ChODE Only: Corrected Heightmap load to iliminate crack at 255M. Added 'fence' option to prevent physical objects crossing region border.

avinationmerge
kitto 2010-04-04 22:57:32 -04:00
parent add47befac
commit e2a521742a
2 changed files with 157 additions and 156 deletions

View File

@ -180,6 +180,7 @@ namespace OpenSim.Region.Physics.OdePlugin
internal int m_material = (int)Material.Wood;
private int frcount = 0; // Used to limit dynamics debug output to
private int revcount = 0; // Reverse motion while > 0
private IntPtr m_body = IntPtr.Zero;
@ -1888,22 +1889,19 @@ namespace OpenSim.Region.Physics.OdePlugin
public void changemove(float timestep)
{
//Console.WriteLine("changemove for {0}", m_primName );
//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
if (m_isphysical)
{
//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
if (!m_taintremove && !childPrim)
{
//Console.WriteLine("physOK");
if (Body == IntPtr.Zero)
enableBody();
//Prim auto disable after 20 frames,
//if you move it, re-enable the prim manually.
if (_parent != null)
{
//Console.WriteLine("physChild");
if (m_linkJoint != IntPtr.Zero)
{
d.JointDestroy(m_linkJoint);
@ -1912,7 +1910,6 @@ namespace OpenSim.Region.Physics.OdePlugin
}
if (Body != IntPtr.Zero)
{
//Console.WriteLine("physNotIPZ");
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
if (_parent != null)
@ -1945,7 +1942,6 @@ Console.WriteLine(" JointCreateFixed");
}
else
{
//Console.WriteLine("NONphys");
// string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
// int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
_parent_scene.waitForSpaceUnlock(m_targetSpace);
@ -2382,9 +2378,7 @@ Console.WriteLine(" JointCreateFixed");
if (IsPhysical)
{
if (Body != IntPtr.Zero)
{
d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
}
}
//resetCollisionAccounting();
@ -2394,31 +2388,9 @@ Console.WriteLine(" JointCreateFixed");
public void UpdatePositionAndVelocity()
{
return; // moved to the Move() method
return; // moved to the Move () method
}
/* No one uses this?
public Matrix4 FromDMass(d.Mass pMass)
{
Matrix4 obj;
obj.M11 = pMass.I.M00;
obj.M12 = pMass.I.M01;
obj.M13 = pMass.I.M02;
obj.M14 = 0;
obj.M21 = pMass.I.M10;
obj.M22 = pMass.I.M11;
obj.M23 = pMass.I.M12;
obj.M24 = 0;
obj.M31 = pMass.I.M20;
obj.M32 = pMass.I.M21;
obj.M33 = pMass.I.M22;
obj.M34 = 0;
obj.M41 = 0;
obj.M42 = 0;
obj.M43 = 0;
obj.M44 = 1;
return obj;
}
*/
public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
{
obj.I.M00 = pMat[0, 0];
@ -2996,44 +2968,114 @@ Console.WriteLine(" JointCreateFixed");
float fx = 0;
float fy = 0;
float fz = 0;
Vector3 linvel; // velocity applied, including any reversal
int outside = 0;
// If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
// This is a temp patch until proper region crossing is developed.
int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
int fence = _parent_scene.geomRegionFence;
float border_limit = 0.05f; // original limit
if (fence == 1) border_limit = 0.5f; // bounce point
frcount++; // used to limit debug comment output
if (frcount > 100)
frcount = 0;
if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
if(revcount > 0) revcount--;
if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
{
// Old public void UpdatePositionAndVelocity(), more accuratley calculated here
// Old public void UpdatePositionAndVelocity(), more accuratley calculated here
bool lastZeroFlag = _zeroFlag; // was it stopped
d.Vector3 vec = d.BodyGetPosition(Body);
d.Quaternion ori = d.BodyGetQuaternion(Body);
d.Vector3 vel = d.BodyGetLinearVel(Body);
// d.Vector3 rotvel = d.BodyGetAngularVel(Body);
d.Vector3 torque = d.BodyGetTorque(Body);
_torque = new Vector3(torque.X, torque.Y, torque.Z);
Vector3 l_position = Vector3.Zero;
Quaternion l_orientation = Quaternion.Identity;
m_lastposition = _position;
m_lastorientation = _orientation;
l_position.X = vec.X;
l_position.Y = vec.Y;
l_position.Z = vec.Z;
l_orientation.X = ori.X;
l_orientation.Y = ori.Y;
l_orientation.Z = ori.Z;
l_orientation.W = ori.W;
m_lastposition = _position;
_position = l_position;
d.Quaternion ori = d.BodyGetQuaternion(Body);
// Quaternion l_orientation = Quaternion.Identity;
_orientation.X = ori.X;
_orientation.Y = ori.Y;
_orientation.Z = ori.Z;
_orientation.W = ori.W;
m_lastorientation = _orientation;
d.Vector3 vel = d.BodyGetLinearVel(Body);
m_lastVelocity = _velocity;
_velocity.X = vel.X;
_velocity.Y = vel.Y;
_velocity.Z = vel.Z;
_acceleration = ((_velocity - m_lastVelocity) / timestep);
d.Vector3 torque = d.BodyGetTorque(Body);
_torque = new Vector3(torque.X, torque.Y, torque.Z);
base.RequestPhysicsterseUpdate();
//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
// Check if outside region horizontally
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)
// Check if outside region
// In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
{
if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
outside = 1;
}
if (l_position.X < border_limit)
{
l_position.X = border_limit;
outside = 2;
}
if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
{
l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
outside = 3;
}
if (l_position.Y < border_limit)
{
l_position.Y = border_limit;
outside = 4;
}
if (outside > 0)
{
//Console.WriteLine(" fence = {0}",fence);
//Console.WriteLine("Border {0}", l_position);
if (fence == 1) // bounce object off boundary
{
if (revcount == 0)
{
if (outside < 3)
{
_velocity.X = -_velocity.X;
}
else
{
_velocity.Y = -_velocity.Y;
}
if (m_type != Vehicle.TYPE_NONE) Halt();
_position = l_position;
m_taintposition = _position;
m_lastVelocity = _velocity;
_acceleration = Vector3.Zero;
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
base.RequestPhysicsterseUpdate();
revcount = 25; // wait for object to move away from border
}
} // else old crossing mode
else if (m_crossingfailures < failureLimit)
{ // keep trying to cross?
_position = l_position;
//_parent_scene.remActivePrim(this);
@ -3043,9 +3085,12 @@ Console.WriteLine(" JointCreateFixed");
else
{ // Too many tries
if (_parent == null) base.RaiseOutOfBounds(l_position);
//Console.WriteLine("ROOB 2");
return; // Dont process any other motion?
}
} // end various methods
} // end outside region horizontally
if (l_position.Z < 0)
{
@ -3057,6 +3102,8 @@ Console.WriteLine(" JointCreateFixed");
//IsPhysical = false;
if (_parent == null) base.RaiseOutOfBounds(_position);
//Console.WriteLine("ROOB 3");
_acceleration.X = 0; // This stuff may stop client display but it has no
_acceleration.Y = 0; // effect on the object in phys engine!
@ -3081,10 +3128,9 @@ Console.WriteLine(" JointCreateFixed");
if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
&& (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
&& (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
&& (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large
&& (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
{
_zeroFlag = true;
//Console.WriteLine("ZFT 2");
m_throttleUpdates = false;
}
else
@ -3104,10 +3150,7 @@ Console.WriteLine(" JointCreateFixed");
_acceleration.X = 0;
_acceleration.Y = 0;
_acceleration.Z = 0;
//_orientation.w = 0f;
//_orientation.X = 0f;
//_orientation.Y = 0f;
//_orientation.Z = 0f;
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
@ -3132,26 +3175,6 @@ Console.WriteLine(" JointCreateFixed");
base.RequestPhysicsterseUpdate();
}
}
m_lastVelocity = _velocity;
_position = l_position;
_velocity.X = vel.X;
_velocity.Y = vel.Y;
_velocity.Z = vel.Z;
// Why 2 calcs???
// _acceleration = ((_velocity - m_lastVelocity) / 0.1f);
// _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f,
// _velocity.Y - m_lastVelocity.Y / 0.1f,
// _velocity.Z - m_lastVelocity.Z / 0.1f);
_acceleration = ((_velocity - m_lastVelocity) / timestep);
_orientation.X = ori.X;
_orientation.Y = ori.Y;
_orientation.Z = ori.Z;
_orientation.W = ori.W;
m_lastUpdateSent = false;
if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
{
@ -3167,11 +3190,8 @@ Console.WriteLine(" JointCreateFixed");
}
m_lastposition = l_position;
/// End of old UpdatePositionAndVelocity insert
/// End UpdatePositionAndVelocity insert
//if (!Acceleration.ApproxEquals(Vector3.Zero, 0.01f)) Console.WriteLine("Move " + m_primName + " Accel=" + Acceleration);
// if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_type +
// " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID);
if (m_type != Vehicle.TYPE_NONE)
{
// get body attitude
@ -3299,11 +3319,12 @@ Console.WriteLine(" JointCreateFixed");
{ // not hovering, Gravity rules
m_wLinObjectVel.Z = vel_now.Z;
}
linvel = m_wLinObjectVel;
// Vehicle Linear Motion done =======================================
// Apply velocity
d.BodySetLinearVel(Body, m_wLinObjectVel.X, m_wLinObjectVel.Y, m_wLinObjectVel.Z);
//if(frcount == 0) Console.WriteLine("LV {0}", linvel);
d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
// apply gravity force
d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
@ -3626,9 +3647,10 @@ Console.WriteLine(" JointCreateFixed");
// react to the physics scene by moving it's position.
// Avatar to Avatar collisions
// Prim to avatar collisions
d.Vector3 dlinvel = vel;
d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
d.BodyAddForce(Body, 0, 0, fz);
//KF this prevents furthur motions return;
}

View File

@ -224,6 +224,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public float bodyPIDG = 25;
public int geomCrossingFailuresBeforeOutofbounds = 5;
public int geomRegionFence = 0;
public float bodyMotorJointMaxforceTensor = 2;
@ -447,6 +448,7 @@ namespace OpenSim.Region.Physics.OdePlugin
geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
geomRegionFence = physicsconfig.GetInt("region_border_fence", 0);
geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
@ -3419,76 +3421,56 @@ namespace OpenSim.Region.Physics.OdePlugin
public void SetTerrain(float[] heightMap, Vector3 pOffset)
{
// this._heightmap[i] = (double)heightMap[i];
// dbm (danx0r) -- creating a buffer zone of one extra sample all around
//_origheightmap = heightMap;
uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
uint heightmapHeight = regionsize + 1;
uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
uint heightmapHeightSamples = (uint)regionsize + 2;
// Array of height samples for ODE
float[] _heightmap;
_heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
// zero out a heightmap array float array (single dimension [flattened]))
//if ((int)Constants.RegionSize == 256)
// _heightmap = new float[514 * 514];
//else
_heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
uint heightmapWidth = Constants.RegionSize + 1;
uint heightmapHeight = Constants.RegionSize + 1;
uint heightmapWidthSamples;
uint heightmapHeightSamples;
//if (((int)Constants.RegionSize) == 256)
//{
// heightmapWidthSamples = 2 * (uint)Constants.RegionSize + 2;
// heightmapHeightSamples = 2 * (uint)Constants.RegionSize + 2;
// heightmapWidth++;
// heightmapHeight++;
//}
//else
//{
heightmapWidthSamples = (uint)Constants.RegionSize + 1;
heightmapHeightSamples = (uint)Constants.RegionSize + 1;
//}
// Other ODE parameters
const float scale = 1.0f;
const float offset = 0.0f;
const float thickness = 0.2f;
const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
const int wrap = 0;
int regionsize = (int) Constants.RegionSize + 2;
//Double resolution
//if (((int)Constants.RegionSize) == 256)
// heightMap = ResizeTerrain512Interpolation(heightMap);
// if (((int)Constants.RegionSize) == 256 && (int)Constants.RegionSize == 256)
// regionsize = 512;
float hfmin = 2000;
float hfmax = -2000;
float hfmin = 2000f;
float hfmax = -2000f;
float minele = 0.0f; // Dont allow -ve heights
for (int x = 0; x < heightmapWidthSamples; x++)
uint x = 0;
uint y = 0;
uint xx = 0;
uint yy = 0;
// load the height samples array from the heightMap
for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
{
for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
{
for (int y = 0; y < heightmapHeightSamples; y++)
{
int xx = Util.Clip(x - 1, 0, regionsize - 1);
int yy = Util.Clip(y - 1, 0, regionsize - 1);
float val= heightMap[yy * (int)Constants.RegionSize + xx];
_heightmap[x * ((int)Constants.RegionSize + 2) + y] = val;
hfmin = (val < hfmin) ? val : hfmin;
hfmax = (val > hfmax) ? val : hfmax;
}
xx = x - 1;
if (xx < 0) xx = 0;
if (xx > (regionsize - 1)) xx = regionsize - 1;
yy = y - 1;
if (yy < 0) yy = 0;
if (yy > (regionsize - 1)) yy = regionsize - 1;
// Input xx = 0 0 1 2 ..... 254 255 255 256 total in
// Output x = 0 1 2 3 ..... 255 256 257 258 total out
float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
if (val < minele) val = minele;
_heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
hfmin = (val < hfmin) ? val : hfmin;
hfmax = (val > hfmax) ? val : hfmax;
}
}
lock (OdeLock)
{
IntPtr GroundGeom = IntPtr.Zero;
@ -3504,19 +3486,17 @@ namespace OpenSim.Region.Physics.OdePlugin
d.SpaceRemove(space, GroundGeom);
d.GeomDestroy(GroundGeom);
}
}
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth + 1, heightmapHeight + 1,
(int)heightmapWidthSamples + 1, (int)heightmapHeightSamples + 1, 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);
if (GroundGeom != IntPtr.Zero)
{
d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
}
geom_name_map[GroundGeom] = "Terrain";
@ -3534,7 +3514,7 @@ namespace OpenSim.Region.Physics.OdePlugin
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
d.GeomSetRotation(GroundGeom, ref R);
d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)) - 1, (pOffset.Y + ((int)Constants.RegionSize * 0.5f)) - 1, 0);
d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
IntPtr testGround = IntPtr.Zero;
if (RegionTerrain.TryGetValue(pOffset, out testGround))
{
@ -3542,7 +3522,6 @@ namespace OpenSim.Region.Physics.OdePlugin
}
RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
}
}