* Fixed a few things and enabling Physical Prim border crossings again.
* Everyone try to push a physical prim across a region border now.0.6.0-stable
parent
f89e7107bb
commit
8bba8e232c
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@ -1721,16 +1721,20 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (l_position.X > 255.95f || l_position.X < 0f || l_position.Y > 255.95f || l_position.Y < 0f)
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{
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base.RaiseOutOfBounds(_position);
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//base.RaiseOutOfBounds(l_position);
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//if (m_crossingfailures < 5)
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//{
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//base.RequestPhysicsterseUpdate();
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//}
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//else
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//{
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//base.RaiseOutOfBounds(_position);
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//}
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if (m_crossingfailures < 5)
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{
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_position = l_position;
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//_parent_scene.remActivePrim(this);
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base.RequestPhysicsterseUpdate();
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return;
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}
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else
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{
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base.RaiseOutOfBounds(l_position);
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return;
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}
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}
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if (l_position.Z < 0)
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@ -694,78 +694,80 @@ namespace OpenSim.Region.Physics.OdePlugin
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// If the sim is running slow this frame,
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// don't process collision for prim!
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if (timeStep < (m_SkipFramesAtms/3))
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//if (timeStep < (m_SkipFramesAtms/3))
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//{
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lock (_activeprims)
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{
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lock (_activeprims)
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foreach (OdePrim chr in _activeprims)
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{
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foreach (OdePrim chr in _activeprims)
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// This if may not need to be there.. it might be skipped anyway.
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if (d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
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{
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// This if may not need to be there.. it might be skipped anyway.
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if (d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
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{
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try
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{
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lock (chr)
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{
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if (space != (IntPtr)0 && chr.prim_geom != (IntPtr)0)
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d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
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}
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}
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catch (AccessViolationException)
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{
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m_log.Warn("[PHYSICS]: Unable to space collide");
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}
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//calculateSpaceForGeom(chr.Position)
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//foreach (OdePrim ch2 in _prims)
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/// should be a separate space -- lots of avatars will be N**2 slow
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//{
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//if (ch2.IsPhysical && d.BodyIsEnabled(ch2.Body))
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//{
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// Only test prim that are 0.03 meters away in one direction.
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// This should be Optimized!
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//if ((Math.Abs(ch2.Position.X - chr.Position.X) < 0.03) || (Math.Abs(ch2.Position.Y - chr.Position.Y) < 0.03) || (Math.Abs(ch2.Position.X - chr.Position.X) < 0.03))
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//{
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//d.SpaceCollide2(chr.prim_geom, ch2.prim_geom, IntPtr.Zero, nearCallback);
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//}
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//}
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//}
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}
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try
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{
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lock (chr)
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{
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if (LandGeom != (IntPtr)0 && chr.prim_geom != (IntPtr)0)
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d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback);
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if (space != (IntPtr)0 && chr.prim_geom != (IntPtr)0 && chr.m_taintremove == false)
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d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
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}
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}
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catch (AccessViolationException)
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{
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m_log.Warn("[PHYSICS]: Unable to space collide");
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}
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//calculateSpaceForGeom(chr.Position)
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//foreach (OdePrim ch2 in _prims)
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/// should be a separate space -- lots of avatars will be N**2 slow
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//{
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//if (ch2.IsPhysical && d.BodyIsEnabled(ch2.Body))
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//{
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// Only test prim that are 0.03 meters away in one direction.
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// This should be Optimized!
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//if ((Math.Abs(ch2.Position.X - chr.Position.X) < 0.03) || (Math.Abs(ch2.Position.Y - chr.Position.Y) < 0.03) || (Math.Abs(ch2.Position.X - chr.Position.X) < 0.03))
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//{
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//d.SpaceCollide2(chr.prim_geom, ch2.prim_geom, IntPtr.Zero, nearCallback);
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//}
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//}
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//}
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}
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//try
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//{
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//lock (chr)
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//{
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//if (LandGeom != (IntPtr)0 && chr.prim_geom != (IntPtr)0)
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//d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback);
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//}
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//}
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//catch (AccessViolationException)
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// {
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//m_log.Warn("[PHYSICS]: Unable to space collide");
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//}
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}
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}
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else
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{
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// Everything is going slow, so we're skipping object to object collisions
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// At least collide test against the ground.
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foreach (OdePrim chr in _activeprims)
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{
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// This if may not need to be there.. it might be skipped anyway.
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if (d.BodyIsEnabled(chr.Body))
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{
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// Collide test the prims with the terrain.. since if you don't do this,
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// next frame, all of the physical prim in the scene will awaken and explode upwards
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tmpSpace = calculateSpaceForGeom(chr.Position);
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if (tmpSpace != (IntPtr) 0 && d.GeomIsSpace(tmpSpace))
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d.SpaceCollide2(calculateSpaceForGeom(chr.Position), chr.prim_geom, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback);
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}
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}
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}
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#region disabled code
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//}
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//else
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//{
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// Everything is going slow, so we're skipping object to object collisions
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// At least collide test against the ground.
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//foreach (OdePrim chr in _activeprims)
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//{
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// This if may not need to be there.. it might be skipped anyway.
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//if (d.BodyIsEnabled(chr.Body))
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//{
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// Collide test the prims with the terrain.. since if you don't do this,
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// next frame, all of the physical prim in the scene will awaken and explode upwards
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//tmpSpace = calculateSpaceForGeom(chr.Position);
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//if (tmpSpace != (IntPtr) 0 && d.GeomIsSpace(tmpSpace))
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//d.SpaceCollide2(calculateSpaceForGeom(chr.Position), chr.prim_geom, IntPtr.Zero, nearCallback);
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//d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback);
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//}
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//}
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//}
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#endregion
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}
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#endregion
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@ -870,7 +872,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void remActivePrim(OdePrim deactivatePrim)
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{
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_activeprims.Remove(deactivatePrim);
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lock (_activeprims)
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{
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_activeprims.Remove(deactivatePrim);
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}
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}
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public override void RemovePrim(PhysicsActor prim)
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