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authorRobert Adams2012-09-18 11:26:19 -0700
committerRobert Adams2012-09-27 22:01:16 -0700
commit91efccabdcb45ed95ae35ab24ed5d3ed5508b463 (patch)
treefb801ca0bd72aae3427a5ca439f807ec3802d7c3 /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
parentBulletSim: move a bunch of common logic out of BSPrim and BSCharacter (diff)
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BulletSim: Convert BSCharacter to use common BSPhysObject code and variables.
Fix avatar height calculation to properly account for the capsule ends. Rearrange some locking in TerrainManager to eliminate possible race conditions. Move DetailLog() definition into common BSPhysObject class. Some variable renaming to make usage clearer (refactor.rename makes this so easy).
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs67
1 files changed, 34 insertions, 33 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index d48462e..c113db1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -57,10 +57,10 @@ public class BSTerrainManager
57 public const float TERRAIN_COLLISION_MARGIN = 0.0f; 57 public const float TERRAIN_COLLISION_MARGIN = 0.0f;
58 58
59 // Until the whole simulator is changed to pass us the region size, we rely on constants. 59 // Until the whole simulator is changed to pass us the region size, we rely on constants.
60 public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, 0f); 60 public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
61 61
62 // The scene that I am part of 62 // The scene that I am part of
63 private BSScene m_physicsScene; 63 private BSScene PhysicsScene { get; set; }
64 64
65 // The ground plane created to keep thing from falling to infinity. 65 // The ground plane created to keep thing from falling to infinity.
66 private BulletBody m_groundPlane; 66 private BulletBody m_groundPlane;
@@ -84,18 +84,18 @@ public class BSTerrainManager
84 // If the parent region (region 0), this is the extent of the combined regions 84 // If the parent region (region 0), this is the extent of the combined regions
85 // relative to the origin of region zero 85 // relative to the origin of region zero
86 private Vector3 m_worldMax; 86 private Vector3 m_worldMax;
87 private PhysicsScene m_parentScene; 87 private PhysicsScene MegaRegionParentPhysicsScene { get; set; }
88 88
89 public BSTerrainManager(BSScene physicsScene) 89 public BSTerrainManager(BSScene physicsScene)
90 { 90 {
91 m_physicsScene = physicsScene; 91 PhysicsScene = physicsScene;
92 m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>(); 92 m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
93 m_terrainModified = false; 93 m_terrainModified = false;
94 94
95 // Assume one region of default size 95 // Assume one region of default size
96 m_worldOffset = Vector3.Zero; 96 m_worldOffset = Vector3.Zero;
97 m_worldMax = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, 4096f); 97 m_worldMax = new Vector3(DefaultRegionSize);
98 m_parentScene = null; 98 MegaRegionParentPhysicsScene = null;
99 } 99 }
100 100
101 // Create the initial instance of terrain and the underlying ground plane. 101 // Create the initial instance of terrain and the underlying ground plane.
@@ -110,7 +110,7 @@ public class BSTerrainManager
110 BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN)); 110 BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN));
111 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, 111 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
112 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity)); 112 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity));
113 BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); 113 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, m_groundPlane.Ptr);
114 114
115 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); 115 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
116 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); 116 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
@@ -128,9 +128,9 @@ public class BSTerrainManager
128 { 128 {
129 if (m_groundPlane.Ptr != IntPtr.Zero) 129 if (m_groundPlane.Ptr != IntPtr.Zero)
130 { 130 {
131 if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr)) 131 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, m_groundPlane.Ptr))
132 { 132 {
133 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); 133 BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, m_groundPlane.Ptr);
134 } 134 }
135 m_groundPlane.Ptr = IntPtr.Zero; 135 m_groundPlane.Ptr = IntPtr.Zero;
136 } 136 }
@@ -143,9 +143,9 @@ public class BSTerrainManager
143 { 143 {
144 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) 144 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
145 { 145 {
146 if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr)) 146 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, kvp.Value.terrainBody.Ptr))
147 { 147 {
148 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr); 148 BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, kvp.Value.terrainBody.Ptr);
149 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); 149 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
150 } 150 }
151 } 151 }
@@ -155,19 +155,19 @@ public class BSTerrainManager
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 float[] localHeightMap = heightMap; 157 float[] localHeightMap = heightMap;
158 m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() 158 PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate()
159 { 159 {
160 if (m_worldOffset != Vector3.Zero && m_parentScene != null) 160 if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
161 { 161 {
162 // If a child of a mega-region, we shouldn't have any terrain allocated for us 162 // If a child of a mega-region, we shouldn't have any terrain allocated for us
163 ReleaseGroundPlaneAndTerrain(); 163 ReleaseGroundPlaneAndTerrain();
164 // If doing the mega-prim stuff and we are the child of the zero region, 164 // If doing the mega-prim stuff and we are the child of the zero region,
165 // the terrain is added to our parent 165 // the terrain is added to our parent
166 if (m_parentScene is BSScene) 166 if (MegaRegionParentPhysicsScene is BSScene)
167 { 167 {
168 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", 168 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
169 BSScene.DetailLogZero, m_worldOffset, m_worldMax); 169 BSScene.DetailLogZero, m_worldOffset, m_worldMax);
170 ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, 170 ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
171 localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); 171 localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
172 } 172 }
173 } 173 }
@@ -176,7 +176,8 @@ public class BSTerrainManager
176 // If not doing the mega-prim thing, just change the terrain 176 // If not doing the mega-prim thing, just change the terrain
177 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); 177 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
178 178
179 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); 179 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
180 m_worldOffset, m_worldOffset + DefaultRegionSize, true);
180 } 181 }
181 }); 182 });
182 } 183 }
@@ -232,7 +233,7 @@ public class BSTerrainManager
232 233
233 BSScene.TaintCallback rebuildOperation = delegate() 234 BSScene.TaintCallback rebuildOperation = delegate()
234 { 235 {
235 if (m_parentScene != null) 236 if (MegaRegionParentPhysicsScene != null)
236 { 237 {
237 // It's possible that Combine() was called after this code was queued. 238 // It's possible that Combine() was called after this code was queued.
238 // If we are a child of combined regions, we don't create any terrain for us. 239 // If we are a child of combined regions, we don't create any terrain for us.
@@ -252,10 +253,10 @@ public class BSTerrainManager
252 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); 253 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
253 254
254 // Remove from the dynamics world because we're going to mangle this object 255 // Remove from the dynamics world because we're going to mangle this object
255 BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 256 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
256 257
257 // Get rid of the old terrain 258 // Get rid of the old terrain
258 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 259 BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
259 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); 260 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
260 mapInfo.Ptr = IntPtr.Zero; 261 mapInfo.Ptr = IntPtr.Zero;
261 262
@@ -286,7 +287,7 @@ public class BSTerrainManager
286 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); 287 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
287 288
288 mapInfo.ID = id; 289 mapInfo.ID = id;
289 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.ID, 290 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.Ptr, mapInfo.ID,
290 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); 291 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
291 292
292 // The terrain object initial position is at the center of the object 293 // The terrain object initial position is at the center of the object
@@ -307,19 +308,19 @@ public class BSTerrainManager
307 m_heightMaps[terrainRegionBase] = mapInfo; 308 m_heightMaps[terrainRegionBase] = mapInfo;
308 309
309 // Set current terrain attributes 310 // Set current terrain attributes
310 BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainFriction); 311 BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainFriction);
311 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction); 312 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainHitFraction);
312 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainRestitution); 313 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainRestitution);
313 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); 314 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
314 315
315 BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero); 316 BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero);
316 BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr); 317 BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr);
317 318
318 // Return the new terrain to the world of physical objects 319 // Return the new terrain to the world of physical objects
319 BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 320 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
320 321
321 // redo its bounding box now that it is in the world 322 // redo its bounding box now that it is in the world
322 BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 323 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
323 324
324 // Make sure the new shape is processed. 325 // Make sure the new shape is processed.
325 BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); 326 BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true);
@@ -332,7 +333,7 @@ public class BSTerrainManager
332 if (doNow) 333 if (doNow)
333 rebuildOperation(); 334 rebuildOperation();
334 else 335 else
335 m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); 336 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
336 } 337 }
337 else 338 else
338 { 339 {
@@ -357,7 +358,7 @@ public class BSTerrainManager
357 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); 358 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
358 // Create a new mapInfo that will be filled with the new info 359 // Create a new mapInfo that will be filled with the new info
359 mapInfo = new BulletHeightMapInfo(id, heightMapX, 360 mapInfo = new BulletHeightMapInfo(id, heightMapX,
360 BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, newTerrainID, 361 BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.Ptr, newTerrainID,
361 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); 362 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
362 // Put the unfilled heightmap info into the collection of same 363 // Put the unfilled heightmap info into the collection of same
363 m_heightMaps.Add(terrainRegionBase, mapInfo); 364 m_heightMaps.Add(terrainRegionBase, mapInfo);
@@ -371,7 +372,7 @@ public class BSTerrainManager
371 if (doNow) 372 if (doNow)
372 createOperation(); 373 createOperation();
373 else 374 else
374 m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); 375 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);
375 } 376 }
376 } 377 }
377 378
@@ -419,7 +420,7 @@ public class BSTerrainManager
419 catch 420 catch
420 { 421 {
421 // Sometimes they give us wonky values of X and Y. Give a warning and return something. 422 // 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 PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
423 LogHeader, terrainBaseXY, regionX, regionY); 424 LogHeader, terrainBaseXY, regionX, regionY);
424 ret = HEIGHT_GETHEIGHT_RET; 425 ret = HEIGHT_GETHEIGHT_RET;
425 } 426 }
@@ -428,8 +429,8 @@ public class BSTerrainManager
428 } 429 }
429 else 430 else
430 { 431 {
431 m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", 432 PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
432 LogHeader, m_physicsScene.RegionName, tX, tY); 433 LogHeader, PhysicsScene.RegionName, tX, tY);
433 } 434 }
434 m_terrainModified = false; 435 m_terrainModified = false;
435 lastHeight = ret; 436 lastHeight = ret;
@@ -453,7 +454,7 @@ public class BSTerrainManager
453 { 454 {
454 m_worldOffset = offset; 455 m_worldOffset = offset;
455 m_worldMax = extents; 456 m_worldMax = extents;
456 m_parentScene = pScene; 457 MegaRegionParentPhysicsScene = pScene;
457 if (pScene != null) 458 if (pScene != null)
458 { 459 {
459 // We are a child. 460 // We are a child.
@@ -474,7 +475,7 @@ public class BSTerrainManager
474 475
475 private void DetailLog(string msg, params Object[] args) 476 private void DetailLog(string msg, params Object[] args)
476 { 477 {
477 m_physicsScene.PhysicsLogging.Write(msg, args); 478 PhysicsScene.PhysicsLogging.Write(msg, args);
478 } 479 }
479} 480}
480} 481}