From 3f9b274180acb4499b878e9acad461811f11eb1f Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 27 Mar 2013 16:59:13 -0700 Subject: [PATCH] BulletSim: tweaks to terrain boundry computation. No functional changes. --- .../Physics/BulletSPlugin/BSTerrainManager.cs | 50 +++++++++++-------- 1 file changed, 29 insertions(+), 21 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index a60946dbbd..d4aecbc4ce 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -343,37 +343,35 @@ public sealed class BSTerrainManager : IDisposable { Vector3 ret = pPos; + // First, base addresses are never negative so correct for that possible problem. + if (ret.X < 0f || ret.Y < 0f) + { + ret.X = Util.Clamp(ret.X, 0f, 1000000f); + ret.Y = Util.Clamp(ret.Y, 0f, 1000000f); + DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", + BSScene.DetailLogZero, pPos, ret); + } + // Can't do this function if we don't know about any terrain. if (m_terrains.Count == 0) return ret; - int loopPrevention = 5; + int loopPrevention = 10; Vector3 terrainBaseXYZ; BSTerrainPhys physTerrain; while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ)) { // The passed position is not within a known terrain area. + // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region. - // 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); + // 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 + (ret.X % DefaultRegionSize.X)); + ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + (ret.X % DefaultRegionSize.Y)); + DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", + BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); - 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 @@ -383,6 +381,7 @@ public sealed class BSTerrainManager : IDisposable break; } } + return ret; } @@ -479,11 +478,20 @@ public sealed class BSTerrainManager : IDisposable private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase) { Vector3 ret = pTerrainBase; + + // Can't do this function if we don't know about any terrain. + if (m_terrains.Count == 0) + return ret; + + // Just some sanity + ret.X = Util.Clamp(ret.X, 0f, 1000000f); + ret.Y = Util.Clamp(ret.Y, 0f, 1000000f); 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) + while (ret.X > 0f || ret.Y > 0f) { if (ret.X > 0f) {