don't try to read geom positions outside main ode thread :(
parent
c961cfe19e
commit
dc6b7bb5c9
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@ -78,8 +78,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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IntPtr geom = ((OdePrim)actor).prim_geom;
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IntPtr geom = ((OdePrim)actor).prim_geom;
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Vector3 geopos = d.GeomGetPositionOMV(geom);
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// Vector3 geopos = d.GeomGetPositionOMV(geom);
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Quaternion geomOri = d.GeomGetQuaternionOMV(geom);
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// Quaternion geomOri = d.GeomGetQuaternionOMV(geom);
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Vector3 geopos = actor.Position;
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Quaternion geomOri = actor.Orientation;
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Quaternion geomInvOri = Quaternion.Conjugate(geomOri);
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Quaternion geomInvOri = Quaternion.Conjugate(geomOri);
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Quaternion ori = Quaternion.Identity;
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Quaternion ori = Quaternion.Identity;
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@ -116,6 +120,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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int status = 1;
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int status = 1;
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offset = rayResults[0].Pos - geopos;
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offset = rayResults[0].Pos - geopos;
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d.GeomClassID geoclass = d.GeomGetClass(geom);
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d.GeomClassID geoclass = d.GeomGetClass(geom);
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@ -191,13 +196,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (norm.Z < 0.5f)
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if (norm.Z < 0.5f)
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{
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{
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float rayDist = 4.0f;
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float rayDist = 4.0f;
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float curEdgeDist = 0.0f;
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for (int i = 0; i < 6; i++)
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for (int i = 0; i < 6; i++)
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{
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{
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pivot.X -= 0.005f * norm.X;
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pivot.X -= 0.01f * norm.X;
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pivot.Y -= 0.005f * norm.Y;
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pivot.Y -= 0.01f * norm.Y;
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pivot.Z -= 0.005f * norm.Z;
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pivot.Z -= 0.01f * norm.Z;
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rayDir.X = -norm.X * norm.Z;
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rayDir.X = -norm.X * norm.Z;
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rayDir.Y = -norm.Y * norm.Z;
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rayDir.Y = -norm.Y * norm.Z;
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@ -208,8 +212,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (rayResults.Count == 0)
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if (rayResults.Count == 0)
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break;
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break;
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curEdgeDist += rayResults[0].Depth;
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if (Math.Abs(rayResults[0].Normal.Z) < 0.7f)
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if (Math.Abs(rayResults[0].Normal.Z) < 0.7f)
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{
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{
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rayDist -= rayResults[0].Depth;
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rayDist -= rayResults[0].Depth;
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@ -226,7 +228,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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else
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else
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{
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{
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foundEdge = true;
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foundEdge = true;
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edgeDist = curEdgeDist;
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edgePos = rayResults[0].Pos;
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edgePos = rayResults[0].Pos;
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break;
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break;
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}
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}
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@ -254,7 +255,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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{
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{
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pivot.Z -= 0.005f;
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pivot.Z -= 0.01f;
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rayDir.X = toCamX;
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rayDir.X = toCamX;
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rayDir.Y = toCamY;
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rayDir.Y = toCamY;
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rayDir.Z = (-toCamX * norm.X - toCamY * norm.Y) / norm.Z;
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rayDir.Z = (-toCamX * norm.X - toCamY * norm.Y) / norm.Z;
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