fix GetTerrainHeightAtXY for large regions. Also change ode dispose()

avinationmerge
UbitUmarov 2015-10-17 14:42:04 +01:00
parent f39e6bc482
commit 8dcb4de53c
1 changed files with 31 additions and 387 deletions

View File

@ -1988,8 +1988,9 @@ namespace OpenSim.Region.PhysicsModule.ODE
x = x - offsetX + 1f;
y = y - offsetY + 1f;
// map is rotated
index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
index = (int)x * ((int)m_regionHeight + 3) + (int)y;
if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
{
@ -2567,59 +2568,13 @@ namespace OpenSim.Region.PhysicsModule.ODE
}
// we don't want to remove the main space
// If the geometry is in the targetspace, remove it from the target space
//m_log.Warn(prim.m_targetSpace);
//if (prim.m_targetSpace != IntPtr.Zero)
//{
//if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
//{
//if (d.GeomIsSpace(prim.m_targetSpace))
//{
//waitForSpaceUnlock(prim.m_targetSpace);
//d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
prim.m_targetSpace = IntPtr.Zero;
//}
//else
//{
// m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
//((OdePrim)prim).m_targetSpace.ToString());
//}
//}
//}
//m_log.Warn(prim.prim_geom);
if (!prim.RemoveGeom())
m_log.Warn("[ODE SCENE]: Unable to remove prim from physics scene");
lock (_prims)
_prims.Remove(prim);
//If there are no more geometries in the sub-space, we don't need it in the main space anymore
//if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
//{
//if (prim.m_targetSpace != null)
//{
//if (d.GeomIsSpace(prim.m_targetSpace))
//{
//waitForSpaceUnlock(prim.m_targetSpace);
//d.SpaceRemove(space, prim.m_targetSpace);
// free up memory used by the space.
//d.SpaceDestroy(prim.m_targetSpace);
//int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
//resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
//}
//else
//{
//m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
//((OdePrim) prim).m_targetSpace.ToString());
//}
//}
//}
if (SupportsNINJAJoints)
RemoveAllJointsConnectedToActorThreadLocked(prim);
@ -2715,12 +2670,9 @@ namespace OpenSim.Region.PhysicsModule.ODE
{
if (d.GeomIsSpace(currentspace))
{
// waitForSpaceUnlock(currentspace);
// waitForSpaceUnlock(space);
d.SpaceRemove(space, currentspace);
// free up memory used by the space.
//d.SpaceDestroy(currentspace);
resetSpaceArrayItemToZero(currentspace);
}
else
@ -3574,274 +3526,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
get { return false; }
}
/* godd try.. but not a fix
#region ODE Specific Terrain Fixes
private float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
{
float[] returnarr = new float[262144];
float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
// Filling out the array into its multi-dimensional components
for (int y = 0; y < WorldExtents.Y; y++)
{
for (int x = 0; x < WorldExtents.X; x++)
{
resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
}
}
// Resize using Nearest Neighbour
// This particular way is quick but it only works on a multiple of the original
// The idea behind this method can be described with the following diagrams
// second pass and third pass happen in the same loop really.. just separated
// them to show what this does.
// First Pass
// ResultArr:
// 1,1,1,1,1,1
// 1,1,1,1,1,1
// 1,1,1,1,1,1
// 1,1,1,1,1,1
// 1,1,1,1,1,1
// 1,1,1,1,1,1
// Second Pass
// ResultArr2:
// 1,,1,,1,,1,,1,,1,
// ,,,,,,,,,,
// 1,,1,,1,,1,,1,,1,
// ,,,,,,,,,,
// 1,,1,,1,,1,,1,,1,
// ,,,,,,,,,,
// 1,,1,,1,,1,,1,,1,
// ,,,,,,,,,,
// 1,,1,,1,,1,,1,,1,
// ,,,,,,,,,,
// 1,,1,,1,,1,,1,,1,
// Third pass fills in the blanks
// ResultArr2:
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// X,Y = .
// X+1,y = ^
// X,Y+1 = *
// X+1,Y+1 = #
// Filling in like this;
// .*
// ^#
// 1st .
// 2nd *
// 3rd ^
// 4th #
// on single loop.
float[,] resultarr2 = new float[512, 512];
for (int y = 0; y < WorldExtents.Y; y++)
{
for (int x = 0; x < WorldExtents.X; x++)
{
resultarr2[y * 2, x * 2] = resultarr[y, x];
if (y < WorldExtents.Y)
{
resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
}
if (x < WorldExtents.X)
{
resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
}
if (x < WorldExtents.X && y < WorldExtents.Y)
{
resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
}
}
}
//Flatten out the array
int i = 0;
for (int y = 0; y < 512; y++)
{
for (int x = 0; x < 512; x++)
{
if (resultarr2[y, x] <= 0)
returnarr[i] = 0.0000001f;
else
returnarr[i] = resultarr2[y, x];
i++;
}
}
return returnarr;
}
private float[] ResizeTerrain512Interpolation(float[] heightMap)
{
float[] returnarr = new float[262144];
float[,] resultarr = new float[512,512];
// Filling out the array into its multi-dimensional components
for (int y = 0; y < 256; y++)
{
for (int x = 0; x < 256; x++)
{
resultarr[y, x] = heightMap[y * 256 + x];
}
}
// Resize using interpolation
// This particular way is quick but it only works on a multiple of the original
// The idea behind this method can be described with the following diagrams
// second pass and third pass happen in the same loop really.. just separated
// them to show what this does.
// First Pass
// ResultArr:
// 1,1,1,1,1,1
// 1,1,1,1,1,1
// 1,1,1,1,1,1
// 1,1,1,1,1,1
// 1,1,1,1,1,1
// 1,1,1,1,1,1
// Second Pass
// ResultArr2:
// 1,,1,,1,,1,,1,,1,
// ,,,,,,,,,,
// 1,,1,,1,,1,,1,,1,
// ,,,,,,,,,,
// 1,,1,,1,,1,,1,,1,
// ,,,,,,,,,,
// 1,,1,,1,,1,,1,,1,
// ,,,,,,,,,,
// 1,,1,,1,,1,,1,,1,
// ,,,,,,,,,,
// 1,,1,,1,,1,,1,,1,
// Third pass fills in the blanks
// ResultArr2:
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// 1,1,1,1,1,1,1,1,1,1,1,1
// X,Y = .
// X+1,y = ^
// X,Y+1 = *
// X+1,Y+1 = #
// Filling in like this;
// .*
// ^#
// 1st .
// 2nd *
// 3rd ^
// 4th #
// on single loop.
float[,] resultarr2 = new float[512,512];
for (int y = 0; y < (int)Constants.RegionSize; y++)
{
for (int x = 0; x < (int)Constants.RegionSize; x++)
{
resultarr2[y*2, x*2] = resultarr[y, x];
if (y < (int)Constants.RegionSize)
{
if (y + 1 < (int)Constants.RegionSize)
{
if (x + 1 < (int)Constants.RegionSize)
{
resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
}
else
{
resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
}
}
else
{
resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
}
}
if (x < (int)Constants.RegionSize)
{
if (x + 1 < (int)Constants.RegionSize)
{
if (y + 1 < (int)Constants.RegionSize)
{
resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
}
else
{
resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
}
}
else
{
resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
}
}
if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
{
if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
{
resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
}
else
{
resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
}
}
}
}
//Flatten out the array
int i = 0;
for (int y = 0; y < 512; y++)
{
for (int x = 0; x < 512; x++)
{
if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
{
m_log.Warn("[ODE SCENE]: Non finite heightfield element detected. Setting it to 0");
resultarr2[y, x] = 0;
}
returnarr[i] = resultarr2[y, x];
i++;
}
}
return returnarr;
}
#endregion
*/
public override void SetTerrain(float[] heightMap)
{
if (m_worldOffset != Vector3.Zero && m_parentScene != null)
@ -3940,9 +3624,11 @@ namespace OpenSim.Region.PhysicsModule.ODE
}
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapHeight, heightmapWidth,
(int)heightmapHeightSamples, (int)heightmapWidthSamples, scale,
offset, thickness, wrap);
d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
heightmapWidth, heightmapHeight,
(int)heightmapWidthSamples,
(int)heightmapHeightSamples,
scale, offset, thickness, wrap);
d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
@ -3997,68 +3683,16 @@ namespace OpenSim.Region.PhysicsModule.ODE
public override void SetWaterLevel(float baseheight)
{
waterlevel = baseheight;
// randomizeWater(waterlevel);
}
/*
private void randomizeWater(float baseheight)
{
uint heightmapWidth = m_regionWidth + 2;
uint heightmapHeight = m_regionHeight + 2;
uint heightmapWidthSamples = m_regionWidth + 2;
uint heightmapHeightSamples = m_regionHeight + 2;
float scale = 1.0f;
float offset = 0.0f;
float thickness = 2.9f;
int wrap = 0;
for (int i = 0; i < (258 * 258); i++)
{
_watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
// m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
}
lock (OdeLock)
{
if (WaterGeom != IntPtr.Zero)
{
d.SpaceRemove(space, WaterGeom);
}
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
(int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
offset, thickness, wrap);
d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
if (WaterGeom != IntPtr.Zero)
{
d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
}
geom_name_map[WaterGeom] = "Water";
d.Matrix3 R = new d.Matrix3();
Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 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 * q3;
Vector3 v3;
float angle;
q1.GetAxisAngle(out v3, out angle);
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
d.GeomSetRotation(WaterGeom, ref R);
d.GeomSetPosition(WaterGeom, 128, 128, 0);
}
}
*/
[HandleProcessCorruptedStateExceptions]
public override void Dispose()
{
lock (OdeLock)
{
if(world == IntPtr.Zero)
return;
_worldInitialized = false;
if (m_rayCastManager != null)
@ -4067,8 +3701,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
m_rayCastManager = null;
}
lock (OdeLock)
{
lock (_prims)
{
foreach (OdePrim prm in _prims)
@ -4081,9 +3713,22 @@ namespace OpenSim.Region.PhysicsModule.ODE
//{
//RemoveAvatar(act);
//}
IntPtr GroundGeom = IntPtr.Zero;
if (RegionTerrain.TryGetValue(m_worldOffset, out GroundGeom))
{
RegionTerrain.Remove(m_worldOffset);
if (GroundGeom != IntPtr.Zero)
{
if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
TerrainHeightFieldHeights.Remove(GroundGeom);
d.GeomDestroy(GroundGeom);
}
}
try
{
d.WorldDestroy(world);
world = IntPtr.Zero;
}
catch (AccessViolationException e)
{
@ -4091,7 +3736,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
}
//d.CloseODE();
}
}
public override Dictionary<uint, float> GetTopColliders()