true)
{
- if(dop1foot)
+ if (m_global_contactcount >= maxContactsbeforedeath)
+ break;
+
+// if (!(IgnoreNegSides && curContact.side1 < 0))
{
- if (!(((OdeCharacter)p1).Collide(g1, false, ref curContact, ref FeetCollision)))
+ bool noskip = true;
+ if (dop1ava)
{
- if (++i >= count)
- break;
- else
- continue;
+ if (!(((OdeCharacter)p1).Collide(g1,false, ref curContact, ref FeetCollision)))
+
+ noskip = false;
}
- }
- else if(dop2foot)
- {
- if (!(((OdeCharacter)p2).Collide(g2, true, ref curContact, ref FeetCollision)))
+ else if (dop2ava)
{
- if (++i >= count)
- break;
- else
- continue;
+ if (!(((OdeCharacter)p2).Collide(g2,true, ref curContact, ref FeetCollision)))
+ noskip = false;
}
- }
-/*
- if (AvanormOverride)
- {
- if (curContact.depth > 0.3f)
+ if (noskip)
{
- if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
- p1.IsColliding = true;
- if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
- p2.IsColliding = true;
- curContact.normal.X = normoverride.X;
- curContact.normal.Y = normoverride.Y;
- curContact.normal.Z = normoverride.Z;
- }
+ m_global_contactcount++;
+ ncontacts++;
- else
- {
- if (dop1foot)
- {
- float sz = p1.Size.Z;
- Vector3 vtmp = p1.Position;
- float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
- if (ppos > 0f)
- {
- if (!p1.Flying)
- {
- d.AABB aabb;
- d.GeomGetAABB(g2, out aabb);
- float tmp = vtmp.Z - sz * .18f;
-
- if (aabb.MaxZ < tmp)
- {
- vtmp.X = curContact.pos.X - vtmp.X;
- vtmp.Y = curContact.pos.Y - vtmp.Y;
- vtmp.Z = -0.2f;
- vtmp.Normalize();
- curContact.normal.X = vtmp.X;
- curContact.normal.Y = vtmp.Y;
- curContact.normal.Z = vtmp.Z;
- }
- }
- }
- else
- p1.IsColliding = true;
+ Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
+ d.JointAttach(Joint, b1, b2);
- }
+ if (curContact.depth > maxContact.depth)
+ maxContact = curContact;
- if (dop2foot)
- {
- float sz = p2.Size.Z;
- Vector3 vtmp = p2.Position;
- vtmp.Z -= sz * 0.5f;
- vtmp.Z += 0.5f;
- float ppos = vtmp.Z - curContact.pos.Z;
- if (ppos > 0f)
- {
- if (!p2.Flying)
- {
- float tmp = vtmp.Z - sz * .18f;
- vtmp.X = curContact.pos.X - vtmp.X;
- vtmp.Y = curContact.pos.Y - vtmp.Y;
- vtmp.Z = curContact.pos.Z - vtmp.Z;
- vtmp.Normalize();
- curContact.normal.X = vtmp.X;
- curContact.normal.Y = vtmp.Y;
- curContact.normal.Z = vtmp.Z;
- }
- }
-// else
- p2.IsColliding = true;
-
- }
+ if (curContact.depth < minContact.depth)
+ minContact = curContact;
}
}
-*/
- ncontacts++;
- Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
- d.JointAttach(Joint, b1, b2);
-
- if (++m_global_contactcount >= maxContactsbeforedeath)
- break;
if (++i >= count)
break;
if (!GetCurContactGeom(i, ref curContact))
break;
-
- if (curContact.depth > maxDepthContact.PenetrationDepth)
- {
- maxDepthContact.Position.X = curContact.pos.X;
- maxDepthContact.Position.Y = curContact.pos.Y;
- maxDepthContact.Position.Z = curContact.pos.Z;
- maxDepthContact.SurfaceNormal.X = curContact.normal.X;
- maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
- maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
- maxDepthContact.PenetrationDepth = curContact.depth;
- }
}
- }
if (ncontacts > 0)
{
- maxDepthContact.CharacterFeet = FeetCollision;
+ ContactPoint maxDepthContact = new ContactPoint(
+ new Vector3(maxContact.pos.X, maxContact.pos.Y, maxContact.pos.Z),
+ new Vector3(minContact.normal.X, minContact.normal.Y, minContact.normal.Z),
+ maxContact.depth, FeetCollision
+ );
collision_accounting_events(p1, p2, maxDepthContact);
}
-/*
- if (notskipedcount > geomContactPointsStartthrottle)
- {
- // If there are more then 3 contact points, it's likely
- // that we've got a pile of objects, so ...
- // We don't want to send out hundreds of terse updates over and over again
- // so lets throttle them and send them again after it's somewhat sorted out.
- this needs checking so out for now
- if (b1 != IntPtr.Zero)
- p1.ThrottleUpdates = true;
- if (b2 != IntPtr.Zero)
- p2.ThrottleUpdates = true;
-
- }
- */
}
private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
@@ -1286,10 +1152,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// chr.CollidingGround = false; not done here
chr.CollidingObj = false;
// do colisions with static space
- d.SpaceCollide2(StaticSpace, chr.topbox, IntPtr.Zero, nearCallback);
- d.SpaceCollide2(StaticSpace, chr.midbox, IntPtr.Zero, nearCallback);
- d.SpaceCollide2(StaticSpace, chr.feetbox, IntPtr.Zero, nearCallback);
- d.SpaceCollide2(StaticSpace, chr.bonebox, IntPtr.Zero, nearCallback);
+ d.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, nearCallback);
// chars with chars
d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback);
@@ -1346,7 +1209,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// and with chars
try
{
- d.SpaceCollide2(ActiveSpace, CharsSpace,IntPtr.Zero, nearCallback);
+ d.SpaceCollide2(CharsSpace,ActiveSpace, IntPtr.Zero, nearCallback);
}
catch (AccessViolationException)
{
@@ -1837,7 +1700,7 @@ namespace OpenSim.Region.Physics.OdePlugin
foreach (OdeCharacter actor in _characters)
{
if (actor != null)
- actor.Move(ODE_STEPSIZE, defects);
+ actor.Move(defects);
}
if (defects.Count != 0)
{
--
cgit v1.1