Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
e97567e227
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@ -479,7 +479,7 @@ public sealed class BSCharacter : BSPhysObject
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// The character is out of the known/simulated area.
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// Force the avatar position to be within known. ScenePresence will use the position
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// plus the velocity to decide if the avatar is moving out of the region.
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RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition);
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RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition);
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DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition);
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return true;
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}
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@ -898,7 +898,7 @@ public sealed class BSCharacter : BSPhysObject
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// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
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if (PositionSanityCheck(true))
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{
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DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position);
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DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position);
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entprop.Position = _position;
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}
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@ -180,11 +180,14 @@ public static class BSMaterials
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// Use reflection to set the value in the attribute structure.
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private static void SetAttributeValue(int matType, string attribName, float val)
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{
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// Get the current attribute values for this material
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MaterialAttributes thisAttrib = Attributes[matType];
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// Find the field for the passed attribute name (eg, find field named 'friction')
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FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower());
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if (fieldInfo != null)
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{
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fieldInfo.SetValue(thisAttrib, val);
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// Copy new attributes back to array -- since MaterialAttributes is 'struct', passed by value, not reference.
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Attributes[matType] = thisAttrib;
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}
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}
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@ -482,7 +482,7 @@ public static class BSParam
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(s) => { return TerrainImplementation; },
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(s,v) => { TerrainImplementation = v; } ),
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new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
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3,
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2,
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(s) => { return TerrainMeshMagnification; },
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(s,v) => { TerrainMeshMagnification = v; } ),
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new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
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@ -132,6 +132,7 @@ public sealed class BSTerrainManager : IDisposable
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// safe to call Bullet in real time. We hope no one is moving prims around yet.
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public void CreateInitialGroundPlaneAndTerrain()
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{
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DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName);
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// The ground plane is here to catch things that are trying to drop to negative infinity
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BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin);
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m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape,
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@ -145,14 +146,18 @@ public sealed class BSTerrainManager : IDisposable
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m_groundPlane.collisionType = CollisionType.Groundplane;
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m_groundPlane.ApplyCollisionMask(PhysicsScene);
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// Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
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BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
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m_terrains.Add(Vector3.Zero, initialTerrain);
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lock (m_terrains)
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{
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// Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
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m_terrains.Add(Vector3.Zero, initialTerrain);
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}
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}
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// Release all the terrain structures we might have allocated
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public void ReleaseGroundPlaneAndTerrain()
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{
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DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName);
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if (m_groundPlane.HasPhysicalBody)
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{
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if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane))
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@ -193,11 +198,16 @@ public sealed class BSTerrainManager : IDisposable
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// the terrain is added to our parent
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if (MegaRegionParentPhysicsScene is BSScene)
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{
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DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
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BSScene.DetailLogZero, m_worldOffset, m_worldMax);
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((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
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BSScene.CHILDTERRAIN_ID, localHeightMap,
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m_worldOffset, m_worldOffset + DefaultRegionSize, true);
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DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax);
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// This looks really odd but this region is passing its terrain to its mega-region root region
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// and the creation of the terrain must happen on the root region's taint thread and not
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// my taint thread.
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((BSScene)MegaRegionParentPhysicsScene).PostTaintObject("TerrainManager.SetTerrain.Mega-" + m_worldOffset.ToString(), 0, delegate()
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{
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((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
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BSScene.CHILDTERRAIN_ID, localHeightMap,
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m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */);
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});
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}
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}
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else
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@ -206,16 +216,16 @@ public sealed class BSTerrainManager : IDisposable
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DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
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UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap,
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m_worldOffset, m_worldOffset + DefaultRegionSize, true);
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m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */);
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}
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});
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}
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// If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
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// If called for terrain has has not been previously allocated, a new terrain will be built
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// based on the passed information. The 'id' should be either the terrain id or
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// BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
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// The latter feature is for creating child terrains for mega-regions.
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// If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
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// If there is an existing terrain body, a new
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// terrain shape is created and added to the body.
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// This call is most often used to update the heightMap and parameters of the terrain.
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// (The above does suggest that some simplification/refactoring is in order.)
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@ -223,8 +233,8 @@ public sealed class BSTerrainManager : IDisposable
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private void UpdateTerrain(uint id, float[] heightMap,
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Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
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{
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DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
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BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
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DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3},inTaintTime={4}",
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BSScene.DetailLogZero, id, minCoords, maxCoords, inTaintTime);
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// Find high and low points of passed heightmap.
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// The min and max passed in is usually the area objects can be in (maximum
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@ -253,7 +263,7 @@ public sealed class BSTerrainManager : IDisposable
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if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
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{
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// There is already a terrain in this spot. Free the old and build the new.
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DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
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DetailLog("{0},BSTErrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
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BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
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// Remove old terrain from the collection
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@ -292,7 +302,7 @@ public sealed class BSTerrainManager : IDisposable
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if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
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newTerrainID = ++m_terrainCount;
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DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}",
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DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}",
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BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
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BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
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m_terrains.Add(terrainRegionBase, newTerrainPhys);
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@ -343,37 +353,35 @@ public sealed class BSTerrainManager : IDisposable
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{
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Vector3 ret = pPos;
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// First, base addresses are never negative so correct for that possible problem.
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if (ret.X < 0f || ret.Y < 0f)
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{
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ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f);
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ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f);
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DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}",
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BSScene.DetailLogZero, pPos, ret);
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}
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// Can't do this function if we don't know about any terrain.
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if (m_terrains.Count == 0)
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return ret;
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int loopPrevention = 5;
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int loopPrevention = 10;
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Vector3 terrainBaseXYZ;
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BSTerrainPhys physTerrain;
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while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ))
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{
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// The passed position is not within a known terrain area.
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// NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region.
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// First, base addresses are never negative so correct for that possible problem.
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if (ret.X < 0f || ret.Y < 0f)
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{
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if (ret.X < 0f)
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ret.X = 0f;
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if (ret.Y < 0f)
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ret.Y = 0f;
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DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}",
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BSScene.DetailLogZero, pPos, ret);
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}
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else
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{
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// Must be off the top of a region. Find an adjacent region to move into.
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Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ);
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// Must be off the top of a region. Find an adjacent region to move into.
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Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ);
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ret.X = Math.Min(ret.X, adjacentTerrainBase.X + (ret.X % DefaultRegionSize.X));
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ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + (ret.X % DefaultRegionSize.Y));
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DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}",
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BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret);
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ret.X = Math.Min(ret.X, adjacentTerrainBase.X + DefaultRegionSize.X);
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ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + DefaultRegionSize.Y);
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DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}",
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BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret);
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}
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if (loopPrevention-- < 0f)
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{
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// The 'while' is a little dangerous so this prevents looping forever if the
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@ -383,6 +391,7 @@ public sealed class BSTerrainManager : IDisposable
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break;
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}
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}
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return ret;
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}
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@ -479,11 +488,20 @@ public sealed class BSTerrainManager : IDisposable
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private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase)
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{
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Vector3 ret = pTerrainBase;
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// Can't do this function if we don't know about any terrain.
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if (m_terrains.Count == 0)
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return ret;
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// Just some sanity
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ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f);
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ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f);
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ret.Z = 0f;
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lock (m_terrains)
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{
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// Once down to the <0,0> region, we have to be done.
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while (ret.X > 0f && ret.Y > 0f)
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while (ret.X > 0f || ret.Y > 0f)
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{
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if (ret.X > 0f)
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{
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@ -98,20 +98,20 @@ public sealed class BSTerrainMesh : BSTerrainPhys
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if (!meshCreationSuccess)
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{
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// DISASTER!!
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PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
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PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID);
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PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
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// Something is very messed up and a crash is in our future.
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return;
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}
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PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
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ID, indicesCount, indices.Length, verticesCount, vertices.Length);
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PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}",
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BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length);
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m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices);
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if (!m_terrainShape.HasPhysicalShape)
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{
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// DISASTER!!
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PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
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PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID);
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PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
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// Something is very messed up and a crash is in our future.
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return;
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@ -151,7 +151,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
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if (BSParam.UseSingleSidedMeshes)
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{
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PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial", id);
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PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id);
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PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
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}
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