try to make crossings work better. chode no longer prevents crossings i hope
parent
7be9ba5564
commit
f6f0d884bd
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@ -1655,33 +1655,36 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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// Offset the positions for the new region across the border
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Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
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grp.RootPart.GroupPosition = pos;
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// NOT here
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// If we fail to cross the border, then reset the position of the scene object on that border.
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uint x = 0, y = 0;
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Utils.LongToUInts(newRegionHandle, out x, out y);
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GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
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if (destination == null || !CrossPrimGroupIntoNewRegion(destination, grp, silent))
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Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
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if (destination != null)
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{
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m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
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grp.RootPart.GroupPosition = pos; // only change this if we think there is anywhere to go
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if (CrossPrimGroupIntoNewRegion(destination, grp, silent))
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return; // we did it
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}
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// Need to turn off the physics flags, otherwise the object will continue to attempt to
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// move out of the region creating an infinite loop of failed attempts to cross
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grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
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// We are going to move the object back to the old position so long as the old position
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// is in the region
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oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
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oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
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oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
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// no one or failed lets go back and tell physics to go on
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oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
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oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
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oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
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grp.AbsolutePosition = oldGroupPosition;
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grp.Velocity = Vector3.Zero;
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if (grp.RootPart.PhysActor != null)
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grp.RootPart.PhysActor.CrossingFailure();
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grp.ScheduleGroupForFullUpdate();
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}
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}
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/// <summary>
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@ -461,8 +461,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (Scene != null)
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{
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if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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|| Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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// if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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// && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
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if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
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|| Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
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&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
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{
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IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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@ -2612,9 +2612,9 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
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if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
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| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
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| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
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| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
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|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
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|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
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|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
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{
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ParentGroup.AbsolutePosition = newpos;
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return;
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@ -732,13 +732,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void CrossingFailure()
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{
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m_crossingfailures++;
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if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
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int tmp = Interlocked.Increment(ref m_crossingfailures);
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if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
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{
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base.RaiseOutOfBounds(_position);
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return;
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}
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else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
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else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
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{
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m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
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}
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@ -3042,10 +3042,9 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
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d.Vector3 torque = d.BodyGetTorque(Body);
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_torque = new Vector3(torque.X, torque.Y, torque.Z);
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base.RequestPhysicsterseUpdate();
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//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
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/*
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// Check if outside region
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// In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
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if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
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@ -3112,7 +3111,52 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
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return; // Dont process any other motion?
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} // end various methods
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} // end outside region horizontally
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*/
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if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
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|| _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
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)
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{
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// we are outside current region
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// clip position to a stop just outside region and stop it only internally
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// do it only once using m_crossingfailures as control
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_position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
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_position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
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_position.Z = Util.Clip(l_position.Z, -100f, 50000f);
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d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
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d.BodySetLinearVel(Body, 0, 0, 0);
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if (Interlocked.Exchange(ref m_crossingfailures, 0) == 0)
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{ // tell base code only once
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Interlocked.Increment(ref m_crossingfailures);
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base.RequestPhysicsterseUpdate();
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}
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return;
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}
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if (Interlocked.Exchange(ref m_crossingfailures, 0) > 1)
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{
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// main simulator had a crossing failure
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// park it inside region
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_position.X = Util.Clip(l_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
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_position.Y = Util.Clip(l_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
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_position.Z = Util.Clip(l_position.Z, -100f, 50000f);
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d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
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m_lastposition = _position;
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_velocity = Vector3.Zero;
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m_lastVelocity = _velocity;
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if (m_type != Vehicle.TYPE_NONE)
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Halt();
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d.BodySetLinearVel(Body, 0, 0, 0);
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base.RequestPhysicsterseUpdate();
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return;
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}
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base.RequestPhysicsterseUpdate();
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if (l_position.Z < 0)
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{
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