Added a "force_simple_prim_meshing" option to the ODE settings in OpenSim.ini which will use meshes for collisions with simple prim shapes rather than internal ODE algorithms. This may help with Mantis #2905 and Mantis #3487 for those experimenting with capsule settings.
Note that this will increase memory usage and region startup time.0.6.5-rc1
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@ -184,6 +184,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float minimumGroundFlightOffset = 3f;
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public bool meshSculptedPrim = true;
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public bool forceSimplePrimMeshing = false;
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public float meshSculptLOD = 32;
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public float MeshSculptphysicalLOD = 16;
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@ -408,6 +409,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
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bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
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forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
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meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
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meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
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MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
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@ -1429,18 +1431,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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PhysicsActor result;
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IMesh mesh = null;
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//switch (pbs.ProfileShape)
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//{
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// case ProfileShape.Square:
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// //support simple box & hollow box now; later, more shapes
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// if (needsMeshing(pbs))
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// {
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// mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
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// }
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// break;
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//}
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if (needsMeshing(pbs))
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mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
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@ -2152,23 +2142,26 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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// if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
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if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
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|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
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&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
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if (!forceSimplePrimMeshing)
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{
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if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
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&& pbs.ProfileHollow == 0
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&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
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&& pbs.PathBegin == 0 && pbs.PathEnd == 0
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&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
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&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
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&& pbs.PathShearX == 0 && pbs.PathShearY == 0)
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if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
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|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
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&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
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{
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if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
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&& pbs.ProfileHollow == 0
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&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
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&& pbs.PathBegin == 0 && pbs.PathEnd == 0
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&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
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&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
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&& pbs.PathShearX == 0 && pbs.PathShearY == 0)
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{
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#if SPAM
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m_log.Warn("NonMesh");
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#endif
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return false;
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return false;
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}
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}
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}
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@ -570,6 +570,16 @@
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; default is false
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;use_NINJA_physics_joints = true
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; ##
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; ## additional meshing options
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; ##
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; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
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; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
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; true. Note that this will increase memory usage and region startup time. Default is false.
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;force_simple_prim_meshing = true
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[RemoteAdmin]
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enabled = false
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