diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index f442ca22df..e208d3a9e0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -205,7 +205,7 @@ public sealed class BSCharacter : BSPhysObject // errors can creap in and the avatar will slowly float off in some direction. // So, the problem is that, when an avatar is standing, we cannot tell creaping error // from real pushing. - // The code below keeps setting the velocity to zero hoping the world will keep pushing. + // The code below uses whether the collider is static or moving to decide whether to zero motion. _velocityMotor.Step(timeStep); @@ -244,6 +244,7 @@ public sealed class BSCharacter : BSPhysObject } else { + // Supposed to be moving. OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; if (Friction != BSParam.AvatarFriction) @@ -276,8 +277,8 @@ public sealed class BSCharacter : BSPhysObject }); } - // Decide of the character is colliding with a low object and compute a force to pop the - // avatar up so it has a chance of walking up and over the low object. + // Decide if the character is colliding with a low object and compute a force to pop the + // avatar up so it can walk up and over the low objects. private OMV.Vector3 WalkUpStairs() { OMV.Vector3 ret = OMV.Vector3.Zero; @@ -476,17 +477,19 @@ public sealed class BSCharacter : BSPhysObject if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) { // The character is out of the known/simulated area. - // Upper levels of code will handle the transition to other areas so, for - // the time, we just ignore the position. - return ret; + // Force the avatar position to be within known. ScenePresence will use the position + // plus the velocity to decide if the avatar is moving out of the region. + RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); + DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); + return true; } // If below the ground, move the avatar up float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); if (Position.Z < terrainHeight) { - DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); - _position.Z = terrainHeight + 2.0f; + DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); + _position.Z = terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters; ret = true; } if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) @@ -806,14 +809,7 @@ public sealed class BSCharacter : BSPhysObject private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { if (force.IsFinite()) { - float magnitude = force.Length(); - if (magnitude > BSParam.MaxAddForceMagnitude) - { - // Force has a limit - force = force / magnitude * BSParam.MaxAddForceMagnitude; - } - - OMV.Vector3 addForce = force; + OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() @@ -902,6 +898,7 @@ public sealed class BSCharacter : BSPhysObject // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. if (PositionSanityCheck(true)) { + DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position); entprop.Position = _position; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index fa581090c6..2af84684fc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -107,6 +107,7 @@ public static class BSParam public static float AvatarCapsuleDepth { get; private set; } public static float AvatarCapsuleHeight { get; private set; } public static float AvatarContactProcessingThreshold { get; private set; } + public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } public static float AvatarStepHeight { get; private set; } public static float AvatarStepApproachFactor { get; private set; } public static float AvatarStepForceFactor { get; private set; } @@ -497,6 +498,10 @@ public static class BSParam 0.1f, (s) => { return AvatarContactProcessingThreshold; }, (s,v) => { AvatarContactProcessingThreshold = v; } ), + new ParameterDefn("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", + 1.0f, + (s) => { return AvatarBelowGroundUpCorrectionMeters; }, + (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ), new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", 0.3f, (s) => { return AvatarStepHeight; }, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 2e9db39f73..e8040d856b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -337,6 +337,54 @@ public sealed class BSTerrainManager : IDisposable return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); } + // Return a new position that is over known terrain if the position is outside our terrain. + public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos) + { + Vector3 ret = pPos; + + // Can't do this function if we don't know about any terrain. + if (m_terrains.Count == 0) + return ret; + + int loopPrevention = 5; + Vector3 terrainBaseXYZ; + BSTerrainPhys physTerrain; + while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ)) + { + // The passed position is not within a known terrain area. + + // First, base addresses are never negative so correct for that possible problem. + if (ret.X < 0f || ret.Y < 0f) + { + if (ret.X < 0f) + ret.X = 0f; + if (ret.Y < 0f) + ret.Y = 0f; + DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", + BSScene.DetailLogZero, pPos, ret); + } + else + { + // Must be off the top of a region. Find an adjacent region to move into. + Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); + + ret.X = Math.Min(ret.X, adjacentTerrainBase.X + DefaultRegionSize.X); + ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + DefaultRegionSize.Y); + DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", + BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); + } + if (loopPrevention-- < 0f) + { + // The 'while' is a little dangerous so this prevents looping forever if the + // mapping of the terrains ever gets messed up (like nothing at <0,0>) or + // the list of terrains is in transition. + DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,suppressingFindAdjacentRegionLoop", BSScene.DetailLogZero); + break; + } + } + return ret; + } + // Given an X and Y, find the height of the terrain. // Since we could be handling multiple terrains for a mega-region, // the base of the region is calcuated assuming all regions are @@ -400,18 +448,60 @@ public sealed class BSTerrainManager : IDisposable // the descriptor class and the 'base' fo the addresses therein. private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) { - int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; - int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; - Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); + bool ret = false; + + Vector3 terrainBaseXYZ = Vector3.Zero; + if (pos.X < 0f || pos.Y < 0f) + { + // We don't handle negative addresses so just make up a base that will not be found. + terrainBaseXYZ = new Vector3(-DefaultRegionSize.X, -DefaultRegionSize.Y, 0f); + } + else + { + int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; + int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; + terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); + } BSTerrainPhys physTerrain = null; lock (m_terrains) { - m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); + ret = m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); } outTerrainBase = terrainBaseXYZ; outPhysTerrain = physTerrain; - return (physTerrain != null); + return ret; + } + + // Given a terrain base, return a terrain base for a terrain that is closer to <0,0> than + // this one. Usually used to return an out of bounds object to a known place. + private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase) + { + Vector3 ret = pTerrainBase; + ret.Z = 0f; + lock (m_terrains) + { + // Once down to the <0,0> region, we have to be done. + while (ret.X > 0f && ret.Y > 0f) + { + if (ret.X > 0f) + { + ret.X = Math.Max(0f, ret.X - DefaultRegionSize.X); + DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingX,terrainBase={1}", BSScene.DetailLogZero, ret); + if (m_terrains.ContainsKey(ret)) + break; + } + if (ret.Y > 0f) + { + ret.Y = Math.Max(0f, ret.Y - DefaultRegionSize.Y); + DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingY,terrainBase={1}", BSScene.DetailLogZero, ret); + if (m_terrains.ContainsKey(ret)) + break; + } + } + } + + return ret; } // Although no one seems to check this, I do support combining. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index d7e800d933..57a5ff2a6f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs @@ -215,7 +215,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys float magX = (float)sizeX / extentX; float magY = (float)sizeY / extentY; - physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", + if (physicsScene != null) + physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); float minHeight = float.MaxValue; // Note that sizeX+1 vertices are created since there is land between this and the next region. @@ -257,7 +258,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys } catch (Exception e) { - physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", + if (physicsScene != null) + physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", LogHeader, physicsScene.RegionName, extentBase, e); }