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path: root/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs46
1 files changed, 9 insertions, 37 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index a199078..3279b6f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -76,7 +76,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys
76 m_sizeX = (int)(maxCoords.X - minCoords.X); 76 m_sizeX = (int)(maxCoords.X - minCoords.X);
77 m_sizeY = (int)(maxCoords.Y - minCoords.Y); 77 m_sizeY = (int)(maxCoords.Y - minCoords.Y);
78 78
79 if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, m_sizeX, m_sizeY, 79 if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap,
80 m_sizeX, m_sizeY,
80 (float)m_sizeX, (float)m_sizeY, 81 (float)m_sizeX, (float)m_sizeY,
81 Vector3.Zero, 1.0f, 82 Vector3.Zero, 1.0f,
82 out indicesCount, out indices, out verticesCount, out vertices)) 83 out indicesCount, out indices, out verticesCount, out vertices))
@@ -87,8 +88,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys
87 // Something is very messed up and a crash is in our future. 88 // Something is very messed up and a crash is in our future.
88 return; 89 return;
89 } 90 }
90 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterConvertHeightmapToMesh,ver={1},ind={2}",
91 ID, verticesCount, indicesCount);
92 91
93 m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, 92 m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
94 indicesCount, indices, verticesCount, vertices), 93 indicesCount, indices, verticesCount, vertices),
@@ -101,18 +100,11 @@ public sealed class BSTerrainMesh : BSTerrainPhys
101 // Something is very messed up and a crash is in our future. 100 // Something is very messed up and a crash is in our future.
102 return; 101 return;
103 } 102 }
104 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateShape,shape={1}", ID, m_terrainShape);
105 103
106 // The terrain object initial position is at the center of the object 104 Vector3 pos = regionBase;
107 Vector3 centerPos;
108 centerPos.X = minCoords.X + (m_sizeX / 2f);
109 centerPos.Y = minCoords.Y + (m_sizeY / 2f);
110 centerPos.Z = minCoords.Z + ((maxCoords.Z - minCoords.Z) / 2f);
111 Quaternion rot = Quaternion.Identity; 105 Quaternion rot = Quaternion.Identity;
112 106
113 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,creatingBody,centerPos={1},rot={2}", ID, centerPos, rot); 107 m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot));
114 m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2(
115 m_terrainShape.ptr, ID, centerPos, rot));
116 if (m_terrainBody.ptr == IntPtr.Zero) 108 if (m_terrainBody.ptr == IntPtr.Zero)
117 { 109 {
118 // DISASTER!! 110 // DISASTER!!
@@ -120,7 +112,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys
120 // Something is very messed up and a crash is in our future. 112 // Something is very messed up and a crash is in our future.
121 return; 113 return;
122 } 114 }
123 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateBody,body={1}", ID, m_terrainBody);
124 115
125 // Set current terrain attributes 116 // Set current terrain attributes
126 BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction); 117 BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction);
@@ -194,7 +185,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
194 int[] indices = new int[0]; 185 int[] indices = new int[0];
195 float[] vertices = new float[0]; 186 float[] vertices = new float[0];
196 187
197 // Simple mesh creation which assumes magnification == 1, sizeX == extentX and sizeY == extentY. 188 // Simple mesh creation which assumes magnification == 1.
198 // TODO: do a more general solution that scales, adds new vertices and smoothes the result. 189 // TODO: do a more general solution that scales, adds new vertices and smoothes the result.
199 190
200 try 191 try
@@ -205,10 +196,10 @@ public sealed class BSTerrainMesh : BSTerrainPhys
205 int totalIndices = sizeX * sizeY * 6; 196 int totalIndices = sizeX * sizeY * 6;
206 indices = new int[totalIndices]; 197 indices = new int[totalIndices];
207 198
208 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2}",
209 BSScene.DetailLogZero, totalVertices, totalIndices);
210 float magX = (float)sizeX / extentX; 199 float magX = (float)sizeX / extentX;
211 float magY = (float)sizeY / extentY; 200 float magY = (float)sizeY / extentY;
201 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}",
202 BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY);
212 // Note that sizeX+1 vertices are created since there is land between this and the next region. 203 // Note that sizeX+1 vertices are created since there is land between this and the next region.
213 for (int yy = 0; yy <= sizeY; yy++) 204 for (int yy = 0; yy <= sizeY; yy++)
214 { 205 {
@@ -222,15 +213,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys
222 vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; 213 vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
223 vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; 214 vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
224 vertices[verticesCount + 2] = height + extentBase.Z; 215 vertices[verticesCount + 2] = height + extentBase.Z;
225 if (physicsScene.PhysicsLogging.Enabled && verticesCount < 900) // DEBUG DEBUG DEBUG
226 {
227 Vector3 genVertex = new Vector3(
228 vertices[verticesCount + 0],
229 vertices[verticesCount + 1],
230 vertices[verticesCount + 2]);
231 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,ii={1},vertex={2}",
232 BSScene.DetailLogZero, verticesCount/3, genVertex);
233 }
234 verticesCount += 3; 216 verticesCount += 3;
235 } 217 }
236 } 218 }
@@ -250,16 +232,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys
250 indices[indicesCount + 3] = offset + 1; 232 indices[indicesCount + 3] = offset + 1;
251 indices[indicesCount + 4] = offset + sizeX + 2; 233 indices[indicesCount + 4] = offset + sizeX + 2;
252 indices[indicesCount + 5] = offset + sizeX + 1; 234 indices[indicesCount + 5] = offset + sizeX + 1;
253 if (indicesCount < (300 * 6)) // DEBUG DEBUG DEBUG
254 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,i0={1},i1={2},i2={3},i3={4},i4={5},i5={6}", // DEEBUG DEBUG DEBUG
255 BSScene.DetailLogZero,
256 indices[indicesCount + 0],
257 indices[indicesCount + 1],
258 indices[indicesCount + 2],
259 indices[indicesCount + 3],
260 indices[indicesCount + 4],
261 indices[indicesCount + 5]
262 );
263 indicesCount += 6; 235 indicesCount += 6;
264 } 236 }
265 } 237 }
@@ -269,8 +241,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys
269 } 241 }
270 catch (Exception e) 242 catch (Exception e)
271 { 243 {
272 physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. Base={1}, e={2}", 244 physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
273 LogHeader, extentBase, e); 245 LogHeader, physicsScene.RegionName, extentBase, e);
274 } 246 }
275 247
276 indicesCountO = indicesCount; 248 indicesCountO = indicesCount;