move characters (avatars) to own collision space, also fixing a problem
with previus code that was still assuming the avatar is g2avinationmerge
parent
fc1be7e41f
commit
b6d29aa124
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@ -708,21 +708,21 @@ namespace OpenSim.Region.Physics.OdePlugin
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bot += midsz;
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bot += midsz;
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float topz = bot + topsz * 0.5f;
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float topz = bot + topsz * 0.5f;
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_parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
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_parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
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feetbox = d.CreateBox(_parent_scene.ActiveSpace, feetsx, feetsy, feetsz);
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feetbox = d.CreateBox(_parent_scene.CharsSpace, feetsx, feetsy, feetsz);
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d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories);
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d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories);
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d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags);
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d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags);
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midbox = d.CreateBox(_parent_scene.ActiveSpace, midsx, midsy, midsz);
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midbox = d.CreateBox(_parent_scene.CharsSpace, midsx, midsy, midsz);
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d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories);
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d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories);
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d.GeomSetCollideBits(midbox, (uint)m_collisionFlags);
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d.GeomSetCollideBits(midbox, (uint)m_collisionFlags);
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topbox = d.CreateBox(_parent_scene.ActiveSpace, topsx, topsy, topsz);
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topbox = d.CreateBox(_parent_scene.CharsSpace, topsx, topsy, topsz);
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d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories);
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d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories);
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d.GeomSetCollideBits(topbox, (uint)m_collisionFlags);
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d.GeomSetCollideBits(topbox, (uint)m_collisionFlags);
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bonebox = d.CreateBox(_parent_scene.ActiveSpace, bonesx, bonesy, bonesz);
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bonebox = d.CreateBox(_parent_scene.CharsSpace, bonesx, bonesy, bonesz);
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d.GeomSetCategoryBits(bonebox, (uint)m_collisionCategories);
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d.GeomSetCategoryBits(bonebox, (uint)m_collisionCategories);
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d.GeomSetCollideBits(bonebox, (uint)m_collisionFlags);
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d.GeomSetCollideBits(bonebox, (uint)m_collisionFlags);
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@ -828,21 +828,21 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (topbox != IntPtr.Zero)
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if (topbox != IntPtr.Zero)
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{
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{
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_parent_scene.actor_name_map.Remove(topbox);
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_parent_scene.actor_name_map.Remove(topbox);
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_parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
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_parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
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d.GeomDestroy(topbox);
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d.GeomDestroy(topbox);
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topbox = IntPtr.Zero;
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topbox = IntPtr.Zero;
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}
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}
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if (midbox != IntPtr.Zero)
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if (midbox != IntPtr.Zero)
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{
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{
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_parent_scene.actor_name_map.Remove(midbox);
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_parent_scene.actor_name_map.Remove(midbox);
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_parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
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_parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
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d.GeomDestroy(midbox);
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d.GeomDestroy(midbox);
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midbox = IntPtr.Zero;
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midbox = IntPtr.Zero;
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}
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}
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if (feetbox != IntPtr.Zero)
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if (feetbox != IntPtr.Zero)
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{
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{
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_parent_scene.actor_name_map.Remove(feetbox);
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_parent_scene.actor_name_map.Remove(feetbox);
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_parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
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_parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
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d.GeomDestroy(feetbox);
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d.GeomDestroy(feetbox);
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feetbox = IntPtr.Zero;
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feetbox = IntPtr.Zero;
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}
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}
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@ -850,7 +850,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (bonebox != IntPtr.Zero)
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if (bonebox != IntPtr.Zero)
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{
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{
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_parent_scene.actor_name_map.Remove(bonebox);
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_parent_scene.actor_name_map.Remove(bonebox);
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_parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
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_parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
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d.GeomDestroy(bonebox);
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d.GeomDestroy(bonebox);
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bonebox = IntPtr.Zero;
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bonebox = IntPtr.Zero;
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}
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}
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@ -324,7 +324,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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// Collide tests
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// Collide tests
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if ((CurrentRayFilter & FilterActiveSpace) != 0)
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if ((CurrentRayFilter & FilterActiveSpace) != 0)
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{
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d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(ray, m_scene.CharsSpace, IntPtr.Zero, nearCallback);
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}
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if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
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if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
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d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
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if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
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if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
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@ -299,6 +299,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public IntPtr TopSpace; // the global space
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public IntPtr TopSpace; // the global space
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public IntPtr ActiveSpace; // space for active prims
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public IntPtr ActiveSpace; // space for active prims
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public IntPtr CharsSpace; // space for active prims
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public IntPtr StaticSpace; // space for the static things around
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public IntPtr StaticSpace; // space for the static things around
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public IntPtr GroundSpace; // space for ground
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public IntPtr GroundSpace; // space for ground
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@ -372,21 +373,25 @@ namespace OpenSim.Region.Physics.OdePlugin
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// now the major subspaces
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// now the major subspaces
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ActiveSpace = d.HashSpaceCreate(TopSpace);
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ActiveSpace = d.HashSpaceCreate(TopSpace);
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CharsSpace = d.HashSpaceCreate(TopSpace);
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StaticSpace = d.HashSpaceCreate(TopSpace);
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StaticSpace = d.HashSpaceCreate(TopSpace);
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GroundSpace = d.HashSpaceCreate(TopSpace);
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GroundSpace = d.HashSpaceCreate(TopSpace);
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}
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}
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catch
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catch
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{
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{
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// i must RtC#FM
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// i must RtC#FM
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// i did!
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}
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}
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d.HashSpaceSetLevels(TopSpace, -2, 8);
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d.HashSpaceSetLevels(TopSpace, -2, 8);
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d.HashSpaceSetLevels(ActiveSpace, -2, 8);
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d.HashSpaceSetLevels(ActiveSpace, -2, 8);
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d.HashSpaceSetLevels(CharsSpace, -4, 3);
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d.HashSpaceSetLevels(StaticSpace, -2, 8);
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d.HashSpaceSetLevels(StaticSpace, -2, 8);
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d.HashSpaceSetLevels(GroundSpace, 0, 8);
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d.HashSpaceSetLevels(GroundSpace, 0, 8);
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// demote to second level
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// demote to second level
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d.SpaceSetSublevel(ActiveSpace, 1);
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d.SpaceSetSublevel(ActiveSpace, 1);
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d.SpaceSetSublevel(CharsSpace, 1);
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d.SpaceSetSublevel(StaticSpace, 1);
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d.SpaceSetSublevel(StaticSpace, 1);
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d.SpaceSetSublevel(GroundSpace, 1);
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d.SpaceSetSublevel(GroundSpace, 1);
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@ -396,11 +401,24 @@ namespace OpenSim.Region.Physics.OdePlugin
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CollisionCategories.Phantom |
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CollisionCategories.Phantom |
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CollisionCategories.VolumeDtc
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CollisionCategories.VolumeDtc
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));
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));
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d.GeomSetCollideBits(ActiveSpace, 0);
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d.GeomSetCollideBits(ActiveSpace, (uint)(CollisionCategories.Space |
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CollisionCategories.Geom |
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CollisionCategories.Character |
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CollisionCategories.Phantom |
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CollisionCategories.VolumeDtc
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));
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d.GeomSetCategoryBits(CharsSpace, (uint)(CollisionCategories.Space |
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CollisionCategories.Geom |
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CollisionCategories.Character |
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CollisionCategories.Phantom |
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CollisionCategories.VolumeDtc
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));
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d.GeomSetCollideBits(CharsSpace, 0);
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d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
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d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
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CollisionCategories.Geom |
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CollisionCategories.Geom |
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CollisionCategories.Land |
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// CollisionCategories.Land |
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CollisionCategories.Water |
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// CollisionCategories.Water |
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CollisionCategories.Phantom |
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CollisionCategories.Phantom |
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CollisionCategories.VolumeDtc
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CollisionCategories.VolumeDtc
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));
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));
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@ -1271,6 +1289,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.SpaceCollide2(StaticSpace, chr.midbox, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(StaticSpace, chr.midbox, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(StaticSpace, chr.feetbox, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(StaticSpace, chr.feetbox, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(StaticSpace, chr.bonebox, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(StaticSpace, chr.bonebox, IntPtr.Zero, nearCallback);
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// chars with chars
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d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback);
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// no coll with gnd
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// no coll with gnd
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}
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}
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}
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}
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@ -1312,12 +1333,21 @@ 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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m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
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}
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}
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}
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}
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// finally colide active things amoung them
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// colide active amoung them
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try
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try
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{
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{
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d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
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d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
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}
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}
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catch (AccessViolationException)
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catch (AccessViolationException)
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{
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m_log.Warn("[PHYSICS]: Unable to collide Active with Characters space");
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}
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// and with chars
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try
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{
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d.SpaceCollide2(ActiveSpace, CharsSpace,IntPtr.Zero, nearCallback);
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}
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catch (AccessViolationException)
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{
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{
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m_log.Warn("[PHYSICS]: Unable to collide in Active space");
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m_log.Warn("[PHYSICS]: Unable to collide in Active space");
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}
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}
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