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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs74
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs46
2 files changed, 44 insertions, 76 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index b88f561..097cd3e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -241,38 +241,20 @@ public sealed class BSTerrainManager
241 BSTerrainPhys terrainPhys; 241 BSTerrainPhys terrainPhys;
242 if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) 242 if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
243 { 243 {
244 // If this is terrain we know about, it's easy to update 244 // There is already a terrain in this spot. Free the old and build the new.
245 245 DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
246 DetailLog("{0},UpdateTerrain:UpdateExisting,call,terrainBase={1}", BSScene.DetailLogZero, terrainRegionBase); 246 BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
247 247
248 PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate() 248 PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate()
249 { 249 {
250 // Remove old terrain from the collection 250 // Remove old terrain from the collection
251 m_terrains.Remove(terrainPhys.TerrainBase); 251 m_terrains.Remove(terrainRegionBase);
252 // Release any physical memory it may be using. 252 // Release any physical memory it may be using.
253 terrainPhys.Dispose(); 253 terrainPhys.Dispose();
254 254
255 BSTerrainPhys newTerrainPhys = null; ;
256 if (MegaRegionParentPhysicsScene == null) 255 if (MegaRegionParentPhysicsScene == null)
257 { 256 {
258 // TODO: redo terrain implementation selection to be centralized (there is another 257 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
259 // use below) and to accept an asset specification (for a mesh).
260 switch ((int)PhysicsScene.Params.terrainImplementation)
261 {
262 case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
263 newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
264 heightMap, minCoords, maxCoords);
265 break;
266 case (int)BSTerrainPhys.TerrainImplementation.Mesh:
267 newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
268 heightMap, minCoords, maxCoords);
269 break;
270 default:
271 PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}",
272 LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation);
273 break;
274 }
275
276 m_terrains.Add(terrainRegionBase, newTerrainPhys); 258 m_terrains.Add(terrainRegionBase, newTerrainPhys);
277 259
278 m_terrainModified = true; 260 m_terrainModified = true;
@@ -313,22 +295,7 @@ public sealed class BSTerrainManager
313 { 295 {
314 DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}", 296 DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}",
315 BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y); 297 BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
316 BSTerrainPhys newTerrainPhys = null; 298 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
317 switch ((int)PhysicsScene.Params.terrainImplementation)
318 {
319 case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
320 newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
321 heightMap, minCoords, maxCoords);
322 break;
323 case (int)BSTerrainPhys.TerrainImplementation.Mesh:
324 newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
325 heightMap, minCoords, maxCoords);
326 break;
327 default:
328 PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}",
329 LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation);
330 break;
331 }
332 m_terrains.Add(terrainRegionBase, newTerrainPhys); 299 m_terrains.Add(terrainRegionBase, newTerrainPhys);
333 300
334 m_terrainModified = true; 301 m_terrainModified = true;
@@ -336,6 +303,35 @@ public sealed class BSTerrainManager
336 } 303 }
337 } 304 }
338 305
306 // TODO: redo terrain implementation selection to allow other base types than heightMap.
307 private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
308 {
309 PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
310 LogHeader, PhysicsScene.RegionName, terrainRegionBase,
311 PhysicsScene.Params.terrainImplementation);
312 BSTerrainPhys newTerrainPhys = null;
313 switch ((int)PhysicsScene.Params.terrainImplementation)
314 {
315 case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
316 newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
317 heightMap, minCoords, maxCoords);
318 break;
319 case (int)BSTerrainPhys.TerrainImplementation.Mesh:
320 newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
321 heightMap, minCoords, maxCoords);
322 break;
323 default:
324 PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
325 LogHeader,
326 (int)PhysicsScene.Params.terrainImplementation,
327 PhysicsScene.Params.terrainImplementation,
328 PhysicsScene.RegionName, terrainRegionBase);
329 break;
330 }
331 return newTerrainPhys;
332 }
333
334
339 // Given an X and Y, find the height of the terrain. 335 // Given an X and Y, find the height of the terrain.
340 // Since we could be handling multiple terrains for a mega-region, 336 // Since we could be handling multiple terrains for a mega-region,
341 // the base of the region is calcuated assuming all regions are 337 // the base of the region is calcuated assuming all regions are
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;