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author | Robert Adams | 2013-03-09 14:15:14 -0800 |
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committer | Robert Adams | 2013-03-09 14:15:14 -0800 |
commit | 1120bcf123b5aa159e966a80254794f6af66f2a3 (patch) | |
tree | d2add6a1b8a5b5b24dac2820bf55af2c1b94d3fc /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |
parent | * Apparently, sometimes texture entries come in from the wire with no default... (diff) | |
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BulletSim: remove the ability for avatars to fly off the edge of
regions when there are no region neighbors.
Add some terrain location processing routines to support above.
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 100 |
1 files changed, 95 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 2e9db39..e8040d8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -337,6 +337,54 @@ public sealed class BSTerrainManager : IDisposable | |||
337 | return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); | 337 | return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); |
338 | } | 338 | } |
339 | 339 | ||
340 | // Return a new position that is over known terrain if the position is outside our terrain. | ||
341 | public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos) | ||
342 | { | ||
343 | Vector3 ret = pPos; | ||
344 | |||
345 | // Can't do this function if we don't know about any terrain. | ||
346 | if (m_terrains.Count == 0) | ||
347 | return ret; | ||
348 | |||
349 | int loopPrevention = 5; | ||
350 | Vector3 terrainBaseXYZ; | ||
351 | BSTerrainPhys physTerrain; | ||
352 | while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ)) | ||
353 | { | ||
354 | // The passed position is not within a known terrain area. | ||
355 | |||
356 | // First, base addresses are never negative so correct for that possible problem. | ||
357 | if (ret.X < 0f || ret.Y < 0f) | ||
358 | { | ||
359 | if (ret.X < 0f) | ||
360 | ret.X = 0f; | ||
361 | if (ret.Y < 0f) | ||
362 | ret.Y = 0f; | ||
363 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", | ||
364 | BSScene.DetailLogZero, pPos, ret); | ||
365 | } | ||
366 | else | ||
367 | { | ||
368 | // Must be off the top of a region. Find an adjacent region to move into. | ||
369 | Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); | ||
370 | |||
371 | ret.X = Math.Min(ret.X, adjacentTerrainBase.X + DefaultRegionSize.X); | ||
372 | ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + DefaultRegionSize.Y); | ||
373 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", | ||
374 | BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); | ||
375 | } | ||
376 | if (loopPrevention-- < 0f) | ||
377 | { | ||
378 | // The 'while' is a little dangerous so this prevents looping forever if the | ||
379 | // mapping of the terrains ever gets messed up (like nothing at <0,0>) or | ||
380 | // the list of terrains is in transition. | ||
381 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,suppressingFindAdjacentRegionLoop", BSScene.DetailLogZero); | ||
382 | break; | ||
383 | } | ||
384 | } | ||
385 | return ret; | ||
386 | } | ||
387 | |||
340 | // Given an X and Y, find the height of the terrain. | 388 | // Given an X and Y, find the height of the terrain. |
341 | // Since we could be handling multiple terrains for a mega-region, | 389 | // Since we could be handling multiple terrains for a mega-region, |
342 | // the base of the region is calcuated assuming all regions are | 390 | // the base of the region is calcuated assuming all regions are |
@@ -400,18 +448,60 @@ public sealed class BSTerrainManager : IDisposable | |||
400 | // the descriptor class and the 'base' fo the addresses therein. | 448 | // the descriptor class and the 'base' fo the addresses therein. |
401 | private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) | 449 | private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) |
402 | { | 450 | { |
403 | int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | 451 | bool ret = false; |
404 | int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | 452 | |
405 | Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); | 453 | Vector3 terrainBaseXYZ = Vector3.Zero; |
454 | if (pos.X < 0f || pos.Y < 0f) | ||
455 | { | ||
456 | // We don't handle negative addresses so just make up a base that will not be found. | ||
457 | terrainBaseXYZ = new Vector3(-DefaultRegionSize.X, -DefaultRegionSize.Y, 0f); | ||
458 | } | ||
459 | else | ||
460 | { | ||
461 | int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | ||
462 | int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | ||
463 | terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); | ||
464 | } | ||
406 | 465 | ||
407 | BSTerrainPhys physTerrain = null; | 466 | BSTerrainPhys physTerrain = null; |
408 | lock (m_terrains) | 467 | lock (m_terrains) |
409 | { | 468 | { |
410 | m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); | 469 | ret = m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); |
411 | } | 470 | } |
412 | outTerrainBase = terrainBaseXYZ; | 471 | outTerrainBase = terrainBaseXYZ; |
413 | outPhysTerrain = physTerrain; | 472 | outPhysTerrain = physTerrain; |
414 | return (physTerrain != null); | 473 | return ret; |
474 | } | ||
475 | |||
476 | // Given a terrain base, return a terrain base for a terrain that is closer to <0,0> than | ||
477 | // this one. Usually used to return an out of bounds object to a known place. | ||
478 | private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase) | ||
479 | { | ||
480 | Vector3 ret = pTerrainBase; | ||
481 | ret.Z = 0f; | ||
482 | lock (m_terrains) | ||
483 | { | ||
484 | // Once down to the <0,0> region, we have to be done. | ||
485 | while (ret.X > 0f && ret.Y > 0f) | ||
486 | { | ||
487 | if (ret.X > 0f) | ||
488 | { | ||
489 | ret.X = Math.Max(0f, ret.X - DefaultRegionSize.X); | ||
490 | DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingX,terrainBase={1}", BSScene.DetailLogZero, ret); | ||
491 | if (m_terrains.ContainsKey(ret)) | ||
492 | break; | ||
493 | } | ||
494 | if (ret.Y > 0f) | ||
495 | { | ||
496 | ret.Y = Math.Max(0f, ret.Y - DefaultRegionSize.Y); | ||
497 | DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingY,terrainBase={1}", BSScene.DetailLogZero, ret); | ||
498 | if (m_terrains.ContainsKey(ret)) | ||
499 | break; | ||
500 | } | ||
501 | } | ||
502 | } | ||
503 | |||
504 | return ret; | ||
415 | } | 505 | } |
416 | 506 | ||
417 | // Although no one seems to check this, I do support combining. | 507 | // Although no one seems to check this, I do support combining. |