fix GetTerrainHeightAtXY also on master. Fix wrong active angularlock detection (it was only burning cpu), stop trying to add a amotor to each child part and fix a typo.

0.8.2-post-fixes
UbitUmarov 2015-10-17 20:07:52 +01:00
parent 0f6c3fb242
commit e2d7e6290d
2 changed files with 9 additions and 281 deletions

View File

@ -445,7 +445,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
m_disabled = false; m_disabled = false;
// The body doesn't already have a finite rotation mode set here // The body doesn't already have a finite rotation mode set here
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null) if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
{ {
createAMotor(m_angularlock); createAMotor(m_angularlock);
} }
@ -1121,7 +1121,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
{ {
d.Mass m2; d.Mass m2;
d.MassSetZero(out m2); d.MassSetZero(out m2);
d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); d.MassSetBoxTotal(out m2, prm.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
d.Quaternion quat = new d.Quaternion(); d.Quaternion quat = new d.Quaternion();
quat.W = prm._orientation.W; quat.W = prm._orientation.W;
@ -1184,11 +1184,6 @@ Console.WriteLine("ZProcessTaints for " + Name);
prm.m_collisionscore = 0; prm.m_collisionscore = 0;
prm.m_disabled = false; prm.m_disabled = false;
// The body doesn't already have a finite rotation mode set here
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
{
prm.createAMotor(m_angularlock);
}
prm.Body = Body; prm.Body = Body;
_parent_scene.ActivatePrim(prm); _parent_scene.ActivatePrim(prm);
} }
@ -1235,7 +1230,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
m_disabled = false; m_disabled = false;
// The body doesn't already have a finite rotation mode set here // The body doesn't already have a finite rotation mode set here
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) if ((!m_angularlock.ApproxEquals(Vector3.One, 0f)) && _parent == null)
{ {
createAMotor(m_angularlock); createAMotor(m_angularlock);
} }

View File

@ -2042,7 +2042,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
x = x - offsetX + 1f; x = x - offsetX + 1f;
y = y - offsetY + 1f; y = y - offsetY + 1f;
index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y); index = (int)((int)x * ((int)m_regionHeight +3) + (int)y);
if (index < TerrainHeightFieldHeights[heightFieldGeom].Length) if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
{ {
@ -3639,274 +3639,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
get { return false; } 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) public override void SetTerrain(float[] heightMap)
{ {
if (m_worldOffset != Vector3.Zero && m_parentScene != null) if (m_worldOffset != Vector3.Zero && m_parentScene != null)
@ -4006,9 +3738,10 @@ namespace OpenSim.Region.PhysicsModule.ODE
} }
IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth, heightmapHeight, d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
(int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, heightmapWidth, heightmapHeight,
offset, thickness, wrap); (int)heightmapWidthSamples, (int)heightmapHeightSamples,
scale, offset, thickness, wrap);
d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
GroundGeom = d.CreateHeightfield(space, HeightmapData, 1); GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
@ -4032,7 +3765,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
d.GeomSetRotation(GroundGeom, ref R); d.GeomSetRotation(GroundGeom, ref R);
d.GeomSetPosition(GroundGeom, pOffset.X + regionsizeX * 0.5f, pOffset.Y + regionsizeY * 0.5f, 0); d.GeomSetPosition(GroundGeom, pOffset.X + regionsizeX * 0.5f, pOffset.Y + regionsizeY * 0.5f, 0f);
IntPtr testGround = IntPtr.Zero; IntPtr testGround = IntPtr.Zero;
if (RegionTerrain.TryGetValue(pOffset, out testGround)) if (RegionTerrain.TryGetValue(pOffset, out testGround))
{ {