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authorMelanie2012-10-12 19:05:06 +0100
committerMelanie2012-10-12 19:05:06 +0100
commit6ce93b22d1bc0f2a89c0d7a8d79bfe8c85a2d9b4 (patch)
treed81136f8cc2c602d5cc6b783e5cb3d23343a089e /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
parentMerge branch 'avination' into careminster (diff)
parentBulletSim: only use native sphere shape if it is a sphere. (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs OpenSim/Region/Framework/Scenes/Scene.cs
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs23
1 files changed, 11 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 70aa429..caf411e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -114,6 +114,8 @@ public class BSTerrainManager
114 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, 114 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
115 Vector3.Zero, Quaternion.Identity)); 115 Vector3.Zero, Quaternion.Identity));
116 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr); 116 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr);
117 // Ground plane does not move
118 BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
117 // Everything collides with the ground plane. 119 // Everything collides with the ground plane.
118 BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr, 120 BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
119 (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask); 121 (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
@@ -201,10 +203,10 @@ public class BSTerrainManager
201 // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when 203 // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when
202 // calling this routine from initialization or taint-time routines) or whether to delay 204 // calling this routine from initialization or taint-time routines) or whether to delay
203 // all the unmanaged activities to taint-time. 205 // all the unmanaged activities to taint-time.
204 private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool atTaintTime) 206 private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
205 { 207 {
206 DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},atTaintTime={3}", 208 DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
207 BSScene.DetailLogZero, minCoords, maxCoords, atTaintTime); 209 BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
208 210
209 float minZ = float.MaxValue; 211 float minZ = float.MaxValue;
210 float maxZ = float.MinValue; 212 float maxZ = float.MinValue;
@@ -296,16 +298,16 @@ public class BSTerrainManager
296 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID, 298 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID,
297 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); 299 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
298 300
301 // Create the terrain shape from the mapInfo
302 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
303 ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
304
299 // The terrain object initial position is at the center of the object 305 // The terrain object initial position is at the center of the object
300 Vector3 centerPos; 306 Vector3 centerPos;
301 centerPos.X = minCoords.X + (mapInfo.sizeX / 2f); 307 centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
302 centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f); 308 centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
303 centerPos.Z = minZ + ((maxZ - minZ) / 2f); 309 centerPos.Z = minZ + ((maxZ - minZ) / 2f);
304 310
305 // Create the terrain shape from the mapInfo
306 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
307 ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
308
309 mapInfo.terrainBody = new BulletBody(mapInfo.ID, 311 mapInfo.terrainBody = new BulletBody(mapInfo.ID,
310 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr, 312 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
311 id, centerPos, Quaternion.Identity)); 313 id, centerPos, Quaternion.Identity));
@@ -320,9 +322,6 @@ public class BSTerrainManager
320 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); 322 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
321 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 323 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
322 324
323 BulletSimAPI.SetMassProps2(mapInfo.terrainBody.ptr, 0f, Vector3.Zero);
324 BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.ptr);
325
326 // Return the new terrain to the world of physical objects 325 // Return the new terrain to the world of physical objects
327 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); 326 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
328 327
@@ -342,7 +341,7 @@ public class BSTerrainManager
342 341
343 // There is the option to do the changes now (we're already in 'taint time'), or 342 // There is the option to do the changes now (we're already in 'taint time'), or
344 // to do the Bullet operations later. 343 // to do the Bullet operations later.
345 if (atTaintTime) 344 if (inTaintTime)
346 rebuildOperation(); 345 rebuildOperation();
347 else 346 else
348 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); 347 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
@@ -381,7 +380,7 @@ public class BSTerrainManager
381 }; 380 };
382 381
383 // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. 382 // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time.
384 if (atTaintTime) 383 if (inTaintTime)
385 createOperation(); 384 createOperation();
386 else 385 else
387 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); 386 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);