From 56edbe9b60e5ed5f1388e2d1d4d2a0d82cdeaf6d Mon Sep 17 00:00:00 2001 From: nlin Date: Fri, 18 Sep 2009 11:26:52 +0900 Subject: Alternate algorithm for fixing avatar capsule tilt (Mantis #2905) Eliminate dynamic capsule wobble. Instead introduce a small, fixed tilt, and allow the tilt to rotate with the avatar while moving; the tilt always faces away from the direction of avatar movement. The rotation while moving should eliminate direction-dependent behavior (e.g. only being able to climb on top of prims from certain directions). Falling animation is still too frequently invoked. Ideally the tilt should be completely eliminated, but doing so currently causes the avatar to fall through the terrain. --- OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 132 ++++++++++++----------- 1 file changed, 72 insertions(+), 60 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index dd58a4e..a00ba11 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -107,6 +107,7 @@ namespace OpenSim.Region.Physics.OdePlugin public float MinimumGroundFlightOffset = 3f; private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. + private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider private float m_buoyancy = 0f; @@ -477,7 +478,71 @@ namespace OpenSim.Region.Physics.OdePlugin } } } - + + private void AlignAvatarTiltWithCurrentDirectionOfMovement(PhysicsVector movementVector) + { + movementVector.Z = 0f; + float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y)); + if (magnitude < 0.1f) return; + + // normalize the velocity vector + float invMagnitude = 1.0f / magnitude; + movementVector.X *= invMagnitude; + movementVector.Y *= invMagnitude; + + // if we change the capsule heading too often, the capsule can fall down + // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw), + // meaning only 4 possible capsule tilt orientations + if (movementVector.X > 0) + { + // east + if (movementVector.Y > 0) + { + // northeast + movementVector.X = (float)Math.Sqrt(2.0); + movementVector.Y = (float)Math.Sqrt(2.0); + } + else + { + // southeast + movementVector.X = (float)Math.Sqrt(2.0); + movementVector.Y = -(float)Math.Sqrt(2.0); + } + } + else + { + // west + if (movementVector.Y > 0) + { + // northwest + movementVector.X = -(float)Math.Sqrt(2.0); + movementVector.Y = (float)Math.Sqrt(2.0); + } + else + { + // southwest + movementVector.X = -(float)Math.Sqrt(2.0); + movementVector.Y = -(float)Math.Sqrt(2.0); + } + } + + + // movementVector.Z is zero + + // calculate tilt components based on desired amount of tilt and current (snapped) heading. + // the "-" sign is to force the tilt to be OPPOSITE the direction of movement. + float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane; + float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane; + + //m_log.Debug("[PHYSICS] changing avatar tilt"); + d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent); + d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced + d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent); + d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop + d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f); + d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop + } + /// /// This creates the Avatar's physical Surrogate at the position supplied /// @@ -576,71 +641,13 @@ namespace OpenSim.Region.Physics.OdePlugin // (with -0..0 motor stops) falls into the terrain for reasons yet // to be comprehended in their entirety. #endregion + AlignAvatarTiltWithCurrentDirectionOfMovement(new PhysicsVector(0,0,0)); d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f); d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f); d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop - #region Documentation of capsule motor StopERP and StopCFM parameters - // In addition to the above tilt, we allow a dynamic tilt, or - // wobble, to emerge as the capsule is pushed around the environment. - // We do this with an experimentally determined combination of - // StopERP and StopCFM which make the above motor stops soft. - // The softness of the stops should be tweaked according to two - // requirements: - // - // 1. Motor stops should be weak enough to allow enough wobble such - // that the capsule can tilt slightly more when moving, to allow - // "gliding" over obstacles: - // - // - // .-. - // / / - // / / - // _ / / _ - // / \ .-. / / / \ - // | | ----> / / / / | | - // | | / / `-' | | - // | | / / +------+ | | - // | | / / | | | | - // | | / / | | | | - // \_/ `-' +------+ \_/ - // ---------------------------------------------------------- - // - // Note that requirement 1 is made complicated by the ever-present - // slight avatar tilt (assigned in the above code to prevent avatar - // from falling through terrain), which introduces a direction-dependent - // bias into the wobble (wobbling against the existing tilt is harder - // than wobbling with the tilt), which makes it easier to walk over - // prims from some directions. I have tried to minimize this effect by - // minimizing the avatar tilt to the minimum that prevents the avatar from - // falling through the terrain. - // - // 2. Motor stops should be strong enough to prevent the capsule - // from being forced all the way to the ground; otherwise the - // capsule could slip underneath obstacles like this: - // _ _ - // / \ +------+ / \ - // | | ----> | | | | - // | | | | | | - // | | .--.___ +------+ | | - // | | `--.__`--.__ | | - // | | `--.__`--. | | - // \_/ `--' \_/ - // ---------------------------------------------------------- - // - // - // It is strongly recommended you enable USE_DRAWSTUFF if you want to - // tweak these values, to see how the capsule is reacting in various - // situations. - #endregion - d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0.0035f); - d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0.0035f); - d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0.0035f); - d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f); - d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f); - d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f); } // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the @@ -939,6 +946,7 @@ namespace OpenSim.Region.Physics.OdePlugin PhysicsVector vec = new PhysicsVector(); d.Vector3 vel = d.BodyGetLinearVel(Body); + float movementdivisor = 1f; if (!m_alwaysRun) @@ -1052,6 +1060,10 @@ namespace OpenSim.Region.Physics.OdePlugin if (PhysicsVector.isFinite(vec)) { doForce(vec); + if (!_zeroFlag) + { + AlignAvatarTiltWithCurrentDirectionOfMovement(new PhysicsVector(vec.X, vec.Y, vec.Z)); + } } else { -- cgit v1.1 From daffb691741250dae9e3f767580f0349bd2c5c4f Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 24 Sep 2009 18:16:29 -0700 Subject: modify BulletDotNETPrim.cs in preparation for Mantis #4181 --- .../Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | 234 +++++++++++---------- 1 file changed, 122 insertions(+), 112 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs index 7ab8b98..f22ea71 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs @@ -204,7 +204,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempAngularVelocity2 = new btVector3(0, 0, 0); tempInertia1 = new btVector3(0, 0, 0); tempInertia2 = new btVector3(0, 0, 0); - tempOrientation1 = new btQuaternion(0,0,0,1); + tempOrientation1 = new btQuaternion(0, 0, 0, 1); tempOrientation2 = new btQuaternion(0, 0, 0, 1); _parent_scene = parent_scene; tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); @@ -216,10 +216,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); - + AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize); - int regionsize = (int) Constants.RegionSize; - + int regionsize = (int)Constants.RegionSize; + if (regionsize == 256) regionsize = 512; @@ -611,7 +611,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin DisableAxisMotor(); DisposeOfBody(); SetCollisionShape(null); - + if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) { tempMotionState3.Dispose(); @@ -677,8 +677,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempInertia2.Dispose(); tempInertia1 = null; } - - + + if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) { tempAngularVelocity2.Dispose(); @@ -802,7 +802,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin changesize(timestep); } - // + // if (m_taintshape) { @@ -1001,7 +1001,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin else SetBody(0); changeSelectedStatus(timestep); - + resetCollisionAccounting(); m_taintPhysics = m_isphysical; } @@ -1012,7 +1012,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { if (_parent_scene.needsMeshing(_pbs)) { - ProcessGeomCreationAsTriMesh(PhysicsVector.Zero,Quaternion.Identity); + ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); // createmesh returns null when it doesn't mesh. CreateGeom(IntPtr.Zero, _mesh); } @@ -1038,32 +1038,32 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin meshlod = _parent_scene.MeshSculptphysicalLOD; IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); - if (!positionOffset.IsIdentical(PhysicsVector.Zero,0.001f) || orientation != Quaternion.Identity) + if (!positionOffset.IsIdentical(PhysicsVector.Zero, 0.001f) || orientation != Quaternion.Identity) { - - float[] xyz = new float[3]; - xyz[0] = positionOffset.X; - xyz[1] = positionOffset.Y; - xyz[2] = positionOffset.Z; - - Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation); - - float[,] matrix = new float[3,3]; - - matrix[0, 0] = m4.M11; - matrix[0, 1] = m4.M12; - matrix[0, 2] = m4.M13; - matrix[1, 0] = m4.M21; - matrix[1, 1] = m4.M22; - matrix[1, 2] = m4.M23; - matrix[2, 0] = m4.M31; - matrix[2, 1] = m4.M32; - matrix[2, 2] = m4.M33; - - - mesh.TransformLinear(matrix, xyz); - - + + float[] xyz = new float[3]; + xyz[0] = positionOffset.X; + xyz[1] = positionOffset.Y; + xyz[2] = positionOffset.Z; + + Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation); + + float[,] matrix = new float[3, 3]; + + matrix[0, 0] = m4.M11; + matrix[0, 1] = m4.M12; + matrix[0, 2] = m4.M13; + matrix[1, 0] = m4.M21; + matrix[1, 1] = m4.M22; + matrix[1, 2] = m4.M23; + matrix[2, 0] = m4.M31; + matrix[2, 1] = m4.M32; + matrix[2, 2] = m4.M33; + + + mesh.TransformLinear(matrix, xyz); + + } @@ -1088,12 +1088,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin SetCollisionShape(null); // Construction of new prim ProcessGeomCreation(); - + if (IsPhysical) SetBody(Mass); else SetBody(0); - + m_taintsize = _size; } @@ -1136,7 +1136,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //prim_geom = IntPtr.Zero; m_log.Error("[PHYSICS]: PrimGeom dead"); } - + // we don't need to do space calculation because the client sends a position update also. if (_size.X <= 0) _size.X = 0.01f; if (_size.Y <= 0) _size.Y = 0.01f; @@ -1153,8 +1153,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempTransform1.Dispose(); tempTransform1 = new btTransform(tempOrientation1, tempPosition1); - - + + //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); if (IsPhysical) @@ -1162,7 +1162,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin SetBody(Mass); // Re creates body on size. // EnableBody also does setMass() - + } else { @@ -1179,7 +1179,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } resetCollisionAccounting(); - + m_taintshape = false; } @@ -1291,7 +1291,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE); disableBodySoft(); - + } else { @@ -1299,7 +1299,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin enableBodySoft(); } m_isSelected = m_taintselected; - + } private void changevelocity(float timestep) @@ -1368,7 +1368,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin _parent = m_taintparent; m_taintPhysics = m_isphysical; - + } private void changefloatonwater(float timestep) @@ -1627,7 +1627,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { if (m_zeroPosition == null) m_zeroPosition = new PhysicsVector(0, 0, 0); - m_zeroPosition.setValues(_position.X,_position.Y,_position.Z); + m_zeroPosition.setValues(_position.X, _position.Y, _position.Z); return; } } @@ -1981,7 +1981,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); _mesh = p_mesh; setMesh(_parent_scene, _mesh); - + } else { @@ -1994,15 +1994,15 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //SetGeom to a Regular Sphere if (tempSize1 == null) tempSize1 = new btVector3(0, 0, 0); - tempSize1.setValue(_size.X * 0.5f,_size.Y * 0.5f, _size.Z * 0.5f); - SetCollisionShape(new btSphereShape(_size.X*0.5f)); + tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); + SetCollisionShape(new btSphereShape(_size.X * 0.5f)); } else { // uses halfextents if (tempSize1 == null) tempSize1 = new btVector3(0, 0, 0); - tempSize1.setValue(_size.X*0.5f, _size.Y*0.5f, _size.Z*0.5f); + tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); SetCollisionShape(new btBoxShape(tempSize1)); } } @@ -2052,14 +2052,24 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } + //IMesh oldMesh = primMesh; + + //primMesh = mesh; + + //float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory + //int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage + ////Array.Reverse(indexList); + //primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory + IMesh oldMesh = primMesh; primMesh = mesh; - - float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory - int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage + + float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory + int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage //Array.Reverse(indexList); - primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory + mesh.releaseSourceMeshData(); // free up the original mesh data to save memory + int VertexCount = vertexList.GetLength(0) / 3; int IndexCount = indexList.GetLength(0); @@ -2068,17 +2078,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin btshapeArray.Dispose(); //Array.Reverse(indexList); btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), - VertexCount, vertexList, 3*sizeof (float)); + VertexCount, vertexList, 3 * sizeof(float)); SetCollisionShape(new btGImpactMeshShape(btshapeArray)); //((btGImpactMeshShape) prim_geom).updateBound(); - ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1,1, 1)); + ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); ((btGImpactMeshShape)prim_geom).updateBound(); _parent_scene.SetUsingGImpact(); - if (oldMesh != null) - { - oldMesh.releasePinned(); - oldMesh = null; - } + //if (oldMesh != null) + //{ + // oldMesh.releasePinned(); + // oldMesh = null; + //} } @@ -2102,7 +2112,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } */ prim_geom = shape; - + //Body.set } @@ -2143,8 +2153,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin if (prim_geom is btGImpactMeshShape) { - ((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1)); - ((btGImpactMeshShape) prim_geom).updateBound(); + ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); + ((btGImpactMeshShape)prim_geom).updateBound(); } //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); //Body.setUserPointer((IntPtr) (int)m_localID); @@ -2159,7 +2169,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { if (chld == null) continue; - + // if (chld.NeedsMeshing()) // hasTrimesh = true; } @@ -2167,40 +2177,40 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //if (hasTrimesh) //{ - ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); - // createmesh returns null when it doesn't mesh. - - /* - if (_mesh is Mesh) - { - } - else - { - m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); - return; - } - */ + ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); + // createmesh returns null when it doesn't mesh. - - - foreach (BulletDotNETPrim chld in childrenPrim) - { - if (chld == null) - continue; - PhysicsVector offset = chld.Position - Position; - Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); - pos *= Quaternion.Inverse(Orientation); - //pos *= Orientation; - offset.setValues(pos.X, pos.Y, pos.Z); - chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); - - _mesh.Append(chld._mesh); - + /* + if (_mesh is Mesh) + { + } + else + { + m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); + return; + } + */ - } - setMesh(_parent_scene, _mesh); - - //} + + + foreach (BulletDotNETPrim chld in childrenPrim) + { + if (chld == null) + continue; + PhysicsVector offset = chld.Position - Position; + Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); + pos *= Quaternion.Inverse(Orientation); + //pos *= Orientation; + offset.setValues(pos.X, pos.Y, pos.Z); + chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); + + _mesh.Append(chld._mesh); + + + } + setMesh(_parent_scene, _mesh); + + //} if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) tempMotionState1.Dispose(); @@ -2238,7 +2248,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin ((btGImpactMeshShape)prim_geom).updateBound(); } _parent_scene.AddPrimToScene(this); - + } if (IsPhysical) @@ -2252,7 +2262,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin if (Body.Handle != IntPtr.Zero) { DisableAxisMotor(); - _parent_scene.removeFromWorld(this,Body); + _parent_scene.removeFromWorld(this, Body); Body.Dispose(); } Body = null; @@ -2305,7 +2315,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin return; - + lock (childrenPrim) { if (!childrenPrim.Contains(prm)) @@ -2313,8 +2323,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin childrenPrim.Add(prm); } } - - + + } public void disableBody() @@ -2386,7 +2396,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { Body.clearForces(); Body.forceActivationState(0); - + } } @@ -2400,7 +2410,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin Body.clearForces(); Body.forceActivationState(4); forceenable = true; - + } m_disabled = false; } @@ -2415,7 +2425,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin SetBody(Mass); else SetBody(0); - + // TODO: Set Collision Category Bits and Flags // TODO: Set Auto Disable data @@ -2587,10 +2597,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin _velocity.Y = tempLinearVelocity1.getY(); _velocity.Z = tempLinearVelocity1.getZ(); - _acceleration = ((_velocity - m_lastVelocity)/0.1f); - _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X/0.1f, - _velocity.Y - m_lastVelocity.Y/0.1f, - _velocity.Z - m_lastVelocity.Z/0.1f); + _acceleration = ((_velocity - m_lastVelocity) / 0.1f); + _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, + _velocity.Y - m_lastVelocity.Y / 0.1f, + _velocity.Z - m_lastVelocity.Z / 0.1f); //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); if (_velocity.IsIdentical(pv, 0.5f)) @@ -2669,7 +2679,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero) AxisLockAngleHigh.Dispose(); - + m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero, _parent_scene.TransZero, false); @@ -2683,7 +2693,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_aMotor.setLinearUpperLimit(AxisLockLinearHigh); _parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor); //m_aMotor. - + } internal void DisableAxisMotor() @@ -2698,4 +2708,4 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - + -- cgit v1.1 From 1b2828f5d859d2941167b0457158142e683efe39 Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Thu, 24 Sep 2009 10:00:31 -0700 Subject: Meshmerizer stores dictionary of unique Meshes keyed on construction parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE Signed-off-by: dahlia --- OpenSim/Region/Physics/Meshing/Mesh.cs | 87 +++++++++------------------ OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 69 +++++++++++++++++++-- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 17 +----- 3 files changed, 95 insertions(+), 78 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index ceafaad..7567556 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs @@ -40,7 +40,6 @@ namespace OpenSim.Region.Physics.Meshing private List triangles; GCHandle pinnedVirtexes; GCHandle pinnedIndex; - public PrimMesh primMesh = null; public float[] normals; public Mesh() @@ -63,6 +62,8 @@ namespace OpenSim.Region.Physics.Meshing public void Add(Triangle triangle) { + if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) + throw new NotSupportedException("Attempt to Add to a pinned Mesh"); // If a vertex of the triangle is not yet in the vertices list, // add it and set its index to the current index count if (!vertices.ContainsKey(triangle.v1)) @@ -148,40 +149,22 @@ namespace OpenSim.Region.Physics.Meshing public float[] getVertexListAsFloatLocked() { + if( pinnedVirtexes.IsAllocated ) + return (float[])(pinnedVirtexes.Target); float[] result; - if (primMesh == null) + //m_log.WarnFormat("vertices.Count = {0}", vertices.Count); + result = new float[vertices.Count * 3]; + foreach (KeyValuePair kvp in vertices) { - //m_log.WarnFormat("vertices.Count = {0}", vertices.Count); - result = new float[vertices.Count * 3]; - foreach (KeyValuePair kvp in vertices) - { - Vertex v = kvp.Key; - int i = kvp.Value; - //m_log.WarnFormat("kvp.Value = {0}", i); - result[3 * i + 0] = v.X; - result[3 * i + 1] = v.Y; - result[3 * i + 2] = v.Z; - } - pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); - } - else - { - int count = primMesh.coords.Count; - result = new float[count * 3]; - for (int i = 0; i < count; i++) - { - Coord c = primMesh.coords[i]; - { - int resultIndex = 3 * i; - result[resultIndex] = c.X; - result[resultIndex + 1] = c.Y; - result[resultIndex + 2] = c.Z; - } - - } - pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); + Vertex v = kvp.Key; + int i = kvp.Value; + //m_log.WarnFormat("kvp.Value = {0}", i); + result[3 * i + 0] = v.X; + result[3 * i + 1] = v.Y; + result[3 * i + 2] = v.Z; } + pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); return result; } @@ -189,33 +172,13 @@ namespace OpenSim.Region.Physics.Meshing { int[] result; - if (primMesh == null) - { - result = new int[triangles.Count * 3]; - for (int i = 0; i < triangles.Count; i++) - { - Triangle t = triangles[i]; - result[3 * i + 0] = vertices[t.v1]; - result[3 * i + 1] = vertices[t.v2]; - result[3 * i + 2] = vertices[t.v3]; - } - } - else + result = new int[triangles.Count * 3]; + for (int i = 0; i < triangles.Count; i++) { - int numFaces = primMesh.faces.Count; - result = new int[numFaces * 3]; - for (int i = 0; i < numFaces; i++) - { - Face f = primMesh.faces[i]; -// Coord c1 = primMesh.coords[f.v1]; -// Coord c2 = primMesh.coords[f.v2]; -// Coord c3 = primMesh.coords[f.v3]; - - int resultIndex = i * 3; - result[resultIndex] = f.v1; - result[resultIndex + 1] = f.v2; - result[resultIndex + 2] = f.v3; - } + Triangle t = triangles[i]; + result[3 * i + 0] = vertices[t.v1]; + result[3 * i + 1] = vertices[t.v2]; + result[3 * i + 2] = vertices[t.v3]; } return result; } @@ -226,6 +189,9 @@ namespace OpenSim.Region.Physics.Meshing /// public int[] getIndexListAsIntLocked() { + if (pinnedIndex.IsAllocated) + return (int[])(pinnedIndex.Target); + int[] result = getIndexListAsInt(); pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); @@ -245,11 +211,13 @@ namespace OpenSim.Region.Physics.Meshing { triangles = null; vertices = null; - primMesh = null; } public void Append(IMesh newMesh) { + if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) + throw new NotSupportedException("Attempt to Append to a pinned Mesh"); + if (!(newMesh is Mesh)) return; @@ -260,6 +228,9 @@ namespace OpenSim.Region.Physics.Meshing // Do a linear transformation of mesh. public void TransformLinear(float[,] matrix, float[] offset) { + if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) + throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh"); + foreach (Vertex v in vertices.Keys) { if (v == null) diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index f469ad6..0873035 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -76,6 +76,7 @@ namespace OpenSim.Region.Physics.Meshing private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh + private Dictionary m_uniqueMeshes = new Dictionary(); /// /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may @@ -170,9 +171,62 @@ namespace OpenSim.Region.Physics.Meshing } - public Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) + private ulong GetMeshKey( PrimitiveBaseShape pbs, PhysicsVector size, float lod ) + { + ulong hash = 5381; + + hash = djb2(hash, pbs.PathCurve); + hash = djb2(hash, (byte)((byte)pbs.HollowShape | (byte)pbs.ProfileShape)); + hash = djb2(hash, pbs.PathBegin); + hash = djb2(hash, pbs.PathEnd); + hash = djb2(hash, pbs.PathScaleX); + hash = djb2(hash, pbs.PathScaleY); + hash = djb2(hash, pbs.PathShearX); + hash = djb2(hash, pbs.PathShearY); + hash = djb2(hash, (byte)pbs.PathTwist); + hash = djb2(hash, (byte)pbs.PathTwistBegin); + hash = djb2(hash, (byte)pbs.PathRadiusOffset); + hash = djb2(hash, (byte)pbs.PathTaperX); + hash = djb2(hash, (byte)pbs.PathTaperY); + hash = djb2(hash, pbs.PathRevolutions); + hash = djb2(hash, (byte)pbs.PathSkew); + hash = djb2(hash, pbs.ProfileBegin); + hash = djb2(hash, pbs.ProfileEnd); + hash = djb2(hash, pbs.ProfileHollow); + + // TODO: Separate scale out from the primitive shape data (after + // scaling is supported at the physics engine level) + byte[] scaleBytes = size.GetBytes(); + for (int i = 0; i < scaleBytes.Length; i++) + hash = djb2(hash, scaleBytes[i]); + + // Include LOD in hash, accounting for endianness + byte[] lodBytes = new byte[4]; + Buffer.BlockCopy(BitConverter.GetBytes(lod), 0, lodBytes, 0, 4); + if (!BitConverter.IsLittleEndian) + { + Array.Reverse(lodBytes, 0, 4); + } + for (int i = 0; i < lodBytes.Length; i++) + hash = djb2(hash, lodBytes[i]); + + return hash; + } + + private ulong djb2(ulong hash, byte c) + { + return ((hash << 5) + hash) + (ulong)c; + } + + private ulong djb2(ulong hash, ushort c) + { + hash = ((hash << 5) + hash) + (ulong)((byte)c); + return ((hash << 5) + hash) + (ulong)(c >> 8); + } + + + private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) { - Mesh mesh = new Mesh(); PrimMesh primMesh; PrimMesher.SculptMesh sculptMesh; @@ -385,8 +439,6 @@ namespace OpenSim.Region.Physics.Meshing coords = primMesh.coords; faces = primMesh.faces; - - } @@ -401,13 +453,13 @@ namespace OpenSim.Region.Physics.Meshing vertices.Add(new Vertex(c.X, c.Y, c.Z)); } + Mesh mesh = new Mesh(); // Add the corresponding triangles to the mesh for (int i = 0; i < numFaces; i++) { Face f = faces[i]; mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); } - return mesh; } @@ -418,7 +470,12 @@ namespace OpenSim.Region.Physics.Meshing public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) { + // If this mesh has been created already, return it instead of creating another copy + // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory + ulong key = GetMeshKey(primShape, size, lod); Mesh mesh = null; + if (m_uniqueMeshes.TryGetValue(key, out mesh)) + return mesh; if (size.X < 0.01f) size.X = 0.01f; if (size.Y < 0.01f) size.Y = 0.01f; @@ -441,7 +498,7 @@ namespace OpenSim.Region.Physics.Meshing // trim the vertex and triangle lists to free up memory mesh.TrimExcess(); } - + m_uniqueMeshes.Add(key, mesh); return mesh; } } diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 673ae39..032b5df 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -82,7 +82,6 @@ namespace OpenSim.Region.Physics.OdePlugin // private float m_tensor = 5f; private int body_autodisable_frames = 20; - private IMesh primMesh = null; private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom @@ -814,14 +813,10 @@ namespace OpenSim.Region.Physics.OdePlugin } } - IMesh oldMesh = primMesh; + float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory + int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage - primMesh = mesh; - - float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory - int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage - - primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory + mesh.releaseSourceMeshData(); // free up the original mesh data to save memory int VertexCount = vertexList.GetLength(0)/3; int IndexCount = indexList.GetLength(0); @@ -847,12 +842,6 @@ namespace OpenSim.Region.Physics.OdePlugin return; } - if (oldMesh != null) - { - oldMesh.releasePinned(); - oldMesh = null; - } - // if (IsPhysical && Body == (IntPtr) 0) // { // Recreate the body -- cgit v1.1 From fb2cabd6b35bdbc966598de361044e2ff0164e5c Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 25 Sep 2009 13:00:49 -0700 Subject: corrections to viewerMode AddPos() --- OpenSim/Region/Physics/Meshing/PrimMesher.cs | 27 +++++++++++++++++++++++++++ OpenSim/Region/Physics/Meshing/SculptMesh.cs | 14 +++++++++++++- 2 files changed, 40 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 0d19c01..abfd400 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs @@ -345,6 +345,21 @@ namespace PrimMesher this.v3.Z *= z; } + public void AddPos(float x, float y, float z) + { + this.v1.X += x; + this.v2.X += x; + this.v3.X += x; + + this.v1.Y += y; + this.v2.Y += y; + this.v3.Y += y; + + this.v1.Z += z; + this.v2.Z += z; + this.v3.Z += z; + } + public void AddRot(Quat q) { this.v1 *= q; @@ -2141,6 +2156,18 @@ namespace PrimMesher vert.Z += z; this.coords[i] = vert; } + + if (this.viewerFaces != null) + { + int numViewerFaces = this.viewerFaces.Count; + + for (i = 0; i < numViewerFaces; i++) + { + ViewerFace v = this.viewerFaces[i]; + v.AddPos(x, y, z); + this.viewerFaces[i] = v; + } + } } /// diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs index bf42fee..bd63aef 100644 --- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs +++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs @@ -494,6 +494,18 @@ namespace PrimMesher vert.Z += z; this.coords[i] = vert; } + + if (this.viewerFaces != null) + { + int numViewerFaces = this.viewerFaces.Count; + + for (i = 0; i < numViewerFaces; i++) + { + ViewerFace v = this.viewerFaces[i]; + v.AddPos(x, y, z); + this.viewerFaces[i] = v; + } + } } /// @@ -556,7 +568,7 @@ namespace PrimMesher if (path == null) return; String fileName = name + "_" + title + ".raw"; - String completePath = Path.Combine(path, fileName); + String completePath = System.IO.Path.Combine(path, fileName); StreamWriter sw = new StreamWriter(completePath); for (int i = 0; i < this.faces.Count; i++) -- cgit v1.1 From f00126dc2dfc9e23aa50227f02ee9adbe1efdfa6 Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Tue, 29 Sep 2009 08:32:59 +0900 Subject: Add copyright header. Formatting cleanup. --- OpenSim/Region/Physics/Meshing/Mesh.cs | 2 +- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index 7567556..aae8871 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs @@ -149,7 +149,7 @@ namespace OpenSim.Region.Physics.Meshing public float[] getVertexListAsFloatLocked() { - if( pinnedVirtexes.IsAllocated ) + if (pinnedVirtexes.IsAllocated) return (float[])(pinnedVirtexes.Target); float[] result; diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 0873035..56eb359 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -171,7 +171,7 @@ namespace OpenSim.Region.Physics.Meshing } - private ulong GetMeshKey( PrimitiveBaseShape pbs, PhysicsVector size, float lod ) + private ulong GetMeshKey(PrimitiveBaseShape pbs, PhysicsVector size, float lod) { ulong hash = 5381; -- cgit v1.1 From ee205e7e812e170f670e690a4e0fa9caa652f226 Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Thu, 1 Oct 2009 01:00:09 +0900 Subject: Formatting cleanup. --- OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs | 4 ++-- OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs | 2 +- OpenSim/Region/Physics/Manager/VehicleConstants.cs | 2 +- OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs | 2 +- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 10 +++++----- 5 files changed, 10 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs index e0f856a..18d4bab 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs @@ -528,7 +528,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { // Teravus: Kitto, this code causes recurring errors that stall physics permenantly unless // the values are checked, so checking below. - // Is there any reason that we don't do this in ScenePresence? + // Is there any reason that we don't do this in ScenePresence? // The only physics engine that benefits from it in the physics plugin is this one if (x > (int)Constants.RegionSize || y > (int)Constants.RegionSize || @@ -650,7 +650,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin if (iPropertiesNotSupportedDefault == 0) { -#if SPAM +#if SPAM m_log.Warn("NonMesh"); #endif return false; diff --git a/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs b/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs index ce52744..7130a3e 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs @@ -55,7 +55,7 @@ namespace OpenSim.Region.Physics.Manager plugHard = new ZeroMesherPlugin(); _MeshPlugins.Add(plugHard.GetName(), plugHard); - m_log.Info("[PHYSICS]: Added meshing engine: " + plugHard.GetName()); + m_log.Info("[PHYSICS]: Added meshing engine: " + plugHard.GetName()); } /// diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs index 97f66d3..532e55e 100644 --- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs +++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs @@ -93,7 +93,7 @@ namespace OpenSim.Region.Physics.Manager BANKING_TIMESCALE = 40, REFERENCE_FRAME = 44 - } + } [Flags] public enum VehicleFlag diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs index d9f4951..c8ae229 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs @@ -228,7 +228,7 @@ namespace OpenSim.Region.Physics.OdePlugin mono [0x81d28b6] mono [0x81ea2c6] /lib/i686/cmov/libpthread.so.0 [0xb7e744c0] - /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de] + /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de] */ // Exclude heightfield geom diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 94223d8..0769c90 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -2536,7 +2536,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (iPropertiesNotSupportedDefault == 0) { -#if SPAM +#if SPAM m_log.Warn("NonMesh"); #endif return false; @@ -3334,7 +3334,7 @@ namespace OpenSim.Region.Physics.OdePlugin { // this._heightmap[i] = (double)heightMap[i]; // dbm (danx0r) -- creating a buffer zone of one extra sample all around - //_origheightmap = heightMap; + //_origheightmap = heightMap; float[] _heightmap; @@ -3520,16 +3520,16 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomDestroy(g); //removingHeightField = new float[0]; - } + } } } else { m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data."); } - } + } } - } + } public override void SetWaterLevel(float baseheight) { -- cgit v1.1 From 606e831ff5337fb5e94dcebf9d6852bd4c434d4b Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Thu, 1 Oct 2009 09:38:36 +0900 Subject: Formatting cleanup. --- OpenSim/Region/Physics/Manager/PhysicsScene.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 8a07f71..6dd26bb 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs @@ -178,12 +178,12 @@ namespace OpenSim.Region.Physics.Manager } /// - /// Queue a raycast against the physics scene. + /// Queue a raycast against the physics scene. /// The provided callback method will be called when the raycast is complete /// /// Many physics engines don't support collision testing at the same time as /// manipulating the physics scene, so we queue the request up and callback - /// a custom method when the raycast is complete. + /// a custom method when the raycast is complete. /// This allows physics engines that give an immediate result to callback immediately /// and ones that don't, to callback when it gets a result back. /// -- cgit v1.1