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authorlbsa712007-12-27 21:41:48 +0000
committerlbsa712007-12-27 21:41:48 +0000
commitefd90b56b761219af6425b1c7a2cdd3b6ffb4de2 (patch)
treebf5b897e1e3c13211e3e2fc61d30508b94c928c0 /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
parent* removed always true if (diff)
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* Optimized usings
* shortened references * Removed redundant 'this' * Normalized EOF
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs336
1 files changed, 174 insertions, 162 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 8bb822e..f2c9b57 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -28,6 +28,7 @@
28 28
29using System; 29using System;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Runtime.InteropServices;
31using Axiom.Math; 32using Axiom.Math;
32using Ode.NET; 33using Ode.NET;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -99,17 +100,17 @@ namespace OpenSim.Region.Physics.OdePlugin
99 private d.Contact TerrainContact; 100 private d.Contact TerrainContact;
100 private d.Contact AvatarMovementprimContact; 101 private d.Contact AvatarMovementprimContact;
101 private d.Contact AvatarMovementTerrainContact; 102 private d.Contact AvatarMovementTerrainContact;
102 103
103 private int m_physicsiterations = 10; 104 private int m_physicsiterations = 10;
104 private float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag 105 private float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
105 private PhysicsActor PANull = new NullPhysicsActor(); 106 private PhysicsActor PANull = new NullPhysicsActor();
106 private float step_time = 0.0f; 107 private float step_time = 0.0f;
107 public IntPtr world; 108 public IntPtr world;
108 109
109 public IntPtr space; 110 public IntPtr space;
110 // split static geometry collision handling into spaces of 30 meters 111 // split static geometry collision handling into spaces of 30 meters
111 public IntPtr[,] staticPrimspace = new IntPtr[(int)(300/metersInSpace),(int)(300/metersInSpace)]; 112 public IntPtr[,] staticPrimspace = new IntPtr[(int) (300/metersInSpace),(int) (300/metersInSpace)];
112 113
113 public static Object OdeLock = new Object(); 114 public static Object OdeLock = new Object();
114 115
115 public IMesher mesher; 116 public IMesher mesher;
@@ -126,7 +127,7 @@ namespace OpenSim.Region.Physics.OdePlugin
126 contact.surface.soft_erp = 0.005f; 127 contact.surface.soft_erp = 0.005f;
127 contact.surface.soft_cfm = 0.00003f; 128 contact.surface.soft_cfm = 0.00003f;
128 */ 129 */
129 130
130 contact.surface.mu = 250.0f; 131 contact.surface.mu = 250.0f;
131 contact.surface.bounce = 0.2f; 132 contact.surface.bounce = 0.2f;
132 133
@@ -151,7 +152,7 @@ namespace OpenSim.Region.Physics.OdePlugin
151 contactgroup = d.JointGroupCreate(0); 152 contactgroup = d.JointGroupCreate(0);
152 //contactgroup 153 //contactgroup
153 154
154 155
155 d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f); 156 d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f);
156 d.WorldSetAutoDisableFlag(world, false); 157 d.WorldSetAutoDisableFlag(world, false);
157 d.WorldSetContactSurfaceLayer(world, 0.001f); 158 d.WorldSetContactSurfaceLayer(world, 0.001f);
@@ -165,10 +166,9 @@ namespace OpenSim.Region.Physics.OdePlugin
165 { 166 {
166 for (int j = 0; j < staticPrimspace.GetLength(1); j++) 167 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
167 { 168 {
168 staticPrimspace[i,j] = IntPtr.Zero; 169 staticPrimspace[i, j] = IntPtr.Zero;
169 } 170 }
170 } 171 }
171
172 } 172 }
173 173
174 public override void Initialise(IMesher meshmerizer) 174 public override void Initialise(IMesher meshmerizer)
@@ -184,25 +184,25 @@ namespace OpenSim.Region.Physics.OdePlugin
184 private void near(IntPtr space, IntPtr g1, IntPtr g2) 184 private void near(IntPtr space, IntPtr g1, IntPtr g2)
185 { 185 {
186 // no lock here! It's invoked from within Simulate(), which is thread-locked 186 // no lock here! It's invoked from within Simulate(), which is thread-locked
187 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2) ) 187 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
188 { 188 {
189 // Separating static prim geometry spaces. 189 // Separating static prim geometry spaces.
190 // We'll be calling near recursivly if one 190 // We'll be calling near recursivly if one
191 // of them is a space to find all of the 191 // of them is a space to find all of the
192 // contact points in the space 192 // contact points in the space
193 193
194 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); 194 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
195 //Colliding a space or a geom with a space or a geom. 195 //Colliding a space or a geom with a space or a geom.
196 196
197 //Collide all geoms in each space.. 197 //Collide all geoms in each space..
198 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback); 198 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
199 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback); 199 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
200 } 200 }
201 else 201 else
202 { 202 {
203 // Colliding Geom To Geom 203 // Colliding Geom To Geom
204 // This portion of the function 'was' blatantly ripped off from BoxStack.cs 204 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
205 205
206 IntPtr b1 = d.GeomGetBody(g1); 206 IntPtr b1 = d.GeomGetBody(g1);
207 IntPtr b2 = d.GeomGetBody(g2); 207 IntPtr b2 = d.GeomGetBody(g2);
208 208
@@ -213,7 +213,7 @@ namespace OpenSim.Region.Physics.OdePlugin
213 return; 213 return;
214 214
215 d.GeomClassID id = d.GeomGetClass(g1); 215 d.GeomClassID id = d.GeomGetClass(g1);
216 216
217 String name1 = null; 217 String name1 = null;
218 String name2 = null; 218 String name2 = null;
219 219
@@ -228,21 +228,22 @@ namespace OpenSim.Region.Physics.OdePlugin
228 228
229 if (id == d.GeomClassID.TriMeshClass) 229 if (id == d.GeomClassID.TriMeshClass)
230 { 230 {
231 // MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2); 231 // MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2);
232 //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2); 232 //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
233 } 233 }
234 234
235 int count = 0; 235 int count = 0;
236 try 236 try
237 { 237 {
238 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); 238 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
239 } 239 }
240 catch (System.Runtime.InteropServices.SEHException) 240 catch (SEHException)
241 { 241 {
242 MainLog.Instance.Error("PHYSICS", "The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim."); 242 MainLog.Instance.Error("PHYSICS",
243 "The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
243 base.TriggerPhysicsBasedRestart(); 244 base.TriggerPhysicsBasedRestart();
244 } 245 }
245 246
246 for (int i = 0; i < count; i++) 247 for (int i = 0; i < count; i++)
247 { 248 {
248 IntPtr joint; 249 IntPtr joint;
@@ -263,17 +264,17 @@ namespace OpenSim.Region.Physics.OdePlugin
263 // We only need to test p2 for 'jump crouch purposes' 264 // We only need to test p2 for 'jump crouch purposes'
264 p2.IsColliding = true; 265 p2.IsColliding = true;
265 266
266
267 267
268 switch(p1.PhysicsActorType) { 268 switch (p1.PhysicsActorType)
269 case (int)ActorTypes.Agent: 269 {
270 case (int) ActorTypes.Agent:
270 p2.CollidingObj = true; 271 p2.CollidingObj = true;
271 break; 272 break;
272 case (int)ActorTypes.Prim: 273 case (int) ActorTypes.Prim:
273 if (p2.Velocity.X >0 || p2.Velocity.Y > 0 || p2.Velocity.Z > 0) 274 if (p2.Velocity.X > 0 || p2.Velocity.Y > 0 || p2.Velocity.Z > 0)
274 p2.CollidingObj = true; 275 p2.CollidingObj = true;
275 break; 276 break;
276 case (int)ActorTypes.Unknown: 277 case (int) ActorTypes.Unknown:
277 p2.CollidingGround = true; 278 p2.CollidingGround = true;
278 break; 279 break;
279 default: 280 default:
@@ -282,7 +283,9 @@ namespace OpenSim.Region.Physics.OdePlugin
282 } 283 }
283 284
284 // we don't want prim or avatar to explode 285 // we don't want prim or avatar to explode
286
285 #region InterPenetration Handling - Unintended physics explosions 287 #region InterPenetration Handling - Unintended physics explosions
288
286 if (contacts[i].depth >= 0.08f) 289 if (contacts[i].depth >= 0.08f)
287 { 290 {
288 if (contacts[i].depth >= 1.00f) 291 if (contacts[i].depth >= 1.00f)
@@ -290,30 +293,31 @@ namespace OpenSim.Region.Physics.OdePlugin
290 //MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString()); 293 //MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString());
291 } 294 }
292 // If you interpenetrate a prim with an agent 295 // If you interpenetrate a prim with an agent
293 if ((p2.PhysicsActorType == (int)ActorTypes.Agent && p1.PhysicsActorType == (int)ActorTypes.Prim) || (p1.PhysicsActorType == (int)ActorTypes.Agent && p2.PhysicsActorType == (int)ActorTypes.Prim)) 296 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
297 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
298 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
299 p2.PhysicsActorType == (int) ActorTypes.Prim))
294 { 300 {
295 301 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
296 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
297 { 302 {
298 p2.CollidingObj = true; 303 p2.CollidingObj = true;
299 //contacts[i].depth = 0.003f; 304 //contacts[i].depth = 0.003f;
300 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); 305 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
301 OdeCharacter character = (OdeCharacter)p2; 306 OdeCharacter character = (OdeCharacter) p2;
302 character.SetPidStatus(true); 307 character.SetPidStatus(true);
303 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); 308 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
304
305 } 309 }
306 else 310 else
307 { 311 {
308 contacts[i].depth = 0.0000000f; 312 contacts[i].depth = 0.0000000f;
309 } 313 }
310 if (p1.PhysicsActorType == (int)ActorTypes.Agent) 314 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
311 { 315 {
312 p1.CollidingObj = true; 316 p1.CollidingObj = true;
313 //contacts[i].depth = 0.003f; 317 //contacts[i].depth = 0.003f;
314 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); 318 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
315 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); 319 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2));
316 OdeCharacter character = (OdeCharacter)p2; 320 OdeCharacter character = (OdeCharacter) p2;
317 character.SetPidStatus(true); 321 character.SetPidStatus(true);
318 } 322 }
319 else 323 else
@@ -322,39 +326,45 @@ namespace OpenSim.Region.Physics.OdePlugin
322 } 326 }
323 } 327 }
324 // If you interpenetrate a prim with another prim 328 // If you interpenetrate a prim with another prim
325 if (p1.PhysicsActorType == (int)ActorTypes.Prim && p2.PhysicsActorType == (int)ActorTypes.Prim) 329 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
326 { 330 {
327 // Don't collide, one or both prim will explode. 331 // Don't collide, one or both prim will explode.
328 contacts[i].depth = -1f; 332 contacts[i].depth = -1f;
329 } 333 }
330 if (contacts[i].depth >= 1.00f) 334 if (contacts[i].depth >= 1.00f)
331 { 335 {
332 if ((p2.PhysicsActorType == (int)ActorTypes.Agent && p1.PhysicsActorType == (int)ActorTypes.Unknown) || (p1.PhysicsActorType == (int)ActorTypes.Agent && p2.PhysicsActorType == (int)ActorTypes.Unknown)) 336 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
337 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
338 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
339 p2.PhysicsActorType == (int) ActorTypes.Unknown))
333 { 340 {
334 341 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
335 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
336 { 342 {
337 OdeCharacter character = (OdeCharacter)p2; 343 OdeCharacter character = (OdeCharacter) p2;
338 344
339 //p2.CollidingObj = true; 345 //p2.CollidingObj = true;
340 contacts[i].depth = 0.003f; 346 contacts[i].depth = 0.003f;
341 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); 347 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f);
342 contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); 348 contacts[i].pos =
349 new d.Vector3(contacts[i].pos.X + (p1.Size.X/2),
350 contacts[i].pos.Y + (p1.Size.Y/2),
351 contacts[i].pos.Z + (p1.Size.Z/2));
343 character.SetPidStatus(true); 352 character.SetPidStatus(true);
344
345 } 353 }
346 else 354 else
347 { 355 {
348
349 } 356 }
350 if (p1.PhysicsActorType == (int)ActorTypes.Agent) 357 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
351 { 358 {
352 OdeCharacter character = (OdeCharacter)p2; 359 OdeCharacter character = (OdeCharacter) p2;
353 360
354 //p2.CollidingObj = true; 361 //p2.CollidingObj = true;
355 contacts[i].depth = 0.003f; 362 contacts[i].depth = 0.003f;
356 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); 363 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f);
357 contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); 364 contacts[i].pos =
365 new d.Vector3(contacts[i].pos.X + (p1.Size.X/2),
366 contacts[i].pos.Y + (p1.Size.Y/2),
367 contacts[i].pos.Z + (p1.Size.Z/2));
358 character.SetPidStatus(true); 368 character.SetPidStatus(true);
359 } 369 }
360 else 370 else
@@ -364,18 +374,18 @@ namespace OpenSim.Region.Physics.OdePlugin
364 } 374 }
365 } 375 }
366 } 376 }
377
367 #endregion 378 #endregion
368 379
369 if (contacts[i].depth >= 0f) 380 if (contacts[i].depth >= 0f)
370 { 381 {
371 if (name1 == "Terrain" || name2 == "Terrain") 382 if (name1 == "Terrain" || name2 == "Terrain")
372 { 383 {
373 384 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
374 if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) 385 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
375 { 386 {
376 AvatarMovementTerrainContact.geom = contacts[i]; 387 AvatarMovementTerrainContact.geom = contacts[i];
377 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); 388 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
378
379 } 389 }
380 else 390 else
381 { 391 {
@@ -385,11 +395,11 @@ namespace OpenSim.Region.Physics.OdePlugin
385 } 395 }
386 else 396 else
387 { 397 {
388 if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) 398 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
399 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
389 { 400 {
390 AvatarMovementprimContact.geom = contacts[i]; 401 AvatarMovementprimContact.geom = contacts[i];
391 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); 402 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
392
393 } 403 }
394 else 404 else
395 { 405 {
@@ -399,7 +409,7 @@ namespace OpenSim.Region.Physics.OdePlugin
399 } 409 }
400 d.JointAttach(joint, b1, b2); 410 d.JointAttach(joint, b1, b2);
401 } 411 }
402 412
403 if (count > 3) 413 if (count > 3)
404 { 414 {
405 p2.ThrottleUpdates = true; 415 p2.ThrottleUpdates = true;
@@ -421,7 +431,7 @@ namespace OpenSim.Region.Physics.OdePlugin
421 } 431 }
422 // If the sim is running slow this frame, 432 // If the sim is running slow this frame,
423 // don't process collision for prim! 433 // don't process collision for prim!
424 if (timeStep < (m_SkipFramesAtms / 3)) 434 if (timeStep < (m_SkipFramesAtms/3))
425 { 435 {
426 foreach (OdePrim chr in _activeprims) 436 foreach (OdePrim chr in _activeprims)
427 { 437 {
@@ -432,16 +442,16 @@ namespace OpenSim.Region.Physics.OdePlugin
432 //foreach (OdePrim ch2 in _prims) 442 //foreach (OdePrim ch2 in _prims)
433 /// should be a separate space -- lots of avatars will be N**2 slow 443 /// should be a separate space -- lots of avatars will be N**2 slow
434 //{ 444 //{
435 //if (ch2.IsPhysical && d.BodyIsEnabled(ch2.Body)) 445 //if (ch2.IsPhysical && d.BodyIsEnabled(ch2.Body))
436 //{ 446 //{
437 // Only test prim that are 0.03 meters away in one direction. 447 // Only test prim that are 0.03 meters away in one direction.
438 // This should be Optimized! 448 // This should be Optimized!
439 449
440 //if ((Math.Abs(ch2.Position.X - chr.Position.X) < 0.03) || (Math.Abs(ch2.Position.Y - chr.Position.Y) < 0.03) || (Math.Abs(ch2.Position.X - chr.Position.X) < 0.03)) 450 //if ((Math.Abs(ch2.Position.X - chr.Position.X) < 0.03) || (Math.Abs(ch2.Position.Y - chr.Position.Y) < 0.03) || (Math.Abs(ch2.Position.X - chr.Position.X) < 0.03))
441 //{ 451 //{
442 //d.SpaceCollide2(chr.prim_geom, ch2.prim_geom, IntPtr.Zero, nearCallback); 452 //d.SpaceCollide2(chr.prim_geom, ch2.prim_geom, IntPtr.Zero, nearCallback);
443 //} 453 //}
444 //} 454 //}
445 //} 455 //}
446 } 456 }
447 } 457 }
@@ -456,7 +466,6 @@ namespace OpenSim.Region.Physics.OdePlugin
456 if (d.BodyIsEnabled(chr.Body)) 466 if (d.BodyIsEnabled(chr.Body))
457 { 467 {
458 d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback); 468 d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback);
459
460 } 469 }
461 } 470 }
462 } 471 }
@@ -492,7 +501,6 @@ namespace OpenSim.Region.Physics.OdePlugin
492 501
493 p.setPrimForRemoval(); 502 p.setPrimForRemoval();
494 AddPhysicsActorTaint(prim); 503 AddPhysicsActorTaint(prim);
495
496 } 504 }
497 } 505 }
498 } 506 }
@@ -519,13 +527,14 @@ namespace OpenSim.Region.Physics.OdePlugin
519 } 527 }
520 else 528 else
521 { 529 {
522 MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'removeprim from scene':" + ((OdePrim)prim).m_targetSpace.ToString()); 530 MainLog.Instance.Verbose("Physics",
531 "Invalid Scene passed to 'removeprim from scene':" +
532 ((OdePrim) prim).m_targetSpace.ToString());
523 } 533 }
524 } 534 }
525 } 535 }
526 536
527 537
528
529 //If there are no more geometries in the sub-space, we don't need it in the main space anymore 538 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
530 if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) 539 if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
531 { 540 {
@@ -541,17 +550,18 @@ namespace OpenSim.Region.Physics.OdePlugin
541 } 550 }
542 else 551 else
543 { 552 {
544 MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'removeprim from scene':" + ((OdePrim)prim).m_targetSpace.ToString()); 553 MainLog.Instance.Verbose("Physics",
554 "Invalid Scene passed to 'removeprim from scene':" +
555 ((OdePrim) prim).m_targetSpace.ToString());
545 } 556 }
546 } 557 }
547 } 558 }
548 } 559 }
549 560
550 d.GeomDestroy(prim.prim_geom); 561 d.GeomDestroy(prim.prim_geom);
551 562
552 _prims.Remove(prim); 563 _prims.Remove(prim);
553 } 564 }
554
555 } 565 }
556 566
557 public void resetSpaceArrayItemToZero(IntPtr space) 567 public void resetSpaceArrayItemToZero(IntPtr space)
@@ -566,7 +576,7 @@ namespace OpenSim.Region.Physics.OdePlugin
566 } 576 }
567 } 577 }
568 578
569 public void resetSpaceArrayItemToZero(int arrayitemX,int arrayitemY) 579 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
570 { 580 {
571 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero; 581 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
572 } 582 }
@@ -582,16 +592,17 @@ namespace OpenSim.Region.Physics.OdePlugin
582 // never be called if the prim is physical(active) 592 // never be called if the prim is physical(active)
583 if (currentspace != space) 593 if (currentspace != space)
584 { 594 {
585 if (d.SpaceQuery(currentspace, geom) && currentspace != (IntPtr)0) 595 if (d.SpaceQuery(currentspace, geom) && currentspace != (IntPtr) 0)
586 { 596 {
587 if (d.GeomIsSpace(currentspace)) 597 if (d.GeomIsSpace(currentspace))
588 { 598 {
589
590 d.SpaceRemove(currentspace, geom); 599 d.SpaceRemove(currentspace, geom);
591 } 600 }
592 else 601 else
593 { 602 {
594 MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() + " Geom:" + geom.ToString()); 603 MainLog.Instance.Verbose("Physics",
604 "Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() +
605 " Geom:" + geom.ToString());
595 } 606 }
596 } 607 }
597 else 608 else
@@ -599,7 +610,7 @@ namespace OpenSim.Region.Physics.OdePlugin
599 IntPtr sGeomIsIn = d.GeomGetSpace(geom); 610 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
600 if (!(sGeomIsIn.Equals(null))) 611 if (!(sGeomIsIn.Equals(null)))
601 { 612 {
602 if (sGeomIsIn != (IntPtr)0) 613 if (sGeomIsIn != (IntPtr) 0)
603 { 614 {
604 if (d.GeomIsSpace(currentspace)) 615 if (d.GeomIsSpace(currentspace))
605 { 616 {
@@ -607,7 +618,9 @@ namespace OpenSim.Region.Physics.OdePlugin
607 } 618 }
608 else 619 else
609 { 620 {
610 MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + sGeomIsIn.ToString() + " Geom:" + geom.ToString()); 621 MainLog.Instance.Verbose("Physics",
622 "Invalid Scene passed to 'recalculatespace':" +
623 sGeomIsIn.ToString() + " Geom:" + geom.ToString());
611 } 624 }
612 } 625 }
613 } 626 }
@@ -617,7 +630,7 @@ namespace OpenSim.Region.Physics.OdePlugin
617 //If there are no more geometries in the sub-space, we don't need it in the main space anymore 630 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
618 if (d.SpaceGetNumGeoms(currentspace) == 0) 631 if (d.SpaceGetNumGeoms(currentspace) == 0)
619 { 632 {
620 if (currentspace != (IntPtr)0) 633 if (currentspace != (IntPtr) 0)
621 { 634 {
622 if (d.GeomIsSpace(currentspace)) 635 if (d.GeomIsSpace(currentspace))
623 { 636 {
@@ -628,9 +641,10 @@ namespace OpenSim.Region.Physics.OdePlugin
628 } 641 }
629 else 642 else
630 { 643 {
631 MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() + " Geom:" + geom.ToString()); 644 MainLog.Instance.Verbose("Physics",
645 "Invalid Scene passed to 'recalculatespace':" +
646 currentspace.ToString() + " Geom:" + geom.ToString());
632 } 647 }
633
634 } 648 }
635 } 649 }
636 } 650 }
@@ -639,15 +653,16 @@ namespace OpenSim.Region.Physics.OdePlugin
639 // this is a physical object that got disabled. ;.; 653 // this is a physical object that got disabled. ;.;
640 if (d.SpaceQuery(currentspace, geom)) 654 if (d.SpaceQuery(currentspace, geom))
641 { 655 {
642 if (currentspace != (IntPtr)0) 656 if (currentspace != (IntPtr) 0)
643 if (d.GeomIsSpace(currentspace)) 657 if (d.GeomIsSpace(currentspace))
644 { 658 {
645 d.SpaceRemove(currentspace, geom); 659 d.SpaceRemove(currentspace, geom);
646 } 660 }
647 else 661 else
648 { 662 {
649 MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() + " Geom:" + geom.ToString()); 663 MainLog.Instance.Verbose("Physics",
650 664 "Invalid Scene passed to 'recalculatespace':" +
665 currentspace.ToString() + " Geom:" + geom.ToString());
651 } 666 }
652 } 667 }
653 else 668 else
@@ -655,7 +670,7 @@ namespace OpenSim.Region.Physics.OdePlugin
655 IntPtr sGeomIsIn = d.GeomGetSpace(geom); 670 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
656 if (!(sGeomIsIn.Equals(null))) 671 if (!(sGeomIsIn.Equals(null)))
657 { 672 {
658 if (sGeomIsIn != (IntPtr)0) 673 if (sGeomIsIn != (IntPtr) 0)
659 { 674 {
660 if (d.GeomIsSpace(sGeomIsIn)) 675 if (d.GeomIsSpace(sGeomIsIn))
661 { 676 {
@@ -663,14 +678,16 @@ namespace OpenSim.Region.Physics.OdePlugin
663 } 678 }
664 else 679 else
665 { 680 {
666 MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + sGeomIsIn.ToString() + " Geom:" + geom.ToString()); 681 MainLog.Instance.Verbose("Physics",
682 "Invalid Scene passed to 'recalculatespace':" +
683 sGeomIsIn.ToString() + " Geom:" + geom.ToString());
667 } 684 }
668 } 685 }
669 } 686 }
670 } 687 }
671 } 688 }
672 689
673 690
674 // The routines in the Position and Size sections do the 'inserting' into the space, 691 // The routines in the Position and Size sections do the 'inserting' into the space,
675 // so all we have to do is make sure that the space that we're putting the prim into 692 // so all we have to do is make sure that the space that we're putting the prim into
676 // is in the 'main' space. 693 // is in the 'main' space.
@@ -679,17 +696,18 @@ namespace OpenSim.Region.Physics.OdePlugin
679 696
680 if (newspace == IntPtr.Zero) 697 if (newspace == IntPtr.Zero)
681 { 698 {
682 newspace = createprimspace(iprimspaceArrItem[0],iprimspaceArrItem[1]); 699 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
683 d.HashSpaceSetLevels(newspace, -4, 66); 700 d.HashSpaceSetLevels(newspace, -4, 66);
684 } 701 }
685 702
686 return newspace; 703 return newspace;
687 } 704 }
688 705
689 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY) { 706 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
707 {
690 // creating a new space for prim and inserting it into main space. 708 // creating a new space for prim and inserting it into main space.
691 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero); 709 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
692 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX,iprimspaceArrItemY]); 710 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
693 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]; 711 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
694 } 712 }
695 713
@@ -697,7 +715,7 @@ namespace OpenSim.Region.Physics.OdePlugin
697 { 715 {
698 int[] xyspace = calculateSpaceArrayItemFromPos(pos); 716 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
699 //MainLog.Instance.Verbose("Physics", "Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); 717 //MainLog.Instance.Verbose("Physics", "Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
700 IntPtr locationbasedspace = staticPrimspace[xyspace[0],xyspace[1]]; 718 IntPtr locationbasedspace = staticPrimspace[xyspace[0], xyspace[1]];
701 719
702 //locationbasedspace = space; 720 //locationbasedspace = space;
703 return locationbasedspace; 721 return locationbasedspace;
@@ -706,17 +724,17 @@ namespace OpenSim.Region.Physics.OdePlugin
706 public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos) 724 public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos)
707 { 725 {
708 int[] returnint = new int[2]; 726 int[] returnint = new int[2];
709 727
710 returnint[0] = (int)(pos.X / metersInSpace); 728 returnint[0] = (int) (pos.X/metersInSpace);
711 729
712 if (returnint[0] > ((int)(259f / metersInSpace))) 730 if (returnint[0] > ((int) (259f/metersInSpace)))
713 returnint[0] = ((int)(259f / metersInSpace)); 731 returnint[0] = ((int) (259f/metersInSpace));
714 if (returnint[0] < 0) 732 if (returnint[0] < 0)
715 returnint[0] = 0; 733 returnint[0] = 0;
716 734
717 returnint[1] = (int)(pos.Y / metersInSpace); 735 returnint[1] = (int) (pos.Y/metersInSpace);
718 if (returnint[0] > ((int)(259f / metersInSpace))) 736 if (returnint[0] > ((int) (259f/metersInSpace)))
719 returnint[0] = ((int)(259f / metersInSpace)); 737 returnint[0] = ((int) (259f/metersInSpace));
720 if (returnint[0] < 0) 738 if (returnint[0] < 0)
721 returnint[0] = 0; 739 returnint[0] = 0;
722 740
@@ -726,7 +744,6 @@ namespace OpenSim.Region.Physics.OdePlugin
726 private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, 744 private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
727 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) 745 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
728 { 746 {
729
730 PhysicsVector pos = new PhysicsVector(); 747 PhysicsVector pos = new PhysicsVector();
731 pos.X = position.X; 748 pos.X = position.X;
732 pos.Y = position.Y; 749 pos.Y = position.Y;
@@ -741,21 +758,21 @@ namespace OpenSim.Region.Physics.OdePlugin
741 rot.y = rotation.y; 758 rot.y = rotation.y;
742 rot.z = rotation.z; 759 rot.z = rotation.z;
743 760
744 761
745 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos); 762 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
746 IntPtr targetspace = calculateSpaceForGeom(pos); 763 IntPtr targetspace = calculateSpaceForGeom(pos);
747 764
748 if (targetspace == IntPtr.Zero) 765 if (targetspace == IntPtr.Zero)
749 targetspace = createprimspace(iprimspaceArrItem[0],iprimspaceArrItem[1]); 766 targetspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
750 767
751 OdePrim newPrim; 768 OdePrim newPrim;
752 lock (OdeLock) 769 lock (OdeLock)
753 { 770 {
754 newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical); 771 newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical);
755 772
756 _prims.Add(newPrim); 773 _prims.Add(newPrim);
757 } 774 }
758 775
759 return newPrim; 776 return newPrim;
760 } 777 }
761 778
@@ -763,16 +780,14 @@ namespace OpenSim.Region.Physics.OdePlugin
763 { 780 {
764 // adds active prim.. (ones that should be iterated over in collisions_optimized 781 // adds active prim.. (ones that should be iterated over in collisions_optimized
765 782
766 _activeprims.Add(activatePrim); 783 _activeprims.Add(activatePrim);
767
768 } 784 }
785
769 public void remActivePrim(OdePrim deactivatePrim) 786 public void remActivePrim(OdePrim deactivatePrim)
770 { 787 {
771 788 _activeprims.Remove(deactivatePrim);
772 _activeprims.Remove(deactivatePrim);
773
774
775 } 789 }
790
776 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount) 791 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
777 { 792 {
778/* String name1 = null; 793/* String name1 = null;
@@ -818,7 +833,7 @@ namespace OpenSim.Region.Physics.OdePlugin
818 return 1; 833 return 1;
819 } 834 }
820 835
821 836
822 public bool needsMeshing(PrimitiveBaseShape pbs) 837 public bool needsMeshing(PrimitiveBaseShape pbs)
823 { 838 {
824 if (pbs.ProfileHollow != 0) 839 if (pbs.ProfileHollow != 0)
@@ -833,7 +848,7 @@ namespace OpenSim.Region.Physics.OdePlugin
833 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, 848 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
834 PhysicsVector size, Quaternion rotation) //To be removed 849 PhysicsVector size, Quaternion rotation) //To be removed
835 { 850 {
836 return this.AddPrimShape(primName, pbs, position, size, rotation, false); 851 return AddPrimShape(primName, pbs, position, size, rotation, false);
837 } 852 }
838 853
839 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, 854 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
@@ -848,12 +863,12 @@ namespace OpenSim.Region.Physics.OdePlugin
848 /// support simple box & hollow box now; later, more shapes 863 /// support simple box & hollow box now; later, more shapes
849 if (needsMeshing(pbs)) 864 if (needsMeshing(pbs))
850 { 865 {
851 mesh = mesher.CreateMesh(primName, pbs, size); 866 mesh = mesher.CreateMesh(primName, pbs, size);
852 } 867 }
853 868
854 break; 869 break;
855 } 870 }
856 871
857 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical); 872 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
858 873
859 874
@@ -864,10 +879,9 @@ namespace OpenSim.Region.Physics.OdePlugin
864 { 879 {
865 if (prim is OdePrim) 880 if (prim is OdePrim)
866 { 881 {
867 OdePrim taintedprim = ((OdePrim)prim); 882 OdePrim taintedprim = ((OdePrim) prim);
868 if (!(_taintedPrim.Contains(taintedprim))) 883 if (!(_taintedPrim.Contains(taintedprim)))
869 _taintedPrim.Add(taintedprim); 884 _taintedPrim.Add(taintedprim);
870
871 } 885 }
872 } 886 }
873 887
@@ -877,19 +891,18 @@ namespace OpenSim.Region.Physics.OdePlugin
877 891
878 step_time += timeStep; 892 step_time += timeStep;
879 893
880 894
881 // If We're loaded down by something else, 895 // If We're loaded down by something else,
882 // or debugging with the Visual Studio project on pause 896 // or debugging with the Visual Studio project on pause
883 // skip a few frames to catch up gracefully. 897 // skip a few frames to catch up gracefully.
884 // without shooting the physicsactors all over the place 898 // without shooting the physicsactors all over the place
885
886 899
887 900
888 if (step_time >= m_SkipFramesAtms) 901 if (step_time >= m_SkipFramesAtms)
889 { 902 {
890 // Instead of trying to catch up, it'll do one physics frame only 903 // Instead of trying to catch up, it'll do one physics frame only
891 step_time = ODE_STEPSIZE; 904 step_time = ODE_STEPSIZE;
892 this.m_physicsiterations = 5; 905 m_physicsiterations = 5;
893 } 906 }
894 else 907 else
895 { 908 {
@@ -897,35 +910,36 @@ namespace OpenSim.Region.Physics.OdePlugin
897 } 910 }
898 lock (OdeLock) 911 lock (OdeLock)
899 { 912 {
900 // Process 10 frames if the sim is running normal.. 913 // Process 10 frames if the sim is running normal..
901 // process 5 frames if the sim is running slow 914 // process 5 frames if the sim is running slow
902 try{ 915 try
916 {
903 d.WorldSetQuickStepNumIterations(world, m_physicsiterations); 917 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
904 } 918 }
905 catch (System.StackOverflowException) 919 catch (StackOverflowException)
906 { 920 {
907 MainLog.Instance.Error("PHYSICS", "The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim."); 921 MainLog.Instance.Error("PHYSICS",
922 "The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
908 base.TriggerPhysicsBasedRestart(); 923 base.TriggerPhysicsBasedRestart();
909 } 924 }
910 925
911 int i = 0; 926 int i = 0;
912 927
913 928
914 // Figure out the Frames Per Second we're going at. 929 // Figure out the Frames Per Second we're going at.
915 930
916 fps = (((step_time / ODE_STEPSIZE * m_physicsiterations)*2)* 10); 931 fps = (((step_time/ODE_STEPSIZE*m_physicsiterations)*2)*10);
917 932
918 933
919 while (step_time > 0.0f) 934 while (step_time > 0.0f)
920 { 935 {
921
922 foreach (OdeCharacter actor in _characters) 936 foreach (OdeCharacter actor in _characters)
923 { 937 {
924 actor.Move(timeStep); 938 actor.Move(timeStep);
925 actor.collidelock = true; 939 actor.collidelock = true;
926 } 940 }
927 941
928 942
929 collision_optimized(timeStep); 943 collision_optimized(timeStep);
930 d.WorldQuickStep(world, ODE_STEPSIZE); 944 d.WorldQuickStep(world, ODE_STEPSIZE);
931 d.JointGroupEmpty(contactgroup); 945 d.JointGroupEmpty(contactgroup);
@@ -933,7 +947,7 @@ namespace OpenSim.Region.Physics.OdePlugin
933 { 947 {
934 actor.collidelock = false; 948 actor.collidelock = false;
935 } 949 }
936 950
937 step_time -= ODE_STEPSIZE; 951 step_time -= ODE_STEPSIZE;
938 i++; 952 i++;
939 } 953 }
@@ -941,7 +955,6 @@ namespace OpenSim.Region.Physics.OdePlugin
941 foreach (OdeCharacter actor in _characters) 955 foreach (OdeCharacter actor in _characters)
942 { 956 {
943 actor.UpdatePositionAndVelocity(); 957 actor.UpdatePositionAndVelocity();
944
945 } 958 }
946 bool processedtaints = false; 959 bool processedtaints = false;
947 foreach (OdePrim prim in _taintedPrim) 960 foreach (OdePrim prim in _taintedPrim)
@@ -963,7 +976,6 @@ namespace OpenSim.Region.Physics.OdePlugin
963 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) 976 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
964 { 977 {
965 actor.UpdatePositionAndVelocity(); 978 actor.UpdatePositionAndVelocity();
966
967 } 979 }
968 } 980 }
969 } 981 }
@@ -984,25 +996,25 @@ namespace OpenSim.Region.Physics.OdePlugin
984 public float[] ResizeTerrain512(float[] heightMap) 996 public float[] ResizeTerrain512(float[] heightMap)
985 { 997 {
986 float[] returnarr = new float[262144]; 998 float[] returnarr = new float[262144];
987 float[,] resultarr = new float[m_regionWidth, m_regionHeight]; 999 float[,] resultarr = new float[m_regionWidth,m_regionHeight];
988 1000
989 // Filling out the array into it's multi-dimentional components 1001 // Filling out the array into it's multi-dimentional components
990 for (int y = 0; y < m_regionHeight; y++) 1002 for (int y = 0; y < m_regionHeight; y++)
991 { 1003 {
992 for (int x = 0; x < m_regionWidth; x++) 1004 for (int x = 0; x < m_regionWidth; x++)
993 { 1005 {
994 resultarr[y,x] = heightMap[y * m_regionWidth + x]; 1006 resultarr[y, x] = heightMap[y*m_regionWidth + x];
995 } 1007 }
996 } 1008 }
997 1009
998 // Resize using interpolation 1010 // Resize using interpolation
999 1011
1000 // This particular way is quick but it only works on a multiple of the original 1012 // This particular way is quick but it only works on a multiple of the original
1001 1013
1002 // The idea behind this method can be described with the following diagrams 1014 // The idea behind this method can be described with the following diagrams
1003 // second pass and third pass happen in the same loop really.. just separated 1015 // second pass and third pass happen in the same loop really.. just separated
1004 // them to show what this does. 1016 // them to show what this does.
1005 1017
1006 // First Pass 1018 // First Pass
1007 // ResultArr: 1019 // ResultArr:
1008 // 1,1,1,1,1,1 1020 // 1,1,1,1,1,1
@@ -1054,12 +1066,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1054 // 4th # 1066 // 4th #
1055 // on single loop. 1067 // on single loop.
1056 1068
1057 float[,] resultarr2 = new float[512, 512]; 1069 float[,] resultarr2 = new float[512,512];
1058 for (int y = 0; y < m_regionHeight; y++) 1070 for (int y = 0; y < m_regionHeight; y++)
1059 { 1071 {
1060 for (int x = 0; x < m_regionWidth; x++) 1072 for (int x = 0; x < m_regionWidth; x++)
1061 { 1073 {
1062 resultarr2[y*2,x*2] = resultarr[y,x]; 1074 resultarr2[y*2, x*2] = resultarr[y, x];
1063 1075
1064 if (y < m_regionHeight) 1076 if (y < m_regionHeight)
1065 { 1077 {
@@ -1067,16 +1079,17 @@ namespace OpenSim.Region.Physics.OdePlugin
1067 { 1079 {
1068 if (x + 1 < m_regionWidth) 1080 if (x + 1 < m_regionWidth)
1069 { 1081 {
1070 resultarr2[(y * 2) + 1, x * 2] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x+1] + resultarr[y+1, x+1])/4); 1082 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
1083 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
1071 } 1084 }
1072 else 1085 else
1073 { 1086 {
1074 resultarr2[(y * 2) + 1, x * 2] = ((resultarr[y, x] + resultarr[y + 1, x]) / 2); 1087 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
1075 } 1088 }
1076 } 1089 }
1077 else 1090 else
1078 { 1091 {
1079 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x]; 1092 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
1080 } 1093 }
1081 } 1094 }
1082 if (x < m_regionWidth) 1095 if (x < m_regionWidth)
@@ -1085,31 +1098,32 @@ namespace OpenSim.Region.Physics.OdePlugin
1085 { 1098 {
1086 if (y + 1 < m_regionHeight) 1099 if (y + 1 < m_regionHeight)
1087 { 1100 {
1088 resultarr2[y * 2, (x * 2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x + 1] + resultarr[y + 1, x + 1]) / 4); 1101 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
1102 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
1089 } 1103 }
1090 else 1104 else
1091 { 1105 {
1092 resultarr2[y * 2, (x * 2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1]) / 2); 1106 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
1093 } 1107 }
1094 } 1108 }
1095 else 1109 else
1096 { 1110 {
1097 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x]; 1111 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
1098 } 1112 }
1099 } 1113 }
1100 if (x < m_regionWidth && y < m_regionHeight) 1114 if (x < m_regionWidth && y < m_regionHeight)
1101 { 1115 {
1102 if ((x + 1 < m_regionWidth) && (y + 1 < m_regionHeight)) 1116 if ((x + 1 < m_regionWidth) && (y + 1 < m_regionHeight))
1103 { 1117 {
1104 resultarr2[(y * 2) + 1, (x * 2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x + 1] + resultarr[y + 1, x + 1]) / 4); 1118 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
1119 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
1105 } 1120 }
1106 else 1121 else
1107 { 1122 {
1108 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x]; 1123 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
1109 } 1124 }
1110 } 1125 }
1111 } 1126 }
1112
1113 } 1127 }
1114 //Flatten out the array 1128 //Flatten out the array
1115 int i = 0; 1129 int i = 0;
@@ -1119,7 +1133,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1119 { 1133 {
1120 if (resultarr2[y, x] <= 0) 1134 if (resultarr2[y, x] <= 0)
1121 returnarr[i] = 0.0000001f; 1135 returnarr[i] = 0.0000001f;
1122 else 1136 else
1123 returnarr[i] = resultarr2[y, x]; 1137 returnarr[i] = resultarr2[y, x];
1124 1138
1125 i++; 1139 i++;
@@ -1127,8 +1141,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1127 } 1141 }
1128 1142
1129 return returnarr; 1143 return returnarr;
1130
1131 } 1144 }
1145
1132 public override void SetTerrain(float[] heightMap) 1146 public override void SetTerrain(float[] heightMap)
1133 { 1147 {
1134 // this._heightmap[i] = (double)heightMap[i]; 1148 // this._heightmap[i] = (double)heightMap[i];
@@ -1137,8 +1151,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1137 1151
1138 const uint heightmapWidth = m_regionWidth + 2; 1152 const uint heightmapWidth = m_regionWidth + 2;
1139 const uint heightmapHeight = m_regionHeight + 2; 1153 const uint heightmapHeight = m_regionHeight + 2;
1140 const uint heightmapWidthSamples = 2 * m_regionWidth + 2; 1154 const uint heightmapWidthSamples = 2*m_regionWidth + 2;
1141 const uint heightmapHeightSamples = 2 * m_regionHeight + 2; 1155 const uint heightmapHeightSamples = 2*m_regionHeight + 2;
1142 const float scale = 1.0f; 1156 const float scale = 1.0f;
1143 const float offset = 0.0f; 1157 const float offset = 0.0f;
1144 const float thickness = 2.0f; 1158 const float thickness = 2.0f;
@@ -1166,7 +1180,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1166 } 1180 }
1167 IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); 1181 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
1168 d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, heightmapWidth, heightmapHeight, 1182 d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, heightmapWidth, heightmapHeight,
1169 (int) heightmapWidthSamples, (int) heightmapHeightSamples, scale, offset, thickness, wrap); 1183 (int) heightmapWidthSamples, (int) heightmapHeightSamples, scale,
1184 offset, thickness, wrap);
1170 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); 1185 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
1171 LandGeom = d.CreateHeightfield(space, HeightmapData, 1); 1186 LandGeom = d.CreateHeightfield(space, HeightmapData, 1);
1172 geom_name_map[LandGeom] = "Terrain"; 1187 geom_name_map[LandGeom] = "Terrain";
@@ -1193,7 +1208,4 @@ namespace OpenSim.Region.Physics.OdePlugin
1193 { 1208 {
1194 } 1209 }
1195 } 1210 }
1196 1211} \ No newline at end of file
1197
1198
1199}