From de32006f9a0843c9d115fc6c2c92d64046f52ee0 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Sat, 22 Dec 2007 05:43:34 +0000 Subject: * Added smoother handling of interpenetrating physical objects. * Fixes: * -- duplicating Active physical object causes objects to explode in opposite directions * -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions * Vanity --- OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 4 +- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 85 ++++++++++++++++++------ 2 files changed, 68 insertions(+), 21 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 04bf9a0..3bdf180 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -174,7 +174,7 @@ namespace OpenSim.Region.Physics.OdePlugin } if (m_wascolliding != m_iscolliding) { - base.SendCollisionUpdate(new CollisionEventUpdate()); + //base.SendCollisionUpdate(new CollisionEventUpdate()); } m_wascolliding = m_iscolliding; @@ -527,7 +527,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (_velocity.Z < -6 && !m_hackSentFall) { m_hackSentFall = true; - base.SendCollisionUpdate(new CollisionEventUpdate()); + //base.SendCollisionUpdate(new CollisionEventUpdate()); m_pidControllerActive = false; } else if (flying && !m_hackSentFly) diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 305a930..b4336c3 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -281,38 +281,85 @@ namespace OpenSim.Region.Physics.OdePlugin break; } - if (name1 == "Terrain" || name2 == "Terrain") + // we don't want prim or avatar to explode + #region InterPenetration Handling - Unintended physics explosions + if (contacts[i].depth >= 0.08f) { - if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) + if (contacts[i].depth >= 1.00f) { - AvatarMovementTerrainContact.geom = contacts[i]; - joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); + //MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString()); } - else + // If you interpenetrate a prim with an agent + if ((p2.PhysicsActorType == (int)ActorTypes.Agent && p1.PhysicsActorType == (int)ActorTypes.Prim) || (p1.PhysicsActorType == (int)ActorTypes.Agent && p2.PhysicsActorType == (int)ActorTypes.Prim)) { - TerrainContact.geom = contacts[i]; - joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); + + if (p2.PhysicsActorType == (int)ActorTypes.Agent) + { + p2.CollidingObj = true; + contacts[i].depth = 0.003f; + p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); + contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); + + } + else + { + contacts[i].depth = 0.0000000f; + } + if (p1.PhysicsActorType == (int)ActorTypes.Agent) + { + p1.CollidingObj = true; + contacts[i].depth = 0.003f; + p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); + contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); + } + else + { + contacts[i].depth = 0.0000000f; + } + } + // If you interpenetrate a prim with another prim + if (p1.PhysicsActorType == (int)ActorTypes.Prim && p2.PhysicsActorType == (int)ActorTypes.Prim) + { + // Don't collide, one or both prim will explode. + contacts[i].depth = 0.0f; } } - else + #endregion + + if (contacts[i].depth > 0f) { - if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) + 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; @@ -334,7 +381,7 @@ namespace OpenSim.Region.Physics.OdePlugin } // If the sim is running slow this frame, // don't process collision for prim! - if (timeStep < (m_SkipFramesAtms / 2)) + if (timeStep < (m_SkipFramesAtms / 3)) { foreach (OdePrim chr in _activeprims) { -- cgit v1.1