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author | Melanie Thielker | 2014-06-21 00:39:55 +0200 |
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committer | Melanie Thielker | 2014-06-21 00:39:55 +0200 |
commit | 159fcbf150b7da0e229b29aa7b94793484543d12 (patch) | |
tree | b8c0ff3b4c758a3fba8315b556c923ef4c02a185 /OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |
parent | Merge commit '68c8633ba18f0a11cfc0ed04d1d0c7c59e6cec76' (diff) | |
parent | Merge branch 'master' into careminster (diff) | |
download | opensim-SC-159fcbf150b7da0e229b29aa7b94793484543d12.zip opensim-SC-159fcbf150b7da0e229b29aa7b94793484543d12.tar.gz opensim-SC-159fcbf150b7da0e229b29aa7b94793484543d12.tar.bz2 opensim-SC-159fcbf150b7da0e229b29aa7b94793484543d12.tar.xz |
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index 2ce1513..e4ca098 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -51,7 +51,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
51 | BulletShape m_terrainShape; | 51 | BulletShape m_terrainShape; |
52 | BulletBody m_terrainBody; | 52 | BulletBody m_terrainBody; |
53 | 53 | ||
54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | 54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) |
55 | : base(physicsScene, regionBase, id) | 55 | : base(physicsScene, regionBase, id) |
56 | { | 56 | { |
57 | } | 57 | } |
@@ -62,7 +62,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
62 | } | 62 | } |
63 | 63 | ||
64 | // Create terrain mesh from a heightmap. | 64 | // Create terrain mesh from a heightmap. |
65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | 65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, |
66 | Vector3 minCoords, Vector3 maxCoords) | 66 | Vector3 minCoords, Vector3 maxCoords) |
67 | : base(physicsScene, regionBase, id) | 67 | : base(physicsScene, regionBase, id) |
68 | { | 68 | { |
@@ -80,7 +80,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
80 | if (BSParam.TerrainMeshMagnification == 1) | 80 | if (BSParam.TerrainMeshMagnification == 1) |
81 | { | 81 | { |
82 | // If a magnification of one, use the old routine that is tried and true. | 82 | // If a magnification of one, use the old routine that is tried and true. |
83 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, | 83 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_physicsScene, |
84 | initialMap, m_sizeX, m_sizeY, // input size | 84 | initialMap, m_sizeX, m_sizeY, // input size |
85 | Vector3.Zero, // base for mesh | 85 | Vector3.Zero, // base for mesh |
86 | out indicesCount, out indices, out verticesCount, out vertices); | 86 | out indicesCount, out indices, out verticesCount, out vertices); |
@@ -88,7 +88,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
88 | else | 88 | else |
89 | { | 89 | { |
90 | // Other magnifications use the newer routine | 90 | // Other magnifications use the newer routine |
91 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(PhysicsScene, | 91 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(m_physicsScene, |
92 | initialMap, m_sizeX, m_sizeY, // input size | 92 | initialMap, m_sizeX, m_sizeY, // input size |
93 | BSParam.TerrainMeshMagnification, | 93 | BSParam.TerrainMeshMagnification, |
94 | physicsScene.TerrainManager.DefaultRegionSize, | 94 | physicsScene.TerrainManager.DefaultRegionSize, |
@@ -98,21 +98,21 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
98 | if (!meshCreationSuccess) | 98 | if (!meshCreationSuccess) |
99 | { | 99 | { |
100 | // DISASTER!! | 100 | // DISASTER!! |
101 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); | 101 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); |
102 | PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); | 102 | m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); |
103 | // Something is very messed up and a crash is in our future. | 103 | // Something is very messed up and a crash is in our future. |
104 | return; | 104 | return; |
105 | } | 105 | } |
106 | 106 | ||
107 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", | 107 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", |
108 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); | 108 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); |
109 | 109 | ||
110 | m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); | 110 | m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); |
111 | if (!m_terrainShape.HasPhysicalShape) | 111 | if (!m_terrainShape.HasPhysicalShape) |
112 | { | 112 | { |
113 | // DISASTER!! | 113 | // DISASTER!! |
114 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); | 114 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); |
115 | PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | 115 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); |
116 | // Something is very messed up and a crash is in our future. | 116 | // Something is very messed up and a crash is in our future. |
117 | return; | 117 | return; |
118 | } | 118 | } |
@@ -120,52 +120,52 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
120 | Vector3 pos = regionBase; | 120 | Vector3 pos = regionBase; |
121 | Quaternion rot = Quaternion.Identity; | 121 | Quaternion rot = Quaternion.Identity; |
122 | 122 | ||
123 | m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); | 123 | m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); |
124 | if (!m_terrainBody.HasPhysicalBody) | 124 | if (!m_terrainBody.HasPhysicalBody) |
125 | { | 125 | { |
126 | // DISASTER!! | 126 | // DISASTER!! |
127 | PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | 127 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); |
128 | // Something is very messed up and a crash is in our future. | 128 | // Something is very messed up and a crash is in our future. |
129 | return; | 129 | return; |
130 | } | 130 | } |
131 | physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); | 131 | physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); |
132 | 132 | ||
133 | // Set current terrain attributes | 133 | // Set current terrain attributes |
134 | PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); | 134 | m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); |
135 | PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); | 135 | m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); |
136 | PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); | 136 | m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); |
137 | PhysicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); | 137 | m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); |
138 | PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); | 138 | m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
139 | 139 | ||
140 | // Static objects are not very massive. | 140 | // Static objects are not very massive. |
141 | PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); | 141 | m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); |
142 | 142 | ||
143 | // Put the new terrain to the world of physical objects | 143 | // Put the new terrain to the world of physical objects |
144 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody); | 144 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody); |
145 | 145 | ||
146 | // Redo its bounding box now that it is in the world | 146 | // Redo its bounding box now that it is in the world |
147 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody); | 147 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody); |
148 | 148 | ||
149 | m_terrainBody.collisionType = CollisionType.Terrain; | 149 | m_terrainBody.collisionType = CollisionType.Terrain; |
150 | m_terrainBody.ApplyCollisionMask(PhysicsScene); | 150 | m_terrainBody.ApplyCollisionMask(m_physicsScene); |
151 | 151 | ||
152 | if (BSParam.UseSingleSidedMeshes) | 152 | if (BSParam.UseSingleSidedMeshes) |
153 | { | 153 | { |
154 | PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); | 154 | m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); |
155 | PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); | 155 | m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); |
156 | } | 156 | } |
157 | 157 | ||
158 | // Make it so the terrain will not move or be considered for movement. | 158 | // Make it so the terrain will not move or be considered for movement. |
159 | PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); | 159 | m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); |
160 | } | 160 | } |
161 | 161 | ||
162 | public override void Dispose() | 162 | public override void Dispose() |
163 | { | 163 | { |
164 | if (m_terrainBody.HasPhysicalBody) | 164 | if (m_terrainBody.HasPhysicalBody) |
165 | { | 165 | { |
166 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody); | 166 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_terrainBody); |
167 | // Frees both the body and the shape. | 167 | // Frees both the body and the shape. |
168 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody); | 168 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_terrainBody); |
169 | m_terrainBody.Clear(); | 169 | m_terrainBody.Clear(); |
170 | m_terrainShape.Clear(); | 170 | m_terrainShape.Clear(); |
171 | } | 171 | } |
@@ -185,7 +185,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
185 | catch | 185 | catch |
186 | { | 186 | { |
187 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | 187 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. |
188 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | 188 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", |
189 | LogHeader, TerrainBase, pos); | 189 | LogHeader, TerrainBase, pos); |
190 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | 190 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; |
191 | } | 191 | } |
@@ -195,7 +195,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
195 | // The passed position is relative to the base of the region. | 195 | // The passed position is relative to the base of the region. |
196 | public override float GetWaterLevelAtXYZ(Vector3 pos) | 196 | public override float GetWaterLevelAtXYZ(Vector3 pos) |
197 | { | 197 | { |
198 | return PhysicsScene.SimpleWaterLevel; | 198 | return m_physicsScene.SimpleWaterLevel; |
199 | } | 199 | } |
200 | 200 | ||
201 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | 201 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). |