chODE: bad meshs get a a basic box or sphere geom with setted prim size. They will not colide if non-physical and Will collide with land if physical. assume UNTESTED

avinationmerge
UbitUmarov 2012-02-29 05:03:26 +00:00
parent a8a7bb549d
commit 5534cf8b57
2 changed files with 151 additions and 506 deletions

View File

@ -163,6 +163,8 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_isphysical;
private bool m_isSelected;
private bool m_NoColide; // for now only for internal use for bad meshs
internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
private bool m_throttleUpdates;
@ -253,7 +255,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private float m_verticalAttractionEfficiency = 1.0f; // damped
private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
SerialControl m_taintserial = null;
// SerialControl m_taintserial = null;
object m_taintvehicledata = null;
public void DoSetVehicle()
@ -309,410 +311,6 @@ namespace OpenSim.Region.Physics.OdePlugin
m_taintvehicledata = vdata;
_parent_scene.AddPhysicsActorTaint(this);
}
public override byte[] Serialize(bool PhysIsRunning)
{
SerialControl sc = new SerialControl();
lock (sc.alock)
{
if (PhysIsRunning)
{
m_taintserial = sc;
if (!Monitor.Wait(sc.alock, 1000))
{
m_log.Error("[chOde] prim data serialization timed out");
m_taintserial = null;
return new byte[0];
}
}
else
DoSerialize(sc);
}
return sc.data;
}
public void DoSerialize(SerialControl sc)
{
wstreamer st = new wstreamer();
Vector3 vtmp;
ushort version = 2;
if (!BitConverter.IsLittleEndian)
version |= 1;
st.Wushort(version); //version lower bit codes endian type for future use
// compact booleans in a ushort
ushort flags = 0;
if (m_isphysical) // this should be true for now
flags |= 1;
if (m_isSelected)
flags |= 2;
if (m_isVolumeDetect)
flags |= 4;
if (m_disabled)
flags |= 8;
if (m_collidesWater)
flags |= 16;
if (m_collidesLand)
flags |= 32;
if (m_usePID)
flags |= 64;
if (m_useAPID)
flags |= 128;
if (m_useHoverPID)
flags |= 256;
if (m_throttleUpdates)
flags |= 512;
st.Wushort(flags);
st.Wvector3(_size);
st.Wint(m_material);
st.Wfloat(m_density);
st.Wfloat(0); // future gravity mod V3
st.Wfloat(0); // future friction V3
st.Wfloat(0); // future bounce V3
// st.Wuint((uint)m_collisionCategories);
// st.Wuint((uint)m_collisionFlags);
if (_parent == null)
{
st.Wvector3(_position); // ??
st.Wquat(_orientation);
}
else // for childs save offsets
{
Quaternion to;
Quaternion ipo = Quaternion.Inverse(_parent.Orientation);
if (m_isphysical && prim_geom != IntPtr.Zero)
{
d.Vector3 dvt;
d.GeomCopyPosition(prim_geom, out dvt);
vtmp.X = dvt.X;
vtmp.Y = dvt.Y;
vtmp.Z = dvt.Z;
d.Quaternion dqt;
d.GeomCopyQuaternion(prim_geom, out dqt);
to.X = dqt.X;
to.Y = dqt.Y;
to.Z = dqt.Z;
to.W = dqt.W; // rotation in world
}
else
{
vtmp = _position;
to = _orientation;
}
vtmp -= _parent.Position; // offset in world
vtmp *= ipo; // offset in local
st.Wvector3(vtmp);
ipo *= to; // own rotation
st.Wquat(ipo);
}
st.Wvector3(_velocity);
st.Wvector3(m_rotationalVelocity);
st.Wvector3(_acceleration);
st.Wvector3(m_rotateEnable);
vtmp = Vector3.Zero;
for (int i = 0; i < m_forcelist.Count; i++)
{
vtmp += (m_forcelist[i] * 100);
}
st.Wvector3(vtmp); // force acc
vtmp = Vector3.Zero;
for (int i = 0; i < m_angularforcelist.Count; i++)
{
vtmp += (m_angularforcelist[i] * 100);
}
st.Wvector3(vtmp); // angular force acc
st.Wvector3(m_PIDTarget);
st.Wfloat(m_PIDTau);
st.Wfloat(PID_D);
st.Wfloat(PID_G);
st.Wquat(m_APIDTarget);
st.Wfloat(m_APIDStrength);
st.Wfloat(m_APIDDamping);
st.Wfloat(m_APIDdamper);
st.Wint((int)m_PIDHoverType);
st.Wfloat(m_PIDHoverHeight);
st.Wfloat(m_PIDHoverTau);
st.Wfloat(m_targetHoverHeight);
st.Wfloat(m_groundHeight);
st.Wfloat(m_waterHeight);
st.Wfloat(m_buoyancy);
// this must be last since type none ends stream
if (m_type == Vehicle.TYPE_NONE)
st.Wint((int)Vehicle.TYPE_NONE);
else
{
st.Wint((int)m_type);
st.Wquat(Quaternion.Identity); //m_referenceFrame
st.Wint((int)m_flags);
st.Wvector3(m_linearMotorDirection);
st.Wfloat(
(float)Math.Sqrt(m_lLinMotorDVel.LengthSquared() / m_linearMotorDirection.LengthSquared()));
st.Wvector3(m_linearFrictionTimescale);
st.Wfloat(m_linearMotorDecayTimescale);
st.Wfloat(m_linearMotorTimescale);
st.Wvector3(new Vector3(0, 0, 0)); //m_linearMotorOffset);
st.Wvector3(m_angularMotorDirection);
st.Wfloat((float)Math.Sqrt(m_angularMotorDVel.LengthSquared() / m_angularMotorDirection.LengthSquared()));
st.Wvector3(m_angularFrictionTimescale);
st.Wfloat(m_angularMotorDecayTimescale);
st.Wfloat(m_angularMotorTimescale);
st.Wfloat(0); //m_linearDeflectionEfficiency);
st.Wfloat(1000); //m_linearDeflectionTimescale);
st.Wfloat(0); //m_angularDeflectionEfficiency);
st.Wfloat(120); //m_angularDeflectionTimescale);
st.Wfloat(0); // m_bankingEfficiency);
st.Wfloat(0); //m_bankingMix);
st.Wfloat(1000); //m_bankingTimescale);
st.Wfloat(m_VhoverHeight);
st.Wfloat(0.5f); //m_VhoverEfficiency);
st.Wfloat(m_VhoverTimescale);
st.Wfloat(m_VehicleBuoyancy);
st.Wfloat(m_verticalAttractionEfficiency);
st.Wfloat(m_verticalAttractionTimescale);
}
sc.data = st.close();
m_taintserial = null;
Monitor.PulseAll(sc.alock);
}
public bool DeSerialize(byte[] data)
{
rstreamer st = new rstreamer(data);
int version =st.Rushort(); //version
// merge booleans in a ushort
ushort flags = st.Rushort();
if ((flags & 1) != 0)
m_isphysical = true;
if ((flags & 2) != 0)
m_taintselected = true;
if ((flags & 4) != 0)
m_isVolumeDetect = true;
if ((flags & 8) != 0)
m_taintdisable = true;
if ((flags & 16) != 0)
m_taintCollidesWater = true;
if ((flags & 32) != 0)
m_collidesLand = true;
if ((flags & 64) != 0)
m_usePID = true;
if ((flags & 128) != 0)
m_useAPID = true;
if ((flags & 256) != 0)
m_useHoverPID = true;
if ((flags & 512) != 0)
m_throttleUpdates = true;
_size = st.Rvector3();
m_taintsize = _size;
m_material= st.Rint();
m_density = st.Rfloat();
st.Rfloat(); // future gravity mod V3
st.Rfloat(); // future friction V3
st.Rfloat(); // future bounce V3
// m_collisionCategories = (CollisionCategories)st.Ruint();
// m_collisionFlags = (CollisionCategories) st.Ruint();
if (m_taintparent == null)
{
st.Rvector3(); // ignore old position sop/sog as to tell the new one
m_taintrot = st.Rquat(); //
_orientation = m_taintrot;
}
else
{
m_taintrot = _parent.Orientation;
m_taintposition = st.Rvector3(); // ??
_position = m_taintposition;
m_taintposition *= m_taintrot;
m_taintposition += _parent.Position;
m_taintrot *= st.Rquat(); //
_orientation = m_taintrot;
}
m_taintVelocity = st.Rvector3();
m_rotationalVelocity = st.Rvector3();
_acceleration = st.Rvector3();
m_rotateEnableRequest = st.Rvector3();
m_rotateEnableUpdate = true;
Vector3 vtmp;
vtmp = st.Rvector3(); // forces acc
m_forcelist.Add(vtmp);
m_taintforce = true;
vtmp = st.Rvector3(); // angular forces acc
m_angularforcelist.Add(vtmp);
m_taintaddangularforce = true;
m_PIDTarget = st.Rvector3();
m_PIDTau = st.Rfloat();
PID_D = st.Rfloat();
PID_G = st.Rfloat();
m_APIDTarget = st.Rquat();
m_APIDStrength = st.Rfloat();
m_APIDDamping = st.Rfloat();
m_APIDdamper = st.Rfloat();
m_PIDHoverType = (PIDHoverType) st.Rint();
m_PIDHoverHeight = st.Rfloat();
m_PIDHoverTau = st.Rfloat();
m_targetHoverHeight = st.Rfloat();
m_groundHeight = st.Rfloat();
m_waterHeight = st.Rfloat();
m_buoyancy = st.Rfloat();
// this must be last since type none ends stream
m_type = (Vehicle) st.Rint();
if (m_type != Vehicle.TYPE_NONE)
{
float ftmp;
st.Rquat(); //m_referenceFrame
m_flags = (VehicleFlag) st.Rint();
m_linearMotorDirection = st.Rvector3();
ftmp = st.Rfloat();
m_lLinMotorDVel = m_linearMotorDirection * ftmp;
m_linearFrictionTimescale = st.Rvector3();
m_linearMotorDecayTimescale = st.Rfloat();
m_linearMotorTimescale = st.Rfloat();
st.Rvector3(); //m_linearMotorOffset);
m_angularMotorDirection = st.Rvector3();
ftmp = st.Rfloat();
m_angularMotorDVel = m_angularMotorDirection * ftmp;
m_angularFrictionTimescale = st.Rvector3();
m_angularMotorDecayTimescale = st.Rfloat();
m_angularMotorTimescale = st.Rfloat();
st.Rfloat(); //m_linearDeflectionEfficiency);
st.Rfloat(); //m_linearDeflectionTimescale);
st.Rfloat(); //m_angularDeflectionEfficiency);
st.Rfloat(); //m_angularDeflectionTimescale);
st.Rfloat(); // m_bankingEfficiency);
st.Rfloat(); //m_bankingMix);
st.Rfloat(); //m_bankingTimescale);
m_VhoverHeight = st.Rfloat();
st.Rfloat(); //m_VhoverEfficiency);
m_VhoverTimescale = st.Rfloat();
m_VehicleBuoyancy = st.Rfloat();
m_verticalAttractionEfficiency = st.Rfloat();
m_verticalAttractionTimescale = st.Rfloat();
}
st.close();
return true;
}
public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, PhysicsActor parent,
PrimitiveBaseShape pbs, CollisionLocker dode, uint localid, byte[] sdata)
{
m_localID = localid;
ode = dode;
if (parent == null)
{
m_taintparent = null;
if (!pos.IsFinite())
{
pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
}
_position = pos;
m_taintposition = pos;
}
else
m_taintparent = parent;
body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
prim_geom = IntPtr.Zero;
_mesh = null;
m_meshfailed = false;
_pbs = pbs;
_parent_scene = parent_scene;
m_targetSpace = (IntPtr)0;
if(sdata != null && sdata.Length > 1)
DeSerialize(sdata);
if (m_isphysical)
m_targetSpace = _parent_scene.space;
_triMeshData = IntPtr.Zero;
m_primName = primName;
m_taintserial = null;
m_taintadd = true;
_parent_scene.AddPhysicsActorTaint(this);
// don't do .add() here; old geoms get recycled with the same hash
}
public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid)
{
@ -776,8 +374,9 @@ namespace OpenSim.Region.Physics.OdePlugin
}
_triMeshData = IntPtr.Zero;
m_NoColide = false;
m_taintserial = null;
// m_taintserial = null;
m_primName = primName;
m_taintadd = true;
_parent_scene.AddPhysicsActorTaint(this);
@ -814,7 +413,6 @@ namespace OpenSim.Region.Physics.OdePlugin
{
set
{
//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
// This only makes the object not collidable if the object
// is physical or the object is modified somehow *IN THE FUTURE*
@ -1077,7 +675,6 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public override bool FloatOnWater
{
set
@ -1270,7 +867,6 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public void SetGeom(IntPtr geom)
{
if (prim_geom != IntPtr.Zero)
@ -1290,9 +886,23 @@ namespace OpenSim.Region.Physics.OdePlugin
{
_parent_scene.geom_name_map[prim_geom] = this.m_primName;
_parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
if (m_NoColide)
{
d.GeomSetCategoryBits(prim_geom, 0);
if (m_isphysical)
{
d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
d.GeomDisable(prim_geom);
}
else
d.GeomSetCollideBits(prim_geom, 0);
}
else
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
}
}
if (childPrim)
@ -1351,11 +961,20 @@ namespace OpenSim.Region.Physics.OdePlugin
myrot.W = _orientation.W;
d.BodySetQuaternion(Body, ref myrot);
d.GeomSetBody(prim_geom, Body);
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
if (m_NoColide)
{
d.GeomSetCategoryBits(prim_geom, 0);
d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
}
else
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
d.BodySetAutoDisableFlag(Body, true);
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
@ -1722,11 +1341,19 @@ namespace OpenSim.Region.Physics.OdePlugin
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
if (prim_geom != IntPtr.Zero)
{
if (m_NoColide)
{
d.GeomSetCategoryBits(prim_geom, 0);
d.GeomSetCollideBits(prim_geom, 0);
d.GeomDisable(prim_geom);
}
else
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
}
d.BodyDestroy(Body);
lock (childrenPrim)
@ -1735,6 +1362,13 @@ namespace OpenSim.Region.Physics.OdePlugin
{
foreach (OdePrim prm in childrenPrim)
{
if (prm.m_NoColide && prm.prim_geom != IntPtr.Zero)
{
d.GeomSetCategoryBits(prm.prim_geom, 0);
d.GeomSetCollideBits(prm.prim_geom, 0);
d.GeomDisable(prm.prim_geom);
}
_parent_scene.remActivePrim(prm);
prm.Body = IntPtr.Zero;
}
@ -1751,11 +1385,21 @@ namespace OpenSim.Region.Physics.OdePlugin
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
if (prim_geom != IntPtr.Zero)
{
if (m_NoColide)
{
d.GeomSetCategoryBits(prim_geom, 0);
d.GeomSetCollideBits(prim_geom, 0);
d.GeomDisable(prim_geom);
}
else
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
}
Body = IntPtr.Zero;
}
@ -1768,11 +1412,6 @@ namespace OpenSim.Region.Physics.OdePlugin
public bool setMesh(OdeScene parent_scene, IMesh mesh)
{
// This sleeper is there to moderate how long it takes between
// setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
//Thread.Sleep(10);
//Kill Body so that mesh can re-make the geom
if (IsPhysical && Body != IntPtr.Zero)
{
@ -1790,14 +1429,6 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
// do it on caller instead
/*
if (_triMeshData != IntPtr.Zero)
{
d.GeomTriMeshDataDestroy(_triMeshData);
_triMeshData = IntPtr.Zero;
}
*/
IntPtr vertices, indices;
int vertexCount, indexCount;
int vertexStride, triStride;
@ -1809,38 +1440,20 @@ namespace OpenSim.Region.Physics.OdePlugin
if (vertexCount == 0 || indexCount == 0)
{
m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. It can be a sculp with alpha channel in map. Replacing it by a small box.", Name, _position.X, _position.Y, _position.Z);
_size.X = 0.05f;
_size.Y = 0.05f;
_size.Z = 0.05f;
m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
return false;
}
/*
if (m_MeshToTriMeshMap.ContainsKey(mesh))
{
_triMeshData = m_MeshToTriMeshMap[mesh];
}
else
*/
{
_triMeshData = d.GeomTriMeshDataCreate();
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
d.GeomTriMeshDataPreprocess(_triMeshData);
// m_MeshToTriMeshMap[mesh] = _triMeshData;
}
_parent_scene.waitForSpaceUnlock(m_targetSpace);
IntPtr geo = IntPtr.Zero;
try
{
// if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
// {
// SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null));
// }
_triMeshData = d.GeomTriMeshDataCreate();
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
d.GeomTriMeshDataPreprocess(_triMeshData);
_parent_scene.waitForSpaceUnlock(m_targetSpace);
geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
}
catch (Exception e)
{
@ -1851,21 +1464,11 @@ namespace OpenSim.Region.Physics.OdePlugin
d.GeomTriMeshDataDestroy(_triMeshData);
_triMeshData = IntPtr.Zero;
}
_size.X = 0.05f;
_size.Y = 0.05f;
_size.Z = 0.05f;
return false;
}
SetGeom(geo);
// if (IsPhysical && Body == (IntPtr) 0)
// {
// Recreate the body
// m_interpenetrationcount = 0;
// m_collisionscore = 0;
// enableBody();
// }
return true;
}
@ -1943,18 +1546,21 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_taintvehicledata != null)
DoSetVehicle();
if (m_taintserial != null)
DoSerialize(m_taintserial);
/* obsolete
if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
changeAngularLock(timestep);
*/
}
else
{
m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)");
m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
// not sure this will not flame...
m_taintremove = true;
_parent_scene.AddPhysicsActorTaint(this);
}
}
/* obsolete
@ -2058,7 +1664,6 @@ namespace OpenSim.Region.Physics.OdePlugin
}
foreach (OdePrim prm in childrenPrim)
{
prm.m_collisionCategories |= CollisionCategories.Body;
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
@ -2067,9 +1672,17 @@ namespace OpenSim.Region.Physics.OdePlugin
m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
continue;
}
if (prm.m_NoColide)
{
d.GeomSetCategoryBits(prm.prim_geom, 0);
d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
}
else
{
d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
}
d.Quaternion quat = new d.Quaternion();
quat.W = prm._orientation.W;
@ -2098,20 +1711,28 @@ namespace OpenSim.Region.Physics.OdePlugin
m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
}
prm.m_interpenetrationcount = 0;
prm.m_collisionscore = 0;
prm.m_disabled = false;
prm.Body = Body;
_parent_scene.addActivePrim(prm);
}
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
if (m_NoColide)
{
d.GeomSetCategoryBits(prim_geom, 0);
d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
}
else
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
d.Quaternion quat2 = new d.Quaternion();
quat2.W = _orientation.W;
@ -2134,19 +1755,18 @@ namespace OpenSim.Region.Physics.OdePlugin
d.BodySetAutoDisableFlag(Body, true);
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
m_interpenetrationcount = 0;
m_collisionscore = 0;
m_disabled = false;
d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
_parent_scene.addActivePrim(this);
}
}
}
}
}
private void ChildSetGeom(OdePrim odePrim)
@ -2258,6 +1878,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
if (m_NoColide)
d.GeomDisable(prim_geom);
}
if (m_isphysical)
@ -2276,7 +1898,6 @@ namespace OpenSim.Region.Physics.OdePlugin
else
{
m_collisionCategories = CollisionCategories.Geom;
if (m_isphysical)
m_collisionCategories |= CollisionCategories.Body;
@ -2288,10 +1909,24 @@ namespace OpenSim.Region.Physics.OdePlugin
m_collisionFlags |= CollisionCategories.Water;
if (prim_geom != IntPtr.Zero)
{
if (m_NoColide)
{
d.GeomSetCategoryBits(prim_geom, 0);
if (m_isphysical)
d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
else
{
d.GeomSetCollideBits(prim_geom, 0);
d.GeomDisable(prim_geom);
}
}
else
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
}
if (Body != IntPtr.Zero)
{
d.BodySetLinearVel(Body, 0f, 0f, 0f);
@ -2330,19 +1965,29 @@ namespace OpenSim.Region.Physics.OdePlugin
{
bool gottrimesh = false;
m_NoColide = false; // assume all will go well
if (_triMeshData != IntPtr.Zero)
{
d.GeomTriMeshDataDestroy(_triMeshData);
_triMeshData = IntPtr.Zero;
}
if (_mesh != null) // Special - make mesh
if (_mesh != null)
{
gottrimesh = setMesh(_parent_scene, _mesh);
if (!gottrimesh)
{
// getting a mesh failed,
// lets go on having a basic box or sphere, with prim size but not coliding
// physical colides with land, non with nothing
m_NoColide = true;
}
}
if (!gottrimesh) // not a mesh
{
if (!gottrimesh)
{ // we will have a basic box or sphere
IntPtr geo = IntPtr.Zero;
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
@ -2376,14 +2021,17 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
if (geo == IntPtr.Zero)
if (geo == IntPtr.Zero) // if this happens it must be fixed
{
// if it does lets stop what we can
// not sure this will not flame...
m_taintremove = true;
_parent_scene.AddPhysicsActorTaint(this);
return;
}
SetGeom(geo);
SetGeom(geo); // this processes the m_NoColide
}
}
@ -2415,7 +2063,6 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
lock (_parent_scene.OdeLock)
{
CreateGeom(m_targetSpace, _mesh);
@ -2518,8 +2165,6 @@ namespace OpenSim.Region.Physics.OdePlugin
m_taintposition = _position;
}
public void rotate(float timestep)
{
d.Quaternion myrot = new d.Quaternion();

View File

@ -1735,7 +1735,7 @@ namespace OpenSim.Region.Physics.OdePlugin
return newPrim;
}
/*
private PhysicsActor AddPrim(String name, Vector3 position, PhysicsActor parent,
PrimitiveBaseShape pbs, uint localid, byte[] sdata)
{
@ -1751,7 +1751,7 @@ namespace OpenSim.Region.Physics.OdePlugin
return newPrim;
}
*/
public void addActivePrim(OdePrim activatePrim)
{
@ -1778,7 +1778,7 @@ namespace OpenSim.Region.Physics.OdePlugin
return result;
}
/*
public override PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
uint localid, byte[] sdata)
{
@ -1789,7 +1789,7 @@ namespace OpenSim.Region.Physics.OdePlugin
return result;
}
*/
public override float TimeDilation
{
get { return m_timeDilation; }