let ode suport var size regions
Signed-off-by: Diva Canto <diva@metaverseink.com>0.8.2-post-fixes
parent
2210c5807f
commit
13b1c5dfce
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@ -172,6 +172,13 @@ namespace OpenSim.Region.PhysicsModule.ODE
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/// <param name="req"></param>
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/// <param name="req"></param>
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private void RayCast(ODERayCastRequest req)
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private void RayCast(ODERayCastRequest req)
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{
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{
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// UBIT: limit ray lenght or collisions will take all avaiable stack space
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// this value may still be too large, depending on machine configuration
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// of maximum stack
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float len = req.length;
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if (len > 250f)
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len = 250f;
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// Create the ray
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// Create the ray
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IntPtr ray = d.CreateRay(m_scene.space, req.length);
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IntPtr ray = d.CreateRay(m_scene.space, req.length);
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d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
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d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
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@ -25,6 +25,12 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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// Ubit changes for varsize regions
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// note that raycasts need to have limited range
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// (even in normal regions)
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// or aplication thread stack may just blowup
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// see RayCast(ODERayCastRequest req)
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//#define USE_DRAWSTUFF
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//#define USE_DRAWSTUFF
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//#define SPAM
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//#define SPAM
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@ -270,8 +276,10 @@ namespace OpenSim.Region.PhysicsModule.ODE
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private Random fluidRandomizer = new Random(Environment.TickCount);
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private Random fluidRandomizer = new Random(Environment.TickCount);
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private const uint m_regionWidth = Constants.RegionSize;
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public bool m_suportCombine = true;
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private const uint m_regionHeight = Constants.RegionSize;
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private uint m_regionWidth = Constants.RegionSize;
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private uint m_regionHeight = Constants.RegionSize;
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private float ODE_STEPSIZE = 0.0178f;
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private float ODE_STEPSIZE = 0.0178f;
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private float metersInSpace = 29.9f;
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private float metersInSpace = 29.9f;
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@ -297,7 +305,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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private IntPtr contactgroup;
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private IntPtr contactgroup;
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internal IntPtr WaterGeom;
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// internal IntPtr WaterGeom;
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private float nmTerrainContactFriction = 255.0f;
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private float nmTerrainContactFriction = 255.0f;
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private float nmTerrainContactBounce = 0.1f;
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private float nmTerrainContactBounce = 0.1f;
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@ -514,17 +522,17 @@ namespace OpenSim.Region.PhysicsModule.ODE
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public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
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public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
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public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
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public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
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// TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
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// TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
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// TODO: unused: private uint heightmapWidthSamples;
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// TODO: unused: private uint heightmapHeightSamples;
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private volatile int m_global_contactcount = 0;
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private volatile int m_global_contactcount = 0;
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private Vector3 m_worldOffset = Vector3.Zero;
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private Vector3 m_worldOffset = Vector3.Zero;
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public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
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public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
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private PhysicsScene m_parentScene = null;
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private PhysicsScene m_parentScene = null;
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float spacesPerMeterX;
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float spacesPerMeterY;
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int spaceGridMaxX;
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int spaceGridMaxY;
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private ODERayCastRequestManager m_rayCastManager;
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private ODERayCastRequestManager m_rayCastManager;
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@ -583,10 +591,12 @@ namespace OpenSim.Region.PhysicsModule.ODE
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scene.RegisterModuleInterface<PhysicsScene>(this);
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scene.RegisterModuleInterface<PhysicsScene>(this);
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Vector3 extent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ);
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Vector3 extent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ);
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Initialise();
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Initialise(extent);
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InitialiseFromConfig(m_config);
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InitialiseFromConfig(m_config);
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// This may not be that good since terrain may not be avaiable at this point
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base.Initialise(scene.PhysicsRequestAsset,
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base.Initialise(scene.PhysicsRequestAsset,
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(scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[Constants.RegionSize * Constants.RegionSize]),
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(scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[(int)(extent.X * extent.Y)]),
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(float)scene.RegionInfo.RegionSettings.WaterHeight);
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(float)scene.RegionInfo.RegionSettings.WaterHeight);
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}
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}
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@ -613,8 +623,15 @@ namespace OpenSim.Region.PhysicsModule.ODE
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/// Sets many properties that ODE requires to be stable
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/// Sets many properties that ODE requires to be stable
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/// These settings need to be tweaked 'exactly' right or weird stuff happens.
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/// These settings need to be tweaked 'exactly' right or weird stuff happens.
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/// </summary>
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/// </summary>
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private void Initialise()
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private void Initialise(Vector3 regionExtent)
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{
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{
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WorldExtents.X = regionExtent.X;
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m_regionWidth = (uint)regionExtent.X;
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WorldExtents.Y = regionExtent.Y;
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m_regionHeight = (uint)regionExtent.Y;
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m_suportCombine = false;
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nearCallback = near;
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nearCallback = near;
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triCallback = TriCallback;
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triCallback = TriCallback;
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triArrayCallback = TriArrayCallback;
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triArrayCallback = TriArrayCallback;
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@ -633,7 +650,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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viewthread.Start();
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viewthread.Start();
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#endif
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#endif
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_watermap = new float[258 * 258];
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// _watermap = new float[258 * 258];
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// Zero out the prim spaces array (we split our space into smaller spaces so
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// Zero out the prim spaces array (we split our space into smaller spaces so
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// we can hit test less.
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// we can hit test less.
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@ -780,7 +797,31 @@ namespace OpenSim.Region.PhysicsModule.ODE
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contacts = new d.ContactGeom[contactsPerCollision];
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contacts = new d.ContactGeom[contactsPerCollision];
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staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
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spacesPerMeterX = 1.0f / metersInSpace;
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spacesPerMeterY = 1.0f / metersInSpace;
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spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeterX);
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spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeterY);
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// ubit: limit number of spaces
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if (spaceGridMaxX > 24)
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{
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spaceGridMaxX = 24;
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spacesPerMeterX = spaceGridMaxX / WorldExtents.X;
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}
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if (spaceGridMaxY > 24)
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{
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spaceGridMaxY = 24;
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spacesPerMeterY = spaceGridMaxY / WorldExtents.Y ;
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}
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staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
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// make this index limits
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spaceGridMaxX--;
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spaceGridMaxY--;
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// Centeral contact friction and bounce
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// Centeral contact friction and bounce
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// ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
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// ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
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@ -1964,6 +2005,8 @@ namespace OpenSim.Region.PhysicsModule.ODE
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public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
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public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
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{
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{
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if (!m_suportCombine)
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return;
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m_worldOffset = offset;
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m_worldOffset = offset;
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WorldExtents = new Vector2(extents.X, extents.Y);
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WorldExtents = new Vector2(extents.X, extents.Y);
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m_parentScene = pScene;
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m_parentScene = pScene;
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@ -1972,10 +2015,15 @@ namespace OpenSim.Region.PhysicsModule.ODE
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// Recovered for use by fly height. Kitto Flora
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// Recovered for use by fly height. Kitto Flora
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internal float GetTerrainHeightAtXY(float x, float y)
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internal float GetTerrainHeightAtXY(float x, float y)
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{
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{
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int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
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int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
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IntPtr heightFieldGeom = IntPtr.Zero;
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IntPtr heightFieldGeom = IntPtr.Zero;
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int offsetX = 0;
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int offsetY = 0;
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if (m_suportCombine)
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{
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offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
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offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
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}
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if(RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
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if(RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
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{
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{
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@ -1991,8 +2039,8 @@ namespace OpenSim.Region.PhysicsModule.ODE
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(int)x < 0.001f || (int)y < 0.001f)
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(int)x < 0.001f || (int)y < 0.001f)
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return 0;
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return 0;
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x = x - offsetX;
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x = x - offsetX + 1f;
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y = y - offsetY;
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y = y - offsetY + 1f;
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index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
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index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
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@ -2828,16 +2876,16 @@ namespace OpenSim.Region.PhysicsModule.ODE
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{
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{
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int[] returnint = new int[2];
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int[] returnint = new int[2];
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returnint[0] = (int) (pos.X/metersInSpace);
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returnint[0] = (int) (pos.X * spacesPerMeterX);
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if (returnint[0] > ((int) (259f/metersInSpace)))
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if (returnint[0] > spaceGridMaxX)
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returnint[0] = ((int) (259f/metersInSpace));
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returnint[0] = spaceGridMaxX;
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if (returnint[0] < 0)
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if (returnint[0] < 0)
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returnint[0] = 0;
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returnint[0] = 0;
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returnint[1] = (int) (pos.Y/metersInSpace);
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returnint[1] = (int)(pos.Y * spacesPerMeterY);
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if (returnint[1] > ((int) (259f/metersInSpace)))
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if (returnint[1] > spaceGridMaxY)
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returnint[1] = ((int) (259f/metersInSpace));
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returnint[1] = spaceGridMaxY;
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if (returnint[1] < 0)
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if (returnint[1] < 0)
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returnint[1] = 0;
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returnint[1] = 0;
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@ -3591,6 +3639,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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get { return false; }
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get { return false; }
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}
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}
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/* godd try.. but not a fix
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#region ODE Specific Terrain Fixes
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#region ODE Specific Terrain Fixes
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private float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
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private float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
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{
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{
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@ -3857,7 +3906,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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}
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}
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#endregion
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#endregion
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*/
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public override void SetTerrain(float[] heightMap)
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public override void SetTerrain(float[] heightMap)
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{
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{
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if (m_worldOffset != Vector3.Zero && m_parentScene != null)
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if (m_worldOffset != Vector3.Zero && m_parentScene != null)
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@ -3878,71 +3927,65 @@ namespace OpenSim.Region.PhysicsModule.ODE
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int startTime = Util.EnvironmentTickCount();
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int startTime = Util.EnvironmentTickCount();
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m_log.DebugFormat("[ODE SCENE]: Setting terrain for {0} with offset {1}", PhysicsSceneName, pOffset);
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m_log.DebugFormat("[ODE SCENE]: Setting terrain for {0} with offset {1}", PhysicsSceneName, pOffset);
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// this._heightmap[i] = (double)heightMap[i];
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// dbm (danx0r) -- creating a buffer zone of one extra sample all around
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//_origheightmap = heightMap;
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float[] _heightmap;
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float[] _heightmap;
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// zero out a heightmap array float array (single dimension [flattened]))
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// ok im lasy this are just a aliases
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//if ((int)Constants.RegionSize == 256)
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uint regionsizeX = m_regionWidth;
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// _heightmap = new float[514 * 514];
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uint regionsizeY = m_regionHeight;
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//else
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_heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
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// map is rotated
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uint heightmapWidth = regionsizeY + 2;
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uint heightmapHeight = regionsizeX + 2;
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uint heightmapWidth = Constants.RegionSize + 1;
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uint heightmapWidthSamples = heightmapWidth + 1;
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uint heightmapHeight = Constants.RegionSize + 1;
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uint heightmapHeightSamples = heightmapHeight + 1;
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uint heightmapWidthSamples;
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_heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
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uint heightmapHeightSamples;
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//if (((int)Constants.RegionSize) == 256)
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//{
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// heightmapWidthSamples = 2 * (uint)Constants.RegionSize + 2;
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// heightmapHeightSamples = 2 * (uint)Constants.RegionSize + 2;
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// heightmapWidth++;
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// heightmapHeight++;
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//}
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//else
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//{
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heightmapWidthSamples = (uint)Constants.RegionSize + 1;
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heightmapHeightSamples = (uint)Constants.RegionSize + 1;
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//}
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const float scale = 1.0f;
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const float scale = 1.0f;
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const float offset = 0.0f;
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const float offset = 0.0f;
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const float thickness = 0.2f;
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const float thickness = 10f;
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const int wrap = 0;
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const int wrap = 0;
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int regionsize = (int) Constants.RegionSize + 2;
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//Double resolution
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float hfmin = float.MaxValue;
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//if (((int)Constants.RegionSize) == 256)
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float hfmax = float.MinValue;
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// heightMap = ResizeTerrain512Interpolation(heightMap);
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float val;
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uint xx;
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uint yy;
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uint maxXX = regionsizeX - 1;
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uint maxYY = regionsizeY - 1;
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// flipping map adding one margin all around so things don't fall in edges
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uint xt = 0;
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xx = 0;
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// if (((int)Constants.RegionSize) == 256 && (int)Constants.RegionSize == 256)
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for (uint x = 0; x < heightmapWidthSamples; x++)
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// regionsize = 512;
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float hfmin = 2000;
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float hfmax = -2000;
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for (int x = 0; x < heightmapWidthSamples; x++)
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{
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{
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for (int y = 0; y < heightmapHeightSamples; y++)
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if (x > 1 && xx < maxXX)
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xx++;
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yy = 0;
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for (uint y = 0; y < heightmapHeightSamples; y++)
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{
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{
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int xx = Util.Clip(x - 1, 0, regionsize - 1);
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if (y > 1 && y < maxYY)
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int yy = Util.Clip(y - 1, 0, regionsize - 1);
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yy += regionsizeX;
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val = heightMap[yy + xx];
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if (val < 0.0f)
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val = 0.0f;
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_heightmap[xt + y] = val;
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float val= heightMap[yy * (int)Constants.RegionSize + xx];
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if (hfmin > val)
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_heightmap[x * ((int)Constants.RegionSize + 2) + y] = val;
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hfmin = val;
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if (hfmax < val)
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hfmin = (val < hfmin) ? val : hfmin;
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hfmax = val;
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hfmax = (val > hfmax) ? val : hfmax;
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}
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}
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xt += heightmapHeightSamples;
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}
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}
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lock (OdeLock)
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lock (OdeLock)
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@ -3963,9 +4006,10 @@ namespace OpenSim.Region.PhysicsModule.ODE
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}
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}
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||||||
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
|
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
|
||||||
d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth + 1, heightmapHeight + 1,
|
d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth, heightmapHeight,
|
||||||
(int)heightmapWidthSamples + 1, (int)heightmapHeightSamples + 1, scale,
|
(int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
|
||||||
offset, thickness, wrap);
|
offset, thickness, wrap);
|
||||||
|
|
||||||
d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
|
d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
|
||||||
GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
|
GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
|
||||||
if (GroundGeom != IntPtr.Zero)
|
if (GroundGeom != IntPtr.Zero)
|
||||||
|
@ -3980,17 +4024,15 @@ namespace OpenSim.Region.PhysicsModule.ODE
|
||||||
|
|
||||||
Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
|
Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
|
||||||
Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
|
Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
|
||||||
//Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
|
|
||||||
|
|
||||||
q1 = q1 * q2;
|
q1 = q1 * q2;
|
||||||
//q1 = q1 * q3;
|
|
||||||
Vector3 v3;
|
Vector3 v3;
|
||||||
float angle;
|
float angle;
|
||||||
q1.GetAxisAngle(out v3, out angle);
|
q1.GetAxisAngle(out v3, out angle);
|
||||||
|
|
||||||
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
|
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
|
||||||
d.GeomSetRotation(GroundGeom, ref R);
|
d.GeomSetRotation(GroundGeom, ref R);
|
||||||
d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)), (pOffset.Y + ((int)Constants.RegionSize * 0.5f)), 0);
|
d.GeomSetPosition(GroundGeom, pOffset.X + regionsizeX * 0.5f, pOffset.Y + regionsizeY * 0.5f, 0);
|
||||||
IntPtr testGround = IntPtr.Zero;
|
IntPtr testGround = IntPtr.Zero;
|
||||||
if (RegionTerrain.TryGetValue(pOffset, out testGround))
|
if (RegionTerrain.TryGetValue(pOffset, out testGround))
|
||||||
{
|
{
|
||||||
|
@ -4015,84 +4057,26 @@ namespace OpenSim.Region.PhysicsModule.ODE
|
||||||
|
|
||||||
public override bool SupportsCombining()
|
public override bool SupportsCombining()
|
||||||
{
|
{
|
||||||
return true;
|
return m_suportCombine;
|
||||||
}
|
}
|
||||||
|
|
||||||
// public override void UnCombine(PhysicsScene pScene)
|
|
||||||
// {
|
|
||||||
// IntPtr localGround = IntPtr.Zero;
|
|
||||||
//// float[] localHeightfield;
|
|
||||||
// bool proceed = false;
|
|
||||||
// List<IntPtr> geomDestroyList = new List<IntPtr>();
|
|
||||||
//
|
|
||||||
// lock (OdeLock)
|
|
||||||
// {
|
|
||||||
// if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
|
|
||||||
// {
|
|
||||||
// foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
|
|
||||||
// {
|
|
||||||
// if (geom == localGround)
|
|
||||||
// {
|
|
||||||
//// localHeightfield = TerrainHeightFieldHeights[geom];
|
|
||||||
// proceed = true;
|
|
||||||
// }
|
|
||||||
// else
|
|
||||||
// {
|
|
||||||
// geomDestroyList.Add(geom);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// if (proceed)
|
|
||||||
// {
|
|
||||||
// m_worldOffset = Vector3.Zero;
|
|
||||||
// WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
|
|
||||||
// m_parentScene = null;
|
|
||||||
//
|
|
||||||
// foreach (IntPtr g in geomDestroyList)
|
|
||||||
// {
|
|
||||||
// // removingHeightField needs to be done or the garbage collector will
|
|
||||||
// // collect the terrain data before we tell ODE to destroy it causing
|
|
||||||
// // memory corruption
|
|
||||||
// if (TerrainHeightFieldHeights.ContainsKey(g))
|
|
||||||
// {
|
|
||||||
//// float[] removingHeightField = TerrainHeightFieldHeights[g];
|
|
||||||
// TerrainHeightFieldHeights.Remove(g);
|
|
||||||
//
|
|
||||||
// if (RegionTerrain.ContainsKey(g))
|
|
||||||
// {
|
|
||||||
// RegionTerrain.Remove(g);
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// d.GeomDestroy(g);
|
|
||||||
// //removingHeightField = new float[0];
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// }
|
|
||||||
// else
|
|
||||||
// {
|
|
||||||
// m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
public override void SetWaterLevel(float baseheight)
|
public override void SetWaterLevel(float baseheight)
|
||||||
{
|
{
|
||||||
waterlevel = baseheight;
|
waterlevel = baseheight;
|
||||||
randomizeWater(waterlevel);
|
// randomizeWater(waterlevel);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
private void randomizeWater(float baseheight)
|
private void randomizeWater(float baseheight)
|
||||||
{
|
{
|
||||||
const uint heightmapWidth = m_regionWidth + 2;
|
uint heightmapWidth = m_regionWidth + 2;
|
||||||
const uint heightmapHeight = m_regionHeight + 2;
|
uint heightmapHeight = m_regionHeight + 2;
|
||||||
const uint heightmapWidthSamples = m_regionWidth + 2;
|
uint heightmapWidthSamples = m_regionWidth + 2;
|
||||||
const uint heightmapHeightSamples = m_regionHeight + 2;
|
uint heightmapHeightSamples = m_regionHeight + 2;
|
||||||
const float scale = 1.0f;
|
float scale = 1.0f;
|
||||||
const float offset = 0.0f;
|
float offset = 0.0f;
|
||||||
const float thickness = 2.9f;
|
float thickness = 2.9f;
|
||||||
const int wrap = 0;
|
int wrap = 0;
|
||||||
|
|
||||||
for (int i = 0; i < (258 * 258); i++)
|
for (int i = 0; i < (258 * 258); i++)
|
||||||
{
|
{
|
||||||
|
@ -4137,7 +4121,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
|
||||||
d.GeomSetPosition(WaterGeom, 128, 128, 0);
|
d.GeomSetPosition(WaterGeom, 128, 128, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
public override void Dispose()
|
public override void Dispose()
|
||||||
{
|
{
|
||||||
_worldInitialized = false;
|
_worldInitialized = false;
|
||||||
|
|
Loading…
Reference in New Issue