update ubitODE to current working state
parent
a0d75be56b
commit
a8f1cd7e86
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@ -155,6 +155,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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public float m_collisionscore;
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int m_colliderfilter = 0;
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public IntPtr collide_geom; // for objects: geom if single prim space it linkset
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private float m_density = 10.000006836f; // Aluminum g/cm3;
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public bool _zeroFlag;
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@ -453,8 +455,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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get
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{
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// Averate previous velocity with the new one so
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// client object interpolation works a 'little' better
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if (_zeroFlag)
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return Vector3.Zero;
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return _velocity;
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@ -833,6 +833,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
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prim_geom = IntPtr.Zero;
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collide_geom = IntPtr.Zero;
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Body = IntPtr.Zero;
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if (!size.IsFinite())
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@ -1367,7 +1368,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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m_collisionscore = 0;
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if (m_targetSpace != _parent_scene.ActiveSpace)
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// if (m_targetSpace != _parent_scene.ActiveSpace)
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{
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if (m_targetSpace != IntPtr.Zero)
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{
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@ -1376,9 +1377,26 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.SpaceRemove(m_targetSpace, prim_geom);
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}
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// m_targetSpace = _parent_scene.ActiveSpace;
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// d.SpaceAdd(m_targetSpace, prim_geom);
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}
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if (childrenPrim.Count == 0)
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{
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collide_geom = prim_geom;
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m_targetSpace = _parent_scene.ActiveSpace;
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d.SpaceAdd(m_targetSpace, prim_geom);
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}
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else
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{
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m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
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d.HashSpaceSetLevels(m_targetSpace, -2, 8);
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d.SpaceSetSublevel(m_targetSpace, 3);
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d.SpaceSetCleanup(m_targetSpace, false);
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d.SpaceAdd(m_targetSpace, prim_geom);
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collide_geom = m_targetSpace;
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}
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lock (childrenPrim)
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{
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@ -1396,15 +1414,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
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prm.m_collisionscore = 0;
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if (prm.m_targetSpace != _parent_scene.ActiveSpace)
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if (prm.m_targetSpace != m_targetSpace)
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{
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if (prm.m_targetSpace != IntPtr.Zero)
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{
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_parent_scene.waitForSpaceUnlock(m_targetSpace);
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_parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
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if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
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d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
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}
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prm.m_targetSpace = _parent_scene.ActiveSpace;
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prm.m_targetSpace = m_targetSpace;
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d.SpaceAdd(m_targetSpace, prm.prim_geom);
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}
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@ -1427,8 +1445,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.GeomDisable(prim_geom);
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d.BodyDisable(Body);
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}
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else
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{
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d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
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d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
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}
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_parent_scene.addActivePrim(this);
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_parent_scene.addActiveGroups(this);
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}
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private void DestroyBody()
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@ -1473,6 +1497,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.JointDestroy(Amotor);
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Amotor = IntPtr.Zero;
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}
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_parent_scene.remActiveGroup(this);
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d.BodyDestroy(Body);
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}
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Body = IntPtr.Zero;
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@ -2390,8 +2415,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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else
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*/
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DestroyBody();
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Stop();
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}
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Stop();
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}
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}
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@ -2576,7 +2601,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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if ((bool)newbuilding)
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{
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m_building = true;
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DestroyBody();
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if (!childPrim)
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DestroyBody();
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}
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else
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{
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@ -2648,12 +2674,95 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void Move()
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{
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if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
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!m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building) // KF: Only move root prims.
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!m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building && !m_outbounds)
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// !m_disabled && !m_isSelected && !m_building && !m_outbounds)
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{
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// if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
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// if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
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float timestep = _parent_scene.ODE_STEPSIZE;
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// check outside region
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d.Vector3 lpos;
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d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
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if (lpos.Z < -100 || lpos.Z > 100000f)
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{
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m_outbounds = true;
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lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
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_acceleration.X = 0;
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_acceleration.Y = 0;
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_acceleration.Z = 0;
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_velocity.X = 0;
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_velocity.Y = 0;
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_velocity.Z = 0;
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m_rotationalVelocity.X = 0;
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m_rotationalVelocity.Y = 0;
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m_rotationalVelocity.Z = 0;
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d.BodySetLinearVel(Body, 0, 0, 0); // stop it
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d.BodySetAngularVel(Body, 0, 0, 0); // stop it
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d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
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m_lastposition = _position;
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m_lastorientation = _orientation;
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base.RequestPhysicsterseUpdate();
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m_throttleUpdates = false;
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throttleCounter = 0;
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_zeroFlag = true;
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disableBodySoft(); // disable it and colisions
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base.RaiseOutOfBounds(_position);
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return;
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}
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if (lpos.X < 0f)
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{
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_position.X = Util.Clip(lpos.X, -2f, -0.1f);
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m_outbounds = true;
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}
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else if(lpos.X > _parent_scene.WorldExtents.X)
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{
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_position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
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m_outbounds = true;
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}
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if (lpos.Y < 0f)
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{
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_position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
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m_outbounds = true;
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}
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else if(lpos.Y > _parent_scene.WorldExtents.Y)
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{
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_position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
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m_outbounds = true;
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}
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if(m_outbounds)
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{
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m_lastposition = _position;
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m_lastorientation = _orientation;
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d.Vector3 dtmp = d.BodyGetAngularVel(Body);
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m_rotationalVelocity.X = dtmp.X;
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m_rotationalVelocity.Y = dtmp.Y;
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m_rotationalVelocity.Z = dtmp.Z;
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dtmp = d.BodyGetLinearVel(Body);
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_velocity.X = dtmp.X;
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_velocity.Y = dtmp.Y;
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_velocity.Z = dtmp.Z;
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d.BodySetLinearVel(Body, 0, 0, 0); // stop it
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d.BodySetAngularVel(Body, 0, 0, 0);
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d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
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disableBodySoft(); // stop collisions
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base.RequestPhysicsterseUpdate();
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return;
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}
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float fx = 0;
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float fy = 0;
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float fz = 0;
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@ -2862,7 +2971,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void UpdatePositionAndVelocity(float simulatedtime)
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{
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// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
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if (_parent == null && !m_disabled && !m_building)
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if (_parent == null && !m_disabled && !m_building && !m_outbounds)
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{
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if (Body != IntPtr.Zero)
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{
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@ -2872,64 +2981,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.Vector3 lpos;
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d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
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// we need to use root position since that's all the rest of scene uses
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if (lpos.X < 0f || lpos.X > _parent_scene.WorldExtents.X
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|| lpos.Y < 0f || lpos.Y > _parent_scene.WorldExtents.Y
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)
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{
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// we are outside current region
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// we can't let it keeping moving and having colisions
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// since it can be stucked between something like terrain and edge
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// so lets stop and disable it until something else kicks it
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_position.X = Util.Clip(lpos.X, -0.2f, _parent_scene.WorldExtents.X + 0.2f);
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_position.Y = Util.Clip(lpos.Y, -0.2f, _parent_scene.WorldExtents.Y + 0.2f);
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_position.Z = Util.Clip(lpos.Z, -100f, 50000f);
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m_lastposition = _position;
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// m_lastorientation = _orientation;
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d.BodySetLinearVel(Body, 0, 0, 0); // stop it
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// d.BodySetAngularVel(Body, 0, 0, 0);
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d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
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disableBodySoft(); // stop collisions
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m_outbounds = true;
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base.RequestPhysicsterseUpdate();
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return;
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}
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if (lpos.Z < -100 || lpos.Z > 100000f)
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{
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lpos.Z = Util.Clip(lpos.Z, -100f, 50000f);
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_acceleration.X = 0;
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_acceleration.Y = 0;
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_acceleration.Z = 0;
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_velocity.X = 0;
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_velocity.Y = 0;
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_velocity.Z = 0;
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m_rotationalVelocity.X = 0;
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m_rotationalVelocity.Y = 0;
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m_rotationalVelocity.Z = 0;
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d.BodySetLinearVel(Body, 0, 0, 0); // stop it
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d.BodySetAngularVel(Body, 0, 0, 0); // stop it
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d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
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m_lastposition = _position;
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m_lastorientation = _orientation;
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base.RequestPhysicsterseUpdate();
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m_throttleUpdates = false;
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throttleCounter = 0;
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_zeroFlag = true;
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disableBodySoft(); // disable it and colisions
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base.RaiseOutOfBounds(_position);
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return;
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}
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d.Quaternion ori;
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d.GeomCopyQuaternion(prim_geom, out ori);
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@ -224,6 +224,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
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private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
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private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
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private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
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public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
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@ -1013,15 +1014,24 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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// collide active prims with static enviroment
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lock (_activeprims)
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{
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foreach (OdePrim aprim in _activeprims)
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{
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aprim.CollisionScore = 0;
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aprim.IsColliding = false;
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}
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}
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// collide active prims with static enviroment
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lock (_activegroups)
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{
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try
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{
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foreach (OdePrim prm in _activeprims)
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foreach (OdePrim prm in _activegroups)
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{
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if (d.BodyIsEnabled(prm.Body))
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d.SpaceCollide2(StaticSpace, prm.prim_geom, IntPtr.Zero, nearCallback);
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if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
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d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
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}
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}
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catch (AccessViolationException)
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@ -1029,7 +1039,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
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}
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}
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// finally colide active things amoung them
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try
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{
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@ -1039,7 +1048,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_log.Warn("[PHYSICS]: Unable to collide in Active space");
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}
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// _perloopContact.Clear();
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}
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@ -1148,13 +1156,20 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void addActivePrim(OdePrim activatePrim)
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{
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// adds active prim.. (ones that should be iterated over in collisions_optimized
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// adds active prim..
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lock (_activeprims)
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{
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if (!_activeprims.Contains(activatePrim))
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_activeprims.Add(activatePrim);
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//else
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// m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
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}
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}
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public void addActiveGroups(OdePrim activatePrim)
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{
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lock (_activegroups)
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{
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if (!_activegroups.Contains(activatePrim))
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_activegroups.Add(activatePrim);
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}
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}
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@ -1186,6 +1201,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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_activeprims.Remove(deactivatePrim);
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}
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}
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public void remActiveGroup(OdePrim deactivatePrim)
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{
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lock (_activegroups)
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{
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_activegroups.Remove(deactivatePrim);
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}
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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@ -1258,6 +1280,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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waitForSpaceUnlock(currentspace);
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d.SpaceRemove(currentspace, geom);
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if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
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{
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d.SpaceDestroy(currentspace);
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}
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}
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else
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{
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@ -1274,6 +1301,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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waitForSpaceUnlock(currentspace);
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d.SpaceRemove(currentspace, geom);
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if (d.SpaceGetSublevel(currentspace) > 1 && d.SpaceGetNumGeoms(currentspace) == 0)
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{
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d.SpaceDestroy(currentspace);
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}
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}
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}
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}
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@ -1577,42 +1610,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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statchanges += Util.EnvironmentTickCountSubtract(statstart);
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// Move characters
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lock (_characters)
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{
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List<OdeCharacter> defects = new List<OdeCharacter>();
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foreach (OdeCharacter actor in _characters)
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{
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if (actor != null)
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actor.Move(ODE_STEPSIZE, defects);
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}
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if (defects.Count != 0)
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{
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foreach (OdeCharacter defect in defects)
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{
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RemoveCharacter(defect);
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}
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}
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}
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statchmove += Util.EnvironmentTickCountSubtract(statstart);
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// Move other active objects
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lock (_activeprims)
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{
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foreach (OdePrim aprim in _activeprims)
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{
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aprim.CollisionScore = 0;
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aprim.IsColliding = false;
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aprim.Move();
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}
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}
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statactmove += Util.EnvironmentTickCountSubtract(statstart);
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//if ((framecount % m_randomizeWater) == 0)
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// randomizeWater(waterlevel);
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m_rayCastManager.ProcessQueuedRequests();
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statray += Util.EnvironmentTickCountSubtract(statstart);
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collision_optimized();
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statcol += Util.EnvironmentTickCountSubtract(statstart);
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@ -1642,8 +1647,35 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.WorldQuickStep(world, ODE_STEPSIZE);
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statstep += Util.EnvironmentTickCountSubtract(statstart);
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d.JointGroupEmpty(contactgroup);
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totjcontact += m_global_contactcount;
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// Move characters
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lock (_characters)
|
||||
{
|
||||
List<OdeCharacter> defects = new List<OdeCharacter>();
|
||||
foreach (OdeCharacter actor in _characters)
|
||||
{
|
||||
if (actor != null)
|
||||
actor.Move(ODE_STEPSIZE, defects);
|
||||
}
|
||||
if (defects.Count != 0)
|
||||
{
|
||||
foreach (OdeCharacter defect in defects)
|
||||
{
|
||||
RemoveCharacter(defect);
|
||||
}
|
||||
}
|
||||
}
|
||||
statchmove += Util.EnvironmentTickCountSubtract(statstart);
|
||||
|
||||
// Move other active objects
|
||||
lock (_activegroups)
|
||||
{
|
||||
foreach (OdePrim aprim in _activegroups)
|
||||
{
|
||||
aprim.Move();
|
||||
}
|
||||
}
|
||||
|
||||
//ode.dunlock(world);
|
||||
}
|
||||
catch (Exception e)
|
||||
|
@ -1652,6 +1684,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// ode.dunlock(world);
|
||||
}
|
||||
|
||||
d.JointGroupEmpty(contactgroup);
|
||||
totjcontact += m_global_contactcount;
|
||||
|
||||
step_time -= ODE_STEPSIZE;
|
||||
nodeframes++;
|
||||
}
|
||||
|
@ -1686,10 +1721,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
statmovchar = Util.EnvironmentTickCountSubtract(statstart);
|
||||
|
||||
lock (_activeprims)
|
||||
lock (_activegroups)
|
||||
{
|
||||
{
|
||||
foreach (OdePrim actor in _activeprims)
|
||||
foreach (OdePrim actor in _activegroups)
|
||||
{
|
||||
if (actor.IsPhysical)
|
||||
{
|
||||
|
@ -1966,7 +2001,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
|
||||
d.GeomSetRotation(GroundGeom, ref R);
|
||||
d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f - 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f - 0.5f, 0);
|
||||
d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
|
||||
RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
|
||||
// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
|
||||
TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
|
||||
|
|
Loading…
Reference in New Issue