Fix av/prim eject problem.
parent
61b7ec5fb5
commit
64209c9be1
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@ -496,7 +496,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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contact.surface.mu = 255.0f;
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contact.surface.bounce = 0.0f;
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contact.surface.soft_cfm = 0.0f;
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contact.surface.soft_erp = 1.00f; // If this is too small static Av will fall through a sloping prim.
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contact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
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// Terrain contact friction and Bounce
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// This is the *non* moving version. Use this when an avatar
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@ -523,9 +523,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Use this when an avatar comes in contact with a prim
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AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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AvatarMovementprimContact.surface.mu = 255.0f;
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AvatarMovementprimContact.surface.bounce = 0.01f;
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AvatarMovementprimContact.surface.bounce = 0.0f;
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AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
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AvatarMovementprimContact.surface.soft_erp = 0.001f;
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AvatarMovementprimContact.surface.soft_erp = 0.3f;
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// Terrain contact friction bounce and various error correcting calculations
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// Use this when an avatar is in contact with the terrain and moving.
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@ -559,11 +559,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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*/
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m_materialContacts = new d.Contact[7,2];
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// V 1 = Sliding; 0 = static or fell onto
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m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
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m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Stone, 0].surface.mu = 1.8f;
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m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
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m_materialContacts[(int)Material.Stone, 0].surface.mu = 1.8f; // friction, 1 = slippery, 255 = no slip
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m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
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m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f;
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@ -588,27 +588,19 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
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/*
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flags : d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce
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private float nmAvatarObjectContactFriction = 250f;
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private float nmAvatarObjectContactBounce = 0.1f;
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private float mAvatarObjectContactFriction = 75f;
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private float mAvatarObjectContactBounce = 0.1f;
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*/
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m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
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m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
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m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.1f;
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m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
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m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.01f;
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m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
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m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
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m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.1f;
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m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
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m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.30f;
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m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
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m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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@ -827,6 +819,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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p2 = PANull;
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}
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if((p1 is OdePrim ) && (p2 is OdePrim)){
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OdePrim t1 = (OdePrim)p1;
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OdePrim t2 = (OdePrim)p2;
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Console.WriteLine("Collision {0} {1}", t1.m_primName, t2.m_primName);
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}
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ContactPoint maxDepthContact = new ContactPoint();
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if (p1.CollisionScore + count >= float.MaxValue)
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p1.CollisionScore = 0;
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@ -835,7 +832,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (p2.CollisionScore + count >= float.MaxValue)
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p2.CollisionScore = 0;
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p2.CollisionScore += count;
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for (int i = 0; i < count; i++)
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{
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d.ContactGeom curContact = contacts[i];
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@ -863,18 +859,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
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//#@ p2.IsColliding = true;
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if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
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//Console.WriteLine("AvColl 1 {0} - {1} - {2} - {3}", //##
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// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
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p2.IsColliding = true; //##
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}else{
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//Console.WriteLine("AvColl 2 {0} - {1} - {2} - {3}", //##
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// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
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} //##
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}
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else
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{
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//Console.WriteLine("AvColl 3 {0}", p2.PhysicsActorType); //##
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p2.IsColliding = true;
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}
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@ -1075,6 +1066,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (!skipThisContact)
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{
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// Add contact joints with materials params----------------------------------
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int material = (int) Material.Wood;
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int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
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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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@ -1082,7 +1077,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
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(Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
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{
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// Use the movement terrain contact
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//$ Av walk/run on terrain (not falling) Use the Avatar 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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@ -1095,7 +1090,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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if (p2.PhysicsActorType == (int)ActorTypes.Agent)
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{
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// Use the non moving terrain contact
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//$ Av standing on terrain, Use the non moving Avata 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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@ -1108,10 +1103,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
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{
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// prim prim contact
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//& THIS NEVER HAPPENS prim prim contact //kf Huh? In terrain contact?
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// int pj294950 = 0;
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int movintYN = 0;
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int material = (int) Material.Wood;
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// prim terrain contact
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if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
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{
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@ -1120,7 +1113,6 @@ 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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@ -1135,16 +1127,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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{
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int movintYN = 0;
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// prim terrain contact
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//$ prim on terrain contact
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if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
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{
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movintYN = 1;
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}
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int material = (int)Material.Wood;
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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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@ -1167,6 +1155,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else if (name1 == "Water" || name2 == "Water")
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{
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//$ This never happens!
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/*
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if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
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{
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@ -1194,10 +1183,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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{
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// we're colliding with prim or avatar
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// no terrain and no water, we're colliding with prim or avatar
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// check if we're moving
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if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
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{
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//$ Avatar on Prim or other Avatar
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if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
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{
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// Use the AV Movement / prim contact
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@ -1217,28 +1208,52 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_global_contactcount < maxContactsbeforedeath)
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{
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if (curContact.depth > 0.2)
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{ // embedded, eject slowly
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contact.surface.soft_erp = 0.1f;
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contact.surface.soft_cfm = 0.1f;
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}
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else
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{ // keep on the surface
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contact.surface.soft_erp = 0.3f;
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contact.surface.soft_cfm = 0.0f;
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}
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joint = d.JointCreateContact(world, contactgroup, ref contact);
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m_global_contactcount++;
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/*
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Console.WriteLine("Prim | Av collision 2 mode={0} mu={1} bounce={2} bv={3} erp={4} cfm={5} mot={6} depth={7}",
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contact.surface.mode,
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contact.surface.mu,
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contact.surface.bounce,
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contact.surface.bounce_vel,
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contact.surface.soft_erp,
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contact.surface.soft_cfm,
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contact.surface.motion1,
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curContact.depth);
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*/
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}
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}
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}
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else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
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{
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//$ Prim on Prim
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//p1.PhysicsActorType
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int material = (int)Material.Wood;
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if (p2 is OdePrim)
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material = ((OdePrim)p2).m_material;
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if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
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//m_log.DebugFormat("Material: {0}", material);
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m_materialContacts[material, 0].geom = curContact;
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if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
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{
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movintYN = 1;
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}
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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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joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
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joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
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m_global_contactcount++;
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}
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}
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}
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@ -1261,8 +1276,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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//m_log.Debug(count.ToString());
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//m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
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}
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}
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} // end for i.. loop
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} // end near
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private bool checkDupe(d.ContactGeom contactGeom, int atype)
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{
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