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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs4
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs5
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs24
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs1
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs195
7 files changed, 213 insertions, 20 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
index 3a27d2c..77ea3ed 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
@@ -286,7 +286,7 @@ public override void SetShapeCollisionMargin(BulletShape shape, float margin)
286{ 286{
287 BulletShapeUnman shapeu = shape as BulletShapeUnman; 287 BulletShapeUnman shapeu = shape as BulletShapeUnman;
288 if (shapeu != null && shapeu.HasPhysicalShape) 288 if (shapeu != null && shapeu.HasPhysicalShape)
289 BSAPICPP.SetShapeCollisionMargin2(shapeu.ptr, margin); 289 BSAPICPP.SetShapeCollisionMargin(shapeu.ptr, margin);
290} 290}
291 291
292public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale) 292public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale)
@@ -1420,7 +1420,7 @@ public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData)
1420public static extern bool IsNativeShape2(IntPtr shape); 1420public static extern bool IsNativeShape2(IntPtr shape);
1421 1421
1422[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1422[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1423public static extern void SetShapeCollisionMargin2(IntPtr shape, float margin); 1423public static extern void SetShapeCollisionMargin(IntPtr shape, float margin);
1424 1424
1425[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1425[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1426public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); 1426public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 38596fa..5549984 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -1201,8 +1201,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1201 1201
1202 VehicleAddForce(appliedGravity); 1202 VehicleAddForce(appliedGravity);
1203 1203
1204 VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},appliedForce={3}", 1204 VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}",
1205 Prim.LocalID, m_VehicleGravity, Prim.IsColliding, appliedGravity); 1205 Prim.LocalID, m_VehicleGravity,
1206 Prim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity);
1206 } 1207 }
1207 1208
1208 // ======================================================================= 1209 // =======================================================================
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 77bdacb..4d89a88 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -39,6 +39,20 @@ public static class BSParam
39{ 39{
40 private static string LogHeader = "[BULLETSIM PARAMETERS]"; 40 private static string LogHeader = "[BULLETSIM PARAMETERS]";
41 41
42 // Tuning notes:
43 // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575
44 // Contact points can be added even if the distance is positive. The constraint solver can deal with
45 // contacts with positive distances as well as negative (penetration). Contact points are discarded
46 // if the distance exceeds a certain threshold.
47 // Bullet has a contact processing threshold and a contact breaking threshold.
48 // If the distance is larger than the contact breaking threshold, it will be removed after one frame.
49 // If the distance is larger than the contact processing threshold, the constraint solver will ignore it.
50
51 // This is separate/independent from the collision margin. The collision margin increases the object a bit
52 // to improve collision detection performance and accuracy.
53 // ===================
54 // From:
55
42 // Level of Detail values kept as float because that's what the Meshmerizer wants 56 // Level of Detail values kept as float because that's what the Meshmerizer wants
43 public static float MeshLOD { get; private set; } 57 public static float MeshLOD { get; private set; }
44 public static float MeshCircularLOD { get; private set; } 58 public static float MeshCircularLOD { get; private set; }
@@ -74,9 +88,11 @@ public static class BSParam
74 public static bool ShouldRemoveZeroWidthTriangles { get; private set; } 88 public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
75 89
76 public static float TerrainImplementation { get; private set; } 90 public static float TerrainImplementation { get; private set; }
91 public static int TerrainMeshMagnification { get; private set; }
77 public static float TerrainFriction { get; private set; } 92 public static float TerrainFriction { get; private set; }
78 public static float TerrainHitFraction { get; private set; } 93 public static float TerrainHitFraction { get; private set; }
79 public static float TerrainRestitution { get; private set; } 94 public static float TerrainRestitution { get; private set; }
95 public static float TerrainContactProcessingThreshold { get; private set; }
80 public static float TerrainCollisionMargin { get; private set; } 96 public static float TerrainCollisionMargin { get; private set; }
81 97
82 public static float DefaultFriction { get; private set; } 98 public static float DefaultFriction { get; private set; }
@@ -446,6 +462,10 @@ public static class BSParam
446 (float)BSTerrainPhys.TerrainImplementation.Mesh, 462 (float)BSTerrainPhys.TerrainImplementation.Mesh,
447 (s) => { return TerrainImplementation; }, 463 (s) => { return TerrainImplementation; },
448 (s,v) => { TerrainImplementation = v; } ), 464 (s,v) => { TerrainImplementation = v; } ),
465 new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
466 3,
467 (s) => { return TerrainMeshMagnification; },
468 (s,v) => { TerrainMeshMagnification = v; } ),
449 new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" , 469 new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
450 0.3f, 470 0.3f,
451 (s) => { return TerrainFriction; }, 471 (s) => { return TerrainFriction; },
@@ -458,6 +478,10 @@ public static class BSParam
458 0f, 478 0f,
459 (s) => { return TerrainRestitution; }, 479 (s) => { return TerrainRestitution; },
460 (s,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), 480 (s,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ),
481 new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" ,
482 0.0f,
483 (s) => { return TerrainContactProcessingThreshold; },
484 (s,v) => { TerrainContactProcessingThreshold = v; /* TODO: set on real terrain */ } ),
461 new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" , 485 new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" ,
462 0.08f, 486 0.08f,
463 (s) => { return TerrainCollisionMargin; }, 487 (s) => { return TerrainCollisionMargin; },
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index a465613..2cbbe9a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -947,9 +947,9 @@ public class BSPrim : BSPhysObject
947 ZeroMotion(true); 947 ZeroMotion(true);
948 948
949 // Set various physical properties so other object interact properly 949 // Set various physical properties so other object interact properly
950 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
951 PhysicsScene.PE.SetFriction(PhysBody, Friction); 950 PhysicsScene.PE.SetFriction(PhysBody, Friction);
952 PhysicsScene.PE.SetRestitution(PhysBody, Restitution); 951 PhysicsScene.PE.SetRestitution(PhysBody, Restitution);
952 PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
953 953
954 // Mass is zero which disables a bunch of physics stuff in Bullet 954 // Mass is zero which disables a bunch of physics stuff in Bullet
955 UpdatePhysicalMassProperties(0f, false); 955 UpdatePhysicalMassProperties(0f, false);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 2e54a93..05c147d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -687,7 +687,7 @@ public sealed class BSShapeCollection : IDisposable
687 } 687 }
688 else 688 else
689 { 689 {
690 PhysicsScene.Logger.ErrorFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", 690 PhysicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}",
691 LogHeader, prim.PhysObjectName, prim.RawPosition, PhysicsScene.Name); 691 LogHeader, prim.PhysObjectName, prim.RawPosition, PhysicsScene.Name);
692 } 692 }
693 } 693 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index e8040d8..a60946d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -263,6 +263,7 @@ public sealed class BSTerrainManager : IDisposable
263 263
264 if (MegaRegionParentPhysicsScene == null) 264 if (MegaRegionParentPhysicsScene == null)
265 { 265 {
266 // This terrain is not part of the mega-region scheme. Create vanilla terrain.
266 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); 267 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
267 m_terrains.Add(terrainRegionBase, newTerrainPhys); 268 m_terrains.Add(terrainRegionBase, newTerrainPhys);
268 269
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index 57a5ff2..a9cd8a1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -76,11 +76,26 @@ 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);
@@ -88,6 +103,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
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 }
106
91 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", 107 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
92 ID, indicesCount, indices.Length, verticesCount, vertices.Length); 108 ID, indicesCount, indices.Length, verticesCount, vertices.Length);
93 109
@@ -112,11 +128,13 @@ public sealed class BSTerrainMesh : BSTerrainPhys
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 PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); 134 PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction);
118 PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); 135 PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction);
119 PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); 136 PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution);
137 PhysicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold);
120 PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); 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.
@@ -184,9 +202,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
184 // Return 'true' if successfully created. 202 // Return 'true' if successfully created.
185 public static bool ConvertHeightmapToMesh( BSScene physicsScene, 203 public static bool ConvertHeightmapToMesh( BSScene physicsScene,
186 float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap 204 float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
187 float extentX, float extentY, // zero based range for output vertices
188 Vector3 extentBase, // base to be added to all vertices 205 Vector3 extentBase, // base to be added to all vertices
189 float magnification, // number of vertices to create between heightMap coords
190 out int indicesCountO, out int[] indicesO, 206 out int indicesCountO, out int[] indicesO,
191 out int verticesCountO, out float[] verticesO) 207 out int verticesCountO, out float[] verticesO)
192 { 208 {
@@ -207,17 +223,15 @@ public sealed class BSTerrainMesh : BSTerrainPhys
207 // of the heightmap. 223 // of the heightmap.
208 try 224 try
209 { 225 {
210 // 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.
211 int totalVertices = (sizeX + 1) * (sizeY + 1); 227 int totalVertices = (sizeX + 1) * (sizeY + 1);
212 vertices = new float[totalVertices * 3]; 228 vertices = new float[totalVertices * 3];
213 int totalIndices = sizeX * sizeY * 6; 229 int totalIndices = sizeX * sizeY * 6;
214 indices = new int[totalIndices]; 230 indices = new int[totalIndices];
215 231
216 float magX = (float)sizeX / extentX;
217 float magY = (float)sizeY / extentY;
218 if (physicsScene != null) 232 if (physicsScene != null)
219 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", 233 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3}",
220 BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); 234 BSScene.DetailLogZero, totalVertices, totalIndices, extentBase);
221 float minHeight = float.MaxValue; 235 float minHeight = float.MaxValue;
222 // 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.
223 for (int yy = 0; yy <= sizeY; yy++) 237 for (int yy = 0; yy <= sizeY; yy++)
@@ -230,8 +244,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys
230 if (xx == sizeX) offset -= 1; 244 if (xx == sizeX) offset -= 1;
231 float height = heightMap[offset]; 245 float height = heightMap[offset];
232 minHeight = Math.Min(minHeight, height); 246 minHeight = Math.Min(minHeight, height);
233 vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; 247 vertices[verticesCount + 0] = (float)xx + extentBase.X;
234 vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; 248 vertices[verticesCount + 1] = (float)yy + extentBase.Y;
235 vertices[verticesCount + 2] = height + extentBase.Z; 249 vertices[verticesCount + 2] = height + extentBase.Z;
236 verticesCount += 3; 250 verticesCount += 3;
237 } 251 }
@@ -270,5 +284,158 @@ public sealed class BSTerrainMesh : BSTerrainPhys
270 284
271 return ret; 285 return ret;
272 } 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
424 ret = true;
425 }
426 catch (Exception e)
427 {
428 if (physicsScene != null)
429 physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
430 LogHeader, physicsScene.RegionName, extentBase, e);
431 }
432
433 indicesCountO = indicesCount;
434 indicesO = indices;
435 verticesCountO = verticesCount;
436 verticesO = vertices;
437
438 return ret;
439 }
273} 440}
274} 441}