umm, nevermind all that -- this is the real ODE region fix. I'll get subversion someday
parent
b371f049b4
commit
0901dfded1
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@ -73,20 +73,22 @@ namespace OpenSim.Region.Physics.OdePlugin
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public class OdeScene : PhysicsScene
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public class OdeScene : PhysicsScene
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{
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{
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static public IntPtr world;
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private IntPtr contactgroup;
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static public IntPtr space;
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private IntPtr LandGeom;
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static private IntPtr contactgroup;
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static private IntPtr LandGeom;
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//static private IntPtr Land;
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private double[] _heightmap;
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private double[] _heightmap;
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static private d.NearCallback nearCallback = near;
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private d.NearCallback nearCallback;
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private List<OdeCharacter> _characters = new List<OdeCharacter>();
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private List<OdeCharacter> _characters = new List<OdeCharacter>();
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private List<OdePrim> _prims = new List<OdePrim>();
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private List<OdePrim> _prims = new List<OdePrim>();
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private static d.ContactGeom[] contacts = new d.ContactGeom[30];
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private d.ContactGeom[] contacts = new d.ContactGeom[30];
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private static d.Contact contact;
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private d.Contact contact;
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public IntPtr world;
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public IntPtr space;
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public static Object OdeLock = new Object();
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public static Object OdeLock = new Object();
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public OdeScene()
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public OdeScene()
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{
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{
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nearCallback = near;
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contact.surface.mode |= d.ContactFlags.Approx1 | d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP;
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contact.surface.mode |= d.ContactFlags.Approx1 | d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP;
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contact.surface.mu = 10.0f;
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contact.surface.mu = 10.0f;
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contact.surface.bounce = 0.9f;
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contact.surface.bounce = 0.9f;
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@ -103,11 +105,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.WorldSetContactSurfaceLayer(world, 0.001f);
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d.WorldSetContactSurfaceLayer(world, 0.001f);
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}
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}
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this._heightmap = new double[65536];
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_heightmap = new double[65536];
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}
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}
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// This function blatantly ripped off from BoxStack.cs
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// This function blatantly ripped off from BoxStack.cs
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static private void near(IntPtr space, IntPtr g1, IntPtr g2)
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private void near(IntPtr space, IntPtr g1, IntPtr g2)
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{
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{
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// no lock here! It's invoked from within Simulate(), which is thread-locked
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// no lock here! It's invoked from within Simulate(), which is thread-locked
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IntPtr b1 = d.GeomGetBody(g1);
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IntPtr b1 = d.GeomGetBody(g1);
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@ -116,7 +118,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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return;
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return;
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int count = d.Collide(g1, g2, 500, contacts, d.ContactGeom.SizeOf);
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int count = d.Collide(g1, g2, 500, contacts, d.ContactGeom.SizeOf);
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for (int i = 0; i < count; ++i)
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for (int i = 0; i < count; i++)
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{
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{
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contact.geom = contacts[i];
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contact.geom = contacts[i];
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IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact);
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IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact);
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@ -125,6 +127,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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private void collision_optimized()
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{
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foreach (OdeCharacter chr in _characters)
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{
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d.SpaceCollide2(space, _characters[_characters.Count - 1].capsule_geom, IntPtr.Zero, nearCallback);
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}
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}
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public override PhysicsActor AddAvatar(PhysicsVector position)
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public override PhysicsActor AddAvatar(PhysicsVector position)
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{
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{
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PhysicsVector pos = new PhysicsVector();
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PhysicsVector pos = new PhysicsVector();
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@ -132,7 +142,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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pos.Y = position.Y;
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pos.Y = position.Y;
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pos.Z = position.Z;
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pos.Z = position.Z;
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OdeCharacter newAv = new OdeCharacter(this, pos);
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OdeCharacter newAv = new OdeCharacter(this, pos);
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this._characters.Add(newAv);
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_characters.Add(newAv);
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return newAv;
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return newAv;
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}
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}
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@ -147,13 +157,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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lock (OdeLock)
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lock (OdeLock)
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{
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{
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d.GeomDestroy(((OdePrim)prim).prim_geom);
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d.GeomDestroy(((OdePrim)prim).prim_geom);
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this._prims.Remove((OdePrim)prim);
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_prims.Remove((OdePrim)prim);
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}
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}
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}
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}
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}
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}
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public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
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public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
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{
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{
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Console.WriteLine("++++++++++++++++++++++++++++++++++ AddPrim: " + position);
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PhysicsVector pos = new PhysicsVector();
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PhysicsVector pos = new PhysicsVector();
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pos.X = position.X;
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Y = position.Y;
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@ -172,7 +183,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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newPrim = new OdePrim(this, pos, siz, rot);
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newPrim = new OdePrim(this, pos, siz, rot);
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}
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}
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this._prims.Add(newPrim);
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_prims.Add(newPrim);
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return newPrim;
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return newPrim;
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}
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}
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@ -187,7 +198,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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actor.Move(timeStep);
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actor.Move(timeStep);
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}
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}
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d.SpaceCollide(space, IntPtr.Zero, nearCallback);
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collision_optimized();
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for (int i = 0; i < 50; i++)
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for (int i = 0; i < 50; i++)
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{
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{
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d.WorldQuickStep(world, timeStep * 0.02f);
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d.WorldQuickStep(world, timeStep * 0.02f);
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@ -222,7 +233,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
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// dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
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int x = i & 0xff;
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int x = i & 0xff;
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int y = i >> 8;
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int y = i >> 8;
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this._heightmap[i] = (double)heightMap[x * 256 + y];
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_heightmap[i] = (double)heightMap[x * 256 + y];
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}
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}
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lock (OdeLock)
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lock (OdeLock)
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@ -263,9 +274,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool flying = false;
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private bool flying = false;
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//private float gravityAccel;
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//private float gravityAccel;
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private IntPtr BoundingCapsule;
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private IntPtr BoundingCapsule;
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IntPtr capsule_geom;
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d.Mass capsule_mass;
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private OdeScene _parent_scene;
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private OdeScene _parent_scene;
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public IntPtr capsule_geom;
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public d.Mass capsule_mass;
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public OdeCharacter(OdeScene parent_scene, PhysicsVector pos)
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public OdeCharacter(OdeScene parent_scene, PhysicsVector pos)
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{
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{
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@ -276,8 +287,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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lock (OdeScene.OdeLock)
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lock (OdeScene.OdeLock)
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{
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{
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d.MassSetCapsule(out capsule_mass, 50.0f, 3, 0.5f, 2f);
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d.MassSetCapsule(out capsule_mass, 50.0f, 3, 0.5f, 2f);
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capsule_geom = d.CreateSphere(OdeScene.space, 1.0f); /// not a typo! Spheres roll, capsules tumble
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capsule_geom = d.CreateSphere(parent_scene.space, 1.0f); /// not a typo! Spheres roll, capsules tumble
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this.BoundingCapsule = d.BodyCreate(OdeScene.world);
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BoundingCapsule = d.BodyCreate(parent_scene.world);
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d.BodySetMass(BoundingCapsule, ref capsule_mass);
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d.BodySetMass(BoundingCapsule, ref capsule_mass);
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d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z);
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d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z);
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d.GeomSetBody(capsule_geom, BoundingCapsule);
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d.GeomSetBody(capsule_geom, BoundingCapsule);
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@ -370,7 +381,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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public void SetAcceleration(PhysicsVector accel)
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public void SetAcceleration(PhysicsVector accel)
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{
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{
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this._acceleration = accel;
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_acceleration = accel;
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}
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}
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public override void AddForce(PhysicsVector force)
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public override void AddForce(PhysicsVector force)
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@ -432,7 +443,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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_orientation = rotation;
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_orientation = rotation;
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lock (OdeScene.OdeLock)
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lock (OdeScene.OdeLock)
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{
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{
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prim_geom = d.CreateBox(OdeScene.space, _size.X, _size.Y, _size.Z);
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prim_geom = d.CreateBox(parent_scene.space, _size.X, _size.Y, _size.Z);
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d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
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d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
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d.Quaternion myrot = new d.Quaternion();
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d.Quaternion myrot = new d.Quaternion();
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myrot.W = rotation.w;
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myrot.W = rotation.w;
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