Merge branch 'careminster-presence-refactor' of ssh://melanie@3dhosting.de/var/git/careminster into careminster-presence-refactor

avinationmerge
Melanie 2010-12-21 20:57:52 +00:00
commit 4093e22833
1 changed files with 109 additions and 93 deletions

View File

@ -491,43 +491,55 @@ namespace OpenSim.Region.Physics.OdePlugin
staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
// Centeral contact friction and bounce
// ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
// an avatar falls through in Z but not in X or Y when walking on a prim.
contact.surface.mode |= d.ContactFlags.SoftERP;
contact.surface.mu = nmAvatarObjectContactFriction;
contact.surface.bounce = nmAvatarObjectContactBounce;
contact.surface.soft_cfm = 0.010f;
contact.surface.soft_erp = 0.010f;
// Centeral contact friction and bounce // KF: This appears to be only for static AV on non-phys prim.
contact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
contact.surface.mu = 255.0f;
contact.surface.bounce = 0.0f;
contact.surface.soft_cfm = 0.0f;
contact.surface.soft_erp = 1.00f; // If this is too small static Av will fall through a sloping prim.
// Terrain contact friction and Bounce
// This is the *non* moving version. Use this when an avatar
// isn't moving to keep it in place better
TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
/* TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
TerrainContact.surface.mu = nmTerrainContactFriction;
TerrainContact.surface.bounce = nmTerrainContactBounce;
TerrainContact.surface.soft_erp = nmTerrainContactERP;
TerrainContact.surface.soft_erp = nmTerrainContactERP; */
TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
TerrainContact.surface.mu = 255.0f;
TerrainContact.surface.bounce = 0.0f;
TerrainContact.surface.soft_cfm = 0.0f;
TerrainContact.surface.soft_erp = 0.05f;
WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
WaterContact.surface.mu = 0f; // No friction
WaterContact.surface.mu = 0.0f; // No friction
WaterContact.surface.bounce = 0.0f; // No bounce
WaterContact.surface.soft_cfm = 0.010f;
WaterContact.surface.soft_erp = 0.010f;
// Prim contact friction and bounce
// THis is the *non* moving version of friction and bounce
// THis is the moving version of friction and bounce
// Use this when an avatar comes in contact with a prim
// and is moving
AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
AvatarMovementprimContact.surface.mu = 255.0f;
AvatarMovementprimContact.surface.bounce = 0.01f;
AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
AvatarMovementprimContact.surface.soft_erp = 0.001f;
// Terrain contact friction bounce and various error correcting calculations
// Use this when an avatar is in contact with the terrain and moving.
/*
AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
*/
AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
AvatarMovementTerrainContact.surface.mu = 75f;
AvatarMovementTerrainContact.surface.bounce = 0.0f;
AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
/*
<summary></summary>
@ -549,109 +561,110 @@ namespace OpenSim.Region.Physics.OdePlugin
m_materialContacts = new d.Contact[7,2];
m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Stone, 0].surface.mu = 1.8f;
m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Stone, 1].surface.mu = 1.8f;
m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Metal, 0].surface.mu = 1.3f;
m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Metal, 1].surface.mu = 1.3f;
m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
/*
flags : d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce
private float nmAvatarObjectContactFriction = 250f;
private float nmAvatarObjectContactBounce = 0.1f;
private float mAvatarObjectContactFriction = 75f;
private float mAvatarObjectContactBounce = 0.1f;
*/
m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.1f;
m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.1f;
m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Wood, 0].surface.mu = 1.6f;
m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Wood, 1].surface.mu = 1.6f;
m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Flesh, 0].surface.mu = 2.0f;
m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Flesh, 1].surface.mu = 2.0f;
m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Plastic, 0].surface.mu = 1.5f;
m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Plastic, 1].surface.mu = 1.5f;
m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Rubber, 0].surface.mu = 2.0f;
m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
m_materialContacts[(int)Material.Rubber, 1].surface.mu = 2.0f;
m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
@ -660,10 +673,13 @@ namespace OpenSim.Region.Physics.OdePlugin
d.WorldSetGravity(world, gravityx, gravityy, gravityz);
d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
d.WorldSetLinearDamping(world, 256f);
d.WorldSetAngularDamping(world, 256f);
d.WorldSetAngularDampingThreshold(world, 256f);
d.WorldSetLinearDampingThreshold(world, 256f);
d.WorldSetLinearDamping(world, 256f);
// d.WorldSetLinearDampingThreshold(world, 0.01f);
// d.WorldSetLinearDamping(world, 0.1f);
d.WorldSetAngularDampingThreshold(world, 256f);
d.WorldSetAngularDamping(world, 256f);
d.WorldSetMaxAngularSpeed(world, 256f);
// Set how many steps we go without running collision testing
@ -1184,7 +1200,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
{
// Use the Movement prim contact
// Use the AV Movement / prim contact
AvatarMovementprimContact.geom = curContact;
_perloopContact.Add(curContact);
if (m_global_contactcount < maxContactsbeforedeath)
@ -1195,7 +1211,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
else
{
// Use the non movement contact
// Use the Av non movement / prim contact
contact.geom = curContact;
_perloopContact.Add(curContact);