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author | Robert Adams | 2012-11-27 10:01:25 -0800 |
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committer | Robert Adams | 2012-11-27 10:03:55 -0800 |
commit | a5100cafee7e1e79f911c1e33fb1742075ca7283 (patch) | |
tree | 95cdd19749585ef51df94eea23b2028f5bd83bd7 | |
parent | BulletSim: reorganize angular movement routine into separate subroutines enab... (diff) | |
download | opensim-SC-a5100cafee7e1e79f911c1e33fb1742075ca7283.zip opensim-SC-a5100cafee7e1e79f911c1e33fb1742075ca7283.tar.gz opensim-SC-a5100cafee7e1e79f911c1e33fb1742075ca7283.tar.bz2 opensim-SC-a5100cafee7e1e79f911c1e33fb1742075ca7283.tar.xz |
BulletSim: fix terrain mesh generation for problem with regions that have unequal edge heights. Thanks UBit.
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 22 |
1 files changed, 16 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index d7afdeb..5f6675d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -88,9 +88,11 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
88 | // Something is very messed up and a crash is in our future. | 88 | // Something is very messed up and a crash is in our future. |
89 | return; | 89 | return; |
90 | } | 90 | } |
91 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", | ||
92 | ID, indicesCount, indices.Length, verticesCount, vertices.Length); | ||
91 | 93 | ||
92 | m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | 94 | m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, |
93 | indicesCount, indices, verticesCount, vertices), | 95 | indicesCount, indices, verticesCount, vertices), |
94 | BSPhysicsShapeType.SHAPE_MESH); | 96 | BSPhysicsShapeType.SHAPE_MESH); |
95 | if (m_terrainShape.ptr == IntPtr.Zero) | 97 | if (m_terrainShape.ptr == IntPtr.Zero) |
96 | { | 98 | { |
@@ -122,10 +124,10 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
122 | // Static objects are not very massive. | 124 | // Static objects are not very massive. |
123 | BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); | 125 | BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); |
124 | 126 | ||
125 | // Return the new terrain to the world of physical objects | 127 | // Put the new terrain to the world of physical objects |
126 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 128 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); |
127 | 129 | ||
128 | // redo its bounding box now that it is in the world | 130 | // Redo its bounding box now that it is in the world |
129 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 131 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); |
130 | 132 | ||
131 | BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr, | 133 | BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr, |
@@ -188,6 +190,11 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
188 | // Simple mesh creation which assumes magnification == 1. | 190 | // Simple mesh creation which assumes magnification == 1. |
189 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. | 191 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. |
190 | 192 | ||
193 | // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop | ||
194 | // from zero to <= sizeX). The triangle indices are then generated as two triangles | ||
195 | // per heightmap point. There are sizeX by sizeY of these squares. The extra row and | ||
196 | // column of vertices are used to complete the triangles of the last row and column | ||
197 | // of the heightmap. | ||
191 | try | 198 | try |
192 | { | 199 | { |
193 | // One vertice per heightmap value plus the vertices off the top and bottom edge. | 200 | // One vertice per heightmap value plus the vertices off the top and bottom edge. |
@@ -200,16 +207,18 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
200 | float magY = (float)sizeY / extentY; | 207 | float magY = (float)sizeY / extentY; |
201 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", | 208 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", |
202 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); | 209 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); |
210 | float minHeight = float.MaxValue; | ||
203 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | 211 | // Note that sizeX+1 vertices are created since there is land between this and the next region. |
204 | for (int yy = 0; yy <= sizeY; yy++) | 212 | for (int yy = 0; yy <= sizeY; yy++) |
205 | { | 213 | { |
206 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times | 214 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times |
207 | { | 215 | { |
208 | int offset = yy * sizeX + xx; | 216 | int offset = yy * sizeX + xx; |
209 | // Extend the height from the height from the last row or column | 217 | // Extend the height with the height from the last row or column |
210 | if (yy == sizeY) offset -= sizeX; | 218 | if (yy == sizeY) offset -= sizeX; |
211 | if (xx == sizeX) offset -= 1; | 219 | if (xx == sizeX) offset -= 1; |
212 | float height = heightMap[offset]; | 220 | float height = heightMap[offset]; |
221 | minHeight = Math.Min(minHeight, height); | ||
213 | vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; | 222 | vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; |
214 | vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; | 223 | vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; |
215 | vertices[verticesCount + 2] = height + extentBase.Z; | 224 | vertices[verticesCount + 2] = height + extentBase.Z; |
@@ -222,7 +231,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
222 | { | 231 | { |
223 | for (int xx = 0; xx < sizeX; xx++) | 232 | for (int xx = 0; xx < sizeX; xx++) |
224 | { | 233 | { |
225 | int offset = yy * sizeX + xx; | 234 | int offset = yy * (sizeX + 1) + xx; |
226 | // Each vertices is presumed to be the upper left corner of a box of two triangles | 235 | // Each vertices is presumed to be the upper left corner of a box of two triangles |
227 | indices[indicesCount + 0] = offset; | 236 | indices[indicesCount + 0] = offset; |
228 | indices[indicesCount + 1] = offset + 1; | 237 | indices[indicesCount + 1] = offset + 1; |
@@ -233,6 +242,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
233 | indicesCount += 6; | 242 | indicesCount += 6; |
234 | } | 243 | } |
235 | } | 244 | } |
245 | |||
236 | ret = true; | 246 | ret = true; |
237 | } | 247 | } |
238 | catch (Exception e) | 248 | catch (Exception e) |