Soliciting for comments on smoothness of physics objects for this build.

This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive.   This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build.
Thanks!
connector_plugin
teravus 2012-10-03 18:30:44 -04:00
parent b9baab5521
commit a2ab3b88de
2 changed files with 46 additions and 8 deletions

View File

@ -63,6 +63,9 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_isphysical;
public int ExpectedCollisionContacts { get { return m_expectedCollisionContacts; } }
private int m_expectedCollisionContacts = 0;
/// <summary>
/// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
/// </summary>
@ -840,7 +843,7 @@ namespace OpenSim.Region.Physics.OdePlugin
int vertexStride, triStride;
mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
m_expectedCollisionContacts = indexCount;
mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
// We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at
@ -1377,6 +1380,7 @@ Console.WriteLine("CreateGeom:");
{
//Console.WriteLine(" CreateGeom 1");
SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
m_expectedCollisionContacts = 3;
}
catch (AccessViolationException)
{
@ -1391,6 +1395,7 @@ Console.WriteLine("CreateGeom:");
{
//Console.WriteLine(" CreateGeom 2");
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
m_expectedCollisionContacts = 4;
}
catch (AccessViolationException)
{
@ -1406,6 +1411,7 @@ Console.WriteLine("CreateGeom:");
{
//Console.WriteLine(" CreateGeom 3");
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
m_expectedCollisionContacts = 4;
}
catch (AccessViolationException)
{
@ -1421,6 +1427,7 @@ Console.WriteLine("CreateGeom:");
{
//Console.WriteLine(" CreateGeom 4");
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
m_expectedCollisionContacts = 4;
}
catch (AccessViolationException)
{
@ -1446,11 +1453,13 @@ Console.WriteLine("CreateGeom:");
_parent_scene.geom_name_map.Remove(prim_geom);
_parent_scene.actor_name_map.Remove(prim_geom);
d.GeomDestroy(prim_geom);
m_expectedCollisionContacts = 0;
prim_geom = IntPtr.Zero;
}
catch (System.AccessViolationException)
{
prim_geom = IntPtr.Zero;
m_expectedCollisionContacts = 0;
m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name);
return false;

View File

@ -336,6 +336,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public int geomContactPointsStartthrottle = 3;
public int geomUpdatesPerThrottledUpdate = 15;
private const int avatarExpectedContacts = 3;
public float bodyPIDD = 35f;
public float bodyPIDG = 25;
@ -474,6 +475,8 @@ namespace OpenSim.Region.Physics.OdePlugin
private OdePrim cp1;
private OdeCharacter cc2;
private OdePrim cp2;
private int p1ExpectedPoints = 0;
private int p2ExpectedPoints = 0;
//private int cStartStop = 0;
//private string cDictKey = "";
@ -498,6 +501,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public int physics_logging_interval = 0;
public bool physics_logging_append_existing_logfile = false;
public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
@ -644,7 +648,7 @@ namespace OpenSim.Region.Physics.OdePlugin
contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 5);
geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
@ -1065,6 +1069,9 @@ namespace OpenSim.Region.Physics.OdePlugin
PhysicsActor p1;
PhysicsActor p2;
p1ExpectedPoints = 0;
p2ExpectedPoints = 0;
if (!actor_name_map.TryGetValue(g1, out p1))
{
p1 = PANull;
@ -1121,9 +1128,13 @@ namespace OpenSim.Region.Physics.OdePlugin
switch (p1.PhysicsActorType)
{
case (int)ActorTypes.Agent:
p1ExpectedPoints = avatarExpectedContacts;
p2.CollidingObj = true;
break;
case (int)ActorTypes.Prim:
if (p1 != null && p1 is OdePrim)
p1ExpectedPoints = ((OdePrim) p1).ExpectedCollisionContacts;
if (p2.Velocity.LengthSquared() > 0.0f)
p2.CollidingObj = true;
break;
@ -1319,6 +1330,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
(Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
{
p2ExpectedPoints = avatarExpectedContacts;
// Avatar is moving on terrain, use the movement terrain contact
AvatarMovementTerrainContact.geom = curContact;
@ -1332,6 +1344,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (p2.PhysicsActorType == (int)ActorTypes.Agent)
{
p2ExpectedPoints = avatarExpectedContacts;
// Avatar is standing on terrain, use the non moving terrain contact
TerrainContact.geom = curContact;
@ -1356,9 +1369,18 @@ namespace OpenSim.Region.Physics.OdePlugin
}
if (p2 is OdePrim)
{
material = ((OdePrim) p2).m_material;
p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
}
// Unnessesary because p1 is defined above
//if (p1 is OdePrim)
// {
// p1ExpectedPoints = ((OdePrim)p1).ExpectedCollisionContacts;
// }
//m_log.DebugFormat("Material: {0}", material);
m_materialContacts[material, movintYN].geom = curContact;
if (m_global_contactcount < maxContactsbeforedeath)
@ -1379,7 +1401,10 @@ namespace OpenSim.Region.Physics.OdePlugin
int material = (int)Material.Wood;
if (p2 is OdePrim)
{
material = ((OdePrim)p2).m_material;
p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
}
//m_log.DebugFormat("Material: {0}", material);
m_materialContacts[material, movintYN].geom = curContact;
@ -1429,6 +1454,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
{
p2ExpectedPoints = avatarExpectedContacts;
if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
{
// Avatar is moving on a prim, use the Movement prim contact
@ -1458,7 +1484,10 @@ namespace OpenSim.Region.Physics.OdePlugin
int material = (int)Material.Wood;
if (p2 is OdePrim)
{
material = ((OdePrim)p2).m_material;
p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
}
//m_log.DebugFormat("Material: {0}", material);
m_materialContacts[material, 0].geom = curContact;
@ -1480,7 +1509,7 @@ namespace OpenSim.Region.Physics.OdePlugin
collision_accounting_events(p1, p2, maxDepthContact);
if (count > geomContactPointsStartthrottle)
if (count > ((p1ExpectedPoints + p2ExpectedPoints) * 0.25) + (geomContactPointsStartthrottle))
{
// If there are more then 3 contact points, it's likely
// that we've got a pile of objects, so ...