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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs33
1 files changed, 16 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
index e4fecc3..8888d6d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -68,7 +68,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
68 68
69 // This minCoords and maxCoords passed in give the size of the terrain (min and max Z 69 // This minCoords and maxCoords passed in give the size of the terrain (min and max Z
70 // are the high and low points of the heightmap). 70 // are the high and low points of the heightmap).
71 public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, 71 public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
72 Vector3 minCoords, Vector3 maxCoords) 72 Vector3 minCoords, Vector3 maxCoords)
73 : base(physicsScene, regionBase, id) 73 : base(physicsScene, regionBase, id)
74 { 74 {
@@ -92,7 +92,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
92 private void BuildHeightmapTerrain() 92 private void BuildHeightmapTerrain()
93 { 93 {
94 // Create the terrain shape from the mapInfo 94 // Create the terrain shape from the mapInfo
95 m_mapInfo.terrainShape = PhysicsScene.PE.CreateTerrainShape( m_mapInfo.ID, 95 m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID,
96 new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, 96 new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ,
97 m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); 97 m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin);
98 98
@@ -103,26 +103,25 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
103 centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); 103 centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
104 centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); 104 centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);
105 105
106 m_mapInfo.terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, 106 m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape,
107 m_mapInfo.ID, centerPos, Quaternion.Identity); 107 m_mapInfo.ID, centerPos, Quaternion.Identity);
108 108
109 // Set current terrain attributes 109 // Set current terrain attributes
110 PhysicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); 110 m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction);
111 PhysicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); 111 m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction);
112 PhysicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); 112 m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution);
113 PhysicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); 113 m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT);
114
115 m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
114 116
115 // Return the new terrain to the world of physical objects 117 // Return the new terrain to the world of physical objects
116 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_mapInfo.terrainBody); 118 m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody);
117 119
118 // redo its bounding box now that it is in the world 120 // redo its bounding box now that it is in the world
119 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody); 121 m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody);
120
121 m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
122 m_mapInfo.terrainBody.ApplyCollisionMask(PhysicsScene);
123 122
124 // Make it so the terrain will not move or be considered for movement. 123 // Make it so the terrain will not move or be considered for movement.
125 PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); 124 m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION);
126 125
127 return; 126 return;
128 } 127 }
@@ -134,9 +133,9 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
134 { 133 {
135 if (m_mapInfo.terrainBody.HasPhysicalBody) 134 if (m_mapInfo.terrainBody.HasPhysicalBody)
136 { 135 {
137 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_mapInfo.terrainBody); 136 m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody);
138 // Frees both the body and the shape. 137 // Frees both the body and the shape.
139 PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody); 138 m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody);
140 } 139 }
141 } 140 }
142 m_mapInfo = null; 141 m_mapInfo = null;
@@ -155,7 +154,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
155 catch 154 catch
156 { 155 {
157 // Sometimes they give us wonky values of X and Y. Give a warning and return something. 156 // Sometimes they give us wonky values of X and Y. Give a warning and return something.
158 PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", 157 m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
159 LogHeader, m_mapInfo.terrainRegionBase, pos); 158 LogHeader, m_mapInfo.terrainRegionBase, pos);
160 ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; 159 ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
161 } 160 }
@@ -165,7 +164,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
165 // The passed position is relative to the base of the region. 164 // The passed position is relative to the base of the region.
166 public override float GetWaterLevelAtXYZ(Vector3 pos) 165 public override float GetWaterLevelAtXYZ(Vector3 pos)
167 { 166 {
168 return PhysicsScene.SimpleWaterLevel; 167 return m_physicsScene.SimpleWaterLevel;
169 } 168 }
170} 169}
171} 170}