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authorRobert Adams2012-09-13 08:11:54 -0700
committerRobert Adams2012-09-15 15:31:29 -0700
commit2c5ff9399063080276a23bcd06fb696d653bef2e (patch)
tree3428eaff2697b562880c75f5f83eafcbb855c93e /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
parentAdd basic asset connector tests to check behaviour for normal, local and temp... (diff)
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BulletSim: Way too many changes in one commit.
Many changes to BSDynamic for readability and commentary. Linkset hacking for vehicles: don't over mass the root prim. Add parameter for link constraint solver iterations. Correct uses of timestep in timescale calculations for vehicles. Reorganize code/logic for making objects static and dynamic for readability and use of API2. Changed most calls in BSPrim to use API2 calls (the new way). Avatars do not generate default Bullet collision events but do call up to the simulator for every avatar. Reduces overhead. Objects added to collision list only if they are processing collisions. Reduces overhead especially for large numbers of avatars. Generalize call for water height to GetWaterHeightAtXYZ(). Catch and correct exception getting terrain height when out of bounds. Correct race condition in Terrain Manager where creation wasn't at taint-time. Add API calls for constructing compound shapes. Move NeedsMeshing() logic into object class. Reorganize logic for object meshing to reduce rebuilding of meshs/hulls.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs60
1 files changed, 38 insertions, 22 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 47d7199..d48462e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -154,27 +154,31 @@ public class BSTerrainManager
154 154
155 // The simulator wants to set a new heightmap for the terrain. 155 // The simulator wants to set a new heightmap for the terrain.
156 public void SetTerrain(float[] heightMap) { 156 public void SetTerrain(float[] heightMap) {
157 if (m_worldOffset != Vector3.Zero && m_parentScene != null) 157 float[] localHeightMap = heightMap;
158 m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate()
158 { 159 {
159 // If a child of a mega-region, we shouldn't have any terrain allocated for us 160 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
160 ReleaseGroundPlaneAndTerrain();
161 // If doing the mega-prim stuff and we are the child of the zero region,
162 // the terrain is added to our parent
163 if (m_parentScene is BSScene)
164 { 161 {
165 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", 162 // If a child of a mega-region, we shouldn't have any terrain allocated for us
166 BSScene.DetailLogZero, m_worldOffset, m_worldMax); 163 ReleaseGroundPlaneAndTerrain();
167 ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, 164 // If doing the mega-prim stuff and we are the child of the zero region,
168 heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); 165 // the terrain is added to our parent
166 if (m_parentScene is BSScene)
167 {
168 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
169 BSScene.DetailLogZero, m_worldOffset, m_worldMax);
170 ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
171 localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
172 }
169 } 173 }
170 } 174 else
171 else 175 {
172 { 176 // If not doing the mega-prim thing, just change the terrain
173 // If not doing the mega-prim thing, just change the terrain 177 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
174 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
175 178
176 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); 179 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
177 } 180 }
181 });
178 } 182 }
179 183
180 // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain 184 // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
@@ -319,6 +323,8 @@ public class BSTerrainManager
319 323
320 // Make sure the new shape is processed. 324 // Make sure the new shape is processed.
321 BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); 325 BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true);
326
327 m_terrainModified = true;
322 }; 328 };
323 329
324 // There is the option to do the changes now (we're already in 'taint time'), or 330 // There is the option to do the changes now (we're already in 'taint time'), or
@@ -357,6 +363,8 @@ public class BSTerrainManager
357 m_heightMaps.Add(terrainRegionBase, mapInfo); 363 m_heightMaps.Add(terrainRegionBase, mapInfo);
358 // Build the terrain 364 // Build the terrain
359 UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); 365 UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
366
367 m_terrainModified = true;
360 }; 368 };
361 369
362 // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. 370 // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time.
@@ -383,7 +391,7 @@ public class BSTerrainManager
383 private float lastHeightTX = 999999f; 391 private float lastHeightTX = 999999f;
384 private float lastHeightTY = 999999f; 392 private float lastHeightTY = 999999f;
385 private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; 393 private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
386 public float GetTerrainHeightAtXY(float tX, float tY) 394 private float GetTerrainHeightAtXY(float tX, float tY)
387 { 395 {
388 // You'd be surprized at the number of times this routine is called 396 // You'd be surprized at the number of times this routine is called
389 // with the same parameters as last time. 397 // with the same parameters as last time.
@@ -403,11 +411,18 @@ public class BSTerrainManager
403 { 411 {
404 float regionX = tX - offsetX; 412 float regionX = tX - offsetX;
405 float regionY = tY - offsetY; 413 float regionY = tY - offsetY;
406 if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0;
407 if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0;
408 int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; 414 int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
409 ret = mapInfo.heightMap[mapIndex]; 415 try
410 m_terrainModified = false; 416 {
417 ret = mapInfo.heightMap[mapIndex];
418 }
419 catch
420 {
421 // Sometimes they give us wonky values of X and Y. Give a warning and return something.
422 m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
423 LogHeader, terrainBaseXY, regionX, regionY);
424 ret = HEIGHT_GETHEIGHT_RET;
425 }
411 // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", 426 // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
412 // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); 427 // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
413 } 428 }
@@ -416,6 +431,7 @@ public class BSTerrainManager
416 m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", 431 m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
417 LogHeader, m_physicsScene.RegionName, tX, tY); 432 LogHeader, m_physicsScene.RegionName, tX, tY);
418 } 433 }
434 m_terrainModified = false;
419 lastHeight = ret; 435 lastHeight = ret;
420 return ret; 436 return ret;
421 } 437 }