Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
1af4d8b7f8
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@ -74,8 +74,6 @@ namespace OpenSim.Region.Physics.Meshing
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#endif
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#endif
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private bool cacheSculptMaps = true;
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private bool cacheSculptMaps = true;
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private bool cacheSculptAlphaMaps = true;
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private string decodedSculptMapPath = null;
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private string decodedSculptMapPath = null;
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private bool useMeshiesPhysicsMesh = false;
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private bool useMeshiesPhysicsMesh = false;
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@ -89,16 +87,7 @@ namespace OpenSim.Region.Physics.Meshing
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IConfig mesh_config = config.Configs["Mesh"];
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IConfig mesh_config = config.Configs["Mesh"];
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decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
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decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
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cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
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cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
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if (Environment.OSVersion.Platform == PlatformID.Unix)
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{
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cacheSculptAlphaMaps = false;
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}
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else
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cacheSculptAlphaMaps = cacheSculptMaps;
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if(mesh_config != null)
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if(mesh_config != null)
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useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
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useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
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@ -279,18 +268,15 @@ namespace OpenSim.Region.Physics.Meshing
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{
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{
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if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
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if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
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return null;
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return null;
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// Remove the reference to any JPEG2000 sculpt data so it can be GCed
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// don't loose it
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// primShape.SculptData = Utils.EmptyBytes;
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}
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}
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// primShape.SculptDataLoaded = true;
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}
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}
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else
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else
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{
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{
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if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
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if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
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return null;
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return null;
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}
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}
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// keep compatible
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// Remove the reference to any JPEG2000 sculpt data so it can be GCed
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primShape.SculptData = Utils.EmptyBytes;
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primShape.SculptData = Utils.EmptyBytes;
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int numCoords = coords.Count;
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int numCoords = coords.Count;
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@ -335,7 +321,7 @@ namespace OpenSim.Region.Physics.Meshing
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if (primShape.SculptData.Length <= 0)
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if (primShape.SculptData.Length <= 0)
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{
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{
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m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
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// m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName);
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return false;
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return false;
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}
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}
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@ -496,8 +482,7 @@ namespace OpenSim.Region.Physics.Meshing
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//idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
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//idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
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if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
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if (cacheSculptMaps)
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// don't cache images with alpha channel in linux since mono can't load them correctly)
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{
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{
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try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
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try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
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catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
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catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
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@ -721,7 +706,6 @@ namespace OpenSim.Region.Physics.Meshing
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{
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{
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return CreateMesh(primName, primShape, size, lod, false);
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return CreateMesh(primName, primShape, size, lod, false);
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}
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}
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public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
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public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
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{
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{
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#if SPAM
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#if SPAM
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@ -63,6 +63,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool m_isphysical;
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private bool m_isphysical;
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public int ExpectedCollisionContacts { get { return m_expectedCollisionContacts; } }
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private int m_expectedCollisionContacts = 0;
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/// <summary>
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/// <summary>
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/// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
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/// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
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/// </summary>
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/// </summary>
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@ -97,6 +100,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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private Vector3 m_taintAngularLock = Vector3.One;
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private Vector3 m_taintAngularLock = Vector3.One;
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private IntPtr Amotor = IntPtr.Zero;
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private IntPtr Amotor = IntPtr.Zero;
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private object m_assetsLock = new object();
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private bool m_assetFailed = false;
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private Vector3 m_PIDTarget;
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private Vector3 m_PIDTarget;
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private float m_PIDTau;
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private float m_PIDTau;
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private float PID_D = 35f;
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private float PID_D = 35f;
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@ -279,6 +285,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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m_taintadd = true;
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m_taintadd = true;
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m_assetFailed = false;
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_parent_scene.AddPhysicsActorTaint(this);
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_parent_scene.AddPhysicsActorTaint(this);
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}
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}
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@ -601,8 +608,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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break;
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break;
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case HollowShape.Circle:
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case HollowShape.Circle:
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// Hollow shape is a perfect cylinder in respect to the cube's scale
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// Hollow shape is a perfect cyllinder in respect to the cube's scale
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// Cylinder hollow volume calculation
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// Cyllinder hollow volume calculation
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hollowVolume *= 0.1963495f * 3.07920140172638f;
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hollowVolume *= 0.1963495f * 3.07920140172638f;
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break;
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break;
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@ -840,7 +847,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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int vertexStride, triStride;
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int vertexStride, triStride;
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mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
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mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
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mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
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mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
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m_expectedCollisionContacts = indexCount;
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mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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// We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at
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// We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at
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@ -1377,6 +1384,7 @@ Console.WriteLine("CreateGeom:");
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{
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{
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//Console.WriteLine(" CreateGeom 1");
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//Console.WriteLine(" CreateGeom 1");
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SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
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SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
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m_expectedCollisionContacts = 3;
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}
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}
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catch (AccessViolationException)
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catch (AccessViolationException)
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{
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{
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@ -1391,6 +1399,7 @@ Console.WriteLine("CreateGeom:");
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{
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{
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//Console.WriteLine(" CreateGeom 2");
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//Console.WriteLine(" CreateGeom 2");
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SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
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SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
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m_expectedCollisionContacts = 4;
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}
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}
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catch (AccessViolationException)
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catch (AccessViolationException)
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{
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{
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@ -1406,6 +1415,7 @@ Console.WriteLine("CreateGeom:");
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{
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{
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//Console.WriteLine(" CreateGeom 3");
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//Console.WriteLine(" CreateGeom 3");
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SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
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SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
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m_expectedCollisionContacts = 4;
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}
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}
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catch (AccessViolationException)
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catch (AccessViolationException)
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{
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{
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@ -1421,6 +1431,7 @@ Console.WriteLine("CreateGeom:");
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{
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{
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//Console.WriteLine(" CreateGeom 4");
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//Console.WriteLine(" CreateGeom 4");
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SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
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SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
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m_expectedCollisionContacts = 4;
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}
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}
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catch (AccessViolationException)
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catch (AccessViolationException)
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{
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{
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@ -1446,11 +1457,13 @@ Console.WriteLine("CreateGeom:");
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_parent_scene.geom_name_map.Remove(prim_geom);
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_parent_scene.geom_name_map.Remove(prim_geom);
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_parent_scene.actor_name_map.Remove(prim_geom);
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_parent_scene.actor_name_map.Remove(prim_geom);
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d.GeomDestroy(prim_geom);
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d.GeomDestroy(prim_geom);
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m_expectedCollisionContacts = 0;
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prim_geom = IntPtr.Zero;
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prim_geom = IntPtr.Zero;
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}
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}
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catch (System.AccessViolationException)
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catch (System.AccessViolationException)
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{
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{
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prim_geom = IntPtr.Zero;
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prim_geom = IntPtr.Zero;
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m_expectedCollisionContacts = 0;
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m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name);
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m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name);
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return false;
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return false;
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@ -1489,6 +1502,8 @@ Console.WriteLine("CreateGeom:");
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mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
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mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
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// createmesh returns null when it's a shape that isn't a cube.
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// createmesh returns null when it's a shape that isn't a cube.
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// m_log.Debug(m_localID);
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// m_log.Debug(m_localID);
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if (mesh == null)
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CheckMeshAsset();
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}
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}
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#if SPAM
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#if SPAM
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@ -1988,7 +2003,12 @@ Console.WriteLine(" JointCreateFixed");
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// Don't need to re-enable body.. it's done in SetMesh
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// Don't need to re-enable body.. it's done in SetMesh
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if (_parent_scene.needsMeshing(_pbs))
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if (_parent_scene.needsMeshing(_pbs))
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{
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mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
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mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
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if (mesh == null)
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CheckMeshAsset();
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}
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}
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}
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CreateGeom(m_targetSpace, mesh);
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CreateGeom(m_targetSpace, mesh);
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@ -2048,6 +2068,8 @@ Console.WriteLine(" JointCreateFixed");
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/// </summary>
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/// </summary>
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private void changeshape()
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private void changeshape()
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{
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{
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m_taintshape = false;
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|
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// Cleanup of old prim geometry and Bodies
|
// Cleanup of old prim geometry and Bodies
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if (IsPhysical && Body != IntPtr.Zero)
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if (IsPhysical && Body != IntPtr.Zero)
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{
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{
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@ -2075,6 +2097,7 @@ Console.WriteLine(" JointCreateFixed");
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|
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IMesh mesh = null;
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IMesh mesh = null;
|
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|
|
||||||
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|
||||||
if (_parent_scene.needsMeshing(_pbs))
|
if (_parent_scene.needsMeshing(_pbs))
|
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{
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{
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// Don't need to re-enable body.. it's done in CreateMesh
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// Don't need to re-enable body.. it's done in CreateMesh
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||||||
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@ -2085,6 +2108,8 @@ Console.WriteLine(" JointCreateFixed");
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// createmesh returns null when it doesn't mesh.
|
// createmesh returns null when it doesn't mesh.
|
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mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
|
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
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|
if (mesh == null)
|
||||||
|
CheckMeshAsset();
|
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}
|
}
|
||||||
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|
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CreateGeom(m_targetSpace, mesh);
|
CreateGeom(m_targetSpace, mesh);
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|
@ -2121,7 +2146,7 @@ Console.WriteLine(" JointCreateFixed");
|
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}
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}
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|
|
||||||
resetCollisionAccounting();
|
resetCollisionAccounting();
|
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m_taintshape = false;
|
// m_taintshape = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -2387,6 +2412,7 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
_pbs = value;
|
_pbs = value;
|
||||||
|
m_assetFailed = false;
|
||||||
m_taintshape = true;
|
m_taintshape = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2395,15 +2421,15 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
// Averate previous velocity with the new one so
|
// Average previous velocity with the new one so
|
||||||
// client object interpolation works a 'little' better
|
// client object interpolation works a 'little' better
|
||||||
if (_zeroFlag)
|
if (_zeroFlag)
|
||||||
return Vector3.Zero;
|
return Vector3.Zero;
|
||||||
|
|
||||||
Vector3 returnVelocity = Vector3.Zero;
|
Vector3 returnVelocity = Vector3.Zero;
|
||||||
returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
|
returnVelocity.X = (m_lastVelocity.X + _velocity.X) * 0.5f; // 0.5f is mathematically equiv to '/ 2'
|
||||||
returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
|
returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) * 0.5f;
|
||||||
returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
|
returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) * 0.5f;
|
||||||
return returnVelocity;
|
return returnVelocity;
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
|
@ -2600,6 +2626,7 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
{
|
{
|
||||||
Vector3 pv = Vector3.Zero;
|
Vector3 pv = Vector3.Zero;
|
||||||
bool lastZeroFlag = _zeroFlag;
|
bool lastZeroFlag = _zeroFlag;
|
||||||
|
float m_minvelocity = 0;
|
||||||
if (Body != (IntPtr)0) // FIXME -> or if it is a joint
|
if (Body != (IntPtr)0) // FIXME -> or if it is a joint
|
||||||
{
|
{
|
||||||
d.Vector3 vec = d.BodyGetPosition(Body);
|
d.Vector3 vec = d.BodyGetPosition(Body);
|
||||||
|
@ -2753,7 +2780,20 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
_acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 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());
|
//m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
|
||||||
|
|
||||||
if (_velocity.ApproxEquals(pv, 0.5f))
|
// 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, m_minvelocity))
|
||||||
{
|
{
|
||||||
m_rotationalVelocity = pv;
|
m_rotationalVelocity = pv;
|
||||||
}
|
}
|
||||||
|
@ -3211,5 +3251,37 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
{
|
{
|
||||||
m_material = pMaterial;
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -137,15 +137,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
|
ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
|
||||||
for (int i = 0; i < reqs.Length; i++)
|
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
|
||||||
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
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
m_PendingRequests.Clear();
|
m_PendingRequests.Clear();
|
||||||
|
|
|
@ -336,6 +336,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
public int geomContactPointsStartthrottle = 3;
|
public int geomContactPointsStartthrottle = 3;
|
||||||
public int geomUpdatesPerThrottledUpdate = 15;
|
public int geomUpdatesPerThrottledUpdate = 15;
|
||||||
|
private const int avatarExpectedContacts = 3;
|
||||||
|
|
||||||
public float bodyPIDD = 35f;
|
public float bodyPIDD = 35f;
|
||||||
public float bodyPIDG = 25;
|
public float bodyPIDG = 25;
|
||||||
|
@ -474,6 +475,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
private OdePrim cp1;
|
private OdePrim cp1;
|
||||||
private OdeCharacter cc2;
|
private OdeCharacter cc2;
|
||||||
private OdePrim cp2;
|
private OdePrim cp2;
|
||||||
|
private int p1ExpectedPoints = 0;
|
||||||
|
private int p2ExpectedPoints = 0;
|
||||||
//private int cStartStop = 0;
|
//private int cStartStop = 0;
|
||||||
//private string cDictKey = "";
|
//private string cDictKey = "";
|
||||||
|
|
||||||
|
@ -498,6 +501,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
public int physics_logging_interval = 0;
|
public int physics_logging_interval = 0;
|
||||||
public bool physics_logging_append_existing_logfile = false;
|
public bool physics_logging_append_existing_logfile = false;
|
||||||
|
|
||||||
|
|
||||||
public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
|
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);
|
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);
|
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);
|
geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
|
||||||
geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
|
geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
|
||||||
|
|
||||||
|
@ -1065,6 +1069,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
PhysicsActor p1;
|
PhysicsActor p1;
|
||||||
PhysicsActor p2;
|
PhysicsActor p2;
|
||||||
|
|
||||||
|
p1ExpectedPoints = 0;
|
||||||
|
p2ExpectedPoints = 0;
|
||||||
|
|
||||||
if (!actor_name_map.TryGetValue(g1, out p1))
|
if (!actor_name_map.TryGetValue(g1, out p1))
|
||||||
{
|
{
|
||||||
p1 = PANull;
|
p1 = PANull;
|
||||||
|
@ -1121,9 +1128,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
switch (p1.PhysicsActorType)
|
switch (p1.PhysicsActorType)
|
||||||
{
|
{
|
||||||
case (int)ActorTypes.Agent:
|
case (int)ActorTypes.Agent:
|
||||||
|
p1ExpectedPoints = avatarExpectedContacts;
|
||||||
p2.CollidingObj = true;
|
p2.CollidingObj = true;
|
||||||
break;
|
break;
|
||||||
case (int)ActorTypes.Prim:
|
case (int)ActorTypes.Prim:
|
||||||
|
if (p1 != null && p1 is OdePrim)
|
||||||
|
p1ExpectedPoints = ((OdePrim) p1).ExpectedCollisionContacts;
|
||||||
|
|
||||||
if (p2.Velocity.LengthSquared() > 0.0f)
|
if (p2.Velocity.LengthSquared() > 0.0f)
|
||||||
p2.CollidingObj = true;
|
p2.CollidingObj = true;
|
||||||
break;
|
break;
|
||||||
|
@ -1319,6 +1330,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
|
if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
|
||||||
(Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
|
(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
|
// Avatar is moving on terrain, use the movement terrain contact
|
||||||
AvatarMovementTerrainContact.geom = curContact;
|
AvatarMovementTerrainContact.geom = curContact;
|
||||||
|
|
||||||
|
@ -1332,6 +1344,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
if (p2.PhysicsActorType == (int)ActorTypes.Agent)
|
if (p2.PhysicsActorType == (int)ActorTypes.Agent)
|
||||||
{
|
{
|
||||||
|
p2ExpectedPoints = avatarExpectedContacts;
|
||||||
// Avatar is standing on terrain, use the non moving terrain contact
|
// Avatar is standing on terrain, use the non moving terrain contact
|
||||||
TerrainContact.geom = curContact;
|
TerrainContact.geom = curContact;
|
||||||
|
|
||||||
|
@ -1356,9 +1369,18 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
|
|
||||||
if (p2 is OdePrim)
|
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_log.DebugFormat("Material: {0}", material);
|
||||||
|
|
||||||
m_materialContacts[material, movintYN].geom = curContact;
|
m_materialContacts[material, movintYN].geom = curContact;
|
||||||
|
|
||||||
if (m_global_contactcount < maxContactsbeforedeath)
|
if (m_global_contactcount < maxContactsbeforedeath)
|
||||||
|
@ -1379,7 +1401,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
int material = (int)Material.Wood;
|
int material = (int)Material.Wood;
|
||||||
|
|
||||||
if (p2 is OdePrim)
|
if (p2 is OdePrim)
|
||||||
|
{
|
||||||
material = ((OdePrim)p2).m_material;
|
material = ((OdePrim)p2).m_material;
|
||||||
|
p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
|
||||||
|
}
|
||||||
|
|
||||||
//m_log.DebugFormat("Material: {0}", material);
|
//m_log.DebugFormat("Material: {0}", material);
|
||||||
m_materialContacts[material, movintYN].geom = curContact;
|
m_materialContacts[material, movintYN].geom = curContact;
|
||||||
|
@ -1429,6 +1454,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
|
if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
|
||||||
{
|
{
|
||||||
|
p2ExpectedPoints = avatarExpectedContacts;
|
||||||
if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
|
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
|
// 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;
|
int material = (int)Material.Wood;
|
||||||
|
|
||||||
if (p2 is OdePrim)
|
if (p2 is OdePrim)
|
||||||
|
{
|
||||||
material = ((OdePrim)p2).m_material;
|
material = ((OdePrim)p2).m_material;
|
||||||
|
p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
|
||||||
|
}
|
||||||
|
|
||||||
//m_log.DebugFormat("Material: {0}", material);
|
//m_log.DebugFormat("Material: {0}", material);
|
||||||
m_materialContacts[material, 0].geom = curContact;
|
m_materialContacts[material, 0].geom = curContact;
|
||||||
|
@ -1480,7 +1509,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
collision_accounting_events(p1, p2, maxDepthContact);
|
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
|
// If there are more then 3 contact points, it's likely
|
||||||
// that we've got a pile of objects, so ...
|
// that we've got a pile of objects, so ...
|
||||||
|
|
Loading…
Reference in New Issue