Now if chode prim.cs detects out of bounds it requests a update and blocks movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
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b59275355e
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f6c35cf26f
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@ -166,7 +166,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public int m_roundsUnderMotionThreshold;
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private int m_crossingfailures;
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public bool outofBounds;
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public bool m_outofBounds;
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private float m_density = 10.000006836f; // Aluminum g/cm3;
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public bool _zeroFlag; // if body has been stopped
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@ -732,6 +732,27 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void CrossingFailure()
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{
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if (m_outofBounds)
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{
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_position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
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_position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
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_position.Z = Util.Clip(_position.Z, -100f, 50000f);
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d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
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m_lastposition = _position;
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_velocity = Vector3.Zero;
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m_lastVelocity = _velocity;
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if (m_type != Vehicle.TYPE_NONE)
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Halt();
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d.BodySetLinearVel(Body, 0, 0, 0);
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base.RequestPhysicsterseUpdate();
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m_outofBounds = false;
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}
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/*
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int tmp = Interlocked.Increment(ref m_crossingfailures);
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if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
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{
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@ -742,6 +763,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
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}
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*/
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}
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public override float Buoyancy
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@ -3011,7 +3033,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
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if(revcount > 0) revcount--;
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if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
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if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
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{
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// Old public void UpdatePositionAndVelocity(), more accuratley calculated here
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bool lastZeroFlag = _zeroFlag; // was it stopped
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@ -3124,15 +3146,18 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
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_position.Z = Util.Clip(l_position.Z, -100f, 50000f);
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d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
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d.BodySetLinearVel(Body, 0, 0, 0);
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if (Interlocked.Exchange(ref m_crossingfailures, m_crossingfailures) == 0)
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{ // tell base code only once
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Interlocked.Increment(ref m_crossingfailures);
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base.RequestPhysicsterseUpdate();
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}
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/*
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if (Interlocked.Exchange(ref m_crossingfailures, m_crossingfailures) == 0)
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{ // tell base code only once
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Interlocked.Increment(ref m_crossingfailures);
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base.RequestPhysicsterseUpdate();
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}
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*/
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m_outofBounds = true;
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base.RequestPhysicsterseUpdate();
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return;
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}
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/*
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if (Interlocked.Exchange(ref m_crossingfailures, 0) != 0)
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{
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// main simulator had a crossing failure
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@ -3155,7 +3180,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
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base.RequestPhysicsterseUpdate();
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return;
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}
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*/
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base.RequestPhysicsterseUpdate();
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if (l_position.Z < 0)
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@ -1536,7 +1536,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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List<OdePrim> removeprims = null;
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foreach (OdePrim chr in _activeprims)
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{
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if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
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if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
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{
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try
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{
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@ -3410,13 +3410,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void SetTerrain(float[] heightMap, Vector3 pOffset)
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{
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uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
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int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
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uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
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uint heightmapHeight = regionsize + 1;
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int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
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int heightmapHeight = regionsize + 2;
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uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
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uint heightmapHeightSamples = (uint)regionsize + 2;
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int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
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int heightmapHeightSamples = (int)regionsize + 2;
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// Array of height samples for ODE
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float[] _heightmap;
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@ -3432,10 +3432,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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float hfmax = -2000f;
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float minele = 0.0f; // Dont allow -ve heights
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uint x = 0;
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uint y = 0;
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uint xx = 0;
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uint yy = 0;
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int x = 0;
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int y = 0;
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int xx = 0;
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int yy = 0;
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// load the height samples array from the heightMap
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for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
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