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https://github.com/opensim/opensim.git
synced 2026-08-11 20:05:33 +08:00
* A bunch of updates to make things more smooth.
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
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@@ -53,6 +53,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool m_taintshape = false;
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private bool m_taintPhysics = false;
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public bool m_taintremove = false;
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public bool m_taintdisable = false;
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private bool m_taintforce = false;
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private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
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@@ -451,6 +452,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_taintforce)
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changeAddForce(timestep);
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if (m_taintdisable)
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changedisable(timestep);
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}
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public void Move(float timestep)
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@@ -494,6 +498,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_taintrot = _orientation;
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}
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public void changedisable(float timestep)
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{
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if (Body != (IntPtr) 0)
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d.BodyDisable(Body);
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m_taintdisable = false;
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}
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public void changePhysicsStatus(float timestap)
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{
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@@ -862,7 +873,16 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override PhysicsVector RotationalVelocity
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{
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get { return m_rotationalVelocity; }
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get {
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if (_zeroFlag)
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return PhysicsVector.Zero;
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m_lastUpdateSent = false;
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if (m_rotationalVelocity.IsIdentical(PhysicsVector.Zero, 0.2f))
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return PhysicsVector.Zero;
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return m_rotationalVelocity;
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}
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set { m_rotationalVelocity = value; }
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}
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@@ -917,6 +937,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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&& (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02))
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{
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_zeroFlag = true;
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m_throttleUpdates = false;
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}
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else
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{
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@@ -944,9 +965,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_throttleUpdates = false;
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throttleCounter = 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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m_rotationalVelocity = PhysicsVector.Zero;
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base.RequestPhysicsterseUpdate();
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m_lastUpdateSent = true;
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}
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@@ -960,10 +979,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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_velocity.X = vel.X;
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_velocity.Y = vel.Y;
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_velocity.Z = vel.Z;
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m_rotationalVelocity.X = rotvel.X;
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m_rotationalVelocity.Y = rotvel.Y;
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m_rotationalVelocity.Z = rotvel.Z;
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if (_velocity.IsIdentical(PhysicsVector.Zero, 0.5f))
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{
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m_rotationalVelocity = PhysicsVector.Zero;
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}
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else
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{
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m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z);
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}
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//System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString());
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_orientation.w = ori.W;
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_orientation.x = ori.X;
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@@ -405,8 +405,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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// If you interpenetrate a prim with another prim
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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 = 0f;
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if (contacts[i].depth >= 0.25f)
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{
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// Don't collide, one or both prim will explode.
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((OdePrim)p1).m_taintdisable = true;
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AddPhysicsActorTaint(p1);
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((OdePrim)p2).m_taintdisable = true;
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AddPhysicsActorTaint(p2);
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contacts[i].depth = 0f;
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}
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}
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if (contacts[i].depth >= 1.00f)
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{
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