* ODE - Started the refactoring process to allow breaking up the scene into smaller spaces
* ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation..afrisby
parent
57ff76850d
commit
91b0c44563
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@ -99,6 +99,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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public IntPtr world;
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public IntPtr space;
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// split static geometry collision handling into spaces of 64 meters
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public IntPtr[] staticPrimspace = new IntPtr[64];
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public static Object OdeLock = new Object();
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public IMesher mesher;
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@ -157,124 +160,144 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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// This function blatantly ripped off from BoxStack.cs
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private void near(IntPtr space, IntPtr g1, IntPtr g2)
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{
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// no lock here! It's invoked from within Simulate(), which is thread-locked
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IntPtr b1 = d.GeomGetBody(g1);
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IntPtr b2 = d.GeomGetBody(g2);
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if (g1 == g2)
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return; // Can't collide with yourself
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if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
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return;
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d.GeomClassID id = d.GeomGetClass(g1);
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String name1 = null;
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String name2 = null;
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if (!geom_name_map.TryGetValue(g1, out name1))
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if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2) )
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{
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name1 = "null";
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// Separating static prim geometry spaces.
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// We'll be calling near recursivly if one
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// of them is a space to find all of the
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// contact points in the space
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d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
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//Colliding a space or a geom with a space or a geom.
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//Collide all geoms in each space..
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if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
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if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
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}
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if (!geom_name_map.TryGetValue(g2, out name2))
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else
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{
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name2 = "null";
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}
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// Colliding Geom To Geom
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// This portion of the function 'was' blatantly ripped off from BoxStack.cs
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if (id == d.GeomClassID.TriMeshClass)
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{
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IntPtr b1 = d.GeomGetBody(g1);
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IntPtr b2 = d.GeomGetBody(g2);
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// MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2);
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//System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
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}
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if (g1 == g2)
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return; // Can't collide with yourself
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int count;
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count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
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for (int i = 0; i < count; i++)
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{
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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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// allows us to have different settings
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PhysicsActor p1;
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PhysicsActor p2;
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if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
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return;
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if (!actor_name_map.TryGetValue(g2, out p1))
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d.GeomClassID id = d.GeomGetClass(g1);
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String name1 = null;
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String name2 = null;
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if (!geom_name_map.TryGetValue(g1, out name1))
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{
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p1 = PANull;
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name1 = "null";
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}
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if (!actor_name_map.TryGetValue(g2, out p2))
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if (!geom_name_map.TryGetValue(g2, out name2))
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{
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p2 = PANull;
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name2 = "null";
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}
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// We only need to test p2 for 'jump crouch purposes'
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p2.IsColliding = true;
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if (id == d.GeomClassID.TriMeshClass)
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{
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switch(p1.PhysicsActorType) {
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case (int)ActorTypes.Agent:
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p2.CollidingObj = true;
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break;
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case (int)ActorTypes.Prim:
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p2.CollidingObj = true;
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break;
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case (int)ActorTypes.Unknown:
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p2.CollidingGround = true;
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break;
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// MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2);
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//System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
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}
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if (name1 == "Terrain" || name2 == "Terrain")
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int count;
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count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
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for (int i = 0; i < count; i++)
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{
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if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
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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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// allows us to have different settings
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PhysicsActor p1;
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PhysicsActor p2;
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if (!actor_name_map.TryGetValue(g2, out p1))
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{
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AvatarMovementTerrainContact.geom = contacts[i];
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joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
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p1 = PANull;
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}
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if (!actor_name_map.TryGetValue(g2, out p2))
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{
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p2 = PANull;
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}
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// We only need to test p2 for 'jump crouch purposes'
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p2.IsColliding = true;
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switch(p1.PhysicsActorType) {
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case (int)ActorTypes.Agent:
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p2.CollidingObj = true;
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break;
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case (int)ActorTypes.Prim:
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p2.CollidingObj = true;
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break;
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case (int)ActorTypes.Unknown:
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p2.CollidingGround = true;
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break;
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}
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if (name1 == "Terrain" || name2 == "Terrain")
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{
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if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
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{
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AvatarMovementTerrainContact.geom = contacts[i];
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joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
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}
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else
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{
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TerrainContact.geom = contacts[i];
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joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
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}
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}
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else
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{
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TerrainContact.geom = contacts[i];
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joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
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if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
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{
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AvatarMovementprimContact.geom = contacts[i];
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joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
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}
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else
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{
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contact.geom = contacts[i];
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joint = d.JointCreateContact(world, contactgroup, ref contact);
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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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if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
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d.JointAttach(joint, b1, b2);
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if (count > 3)
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{
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AvatarMovementprimContact.geom = contacts[i];
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joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
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p2.ThrottleUpdates = true;
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}
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else
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{
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contact.geom = contacts[i];
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joint = d.JointCreateContact(world, contactgroup, ref contact);
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}
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//System.Console.WriteLine(count.ToString());
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//System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
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}
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d.JointAttach(joint, b1, b2);
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if (count > 3)
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{
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p2.ThrottleUpdates = true;
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}
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//System.Console.WriteLine(count.ToString());
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//System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
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}
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}
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@ -368,9 +391,24 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos)
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{
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//Todo recalculate space the prim is in.
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return space;
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}
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public IntPtr calculateSpaceForNewGeom(PhysicsVector pos)
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{
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return space;
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}
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private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
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IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
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{
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PhysicsVector pos = new PhysicsVector();
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pos.X = position.X;
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pos.Y = position.Y;
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@ -384,10 +422,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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rot.x = rotation.x;
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rot.y = rotation.y;
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rot.z = rotation.z;
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IntPtr targetspace = calculateSpaceForNewGeom(pos);
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OdePrim newPrim;
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lock (OdeLock)
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{
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newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical);
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newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical);
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}
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_prims.Add(newPrim);
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return newPrim;
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@ -1145,6 +1185,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private IMesh _mesh;
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private PrimitiveBaseShape _pbs;
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private OdeScene _parent_scene;
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private IntPtr m_targetSpace = (IntPtr)0;
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public IntPtr prim_geom;
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public IntPtr _triMeshData;
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private bool iscolliding = false;
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@ -1163,7 +1204,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private int debugcounter = 0;
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public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size,
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public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size,
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Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
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{
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@ -1177,12 +1218,19 @@ namespace OpenSim.Region.Physics.OdePlugin
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_mesh = mesh;
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_pbs = pbs;
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_parent_scene = parent_scene;
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m_targetSpace = targetSpace;
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if (pos.Z < 0)
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m_isphysical = false;
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else
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m_isphysical = pisPhysical;
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{
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m_isphysical = pisPhysical;
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// If we're physical, we need to be in the master space for now.
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// linksets *should* be in a space together.. but are not currently
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if (m_isphysical)
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m_targetSpace = _parent_scene.space;
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}
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m_primName = primName;
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@ -1195,7 +1243,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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{
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prim_geom = d.CreateBox(parent_scene.space, _size.X, _size.Y, _size.Z);
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prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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}
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d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
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@ -1281,7 +1329,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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3*sizeof (int));
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d.GeomTriMeshDataPreprocess(_triMeshData);
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prim_geom = d.CreateTriMesh(parent_scene.space, _triMeshData, parent_scene.triCallback, null, null);
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prim_geom = d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null);
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if (IsPhysical && Body == (IntPtr)0)
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{
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@ -1375,6 +1423,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
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}
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m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position);
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}
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}
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}
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@ -1414,10 +1463,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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{
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prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
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prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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}
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} else {
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prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
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prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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if (IsPhysical && Body == (IntPtr)0)
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{
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@ -1429,7 +1478,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position);
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_parent_scene.geom_name_map[prim_geom] = oldname;
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}
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@ -1468,10 +1517,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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{
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prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
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prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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}
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} else {
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prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
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prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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}
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if (IsPhysical && Body == (IntPtr)0)
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{
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Loading…
Reference in New Issue