* Log progress messages when loading OAR files with a lot of assets
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls0.6.8-post-fixes
parent
59eb378d16
commit
7132877075
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@ -129,6 +129,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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successfulAssetRestores++;
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successfulAssetRestores++;
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else
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else
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failedAssetRestores++;
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failedAssetRestores++;
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if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
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m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
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}
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}
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else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
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else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
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{
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{
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@ -1817,7 +1817,7 @@ if (m_shape != null) {
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}
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}
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CollisionEventUpdate a = (CollisionEventUpdate)e;
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CollisionEventUpdate a = (CollisionEventUpdate)e;
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Dictionary<uint, float> collissionswith = a.m_objCollisionList;
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Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
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List<uint> thisHitColliders = new List<uint>();
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List<uint> thisHitColliders = new List<uint>();
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List<uint> endedColliders = new List<uint>();
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List<uint> endedColliders = new List<uint>();
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List<uint> startedColliders = new List<uint>();
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List<uint> startedColliders = new List<uint>();
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@ -2367,9 +2367,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_isChildAgent == false)
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if (m_isChildAgent == false)
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{
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{
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Vector3 velocity = m_physicsActor.Velocity;
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// Throw away duplicate or insignificant updates
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// Throw away duplicate or insignificant updates
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if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
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if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
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!m_velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
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!velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
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!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
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!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
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Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
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Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
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{
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{
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@ -2378,7 +2380,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Update the "last" values
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// Update the "last" values
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m_lastPosition = m_pos;
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m_lastPosition = m_pos;
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m_lastRotation = m_bodyRot;
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m_lastRotation = m_bodyRot;
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m_lastVelocity = m_velocity;
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m_lastVelocity = velocity;
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m_lastTerseSent = Environment.TickCount;
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m_lastTerseSent = Environment.TickCount;
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}
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}
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@ -2411,7 +2413,7 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
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//m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
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remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
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remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
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pos, m_velocity, Vector3.Zero, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(remoteClient)));
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pos, m_physicsActor.Velocity, Vector3.Zero, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(remoteClient)));
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m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
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m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
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m_scene.StatsReporter.AddAgentUpdates(1);
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m_scene.StatsReporter.AddAgentUpdates(1);
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@ -3355,15 +3357,17 @@ namespace OpenSim.Region.Framework.Scenes
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// as of this comment the interval is set in AddToPhysicalScene
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// as of this comment the interval is set in AddToPhysicalScene
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UpdateMovementAnimations();
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UpdateMovementAnimations();
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
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if (m_invulnerable)
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if (m_invulnerable)
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return;
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return;
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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Dictionary<uint, float> coldata = collisionData.m_objCollisionList;
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float starthealth = Health;
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float starthealth = Health;
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uint killerObj = 0;
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uint killerObj = 0;
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foreach (uint localid in coldata.Keys)
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foreach (uint localid in coldata.Keys)
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{
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{
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if (coldata[localid] <= 0.10f || m_invulnerable)
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if (coldata[localid].PenetrationDepth <= 0.10f || m_invulnerable)
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continue;
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continue;
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//if (localid == 0)
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//if (localid == 0)
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//continue;
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//continue;
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@ -3373,9 +3377,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (part != null && part.ParentGroup.Damage != -1.0f)
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if (part != null && part.ParentGroup.Damage != -1.0f)
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Health -= part.ParentGroup.Damage;
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Health -= part.ParentGroup.Damage;
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else
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else
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Health -= coldata[localid] * 5;
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Health -= coldata[localid].PenetrationDepth * 5.0f;
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if (Health <= 0)
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if (Health <= 0.0f)
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{
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{
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if (localid != 0)
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if (localid != 0)
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killerObj = localid;
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killerObj = localid;
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@ -52,6 +52,20 @@ namespace OpenSim.Region.Physics.Manager
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, Absolute
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, Absolute
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}
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}
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public struct ContactPoint
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{
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public Vector3 Position;
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public Vector3 SurfaceNormal;
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public float PenetrationDepth;
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public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
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{
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Position = position;
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SurfaceNormal = surfaceNormal;
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PenetrationDepth = penetrationDepth;
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}
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}
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public class CollisionEventUpdate : EventArgs
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public class CollisionEventUpdate : EventArgs
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{
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{
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// Raising the event on the object, so don't need to provide location.. further up the tree knows that info.
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// Raising the event on the object, so don't need to provide location.. further up the tree knows that info.
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@ -59,9 +73,9 @@ namespace OpenSim.Region.Physics.Manager
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public int m_colliderType;
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public int m_colliderType;
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public int m_GenericStartEnd;
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public int m_GenericStartEnd;
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//public uint m_LocalID;
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//public uint m_LocalID;
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public Dictionary<uint,float> m_objCollisionList = new Dictionary<uint,float>();
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public Dictionary<uint, ContactPoint> m_objCollisionList = new Dictionary<uint, ContactPoint>();
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public CollisionEventUpdate(uint localID, int colliderType, int GenericStartEnd, Dictionary<uint, float> objCollisionList)
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public CollisionEventUpdate(uint localID, int colliderType, int GenericStartEnd, Dictionary<uint, ContactPoint> objCollisionList)
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{
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{
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m_colliderType = colliderType;
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m_colliderType = colliderType;
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m_GenericStartEnd = GenericStartEnd;
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m_GenericStartEnd = GenericStartEnd;
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{
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{
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m_colliderType = (int) ActorTypes.Unknown;
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m_colliderType = (int) ActorTypes.Unknown;
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m_GenericStartEnd = 1;
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m_GenericStartEnd = 1;
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// m_objCollisionList = null;
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m_objCollisionList = new Dictionary<uint, ContactPoint>();
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m_objCollisionList = new Dictionary<uint, float>();
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}
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}
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public int collidertype
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public int collidertype
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set { m_GenericStartEnd = value; }
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set { m_GenericStartEnd = value; }
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}
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}
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public void addCollider(uint localID, float depth)
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public void addCollider(uint localID, ContactPoint contact)
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{
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{
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if (!m_objCollisionList.ContainsKey(localID))
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if (!m_objCollisionList.ContainsKey(localID))
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{
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{
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m_objCollisionList.Add(localID, depth);
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m_objCollisionList.Add(localID, contact);
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}
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}
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else
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else
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{
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{
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if (m_objCollisionList[localID] < depth)
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if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
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m_objCollisionList[localID] = depth;
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m_objCollisionList[localID] = contact;
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}
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}
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}
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}
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}
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}
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@ -1209,11 +1209,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_requestedUpdateFrequency = 0;
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m_requestedUpdateFrequency = 0;
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m_eventsubscription = 0;
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m_eventsubscription = 0;
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}
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}
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public void AddCollisionEvent(uint CollidedWith, float depth)
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public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
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{
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{
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if (m_eventsubscription > 0)
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if (m_eventsubscription > 0)
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{
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{
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CollisionEventsThisFrame.addCollider(CollidedWith, depth);
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CollisionEventsThisFrame.addCollider(CollidedWith, contact);
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}
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}
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}
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}
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m_eventsubscription = 0;
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m_eventsubscription = 0;
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}
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}
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public void AddCollisionEvent(uint CollidedWith, float depth)
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public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
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{
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{
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if (CollisionEventsThisFrame == null)
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if (CollisionEventsThisFrame == null)
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CollisionEventsThisFrame = new CollisionEventUpdate();
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CollisionEventsThisFrame = new CollisionEventUpdate();
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CollisionEventsThisFrame.addCollider(CollidedWith,depth);
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CollisionEventsThisFrame.addCollider(CollidedWith, contact);
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}
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}
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public void SendCollisions()
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public void SendCollisions()
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@ -807,7 +807,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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p2 = PANull;
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p2 = PANull;
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}
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}
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float max_collision_depth = 0f;
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ContactPoint maxDepthContact = new ContactPoint();
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if (p1.CollisionScore + count >= float.MaxValue)
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if (p1.CollisionScore + count >= float.MaxValue)
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p1.CollisionScore = 0;
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p1.CollisionScore = 0;
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p1.CollisionScore += count;
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p1.CollisionScore += count;
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@ -818,9 +818,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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d.ContactGeom curContact = contacts[i];
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if (curContact.depth > maxDepthContact.PenetrationDepth)
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{
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maxDepthContact = new ContactPoint(
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new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
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new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
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curContact.depth
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);
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}
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max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth;
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//m_log.Warn("[CCOUNT]: " + count);
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//m_log.Warn("[CCOUNT]: " + count);
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IntPtr joint;
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IntPtr joint;
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// If we're colliding with terrain, use 'TerrainContact' instead of contact.
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// If we're colliding with terrain, use 'TerrainContact' instead of contact.
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@ -853,14 +861,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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#region InterPenetration Handling - Unintended physics explosions
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#region InterPenetration Handling - Unintended physics explosions
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# region disabled code1
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# region disabled code1
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if (contacts[i].depth >= 0.08f)
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if (curContact.depth >= 0.08f)
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{
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{
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//This is disabled at the moment only because it needs more tweaking
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//This is disabled at the moment only because it needs more tweaking
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//It will eventually be uncommented
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//It will eventually be uncommented
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/*
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/*
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if (contacts[i].depth >= 1.00f)
|
if (contact.depth >= 1.00f)
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{
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{
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//m_log.Debug("[PHYSICS]: " + contacts[i].depth.ToString());
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//m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
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}
|
}
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|
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//If you interpenetrate a prim with an agent
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//If you interpenetrate a prim with an agent
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@ -870,37 +878,37 @@ namespace OpenSim.Region.Physics.OdePlugin
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p2.PhysicsActorType == (int) ActorTypes.Prim))
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p2.PhysicsActorType == (int) ActorTypes.Prim))
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{
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{
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|
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//contacts[i].depth = contacts[i].depth * 4.15f;
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//contact.depth = contact.depth * 4.15f;
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/*
|
/*
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if (p2.PhysicsActorType == (int) ActorTypes.Agent)
|
if (p2.PhysicsActorType == (int) ActorTypes.Agent)
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{
|
{
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p2.CollidingObj = true;
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p2.CollidingObj = true;
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contacts[i].depth = 0.003f;
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contact.depth = 0.003f;
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p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
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p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
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OdeCharacter character = (OdeCharacter) p2;
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OdeCharacter character = (OdeCharacter) p2;
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character.SetPidStatus(true);
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character.SetPidStatus(true);
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contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
|
contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
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|
|
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}
|
}
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else
|
else
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{
|
{
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|
|
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//contacts[i].depth = 0.0000000f;
|
//contact.depth = 0.0000000f;
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}
|
}
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if (p1.PhysicsActorType == (int) ActorTypes.Agent)
|
if (p1.PhysicsActorType == (int) ActorTypes.Agent)
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{
|
{
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||||||
|
|
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p1.CollidingObj = true;
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p1.CollidingObj = true;
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contacts[i].depth = 0.003f;
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contact.depth = 0.003f;
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p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
|
p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
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contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2));
|
contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
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OdeCharacter character = (OdeCharacter)p1;
|
OdeCharacter character = (OdeCharacter)p1;
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||||||
character.SetPidStatus(true);
|
character.SetPidStatus(true);
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||||||
}
|
}
|
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else
|
else
|
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{
|
{
|
||||||
|
|
||||||
//contacts[i].depth = 0.0000000f;
|
//contact.depth = 0.0000000f;
|
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}
|
}
|
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|
|
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|
|
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|
@ -925,7 +933,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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||||||
//AddPhysicsActorTaint(p2);
|
//AddPhysicsActorTaint(p2);
|
||||||
//}
|
//}
|
||||||
|
|
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//if (contacts[i].depth >= 0.25f)
|
//if (contact.depth >= 0.25f)
|
||||||
//{
|
//{
|
||||||
// Don't collide, one or both prim will expld.
|
// Don't collide, one or both prim will expld.
|
||||||
|
|
||||||
|
@ -943,21 +951,21 @@ namespace OpenSim.Region.Physics.OdePlugin
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//AddPhysicsActorTaint(p2);
|
//AddPhysicsActorTaint(p2);
|
||||||
//}
|
//}
|
||||||
|
|
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//contacts[i].depth = contacts[i].depth / 8f;
|
//contact.depth = contact.depth / 8f;
|
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//contacts[i].normal = new d.Vector3(0, 0, 1);
|
//contact.normal = new d.Vector3(0, 0, 1);
|
||||||
//}
|
//}
|
||||||
//if (op1.m_disabled || op2.m_disabled)
|
//if (op1.m_disabled || op2.m_disabled)
|
||||||
//{
|
//{
|
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//Manually disabled objects stay disabled
|
//Manually disabled objects stay disabled
|
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//contacts[i].depth = 0f;
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//contact.depth = 0f;
|
||||||
//}
|
//}
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#endregion
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#endregion
|
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}
|
}
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*/
|
*/
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#endregion
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#endregion
|
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if (contacts[i].depth >= 1.00f)
|
if (curContact.depth >= 1.00f)
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||||||
{
|
{
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//m_log.Info("[P]: " + contacts[i].depth.ToString());
|
//m_log.Info("[P]: " + contact.depth.ToString());
|
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if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
|
if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
|
||||||
p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
|
p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
|
||||||
(p1.PhysicsActorType == (int) ActorTypes.Agent &&
|
(p1.PhysicsActorType == (int) ActorTypes.Agent &&
|
||||||
|
@ -970,12 +978,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
OdeCharacter character = (OdeCharacter) p2;
|
OdeCharacter character = (OdeCharacter) p2;
|
||||||
|
|
||||||
//p2.CollidingObj = true;
|
//p2.CollidingObj = true;
|
||||||
contacts[i].depth = 0.00000003f;
|
curContact.depth = 0.00000003f;
|
||||||
p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
|
p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
|
||||||
contacts[i].pos =
|
curContact.pos =
|
||||||
new d.Vector3(contacts[i].pos.X + (p1.Size.X/2),
|
new d.Vector3(curContact.pos.X + (p1.Size.X/2),
|
||||||
contacts[i].pos.Y + (p1.Size.Y/2),
|
curContact.pos.Y + (p1.Size.Y/2),
|
||||||
contacts[i].pos.Z + (p1.Size.Z/2));
|
curContact.pos.Z + (p1.Size.Z/2));
|
||||||
character.SetPidStatus(true);
|
character.SetPidStatus(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -988,12 +996,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
OdeCharacter character = (OdeCharacter) p1;
|
OdeCharacter character = (OdeCharacter) p1;
|
||||||
|
|
||||||
//p2.CollidingObj = true;
|
//p2.CollidingObj = true;
|
||||||
contacts[i].depth = 0.00000003f;
|
curContact.depth = 0.00000003f;
|
||||||
p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
|
p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
|
||||||
contacts[i].pos =
|
curContact.pos =
|
||||||
new d.Vector3(contacts[i].pos.X + (p1.Size.X/2),
|
new d.Vector3(curContact.pos.X + (p1.Size.X/2),
|
||||||
contacts[i].pos.Y + (p1.Size.Y/2),
|
curContact.pos.Y + (p1.Size.Y/2),
|
||||||
contacts[i].pos.Z + (p1.Size.Z/2));
|
curContact.pos.Z + (p1.Size.Z/2));
|
||||||
character.SetPidStatus(true);
|
character.SetPidStatus(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1015,16 +1023,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
|
if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
|
||||||
skipThisContact = true; // No collision on volume detect prims
|
skipThisContact = true; // No collision on volume detect prims
|
||||||
|
|
||||||
if (!skipThisContact && contacts[i].depth < 0f)
|
if (!skipThisContact && curContact.depth < 0f)
|
||||||
skipThisContact = true;
|
skipThisContact = true;
|
||||||
|
|
||||||
if (!skipThisContact && checkDupe(contacts[i], p2.PhysicsActorType))
|
if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
|
||||||
skipThisContact = true;
|
skipThisContact = true;
|
||||||
|
|
||||||
const int maxContactsbeforedeath = 4000;
|
const int maxContactsbeforedeath = 4000;
|
||||||
joint = IntPtr.Zero;
|
joint = IntPtr.Zero;
|
||||||
|
|
||||||
|
|
||||||
if (!skipThisContact)
|
if (!skipThisContact)
|
||||||
{
|
{
|
||||||
// If we're colliding against terrain
|
// If we're colliding against terrain
|
||||||
|
@ -1035,8 +1042,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
(Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
|
(Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
|
||||||
{
|
{
|
||||||
// Use the movement terrain contact
|
// Use the movement terrain contact
|
||||||
AvatarMovementTerrainContact.geom = contacts[i];
|
AvatarMovementTerrainContact.geom = curContact;
|
||||||
_perloopContact.Add(contacts[i]);
|
_perloopContact.Add(curContact);
|
||||||
if (m_global_contactcount < maxContactsbeforedeath)
|
if (m_global_contactcount < maxContactsbeforedeath)
|
||||||
{
|
{
|
||||||
joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
|
joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
|
||||||
|
@ -1048,8 +1055,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if (p2.PhysicsActorType == (int)ActorTypes.Agent)
|
if (p2.PhysicsActorType == (int)ActorTypes.Agent)
|
||||||
{
|
{
|
||||||
// Use the non moving terrain contact
|
// Use the non moving terrain contact
|
||||||
TerrainContact.geom = contacts[i];
|
TerrainContact.geom = curContact;
|
||||||
_perloopContact.Add(contacts[i]);
|
_perloopContact.Add(curContact);
|
||||||
if (m_global_contactcount < maxContactsbeforedeath)
|
if (m_global_contactcount < maxContactsbeforedeath)
|
||||||
{
|
{
|
||||||
joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
|
joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
|
||||||
|
@ -1074,8 +1081,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
material = ((OdePrim)p2).m_material;
|
material = ((OdePrim)p2).m_material;
|
||||||
|
|
||||||
//m_log.DebugFormat("Material: {0}", material);
|
//m_log.DebugFormat("Material: {0}", material);
|
||||||
m_materialContacts[material, movintYN].geom = contacts[i];
|
m_materialContacts[material, movintYN].geom = curContact;
|
||||||
_perloopContact.Add(contacts[i]);
|
_perloopContact.Add(curContact);
|
||||||
|
|
||||||
if (m_global_contactcount < maxContactsbeforedeath)
|
if (m_global_contactcount < maxContactsbeforedeath)
|
||||||
{
|
{
|
||||||
|
@ -1100,8 +1107,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if (p2 is OdePrim)
|
if (p2 is OdePrim)
|
||||||
material = ((OdePrim)p2).m_material;
|
material = ((OdePrim)p2).m_material;
|
||||||
//m_log.DebugFormat("Material: {0}", material);
|
//m_log.DebugFormat("Material: {0}", material);
|
||||||
m_materialContacts[material, movintYN].geom = contacts[i];
|
m_materialContacts[material, movintYN].geom = curContact;
|
||||||
_perloopContact.Add(contacts[i]);
|
_perloopContact.Add(curContact);
|
||||||
|
|
||||||
if (m_global_contactcount < maxContactsbeforedeath)
|
if (m_global_contactcount < maxContactsbeforedeath)
|
||||||
{
|
{
|
||||||
|
@ -1129,20 +1136,20 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
*/
|
*/
|
||||||
//WaterContact.surface.soft_cfm = 0.0000f;
|
//WaterContact.surface.soft_cfm = 0.0000f;
|
||||||
//WaterContact.surface.soft_erp = 0.00000f;
|
//WaterContact.surface.soft_erp = 0.00000f;
|
||||||
if (contacts[i].depth > 0.1f)
|
if (curContact.depth > 0.1f)
|
||||||
{
|
{
|
||||||
contacts[i].depth *= 52;
|
curContact.depth *= 52;
|
||||||
//contacts[i].normal = new d.Vector3(0, 0, 1);
|
//contact.normal = new d.Vector3(0, 0, 1);
|
||||||
//contacts[i].pos = new d.Vector3(0, 0, contacts[i].pos.Z - 5f);
|
//contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
|
||||||
}
|
}
|
||||||
WaterContact.geom = contacts[i];
|
WaterContact.geom = curContact;
|
||||||
_perloopContact.Add(contacts[i]);
|
_perloopContact.Add(curContact);
|
||||||
if (m_global_contactcount < maxContactsbeforedeath)
|
if (m_global_contactcount < maxContactsbeforedeath)
|
||||||
{
|
{
|
||||||
joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
|
joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
|
||||||
m_global_contactcount++;
|
m_global_contactcount++;
|
||||||
}
|
}
|
||||||
//m_log.Info("[PHYSICS]: Prim Water Contact" + contacts[i].depth);
|
//m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -1153,8 +1160,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
|
if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
|
||||||
{
|
{
|
||||||
// Use the Movement prim contact
|
// Use the Movement prim contact
|
||||||
AvatarMovementprimContact.geom = contacts[i];
|
AvatarMovementprimContact.geom = curContact;
|
||||||
_perloopContact.Add(contacts[i]);
|
_perloopContact.Add(curContact);
|
||||||
if (m_global_contactcount < maxContactsbeforedeath)
|
if (m_global_contactcount < maxContactsbeforedeath)
|
||||||
{
|
{
|
||||||
joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
|
joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
|
||||||
|
@ -1164,8 +1171,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Use the non movement contact
|
// Use the non movement contact
|
||||||
contact.geom = contacts[i];
|
contact.geom = curContact;
|
||||||
_perloopContact.Add(contacts[i]);
|
_perloopContact.Add(curContact);
|
||||||
|
|
||||||
if (m_global_contactcount < maxContactsbeforedeath)
|
if (m_global_contactcount < maxContactsbeforedeath)
|
||||||
{
|
{
|
||||||
|
@ -1183,8 +1190,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
material = ((OdePrim)p2).m_material;
|
material = ((OdePrim)p2).m_material;
|
||||||
|
|
||||||
//m_log.DebugFormat("Material: {0}", material);
|
//m_log.DebugFormat("Material: {0}", material);
|
||||||
m_materialContacts[material, 0].geom = contacts[i];
|
m_materialContacts[material, 0].geom = curContact;
|
||||||
_perloopContact.Add(contacts[i]);
|
_perloopContact.Add(curContact);
|
||||||
|
|
||||||
if (m_global_contactcount < maxContactsbeforedeath)
|
if (m_global_contactcount < maxContactsbeforedeath)
|
||||||
{
|
{
|
||||||
|
@ -1202,7 +1209,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
collision_accounting_events(p1, p2, max_collision_depth);
|
collision_accounting_events(p1, p2, maxDepthContact);
|
||||||
if (count > geomContactPointsStartthrottle)
|
if (count > geomContactPointsStartthrottle)
|
||||||
{
|
{
|
||||||
// If there are more then 3 contact points, it's likely
|
// If there are more then 3 contact points, it's likely
|
||||||
|
@ -1286,7 +1293,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth)
|
private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
|
||||||
{
|
{
|
||||||
// obj1LocalID = 0;
|
// obj1LocalID = 0;
|
||||||
//returncollisions = false;
|
//returncollisions = false;
|
||||||
|
@ -1307,7 +1314,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
case ActorTypes.Agent:
|
case ActorTypes.Agent:
|
||||||
cc1 = (OdeCharacter)p1;
|
cc1 = (OdeCharacter)p1;
|
||||||
obj2LocalID = cc1.m_localID;
|
obj2LocalID = cc1.m_localID;
|
||||||
cc1.AddCollisionEvent(cc2.m_localID, collisiondepth);
|
cc1.AddCollisionEvent(cc2.m_localID, contact);
|
||||||
//ctype = (int)CollisionCategories.Character;
|
//ctype = (int)CollisionCategories.Character;
|
||||||
|
|
||||||
//if (cc1.CollidingObj)
|
//if (cc1.CollidingObj)
|
||||||
|
@ -1322,7 +1329,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
cp1 = (OdePrim) p1;
|
cp1 = (OdePrim) p1;
|
||||||
obj2LocalID = cp1.m_localID;
|
obj2LocalID = cp1.m_localID;
|
||||||
cp1.AddCollisionEvent(cc2.m_localID, collisiondepth);
|
cp1.AddCollisionEvent(cc2.m_localID, contact);
|
||||||
}
|
}
|
||||||
//ctype = (int)CollisionCategories.Geom;
|
//ctype = (int)CollisionCategories.Geom;
|
||||||
|
|
||||||
|
@ -1342,7 +1349,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
cc2.AddCollisionEvent(obj2LocalID, collisiondepth);
|
cc2.AddCollisionEvent(obj2LocalID, contact);
|
||||||
break;
|
break;
|
||||||
case ActorTypes.Prim:
|
case ActorTypes.Prim:
|
||||||
|
|
||||||
|
@ -1358,7 +1365,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
cc1 = (OdeCharacter) p1;
|
cc1 = (OdeCharacter) p1;
|
||||||
obj2LocalID = cc1.m_localID;
|
obj2LocalID = cc1.m_localID;
|
||||||
cc1.AddCollisionEvent(cp2.m_localID, collisiondepth);
|
cc1.AddCollisionEvent(cp2.m_localID, contact);
|
||||||
//ctype = (int)CollisionCategories.Character;
|
//ctype = (int)CollisionCategories.Character;
|
||||||
|
|
||||||
//if (cc1.CollidingObj)
|
//if (cc1.CollidingObj)
|
||||||
|
@ -1374,7 +1381,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
cp1 = (OdePrim) p1;
|
cp1 = (OdePrim) p1;
|
||||||
obj2LocalID = cp1.m_localID;
|
obj2LocalID = cp1.m_localID;
|
||||||
cp1.AddCollisionEvent(cp2.m_localID, collisiondepth);
|
cp1.AddCollisionEvent(cp2.m_localID, contact);
|
||||||
//ctype = (int)CollisionCategories.Geom;
|
//ctype = (int)CollisionCategories.Geom;
|
||||||
|
|
||||||
//if (cp1.CollidingObj)
|
//if (cp1.CollidingObj)
|
||||||
|
@ -1395,7 +1402,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
cp2.AddCollisionEvent(obj2LocalID, collisiondepth);
|
cp2.AddCollisionEvent(obj2LocalID, contact);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue