* Some Physics Scene Changes to prepare for larger regions
parent
30ce56e721
commit
c54cb59a71
|
@ -167,7 +167,7 @@ namespace OpenSim.Region.Physics.Manager
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual void Combine(PhysicsScene pScene, Vector3 offset)
|
public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
|
@ -161,7 +161,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_position = new PhysicsVector(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), parent_scene.GetTerrainHeightAtXY(128, 128) + 10);
|
_position = new PhysicsVector(((int)_parent_scene.WorldExtents.X * 0.5f), ((int)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128, 128) + 10);
|
||||||
m_taintPosition.X = _position.X;
|
m_taintPosition.X = _position.X;
|
||||||
m_taintPosition.Y = _position.Y;
|
m_taintPosition.Y = _position.Y;
|
||||||
m_taintPosition.Z = _position.Z;
|
m_taintPosition.Z = _position.Z;
|
||||||
|
@ -1096,8 +1096,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
|
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
|
||||||
if (vec.X < 0.0f) vec.X = 0.0f;
|
if (vec.X < 0.0f) vec.X = 0.0f;
|
||||||
if (vec.Y < 0.0f) vec.Y = 0.0f;
|
if (vec.Y < 0.0f) vec.Y = 0.0f;
|
||||||
if (vec.X > (int)Constants.RegionSize - 0.05f) vec.X = (int)Constants.RegionSize - 0.05f;
|
if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
|
||||||
if (vec.Y > (int)Constants.RegionSize - 0.05f) vec.Y = (int)Constants.RegionSize - 0.05f;
|
if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
|
||||||
|
|
||||||
_position.X = vec.X;
|
_position.X = vec.X;
|
||||||
_position.Y = vec.Y;
|
_position.Y = vec.Y;
|
||||||
|
|
|
@ -2538,7 +2538,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
l_orientation.Z = ori.Z;
|
l_orientation.Z = ori.Z;
|
||||||
l_orientation.W = ori.W;
|
l_orientation.W = ori.W;
|
||||||
|
|
||||||
if (l_position.X > ((int)Constants.RegionSize - 0.05f) || l_position.X < 0f || l_position.Y > ((int)Constants.RegionSize - 0.05f) || l_position.Y < 0f)
|
if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || l_position.X < 0f || l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || l_position.Y < 0f)
|
||||||
{
|
{
|
||||||
//base.RaiseOutOfBounds(l_position);
|
//base.RaiseOutOfBounds(l_position);
|
||||||
|
|
||||||
|
|
|
@ -312,7 +312,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
private volatile int m_global_contactcount = 0;
|
private volatile int m_global_contactcount = 0;
|
||||||
|
|
||||||
private Vector3 m_worldOffset = Vector3.Zero;
|
private Vector3 m_worldOffset = Vector3.Zero;
|
||||||
private Vector2 m_worldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
|
public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
|
||||||
|
|
||||||
private ODERayCastRequestManager m_rayCastManager;
|
private ODERayCastRequestManager m_rayCastManager;
|
||||||
|
|
||||||
|
@ -351,10 +351,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
|
|
||||||
// zero out a heightmap array float array (single dimention [flattened]))
|
// zero out a heightmap array float array (single dimention [flattened]))
|
||||||
if ((int)Constants.RegionSize == 256)
|
if ((int)WorldExtents.X == 256 && (int)m_worldOffset.Y == 256)
|
||||||
_heightmap = new float[514*514];
|
_heightmap = new float[514*514];
|
||||||
else
|
else
|
||||||
_heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
|
_heightmap = new float[(((int)WorldExtents.Y + 2) * ((int)WorldExtents.X + 2))];
|
||||||
_watermap = new float[258 * 258];
|
_watermap = new float[258 * 258];
|
||||||
|
|
||||||
|
|
||||||
|
@ -1564,7 +1564,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
|
||||||
|
{
|
||||||
|
m_worldOffset = offset;
|
||||||
|
WorldExtents = new Vector2(extents.X, extents.Y);
|
||||||
|
}
|
||||||
// Recovered for use by fly height. Kitto Flora
|
// Recovered for use by fly height. Kitto Flora
|
||||||
public float GetTerrainHeightAtXY(float x, float y)
|
public float GetTerrainHeightAtXY(float x, float y)
|
||||||
{
|
{
|
||||||
|
@ -1576,14 +1581,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// Is there any reason that we don't do this in ScenePresence?
|
// Is there any reason that we don't do this in ScenePresence?
|
||||||
// The only physics engine that benefits from it in the physics plugin is this one
|
// The only physics engine that benefits from it in the physics plugin is this one
|
||||||
|
|
||||||
if ((int)x > Constants.RegionSize || (int)y > Constants.RegionSize ||
|
if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
|
||||||
(int)x < 0.001f || (int)y < 0.001f)
|
(int)x < 0.001f || (int)y < 0.001f)
|
||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
index = (int) ((int)y * Constants.RegionSize + (int)x);
|
index = (int)((int)y * WorldExtents.Y + (int)x);
|
||||||
|
|
||||||
if (index < _origheightmap.Length)
|
if (index < _origheightmap.Length)
|
||||||
return (float)_origheightmap[(int)y * Constants.RegionSize + (int)x];
|
return (float)_origheightmap[(int)y * (int)WorldExtents.Y + (int)x];
|
||||||
else
|
else
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -3018,14 +3023,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
|
public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
|
||||||
{
|
{
|
||||||
float[] returnarr = new float[262144];
|
float[] returnarr = new float[262144];
|
||||||
float[,] resultarr = new float[m_regionWidth, m_regionHeight];
|
float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
|
||||||
|
|
||||||
// Filling out the array into it's multi-dimentional components
|
// Filling out the array into it's multi-dimentional components
|
||||||
for (int y = 0; y < m_regionHeight; y++)
|
for (int y = 0; y < WorldExtents.Y; y++)
|
||||||
{
|
{
|
||||||
for (int x = 0; x < m_regionWidth; x++)
|
for (int x = 0; x < WorldExtents.X; x++)
|
||||||
{
|
{
|
||||||
resultarr[y, x] = heightMap[y * m_regionWidth + x];
|
resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3089,21 +3094,21 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// on single loop.
|
// on single loop.
|
||||||
|
|
||||||
float[,] resultarr2 = new float[512, 512];
|
float[,] resultarr2 = new float[512, 512];
|
||||||
for (int y = 0; y < m_regionHeight; y++)
|
for (int y = 0; y < WorldExtents.Y; y++)
|
||||||
{
|
{
|
||||||
for (int x = 0; x < m_regionWidth; x++)
|
for (int x = 0; x < WorldExtents.X; x++)
|
||||||
{
|
{
|
||||||
resultarr2[y * 2, x * 2] = resultarr[y, x];
|
resultarr2[y * 2, x * 2] = resultarr[y, x];
|
||||||
|
|
||||||
if (y < m_regionHeight)
|
if (y < WorldExtents.Y)
|
||||||
{
|
{
|
||||||
resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
|
resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
|
||||||
}
|
}
|
||||||
if (x < m_regionWidth)
|
if (x < WorldExtents.X)
|
||||||
{
|
{
|
||||||
resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
|
resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
|
||||||
}
|
}
|
||||||
if (x < m_regionWidth && y < m_regionHeight)
|
if (x < WorldExtents.X && y < WorldExtents.Y)
|
||||||
{
|
{
|
||||||
resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
|
resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
|
||||||
}
|
}
|
||||||
|
@ -3131,14 +3136,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
public float[] ResizeTerrain512Interpolation(float[] heightMap)
|
public float[] ResizeTerrain512Interpolation(float[] heightMap)
|
||||||
{
|
{
|
||||||
float[] returnarr = new float[262144];
|
float[] returnarr = new float[262144];
|
||||||
float[,] resultarr = new float[m_regionWidth,m_regionHeight];
|
float[,] resultarr = new float[(int)WorldExtents.X,(int)WorldExtents.Y];
|
||||||
|
|
||||||
// Filling out the array into it's multi-dimentional components
|
// Filling out the array into it's multi-dimentional components
|
||||||
for (int y = 0; y < m_regionHeight; y++)
|
for (int y = 0; y < WorldExtents.Y; y++)
|
||||||
{
|
{
|
||||||
for (int x = 0; x < m_regionWidth; x++)
|
for (int x = 0; x < WorldExtents.X; x++)
|
||||||
{
|
{
|
||||||
resultarr[y, x] = heightMap[y*m_regionWidth + x];
|
resultarr[y, x] = heightMap[y*(int)WorldExtents.Y + x];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3202,17 +3207,17 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// on single loop.
|
// on single loop.
|
||||||
|
|
||||||
float[,] resultarr2 = new float[512,512];
|
float[,] resultarr2 = new float[512,512];
|
||||||
for (int y = 0; y < m_regionHeight; y++)
|
for (int y = 0; y < WorldExtents.Y; y++)
|
||||||
{
|
{
|
||||||
for (int x = 0; x < m_regionWidth; x++)
|
for (int x = 0; x < WorldExtents.X; x++)
|
||||||
{
|
{
|
||||||
resultarr2[y*2, x*2] = resultarr[y, x];
|
resultarr2[y*2, x*2] = resultarr[y, x];
|
||||||
|
|
||||||
if (y < m_regionHeight)
|
if (y < WorldExtents.Y)
|
||||||
{
|
{
|
||||||
if (y + 1 < m_regionHeight)
|
if (y + 1 < WorldExtents.Y)
|
||||||
{
|
{
|
||||||
if (x + 1 < m_regionWidth)
|
if (x + 1 < WorldExtents.X)
|
||||||
{
|
{
|
||||||
resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
|
resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
|
||||||
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
|
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
|
||||||
|
@ -3227,11 +3232,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
|
resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (x < m_regionWidth)
|
if (x < WorldExtents.X)
|
||||||
{
|
{
|
||||||
if (x + 1 < m_regionWidth)
|
if (x + 1 < WorldExtents.X)
|
||||||
{
|
{
|
||||||
if (y + 1 < m_regionHeight)
|
if (y + 1 < WorldExtents.Y)
|
||||||
{
|
{
|
||||||
resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
|
resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
|
||||||
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
|
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
|
||||||
|
@ -3246,9 +3251,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
|
resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (x < m_regionWidth && y < m_regionHeight)
|
if (x < WorldExtents.X && y < WorldExtents.Y)
|
||||||
{
|
{
|
||||||
if ((x + 1 < m_regionWidth) && (y + 1 < m_regionHeight))
|
if ((x + 1 < WorldExtents.X) && (y + 1 < WorldExtents.Y))
|
||||||
{
|
{
|
||||||
resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
|
resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
|
||||||
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
|
resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
|
||||||
|
@ -3286,24 +3291,26 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// this._heightmap[i] = (double)heightMap[i];
|
// this._heightmap[i] = (double)heightMap[i];
|
||||||
// dbm (danx0r) -- creating a buffer zone of one extra sample all around
|
// dbm (danx0r) -- creating a buffer zone of one extra sample all around
|
||||||
_origheightmap = heightMap; // Used for Fly height. Kitto Flora
|
_origheightmap = heightMap; // Used for Fly height. Kitto Flora
|
||||||
uint heightmapWidth = m_regionWidth + 1;
|
uint heightmapWidth = (uint)WorldExtents.X + 1;
|
||||||
uint heightmapHeight = m_regionHeight + 1;
|
uint heightmapHeight = (uint)WorldExtents.Y + 1;
|
||||||
|
|
||||||
uint heightmapWidthSamples;
|
uint heightmapWidthSamples;
|
||||||
|
|
||||||
uint heightmapHeightSamples;
|
uint heightmapHeightSamples;
|
||||||
if (((int)Constants.RegionSize) == 256)
|
/*
|
||||||
|
if (((int)m_worldExtents.X) == 256 && (int)m_worldExtents.Y == 256)
|
||||||
{
|
{
|
||||||
heightmapWidthSamples = 2*m_regionWidth + 2;
|
heightmapWidthSamples = 2 * (uint)m_worldExtents.X + 2;
|
||||||
heightmapHeightSamples = 2*m_regionHeight + 2;
|
heightmapHeightSamples = 2*(uint)m_worldExtents.Y + 2;
|
||||||
heightmapWidth++;
|
heightmapWidth++;
|
||||||
heightmapHeight++;
|
heightmapHeight++;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
heightmapWidthSamples = m_regionWidth + 1;
|
*/
|
||||||
heightmapHeightSamples = m_regionHeight + 1;
|
heightmapWidthSamples = (uint)WorldExtents.X + 1;
|
||||||
}
|
heightmapHeightSamples = (uint)WorldExtents.Y + 1;
|
||||||
|
//}
|
||||||
|
|
||||||
const float scale = 1.0f;
|
const float scale = 1.0f;
|
||||||
const float offset = 0.0f;
|
const float offset = 0.0f;
|
||||||
|
@ -3312,12 +3319,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
|
|
||||||
//Double resolution
|
//Double resolution
|
||||||
if (((int)Constants.RegionSize) == 256)
|
//if (((int)m_worldExtents.X) == 256 && (int)m_worldExtents.Y == 256)
|
||||||
heightMap = ResizeTerrain512Interpolation(heightMap);
|
// heightMap = ResizeTerrain512Interpolation(heightMap);
|
||||||
|
|
||||||
int regionsize = (int)Constants.RegionSize;
|
|
||||||
if (regionsize == 256)
|
//if (((int)m_worldExtents.X) == 256 && (int)m_worldExtents.Y == 256)
|
||||||
regionsize = 512;
|
// regionsize = 512;
|
||||||
|
|
||||||
float hfmin = 2000;
|
float hfmin = 2000;
|
||||||
float hfmax = -2000;
|
float hfmax = -2000;
|
||||||
|
@ -3325,10 +3332,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
for (int y = 0; y < heightmapHeightSamples; y++)
|
for (int y = 0; y < heightmapHeightSamples; y++)
|
||||||
{
|
{
|
||||||
int xx = Util.Clip(x - 1, 0, regionsize - 1);
|
int xx = Util.Clip(x - 1, 0, (int)WorldExtents.X - 1);
|
||||||
int yy = Util.Clip(y - 1, 0, regionsize - 1);
|
int yy = Util.Clip(y - 1, 0, (int)WorldExtents.Y - 1);
|
||||||
|
|
||||||
float val = heightMap[yy*regionsize + xx];
|
float val = heightMap[yy*(int)WorldExtents.Y + xx];
|
||||||
_heightmap[x*heightmapHeightSamples + y] = val;
|
_heightmap[x*heightmapHeightSamples + y] = val;
|
||||||
hfmin = (val < hfmin) ? val : hfmin;
|
hfmin = (val < hfmin) ? val : hfmin;
|
||||||
hfmax = (val > hfmax) ? val : hfmax;
|
hfmax = (val > hfmax) ? val : hfmax;
|
||||||
|
@ -3369,7 +3376,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
|
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
|
||||||
d.GeomSetRotation(LandGeom, ref R);
|
d.GeomSetRotation(LandGeom, ref R);
|
||||||
d.GeomSetPosition(LandGeom, (int)Constants.RegionSize * 0.5f, (int)Constants.RegionSize * 0.5f, 0);
|
d.GeomSetPosition(LandGeom, (int)WorldExtents.X * 0.5f, (int)WorldExtents.Y * 0.5f, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue