diff options
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/OdeScene.cs | 416 |
1 files changed, 30 insertions, 386 deletions
diff --git a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs index a85d11a..f245a3b 100644 --- a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs +++ b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs | |||
@@ -1988,8 +1988,9 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
1988 | 1988 | ||
1989 | x = x - offsetX + 1f; | 1989 | x = x - offsetX + 1f; |
1990 | y = y - offsetY + 1f; | 1990 | y = y - offsetY + 1f; |
1991 | // map is rotated | ||
1991 | 1992 | ||
1992 | index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y); | 1993 | index = (int)x * ((int)m_regionHeight + 3) + (int)y; |
1993 | 1994 | ||
1994 | if (index < TerrainHeightFieldHeights[heightFieldGeom].Length) | 1995 | if (index < TerrainHeightFieldHeights[heightFieldGeom].Length) |
1995 | { | 1996 | { |
@@ -2567,59 +2568,13 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
2567 | 2568 | ||
2568 | 2569 | ||
2569 | } | 2570 | } |
2570 | // we don't want to remove the main space | ||
2571 | |||
2572 | // If the geometry is in the targetspace, remove it from the target space | ||
2573 | //m_log.Warn(prim.m_targetSpace); | ||
2574 | |||
2575 | //if (prim.m_targetSpace != IntPtr.Zero) | ||
2576 | //{ | ||
2577 | //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom)) | ||
2578 | //{ | ||
2579 | |||
2580 | //if (d.GeomIsSpace(prim.m_targetSpace)) | ||
2581 | //{ | ||
2582 | //waitForSpaceUnlock(prim.m_targetSpace); | ||
2583 | //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom); | ||
2584 | prim.m_targetSpace = IntPtr.Zero; | 2571 | prim.m_targetSpace = IntPtr.Zero; |
2585 | //} | ||
2586 | //else | ||
2587 | //{ | ||
2588 | // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + | ||
2589 | //((OdePrim)prim).m_targetSpace.ToString()); | ||
2590 | //} | ||
2591 | |||
2592 | //} | ||
2593 | //} | ||
2594 | //m_log.Warn(prim.prim_geom); | ||
2595 | |||
2596 | if (!prim.RemoveGeom()) | 2572 | if (!prim.RemoveGeom()) |
2597 | m_log.Warn("[ODE SCENE]: Unable to remove prim from physics scene"); | 2573 | m_log.Warn("[ODE SCENE]: Unable to remove prim from physics scene"); |
2598 | 2574 | ||
2599 | lock (_prims) | 2575 | lock (_prims) |
2600 | _prims.Remove(prim); | 2576 | _prims.Remove(prim); |
2601 | 2577 | ||
2602 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | ||
2603 | //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) | ||
2604 | //{ | ||
2605 | //if (prim.m_targetSpace != null) | ||
2606 | //{ | ||
2607 | //if (d.GeomIsSpace(prim.m_targetSpace)) | ||
2608 | //{ | ||
2609 | //waitForSpaceUnlock(prim.m_targetSpace); | ||
2610 | //d.SpaceRemove(space, prim.m_targetSpace); | ||
2611 | // free up memory used by the space. | ||
2612 | //d.SpaceDestroy(prim.m_targetSpace); | ||
2613 | //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position); | ||
2614 | //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]); | ||
2615 | //} | ||
2616 | //else | ||
2617 | //{ | ||
2618 | //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + | ||
2619 | //((OdePrim) prim).m_targetSpace.ToString()); | ||
2620 | //} | ||
2621 | //} | ||
2622 | //} | ||
2623 | 2578 | ||
2624 | if (SupportsNINJAJoints) | 2579 | if (SupportsNINJAJoints) |
2625 | RemoveAllJointsConnectedToActorThreadLocked(prim); | 2580 | RemoveAllJointsConnectedToActorThreadLocked(prim); |
@@ -2715,12 +2670,9 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
2715 | { | 2670 | { |
2716 | if (d.GeomIsSpace(currentspace)) | 2671 | if (d.GeomIsSpace(currentspace)) |
2717 | { | 2672 | { |
2718 | // waitForSpaceUnlock(currentspace); | ||
2719 | // waitForSpaceUnlock(space); | ||
2720 | d.SpaceRemove(space, currentspace); | 2673 | d.SpaceRemove(space, currentspace); |
2721 | // free up memory used by the space. | 2674 | // free up memory used by the space. |
2722 | 2675 | ||
2723 | //d.SpaceDestroy(currentspace); | ||
2724 | resetSpaceArrayItemToZero(currentspace); | 2676 | resetSpaceArrayItemToZero(currentspace); |
2725 | } | 2677 | } |
2726 | else | 2678 | else |
@@ -3574,274 +3526,6 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
3574 | get { return false; } | 3526 | get { return false; } |
3575 | } | 3527 | } |
3576 | 3528 | ||
3577 | /* godd try.. but not a fix | ||
3578 | #region ODE Specific Terrain Fixes | ||
3579 | private float[] ResizeTerrain512NearestNeighbour(float[] heightMap) | ||
3580 | { | ||
3581 | float[] returnarr = new float[262144]; | ||
3582 | float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y]; | ||
3583 | |||
3584 | // Filling out the array into its multi-dimensional components | ||
3585 | for (int y = 0; y < WorldExtents.Y; y++) | ||
3586 | { | ||
3587 | for (int x = 0; x < WorldExtents.X; x++) | ||
3588 | { | ||
3589 | resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x]; | ||
3590 | } | ||
3591 | } | ||
3592 | |||
3593 | // Resize using Nearest Neighbour | ||
3594 | |||
3595 | // This particular way is quick but it only works on a multiple of the original | ||
3596 | |||
3597 | // The idea behind this method can be described with the following diagrams | ||
3598 | // second pass and third pass happen in the same loop really.. just separated | ||
3599 | // them to show what this does. | ||
3600 | |||
3601 | // First Pass | ||
3602 | // ResultArr: | ||
3603 | // 1,1,1,1,1,1 | ||
3604 | // 1,1,1,1,1,1 | ||
3605 | // 1,1,1,1,1,1 | ||
3606 | // 1,1,1,1,1,1 | ||
3607 | // 1,1,1,1,1,1 | ||
3608 | // 1,1,1,1,1,1 | ||
3609 | |||
3610 | // Second Pass | ||
3611 | // ResultArr2: | ||
3612 | // 1,,1,,1,,1,,1,,1, | ||
3613 | // ,,,,,,,,,, | ||
3614 | // 1,,1,,1,,1,,1,,1, | ||
3615 | // ,,,,,,,,,, | ||
3616 | // 1,,1,,1,,1,,1,,1, | ||
3617 | // ,,,,,,,,,, | ||
3618 | // 1,,1,,1,,1,,1,,1, | ||
3619 | // ,,,,,,,,,, | ||
3620 | // 1,,1,,1,,1,,1,,1, | ||
3621 | // ,,,,,,,,,, | ||
3622 | // 1,,1,,1,,1,,1,,1, | ||
3623 | |||
3624 | // Third pass fills in the blanks | ||
3625 | // ResultArr2: | ||
3626 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3627 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3628 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3629 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3630 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3631 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3632 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3633 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3634 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3635 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3636 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3637 | |||
3638 | // X,Y = . | ||
3639 | // X+1,y = ^ | ||
3640 | // X,Y+1 = * | ||
3641 | // X+1,Y+1 = # | ||
3642 | |||
3643 | // Filling in like this; | ||
3644 | // .* | ||
3645 | // ^# | ||
3646 | // 1st . | ||
3647 | // 2nd * | ||
3648 | // 3rd ^ | ||
3649 | // 4th # | ||
3650 | // on single loop. | ||
3651 | |||
3652 | float[,] resultarr2 = new float[512, 512]; | ||
3653 | for (int y = 0; y < WorldExtents.Y; y++) | ||
3654 | { | ||
3655 | for (int x = 0; x < WorldExtents.X; x++) | ||
3656 | { | ||
3657 | resultarr2[y * 2, x * 2] = resultarr[y, x]; | ||
3658 | |||
3659 | if (y < WorldExtents.Y) | ||
3660 | { | ||
3661 | resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x]; | ||
3662 | } | ||
3663 | if (x < WorldExtents.X) | ||
3664 | { | ||
3665 | resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x]; | ||
3666 | } | ||
3667 | if (x < WorldExtents.X && y < WorldExtents.Y) | ||
3668 | { | ||
3669 | resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x]; | ||
3670 | } | ||
3671 | } | ||
3672 | } | ||
3673 | |||
3674 | //Flatten out the array | ||
3675 | int i = 0; | ||
3676 | for (int y = 0; y < 512; y++) | ||
3677 | { | ||
3678 | for (int x = 0; x < 512; x++) | ||
3679 | { | ||
3680 | if (resultarr2[y, x] <= 0) | ||
3681 | returnarr[i] = 0.0000001f; | ||
3682 | else | ||
3683 | returnarr[i] = resultarr2[y, x]; | ||
3684 | |||
3685 | i++; | ||
3686 | } | ||
3687 | } | ||
3688 | |||
3689 | return returnarr; | ||
3690 | } | ||
3691 | |||
3692 | private float[] ResizeTerrain512Interpolation(float[] heightMap) | ||
3693 | { | ||
3694 | float[] returnarr = new float[262144]; | ||
3695 | float[,] resultarr = new float[512,512]; | ||
3696 | |||
3697 | // Filling out the array into its multi-dimensional components | ||
3698 | for (int y = 0; y < 256; y++) | ||
3699 | { | ||
3700 | for (int x = 0; x < 256; x++) | ||
3701 | { | ||
3702 | resultarr[y, x] = heightMap[y * 256 + x]; | ||
3703 | } | ||
3704 | } | ||
3705 | |||
3706 | // Resize using interpolation | ||
3707 | |||
3708 | // This particular way is quick but it only works on a multiple of the original | ||
3709 | |||
3710 | // The idea behind this method can be described with the following diagrams | ||
3711 | // second pass and third pass happen in the same loop really.. just separated | ||
3712 | // them to show what this does. | ||
3713 | |||
3714 | // First Pass | ||
3715 | // ResultArr: | ||
3716 | // 1,1,1,1,1,1 | ||
3717 | // 1,1,1,1,1,1 | ||
3718 | // 1,1,1,1,1,1 | ||
3719 | // 1,1,1,1,1,1 | ||
3720 | // 1,1,1,1,1,1 | ||
3721 | // 1,1,1,1,1,1 | ||
3722 | |||
3723 | // Second Pass | ||
3724 | // ResultArr2: | ||
3725 | // 1,,1,,1,,1,,1,,1, | ||
3726 | // ,,,,,,,,,, | ||
3727 | // 1,,1,,1,,1,,1,,1, | ||
3728 | // ,,,,,,,,,, | ||
3729 | // 1,,1,,1,,1,,1,,1, | ||
3730 | // ,,,,,,,,,, | ||
3731 | // 1,,1,,1,,1,,1,,1, | ||
3732 | // ,,,,,,,,,, | ||
3733 | // 1,,1,,1,,1,,1,,1, | ||
3734 | // ,,,,,,,,,, | ||
3735 | // 1,,1,,1,,1,,1,,1, | ||
3736 | |||
3737 | // Third pass fills in the blanks | ||
3738 | // ResultArr2: | ||
3739 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3740 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3741 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3742 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3743 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3744 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3745 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3746 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3747 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3748 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3749 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3750 | |||
3751 | // X,Y = . | ||
3752 | // X+1,y = ^ | ||
3753 | // X,Y+1 = * | ||
3754 | // X+1,Y+1 = # | ||
3755 | |||
3756 | // Filling in like this; | ||
3757 | // .* | ||
3758 | // ^# | ||
3759 | // 1st . | ||
3760 | // 2nd * | ||
3761 | // 3rd ^ | ||
3762 | // 4th # | ||
3763 | // on single loop. | ||
3764 | |||
3765 | float[,] resultarr2 = new float[512,512]; | ||
3766 | for (int y = 0; y < (int)Constants.RegionSize; y++) | ||
3767 | { | ||
3768 | for (int x = 0; x < (int)Constants.RegionSize; x++) | ||
3769 | { | ||
3770 | resultarr2[y*2, x*2] = resultarr[y, x]; | ||
3771 | |||
3772 | if (y < (int)Constants.RegionSize) | ||
3773 | { | ||
3774 | if (y + 1 < (int)Constants.RegionSize) | ||
3775 | { | ||
3776 | if (x + 1 < (int)Constants.RegionSize) | ||
3777 | { | ||
3778 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3779 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3780 | } | ||
3781 | else | ||
3782 | { | ||
3783 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2); | ||
3784 | } | ||
3785 | } | ||
3786 | else | ||
3787 | { | ||
3788 | resultarr2[(y*2) + 1, x*2] = resultarr[y, x]; | ||
3789 | } | ||
3790 | } | ||
3791 | if (x < (int)Constants.RegionSize) | ||
3792 | { | ||
3793 | if (x + 1 < (int)Constants.RegionSize) | ||
3794 | { | ||
3795 | if (y + 1 < (int)Constants.RegionSize) | ||
3796 | { | ||
3797 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3798 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3799 | } | ||
3800 | else | ||
3801 | { | ||
3802 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2); | ||
3803 | } | ||
3804 | } | ||
3805 | else | ||
3806 | { | ||
3807 | resultarr2[y*2, (x*2) + 1] = resultarr[y, x]; | ||
3808 | } | ||
3809 | } | ||
3810 | if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize) | ||
3811 | { | ||
3812 | if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize)) | ||
3813 | { | ||
3814 | resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3815 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3816 | } | ||
3817 | else | ||
3818 | { | ||
3819 | resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x]; | ||
3820 | } | ||
3821 | } | ||
3822 | } | ||
3823 | } | ||
3824 | //Flatten out the array | ||
3825 | int i = 0; | ||
3826 | for (int y = 0; y < 512; y++) | ||
3827 | { | ||
3828 | for (int x = 0; x < 512; x++) | ||
3829 | { | ||
3830 | if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x])) | ||
3831 | { | ||
3832 | m_log.Warn("[ODE SCENE]: Non finite heightfield element detected. Setting it to 0"); | ||
3833 | resultarr2[y, x] = 0; | ||
3834 | } | ||
3835 | returnarr[i] = resultarr2[y, x]; | ||
3836 | i++; | ||
3837 | } | ||
3838 | } | ||
3839 | |||
3840 | return returnarr; | ||
3841 | } | ||
3842 | |||
3843 | #endregion | ||
3844 | */ | ||
3845 | public override void SetTerrain(float[] heightMap) | 3529 | public override void SetTerrain(float[] heightMap) |
3846 | { | 3530 | { |
3847 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | 3531 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) |
@@ -3940,9 +3624,11 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
3940 | 3624 | ||
3941 | } | 3625 | } |
3942 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | 3626 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); |
3943 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapHeight, heightmapWidth, | 3627 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, |
3944 | (int)heightmapHeightSamples, (int)heightmapWidthSamples, scale, | 3628 | heightmapWidth, heightmapHeight, |
3945 | offset, thickness, wrap); | 3629 | (int)heightmapWidthSamples, |
3630 | (int)heightmapHeightSamples, | ||
3631 | scale, offset, thickness, wrap); | ||
3946 | 3632 | ||
3947 | d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | 3633 | d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); |
3948 | GroundGeom = d.CreateHeightfield(space, HeightmapData, 1); | 3634 | GroundGeom = d.CreateHeightfield(space, HeightmapData, 1); |
@@ -3997,78 +3683,24 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
3997 | public override void SetWaterLevel(float baseheight) | 3683 | public override void SetWaterLevel(float baseheight) |
3998 | { | 3684 | { |
3999 | waterlevel = baseheight; | 3685 | waterlevel = baseheight; |
4000 | // randomizeWater(waterlevel); | ||
4001 | } | 3686 | } |
4002 | 3687 | ||
4003 | /* | 3688 | [HandleProcessCorruptedStateExceptions] |
4004 | private void randomizeWater(float baseheight) | 3689 | public override void Dispose() |
4005 | { | 3690 | { |
4006 | uint heightmapWidth = m_regionWidth + 2; | ||
4007 | uint heightmapHeight = m_regionHeight + 2; | ||
4008 | uint heightmapWidthSamples = m_regionWidth + 2; | ||
4009 | uint heightmapHeightSamples = m_regionHeight + 2; | ||
4010 | float scale = 1.0f; | ||
4011 | float offset = 0.0f; | ||
4012 | float thickness = 2.9f; | ||
4013 | int wrap = 0; | ||
4014 | |||
4015 | for (int i = 0; i < (258 * 258); i++) | ||
4016 | { | ||
4017 | _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f); | ||
4018 | // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f)); | ||
4019 | } | ||
4020 | |||
4021 | lock (OdeLock) | 3691 | lock (OdeLock) |
4022 | { | 3692 | { |
4023 | if (WaterGeom != IntPtr.Zero) | 3693 | if(world == IntPtr.Zero) |
4024 | { | 3694 | return; |
4025 | d.SpaceRemove(space, WaterGeom); | ||
4026 | } | ||
4027 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
4028 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight, | ||
4029 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
4030 | offset, thickness, wrap); | ||
4031 | d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); | ||
4032 | WaterGeom = d.CreateHeightfield(space, HeightmapData, 1); | ||
4033 | if (WaterGeom != IntPtr.Zero) | ||
4034 | { | ||
4035 | d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water)); | ||
4036 | d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space)); | ||
4037 | } | ||
4038 | |||
4039 | geom_name_map[WaterGeom] = "Water"; | ||
4040 | |||
4041 | d.Matrix3 R = new d.Matrix3(); | ||
4042 | |||
4043 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
4044 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
4045 | //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); | ||
4046 | |||
4047 | q1 = q1 * q2; | ||
4048 | //q1 = q1 * q3; | ||
4049 | Vector3 v3; | ||
4050 | float angle; | ||
4051 | q1.GetAxisAngle(out v3, out angle); | ||
4052 | 3695 | ||
4053 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | 3696 | _worldInitialized = false; |
4054 | d.GeomSetRotation(WaterGeom, ref R); | ||
4055 | d.GeomSetPosition(WaterGeom, 128, 128, 0); | ||
4056 | } | ||
4057 | } | ||
4058 | */ | ||
4059 | [HandleProcessCorruptedStateExceptions] | ||
4060 | public override void Dispose() | ||
4061 | { | ||
4062 | _worldInitialized = false; | ||
4063 | 3697 | ||
4064 | if (m_rayCastManager != null) | 3698 | if (m_rayCastManager != null) |
4065 | { | 3699 | { |
4066 | m_rayCastManager.Dispose(); | 3700 | m_rayCastManager.Dispose(); |
4067 | m_rayCastManager = null; | 3701 | m_rayCastManager = null; |
4068 | } | 3702 | } |
4069 | 3703 | ||
4070 | lock (OdeLock) | ||
4071 | { | ||
4072 | lock (_prims) | 3704 | lock (_prims) |
4073 | { | 3705 | { |
4074 | foreach (OdePrim prm in _prims) | 3706 | foreach (OdePrim prm in _prims) |
@@ -4081,9 +3713,22 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
4081 | //{ | 3713 | //{ |
4082 | //RemoveAvatar(act); | 3714 | //RemoveAvatar(act); |
4083 | //} | 3715 | //} |
3716 | IntPtr GroundGeom = IntPtr.Zero; | ||
3717 | if (RegionTerrain.TryGetValue(m_worldOffset, out GroundGeom)) | ||
3718 | { | ||
3719 | RegionTerrain.Remove(m_worldOffset); | ||
3720 | if (GroundGeom != IntPtr.Zero) | ||
3721 | { | ||
3722 | if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) | ||
3723 | TerrainHeightFieldHeights.Remove(GroundGeom); | ||
3724 | d.GeomDestroy(GroundGeom); | ||
3725 | } | ||
3726 | } | ||
3727 | |||
4084 | try | 3728 | try |
4085 | { | 3729 | { |
4086 | d.WorldDestroy(world); | 3730 | d.WorldDestroy(world); |
3731 | world = IntPtr.Zero; | ||
4087 | } | 3732 | } |
4088 | catch (AccessViolationException e) | 3733 | catch (AccessViolationException e) |
4089 | { | 3734 | { |
@@ -4091,7 +3736,6 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
4091 | } | 3736 | } |
4092 | //d.CloseODE(); | 3737 | //d.CloseODE(); |
4093 | } | 3738 | } |
4094 | |||
4095 | } | 3739 | } |
4096 | 3740 | ||
4097 | public override Dictionary<uint, float> GetTopColliders() | 3741 | public override Dictionary<uint, float> GetTopColliders() |