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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 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 // Ground plane does not move
118 BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
119 // Everything collides with the ground plane.
120 BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
121 (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
122
123 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
124 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
125 int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
126 float[] initialMap = new float[totalHeights];
127 for (int ii = 0; ii < totalHeights; ii++)
128 {
129 initialMap[ii] = HEIGHT_INITIALIZATION;
130 }
131 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true);
132 }
133
134 // Release all the terrain structures we might have allocated
135 public void ReleaseGroundPlaneAndTerrain()
136 {
137 if (m_groundPlane.ptr != IntPtr.Zero)
138 {
139 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr))
140 {
141 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr);
142 }
143 m_groundPlane.ptr = IntPtr.Zero;
144 }
145
146 ReleaseTerrain();
147 }
148
149 // Release all the terrain we have allocated
150 public void ReleaseTerrain()
151 {
152 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
153 {
154 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr))
155 {
156 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr);
157 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
158 }
159 }
160 m_heightMaps.Clear();
161 }
162
163 // The simulator wants to set a new heightmap for the terrain.
164 public void SetTerrain(float[] heightMap) {
165 float[] localHeightMap = heightMap;
166 PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate()
167 {
168 if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
169 {
170 // If a child of a mega-region, we shouldn't have any terrain allocated for us
171 ReleaseGroundPlaneAndTerrain();
172 // If doing the mega-prim stuff and we are the child of the zero region,
173 // the terrain is added to our parent
174 if (MegaRegionParentPhysicsScene is BSScene)
175 {
176 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
177 BSScene.DetailLogZero, m_worldOffset, m_worldMax);
178 ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
179 localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
180 }
181 }
182 else
183 {
184 // If not doing the mega-prim thing, just change the terrain
185 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
186
187 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
188 m_worldOffset, m_worldOffset + DefaultRegionSize, true);
189 }
190 });
191 }
192
193 // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
194 // based on the passed information. The 'id' should be either the terrain id or
195 // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
196 // The latter feature is for creating child terrains for mega-regions.
197 // If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0)
198 // then a new body and shape is created and the mapInfo is filled.
199 // This call is used for doing the initial terrain creation.
200 // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
201 // terrain shape is created and added to the body.
202 // This call is most often used to update the heightMap and parameters of the terrain.
203 // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when
204 // calling this routine from initialization or taint-time routines) or whether to delay
205 // all the unmanaged activities to taint-time.
206 private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
207 {
208 DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
209 BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
210
211 float minZ = float.MaxValue;
212 float maxZ = float.MinValue;
213 Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y);
214
215 int heightMapSize = heightMap.Length;
216 for (int ii = 0; ii < heightMapSize; ii++)
217 {
218 float height = heightMap[ii];
219 if (height < minZ) minZ = height;
220 if (height > maxZ) maxZ = height;
221 }
222
223 // The shape of the terrain is from its base to its extents.
224 minCoords.Z = minZ;
225 maxCoords.Z = maxZ;
226
227 BulletHeightMapInfo mapInfo;
228 if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo))
229 {
230 // If this is terrain we know about, it's easy to update
231
232 mapInfo.heightMap = heightMap;
233 mapInfo.minCoords = minCoords;
234 mapInfo.maxCoords = maxCoords;
235 mapInfo.minZ = minZ;
236 mapInfo.maxZ = maxZ;
237 mapInfo.sizeX = maxCoords.X - minCoords.X;
238 mapInfo.sizeY = maxCoords.Y - minCoords.Y;
239 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
240 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
241
242 BSScene.TaintCallback rebuildOperation = delegate()
243 {
244 if (MegaRegionParentPhysicsScene != null)
245 {
246 // It's possible that Combine() was called after this code was queued.
247 // If we are a child of combined regions, we don't create any terrain for us.
248 DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
249
250 // Get rid of any terrain that may have been allocated for us.
251 ReleaseGroundPlaneAndTerrain();
252
253 // I hate doing this, but just bail
254 return;
255 }
256
257 if (mapInfo.terrainBody.ptr != IntPtr.Zero)
258 {
259 // Updating an existing terrain.
260 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
261 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
262
263 // Remove from the dynamics world because we're going to mangle this object
264 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
265
266 // Get rid of the old terrain
267 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
268 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
269 mapInfo.Ptr = IntPtr.Zero;
270
271 /*
272 // NOTE: This routine is half here because I can't get the terrain shape replacement
273 // to work. In the short term, the above three lines completely delete the old
274 // terrain and the code below recreates one from scratch.
275 // Hopefully the Bullet community will help me out on this one.
276
277 // First, release the old collision shape (there is only one terrain)
278 BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr);
279
280 // Fill the existing height map info with the new location and size information
281 BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID,
282 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
283
284 // Create a terrain shape based on the new info
285 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
286
287 // Stuff the shape into the existing terrain body
288 BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr);
289 */
290 }
291 // else
292 {
293 // Creating a new terrain.
294 DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
295 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
296
297 mapInfo.ID = id;
298 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID,
299 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
300
301 // Create the terrain shape from the mapInfo
302 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
303 ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
304
305 // The terrain object initial position is at the center of the object
306 Vector3 centerPos;
307 centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
308 centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
309 centerPos.Z = minZ + ((maxZ - minZ) / 2f);
310
311 mapInfo.terrainBody = new BulletBody(mapInfo.ID,
312 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
313 id, centerPos, Quaternion.Identity));
314 }
315
316 // Make sure the entry is in the heightmap table
317 m_heightMaps[terrainRegionBase] = mapInfo;
318
319 // Set current terrain attributes
320 BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
321 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
322 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
323 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
324
325 // Return the new terrain to the world of physical objects
326 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
327
328 // redo its bounding box now that it is in the world
329 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
330
331 BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr,
332 (uint)CollisionFilterGroups.TerrainFilter,
333 (uint)CollisionFilterGroups.TerrainMask);
334
335 // Make sure the new shape is processed.
336 // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
337 BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
338
339 m_terrainModified = true;
340 };
341
342 // There is the option to do the changes now (we're already in 'taint time'), or
343 // to do the Bullet operations later.
344 if (inTaintTime)
345 rebuildOperation();
346 else
347 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
348 }
349 else
350 {
351 // We don't know about this terrain so either we are creating a new terrain or
352 // our mega-prim child is giving us a new terrain to add to the phys world
353
354 // if this is a child terrain, calculate a unique terrain id
355 uint newTerrainID = id;
356 if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
357 newTerrainID = ++m_terrainCount;
358
359 float[] heightMapX = heightMap;
360 Vector3 minCoordsX = minCoords;
361 Vector3 maxCoordsX = maxCoords;
362
363 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
364 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
365
366 // Code that must happen at taint-time
367 BSScene.TaintCallback createOperation = delegate()
368 {
369 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
370 // Create a new mapInfo that will be filled with the new info
371 mapInfo = new BulletHeightMapInfo(id, heightMapX,
372 BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID,
373 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
374 // Put the unfilled heightmap info into the collection of same
375 m_heightMaps.Add(terrainRegionBase, mapInfo);
376 // Build the terrain
377 UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
378
379 m_terrainModified = true;
380 };
381
382 // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time.
383 if (inTaintTime)
384 createOperation();
385 else
386 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);
387 }
388 }
389
390 // Someday we will have complex terrain with caves and tunnels
391 public float GetTerrainHeightAtXYZ(Vector3 loc)
392 {
393 // For the moment, it's flat and convex
394 return GetTerrainHeightAtXY(loc.X, loc.Y);
395 }
396
397 // Given an X and Y, find the height of the terrain.
398 // Since we could be handling multiple terrains for a mega-region,
399 // the base of the region is calcuated assuming all regions are
400 // the same size and that is the default.
401 // Once the heightMapInfo is found, we have all the information to
402 // compute the offset into the array.
403 private float lastHeightTX = 999999f;
404 private float lastHeightTY = 999999f;
405 private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
406 private float GetTerrainHeightAtXY(float tX, float tY)
407 {
408 // You'd be surprized at the number of times this routine is called
409 // with the same parameters as last time.
410 if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY)
411 return lastHeight;
412
413 lastHeightTX = tX;
414 lastHeightTY = tY;
415 float ret = HEIGHT_GETHEIGHT_RET;
416
417 int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
418 int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
419 Vector2 terrainBaseXY = new Vector2(offsetX, offsetY);
420
421 BulletHeightMapInfo mapInfo;
422 if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo))
423 {
424 float regionX = tX - offsetX;
425 float regionY = tY - offsetY;
426 int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
427 try
428 {
429 ret = mapInfo.heightMap[mapIndex];
430 }
431 catch
432 {
433 // Sometimes they give us wonky values of X and Y. Give a warning and return something.
434 PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
435 LogHeader, terrainBaseXY, regionX, regionY);
436 ret = HEIGHT_GETHEIGHT_RET;
437 }
438 // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
439 // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
440 }
441 else
442 {
443 PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
444 LogHeader, PhysicsScene.RegionName, tX, tY);
445 }
446 m_terrainModified = false;
447 lastHeight = ret;
448 return ret;
449 }
450
451 // Although no one seems to check this, I do support combining.
452 public bool SupportsCombining()
453 {
454 return true;
455 }
456
457 // This routine is called two ways:
458 // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
459 // extent of the combined regions. This is to inform the parent of the size
460 // of the combined regions.
461 // and one with 'offset' as the offset of the child region to the base region,
462 // 'pScene' pointing to the parent and 'extents' of zero. This informs the
463 // child of its relative base and new parent.
464 public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
465 {
466 m_worldOffset = offset;
467 m_worldMax = extents;
468 MegaRegionParentPhysicsScene = pScene;
469 if (pScene != null)
470 {
471 // We are a child.
472 // We want m_worldMax to be the highest coordinate of our piece of terrain.
473 m_worldMax = offset + DefaultRegionSize;
474 }
475 DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
476 BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
477 }
478
479 // Unhook all the combining that I know about.
480 public void UnCombine(PhysicsScene pScene)
481 {
482 // Just like ODE, for the moment a NOP
483 DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
484 }
485
486
487 private void DetailLog(string msg, params Object[] args)
488 {
489 PhysicsScene.PhysicsLogging.Write(msg, args);
490 }
491}
492}