simplify operation of OdeScene._perloopContact
parent
4b2b0d4a05
commit
5c305494ae
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@ -216,7 +216,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// </remarks>
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private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
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/// <summary>
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/// Record a character that has taints to be processed.
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/// </summary>
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private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
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/// <summary>
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/// Keep record of contacts in the physics loop so that we can remove duplicates.
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/// </summary>
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private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
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/// <summary>
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@ -1056,6 +1063,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (!skipThisContact)
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{
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_perloopContact.Add(curContact);
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// If we're colliding against terrain
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if (name1 == "Terrain" || name2 == "Terrain")
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{
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@ -1065,7 +1074,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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// Use the movement terrain contact
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AvatarMovementTerrainContact.geom = curContact;
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_perloopContact.Add(curContact);
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if (m_global_contactcount < maxContactsbeforedeath)
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{
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joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
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@ -1078,7 +1087,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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// Use the non moving terrain contact
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TerrainContact.geom = curContact;
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_perloopContact.Add(curContact);
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if (m_global_contactcount < maxContactsbeforedeath)
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{
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joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
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@ -1104,7 +1113,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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//m_log.DebugFormat("Material: {0}", material);
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m_materialContacts[material, movintYN].geom = curContact;
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_perloopContact.Add(curContact);
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if (m_global_contactcount < maxContactsbeforedeath)
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{
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@ -1125,9 +1133,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (p2 is OdePrim)
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material = ((OdePrim)p2).m_material;
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//m_log.DebugFormat("Material: {0}", material);
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m_materialContacts[material, movintYN].geom = curContact;
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_perloopContact.Add(curContact);
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if (m_global_contactcount < maxContactsbeforedeath)
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{
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@ -1160,8 +1168,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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//contact.normal = new d.Vector3(0, 0, 1);
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//contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
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}
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WaterContact.geom = curContact;
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_perloopContact.Add(curContact);
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if (m_global_contactcount < maxContactsbeforedeath)
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{
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joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
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@ -1179,7 +1188,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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// Use the Movement prim contact
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AvatarMovementprimContact.geom = curContact;
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_perloopContact.Add(curContact);
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if (m_global_contactcount < maxContactsbeforedeath)
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{
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joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
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@ -1209,13 +1218,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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//m_log.DebugFormat("Material: {0}", material);
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m_materialContacts[material, 0].geom = curContact;
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_perloopContact.Add(curContact);
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if (m_global_contactcount < maxContactsbeforedeath)
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{
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joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
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m_global_contactcount++;
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}
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}
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}
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@ -1246,7 +1253,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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if (!m_filterCollisions)
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return false;
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bool result = false;
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ActorTypes at = (ActorTypes)atype;
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@ -1258,50 +1265,51 @@ namespace OpenSim.Region.Physics.OdePlugin
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// || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
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if (at == ActorTypes.Agent)
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{
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if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
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if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f)
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&& (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f)
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&& (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f))
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&& contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
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{
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if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
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{
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if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
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{
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//contactGeom.depth *= .00005f;
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//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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// m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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result = true;
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break;
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}
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else
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{
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//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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}
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}
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else
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{
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//m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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//int i = 0;
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//contactGeom.depth *= .00005f;
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//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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// m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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result = true;
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break;
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}
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// else
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// {
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// //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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// }
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}
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// else
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// {
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// //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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// //int i = 0;
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// }
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}
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else if (at == ActorTypes.Prim)
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{
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//d.AABB aabb1 = new d.AABB();
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//d.AABB aabb2 = new d.AABB();
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//d.AABB aabb1 = new d.AABB();
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//d.AABB aabb2 = new d.AABB();
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//d.GeomGetAABB(contactGeom.g2, out aabb2);
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//d.GeomGetAABB(contactGeom.g1, out aabb1);
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//aabb1.
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if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
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//d.GeomGetAABB(contactGeom.g2, out aabb2);
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//d.GeomGetAABB(contactGeom.g1, out aabb1);
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//aabb1.
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if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
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{
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if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
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{
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if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
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if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
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{
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if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
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{
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result = true;
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break;
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}
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result = true;
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break;
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}
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//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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//m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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}
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//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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//m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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}
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}
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}
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@ -1586,8 +1594,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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}
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_perloopContact.Clear();
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}
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#endregion
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