Merge branch 'master' into careminster

avinationmerge
Melanie 2013-03-11 19:09:49 +00:00
commit 1e7c7fb779
6 changed files with 135 additions and 25 deletions

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@ -4959,8 +4959,25 @@ namespace OpenSim.Region.Framework.Scenes
Changed changeFlags = 0; Changed changeFlags = 0;
Primitive.TextureEntryFace fallbackNewFace = newTex.DefaultTexture;
Primitive.TextureEntryFace fallbackOldFace = oldTex.DefaultTexture;
// On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all
// other prim-sides are set, but apparently that's not always the case. Lets assume packet/data corruption at this point.
if (fallbackNewFace == null)
{
fallbackNewFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
newTex.DefaultTexture = fallbackNewFace;
}
if (fallbackOldFace == null)
{
fallbackOldFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
oldTex.DefaultTexture = fallbackOldFace;
}
for (int i = 0 ; i < GetNumberOfSides(); i++) for (int i = 0 ; i < GetNumberOfSides(); i++)
{ {
Primitive.TextureEntryFace newFace = newTex.DefaultTexture; Primitive.TextureEntryFace newFace = newTex.DefaultTexture;
Primitive.TextureEntryFace oldFace = oldTex.DefaultTexture; Primitive.TextureEntryFace oldFace = oldTex.DefaultTexture;

View File

@ -205,7 +205,7 @@ public sealed class BSCharacter : BSPhysObject
// errors can creap in and the avatar will slowly float off in some direction. // 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 // So, the problem is that, when an avatar is standing, we cannot tell creaping error
// from real pushing. // 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); _velocityMotor.Step(timeStep);
@ -244,6 +244,7 @@ public sealed class BSCharacter : BSPhysObject
} }
else else
{ {
// Supposed to be moving.
OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
if (Friction != BSParam.AvatarFriction) 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 // Decide if 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. // avatar up so it can walk up and over the low objects.
private OMV.Vector3 WalkUpStairs() private OMV.Vector3 WalkUpStairs()
{ {
OMV.Vector3 ret = OMV.Vector3.Zero; OMV.Vector3 ret = OMV.Vector3.Zero;
@ -476,17 +477,19 @@ public sealed class BSCharacter : BSPhysObject
if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
{ {
// The character is out of the known/simulated area. // The character is out of the known/simulated area.
// Upper levels of code will handle the transition to other areas so, for // Force the avatar position to be within known. ScenePresence will use the position
// the time, we just ignore the position. // plus the velocity to decide if the avatar is moving out of the region.
return ret; RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition);
DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition);
return true;
} }
// If below the ground, move the avatar up // If below the ground, move the avatar up
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
if (Position.Z < terrainHeight) if (Position.Z < terrainHeight)
{ {
DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight);
_position.Z = terrainHeight + 2.0f; _position.Z = terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters;
ret = true; ret = true;
} }
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) 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) { private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
if (force.IsFinite()) if (force.IsFinite())
{ {
float magnitude = force.Length(); OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
if (magnitude > BSParam.MaxAddForceMagnitude)
{
// Force has a limit
force = force / magnitude * BSParam.MaxAddForceMagnitude;
}
OMV.Vector3 addForce = force;
// DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce);
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() 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. // Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
if (PositionSanityCheck(true)) if (PositionSanityCheck(true))
{ {
DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position);
entprop.Position = _position; entprop.Position = _position;
} }

View File

@ -107,6 +107,7 @@ public static class BSParam
public static float AvatarCapsuleDepth { get; private set; } public static float AvatarCapsuleDepth { get; private set; }
public static float AvatarCapsuleHeight { get; private set; } public static float AvatarCapsuleHeight { get; private set; }
public static float AvatarContactProcessingThreshold { 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 AvatarStepHeight { get; private set; }
public static float AvatarStepApproachFactor { get; private set; } public static float AvatarStepApproachFactor { get; private set; }
public static float AvatarStepForceFactor { get; private set; } public static float AvatarStepForceFactor { get; private set; }
@ -497,6 +498,10 @@ public static class BSParam
0.1f, 0.1f,
(s) => { return AvatarContactProcessingThreshold; }, (s) => { return AvatarContactProcessingThreshold; },
(s,v) => { AvatarContactProcessingThreshold = v; } ), (s,v) => { AvatarContactProcessingThreshold = v; } ),
new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
1.0f,
(s) => { return AvatarBelowGroundUpCorrectionMeters; },
(s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ),
new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction", new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
0.3f, 0.3f,
(s) => { return AvatarStepHeight; }, (s) => { return AvatarStepHeight; },

View File

@ -337,6 +337,54 @@ public sealed class BSTerrainManager : IDisposable
return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); 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. // Given an X and Y, find the height of the terrain.
// Since we could be handling multiple terrains for a mega-region, // Since we could be handling multiple terrains for a mega-region,
// the base of the region is calcuated assuming all regions are // 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. // the descriptor class and the 'base' fo the addresses therein.
private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase)
{ {
int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; bool ret = false;
int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); 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; BSTerrainPhys physTerrain = null;
lock (m_terrains) lock (m_terrains)
{ {
m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); ret = m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain);
} }
outTerrainBase = terrainBaseXYZ; outTerrainBase = terrainBaseXYZ;
outPhysTerrain = physTerrain; 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. // Although no one seems to check this, I do support combining.

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@ -215,7 +215,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys
float magX = (float)sizeX / extentX; float magX = (float)sizeX / extentX;
float magY = (float)sizeY / extentY; 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); BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY);
float minHeight = float.MaxValue; float minHeight = float.MaxValue;
// Note that sizeX+1 vertices are created since there is land between this and the next region. // 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) 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); LogHeader, physicsScene.RegionName, extentBase, e);
} }

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@ -206,13 +206,12 @@
;; Choose one of the physics engines below ;; Choose one of the physics engines below
;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
;; OpenDynamicsEngine is by some distance the most developed physics engine ;; OpenDynamicsEngine is by some distance the most developed physics engine
;; BulletSim is incomplete and experimental but in active development. BulletSimN is a purely C# version of BulletSim. ;; BulletSim is experimental and in active development.
;; basicphysics effectively does not model physics at all, making all ;; basicphysics effectively does not model physics at all, making all
;; objects phantom. ;; objects phantom.
;; Default is OpenDynamicsEngine ;; Default is OpenDynamicsEngine
; physics = OpenDynamicsEngine ; physics = OpenDynamicsEngine
; physics = BulletSim ; physics = BulletSim
; physics = BulletSimN
; physics = basicphysics ; physics = basicphysics
; physics = POS ; physics = POS