Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
2e2634896d
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@ -89,6 +89,7 @@ what it is today.
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* Fernando Oliveira
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* Fly-Man
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* Flyte Xevious
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* Garmin Kawaguichi
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* Imaze Rhiano
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* Intimidated
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* Jeremy Bongio (IBM)
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@ -1197,8 +1197,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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saveToTileCommand.AddArgument("file height", "The height of the file in tiles", "Integer");
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saveToTileCommand.AddArgument("minimum X tile", "The X region coordinate of the first section on the file",
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"Integer");
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saveToTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first section on the file",
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"Integer");
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saveToTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first tile on the file\n"
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+ "= Example =\n"
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+ "To save a PNG file for a set of map tiles 2 regions wide and 3 regions high from map co-ordinate (9910,10234)\n"
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@ -426,6 +426,8 @@ public class BSCharacter : PhysicsActor
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}
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}
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// Called by the scene when a collision with this object is reported
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CollisionEventUpdate collisionCollection = null;
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public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
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{
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// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
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@ -443,10 +445,24 @@ public class BSCharacter : PhysicsActor
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if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
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_lastCollisionTime = nowTime;
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Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>();
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contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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CollisionEventUpdate args = new CollisionEventUpdate(contactPoints);
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base.SendCollisionUpdate(args);
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if (collisionCollection == null)
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collisionCollection = new CollisionEventUpdate();
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collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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}
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public void SendCollisions()
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{
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// if (collisionCollection != null)
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// {
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// base.SendCollisionUpdate(collisionCollection);
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// collisionCollection = null;
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// }
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// Kludge to make a collision call even if there are no collisions.
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// This causes the avatar animation to get updated.
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if (collisionCollection == null)
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collisionCollection = new CollisionEventUpdate();
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base.SendCollisionUpdate(collisionCollection);
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collisionCollection = null;
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}
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}
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@ -1326,6 +1326,7 @@ public sealed class BSPrim : PhysicsActor
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}
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// I've collided with something
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CollisionEventUpdate collisionCollection = null;
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public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
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{
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// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
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@ -1343,11 +1344,18 @@ public sealed class BSPrim : PhysicsActor
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if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
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_lastCollisionTime = nowTime;
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// create the event for the collision
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Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>();
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contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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CollisionEventUpdate args = new CollisionEventUpdate(contactPoints);
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base.SendCollisionUpdate(args);
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if (collisionCollection == null)
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collisionCollection = new CollisionEventUpdate();
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collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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}
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public void SendCollisions()
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{
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if (collisionCollection != null)
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{
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base.SendCollisionUpdate(collisionCollection);
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collisionCollection = null;
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}
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}
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}
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}
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@ -78,6 +78,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
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private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>();
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private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>();
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private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>();
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private List<BSPrim> m_vehicles = new List<BSPrim>();
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private float[] m_heightMap;
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private float m_waterLevel;
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@ -435,6 +437,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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}
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}
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// The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator.
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foreach (BSPrim bsp in m_primsWithCollisions)
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bsp.SendCollisions();
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m_primsWithCollisions.Clear();
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// foreach (BSCharacter bsc in m_avatarsWithCollisions)
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// bsc.SendCollisions();
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// This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any
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foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
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kvp.Value.SendCollisions();
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m_avatarsWithCollisions.Clear();
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// If any of the objects had updated properties, tell the object it has been changed by the physics engine
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if (updatedEntityCount > 0)
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{
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@ -485,11 +498,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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BSPrim prim;
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if (m_prims.TryGetValue(localID, out prim)) {
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prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
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m_primsWithCollisions.Add(prim);
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return;
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}
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BSCharacter actor;
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if (m_avatars.TryGetValue(localID, out actor)) {
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actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
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m_avatarsWithCollisions.Add(actor);
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return;
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}
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return;
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@ -864,8 +864,9 @@
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CcdMotionThreshold = 0.0
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CcdSweptSphereRadius = 0.0
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ContactProcessingThreshold = 0.1
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; If setting a pool size, also disable dynamic allocation (default pool size is 4096 with dynamic alloc)
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MaxPersistantManifoldPoolSize = 0;
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ShouldDisableContactPoolDynamicAllocation = True;
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ShouldDisableContactPoolDynamicAllocation = False;
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ShouldForceUpdateAllAabbs = False;
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ShouldRandomizeSolverOrder = False;
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ShouldSplitSimulationIslands = False;
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