* Bigish ODE stability Update. Run Prebuild
parent
12e0d8b316
commit
3588d89b2c
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@ -824,6 +824,16 @@ namespace OpenSim.Region.Communications.OGS1
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/// <param name="agentData"></param>
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/// <returns></returns>
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public bool InformRegionOfPrimCrossing(ulong regionHandle, LLUUID primID, string objData)
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{
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int failures = 0;
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lock (m_deadRegionCache)
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{
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if (m_deadRegionCache.ContainsKey(regionHandle))
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{
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failures = m_deadRegionCache[regionHandle];
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}
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}
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if (failures <= 3)
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{
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RegionInfo regInfo = null;
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try
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@ -840,8 +850,8 @@ namespace OpenSim.Region.Communications.OGS1
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bool retValue = false;
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OGS1InterRegionRemoting remObject = (OGS1InterRegionRemoting) Activator.GetObject(
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typeof (OGS1InterRegionRemoting),
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OGS1InterRegionRemoting remObject = (OGS1InterRegionRemoting)Activator.GetObject(
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typeof(OGS1InterRegionRemoting),
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"tcp://" + regInfo.RemotingAddress +
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":" + regInfo.RemotingPort +
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"/InterRegions");
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@ -899,6 +909,11 @@ namespace OpenSim.Region.Communications.OGS1
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return false;
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}
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}
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else
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{
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return false;
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}
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}
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/// <summary>
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///
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@ -351,5 +351,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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public override void SetMomentum(PhysicsVector momentum)
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{
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}
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public override void CrossingFailure()
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{
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}
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}
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}
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@ -986,6 +986,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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#endregion
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public override void CrossingFailure()
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{
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}
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}
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/// <summary>
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@ -0,0 +1,46 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace OpenSim.Region.Physics.Manager
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{
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public class CollisionLocker
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{
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private bool locked = false;
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private List<IntPtr> worldlock = new List<IntPtr>();
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public CollisionLocker()
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{
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}
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public void dlock(IntPtr world)
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{
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lock (worldlock)
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{
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worldlock.Add(world);
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}
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}
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public void dunlock(IntPtr world)
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{
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lock (worldlock)
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{
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worldlock.Remove(world);
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}
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}
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public bool lockquery()
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{
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return (worldlock.Count > 0);
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}
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public void drelease(IntPtr world)
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{
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lock (worldlock)
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{
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if (worldlock.Contains(world))
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worldlock.Remove(world);
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}
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}
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}
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}
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@ -126,6 +126,8 @@ namespace OpenSim.Region.Physics.Manager
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public abstract bool Selected { set; }
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public abstract void CrossingFailure();
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public virtual void RequestPhysicsterseUpdate()
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{
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// Make a temporary copy of the event to avoid possibility of
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@ -279,6 +281,11 @@ namespace OpenSim.Region.Physics.Manager
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get { return 0f; }
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}
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public override void CrossingFailure()
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{
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}
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public override Quaternion Orientation
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{
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@ -16,7 +16,7 @@
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DISCLAIMEd. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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@ -35,7 +35,7 @@ using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.OdePlugin
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{
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/// <summary>
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/// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
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/// Various properties that ODE uses for AMotors but isn't exposed in d.NET so we must define them ourselves.
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/// </summary>
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public enum dParam : int
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@ -87,6 +87,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool m_hackSentFall = false;
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private bool m_hackSentFly = false;
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private bool m_foundDebian = false;
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private CollisionLocker ode;
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private string m_name = String.Empty;
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@ -103,8 +104,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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public d.Mass ShellMass;
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public bool collidelock = false;
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public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos)
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public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode)
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{
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ode = dode;
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_velocity = new PhysicsVector();
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_target_velocity = new PhysicsVector();
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_position = pos;
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@ -801,5 +803,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.BodyDestroy(Body);
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}
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}
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public override void CrossingFailure()
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{
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}
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}
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}
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@ -16,7 +16,7 @@
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DISCLAIMEd. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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@ -56,6 +56,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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public bool m_taintremove = false;
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public bool m_taintdisable = false;
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public bool m_disabled = false;
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public bool m_taintadd = false;
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private CollisionLocker ode;
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private bool m_taintforce = false;
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private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
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@ -74,6 +76,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public int m_interpenetrationcount = 0;
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public int m_collisionscore = 0;
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public int m_roundsUnderMotionThreshold = 0;
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private int m_crossingfailures = 0;
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public bool outofBounds = false;
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private float m_density = 10.000006836f; // Aluminum g/cm3;
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@ -90,9 +93,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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private int debugcounter = 0;
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public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size,
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Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
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Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
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{
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ode = dode;
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_velocity = new PhysicsVector();
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_position = pos;
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m_taintposition = pos;
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@ -136,86 +139,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_targetSpace = _parent_scene.space;
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}
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m_primName = primName;
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if (mesh != null)
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{
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}
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else
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{
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if (_parent_scene.needsMeshing(_pbs))
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{
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// Don't need to re-enable body.. it's done in SetMesh
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mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size);
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// createmesh returns null when it's a shape that isn't a cube.
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}
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}
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lock (OdeScene.OdeLock)
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{
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if (mesh != null)
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{
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setMesh(parent_scene, mesh);
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}
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else
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{
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if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
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{
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if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
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{
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if (((_size.X / 2f) > 0f))
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{
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_parent_scene.waitForSpaceUnlock(m_targetSpace);
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prim_geom = d.CreateSphere(m_targetSpace, _size.X / 2);
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}
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else
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{
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_parent_scene.waitForSpaceUnlock(m_targetSpace);
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prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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}
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}
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else
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{
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_parent_scene.waitForSpaceUnlock(m_targetSpace);
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prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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}
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}
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//else if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
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//{
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//Cyllinder
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//if (_size.X == _size.Y)
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//{
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//prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
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//}
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//else
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//{
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//prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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//}
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//}
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else
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{
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_parent_scene.waitForSpaceUnlock(m_targetSpace);
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prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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}
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}
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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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myrot.W = rotation.w;
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myrot.X = rotation.x;
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myrot.Y = rotation.y;
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myrot.Z = rotation.z;
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d.GeomSetQuaternion(prim_geom, ref myrot);
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if (m_isphysical && Body == (IntPtr) 0)
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{
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enableBody();
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}
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m_taintadd = true;
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_parent_scene.AddPhysicsActorTaint(this);
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// don't do .add() here; old geoms get recycled with the same hash
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parent_scene.geom_name_map[prim_geom] = primName;
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parent_scene.actor_name_map[prim_geom] = (PhysicsActor) this;
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// don't do .add() here; old geoms get recycled with the same hash
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}
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}
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/// <summary>
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public void setMesh(OdeScene parent_scene, IMesh mesh)
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{
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// This sleeper is there to moderate how long it takes between
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// setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
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System.Threading.Thread.Sleep(10);
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//Kill Body so that mesh can re-make the geom
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if (IsPhysical && Body != (IntPtr) 0)
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{
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disableBody();
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}
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// This sleeper is there to moderate how long it takes between
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// setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
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System.Threading.Thread.Sleep(10);
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float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
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@ -448,6 +379,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void ProcessTaints(float timestep)
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{
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System.Threading.Thread.Sleep(5);
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if (m_taintadd)
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changeadd(timestep);
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if (m_taintposition != _position)
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Move(timestep);
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@ -478,7 +413,123 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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public void changeadd(float timestep)
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{
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if (_mesh != null)
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{
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}
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else
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{
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if (_parent_scene.needsMeshing(_pbs))
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{
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// Don't need to re-enable body.. it's done in SetMesh
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_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size);
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// createmesh returns null when it's a shape that isn't a cube.
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}
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}
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lock (OdeScene.OdeLock)
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{
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if (_mesh != null)
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{
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setMesh(_parent_scene, _mesh);
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}
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else
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{
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if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
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{
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if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
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{
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if (((_size.X / 2f) > 0f))
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{
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_parent_scene.waitForSpaceUnlock(m_targetSpace);
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try
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{
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prim_geom = d.CreateSphere(m_targetSpace, _size.X / 2);
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}
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catch (System.AccessViolationException)
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{
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m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
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return;
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}
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}
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else
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{
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_parent_scene.waitForSpaceUnlock(m_targetSpace);
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try
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{
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prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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}
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catch (System.AccessViolationException)
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{
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m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
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return;
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}
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}
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}
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else
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{
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_parent_scene.waitForSpaceUnlock(m_targetSpace);
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try
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{
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prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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}
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catch (System.AccessViolationException)
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{
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return;
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m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
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}
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}
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}
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//else if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
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//{
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//Cyllinder
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//if (_size.X == _size.Y)
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//{
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//prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
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//}
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//else
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//{
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//prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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//}
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//}
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else
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{
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_parent_scene.waitForSpaceUnlock(m_targetSpace);
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try
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{
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prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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}
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catch (System.AccessViolationException)
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{
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m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
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return;
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}
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}
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}
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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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myrot.W = _orientation.w;
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myrot.X = _orientation.x;
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myrot.Y = _orientation.y;
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myrot.Z = _orientation.z;
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d.GeomSetQuaternion(prim_geom, ref myrot);
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if (m_isphysical && Body == (IntPtr)0)
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{
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enableBody();
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}
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}
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m_taintadd = false;
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}
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public void Move(float timestep)
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{
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if (m_isphysical)
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@ -941,7 +992,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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set { m_rotationalVelocity = value; }
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}
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public override void CrossingFailure()
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{
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m_crossingfailures++;
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if (m_crossingfailures >= 5)
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{
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m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
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}
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}
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public void UpdatePositionAndVelocity()
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{
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// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
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@ -968,9 +1027,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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l_position.Z = vec.Z;
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if (l_position.X > 257f || l_position.X < -1f || l_position.Y > 257f || l_position.Y < -1f)
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{
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if (m_crossingfailures < 5)
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{
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base.RequestPhysicsterseUpdate();
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}
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}
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if (l_position.Z < 0)
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{
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|
|
|
@ -16,7 +16,7 @@
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DISCLAIMEd. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
|
@ -46,10 +46,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private CollisionLocker ode;
|
||||
private OdeScene _mScene;
|
||||
|
||||
public OdePlugin()
|
||||
{
|
||||
ode = new CollisionLocker();
|
||||
}
|
||||
|
||||
public bool Init()
|
||||
|
@ -61,7 +63,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
if (_mScene == null)
|
||||
{
|
||||
_mScene = new OdeScene();
|
||||
_mScene = new OdeScene(ode);
|
||||
}
|
||||
return (_mScene);
|
||||
}
|
||||
|
@ -74,7 +76,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public void Dispose()
|
||||
{
|
||||
|
||||
d.CloseODE();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -82,6 +84,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
CollisionLocker ode;
|
||||
// TODO: this should be hard-coded in some common place
|
||||
private const uint m_regionWidth = 256;
|
||||
private const uint m_regionHeight = 256;
|
||||
|
@ -137,8 +140,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
/// Sets many properties that ODE requires to be stable
|
||||
/// These settings need to be tweaked 'exactly' right or weird stuff happens.
|
||||
/// </summary>
|
||||
public OdeScene()
|
||||
public OdeScene(CollisionLocker dode)
|
||||
{
|
||||
ode = dode;
|
||||
nearCallback = near;
|
||||
triCallback = TriCallback;
|
||||
triArrayCallback = TriArrayCallback;
|
||||
|
@ -178,6 +182,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
lock (OdeLock)
|
||||
{
|
||||
|
||||
// Creat the world and the first space
|
||||
world = d.WorldCreate();
|
||||
space = d.HashSpaceCreate(IntPtr.Zero);
|
||||
|
@ -268,8 +273,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// We'll be calling near recursivly if one
|
||||
// of them is a space to find all of the
|
||||
// contact points in the space
|
||||
|
||||
try
|
||||
{
|
||||
d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
|
||||
}
|
||||
catch (System.AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to collide test a space");
|
||||
}
|
||||
//Colliding a space or a geom with a space or a geom. so drill down
|
||||
|
||||
//Collide all geoms in each space..
|
||||
|
@ -304,7 +315,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
name2 = "null";
|
||||
}
|
||||
|
||||
//if (id == d.GeomClassID.TriMeshClass)
|
||||
//if (id == d.GeomClassId.TriMeshClass)
|
||||
//{
|
||||
// m_log.Info("near: A collision was detected between {1} and {2}", 0, name1, name2);
|
||||
//System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
|
||||
|
@ -321,6 +332,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
|
||||
base.TriggerPhysicsBasedRestart();
|
||||
}
|
||||
catch (System.AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to collide test an object");
|
||||
}
|
||||
|
||||
PhysicsActor p1;
|
||||
PhysicsActor p2;
|
||||
|
@ -438,7 +453,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
if (contacts[i].depth >= 0.25f)
|
||||
{
|
||||
// Don't collide, one or both prim will explode.
|
||||
// Don't collide, one or both prim will expld.
|
||||
|
||||
|
||||
op1.m_interpenetrationcount++;
|
||||
|
@ -596,8 +611,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// And we'll run this again against the avatar and the space segment
|
||||
// This will return with a bunch of possible objects in the space segment
|
||||
// and we'll run it again on all of them.
|
||||
|
||||
try
|
||||
{
|
||||
d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to space collide");
|
||||
}
|
||||
//float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
|
||||
//if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
|
||||
//{
|
||||
|
@ -616,8 +637,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// This if may not need to be there.. it might be skipped anyway.
|
||||
if (d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
|
||||
{
|
||||
|
||||
try
|
||||
{
|
||||
d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to space collide");
|
||||
}
|
||||
//calculateSpaceForGeom(chr.Position)
|
||||
//foreach (OdePrim ch2 in _prims)
|
||||
/// should be a separate space -- lots of avatars will be N**2 slow
|
||||
|
@ -634,8 +661,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
//}
|
||||
//}
|
||||
}
|
||||
try
|
||||
{
|
||||
d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback);
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to space collide");
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -663,7 +697,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
pos.X = position.X;
|
||||
pos.Y = position.Y;
|
||||
pos.Z = position.Z;
|
||||
OdeCharacter newAv = new OdeCharacter(avName, this, pos);
|
||||
OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode);
|
||||
_characters.Add(newAv);
|
||||
return newAv;
|
||||
}
|
||||
|
@ -1007,7 +1041,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
OdePrim newPrim;
|
||||
lock (OdeLock)
|
||||
{
|
||||
newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical);
|
||||
newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical, ode);
|
||||
|
||||
_prims.Add(newPrim);
|
||||
}
|
||||
|
@ -1204,7 +1238,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
actor.collidelock = true;
|
||||
}
|
||||
|
||||
ode.dlock(world);
|
||||
|
||||
collision_optimized(timeStep);
|
||||
|
||||
|
||||
|
||||
ode.dunlock(world);
|
||||
|
||||
try
|
||||
{
|
||||
d.WorldQuickStep(world, ODE_STEPSIZE);
|
||||
|
@ -1228,6 +1269,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
actor.UpdatePositionAndVelocity();
|
||||
}
|
||||
|
||||
if (!ode.lockquery())
|
||||
{
|
||||
bool processedtaints = false;
|
||||
foreach (OdePrim prim in _taintedPrim)
|
||||
{
|
||||
|
@ -1239,14 +1282,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
processedtaints = true;
|
||||
prim.m_collisionscore = 0;
|
||||
}
|
||||
|
||||
if (processedtaints)
|
||||
_taintedPrim = new List<OdePrim>();
|
||||
}
|
||||
foreach (OdePrim prim in _activeprims)
|
||||
{
|
||||
prim.m_collisionscore = 0;
|
||||
}
|
||||
|
||||
if (processedtaints)
|
||||
_taintedPrim = new List<OdePrim>();
|
||||
|
||||
|
||||
if (timeStep < 0.2f)
|
||||
{
|
||||
|
|
|
@ -480,6 +480,10 @@ namespace OpenSim.Region.Physics.POSPlugin
|
|||
public override void SetMomentum(PhysicsVector momentum)
|
||||
{
|
||||
}
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class POSPrim : PhysicsActor
|
||||
|
@ -640,6 +644,10 @@ namespace OpenSim.Region.Physics.POSPlugin
|
|||
{
|
||||
set { return; }
|
||||
}
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -393,6 +393,10 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
_position.Y = vec.Y;
|
||||
_position.Z = vec.Z;
|
||||
}
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -577,5 +581,9 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
{
|
||||
get { return PhysicsVector.Zero; }
|
||||
}
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue