some reduction on large colision repulsive force on non physical placement of physical prims
parent
040037d713
commit
9d8220ac9f
|
@ -256,6 +256,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
|
|||
/// </summary>
|
||||
public string SOPName;
|
||||
|
||||
public virtual void CrossingStart() { }
|
||||
public abstract void CrossingFailure();
|
||||
|
||||
public abstract void link(PhysicsActor obj);
|
||||
|
@ -462,6 +463,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
|
|||
public abstract bool SubscribedEvents();
|
||||
|
||||
public virtual void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { }
|
||||
public virtual void AddVDTCCollisionEvent(uint CollidedWith, ContactPoint contact) { }
|
||||
|
||||
public virtual PhysicsInertiaData GetInertiaData()
|
||||
{
|
||||
|
@ -477,6 +479,8 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
|
|||
{
|
||||
}
|
||||
|
||||
public virtual float SimulationSuspended { get; set; }
|
||||
|
||||
// Warning in a parent part it returns itself, not null
|
||||
public virtual PhysicsActor ParentActor { get { return this; } }
|
||||
|
||||
|
|
|
@ -109,8 +109,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
private float m_waterHeight;
|
||||
private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
|
||||
|
||||
private int body_autodisable_frames;
|
||||
public int bodydisablecontrol = 0;
|
||||
private int m_body_autodisable_frames;
|
||||
public int m_bodydisablecontrol = 0;
|
||||
public int m_bodyMoveCoolDown = 0;
|
||||
private float m_gravmod = 1.0f;
|
||||
|
||||
// Default we're a Geometry
|
||||
|
@ -196,6 +197,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
private int m_eventsubscription;
|
||||
private int m_cureventsubscription;
|
||||
private CollisionEventUpdate CollisionEventsThisFrame = null;
|
||||
private CollisionEventUpdate CollisionVDTCEventsThisFrame = null;
|
||||
private bool SentEmptyCollisionsEvent;
|
||||
|
||||
public volatile bool childPrim;
|
||||
|
@ -668,7 +670,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
{
|
||||
if (value.IsFinite())
|
||||
{
|
||||
AddChange(changes.Velocity, value);
|
||||
if(m_outbounds)
|
||||
_velocity = value;
|
||||
else
|
||||
AddChange(changes.Velocity, value);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -972,31 +977,70 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
if (m_outbounds)
|
||||
lock(_parent_scene.OdeLock)
|
||||
{
|
||||
_position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
|
||||
_position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
|
||||
_position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
|
||||
if (m_outbounds)
|
||||
{
|
||||
_position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
|
||||
_position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
|
||||
_position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
|
||||
|
||||
m_lastposition = _position;
|
||||
_velocity.X = 0;
|
||||
_velocity.Y = 0;
|
||||
_velocity.Z = 0;
|
||||
|
||||
d.AllocateODEDataForThread(0);
|
||||
|
||||
m_lastVelocity = _velocity;
|
||||
if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
|
||||
m_vehicle.Stop();
|
||||
|
||||
if(Body != IntPtr.Zero)
|
||||
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
|
||||
m_outbounds = false;
|
||||
changeDisable(false);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void CrossingStart()
|
||||
{
|
||||
lock(_parent_scene.OdeLock)
|
||||
{
|
||||
if (m_outbounds || childPrim)
|
||||
return;
|
||||
|
||||
m_outbounds = true;
|
||||
|
||||
m_lastposition = _position;
|
||||
_velocity.X = 0;
|
||||
_velocity.Y = 0;
|
||||
_velocity.Z = 0;
|
||||
m_lastorientation = _orientation;
|
||||
|
||||
d.AllocateODEDataForThread(0);
|
||||
|
||||
m_lastVelocity = _velocity;
|
||||
if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
|
||||
m_vehicle.Stop();
|
||||
|
||||
if(Body != IntPtr.Zero)
|
||||
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
{
|
||||
if(m_bodyMoveCoolDown >= 0)
|
||||
{
|
||||
d.Vector3 dtmp = d.BodyGetAngularVel(Body);
|
||||
m_rotationalVelocity.X = dtmp.X;
|
||||
m_rotationalVelocity.Y = dtmp.Y;
|
||||
m_rotationalVelocity.Z = dtmp.Z;
|
||||
|
||||
m_outbounds = false;
|
||||
changeDisable(false);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
dtmp = d.BodyGetLinearVel(Body);
|
||||
_velocity.X = dtmp.X;
|
||||
_velocity.Y = dtmp.Y;
|
||||
_velocity.Z = dtmp.Z;
|
||||
}
|
||||
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
||||
d.BodySetAngularVel(Body, 0, 0, 0);
|
||||
}
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
disableBodySoft(); // stop collisions
|
||||
UnSubscribeEvents();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1090,11 +1134,18 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
m_cureventsubscription = 0;
|
||||
if (CollisionEventsThisFrame == null)
|
||||
CollisionEventsThisFrame = new CollisionEventUpdate();
|
||||
if (CollisionVDTCEventsThisFrame == null)
|
||||
CollisionVDTCEventsThisFrame = new CollisionEventUpdate();
|
||||
SentEmptyCollisionsEvent = false;
|
||||
}
|
||||
|
||||
public override void UnSubscribeEvents()
|
||||
{
|
||||
if (CollisionVDTCEventsThisFrame != null)
|
||||
{
|
||||
CollisionVDTCEventsThisFrame.Clear();
|
||||
CollisionVDTCEventsThisFrame = null;
|
||||
}
|
||||
if (CollisionEventsThisFrame != null)
|
||||
{
|
||||
CollisionEventsThisFrame.Clear();
|
||||
|
@ -1113,21 +1164,44 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
_parent_scene.AddCollisionEventReporting(this);
|
||||
}
|
||||
|
||||
public override void AddVDTCCollisionEvent(uint CollidedWith, ContactPoint contact)
|
||||
{
|
||||
if (CollisionVDTCEventsThisFrame == null)
|
||||
CollisionVDTCEventsThisFrame = new CollisionEventUpdate();
|
||||
|
||||
CollisionVDTCEventsThisFrame.AddCollider(CollidedWith, contact);
|
||||
_parent_scene.AddCollisionEventReporting(this);
|
||||
}
|
||||
|
||||
internal void SleeperAddCollisionEvents()
|
||||
{
|
||||
if (CollisionEventsThisFrame == null)
|
||||
return;
|
||||
if(CollisionEventsThisFrame.m_objCollisionList.Count == 0)
|
||||
return;
|
||||
foreach(KeyValuePair<uint,ContactPoint> kvp in CollisionEventsThisFrame.m_objCollisionList)
|
||||
if(CollisionEventsThisFrame != null && CollisionEventsThisFrame.m_objCollisionList.Count != 0)
|
||||
{
|
||||
OdePrim other = _parent_scene.getPrim(kvp.Key);
|
||||
if(other == null)
|
||||
continue;
|
||||
ContactPoint cp = kvp.Value;
|
||||
cp.SurfaceNormal = - cp.SurfaceNormal;
|
||||
cp.RelativeSpeed = -cp.RelativeSpeed;
|
||||
other.AddCollisionEvent(ParentActor.LocalID,cp);
|
||||
foreach(KeyValuePair<uint,ContactPoint> kvp in CollisionEventsThisFrame.m_objCollisionList)
|
||||
{
|
||||
if(kvp.Key == 0)
|
||||
continue;
|
||||
OdePrim other = _parent_scene.getPrim(kvp.Key);
|
||||
if(other == null)
|
||||
continue;
|
||||
ContactPoint cp = kvp.Value;
|
||||
cp.SurfaceNormal = - cp.SurfaceNormal;
|
||||
cp.RelativeSpeed = -cp.RelativeSpeed;
|
||||
other.AddCollisionEvent(ParentActor.LocalID,cp);
|
||||
}
|
||||
}
|
||||
if(CollisionVDTCEventsThisFrame != null && CollisionVDTCEventsThisFrame.m_objCollisionList.Count != 0)
|
||||
{
|
||||
foreach(KeyValuePair<uint,ContactPoint> kvp in CollisionVDTCEventsThisFrame.m_objCollisionList)
|
||||
{
|
||||
OdePrim other = _parent_scene.getPrim(kvp.Key);
|
||||
if(other == null)
|
||||
continue;
|
||||
ContactPoint cp = kvp.Value;
|
||||
cp.SurfaceNormal = - cp.SurfaceNormal;
|
||||
cp.RelativeSpeed = -cp.RelativeSpeed;
|
||||
other.AddCollisionEvent(ParentActor.LocalID,cp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1160,6 +1234,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
CollisionEventsThisFrame.Clear();
|
||||
}
|
||||
}
|
||||
if(CollisionVDTCEventsThisFrame != null && (Body == IntPtr.Zero || d.BodyIsEnabled(Body)))
|
||||
CollisionVDTCEventsThisFrame.Clear();
|
||||
}
|
||||
|
||||
public override bool SubscribedEvents()
|
||||
|
@ -1192,7 +1268,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
m_invTimeStep = 1f / m_timeStep;
|
||||
|
||||
m_density = parent_scene.geomDefaultDensity;
|
||||
body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
|
||||
m_body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
|
||||
|
||||
prim_geom = IntPtr.Zero;
|
||||
collide_geom = IntPtr.Zero;
|
||||
|
@ -1257,6 +1333,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
|
||||
|
||||
m_building = true; // control must set this to false when done
|
||||
m_bodyMoveCoolDown = 0;
|
||||
|
||||
AddChange(changes.Add, null);
|
||||
|
||||
|
@ -1963,7 +2040,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
d.BodySetGravityMode(Body, false);
|
||||
|
||||
d.BodySetAutoDisableFlag(Body, true);
|
||||
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
||||
d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
|
||||
d.BodySetAutoDisableAngularThreshold(Body, 0.05f);
|
||||
d.BodySetAutoDisableLinearThreshold(Body, 0.05f);
|
||||
d.BodySetDamping(Body, .004f, .001f);
|
||||
|
@ -2055,11 +2132,14 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
}
|
||||
else
|
||||
{
|
||||
/*
|
||||
d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
|
||||
d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
|
||||
*/
|
||||
_zeroFlag = false;
|
||||
bodydisablecontrol = 0;
|
||||
m_bodydisablecontrol = 0;
|
||||
}
|
||||
m_bodyMoveCoolDown = -5;
|
||||
_parent_scene.addActiveGroups(this);
|
||||
}
|
||||
|
||||
|
@ -2152,6 +2232,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
}
|
||||
m_mass = primMass;
|
||||
m_collisionscore = 0;
|
||||
m_bodyMoveCoolDown = 0;
|
||||
}
|
||||
|
||||
private void FixInertia(Vector3 NewPos,Quaternion newrot)
|
||||
|
@ -2814,6 +2895,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
{
|
||||
_zeroFlag = true;
|
||||
d.BodyEnable(Body);
|
||||
m_bodyMoveCoolDown = -5;
|
||||
}
|
||||
}
|
||||
// else if (_parent != null)
|
||||
|
@ -2856,6 +2938,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
{
|
||||
d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
|
||||
_position = newPos;
|
||||
m_bodyMoveCoolDown = -5;
|
||||
}
|
||||
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
||||
{
|
||||
|
@ -2915,8 +2998,13 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
myrot.W = newOri.W;
|
||||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||
_orientation = newOri;
|
||||
if (Body != IntPtr.Zero && m_angularlocks != 0)
|
||||
createAMotor(m_angularlocks);
|
||||
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
if(m_angularlocks != 0)
|
||||
createAMotor(m_angularlocks);
|
||||
m_bodyMoveCoolDown = -5;
|
||||
}
|
||||
}
|
||||
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
||||
{
|
||||
|
@ -3212,7 +3300,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
|
||||
private void changeSetTorque(Vector3 newtorque)
|
||||
{
|
||||
if (!m_isSelected)
|
||||
if (!m_isSelected && !m_outbounds)
|
||||
{
|
||||
if (m_isphysical && Body != IntPtr.Zero)
|
||||
{
|
||||
|
@ -3229,14 +3317,14 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
private void changeForce(Vector3 force)
|
||||
{
|
||||
m_force = force;
|
||||
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
||||
if (!m_isSelected && !m_outbounds && Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
||||
d.BodyEnable(Body);
|
||||
}
|
||||
|
||||
private void changeAddForce(Vector3 theforce)
|
||||
{
|
||||
m_forceacc += theforce;
|
||||
if (!m_isSelected)
|
||||
if (!m_isSelected && !m_outbounds)
|
||||
{
|
||||
lock (this)
|
||||
{
|
||||
|
@ -3257,7 +3345,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
private void changeAddAngularImpulse(Vector3 aimpulse)
|
||||
{
|
||||
m_angularForceacc += aimpulse * m_invTimeStep;
|
||||
if (!m_isSelected)
|
||||
if (!m_isSelected && !m_outbounds)
|
||||
{
|
||||
lock (this)
|
||||
{
|
||||
|
@ -3282,7 +3370,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
newVel *= len;
|
||||
}
|
||||
|
||||
if (!m_isSelected)
|
||||
if (!m_isSelected && !m_outbounds)
|
||||
{
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
|
@ -3290,8 +3378,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
enableBodySoft();
|
||||
else if (!d.BodyIsEnabled(Body))
|
||||
d.BodyEnable(Body);
|
||||
|
||||
d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
|
||||
if(m_bodyMoveCoolDown >= 0)
|
||||
d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
|
||||
}
|
||||
//resetCollisionAccounting();
|
||||
}
|
||||
|
@ -3307,7 +3395,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
newAngVel *= len;
|
||||
}
|
||||
|
||||
if (!m_isSelected)
|
||||
if (!m_isSelected && !m_outbounds)
|
||||
{
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
|
@ -3316,8 +3404,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
else if (!d.BodyIsEnabled(Body))
|
||||
d.BodyEnable(Body);
|
||||
|
||||
|
||||
d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
|
||||
if(m_bodyMoveCoolDown >= 0);
|
||||
d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
|
||||
}
|
||||
//resetCollisionAccounting();
|
||||
}
|
||||
|
@ -3468,13 +3556,33 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
|
||||
!m_disabled && !m_isSelected && !m_building && !m_outbounds)
|
||||
{
|
||||
if(m_bodyMoveCoolDown < 0)
|
||||
{
|
||||
m_bodyMoveCoolDown++;
|
||||
// if(!IsColliding)
|
||||
// m_bodyCoolDown +=2;
|
||||
if(m_bodyMoveCoolDown >= 0)
|
||||
{
|
||||
d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
|
||||
d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
d.BodySetAngularVel(Body, 0, 0, 0);
|
||||
d.BodySetLinearVel(Body, 0, 0, 0);
|
||||
m_forceacc = Vector3.Zero;
|
||||
m_angularForceacc = Vector3.Zero;
|
||||
_zeroFlag = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (!d.BodyIsEnabled(Body))
|
||||
{
|
||||
// let vehicles sleep
|
||||
if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
|
||||
return;
|
||||
|
||||
if (++bodydisablecontrol < 50)
|
||||
if (++m_bodydisablecontrol < 50)
|
||||
return;
|
||||
|
||||
// clear residuals
|
||||
|
@ -3482,11 +3590,11 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
d.BodySetLinearVel(Body,0f,0f,0f);
|
||||
_zeroFlag = true;
|
||||
d.BodyEnable(Body);
|
||||
bodydisablecontrol = -4;
|
||||
m_bodydisablecontrol = -4;
|
||||
}
|
||||
|
||||
if(bodydisablecontrol < 0)
|
||||
bodydisablecontrol ++;
|
||||
if(m_bodydisablecontrol < 0)
|
||||
m_bodydisablecontrol ++;
|
||||
|
||||
d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
|
||||
|
||||
|
@ -3655,7 +3763,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
{
|
||||
bool bodyenabled = d.BodyIsEnabled(Body);
|
||||
|
||||
if(bodydisablecontrol < 0)
|
||||
if(m_bodydisablecontrol < 0)
|
||||
return;
|
||||
|
||||
if (bodyenabled || !_zeroFlag)
|
||||
|
@ -3723,15 +3831,18 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
m_lastposition = _position;
|
||||
m_lastorientation = _orientation;
|
||||
|
||||
d.Vector3 dtmp = d.BodyGetAngularVel(Body);
|
||||
m_rotationalVelocity.X = dtmp.X;
|
||||
m_rotationalVelocity.Y = dtmp.Y;
|
||||
m_rotationalVelocity.Z = dtmp.Z;
|
||||
if(m_bodyMoveCoolDown >= 0)
|
||||
{
|
||||
d.Vector3 dtmp = d.BodyGetAngularVel(Body);
|
||||
m_rotationalVelocity.X = dtmp.X;
|
||||
m_rotationalVelocity.Y = dtmp.Y;
|
||||
m_rotationalVelocity.Z = dtmp.Z;
|
||||
|
||||
dtmp = d.BodyGetLinearVel(Body);
|
||||
_velocity.X = dtmp.X;
|
||||
_velocity.Y = dtmp.Y;
|
||||
_velocity.Z = dtmp.Z;
|
||||
dtmp = d.BodyGetLinearVel(Body);
|
||||
_velocity.X = dtmp.X;
|
||||
_velocity.Y = dtmp.Y;
|
||||
_velocity.Z = dtmp.Z;
|
||||
}
|
||||
|
||||
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
||||
d.BodySetAngularVel(Body, 0, 0, 0);
|
||||
|
@ -3756,30 +3867,33 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
}
|
||||
else
|
||||
{
|
||||
float poserror;
|
||||
float angerror;
|
||||
if(_zeroFlag)
|
||||
if(m_bodyMoveCoolDown >= 0)
|
||||
{
|
||||
poserror = 0.01f;
|
||||
angerror = 0.001f;
|
||||
}
|
||||
else
|
||||
{
|
||||
poserror = 0.005f;
|
||||
angerror = 0.0005f;
|
||||
}
|
||||
float poserror;
|
||||
float angerror;
|
||||
if(_zeroFlag)
|
||||
{
|
||||
poserror = 0.01f;
|
||||
angerror = 0.001f;
|
||||
}
|
||||
else
|
||||
{
|
||||
poserror = 0.005f;
|
||||
angerror = 0.0005f;
|
||||
}
|
||||
|
||||
if (
|
||||
(Math.Abs(_position.X - lpos.X) < poserror)
|
||||
&& (Math.Abs(_position.Y - lpos.Y) < poserror)
|
||||
&& (Math.Abs(_position.Z - lpos.Z) < poserror)
|
||||
&& (Math.Abs(_orientation.X - ori.X) < angerror)
|
||||
&& (Math.Abs(_orientation.Y - ori.Y) < angerror)
|
||||
&& (Math.Abs(_orientation.Z - ori.Z) < angerror) // ignore W
|
||||
)
|
||||
_zeroFlag = true;
|
||||
else
|
||||
_zeroFlag = false;
|
||||
if (
|
||||
(Math.Abs(_position.X - lpos.X) < poserror)
|
||||
&& (Math.Abs(_position.Y - lpos.Y) < poserror)
|
||||
&& (Math.Abs(_position.Z - lpos.Z) < poserror)
|
||||
&& (Math.Abs(_orientation.X - ori.X) < angerror)
|
||||
&& (Math.Abs(_orientation.Y - ori.Y) < angerror)
|
||||
&& (Math.Abs(_orientation.Z - ori.Z) < angerror) // ignore W
|
||||
)
|
||||
_zeroFlag = true;
|
||||
else
|
||||
_zeroFlag = false;
|
||||
}
|
||||
}
|
||||
|
||||
// update position
|
||||
|
@ -3805,46 +3919,49 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
}
|
||||
else
|
||||
{
|
||||
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
||||
if(m_bodyMoveCoolDown >= 0)
|
||||
{
|
||||
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
||||
|
||||
_acceleration = _velocity;
|
||||
_acceleration = _velocity;
|
||||
|
||||
if ((Math.Abs(vel.X) < 0.005f) &&
|
||||
(Math.Abs(vel.Y) < 0.005f) &&
|
||||
(Math.Abs(vel.Z) < 0.005f))
|
||||
{
|
||||
_velocity = Vector3.Zero;
|
||||
float t = -m_invTimeStep;
|
||||
_acceleration = _acceleration * t;
|
||||
}
|
||||
else
|
||||
{
|
||||
_velocity.X = vel.X;
|
||||
_velocity.Y = vel.Y;
|
||||
_velocity.Z = vel.Z;
|
||||
_acceleration = (_velocity - _acceleration) * m_invTimeStep;
|
||||
}
|
||||
if ((Math.Abs(vel.X) < 0.005f) &&
|
||||
(Math.Abs(vel.Y) < 0.005f) &&
|
||||
(Math.Abs(vel.Z) < 0.005f))
|
||||
{
|
||||
_velocity = Vector3.Zero;
|
||||
float t = -m_invTimeStep;
|
||||
_acceleration = _acceleration * t;
|
||||
}
|
||||
else
|
||||
{
|
||||
_velocity.X = vel.X;
|
||||
_velocity.Y = vel.Y;
|
||||
_velocity.Z = vel.Z;
|
||||
_acceleration = (_velocity - _acceleration) * m_invTimeStep;
|
||||
}
|
||||
|
||||
if ((Math.Abs(_acceleration.X) < 0.01f) &&
|
||||
(Math.Abs(_acceleration.Y) < 0.01f) &&
|
||||
(Math.Abs(_acceleration.Z) < 0.01f))
|
||||
{
|
||||
_acceleration = Vector3.Zero;
|
||||
}
|
||||
if ((Math.Abs(_acceleration.X) < 0.01f) &&
|
||||
(Math.Abs(_acceleration.Y) < 0.01f) &&
|
||||
(Math.Abs(_acceleration.Z) < 0.01f))
|
||||
{
|
||||
_acceleration = Vector3.Zero;
|
||||
}
|
||||
|
||||
vel = d.BodyGetAngularVel(Body);
|
||||
if ((Math.Abs(vel.X) < 0.0001) &&
|
||||
(Math.Abs(vel.Y) < 0.0001) &&
|
||||
(Math.Abs(vel.Z) < 0.0001)
|
||||
)
|
||||
{
|
||||
m_rotationalVelocity = Vector3.Zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_rotationalVelocity.X = vel.X;
|
||||
m_rotationalVelocity.Y = vel.Y;
|
||||
m_rotationalVelocity.Z = vel.Z;
|
||||
vel = d.BodyGetAngularVel(Body);
|
||||
if ((Math.Abs(vel.X) < 0.0001) &&
|
||||
(Math.Abs(vel.Y) < 0.0001) &&
|
||||
(Math.Abs(vel.Z) < 0.0001)
|
||||
)
|
||||
{
|
||||
m_rotationalVelocity = Vector3.Zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_rotationalVelocity.X = vel.X;
|
||||
m_rotationalVelocity.Y = vel.Y;
|
||||
m_rotationalVelocity.Z = vel.Z;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -186,7 +186,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
|
||||
float frictionMovementMult = 0.8f;
|
||||
|
||||
float TerrainBounce = 0.1f;
|
||||
float TerrainBounce = 0.001f;
|
||||
float TerrainFriction = 0.3f;
|
||||
|
||||
public float AvatarFriction = 0;// 0.9f * 0.5f;
|
||||
|
@ -1083,9 +1083,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
case ActorTypes.Prim:
|
||||
if (p2events)
|
||||
{
|
||||
AddCollisionEventReporting(p2);
|
||||
//AddCollisionEventReporting(p2);
|
||||
p2.AddCollisionEvent(p1.ParentActor.LocalID, contact);
|
||||
}
|
||||
else if(p1.IsVolumeDtc)
|
||||
p2.AddVDTCCollisionEvent(p1.ParentActor.LocalID, contact);
|
||||
|
||||
obj2LocalID = p2.ParentActor.LocalID;
|
||||
break;
|
||||
|
||||
|
@ -1099,9 +1102,16 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
{
|
||||
contact.SurfaceNormal = -contact.SurfaceNormal;
|
||||
contact.RelativeSpeed = -contact.RelativeSpeed;
|
||||
AddCollisionEventReporting(p1);
|
||||
//AddCollisionEventReporting(p1);
|
||||
p1.AddCollisionEvent(obj2LocalID, contact);
|
||||
}
|
||||
else if(p2.IsVolumeDtc)
|
||||
{
|
||||
contact.SurfaceNormal = -contact.SurfaceNormal;
|
||||
contact.RelativeSpeed = -contact.RelativeSpeed;
|
||||
//AddCollisionEventReporting(p1);
|
||||
p1.AddVDTCCollisionEvent(obj2LocalID, contact);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case ActorTypes.Ground:
|
||||
|
@ -1110,7 +1120,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
|
|||
{
|
||||
if (p2events && !p2.IsVolumeDtc)
|
||||
{
|
||||
AddCollisionEventReporting(p2);
|
||||
//AddCollisionEventReporting(p2);
|
||||
p2.AddCollisionEvent(0, contact);
|
||||
}
|
||||
break;
|
||||
|
|
Loading…
Reference in New Issue