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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs133
1 files changed, 73 insertions, 60 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index d48462e..70aa429 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -57,14 +57,14 @@ public class BSTerrainManager
57 public const float TERRAIN_COLLISION_MARGIN = 0.0f; 57 public const float TERRAIN_COLLISION_MARGIN = 0.0f;
58 58
59 // Until the whole simulator is changed to pass us the region size, we rely on constants. 59 // Until the whole simulator is changed to pass us the region size, we rely on constants.
60 public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, 0f); 60 public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
61 61
62 // The scene that I am part of 62 // The scene that I am part of
63 private BSScene m_physicsScene; 63 private BSScene PhysicsScene { get; set; }
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;
@@ -84,18 +84,18 @@ public class BSTerrainManager
84 // If the parent region (region 0), this is the extent of the combined regions 84 // If the parent region (region 0), this is the extent of the combined regions
85 // relative to the origin of region zero 85 // relative to the origin of region zero
86 private Vector3 m_worldMax; 86 private Vector3 m_worldMax;
87 private PhysicsScene m_parentScene; 87 private PhysicsScene MegaRegionParentPhysicsScene { get; set; }
88 88
89 public BSTerrainManager(BSScene physicsScene) 89 public BSTerrainManager(BSScene physicsScene)
90 { 90 {
91 m_physicsScene = physicsScene; 91 PhysicsScene = physicsScene;
92 m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>(); 92 m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
93 m_terrainModified = false; 93 m_terrainModified = false;
94 94
95 // Assume one region of default size 95 // Assume one region of default size
96 m_worldOffset = Vector3.Zero; 96 m_worldOffset = Vector3.Zero;
97 m_worldMax = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, 4096f); 97 m_worldMax = new Vector3(DefaultRegionSize);
98 m_parentScene = null; 98 MegaRegionParentPhysicsScene = null;
99 } 99 }
100 100
101 // Create the initial instance of terrain and the underlying ground plane. 101 // Create the initial instance of terrain and the underlying ground plane.
@@ -107,10 +107,16 @@ public class BSTerrainManager
107 public void CreateInitialGroundPlaneAndTerrain() 107 public void CreateInitialGroundPlaneAndTerrain()
108 { 108 {
109 // The ground plane is here to catch things that are trying to drop to negative infinity 109 // The ground plane is here to catch things that are trying to drop to negative infinity
110 BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN)); 110 BulletShape groundPlaneShape = new BulletShape(
111 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, 111 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
112 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity)); 112 ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE);
113 BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); 113 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
114 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
115 Vector3.Zero, Quaternion.Identity));
116 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr);
117 // Everything collides with the ground plane.
118 BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
119 (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
114 120
115 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); 121 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
116 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); 122 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
@@ -126,13 +132,13 @@ public class BSTerrainManager
126 // Release all the terrain structures we might have allocated 132 // Release all the terrain structures we might have allocated
127 public void ReleaseGroundPlaneAndTerrain() 133 public void ReleaseGroundPlaneAndTerrain()
128 { 134 {
129 if (m_groundPlane.Ptr != IntPtr.Zero) 135 if (m_groundPlane.ptr != IntPtr.Zero)
130 { 136 {
131 if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr)) 137 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr))
132 { 138 {
133 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); 139 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr);
134 } 140 }
135 m_groundPlane.Ptr = IntPtr.Zero; 141 m_groundPlane.ptr = IntPtr.Zero;
136 } 142 }
137 143
138 ReleaseTerrain(); 144 ReleaseTerrain();
@@ -143,9 +149,9 @@ public class BSTerrainManager
143 { 149 {
144 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) 150 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
145 { 151 {
146 if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr)) 152 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr))
147 { 153 {
148 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr); 154 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr);
149 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); 155 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
150 } 156 }
151 } 157 }
@@ -155,19 +161,19 @@ public class BSTerrainManager
155 // The simulator wants to set a new heightmap for the terrain. 161 // The simulator wants to set a new heightmap for the terrain.
156 public void SetTerrain(float[] heightMap) { 162 public void SetTerrain(float[] heightMap) {
157 float[] localHeightMap = heightMap; 163 float[] localHeightMap = heightMap;
158 m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() 164 PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate()
159 { 165 {
160 if (m_worldOffset != Vector3.Zero && m_parentScene != null) 166 if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
161 { 167 {
162 // If a child of a mega-region, we shouldn't have any terrain allocated for us 168 // If a child of a mega-region, we shouldn't have any terrain allocated for us
163 ReleaseGroundPlaneAndTerrain(); 169 ReleaseGroundPlaneAndTerrain();
164 // If doing the mega-prim stuff and we are the child of the zero region, 170 // If doing the mega-prim stuff and we are the child of the zero region,
165 // the terrain is added to our parent 171 // the terrain is added to our parent
166 if (m_parentScene is BSScene) 172 if (MegaRegionParentPhysicsScene is BSScene)
167 { 173 {
168 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", 174 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
169 BSScene.DetailLogZero, m_worldOffset, m_worldMax); 175 BSScene.DetailLogZero, m_worldOffset, m_worldMax);
170 ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, 176 ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
171 localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); 177 localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
172 } 178 }
173 } 179 }
@@ -176,7 +182,8 @@ public class BSTerrainManager
176 // If not doing the mega-prim thing, just change the terrain 182 // If not doing the mega-prim thing, just change the terrain
177 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); 183 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
178 184
179 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); 185 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
186 m_worldOffset, m_worldOffset + DefaultRegionSize, true);
180 } 187 }
181 }); 188 });
182 } 189 }
@@ -194,10 +201,10 @@ public class BSTerrainManager
194 // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when 201 // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when
195 // calling this routine from initialization or taint-time routines) or whether to delay 202 // calling this routine from initialization or taint-time routines) or whether to delay
196 // all the unmanaged activities to taint-time. 203 // all the unmanaged activities to taint-time.
197 private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool doNow) 204 private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool atTaintTime)
198 { 205 {
199 DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},doNow={3}", 206 DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},atTaintTime={3}",
200 BSScene.DetailLogZero, minCoords, maxCoords, doNow); 207 BSScene.DetailLogZero, minCoords, maxCoords, atTaintTime);
201 208
202 float minZ = float.MaxValue; 209 float minZ = float.MaxValue;
203 float maxZ = float.MinValue; 210 float maxZ = float.MinValue;
@@ -227,12 +234,12 @@ public class BSTerrainManager
227 mapInfo.maxZ = maxZ; 234 mapInfo.maxZ = maxZ;
228 mapInfo.sizeX = maxCoords.X - minCoords.X; 235 mapInfo.sizeX = maxCoords.X - minCoords.X;
229 mapInfo.sizeY = maxCoords.Y - minCoords.Y; 236 mapInfo.sizeY = maxCoords.Y - minCoords.Y;
230 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}",
231 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); 238 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
232 239
233 BSScene.TaintCallback rebuildOperation = delegate() 240 BSScene.TaintCallback rebuildOperation = delegate()
234 { 241 {
235 if (m_parentScene != null) 242 if (MegaRegionParentPhysicsScene != null)
236 { 243 {
237 // It's possible that Combine() was called after this code was queued. 244 // It's possible that Combine() was called after this code was queued.
238 // If we are a child of combined regions, we don't create any terrain for us. 245 // If we are a child of combined regions, we don't create any terrain for us.
@@ -245,17 +252,17 @@ public class BSTerrainManager
245 return; 252 return;
246 } 253 }
247 254
248 if (mapInfo.terrainBody.Ptr != IntPtr.Zero) 255 if (mapInfo.terrainBody.ptr != IntPtr.Zero)
249 { 256 {
250 // Updating an existing terrain. 257 // Updating an existing terrain.
251 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}",
252 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); 259 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
253 260
254 // 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
255 BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 262 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
256 263
257 // Get rid of the old terrain 264 // Get rid of the old terrain
258 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 265 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
259 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); 266 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
260 mapInfo.Ptr = IntPtr.Zero; 267 mapInfo.Ptr = IntPtr.Zero;
261 268
@@ -282,11 +289,11 @@ public class BSTerrainManager
282 // else 289 // else
283 { 290 {
284 // Creating a new terrain. 291 // Creating a new terrain.
285 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}",
286 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); 293 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
287 294
288 mapInfo.ID = id; 295 mapInfo.ID = id;
289 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.ID, 296 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID,
290 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); 297 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
291 298
292 // The terrain object initial position is at the center of the object 299 // The terrain object initial position is at the center of the object
@@ -296,43 +303,49 @@ public class BSTerrainManager
296 centerPos.Z = minZ + ((maxZ - minZ) / 2f); 303 centerPos.Z = minZ + ((maxZ - minZ) / 2f);
297 304
298 // Create the terrain shape from the mapInfo 305 // Create the terrain shape from the mapInfo
299 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr)); 306 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
307 ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
300 308
301 mapInfo.terrainBody = new BulletBody(mapInfo.ID, 309 mapInfo.terrainBody = new BulletBody(mapInfo.ID,
302 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.Ptr, 310 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
303 centerPos, Quaternion.Identity)); 311 id, centerPos, Quaternion.Identity));
304 } 312 }
305 313
306 // Make sure the entry is in the heightmap table 314 // Make sure the entry is in the heightmap table
307 m_heightMaps[terrainRegionBase] = mapInfo; 315 m_heightMaps[terrainRegionBase] = mapInfo;
308 316
309 // Set current terrain attributes 317 // Set current terrain attributes
310 BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainFriction); 318 BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
311 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction); 319 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
312 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainRestitution); 320 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
313 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); 321 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
314 322
315 BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero); 323 BulletSimAPI.SetMassProps2(mapInfo.terrainBody.ptr, 0f, Vector3.Zero);
316 BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr); 324 BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.ptr);
317 325
318 // Return the new terrain to the world of physical objects 326 // Return the new terrain to the world of physical objects
319 BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 327 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
320 328
321 // redo its bounding box now that it is in the world 329 // redo its bounding box now that it is in the world
322 BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 330 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
331
332 BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr,
333 (uint)CollisionFilterGroups.TerrainFilter,
334 (uint)CollisionFilterGroups.TerrainMask);
323 335
324 // Make sure the new shape is processed. 336 // Make sure the new shape is processed.
325 BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); 337 // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
338 BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
326 339
327 m_terrainModified = true; 340 m_terrainModified = true;
328 }; 341 };
329 342
330 // There is the option to do the changes now (we're already in 'taint time'), or 343 // There is the option to do the changes now (we're already in 'taint time'), or
331 // to do the Bullet operations later. 344 // to do the Bullet operations later.
332 if (doNow) 345 if (atTaintTime)
333 rebuildOperation(); 346 rebuildOperation();
334 else 347 else
335 m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); 348 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
336 } 349 }
337 else 350 else
338 { 351 {
@@ -348,7 +361,7 @@ public class BSTerrainManager
348 Vector3 minCoordsX = minCoords; 361 Vector3 minCoordsX = minCoords;
349 Vector3 maxCoordsX = maxCoords; 362 Vector3 maxCoordsX = maxCoords;
350 363
351 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", 364 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
352 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); 365 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
353 366
354 // Code that must happen at taint-time 367 // Code that must happen at taint-time
@@ -357,7 +370,7 @@ public class BSTerrainManager
357 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);
358 // 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
359 mapInfo = new BulletHeightMapInfo(id, heightMapX, 372 mapInfo = new BulletHeightMapInfo(id, heightMapX,
360 BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, newTerrainID, 373 BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID,
361 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); 374 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
362 // Put the unfilled heightmap info into the collection of same 375 // Put the unfilled heightmap info into the collection of same
363 m_heightMaps.Add(terrainRegionBase, mapInfo); 376 m_heightMaps.Add(terrainRegionBase, mapInfo);
@@ -368,10 +381,10 @@ public class BSTerrainManager
368 }; 381 };
369 382
370 // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. 383 // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time.
371 if (doNow) 384 if (atTaintTime)
372 createOperation(); 385 createOperation();
373 else 386 else
374 m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); 387 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);
375 } 388 }
376 } 389 }
377 390
@@ -419,7 +432,7 @@ public class BSTerrainManager
419 catch 432 catch
420 { 433 {
421 // Sometimes they give us wonky values of X and Y. Give a warning and return something. 434 // Sometimes they give us wonky values of X and Y. Give a warning and return something.
422 m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", 435 PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
423 LogHeader, terrainBaseXY, regionX, regionY); 436 LogHeader, terrainBaseXY, regionX, regionY);
424 ret = HEIGHT_GETHEIGHT_RET; 437 ret = HEIGHT_GETHEIGHT_RET;
425 } 438 }
@@ -428,8 +441,8 @@ public class BSTerrainManager
428 } 441 }
429 else 442 else
430 { 443 {
431 m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", 444 PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
432 LogHeader, m_physicsScene.RegionName, tX, tY); 445 LogHeader, PhysicsScene.RegionName, tX, tY);
433 } 446 }
434 m_terrainModified = false; 447 m_terrainModified = false;
435 lastHeight = ret; 448 lastHeight = ret;
@@ -441,7 +454,7 @@ public class BSTerrainManager
441 { 454 {
442 return true; 455 return true;
443 } 456 }
444 457
445 // This routine is called two ways: 458 // This routine is called two ways:
446 // 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
447 // 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
@@ -453,14 +466,14 @@ public class BSTerrainManager
453 { 466 {
454 m_worldOffset = offset; 467 m_worldOffset = offset;
455 m_worldMax = extents; 468 m_worldMax = extents;
456 m_parentScene = pScene; 469 MegaRegionParentPhysicsScene = pScene;
457 if (pScene != null) 470 if (pScene != null)
458 { 471 {
459 // We are a child. 472 // We are a child.
460 // 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.
461 m_worldMax = offset + DefaultRegionSize; 474 m_worldMax = offset + DefaultRegionSize;
462 } 475 }
463 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}",
464 BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax); 477 BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
465 } 478 }
466 479
@@ -474,7 +487,7 @@ public class BSTerrainManager
474 487
475 private void DetailLog(string msg, params Object[] args) 488 private void DetailLog(string msg, params Object[] args)
476 { 489 {
477 m_physicsScene.PhysicsLogging.Write(msg, args); 490 PhysicsScene.PhysicsLogging.Write(msg, args);
478 } 491 }
479} 492}
480} 493}