add thread allocation calls for new ode.dll (old ode)
parent
0b36d4ea2f
commit
11342314e1
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@ -2664,6 +2664,9 @@ Console.WriteLine(" JointCreateFixed");
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m_log.Warn("[PHYSICS]: Too many crossing failures for: " + Name);
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}
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*/
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d.AllocateODEDataForThread(0U);
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_position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
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_position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
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_position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
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@ -1408,22 +1408,10 @@ namespace OpenSim.Region.PhysicsModule.ODE
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{
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if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
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{
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//contactGeom.depth *= .00005f;
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//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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// m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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result = true;
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break;
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result = true;
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break;
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}
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// else
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// {
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// //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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// }
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}
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// else
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// {
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// //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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// //int i = 0;
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// }
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}
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else if (at == ActorTypes.Prim)
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{
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@ -1715,7 +1703,9 @@ namespace OpenSim.Region.PhysicsModule.ODE
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#region Add/Remove Entities
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
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{
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{
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d.AllocateODEDataForThread(0);
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OdeCharacter newAv
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= new OdeCharacter(
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avName, this, position, velocity, size, avPIDD, avPIDP,
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@ -1735,7 +1725,12 @@ namespace OpenSim.Region.PhysicsModule.ODE
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// "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2}",
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// actor.Name, actor.LocalID, Name);
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((OdeCharacter) actor).Destroy();
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lock (OdeLock)
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{
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d.AllocateODEDataForThread(0);
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((OdeCharacter) actor).Destroy();
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}
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}
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internal void AddCharacter(OdeCharacter chr)
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@ -1785,9 +1780,11 @@ namespace OpenSim.Region.PhysicsModule.ODE
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Vector3 siz = size;
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Quaternion rot = rotation;
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OdePrim newPrim;
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lock (OdeLock)
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{
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d.AllocateODEDataForThread(0);
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newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical);
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lock (_prims)
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@ -2633,9 +2630,12 @@ namespace OpenSim.Region.PhysicsModule.ODE
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int donechanges = 0;
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if (_taintedPrims.Count > 0)
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{
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m_log.InfoFormat("[Ode] start processing pending actor operations");
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int tstart = Util.EnvironmentTickCount();
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d.AllocateODEDataForThread(0);
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lock (_taintedPrims)
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{
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foreach (OdePrim prim in _taintedPrims)
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@ -2716,6 +2716,8 @@ namespace OpenSim.Region.PhysicsModule.ODE
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lock (OdeLock)
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{
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d.AllocateODEDataForThread(~0U);
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while (step_time > HalfOdeStep)
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{
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try
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@ -3293,6 +3295,8 @@ namespace OpenSim.Region.PhysicsModule.ODE
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lock (OdeLock)
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{
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d.AllocateODEDataForThread(~0U);
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IntPtr GroundGeom = IntPtr.Zero;
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if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
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{
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@ -3380,6 +3384,8 @@ namespace OpenSim.Region.PhysicsModule.ODE
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_worldInitialized = false;
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d.AllocateODEDataForThread(~0U);
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if (m_rayCastManager != null)
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{
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m_rayCastManager.Dispose();
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