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authorRobert Adams2012-11-20 20:36:49 -0800
committerRobert Adams2012-11-21 16:43:21 -0800
commit34cbc738a84b7946a87e8bfd3bb04869519b3dee (patch)
tree1e0c0891022162f4aac9793ef5937c254bbaa2fa /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
parentBulletSim: pull heightmap implementation out of the terrain manager so a mesh... (diff)
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BulletSim: enablement and debugging of mesh terrain.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs26
1 files changed, 18 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index db04299..ed0dfa8 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -45,14 +45,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
45public abstract class BSTerrainPhys : IDisposable 45public abstract class BSTerrainPhys : IDisposable
46{ 46{
47 public BSScene PhysicsScene { get; private set; } 47 public BSScene PhysicsScene { get; private set; }
48 // Base of the region in world coordinates. Coordinates inside the region are relative to this.
49 public Vector3 TerrainBase { get; private set; }
50 public uint ID { get; private set; }
48 51
49 public BSTerrainPhys(BSScene physicsScene) 52 public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id)
50 { 53 {
51 PhysicsScene = physicsScene; 54 PhysicsScene = physicsScene;
55 TerrainBase = regionBase;
56 ID = id;
52 } 57 }
53 public abstract void Dispose(); 58 public abstract void Dispose();
54 public abstract float GetHeightAtXYZ(Vector3 pos); 59 public abstract float GetHeightAtXYZ(Vector3 pos);
55 public abstract Vector3 TerrainBase { get; }
56} 60}
57 61
58// ========================================================================================== 62// ==========================================================================================
@@ -133,7 +137,7 @@ public sealed class BSTerrainManager
133 (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask); 137 (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
134 138
135 // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. 139 // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
136 BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, BSScene.TERRAIN_ID, DefaultRegionSize); 140 BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
137 m_terrains.Add(Vector3.Zero, initialTerrain); 141 m_terrains.Add(Vector3.Zero, initialTerrain);
138 } 142 }
139 143
@@ -208,10 +212,9 @@ public sealed class BSTerrainManager
208 BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); 212 BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
209 213
210 // Find high and low points of passed heightmap. 214 // Find high and low points of passed heightmap.
211 // The min and max passed in are usually the region objects can exist in (maximum 215 // The min and max passed in is usually the area objects can be in (maximum
212 // object height, for instance). The terrain wants the bounding box for the 216 // object height, for instance). The terrain wants the bounding box for the
213 // terrain so we replace passed min and max Z with the actual terrain min/max Z. 217 // terrain so we replace passed min and max Z with the actual terrain min/max Z.
214 // limit, for
215 float minZ = float.MaxValue; 218 float minZ = float.MaxValue;
216 float maxZ = float.MinValue; 219 float maxZ = float.MinValue;
217 foreach (float height in heightMap) 220 foreach (float height in heightMap)
@@ -219,6 +222,11 @@ public sealed class BSTerrainManager
219 if (height < minZ) minZ = height; 222 if (height < minZ) minZ = height;
220 if (height > maxZ) maxZ = height; 223 if (height > maxZ) maxZ = height;
221 } 224 }
225 if (minZ == maxZ)
226 {
227 // If min and max are the same, reduce min a little bit so a good bounding box is created.
228 minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE;
229 }
222 minCoords.Z = minZ; 230 minCoords.Z = minZ;
223 maxCoords.Z = maxZ; 231 maxCoords.Z = maxZ;
224 232
@@ -240,7 +248,9 @@ public sealed class BSTerrainManager
240 248
241 if (MegaRegionParentPhysicsScene == null) 249 if (MegaRegionParentPhysicsScene == null)
242 { 250 {
243 BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, id, 251 // BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
252 // heightMap, minCoords, maxCoords);
253 BSTerrainPhys newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
244 heightMap, minCoords, maxCoords); 254 heightMap, minCoords, maxCoords);
245 m_terrains.Add(terrainRegionBase, newTerrainPhys); 255 m_terrains.Add(terrainRegionBase, newTerrainPhys);
246 256
@@ -282,8 +292,8 @@ public sealed class BSTerrainManager
282 { 292 {
283 DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}", 293 DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}",
284 BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y); 294 BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
285 BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, newTerrainID, 295 BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase,
286 heightMapX, minCoordsX, maxCoordsX); 296 newTerrainID, heightMapX, minCoordsX, maxCoordsX);
287 m_terrains.Add(terrainRegionBase, newTerrainPhys); 297 m_terrains.Add(terrainRegionBase, newTerrainPhys);
288 298
289 m_terrainModified = true; 299 m_terrainModified = true;