i update core ode plugin and make it load is meshs (i hope)

avinationmerge
UbitUmarov 2012-10-07 05:53:52 +01:00
parent 78ce7a0a04
commit 4efc90ef37
3 changed files with 118 additions and 24 deletions

View File

@ -63,6 +63,9 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_isphysical; private bool m_isphysical;
public int ExpectedCollisionContacts { get { return m_expectedCollisionContacts; } }
private int m_expectedCollisionContacts = 0;
/// <summary> /// <summary>
/// Is this prim subject to physics? Even if not, it's still solid for collision purposes. /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
/// </summary> /// </summary>
@ -97,6 +100,9 @@ namespace OpenSim.Region.Physics.OdePlugin
private Vector3 m_taintAngularLock = Vector3.One; private Vector3 m_taintAngularLock = Vector3.One;
private IntPtr Amotor = IntPtr.Zero; private IntPtr Amotor = IntPtr.Zero;
private object m_assetsLock = new object();
private bool m_assetFailed = false;
private Vector3 m_PIDTarget; private Vector3 m_PIDTarget;
private float m_PIDTau; private float m_PIDTau;
private float PID_D = 35f; private float PID_D = 35f;
@ -279,6 +285,7 @@ namespace OpenSim.Region.Physics.OdePlugin
} }
m_taintadd = true; m_taintadd = true;
m_assetFailed = false;
_parent_scene.AddPhysicsActorTaint(this); _parent_scene.AddPhysicsActorTaint(this);
} }
@ -601,8 +608,8 @@ namespace OpenSim.Region.Physics.OdePlugin
break; break;
case HollowShape.Circle: case HollowShape.Circle:
// Hollow shape is a perfect cylinder in respect to the cube's scale // Hollow shape is a perfect cyllinder in respect to the cube's scale
// Cylinder hollow volume calculation // Cyllinder hollow volume calculation
hollowVolume *= 0.1963495f * 3.07920140172638f; hollowVolume *= 0.1963495f * 3.07920140172638f;
break; break;
@ -840,7 +847,7 @@ namespace OpenSim.Region.Physics.OdePlugin
int vertexStride, triStride; int vertexStride, triStride;
mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
m_expectedCollisionContacts = indexCount;
mesh.releaseSourceMeshData(); // free up the original mesh data to save memory mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
// We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at // We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at
@ -1377,6 +1384,7 @@ Console.WriteLine("CreateGeom:");
{ {
//Console.WriteLine(" CreateGeom 1"); //Console.WriteLine(" CreateGeom 1");
SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2)); SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
m_expectedCollisionContacts = 3;
} }
catch (AccessViolationException) catch (AccessViolationException)
{ {
@ -1391,6 +1399,7 @@ Console.WriteLine("CreateGeom:");
{ {
//Console.WriteLine(" CreateGeom 2"); //Console.WriteLine(" CreateGeom 2");
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
m_expectedCollisionContacts = 4;
} }
catch (AccessViolationException) catch (AccessViolationException)
{ {
@ -1406,6 +1415,7 @@ Console.WriteLine("CreateGeom:");
{ {
//Console.WriteLine(" CreateGeom 3"); //Console.WriteLine(" CreateGeom 3");
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
m_expectedCollisionContacts = 4;
} }
catch (AccessViolationException) catch (AccessViolationException)
{ {
@ -1421,6 +1431,7 @@ Console.WriteLine("CreateGeom:");
{ {
//Console.WriteLine(" CreateGeom 4"); //Console.WriteLine(" CreateGeom 4");
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
m_expectedCollisionContacts = 4;
} }
catch (AccessViolationException) catch (AccessViolationException)
{ {
@ -1446,11 +1457,13 @@ Console.WriteLine("CreateGeom:");
_parent_scene.geom_name_map.Remove(prim_geom); _parent_scene.geom_name_map.Remove(prim_geom);
_parent_scene.actor_name_map.Remove(prim_geom); _parent_scene.actor_name_map.Remove(prim_geom);
d.GeomDestroy(prim_geom); d.GeomDestroy(prim_geom);
m_expectedCollisionContacts = 0;
prim_geom = IntPtr.Zero; prim_geom = IntPtr.Zero;
} }
catch (System.AccessViolationException) catch (System.AccessViolationException)
{ {
prim_geom = IntPtr.Zero; prim_geom = IntPtr.Zero;
m_expectedCollisionContacts = 0;
m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name);
return false; return false;
@ -1489,6 +1502,8 @@ Console.WriteLine("CreateGeom:");
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
// createmesh returns null when it's a shape that isn't a cube. // createmesh returns null when it's a shape that isn't a cube.
// m_log.Debug(m_localID); // m_log.Debug(m_localID);
if (mesh == null)
CheckMeshAsset();
} }
#if SPAM #if SPAM
@ -1988,7 +2003,12 @@ Console.WriteLine(" JointCreateFixed");
// Don't need to re-enable body.. it's done in SetMesh // Don't need to re-enable body.. it's done in SetMesh
if (_parent_scene.needsMeshing(_pbs)) if (_parent_scene.needsMeshing(_pbs))
{
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
if (mesh == null)
CheckMeshAsset();
}
} }
CreateGeom(m_targetSpace, mesh); CreateGeom(m_targetSpace, mesh);
@ -2048,6 +2068,8 @@ Console.WriteLine(" JointCreateFixed");
/// </summary> /// </summary>
private void changeshape() private void changeshape()
{ {
m_taintshape = false;
// Cleanup of old prim geometry and Bodies // Cleanup of old prim geometry and Bodies
if (IsPhysical && Body != IntPtr.Zero) if (IsPhysical && Body != IntPtr.Zero)
{ {
@ -2075,6 +2097,7 @@ Console.WriteLine(" JointCreateFixed");
IMesh mesh = null; IMesh mesh = null;
if (_parent_scene.needsMeshing(_pbs)) if (_parent_scene.needsMeshing(_pbs))
{ {
// Don't need to re-enable body.. it's done in CreateMesh // Don't need to re-enable body.. it's done in CreateMesh
@ -2085,6 +2108,8 @@ Console.WriteLine(" JointCreateFixed");
// createmesh returns null when it doesn't mesh. // createmesh returns null when it doesn't mesh.
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
if (mesh == null)
CheckMeshAsset();
} }
CreateGeom(m_targetSpace, mesh); CreateGeom(m_targetSpace, mesh);
@ -2121,7 +2146,7 @@ Console.WriteLine(" JointCreateFixed");
} }
resetCollisionAccounting(); resetCollisionAccounting();
m_taintshape = false; // m_taintshape = false;
} }
/// <summary> /// <summary>
@ -2387,6 +2412,7 @@ Console.WriteLine(" JointCreateFixed");
set set
{ {
_pbs = value; _pbs = value;
m_assetFailed = false;
m_taintshape = true; m_taintshape = true;
} }
} }
@ -2395,15 +2421,15 @@ Console.WriteLine(" JointCreateFixed");
{ {
get get
{ {
// Averate previous velocity with the new one so // Average previous velocity with the new one so
// client object interpolation works a 'little' better // client object interpolation works a 'little' better
if (_zeroFlag) if (_zeroFlag)
return Vector3.Zero; return Vector3.Zero;
Vector3 returnVelocity = Vector3.Zero; Vector3 returnVelocity = Vector3.Zero;
returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; returnVelocity.X = (m_lastVelocity.X + _velocity.X) * 0.5f; // 0.5f is mathematically equiv to '/ 2'
returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) * 0.5f;
returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) * 0.5f;
return returnVelocity; return returnVelocity;
} }
set set
@ -2600,6 +2626,7 @@ Console.WriteLine(" JointCreateFixed");
{ {
Vector3 pv = Vector3.Zero; Vector3 pv = Vector3.Zero;
bool lastZeroFlag = _zeroFlag; bool lastZeroFlag = _zeroFlag;
float m_minvelocity = 0;
if (Body != (IntPtr)0) // FIXME -> or if it is a joint if (Body != (IntPtr)0) // FIXME -> or if it is a joint
{ {
d.Vector3 vec = d.BodyGetPosition(Body); d.Vector3 vec = d.BodyGetPosition(Body);
@ -2752,8 +2779,21 @@ Console.WriteLine(" JointCreateFixed");
_acceleration = ((_velocity - m_lastVelocity) / 0.1f); _acceleration = ((_velocity - m_lastVelocity) / 0.1f);
_acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f);
//m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
// Note here that linearvelocity is affecting angular velocity... so I'm guessing this is a vehicle specific thing...
// it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large.
// reducing this to 0.02m/frame seems to help the angular rubberbanding quite a bit, however, to make sure it doesn't affect elevators and vehicles
// adding these logical exclusion situations to maintain this where I think it was intended to be.
if (m_throttleUpdates || m_usePID || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero))
{
m_minvelocity = 0.5f;
}
else
{
m_minvelocity = 0.02f;
}
if (_velocity.ApproxEquals(pv, 0.5f)) if (_velocity.ApproxEquals(pv, m_minvelocity))
{ {
m_rotationalVelocity = pv; m_rotationalVelocity = pv;
} }
@ -3211,5 +3251,37 @@ Console.WriteLine(" JointCreateFixed");
{ {
m_material = pMaterial; m_material = pMaterial;
} }
private void CheckMeshAsset()
{
if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero)
{
m_assetFailed = true;
Util.FireAndForget(delegate
{
RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod;
if (assetProvider != null)
assetProvider(_pbs.SculptTexture, MeshAssetReveived);
});
}
}
void MeshAssetReveived(AssetBase asset)
{
if (asset.Data != null && asset.Data.Length > 0)
{
if (!_pbs.SculptEntry)
return;
if (_pbs.SculptTexture.ToString() != asset.ID)
return;
_pbs.SculptData = new byte[asset.Data.Length];
asset.Data.CopyTo(_pbs.SculptData, 0);
m_assetFailed = false;
m_taintshape = true;
_parent_scene.AddPhysicsActorTaint(this);
}
}
} }
} }

View File

@ -137,15 +137,8 @@ namespace OpenSim.Region.Physics.OdePlugin
ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
for (int i = 0; i < reqs.Length; i++) for (int i = 0; i < reqs.Length; i++)
{ {
try if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
{ RayCast(reqs[i]); // if there isn't anyone to send results
if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
RayCast(reqs[i]); // if there isn't anyone to send results
}
catch
{
//Fail silently
}
} }
m_PendingRequests.Clear(); m_PendingRequests.Clear();

View File

@ -336,6 +336,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public int geomContactPointsStartthrottle = 3; public int geomContactPointsStartthrottle = 3;
public int geomUpdatesPerThrottledUpdate = 15; public int geomUpdatesPerThrottledUpdate = 15;
private const int avatarExpectedContacts = 3;
public float bodyPIDD = 35f; public float bodyPIDD = 35f;
public float bodyPIDG = 25; public float bodyPIDG = 25;
@ -474,6 +475,8 @@ namespace OpenSim.Region.Physics.OdePlugin
private OdePrim cp1; private OdePrim cp1;
private OdeCharacter cc2; private OdeCharacter cc2;
private OdePrim cp2; private OdePrim cp2;
private int p1ExpectedPoints = 0;
private int p2ExpectedPoints = 0;
//private int cStartStop = 0; //private int cStartStop = 0;
//private string cDictKey = ""; //private string cDictKey = "";
@ -498,6 +501,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public int physics_logging_interval = 0; public int physics_logging_interval = 0;
public bool physics_logging_append_existing_logfile = false; public bool physics_logging_append_existing_logfile = false;
public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f); public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f); public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
@ -644,7 +648,7 @@ namespace OpenSim.Region.Physics.OdePlugin
contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80); contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 5);
geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
@ -1064,7 +1068,10 @@ namespace OpenSim.Region.Physics.OdePlugin
PhysicsActor p1; PhysicsActor p1;
PhysicsActor p2; PhysicsActor p2;
p1ExpectedPoints = 0;
p2ExpectedPoints = 0;
if (!actor_name_map.TryGetValue(g1, out p1)) if (!actor_name_map.TryGetValue(g1, out p1))
{ {
p1 = PANull; p1 = PANull;
@ -1121,9 +1128,13 @@ namespace OpenSim.Region.Physics.OdePlugin
switch (p1.PhysicsActorType) switch (p1.PhysicsActorType)
{ {
case (int)ActorTypes.Agent: case (int)ActorTypes.Agent:
p1ExpectedPoints = avatarExpectedContacts;
p2.CollidingObj = true; p2.CollidingObj = true;
break; break;
case (int)ActorTypes.Prim: case (int)ActorTypes.Prim:
if (p1 != null && p1 is OdePrim)
p1ExpectedPoints = ((OdePrim) p1).ExpectedCollisionContacts;
if (p2.Velocity.LengthSquared() > 0.0f) if (p2.Velocity.LengthSquared() > 0.0f)
p2.CollidingObj = true; p2.CollidingObj = true;
break; break;
@ -1319,6 +1330,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
(Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
{ {
p2ExpectedPoints = avatarExpectedContacts;
// Avatar is moving on terrain, use the movement terrain contact // Avatar is moving on terrain, use the movement terrain contact
AvatarMovementTerrainContact.geom = curContact; AvatarMovementTerrainContact.geom = curContact;
@ -1332,6 +1344,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
if (p2.PhysicsActorType == (int)ActorTypes.Agent) if (p2.PhysicsActorType == (int)ActorTypes.Agent)
{ {
p2ExpectedPoints = avatarExpectedContacts;
// Avatar is standing on terrain, use the non moving terrain contact // Avatar is standing on terrain, use the non moving terrain contact
TerrainContact.geom = curContact; TerrainContact.geom = curContact;
@ -1356,9 +1369,18 @@ namespace OpenSim.Region.Physics.OdePlugin
} }
if (p2 is OdePrim) if (p2 is OdePrim)
material = ((OdePrim)p2).m_material; {
material = ((OdePrim) p2).m_material;
p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
}
// Unnessesary because p1 is defined above
//if (p1 is OdePrim)
// {
// p1ExpectedPoints = ((OdePrim)p1).ExpectedCollisionContacts;
// }
//m_log.DebugFormat("Material: {0}", material); //m_log.DebugFormat("Material: {0}", material);
m_materialContacts[material, movintYN].geom = curContact; m_materialContacts[material, movintYN].geom = curContact;
if (m_global_contactcount < maxContactsbeforedeath) if (m_global_contactcount < maxContactsbeforedeath)
@ -1379,7 +1401,10 @@ namespace OpenSim.Region.Physics.OdePlugin
int material = (int)Material.Wood; int material = (int)Material.Wood;
if (p2 is OdePrim) if (p2 is OdePrim)
{
material = ((OdePrim)p2).m_material; material = ((OdePrim)p2).m_material;
p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
}
//m_log.DebugFormat("Material: {0}", material); //m_log.DebugFormat("Material: {0}", material);
m_materialContacts[material, movintYN].geom = curContact; m_materialContacts[material, movintYN].geom = curContact;
@ -1429,6 +1454,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
{ {
p2ExpectedPoints = avatarExpectedContacts;
if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
{ {
// Avatar is moving on a prim, use the Movement prim contact // Avatar is moving on a prim, use the Movement prim contact
@ -1458,7 +1484,10 @@ namespace OpenSim.Region.Physics.OdePlugin
int material = (int)Material.Wood; int material = (int)Material.Wood;
if (p2 is OdePrim) if (p2 is OdePrim)
{
material = ((OdePrim)p2).m_material; material = ((OdePrim)p2).m_material;
p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
}
//m_log.DebugFormat("Material: {0}", material); //m_log.DebugFormat("Material: {0}", material);
m_materialContacts[material, 0].geom = curContact; m_materialContacts[material, 0].geom = curContact;
@ -1479,8 +1508,8 @@ namespace OpenSim.Region.Physics.OdePlugin
} }
collision_accounting_events(p1, p2, maxDepthContact); collision_accounting_events(p1, p2, maxDepthContact);
if (count > geomContactPointsStartthrottle) if (count > ((p1ExpectedPoints + p2ExpectedPoints) * 0.25) + (geomContactPointsStartthrottle))
{ {
// If there are more then 3 contact points, it's likely // If there are more then 3 contact points, it's likely
// that we've got a pile of objects, so ... // that we've got a pile of objects, so ...