try to make crossings work better. chode no longer prevents crossings i hope

This commit is contained in:
UbitUmarov
2012-02-15 17:08:33 +00:00
parent 04279e36d1
commit a758abaa9f
4 changed files with 80 additions and 30 deletions

View File

@@ -732,13 +732,13 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void CrossingFailure()
{
m_crossingfailures++;
if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
int tmp = Interlocked.Increment(ref m_crossingfailures);
if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
{
base.RaiseOutOfBounds(_position);
return;
}
else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
{
m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
}
@@ -3042,10 +3042,9 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
d.Vector3 torque = d.BodyGetTorque(Body);
_torque = new Vector3(torque.X, torque.Y, torque.Z);
base.RequestPhysicsterseUpdate();
//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
/*
// Check if outside region
// In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
@@ -3112,7 +3111,52 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
return; // Dont process any other motion?
} // end various methods
} // end outside region horizontally
*/
if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
|| _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
)
{
// we are outside current region
// clip position to a stop just outside region and stop it only internally
// do it only once using m_crossingfailures as control
_position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
_position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
_position.Z = Util.Clip(l_position.Z, -100f, 50000f);
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
d.BodySetLinearVel(Body, 0, 0, 0);
if (Interlocked.Exchange(ref m_crossingfailures, 0) == 0)
{ // tell base code only once
Interlocked.Increment(ref m_crossingfailures);
base.RequestPhysicsterseUpdate();
}
return;
}
if (Interlocked.Exchange(ref m_crossingfailures, 0) > 1)
{
// main simulator had a crossing failure
// park it inside region
_position.X = Util.Clip(l_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
_position.Y = Util.Clip(l_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
_position.Z = Util.Clip(l_position.Z, -100f, 50000f);
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
m_lastposition = _position;
_velocity = Vector3.Zero;
m_lastVelocity = _velocity;
if (m_type != Vehicle.TYPE_NONE)
Halt();
d.BodySetLinearVel(Body, 0, 0, 0);
base.RequestPhysicsterseUpdate();
return;
}
base.RequestPhysicsterseUpdate();
if (l_position.Z < 0)
{