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authorRobert Adams2013-04-01 08:40:15 -0700
committerRobert Adams2013-04-01 18:03:09 -0700
commitebc1209fc97b835a46c53d33add1e390d2bb42e6 (patch)
treeee926a0712a452e462769ebd00c9aa712c306507 /OpenSim/Region/Physics/BulletSPlugin
parentUse Output instead of OutputFormat in appropriate places of XEngine status re... (diff)
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BulletSim: rearrange mega-region terrain code to make the thread flow
a little clearer.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs33
1 files changed, 18 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index b2fb835..cd15850 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -199,15 +199,8 @@ public sealed class BSTerrainManager : IDisposable
199 if (MegaRegionParentPhysicsScene is BSScene) 199 if (MegaRegionParentPhysicsScene is BSScene)
200 { 200 {
201 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax); 201 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax);
202 // This looks really odd but this region is passing its terrain to its mega-region root region 202 ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.AddMegaRegionChildTerrain(
203 // and the creation of the terrain must happen on the root region's taint thread and not 203 BSScene.CHILDTERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize);
204 // my taint thread.
205 ((BSScene)MegaRegionParentPhysicsScene).PostTaintObject("TerrainManager.SetTerrain.Mega-" + m_worldOffset.ToString(), 0, delegate()
206 {
207 ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
208 BSScene.CHILDTERRAIN_ID, localHeightMap,
209 m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */);
210 });
211 } 204 }
212 } 205 }
213 else 206 else
@@ -215,12 +208,23 @@ public sealed class BSTerrainManager : IDisposable
215 // If not doing the mega-prim thing, just change the terrain 208 // If not doing the mega-prim thing, just change the terrain
216 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); 209 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
217 210
218 UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, 211 UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize);
219 m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */);
220 } 212 }
221 }); 213 });
222 } 214 }
223 215
216 // Another region is calling this region passing a terrain.
217 // A region that is not the mega-region root will pass its terrain to the root region so the root region
218 // physics engine will have all the terrains.
219 private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
220 {
221 // Since we are called by another region's thread, the action must be rescheduled onto our processing thread.
222 PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + m_worldOffset.ToString(), 0, delegate()
223 {
224 UpdateTerrain(id, heightMap, minCoords, maxCoords);
225 });
226 }
227
224 // If called for terrain has has not been previously allocated, a new terrain will be built 228 // If called for terrain has has not been previously allocated, a new terrain will be built
225 // based on the passed information. The 'id' should be either the terrain id or 229 // based on the passed information. The 'id' should be either the terrain id or
226 // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. 230 // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
@@ -230,11 +234,10 @@ public sealed class BSTerrainManager : IDisposable
230 // This call is most often used to update the heightMap and parameters of the terrain. 234 // This call is most often used to update the heightMap and parameters of the terrain.
231 // (The above does suggest that some simplification/refactoring is in order.) 235 // (The above does suggest that some simplification/refactoring is in order.)
232 // Called during taint-time. 236 // Called during taint-time.
233 private void UpdateTerrain(uint id, float[] heightMap, 237 private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
234 Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
235 { 238 {
236 DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3},inTaintTime={4}", 239 DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}",
237 BSScene.DetailLogZero, id, minCoords, maxCoords, inTaintTime); 240 BSScene.DetailLogZero, id, minCoords, maxCoords);
238 241
239 // Find high and low points of passed heightmap. 242 // Find high and low points of passed heightmap.
240 // The min and max passed in is usually the area objects can be in (maximum 243 // The min and max passed in is usually the area objects can be in (maximum