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-rw-r--r--OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs11
-rw-r--r--OpenSim/Region/PhysicsModules/Ode/OdeScene.cs279
2 files changed, 9 insertions, 281 deletions
diff --git a/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
index 445fef8..0b9c45f 100644
--- a/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
@@ -445,7 +445,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
445 m_disabled = false; 445 m_disabled = false;
446 446
447 // The body doesn't already have a finite rotation mode set here 447 // The body doesn't already have a finite rotation mode set here
448 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null) 448 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
449 { 449 {
450 createAMotor(m_angularlock); 450 createAMotor(m_angularlock);
451 } 451 }
@@ -1121,7 +1121,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1121 { 1121 {
1122 d.Mass m2; 1122 d.Mass m2;
1123 d.MassSetZero(out m2); 1123 d.MassSetZero(out m2);
1124 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); 1124 d.MassSetBoxTotal(out m2, prm.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1125 1125
1126 d.Quaternion quat = new d.Quaternion(); 1126 d.Quaternion quat = new d.Quaternion();
1127 quat.W = prm._orientation.W; 1127 quat.W = prm._orientation.W;
@@ -1184,11 +1184,6 @@ Console.WriteLine("ZProcessTaints for " + Name);
1184 prm.m_collisionscore = 0; 1184 prm.m_collisionscore = 0;
1185 prm.m_disabled = false; 1185 prm.m_disabled = false;
1186 1186
1187 // The body doesn't already have a finite rotation mode set here
1188 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
1189 {
1190 prm.createAMotor(m_angularlock);
1191 }
1192 prm.Body = Body; 1187 prm.Body = Body;
1193 _parent_scene.ActivatePrim(prm); 1188 _parent_scene.ActivatePrim(prm);
1194 } 1189 }
@@ -1235,7 +1230,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1235 m_disabled = false; 1230 m_disabled = false;
1236 1231
1237 // The body doesn't already have a finite rotation mode set here 1232 // The body doesn't already have a finite rotation mode set here
1238 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) 1233 if ((!m_angularlock.ApproxEquals(Vector3.One, 0f)) && _parent == null)
1239 { 1234 {
1240 createAMotor(m_angularlock); 1235 createAMotor(m_angularlock);
1241 } 1236 }
diff --git a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
index cee16bf..8cc7f28 100644
--- a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
@@ -2042,7 +2042,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
2042 x = x - offsetX + 1f; 2042 x = x - offsetX + 1f;
2043 y = y - offsetY + 1f; 2043 y = y - offsetY + 1f;
2044 2044
2045 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y); 2045 index = (int)((int)x * ((int)m_regionHeight +3) + (int)y);
2046 2046
2047 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length) 2047 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
2048 { 2048 {
@@ -3639,274 +3639,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
3639 get { return false; } 3639 get { return false; }
3640 } 3640 }
3641 3641
3642/* godd try.. but not a fix
3643 #region ODE Specific Terrain Fixes
3644 private float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3645 {
3646 float[] returnarr = new float[262144];
3647 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3648
3649 // Filling out the array into its multi-dimensional components
3650 for (int y = 0; y < WorldExtents.Y; y++)
3651 {
3652 for (int x = 0; x < WorldExtents.X; x++)
3653 {
3654 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3655 }
3656 }
3657
3658 // Resize using Nearest Neighbour
3659
3660 // This particular way is quick but it only works on a multiple of the original
3661
3662 // The idea behind this method can be described with the following diagrams
3663 // second pass and third pass happen in the same loop really.. just separated
3664 // them to show what this does.
3665
3666 // First Pass
3667 // ResultArr:
3668 // 1,1,1,1,1,1
3669 // 1,1,1,1,1,1
3670 // 1,1,1,1,1,1
3671 // 1,1,1,1,1,1
3672 // 1,1,1,1,1,1
3673 // 1,1,1,1,1,1
3674
3675 // Second Pass
3676 // ResultArr2:
3677 // 1,,1,,1,,1,,1,,1,
3678 // ,,,,,,,,,,
3679 // 1,,1,,1,,1,,1,,1,
3680 // ,,,,,,,,,,
3681 // 1,,1,,1,,1,,1,,1,
3682 // ,,,,,,,,,,
3683 // 1,,1,,1,,1,,1,,1,
3684 // ,,,,,,,,,,
3685 // 1,,1,,1,,1,,1,,1,
3686 // ,,,,,,,,,,
3687 // 1,,1,,1,,1,,1,,1,
3688
3689 // Third pass fills in the blanks
3690 // ResultArr2:
3691 // 1,1,1,1,1,1,1,1,1,1,1,1
3692 // 1,1,1,1,1,1,1,1,1,1,1,1
3693 // 1,1,1,1,1,1,1,1,1,1,1,1
3694 // 1,1,1,1,1,1,1,1,1,1,1,1
3695 // 1,1,1,1,1,1,1,1,1,1,1,1
3696 // 1,1,1,1,1,1,1,1,1,1,1,1
3697 // 1,1,1,1,1,1,1,1,1,1,1,1
3698 // 1,1,1,1,1,1,1,1,1,1,1,1
3699 // 1,1,1,1,1,1,1,1,1,1,1,1
3700 // 1,1,1,1,1,1,1,1,1,1,1,1
3701 // 1,1,1,1,1,1,1,1,1,1,1,1
3702
3703 // X,Y = .
3704 // X+1,y = ^
3705 // X,Y+1 = *
3706 // X+1,Y+1 = #
3707
3708 // Filling in like this;
3709 // .*
3710 // ^#
3711 // 1st .
3712 // 2nd *
3713 // 3rd ^
3714 // 4th #
3715 // on single loop.
3716
3717 float[,] resultarr2 = new float[512, 512];
3718 for (int y = 0; y < WorldExtents.Y; y++)
3719 {
3720 for (int x = 0; x < WorldExtents.X; x++)
3721 {
3722 resultarr2[y * 2, x * 2] = resultarr[y, x];
3723
3724 if (y < WorldExtents.Y)
3725 {
3726 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3727 }
3728 if (x < WorldExtents.X)
3729 {
3730 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3731 }
3732 if (x < WorldExtents.X && y < WorldExtents.Y)
3733 {
3734 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3735 }
3736 }
3737 }
3738
3739 //Flatten out the array
3740 int i = 0;
3741 for (int y = 0; y < 512; y++)
3742 {
3743 for (int x = 0; x < 512; x++)
3744 {
3745 if (resultarr2[y, x] <= 0)
3746 returnarr[i] = 0.0000001f;
3747 else
3748 returnarr[i] = resultarr2[y, x];
3749
3750 i++;
3751 }
3752 }
3753
3754 return returnarr;
3755 }
3756
3757 private float[] ResizeTerrain512Interpolation(float[] heightMap)
3758 {
3759 float[] returnarr = new float[262144];
3760 float[,] resultarr = new float[512,512];
3761
3762 // Filling out the array into its multi-dimensional components
3763 for (int y = 0; y < 256; y++)
3764 {
3765 for (int x = 0; x < 256; x++)
3766 {
3767 resultarr[y, x] = heightMap[y * 256 + x];
3768 }
3769 }
3770
3771 // Resize using interpolation
3772
3773 // This particular way is quick but it only works on a multiple of the original
3774
3775 // The idea behind this method can be described with the following diagrams
3776 // second pass and third pass happen in the same loop really.. just separated
3777 // them to show what this does.
3778
3779 // First Pass
3780 // ResultArr:
3781 // 1,1,1,1,1,1
3782 // 1,1,1,1,1,1
3783 // 1,1,1,1,1,1
3784 // 1,1,1,1,1,1
3785 // 1,1,1,1,1,1
3786 // 1,1,1,1,1,1
3787
3788 // Second Pass
3789 // ResultArr2:
3790 // 1,,1,,1,,1,,1,,1,
3791 // ,,,,,,,,,,
3792 // 1,,1,,1,,1,,1,,1,
3793 // ,,,,,,,,,,
3794 // 1,,1,,1,,1,,1,,1,
3795 // ,,,,,,,,,,
3796 // 1,,1,,1,,1,,1,,1,
3797 // ,,,,,,,,,,
3798 // 1,,1,,1,,1,,1,,1,
3799 // ,,,,,,,,,,
3800 // 1,,1,,1,,1,,1,,1,
3801
3802 // Third pass fills in the blanks
3803 // ResultArr2:
3804 // 1,1,1,1,1,1,1,1,1,1,1,1
3805 // 1,1,1,1,1,1,1,1,1,1,1,1
3806 // 1,1,1,1,1,1,1,1,1,1,1,1
3807 // 1,1,1,1,1,1,1,1,1,1,1,1
3808 // 1,1,1,1,1,1,1,1,1,1,1,1
3809 // 1,1,1,1,1,1,1,1,1,1,1,1
3810 // 1,1,1,1,1,1,1,1,1,1,1,1
3811 // 1,1,1,1,1,1,1,1,1,1,1,1
3812 // 1,1,1,1,1,1,1,1,1,1,1,1
3813 // 1,1,1,1,1,1,1,1,1,1,1,1
3814 // 1,1,1,1,1,1,1,1,1,1,1,1
3815
3816 // X,Y = .
3817 // X+1,y = ^
3818 // X,Y+1 = *
3819 // X+1,Y+1 = #
3820
3821 // Filling in like this;
3822 // .*
3823 // ^#
3824 // 1st .
3825 // 2nd *
3826 // 3rd ^
3827 // 4th #
3828 // on single loop.
3829
3830 float[,] resultarr2 = new float[512,512];
3831 for (int y = 0; y < (int)Constants.RegionSize; y++)
3832 {
3833 for (int x = 0; x < (int)Constants.RegionSize; x++)
3834 {
3835 resultarr2[y*2, x*2] = resultarr[y, x];
3836
3837 if (y < (int)Constants.RegionSize)
3838 {
3839 if (y + 1 < (int)Constants.RegionSize)
3840 {
3841 if (x + 1 < (int)Constants.RegionSize)
3842 {
3843 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3844 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3845 }
3846 else
3847 {
3848 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3849 }
3850 }
3851 else
3852 {
3853 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3854 }
3855 }
3856 if (x < (int)Constants.RegionSize)
3857 {
3858 if (x + 1 < (int)Constants.RegionSize)
3859 {
3860 if (y + 1 < (int)Constants.RegionSize)
3861 {
3862 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3863 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3864 }
3865 else
3866 {
3867 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3868 }
3869 }
3870 else
3871 {
3872 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3873 }
3874 }
3875 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3876 {
3877 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3878 {
3879 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3880 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3881 }
3882 else
3883 {
3884 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3885 }
3886 }
3887 }
3888 }
3889 //Flatten out the array
3890 int i = 0;
3891 for (int y = 0; y < 512; y++)
3892 {
3893 for (int x = 0; x < 512; x++)
3894 {
3895 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3896 {
3897 m_log.Warn("[ODE SCENE]: Non finite heightfield element detected. Setting it to 0");
3898 resultarr2[y, x] = 0;
3899 }
3900 returnarr[i] = resultarr2[y, x];
3901 i++;
3902 }
3903 }
3904
3905 return returnarr;
3906 }
3907
3908 #endregion
3909*/
3910 public override void SetTerrain(float[] heightMap) 3642 public override void SetTerrain(float[] heightMap)
3911 { 3643 {
3912 if (m_worldOffset != Vector3.Zero && m_parentScene != null) 3644 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
@@ -4006,9 +3738,10 @@ namespace OpenSim.Region.PhysicsModule.ODE
4006 3738
4007 } 3739 }
4008 IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); 3740 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
4009 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth, heightmapHeight, 3741 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
4010 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, 3742 heightmapWidth, heightmapHeight,
4011 offset, thickness, wrap); 3743 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
3744 scale, offset, thickness, wrap);
4012 3745
4013 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); 3746 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
4014 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1); 3747 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
@@ -4032,7 +3765,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
4032 3765
4033 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); 3766 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
4034 d.GeomSetRotation(GroundGeom, ref R); 3767 d.GeomSetRotation(GroundGeom, ref R);
4035 d.GeomSetPosition(GroundGeom, pOffset.X + regionsizeX * 0.5f, pOffset.Y + regionsizeY * 0.5f, 0); 3768 d.GeomSetPosition(GroundGeom, pOffset.X + regionsizeX * 0.5f, pOffset.Y + regionsizeY * 0.5f, 0f);
4036 IntPtr testGround = IntPtr.Zero; 3769 IntPtr testGround = IntPtr.Zero;
4037 if (RegionTerrain.TryGetValue(pOffset, out testGround)) 3770 if (RegionTerrain.TryGetValue(pOffset, out testGround))
4038 { 3771 {