diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 287 |
1 files changed, 236 insertions, 51 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index dca7150..2ce1513 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -76,27 +76,43 @@ 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, | 79 | bool meshCreationSuccess = false; |
80 | m_sizeX, m_sizeY, | 80 | if (BSParam.TerrainMeshMagnification == 1) |
81 | (float)m_sizeX, (float)m_sizeY, | 81 | { |
82 | Vector3.Zero, 1.0f, | 82 | // If a magnification of one, use the old routine that is tried and true. |
83 | out indicesCount, out indices, out verticesCount, out vertices)) | 83 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, |
84 | initialMap, m_sizeX, m_sizeY, // input size | ||
85 | Vector3.Zero, // base for mesh | ||
86 | out indicesCount, out indices, out verticesCount, out vertices); | ||
87 | } | ||
88 | else | ||
89 | { | ||
90 | // Other magnifications use the newer routine | ||
91 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(PhysicsScene, | ||
92 | initialMap, m_sizeX, m_sizeY, // input size | ||
93 | BSParam.TerrainMeshMagnification, | ||
94 | physicsScene.TerrainManager.DefaultRegionSize, | ||
95 | Vector3.Zero, // base for mesh | ||
96 | out indicesCount, out indices, out verticesCount, out vertices); | ||
97 | } | ||
98 | if (!meshCreationSuccess) | ||
84 | { | 99 | { |
85 | // DISASTER!! | 100 | // DISASTER!! |
86 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID); | 101 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); |
87 | PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); | 102 | PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); |
88 | // Something is very messed up and a crash is in our future. | 103 | // Something is very messed up and a crash is in our future. |
89 | return; | 104 | return; |
90 | } | 105 | } |
91 | 106 | ||
92 | m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | 107 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", |
93 | indicesCount, indices, verticesCount, vertices), | 108 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); |
94 | BSPhysicsShapeType.SHAPE_MESH); | 109 | |
95 | if (m_terrainShape.ptr == IntPtr.Zero) | 110 | m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); |
111 | if (!m_terrainShape.HasPhysicalShape) | ||
96 | { | 112 | { |
97 | // DISASTER!! | 113 | // DISASTER!! |
98 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); | 114 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); |
99 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | 115 | PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); |
100 | // Something is very messed up and a crash is in our future. | 116 | // Something is very messed up and a crash is in our future. |
101 | return; | 117 | return; |
102 | } | 118 | } |
@@ -104,49 +120,58 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
104 | Vector3 pos = regionBase; | 120 | Vector3 pos = regionBase; |
105 | Quaternion rot = Quaternion.Identity; | 121 | Quaternion rot = Quaternion.Identity; |
106 | 122 | ||
107 | m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot)); | 123 | m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); |
108 | if (m_terrainBody.ptr == IntPtr.Zero) | 124 | if (!m_terrainBody.HasPhysicalBody) |
109 | { | 125 | { |
110 | // DISASTER!! | 126 | // DISASTER!! |
111 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | 127 | PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); |
112 | // Something is very messed up and a crash is in our future. | 128 | // Something is very messed up and a crash is in our future. |
113 | return; | 129 | return; |
114 | } | 130 | } |
131 | physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); | ||
115 | 132 | ||
116 | // Set current terrain attributes | 133 | // Set current terrain attributes |
117 | BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction); | 134 | PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); |
118 | BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | 135 | PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); |
119 | BulletSimAPI.SetRestitution2(m_terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | 136 | PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); |
120 | BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 137 | PhysicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); |
138 | PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); | ||
121 | 139 | ||
122 | // Static objects are not very massive. | 140 | // Static objects are not very massive. |
123 | BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); | 141 | PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); |
124 | 142 | ||
125 | // Return the new terrain to the world of physical objects | 143 | // Put the new terrain to the world of physical objects |
126 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 144 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody); |
127 | 145 | ||
128 | // redo its bounding box now that it is in the world | 146 | // Redo its bounding box now that it is in the world |
129 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 147 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody); |
130 | 148 | ||
131 | BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr, | 149 | m_terrainBody.collisionType = CollisionType.Terrain; |
132 | (uint)CollisionFilterGroups.TerrainFilter, | 150 | m_terrainBody.ApplyCollisionMask(PhysicsScene); |
133 | (uint)CollisionFilterGroups.TerrainMask); | 151 | |
152 | if (BSParam.UseSingleSidedMeshes) | ||
153 | { | ||
154 | PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); | ||
155 | PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); | ||
156 | } | ||
134 | 157 | ||
135 | // Make it so the terrain will not move or be considered for movement. | 158 | // Make it so the terrain will not move or be considered for movement. |
136 | BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | 159 | PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); |
137 | } | 160 | } |
138 | 161 | ||
139 | public override void Dispose() | 162 | public override void Dispose() |
140 | { | 163 | { |
141 | if (m_terrainBody.ptr != IntPtr.Zero) | 164 | if (m_terrainBody.HasPhysicalBody) |
142 | { | 165 | { |
143 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 166 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody); |
144 | // Frees both the body and the shape. | 167 | // Frees both the body and the shape. |
145 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 168 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody); |
169 | m_terrainBody.Clear(); | ||
170 | m_terrainShape.Clear(); | ||
146 | } | 171 | } |
147 | } | 172 | } |
148 | 173 | ||
149 | public override float GetHeightAtXYZ(Vector3 pos) | 174 | public override float GetTerrainHeightAtXYZ(Vector3 pos) |
150 | { | 175 | { |
151 | // For the moment use the saved heightmap to get the terrain height. | 176 | // For the moment use the saved heightmap to get the terrain height. |
152 | // TODO: raycast downward to find the true terrain below the position. | 177 | // TODO: raycast downward to find the true terrain below the position. |
@@ -167,14 +192,17 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
167 | return ret; | 192 | return ret; |
168 | } | 193 | } |
169 | 194 | ||
195 | // The passed position is relative to the base of the region. | ||
196 | public override float GetWaterLevelAtXYZ(Vector3 pos) | ||
197 | { | ||
198 | return PhysicsScene.SimpleWaterLevel; | ||
199 | } | ||
200 | |||
170 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | 201 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). |
171 | // Return 'true' if successfully created. | 202 | // Return 'true' if successfully created. |
172 | public static bool ConvertHeightmapToMesh( | 203 | public static bool ConvertHeightmapToMesh( BSScene physicsScene, |
173 | BSScene physicsScene, | ||
174 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | 204 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap |
175 | float extentX, float extentY, // zero based range for output vertices | ||
176 | Vector3 extentBase, // base to be added to all vertices | 205 | Vector3 extentBase, // base to be added to all vertices |
177 | float magnification, // number of vertices to create between heightMap coords | ||
178 | out int indicesCountO, out int[] indicesO, | 206 | out int indicesCountO, out int[] indicesO, |
179 | out int verticesCountO, out float[] verticesO) | 207 | out int verticesCountO, out float[] verticesO) |
180 | { | 208 | { |
@@ -188,43 +216,47 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
188 | // Simple mesh creation which assumes magnification == 1. | 216 | // Simple mesh creation which assumes magnification == 1. |
189 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. | 217 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. |
190 | 218 | ||
219 | // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop | ||
220 | // from zero to <= sizeX). The triangle indices are then generated as two triangles | ||
221 | // per heightmap point. There are sizeX by sizeY of these squares. The extra row and | ||
222 | // column of vertices are used to complete the triangles of the last row and column | ||
223 | // of the heightmap. | ||
191 | try | 224 | try |
192 | { | 225 | { |
193 | // One vertice per heightmap value plus the vertices off the top and bottom edge. | 226 | // One vertice per heightmap value plus the vertices off the side and bottom edge. |
194 | int totalVertices = (sizeX + 1) * (sizeY + 1); | 227 | int totalVertices = (sizeX + 1) * (sizeY + 1); |
195 | vertices = new float[totalVertices * 3]; | 228 | vertices = new float[totalVertices * 3]; |
196 | int totalIndices = sizeX * sizeY * 6; | 229 | int totalIndices = sizeX * sizeY * 6; |
197 | indices = new int[totalIndices]; | 230 | indices = new int[totalIndices]; |
198 | 231 | ||
199 | float magX = (float)sizeX / extentX; | 232 | if (physicsScene != null) |
200 | float magY = (float)sizeY / extentY; | 233 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3}", |
201 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", | 234 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase); |
202 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); | 235 | float minHeight = float.MaxValue; |
203 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | 236 | // Note that sizeX+1 vertices are created since there is land between this and the next region. |
204 | for (int yy = 0; yy <= sizeY; yy++) | 237 | for (int yy = 0; yy <= sizeY; yy++) |
205 | { | 238 | { |
206 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times | 239 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times |
207 | { | 240 | { |
208 | int offset = yy * sizeX + xx; | 241 | int offset = yy * sizeX + xx; |
209 | // Extend the height from the height from the last row or column | 242 | // Extend the height with the height from the last row or column |
210 | if (yy == sizeY) offset -= sizeX; | 243 | if (yy == sizeY) offset -= sizeX; |
211 | if (xx == sizeX) offset -= 1; | 244 | if (xx == sizeX) offset -= 1; |
212 | float height = heightMap[offset]; | 245 | float height = heightMap[offset]; |
213 | vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; | 246 | minHeight = Math.Min(minHeight, height); |
214 | vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; | 247 | vertices[verticesCount + 0] = (float)xx + extentBase.X; |
248 | vertices[verticesCount + 1] = (float)yy + extentBase.Y; | ||
215 | vertices[verticesCount + 2] = height + extentBase.Z; | 249 | vertices[verticesCount + 2] = height + extentBase.Z; |
216 | verticesCount += 3; | 250 | verticesCount += 3; |
217 | } | 251 | } |
218 | } | 252 | } |
219 | verticesCount = verticesCount / 3; | 253 | verticesCount = verticesCount / 3; |
220 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeVerts,verCount={1}", | ||
221 | BSScene.DetailLogZero, verticesCount); | ||
222 | 254 | ||
223 | for (int yy = 0; yy < sizeY; yy++) | 255 | for (int yy = 0; yy < sizeY; yy++) |
224 | { | 256 | { |
225 | for (int xx = 0; xx < sizeX; xx++) | 257 | for (int xx = 0; xx < sizeX; xx++) |
226 | { | 258 | { |
227 | int offset = yy * sizeX + xx; | 259 | int offset = yy * (sizeX + 1) + xx; |
228 | // Each vertices is presumed to be the upper left corner of a box of two triangles | 260 | // Each vertices is presumed to be the upper left corner of a box of two triangles |
229 | indices[indicesCount + 0] = offset; | 261 | indices[indicesCount + 0] = offset; |
230 | indices[indicesCount + 1] = offset + 1; | 262 | indices[indicesCount + 1] = offset + 1; |
@@ -235,13 +267,166 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
235 | indicesCount += 6; | 267 | indicesCount += 6; |
236 | } | 268 | } |
237 | } | 269 | } |
238 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeIndices,indCount={1}", // DEEBUG DEBUG DEBUG | 270 | |
239 | LogHeader, indicesCount); // DEBUG | 271 | ret = true; |
272 | } | ||
273 | catch (Exception e) | ||
274 | { | ||
275 | if (physicsScene != null) | ||
276 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
277 | LogHeader, physicsScene.RegionName, extentBase, e); | ||
278 | } | ||
279 | |||
280 | indicesCountO = indicesCount; | ||
281 | indicesO = indices; | ||
282 | verticesCountO = verticesCount; | ||
283 | verticesO = vertices; | ||
284 | |||
285 | return ret; | ||
286 | } | ||
287 | |||
288 | private class HeightMapGetter | ||
289 | { | ||
290 | private float[] m_heightMap; | ||
291 | private int m_sizeX; | ||
292 | private int m_sizeY; | ||
293 | public HeightMapGetter(float[] pHeightMap, int pSizeX, int pSizeY) | ||
294 | { | ||
295 | m_heightMap = pHeightMap; | ||
296 | m_sizeX = pSizeX; | ||
297 | m_sizeY = pSizeY; | ||
298 | } | ||
299 | // The heightmap is extended as an infinite plane at the last height | ||
300 | public float GetHeight(int xx, int yy) | ||
301 | { | ||
302 | int offset = 0; | ||
303 | // Extend the height with the height from the last row or column | ||
304 | if (yy >= m_sizeY) | ||
305 | if (xx >= m_sizeX) | ||
306 | offset = (m_sizeY - 1) * m_sizeX + (m_sizeX - 1); | ||
307 | else | ||
308 | offset = (m_sizeY - 1) * m_sizeX + xx; | ||
309 | else | ||
310 | if (xx >= m_sizeX) | ||
311 | offset = yy * m_sizeX + (m_sizeX - 1); | ||
312 | else | ||
313 | offset = yy * m_sizeX + xx; | ||
314 | |||
315 | return m_heightMap[offset]; | ||
316 | } | ||
317 | } | ||
318 | |||
319 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||
320 | // Version that handles magnification. | ||
321 | // Return 'true' if successfully created. | ||
322 | public static bool ConvertHeightmapToMesh2( BSScene physicsScene, | ||
323 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | ||
324 | int magnification, // number of vertices per heighmap step | ||
325 | Vector3 extent, // dimensions of the output mesh | ||
326 | Vector3 extentBase, // base to be added to all vertices | ||
327 | out int indicesCountO, out int[] indicesO, | ||
328 | out int verticesCountO, out float[] verticesO) | ||
329 | { | ||
330 | bool ret = false; | ||
331 | |||
332 | int indicesCount = 0; | ||
333 | int verticesCount = 0; | ||
334 | int[] indices = new int[0]; | ||
335 | float[] vertices = new float[0]; | ||
336 | |||
337 | HeightMapGetter hmap = new HeightMapGetter(heightMap, sizeX, sizeY); | ||
338 | |||
339 | // The vertices dimension of the output mesh | ||
340 | int meshX = sizeX * magnification; | ||
341 | int meshY = sizeY * magnification; | ||
342 | // The output size of one mesh step | ||
343 | float meshXStep = extent.X / meshX; | ||
344 | float meshYStep = extent.Y / meshY; | ||
345 | |||
346 | // Create an array of vertices that is meshX+1 by meshY+1 (note the loop | ||
347 | // from zero to <= meshX). The triangle indices are then generated as two triangles | ||
348 | // per heightmap point. There are meshX by meshY of these squares. The extra row and | ||
349 | // column of vertices are used to complete the triangles of the last row and column | ||
350 | // of the heightmap. | ||
351 | try | ||
352 | { | ||
353 | // Vertices for the output heightmap plus one on the side and bottom to complete triangles | ||
354 | int totalVertices = (meshX + 1) * (meshY + 1); | ||
355 | vertices = new float[totalVertices * 3]; | ||
356 | int totalIndices = meshX * meshY * 6; | ||
357 | indices = new int[totalIndices]; | ||
358 | |||
359 | if (physicsScene != null) | ||
360 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,inSize={1},outSize={2},totVert={3},totInd={4},extentBase={5}", | ||
361 | BSScene.DetailLogZero, new Vector2(sizeX, sizeY), new Vector2(meshX, meshY), | ||
362 | totalVertices, totalIndices, extentBase); | ||
363 | |||
364 | float minHeight = float.MaxValue; | ||
365 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||
366 | // Loop through the output vertices and compute the mediun height in between the input vertices | ||
367 | for (int yy = 0; yy <= meshY; yy++) | ||
368 | { | ||
369 | for (int xx = 0; xx <= meshX; xx++) // Hint: the "<=" means we go around sizeX + 1 times | ||
370 | { | ||
371 | float offsetY = (float)yy * (float)sizeY / (float)meshY; // The Y that is closest to the mesh point | ||
372 | int stepY = (int)offsetY; | ||
373 | float fractionalY = offsetY - (float)stepY; | ||
374 | float offsetX = (float)xx * (float)sizeX / (float)meshX; // The X that is closest to the mesh point | ||
375 | int stepX = (int)offsetX; | ||
376 | float fractionalX = offsetX - (float)stepX; | ||
377 | |||
378 | // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,xx={1},yy={2},offX={3},stepX={4},fractX={5},offY={6},stepY={7},fractY={8}", | ||
379 | // BSScene.DetailLogZero, xx, yy, offsetX, stepX, fractionalX, offsetY, stepY, fractionalY); | ||
380 | |||
381 | // get the four corners of the heightmap square the mesh point is in | ||
382 | float heightUL = hmap.GetHeight(stepX , stepY ); | ||
383 | float heightUR = hmap.GetHeight(stepX + 1, stepY ); | ||
384 | float heightLL = hmap.GetHeight(stepX , stepY + 1); | ||
385 | float heightLR = hmap.GetHeight(stepX + 1, stepY + 1); | ||
386 | |||
387 | // bilinear interplolation | ||
388 | float height = heightUL * (1 - fractionalX) * (1 - fractionalY) | ||
389 | + heightUR * fractionalX * (1 - fractionalY) | ||
390 | + heightLL * (1 - fractionalX) * fractionalY | ||
391 | + heightLR * fractionalX * fractionalY; | ||
392 | |||
393 | // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,heightUL={1},heightUR={2},heightLL={3},heightLR={4},heightMap={5}", | ||
394 | // BSScene.DetailLogZero, heightUL, heightUR, heightLL, heightLR, height); | ||
395 | |||
396 | minHeight = Math.Min(minHeight, height); | ||
397 | |||
398 | vertices[verticesCount + 0] = (float)xx * meshXStep + extentBase.X; | ||
399 | vertices[verticesCount + 1] = (float)yy * meshYStep + extentBase.Y; | ||
400 | vertices[verticesCount + 2] = height + extentBase.Z; | ||
401 | verticesCount += 3; | ||
402 | } | ||
403 | } | ||
404 | // The number of vertices generated | ||
405 | verticesCount /= 3; | ||
406 | |||
407 | // Loop through all the heightmap squares and create indices for the two triangles for that square | ||
408 | for (int yy = 0; yy < meshY; yy++) | ||
409 | { | ||
410 | for (int xx = 0; xx < meshX; xx++) | ||
411 | { | ||
412 | int offset = yy * (meshX + 1) + xx; | ||
413 | // Each vertices is presumed to be the upper left corner of a box of two triangles | ||
414 | indices[indicesCount + 0] = offset; | ||
415 | indices[indicesCount + 1] = offset + 1; | ||
416 | indices[indicesCount + 2] = offset + meshX + 1; // accounting for the extra column | ||
417 | indices[indicesCount + 3] = offset + 1; | ||
418 | indices[indicesCount + 4] = offset + meshX + 2; | ||
419 | indices[indicesCount + 5] = offset + meshX + 1; | ||
420 | indicesCount += 6; | ||
421 | } | ||
422 | } | ||
423 | |||
240 | ret = true; | 424 | ret = true; |
241 | } | 425 | } |
242 | catch (Exception e) | 426 | catch (Exception e) |
243 | { | 427 | { |
244 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | 428 | if (physicsScene != null) |
429 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
245 | LogHeader, physicsScene.RegionName, extentBase, e); | 430 | LogHeader, physicsScene.RegionName, extentBase, e); |
246 | } | 431 | } |
247 | 432 | ||