diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 143648e560..b462713b3f 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -74,8 +74,6 @@ namespace OpenSim.Region.Physics.Meshing #endif private bool cacheSculptMaps = true; - private bool cacheSculptAlphaMaps = true; - private string decodedSculptMapPath = null; private bool useMeshiesPhysicsMesh = false; @@ -89,16 +87,7 @@ namespace OpenSim.Region.Physics.Meshing IConfig mesh_config = config.Configs["Mesh"]; decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); - cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); - - if (Environment.OSVersion.Platform == PlatformID.Unix) - { - cacheSculptAlphaMaps = false; - } - else - cacheSculptAlphaMaps = cacheSculptMaps; - if(mesh_config != null) useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); @@ -279,18 +268,15 @@ namespace OpenSim.Region.Physics.Meshing { if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) return null; - // Remove the reference to any JPEG2000 sculpt data so it can be GCed - // don't loose it - // primShape.SculptData = Utils.EmptyBytes; } -// primShape.SculptDataLoaded = true; } else { if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) return null; } - // keep compatible + + // Remove the reference to any JPEG2000 sculpt data so it can be GCed primShape.SculptData = Utils.EmptyBytes; int numCoords = coords.Count; @@ -335,7 +321,7 @@ namespace OpenSim.Region.Physics.Meshing if (primShape.SculptData.Length <= 0) { - m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName); +// m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); return false; } @@ -496,8 +482,7 @@ namespace OpenSim.Region.Physics.Meshing //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); - if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0))) - // don't cache images with alpha channel in linux since mono can't load them correctly) + if (cacheSculptMaps) { try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } @@ -721,7 +706,6 @@ namespace OpenSim.Region.Physics.Meshing { return CreateMesh(primName, primShape, size, lod, false); } - public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) { #if SPAM diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index a41c8565b9..b2c2d8a600 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -63,6 +63,9 @@ namespace OpenSim.Region.Physics.OdePlugin private bool m_isphysical; + public int ExpectedCollisionContacts { get { return m_expectedCollisionContacts; } } + private int m_expectedCollisionContacts = 0; + /// /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. /// @@ -97,6 +100,9 @@ namespace OpenSim.Region.Physics.OdePlugin private Vector3 m_taintAngularLock = Vector3.One; private IntPtr Amotor = IntPtr.Zero; + private object m_assetsLock = new object(); + private bool m_assetFailed = false; + private Vector3 m_PIDTarget; private float m_PIDTau; private float PID_D = 35f; @@ -279,6 +285,7 @@ namespace OpenSim.Region.Physics.OdePlugin } m_taintadd = true; + m_assetFailed = false; _parent_scene.AddPhysicsActorTaint(this); } @@ -601,8 +608,8 @@ namespace OpenSim.Region.Physics.OdePlugin break; case HollowShape.Circle: - // Hollow shape is a perfect cylinder in respect to the cube's scale - // Cylinder hollow volume calculation + // Hollow shape is a perfect cyllinder in respect to the cube's scale + // Cyllinder hollow volume calculation hollowVolume *= 0.1963495f * 3.07920140172638f; break; @@ -840,7 +847,7 @@ namespace OpenSim.Region.Physics.OdePlugin int vertexStride, triStride; mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage - + m_expectedCollisionContacts = indexCount; mesh.releaseSourceMeshData(); // free up the original mesh data to save memory // We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at @@ -1377,6 +1384,7 @@ Console.WriteLine("CreateGeom:"); { //Console.WriteLine(" CreateGeom 1"); SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2)); + m_expectedCollisionContacts = 3; } catch (AccessViolationException) { @@ -1391,6 +1399,7 @@ Console.WriteLine("CreateGeom:"); { //Console.WriteLine(" CreateGeom 2"); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); + m_expectedCollisionContacts = 4; } catch (AccessViolationException) { @@ -1406,6 +1415,7 @@ Console.WriteLine("CreateGeom:"); { //Console.WriteLine(" CreateGeom 3"); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); + m_expectedCollisionContacts = 4; } catch (AccessViolationException) { @@ -1421,6 +1431,7 @@ Console.WriteLine("CreateGeom:"); { //Console.WriteLine(" CreateGeom 4"); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); + m_expectedCollisionContacts = 4; } catch (AccessViolationException) { @@ -1446,11 +1457,13 @@ Console.WriteLine("CreateGeom:"); _parent_scene.geom_name_map.Remove(prim_geom); _parent_scene.actor_name_map.Remove(prim_geom); d.GeomDestroy(prim_geom); + m_expectedCollisionContacts = 0; prim_geom = IntPtr.Zero; } catch (System.AccessViolationException) { prim_geom = IntPtr.Zero; + m_expectedCollisionContacts = 0; m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); return false; @@ -1489,6 +1502,8 @@ Console.WriteLine("CreateGeom:"); mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); // createmesh returns null when it's a shape that isn't a cube. // m_log.Debug(m_localID); + if (mesh == null) + CheckMeshAsset(); } #if SPAM @@ -1988,7 +2003,12 @@ Console.WriteLine(" JointCreateFixed"); // Don't need to re-enable body.. it's done in SetMesh if (_parent_scene.needsMeshing(_pbs)) + { mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); + if (mesh == null) + CheckMeshAsset(); + } + } CreateGeom(m_targetSpace, mesh); @@ -2048,6 +2068,8 @@ Console.WriteLine(" JointCreateFixed"); /// private void changeshape() { + m_taintshape = false; + // Cleanup of old prim geometry and Bodies if (IsPhysical && Body != IntPtr.Zero) { @@ -2075,6 +2097,7 @@ Console.WriteLine(" JointCreateFixed"); IMesh mesh = null; + if (_parent_scene.needsMeshing(_pbs)) { // Don't need to re-enable body.. it's done in CreateMesh @@ -2085,6 +2108,8 @@ Console.WriteLine(" JointCreateFixed"); // createmesh returns null when it doesn't mesh. mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); + if (mesh == null) + CheckMeshAsset(); } CreateGeom(m_targetSpace, mesh); @@ -2121,7 +2146,7 @@ Console.WriteLine(" JointCreateFixed"); } resetCollisionAccounting(); - m_taintshape = false; +// m_taintshape = false; } /// @@ -2387,6 +2412,7 @@ Console.WriteLine(" JointCreateFixed"); set { _pbs = value; + m_assetFailed = false; m_taintshape = true; } } @@ -2395,15 +2421,15 @@ Console.WriteLine(" JointCreateFixed"); { get { - // Averate previous velocity with the new one so + // Average previous velocity with the new one so // client object interpolation works a 'little' better if (_zeroFlag) return Vector3.Zero; Vector3 returnVelocity = Vector3.Zero; - returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; - returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; - returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; + returnVelocity.X = (m_lastVelocity.X + _velocity.X) * 0.5f; // 0.5f is mathematically equiv to '/ 2' + returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) * 0.5f; + returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) * 0.5f; return returnVelocity; } set @@ -2600,6 +2626,7 @@ Console.WriteLine(" JointCreateFixed"); { Vector3 pv = Vector3.Zero; bool lastZeroFlag = _zeroFlag; + float m_minvelocity = 0; if (Body != (IntPtr)0) // FIXME -> or if it is a joint { d.Vector3 vec = d.BodyGetPosition(Body); @@ -2752,8 +2779,21 @@ Console.WriteLine(" JointCreateFixed"); _acceleration = ((_velocity - m_lastVelocity) / 0.1f); _acceleration = new Vector3(_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()); + + // Note here that linearvelocity is affecting angular velocity... so I'm guessing this is a vehicle specific thing... + // it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large. + // reducing this to 0.02m/frame seems to help the angular rubberbanding quite a bit, however, to make sure it doesn't affect elevators and vehicles + // adding these logical exclusion situations to maintain this where I think it was intended to be. + if (m_throttleUpdates || m_usePID || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero)) + { + m_minvelocity = 0.5f; + } + else + { + m_minvelocity = 0.02f; + } - if (_velocity.ApproxEquals(pv, 0.5f)) + if (_velocity.ApproxEquals(pv, m_minvelocity)) { m_rotationalVelocity = pv; } @@ -3211,5 +3251,37 @@ Console.WriteLine(" JointCreateFixed"); { m_material = pMaterial; } + + + private void CheckMeshAsset() + { + if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero) + { + m_assetFailed = true; + Util.FireAndForget(delegate + { + RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod; + if (assetProvider != null) + assetProvider(_pbs.SculptTexture, MeshAssetReveived); + }); + } + } + + void MeshAssetReveived(AssetBase asset) + { + if (asset.Data != null && asset.Data.Length > 0) + { + if (!_pbs.SculptEntry) + return; + if (_pbs.SculptTexture.ToString() != asset.ID) + return; + + _pbs.SculptData = new byte[asset.Data.Length]; + asset.Data.CopyTo(_pbs.SculptData, 0); + m_assetFailed = false; + m_taintshape = true; + _parent_scene.AddPhysicsActorTaint(this); + } + } } } \ No newline at end of file diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs index 7e3ec63d23..8d7d3b3ae9 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs @@ -137,15 +137,8 @@ namespace OpenSim.Region.Physics.OdePlugin ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); for (int i = 0; i < reqs.Length; i++) { - try - { - if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast - RayCast(reqs[i]); // if there isn't anyone to send results - } - catch - { - //Fail silently - } + if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast + RayCast(reqs[i]); // if there isn't anyone to send results } m_PendingRequests.Clear(); diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 929b019ecf..7a50c4c66a 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -336,6 +336,7 @@ namespace OpenSim.Region.Physics.OdePlugin public int geomContactPointsStartthrottle = 3; public int geomUpdatesPerThrottledUpdate = 15; + private const int avatarExpectedContacts = 3; public float bodyPIDD = 35f; public float bodyPIDG = 25; @@ -474,6 +475,8 @@ namespace OpenSim.Region.Physics.OdePlugin private OdePrim cp1; private OdeCharacter cc2; private OdePrim cp2; + private int p1ExpectedPoints = 0; + private int p2ExpectedPoints = 0; //private int cStartStop = 0; //private string cDictKey = ""; @@ -498,6 +501,7 @@ namespace OpenSim.Region.Physics.OdePlugin public int physics_logging_interval = 0; public bool physics_logging_append_existing_logfile = false; + public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f); public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f); @@ -644,7 +648,7 @@ namespace OpenSim.Region.Physics.OdePlugin contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80); - geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); + geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 5); geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); @@ -1064,7 +1068,10 @@ namespace OpenSim.Region.Physics.OdePlugin PhysicsActor p1; PhysicsActor p2; - + + p1ExpectedPoints = 0; + p2ExpectedPoints = 0; + if (!actor_name_map.TryGetValue(g1, out p1)) { p1 = PANull; @@ -1121,9 +1128,13 @@ namespace OpenSim.Region.Physics.OdePlugin switch (p1.PhysicsActorType) { case (int)ActorTypes.Agent: + p1ExpectedPoints = avatarExpectedContacts; p2.CollidingObj = true; break; case (int)ActorTypes.Prim: + if (p1 != null && p1 is OdePrim) + p1ExpectedPoints = ((OdePrim) p1).ExpectedCollisionContacts; + if (p2.Velocity.LengthSquared() > 0.0f) p2.CollidingObj = true; break; @@ -1319,6 +1330,7 @@ namespace OpenSim.Region.Physics.OdePlugin if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) { + p2ExpectedPoints = avatarExpectedContacts; // Avatar is moving on terrain, use the movement terrain contact AvatarMovementTerrainContact.geom = curContact; @@ -1332,6 +1344,7 @@ namespace OpenSim.Region.Physics.OdePlugin { if (p2.PhysicsActorType == (int)ActorTypes.Agent) { + p2ExpectedPoints = avatarExpectedContacts; // Avatar is standing on terrain, use the non moving terrain contact TerrainContact.geom = curContact; @@ -1356,9 +1369,18 @@ namespace OpenSim.Region.Physics.OdePlugin } if (p2 is OdePrim) - material = ((OdePrim)p2).m_material; - + { + material = ((OdePrim) p2).m_material; + p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts; + } + + // Unnessesary because p1 is defined above + //if (p1 is OdePrim) + // { + // p1ExpectedPoints = ((OdePrim)p1).ExpectedCollisionContacts; + // } //m_log.DebugFormat("Material: {0}", material); + m_materialContacts[material, movintYN].geom = curContact; if (m_global_contactcount < maxContactsbeforedeath) @@ -1379,7 +1401,10 @@ namespace OpenSim.Region.Physics.OdePlugin int material = (int)Material.Wood; if (p2 is OdePrim) + { material = ((OdePrim)p2).m_material; + p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts; + } //m_log.DebugFormat("Material: {0}", material); m_materialContacts[material, movintYN].geom = curContact; @@ -1429,6 +1454,7 @@ namespace OpenSim.Region.Physics.OdePlugin { if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) { + p2ExpectedPoints = avatarExpectedContacts; if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) { // Avatar is moving on a prim, use the Movement prim contact @@ -1458,7 +1484,10 @@ namespace OpenSim.Region.Physics.OdePlugin int material = (int)Material.Wood; if (p2 is OdePrim) + { material = ((OdePrim)p2).m_material; + p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts; + } //m_log.DebugFormat("Material: {0}", material); m_materialContacts[material, 0].geom = curContact; @@ -1479,8 +1508,8 @@ namespace OpenSim.Region.Physics.OdePlugin } collision_accounting_events(p1, p2, maxDepthContact); - - if (count > geomContactPointsStartthrottle) + + if (count > ((p1ExpectedPoints + p2ExpectedPoints) * 0.25) + (geomContactPointsStartthrottle)) { // If there are more then 3 contact points, it's likely // that we've got a pile of objects, so ...