Fix av/prim eject problem.

avinationmerge
Kitto Flora 2010-12-29 21:13:49 +00:00
parent 61b7ec5fb5
commit 64209c9be1
1 changed files with 60 additions and 45 deletions

View File

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