* This update includes a wide range of changes to the ODEPlugin for avatar movement, including:
** - avatar can navigate stairs better now ** - avatar can land without shooting into the air ** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m ** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.afrisby
parent
b7170215ba
commit
f852b64555
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@ -319,7 +319,15 @@ namespace OpenSim.Region.Environment.Modules
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int size = m_asset.Data.Length - 600 - (1000 * (PacketCounter - 1));
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if (size > 1000) size = 1000;
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im.ImageData.Data = new byte[size];
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try
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{
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Array.Copy(m_asset.Data, 600 + (1000 * (PacketCounter - 1)), im.ImageData.Data, 0, size);
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}
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catch (System.ArgumentOutOfRangeException)
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{
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OpenSim.Framework.Console.MainLog.Instance.Warn("TEXTURE", "Unable to separate texture into multiple packets: Array bounds failure on asset:" + m_asset.FullID.ToString() + "- TextureDownloadModule.cs. line:328");
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return;
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}
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RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
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PacketCounter++;
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}
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@ -999,17 +999,17 @@ namespace OpenSim.Region.Environment.Scenes
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if (m_physicsActor.Flying)
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{
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direc *= 4;
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bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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bool colliding = (m_physicsActor.IsColliding==true);
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if (controlland)
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MainLog.Instance.Verbose("AGENT","landCommand");
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if (colliding )
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MainLog.Instance.Verbose("AGENT","colliding");
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if (m_physicsActor.Flying && colliding && controlland)
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{
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StopFlying();
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MainLog.Instance.Verbose("AGENT", "Stop FLying");
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}
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//bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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//bool colliding = (m_physicsActor.IsColliding==true);
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//if (controlland)
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// MainLog.Instance.Verbose("AGENT","landCommand");
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//if (colliding )
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// MainLog.Instance.Verbose("AGENT","colliding");
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//if (m_physicsActor.Flying && colliding && controlland)
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//{
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// StopFlying();
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// MainLog.Instance.Verbose("AGENT", "Stop FLying");
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//}
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}
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else
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{
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@ -111,22 +111,22 @@ namespace OpenSim.Region.Physics.OdePlugin
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Amotor = d.JointCreateAMotor(parent_scene.world, IntPtr.Zero);
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d.JointAttach(Amotor, Body, IntPtr.Zero);
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d.JointSetAMotorMode(Amotor, dAMotorEuler);
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d.JointSetAMotorNumAxes(Amotor, 3);
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d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
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d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
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d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
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d.JointSetAMotorAngle(Amotor, 0, 0);
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d.JointSetAMotorAngle(Amotor, 1, 0);
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d.JointSetAMotorAngle(Amotor, 2, 0);
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d.JointSetAMotorParam(Amotor, 0, -0);
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d.JointSetAMotorParam(Amotor, 0x200, -0);
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d.JointSetAMotorParam(Amotor, 0x100, -0);
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d.JointSetAMotorParam(Amotor, 0, 0);
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d.JointSetAMotorParam(Amotor, 3, 0);
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d.JointSetAMotorParam(Amotor, 2, 0);
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//Amotor = d.JointCreateAMotor(parent_scene.world, IntPtr.Zero);
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//d.JointAttach(Amotor, Body, IntPtr.Zero);
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//d.JointSetAMotorMode(Amotor, dAMotorEuler);
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//d.JointSetAMotorNumAxes(Amotor, 3);
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//d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
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//d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
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///d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
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//d.JointSetAMotorAngle(Amotor, 0, 0);
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//d.JointSetAMotorAngle(Amotor, 1, 0);
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//d.JointSetAMotorAngle(Amotor, 2, 0);
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//d.JointSetAMotorParam(Amotor, 0, -0);
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//d.JointSetAMotorParam(Amotor, 0x200, -0);
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//d.JointSetAMotorParam(Amotor, 0x100, -0);
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// d.JointSetAMotorParam(Amotor, 0, 0);
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// d.JointSetAMotorParam(Amotor, 3, 0);
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// d.JointSetAMotorParam(Amotor, 2, 0);
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@ -269,7 +269,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_pidControllerActive = true;
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}
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}
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public void SetPidStatus(bool status)
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{
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m_pidControllerActive = status;
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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@ -583,7 +586,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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lock (OdeScene.OdeLock)
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{
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d.JointDestroy(Amotor);
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// d.JointDestroy(Amotor);
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d.GeomDestroy(Shell);
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_parent_scene.geom_name_map.Remove(Shell);
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d.BodyDestroy(Body);
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@ -375,14 +375,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
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int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
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if (primScenAvatarIn == "0")
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{
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MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in space with no prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + " . Arr:': " + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
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}
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else
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{
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MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in Prim space with prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
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}
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m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
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d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
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d.SpaceAdd(m_targetSpace, prim_geom);
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@ -136,7 +136,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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TerrainContact.surface.soft_erp = 0.1025f;
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AvatarMovementprimContact.surface.mu = 150.0f;
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AvatarMovementprimContact.surface.bounce = 0.2f;
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AvatarMovementprimContact.surface.bounce = 0.1f;
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AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
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AvatarMovementTerrainContact.surface.mu = 150.0f;
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@ -297,7 +297,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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p2.CollidingObj = true;
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//contacts[i].depth = 0.003f;
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//p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
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p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
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OdeCharacter character = (OdeCharacter)p2;
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character.SetPidStatus(true);
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//contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
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}
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@ -309,8 +311,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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p1.CollidingObj = true;
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//contacts[i].depth = 0.003f;
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//p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
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p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
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//contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2));
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OdeCharacter character = (OdeCharacter)p2;
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character.SetPidStatus(true);
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}
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else
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{
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@ -321,12 +325,48 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (p1.PhysicsActorType == (int)ActorTypes.Prim && p2.PhysicsActorType == (int)ActorTypes.Prim)
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{
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// Don't collide, one or both prim will explode.
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contacts[i].depth = 0.0f;
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contacts[i].depth = -1f;
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}
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if (contacts[i].depth >= 1.00f)
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{
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if ((p2.PhysicsActorType == (int)ActorTypes.Agent && p1.PhysicsActorType == (int)ActorTypes.Unknown) || (p1.PhysicsActorType == (int)ActorTypes.Agent && p2.PhysicsActorType == (int)ActorTypes.Unknown))
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{
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if (p2.PhysicsActorType == (int)ActorTypes.Agent)
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{
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OdeCharacter character = (OdeCharacter)p2;
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//p2.CollidingObj = true;
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contacts[i].depth = 0.003f;
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p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f);
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contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
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character.SetPidStatus(true);
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}
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else
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{
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}
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if (p1.PhysicsActorType == (int)ActorTypes.Agent)
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{
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OdeCharacter character = (OdeCharacter)p2;
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//p2.CollidingObj = true;
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contacts[i].depth = 0.003f;
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p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f);
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contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
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character.SetPidStatus(true);
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}
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else
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{
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//contacts[i].depth = 0.0000000f;
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}
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}
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}
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}
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#endregion
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if (contacts[i].depth > 0f)
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if (contacts[i].depth >= 0f)
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{
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if (name1 == "Terrain" || name2 == "Terrain")
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{
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Loading…
Reference in New Issue