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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs32
1 files changed, 16 insertions, 16 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 269c3d5..70aa429 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -64,7 +64,7 @@ public class BSTerrainManager
64 64
65 // The ground plane created to keep thing from falling to infinity. 65 // The ground plane created to keep thing from falling to infinity.
66 private BulletBody m_groundPlane; 66 private BulletBody m_groundPlane;
67 67
68 // If doing mega-regions, if we're region zero we will be managing multiple 68 // If doing mega-regions, if we're region zero we will be managing multiple
69 // region terrains since region zero does the physics for the whole mega-region. 69 // region terrains since region zero does the physics for the whole mega-region.
70 private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps; 70 private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps;
@@ -110,8 +110,8 @@ public class BSTerrainManager
110 BulletShape groundPlaneShape = new BulletShape( 110 BulletShape groundPlaneShape = new BulletShape(
111 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), 111 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
112 ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE); 112 ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE);
113 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, 113 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
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 // Everything collides with the ground plane. 117 // Everything collides with the ground plane.
@@ -182,7 +182,7 @@ public class BSTerrainManager
182 // If not doing the mega-prim thing, just change the terrain 182 // If not doing the mega-prim thing, just change the terrain
183 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); 183 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
184 184
185 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, 185 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
186 m_worldOffset, m_worldOffset + DefaultRegionSize, true); 186 m_worldOffset, m_worldOffset + DefaultRegionSize, true);
187 } 187 }
188 }); 188 });
@@ -234,7 +234,7 @@ public class BSTerrainManager
234 mapInfo.maxZ = maxZ; 234 mapInfo.maxZ = maxZ;
235 mapInfo.sizeX = maxCoords.X - minCoords.X; 235 mapInfo.sizeX = maxCoords.X - minCoords.X;
236 mapInfo.sizeY = maxCoords.Y - minCoords.Y; 236 mapInfo.sizeY = maxCoords.Y - minCoords.Y;
237 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", 237 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
238 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); 238 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
239 239
240 BSScene.TaintCallback rebuildOperation = delegate() 240 BSScene.TaintCallback rebuildOperation = delegate()
@@ -255,7 +255,7 @@ public class BSTerrainManager
255 if (mapInfo.terrainBody.ptr != IntPtr.Zero) 255 if (mapInfo.terrainBody.ptr != IntPtr.Zero)
256 { 256 {
257 // Updating an existing terrain. 257 // Updating an existing terrain.
258 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", 258 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
259 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); 259 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
260 260
261 // Remove from the dynamics world because we're going to mangle this object 261 // Remove from the dynamics world because we're going to mangle this object
@@ -289,7 +289,7 @@ public class BSTerrainManager
289 // else 289 // else
290 { 290 {
291 // Creating a new terrain. 291 // Creating a new terrain.
292 DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}", 292 DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
293 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); 293 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
294 294
295 mapInfo.ID = id; 295 mapInfo.ID = id;
@@ -306,9 +306,9 @@ public class BSTerrainManager
306 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr), 306 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
307 ShapeData.PhysicsShapeType.SHAPE_TERRAIN); 307 ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
308 308
309 mapInfo.terrainBody = new BulletBody(mapInfo.ID, 309 mapInfo.terrainBody = new BulletBody(mapInfo.ID,
310 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr, 310 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
311 id, centerPos, Quaternion.Identity)); 311 id, centerPos, Quaternion.Identity));
312 } 312 }
313 313
314 // Make sure the entry is in the heightmap table 314 // Make sure the entry is in the heightmap table
@@ -329,7 +329,7 @@ public class BSTerrainManager
329 // redo its bounding box now that it is in the world 329 // redo its bounding box now that it is in the world
330 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); 330 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
331 331
332 BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr, 332 BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr,
333 (uint)CollisionFilterGroups.TerrainFilter, 333 (uint)CollisionFilterGroups.TerrainFilter,
334 (uint)CollisionFilterGroups.TerrainMask); 334 (uint)CollisionFilterGroups.TerrainMask);
335 335
@@ -361,7 +361,7 @@ public class BSTerrainManager
361 Vector3 minCoordsX = minCoords; 361 Vector3 minCoordsX = minCoords;
362 Vector3 maxCoordsX = maxCoords; 362 Vector3 maxCoordsX = maxCoords;
363 363
364 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", 364 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
365 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); 365 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
366 366
367 // Code that must happen at taint-time 367 // Code that must happen at taint-time
@@ -370,7 +370,7 @@ public class BSTerrainManager
370 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); 370 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
371 // Create a new mapInfo that will be filled with the new info 371 // Create a new mapInfo that will be filled with the new info
372 mapInfo = new BulletHeightMapInfo(id, heightMapX, 372 mapInfo = new BulletHeightMapInfo(id, heightMapX,
373 BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID, 373 BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID,
374 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); 374 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
375 // Put the unfilled heightmap info into the collection of same 375 // Put the unfilled heightmap info into the collection of same
376 m_heightMaps.Add(terrainRegionBase, mapInfo); 376 m_heightMaps.Add(terrainRegionBase, mapInfo);
@@ -454,7 +454,7 @@ public class BSTerrainManager
454 { 454 {
455 return true; 455 return true;
456 } 456 }
457 457
458 // This routine is called two ways: 458 // This routine is called two ways:
459 // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum 459 // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
460 // extent of the combined regions. This is to inform the parent of the size 460 // extent of the combined regions. This is to inform the parent of the size
@@ -469,11 +469,11 @@ public class BSTerrainManager
469 MegaRegionParentPhysicsScene = pScene; 469 MegaRegionParentPhysicsScene = pScene;
470 if (pScene != null) 470 if (pScene != null)
471 { 471 {
472 // We are a child. 472 // We are a child.
473 // We want m_worldMax to be the highest coordinate of our piece of terrain. 473 // We want m_worldMax to be the highest coordinate of our piece of terrain.
474 m_worldMax = offset + DefaultRegionSize; 474 m_worldMax = offset + DefaultRegionSize;
475 } 475 }
476 DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}", 476 DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
477 BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax); 477 BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
478 } 478 }
479 479