move terrain geom to own ode space. Limit range on raycast if includes
terrain until ode doesn't eat all stack. Add a pre-simulation method to do pending actors changes (except mesh assets still not ready to use), to be optionaly called before firing heartbeat. [UNTESTED]avinationmerge
parent
a1fcfe8677
commit
3bf7201fd4
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@ -246,6 +246,9 @@ namespace OpenSim.Region.Physics.Manager
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public abstract void AddPhysicsActorTaint(PhysicsActor prim);
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public virtual void PrepareSimulation() { }
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/// <summary>
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/// Perform a simulation of the current physics scene over the given timestep.
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/// </summary>
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@ -1325,12 +1325,48 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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private void SetGeom(IntPtr geom)
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{
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prim_geom = geom;
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//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
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if (prim_geom != IntPtr.Zero)
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{
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if (m_NoColide)
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{
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d.GeomSetCategoryBits(prim_geom, 0);
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if (m_isphysical)
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{
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d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
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}
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else
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{
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d.GeomSetCollideBits(prim_geom, 0);
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d.GeomDisable(prim_geom);
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}
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}
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else
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{
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d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
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}
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UpdatePrimBodyData();
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_parent_scene.actor_name_map[prim_geom] = this;
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}
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else
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m_log.Warn("Setting bad Geom");
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}
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private bool GetMeshGeom()
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{
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IntPtr vertices, indices;
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int vertexCount, indexCount;
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int vertexStride, triStride;
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IMesh mesh = m_mesh;
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if (mesh == null)
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@ -1356,6 +1392,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_mesh = null;
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return false;
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}
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IntPtr geo = IntPtr.Zero;
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try
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{
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_triMeshData = d.GeomTriMeshDataCreate();
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@ -1363,7 +1402,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
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d.GeomTriMeshDataPreprocess(_triMeshData);
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prim_geom = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
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geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
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}
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catch (Exception e)
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@ -1380,15 +1419,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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_triMeshData = IntPtr.Zero;
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prim_geom = IntPtr.Zero;
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m_hasOBB = false;
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m_OBBOffset = Vector3.Zero;
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m_OBB = _size * 0.5f;
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m_physCost = 0.1f;
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m_streamCost = 1.0f;
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_parent_scene.mesher.ReleaseMesh(mesh);
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m_meshState = MeshState.AssetFailed;
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m_meshState = MeshState.MeshFailed;
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m_mesh = null;
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return false;
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}
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@ -1397,12 +1436,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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// todo
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m_streamCost = 1.0f;
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SetGeom(geo);
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return true;
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}
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private void CreateGeom()
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{
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IntPtr geo = IntPtr.Zero;
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bool hasMesh = false;
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m_NoColide = false;
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@ -1418,8 +1458,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_NoColide = true;
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}
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if (!hasMesh)
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{
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IntPtr geo = IntPtr.Zero;
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if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
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&& _size.X == _size.Y && _size.Y == _size.Z)
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{ // it's a sphere
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@ -1447,7 +1490,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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m_physCost = 0.1f;
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m_streamCost = 1.0f;
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prim_geom = geo;
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SetGeom(geo);
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}
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}
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@ -2740,8 +2783,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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}
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private void changeAddPhysRep(ODEPhysRepData repData)
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{
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_size = repData.size; //??
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@ -2763,10 +2804,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (prim_geom != IntPtr.Zero)
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{
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UpdatePrimBodyData();
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_parent_scene.actor_name_map[prim_geom] = this;
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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.X = _orientation.X;
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@ -2774,6 +2811,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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myrot.Z = _orientation.Z;
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myrot.W = _orientation.W;
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d.GeomSetQuaternion(prim_geom, ref myrot);
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}
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if (!m_isphysical)
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{
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@ -2792,7 +2830,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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_parent_scene.m_meshWorker.RequestMesh(repData);
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}
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}
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}
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private void changePhysRepData(ODEPhysRepData repData)
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{
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@ -2835,10 +2872,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (prim_geom != IntPtr.Zero)
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{
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UpdatePrimBodyData();
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_parent_scene.actor_name_map[prim_geom] = this;
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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.X = _orientation.X;
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myrot.Z = _orientation.Z;
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myrot.W = _orientation.W;
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d.GeomSetQuaternion(prim_geom, ref myrot);
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}
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if (m_isphysical)
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{
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@ -2859,7 +2893,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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else
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MakeBody();
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}
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else
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{
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SetInStaticSpace(this);
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@ -2868,7 +2901,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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resetCollisionAccounting();
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}
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if ((m_meshState & MeshState.NeedMask) != 0)
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{
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@ -129,7 +129,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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req.length = length;
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req.Normal = direction;
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req.Origin = position;
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req.filter = RayFilterFlags.AllPrims;
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req.filter = RayFilterFlags.AllPrims | RayFilterFlags.land;
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m_PendingRequests.Enqueue(req);
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}
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@ -261,6 +261,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
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backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
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// current ode land to ray collisions is very bad
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// so for now limit its range badly
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if (req.length > 30.0f && (CurrentRayFilter & RayFilterFlags.land) != 0)
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req.length = 30.0f;
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d.GeomRaySetLength(ray, req.length);
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d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
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d.GeomRaySetParams(ray, 0, backfacecull);
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catflags |= CollisionCategories.Water;
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if (catflags != 0)
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{
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d.GeomSetCollideBits(ray, (uint)catflags);
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doSpaceRay(req);
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}
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}
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else
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{
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// if we select a geom don't use filters
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///
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private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton;
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private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
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// private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
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private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
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private void doSpaceRay(ODERayRequest req)
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{
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d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
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if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
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d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
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if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
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d.SpaceCollide2(ray, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
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if (req.callbackMethod is RaycastCallback)
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{
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@ -300,6 +300,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public IntPtr TopSpace; // the global space
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public IntPtr ActiveSpace; // space for active prims
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public IntPtr StaticSpace; // space for the static things around
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public IntPtr GroundSpace; // space for ground
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// some speedup variables
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private int spaceGridMaxX;
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// now the major subspaces
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ActiveSpace = d.HashSpaceCreate(TopSpace);
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StaticSpace = d.HashSpaceCreate(TopSpace);
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GroundSpace = d.HashSpaceCreate(TopSpace);
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}
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catch
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{
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d.HashSpaceSetLevels(TopSpace, -2, 8);
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d.HashSpaceSetLevels(ActiveSpace, -2, 8);
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d.HashSpaceSetLevels(StaticSpace, -2, 8);
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d.HashSpaceSetLevels(GroundSpace, 0, 8);
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// demote to second level
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d.SpaceSetSublevel(ActiveSpace, 1);
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d.SpaceSetSublevel(StaticSpace, 1);
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d.SpaceSetSublevel(GroundSpace, 1);
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d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
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CollisionCategories.Geom |
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));
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d.GeomSetCollideBits(StaticSpace, 0);
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d.GeomSetCategoryBits(GroundSpace, (uint)(CollisionCategories.Land));
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d.GeomSetCollideBits(GroundSpace, 0);
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contactgroup = d.JointGroupCreate(0);
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//contactgroup
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@ -1210,6 +1216,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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chr.CollidingObj = false;
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// do colisions with static space
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d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
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// no coll with gnd
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}
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}
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catch (AccessViolationException)
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@ -1238,7 +1245,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (!prm.m_outbounds)
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{
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if (d.BodyIsEnabled(prm.Body))
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{
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d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(GroundSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
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}
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}
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}
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}
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@ -1598,6 +1608,50 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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}
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// does all pending changes generated during region load process
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public override void PrepareSimulation()
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{
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lock (OdeLock)
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{
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if (world == IntPtr.Zero)
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{
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ChangesQueue.Clear();
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return;
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}
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ODEchangeitem item;
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int donechanges = 0;
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if (ChangesQueue.Count > 0)
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{
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m_log.InfoFormat("[ODE] start processing pending actor operations");
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int tstart = Util.EnvironmentTickCount();
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while (ChangesQueue.Dequeue(out item))
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{
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if (item.actor != null)
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{
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try
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{
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if (item.actor is OdeCharacter)
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((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
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else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
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RemovePrimThreadLocked((OdePrim)item.actor);
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}
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catch
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{
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m_log.WarnFormat("[PHYSICS]: Operation failed for a actor {0} {1}",
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item.actor.Name, item.what.ToString());
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}
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}
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donechanges++;
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}
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int time = Util.EnvironmentTickCountSubtract(tstart);
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m_log.InfoFormat("[ODE] finished {0} operations in {1}ms", donechanges, time);
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}
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}
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}
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/// <summary>
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/// This is our main simulate loop
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/// It's thread locked by a Mutex in the scene.
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@ -1642,16 +1696,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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lock(OdeLock)
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{
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if (world == IntPtr.Zero)
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{
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ChangesQueue.Clear();
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return 0;
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d.WorldSetQuickStepNumIterations(world, curphysiteractions);
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while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
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{
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try
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{
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// clear pointer/counter to contacts to pass into joints
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m_global_contactcount = 0;
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}
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ODEchangeitem item;
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@ -1683,6 +1731,16 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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d.WorldSetQuickStepNumIterations(world, curphysiteractions);
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while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
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{
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try
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{
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// clear pointer/counter to contacts to pass into joints
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m_global_contactcount = 0;
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// Move characters
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lock (_characters)
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{
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@ -1813,10 +1871,47 @@ namespace OpenSim.Region.Physics.OdePlugin
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mesher.ExpireReleaseMeshs();
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m_lastMeshExpire = now;
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}
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// information block running in debug only
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/*
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int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
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int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
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int ntopactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
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int ntopstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
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int ngroundgeoms = d.SpaceGetNumGeoms(GroundSpace);
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int nactivegeoms = 0;
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int nactivespaces = 0;
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int nstaticgeoms = 0;
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int nstaticspaces = 0;
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IntPtr sp;
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for (int i = 0; i < ntopactivegeoms; i++)
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{
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sp = d.SpaceGetGeom(ActiveSpace, i);
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if (d.GeomIsSpace(sp))
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{
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nactivespaces++;
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nactivegeoms += d.SpaceGetNumGeoms(sp);
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}
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else
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nactivegeoms++;
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}
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for (int i = 0; i < ntopstaticgeoms; i++)
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{
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sp = d.SpaceGetGeom(StaticSpace, i);
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if (d.GeomIsSpace(sp))
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{
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nstaticspaces++;
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nstaticgeoms += d.SpaceGetNumGeoms(sp);
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}
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else
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nstaticgeoms++;
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}
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int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
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int totgeoms = nstaticgeoms + nactivegeoms + ngroundgeoms + 1; // one ray
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int nbodies = d.NTotalBodies;
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int ngeoms = d.NTotalGeoms;
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*/
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@ -2113,7 +2208,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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offset, thickness, wrap);
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d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
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GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
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GroundGeom = d.CreateHeightfield(GroundSpace, HeightmapData, 1);
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if (GroundGeom != IntPtr.Zero)
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{
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d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
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@ -2234,12 +2331,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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thickness, wrap);
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// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
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GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
|
||||
GroundGeom = d.CreateUbitTerrain(GroundSpace, HeightmapData, 1);
|
||||
if (GroundGeom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
|
||||
d.GeomSetCollideBits(GroundGeom, 0);
|
||||
|
||||
|
||||
PhysicsActor pa = new NullPhysicsActor();
|
||||
pa.Name = "Terrain";
|
||||
pa.PhysicsActorType = (int)ActorTypes.Ground;
|
||||
|
@ -2455,6 +2553,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.GeomDestroy(GroundGeom);
|
||||
}
|
||||
|
||||
|
||||
RegionTerrain.Clear();
|
||||
|
||||
if (TerrainHeightFieldHeightsHandlers.Count > 0)
|
||||
|
|
Loading…
Reference in New Issue