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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs45
1 files changed, 28 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index dca7150..6dc0d92 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -88,11 +88,13 @@ public sealed class BSTerrainMesh : BSTerrainPhys
88 // 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.
89 return; 89 return;
90 } 90 }
91 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
92 ID, indicesCount, indices.Length, verticesCount, vertices.Length);
91 93
92 m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, 94 m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
93 indicesCount, indices, verticesCount, vertices), 95 indicesCount, indices, verticesCount, vertices),
94 BSPhysicsShapeType.SHAPE_MESH); 96 BSPhysicsShapeType.SHAPE_MESH);
95 if (m_terrainShape.ptr == IntPtr.Zero) 97 if (!m_terrainShape.HasPhysicalShape)
96 { 98 {
97 // DISASTER!! 99 // DISASTER!!
98 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); 100 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
@@ -105,7 +107,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
105 Quaternion rot = Quaternion.Identity; 107 Quaternion rot = Quaternion.Identity;
106 108
107 m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot)); 109 m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot));
108 if (m_terrainBody.ptr == IntPtr.Zero) 110 if (!m_terrainBody.HasPhysicalBody)
109 { 111 {
110 // DISASTER!! 112 // DISASTER!!
111 physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); 113 physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
@@ -122,15 +124,14 @@ public sealed class BSTerrainMesh : BSTerrainPhys
122 // Static objects are not very massive. 124 // Static objects are not very massive.
123 BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); 125 BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);
124 126
125 // Return the new terrain to the world of physical objects 127 // Put the new terrain to the world of physical objects
126 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); 128 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
127 129
128 // redo its bounding box now that it is in the world 130 // Redo its bounding box now that it is in the world
129 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); 131 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
130 132
131 BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr, 133 m_terrainBody.collisionType = CollisionType.Terrain;
132 (uint)CollisionFilterGroups.TerrainFilter, 134 m_terrainBody.ApplyCollisionMask();
133 (uint)CollisionFilterGroups.TerrainMask);
134 135
135 // Make it so the terrain will not move or be considered for movement. 136 // Make it so the terrain will not move or be considered for movement.
136 BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION); 137 BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
@@ -138,7 +139,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
138 139
139 public override void Dispose() 140 public override void Dispose()
140 { 141 {
141 if (m_terrainBody.ptr != IntPtr.Zero) 142 if (m_terrainBody.HasPhysicalBody)
142 { 143 {
143 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); 144 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
144 // Frees both the body and the shape. 145 // Frees both the body and the shape.
@@ -146,7 +147,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
146 } 147 }
147 } 148 }
148 149
149 public override float GetHeightAtXYZ(Vector3 pos) 150 public override float GetTerrainHeightAtXYZ(Vector3 pos)
150 { 151 {
151 // For the moment use the saved heightmap to get the terrain height. 152 // For the moment use the saved heightmap to get the terrain height.
152 // TODO: raycast downward to find the true terrain below the position. 153 // TODO: raycast downward to find the true terrain below the position.
@@ -167,6 +168,12 @@ public sealed class BSTerrainMesh : BSTerrainPhys
167 return ret; 168 return ret;
168 } 169 }
169 170
171 // The passed position is relative to the base of the region.
172 public override float GetWaterLevelAtXYZ(Vector3 pos)
173 {
174 return PhysicsScene.SimpleWaterLevel;
175 }
176
170 // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). 177 // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
171 // Return 'true' if successfully created. 178 // Return 'true' if successfully created.
172 public static bool ConvertHeightmapToMesh( 179 public static bool ConvertHeightmapToMesh(
@@ -188,6 +195,11 @@ public sealed class BSTerrainMesh : BSTerrainPhys
188 // Simple mesh creation which assumes magnification == 1. 195 // Simple mesh creation which assumes magnification == 1.
189 // TODO: do a more general solution that scales, adds new vertices and smoothes the result. 196 // TODO: do a more general solution that scales, adds new vertices and smoothes the result.
190 197
198 // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop
199 // from zero to <= sizeX). The triangle indices are then generated as two triangles
200 // per heightmap point. There are sizeX by sizeY of these squares. The extra row and
201 // column of vertices are used to complete the triangles of the last row and column
202 // of the heightmap.
191 try 203 try
192 { 204 {
193 // One vertice per heightmap value plus the vertices off the top and bottom edge. 205 // One vertice per heightmap value plus the vertices off the top and bottom edge.
@@ -200,16 +212,18 @@ public sealed class BSTerrainMesh : BSTerrainPhys
200 float magY = (float)sizeY / extentY; 212 float magY = (float)sizeY / extentY;
201 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", 213 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}",
202 BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); 214 BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY);
215 float minHeight = float.MaxValue;
203 // Note that sizeX+1 vertices are created since there is land between this and the next region. 216 // 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++) 217 for (int yy = 0; yy <= sizeY; yy++)
205 { 218 {
206 for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times 219 for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times
207 { 220 {
208 int offset = yy * sizeX + xx; 221 int offset = yy * sizeX + xx;
209 // Extend the height from the height from the last row or column 222 // Extend the height with the height from the last row or column
210 if (yy == sizeY) offset -= sizeX; 223 if (yy == sizeY) offset -= sizeX;
211 if (xx == sizeX) offset -= 1; 224 if (xx == sizeX) offset -= 1;
212 float height = heightMap[offset]; 225 float height = heightMap[offset];
226 minHeight = Math.Min(minHeight, height);
213 vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; 227 vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
214 vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; 228 vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
215 vertices[verticesCount + 2] = height + extentBase.Z; 229 vertices[verticesCount + 2] = height + extentBase.Z;
@@ -217,14 +231,12 @@ public sealed class BSTerrainMesh : BSTerrainPhys
217 } 231 }
218 } 232 }
219 verticesCount = verticesCount / 3; 233 verticesCount = verticesCount / 3;
220 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeVerts,verCount={1}",
221 BSScene.DetailLogZero, verticesCount);
222 234
223 for (int yy = 0; yy < sizeY; yy++) 235 for (int yy = 0; yy < sizeY; yy++)
224 { 236 {
225 for (int xx = 0; xx < sizeX; xx++) 237 for (int xx = 0; xx < sizeX; xx++)
226 { 238 {
227 int offset = yy * sizeX + xx; 239 int offset = yy * (sizeX + 1) + xx;
228 // Each vertices is presumed to be the upper left corner of a box of two triangles 240 // Each vertices is presumed to be the upper left corner of a box of two triangles
229 indices[indicesCount + 0] = offset; 241 indices[indicesCount + 0] = offset;
230 indices[indicesCount + 1] = offset + 1; 242 indices[indicesCount + 1] = offset + 1;
@@ -235,8 +247,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
235 indicesCount += 6; 247 indicesCount += 6;
236 } 248 }
237 } 249 }
238 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeIndices,indCount={1}", // DEEBUG DEBUG DEBUG 250
239 LogHeader, indicesCount); // DEBUG
240 ret = true; 251 ret = true;
241 } 252 }
242 catch (Exception e) 253 catch (Exception e)