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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyrightD
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OpenSim.Framework;
32using OpenSim.Region.Framework;
33using OpenSim.Region.CoreModules;
34using OpenSim.Region.Physics.Manager;
35
36using Nini.Config;
37using log4net;
38
39using OpenMetaverse;
40
41namespace OpenSim.Region.Physics.BulletSPlugin
42{
43public sealed class BSTerrainManager
44{
45 static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
46
47 // These height values are fractional so the odd values will be
48 // noticable when debugging.
49 public const float HEIGHT_INITIALIZATION = 24.987f;
50 public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f;
51 public const float HEIGHT_GETHEIGHT_RET = 24.765f;
52
53 // If the min and max height are equal, we reduce the min by this
54 // amount to make sure that a bounding box is built for the terrain.
55 public const float HEIGHT_EQUAL_FUDGE = 0.2f;
56
57 public const float TERRAIN_COLLISION_MARGIN = 0.0f;
58
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, Constants.RegionHeight);
61
62 // The scene that I am part of
63 private BSScene PhysicsScene { get; set; }
64
65 // The ground plane created to keep thing from falling to infinity.
66 private BulletBody m_groundPlane;
67
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.
70 private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps;
71
72 // True of the terrain has been modified.
73 // Used to force recalculation of terrain height after terrain has been modified
74 private bool m_terrainModified;
75
76 // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount.
77 // This is incremented before assigning to new region so it is the last ID allocated.
78 private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1;
79 public uint HighestTerrainID { get {return m_terrainCount; } }
80
81 // If doing mega-regions, this holds our offset from region zero of
82 // the mega-regions. "parentScene" points to the PhysicsScene of region zero.
83 private Vector3 m_worldOffset;
84 // If the parent region (region 0), this is the extent of the combined regions
85 // relative to the origin of region zero
86 private Vector3 m_worldMax;
87 private PhysicsScene MegaRegionParentPhysicsScene { get; set; }
88
89 public BSTerrainManager(BSScene physicsScene)
90 {
91 PhysicsScene = physicsScene;
92 m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
93 m_terrainModified = false;
94
95 // Assume one region of default size
96 m_worldOffset = Vector3.Zero;
97 m_worldMax = new Vector3(DefaultRegionSize);
98 MegaRegionParentPhysicsScene = null;
99 }
100
101 // Create the initial instance of terrain and the underlying ground plane.
102 // The objects are allocated in the unmanaged space and the pointers are tracked
103 // by the managed code.
104 // The terrains and the groundPlane are not added to the list of PhysObjects.
105 // This is called from the initialization routine so we presume it is
106 // safe to call Bullet in real time. We hope no one is moving prims around yet.
107 public void CreateInitialGroundPlaneAndTerrain()
108 {
109 // The ground plane is here to catch things that are trying to drop to negative infinity
110 BulletShape groundPlaneShape = new BulletShape(
111 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
112 ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE);
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 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr);
118 // Ground plane does not move
119 BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
120 // Everything collides with the ground plane.
121 BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
122 (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
123
124 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
125 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
126 int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
127 float[] initialMap = new float[totalHeights];
128 for (int ii = 0; ii < totalHeights; ii++)
129 {
130 initialMap[ii] = HEIGHT_INITIALIZATION;
131 }
132 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true);
133 }
134
135 // Release all the terrain structures we might have allocated
136 public void ReleaseGroundPlaneAndTerrain()
137 {
138 if (m_groundPlane.ptr != IntPtr.Zero)
139 {
140 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr))
141 {
142 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr);
143 }
144 m_groundPlane.ptr = IntPtr.Zero;
145 }
146
147 ReleaseTerrain();
148 }
149
150 // Release all the terrain we have allocated
151 public void ReleaseTerrain()
152 {
153 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
154 {
155 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr))
156 {
157 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr);
158 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
159 }
160 }
161 m_heightMaps.Clear();
162 }
163
164 // The simulator wants to set a new heightmap for the terrain.
165 public void SetTerrain(float[] heightMap) {
166 float[] localHeightMap = heightMap;
167 PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate()
168 {
169 if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
170 {
171 // If a child of a mega-region, we shouldn't have any terrain allocated for us
172 ReleaseGroundPlaneAndTerrain();
173 // If doing the mega-prim stuff and we are the child of the zero region,
174 // the terrain is added to our parent
175 if (MegaRegionParentPhysicsScene is BSScene)
176 {
177 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
178 BSScene.DetailLogZero, m_worldOffset, m_worldMax);
179 ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
180 localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
181 }
182 }
183 else
184 {
185 // If not doing the mega-prim thing, just change the terrain
186 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
187
188 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
189 m_worldOffset, m_worldOffset + DefaultRegionSize, true);
190 }
191 });
192 }
193
194 // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
195 // based on the passed information. The 'id' should be either the terrain id or
196 // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
197 // The latter feature is for creating child terrains for mega-regions.
198 // If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0)
199 // then a new body and shape is created and the mapInfo is filled.
200 // This call is used for doing the initial terrain creation.
201 // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
202 // terrain shape is created and added to the body.
203 // This call is most often used to update the heightMap and parameters of the terrain.
204 // (The above does suggest that some simplification/refactoring is in order.)
205 private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
206 {
207 DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
208 BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
209
210 float minZ = float.MaxValue;
211 float maxZ = float.MinValue;
212 Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y);
213
214 int heightMapSize = heightMap.Length;
215 for (int ii = 0; ii < heightMapSize; ii++)
216 {
217 float height = heightMap[ii];
218 if (height < minZ) minZ = height;
219 if (height > maxZ) maxZ = height;
220 }
221
222 // The shape of the terrain is from its base to its extents.
223 minCoords.Z = minZ;
224 maxCoords.Z = maxZ;
225
226 BulletHeightMapInfo mapInfo;
227 if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo))
228 {
229 // If this is terrain we know about, it's easy to update
230
231 mapInfo.heightMap = heightMap;
232 mapInfo.minCoords = minCoords;
233 mapInfo.maxCoords = maxCoords;
234 mapInfo.minZ = minZ;
235 mapInfo.maxZ = maxZ;
236 mapInfo.sizeX = maxCoords.X - minCoords.X;
237 mapInfo.sizeY = maxCoords.Y - minCoords.Y;
238 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
239 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
240
241 PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:UpdateExisting", delegate()
242 {
243 if (MegaRegionParentPhysicsScene != null)
244 {
245 // It's possible that Combine() was called after this code was queued.
246 // If we are a child of combined regions, we don't create any terrain for us.
247 DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
248
249 // Get rid of any terrain that may have been allocated for us.
250 ReleaseGroundPlaneAndTerrain();
251
252 // I hate doing this, but just bail
253 return;
254 }
255
256 if (mapInfo.terrainBody.ptr != IntPtr.Zero)
257 {
258 // Updating an existing terrain.
259 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
260 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
261
262 // Remove from the dynamics world because we're going to mangle this object
263 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
264
265 // Get rid of the old terrain
266 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
267 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
268 mapInfo.Ptr = IntPtr.Zero;
269
270 /*
271 // NOTE: This routine is half here because I can't get the terrain shape replacement
272 // to work. In the short term, the above three lines completely delete the old
273 // terrain and the code below recreates one from scratch.
274 // Hopefully the Bullet community will help me out on this one.
275
276 // First, release the old collision shape (there is only one terrain)
277 BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr);
278
279 // Fill the existing height map info with the new location and size information
280 BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID,
281 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
282
283 // Create a terrain shape based on the new info
284 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
285
286 // Stuff the shape into the existing terrain body
287 BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr);
288 */
289 }
290 // else
291 {
292 // Creating a new terrain.
293 DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
294 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
295
296 mapInfo.ID = id;
297 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID,
298 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
299
300 // Create the terrain shape from the mapInfo
301 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
302 ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
303
304 // The terrain object initial position is at the center of the object
305 Vector3 centerPos;
306 centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
307 centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
308 centerPos.Z = minZ + ((maxZ - minZ) / 2f);
309
310 mapInfo.terrainBody = new BulletBody(mapInfo.ID,
311 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
312 id, centerPos, Quaternion.Identity));
313 }
314
315 // Make sure the entry is in the heightmap table
316 m_heightMaps[terrainRegionBase] = mapInfo;
317
318 // Set current terrain attributes
319 BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
320 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
321 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
322 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
323
324 // Return the new terrain to the world of physical objects
325 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
326
327 // redo its bounding box now that it is in the world
328 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
329
330 BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr,
331 (uint)CollisionFilterGroups.TerrainFilter,
332 (uint)CollisionFilterGroups.TerrainMask);
333
334 // Make sure the new shape is processed.
335 // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
336 // BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING);
337 BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
338
339 m_terrainModified = true;
340 });
341 }
342 else
343 {
344 // We don't know about this terrain so either we are creating a new terrain or
345 // our mega-prim child is giving us a new terrain to add to the phys world
346
347 // if this is a child terrain, calculate a unique terrain id
348 uint newTerrainID = id;
349 if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
350 newTerrainID = ++m_terrainCount;
351
352 float[] heightMapX = heightMap;
353 Vector3 minCoordsX = minCoords;
354 Vector3 maxCoordsX = maxCoords;
355
356 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
357 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
358
359 // Code that must happen at taint-time
360 PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:NewTerrain", delegate()
361 {
362 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
363 // Create a new mapInfo that will be filled with the new info
364 mapInfo = new BulletHeightMapInfo(id, heightMapX,
365 BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID,
366 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
367 // Put the unfilled heightmap info into the collection of same
368 m_heightMaps.Add(terrainRegionBase, mapInfo);
369 // Build the terrain
370 UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
371
372 m_terrainModified = true;
373 });
374 }
375 }
376
377 // Someday we will have complex terrain with caves and tunnels
378 public float GetTerrainHeightAtXYZ(Vector3 loc)
379 {
380 // For the moment, it's flat and convex
381 return GetTerrainHeightAtXY(loc.X, loc.Y);
382 }
383
384 // Given an X and Y, find the height of the terrain.
385 // Since we could be handling multiple terrains for a mega-region,
386 // the base of the region is calcuated assuming all regions are
387 // the same size and that is the default.
388 // Once the heightMapInfo is found, we have all the information to
389 // compute the offset into the array.
390 private float lastHeightTX = 999999f;
391 private float lastHeightTY = 999999f;
392 private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
393 private float GetTerrainHeightAtXY(float tX, float tY)
394 {
395 // You'd be surprized at the number of times this routine is called
396 // with the same parameters as last time.
397 if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY)
398 return lastHeight;
399
400 lastHeightTX = tX;
401 lastHeightTY = tY;
402 float ret = HEIGHT_GETHEIGHT_RET;
403
404 int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
405 int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
406 Vector2 terrainBaseXY = new Vector2(offsetX, offsetY);
407
408 BulletHeightMapInfo mapInfo;
409 if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo))
410 {
411 float regionX = tX - offsetX;
412 float regionY = tY - offsetY;
413 int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
414 try
415 {
416 ret = mapInfo.heightMap[mapIndex];
417 }
418 catch
419 {
420 // Sometimes they give us wonky values of X and Y. Give a warning and return something.
421 PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
422 LogHeader, terrainBaseXY, regionX, regionY);
423 ret = HEIGHT_GETHEIGHT_RET;
424 }
425 // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
426 // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
427 }
428 else
429 {
430 PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
431 LogHeader, PhysicsScene.RegionName, tX, tY);
432 }
433 m_terrainModified = false;
434 lastHeight = ret;
435 return ret;
436 }
437
438 // Although no one seems to check this, I do support combining.
439 public bool SupportsCombining()
440 {
441 return true;
442 }
443
444 // This routine is called two ways:
445 // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
446 // extent of the combined regions. This is to inform the parent of the size
447 // of the combined regions.
448 // and one with 'offset' as the offset of the child region to the base region,
449 // 'pScene' pointing to the parent and 'extents' of zero. This informs the
450 // child of its relative base and new parent.
451 public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
452 {
453 m_worldOffset = offset;
454 m_worldMax = extents;
455 MegaRegionParentPhysicsScene = pScene;
456 if (pScene != null)
457 {
458 // We are a child.
459 // We want m_worldMax to be the highest coordinate of our piece of terrain.
460 m_worldMax = offset + DefaultRegionSize;
461 }
462 DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
463 BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
464 }
465
466 // Unhook all the combining that I know about.
467 public void UnCombine(PhysicsScene pScene)
468 {
469 // Just like ODE, for the moment a NOP
470 DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
471 }
472
473
474 private void DetailLog(string msg, params Object[] args)
475 {
476 PhysicsScene.PhysicsLogging.Write(msg, args);
477 }
478}
479}