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author | Diva Canto | 2015-08-30 20:06:53 -0700 |
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committer | Diva Canto | 2015-08-30 20:06:53 -0700 |
commit | 1d6b33bc2da3b312cff1d1802a73aacdf72b0385 (patch) | |
tree | 393736b501aac3b31eb0810bb72d926c7f14fbf8 /OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs | |
parent | Moved instantiation of SceneCommunicationService object to inside the scene c... (diff) | |
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Major renaming of Physics dlls / folders. No functional changes, just renames.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs')
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs | 441 |
1 files changed, 441 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs new file mode 100755 index 0000000..e4ca098 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs | |||
@@ -0,0 +1,441 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework; | ||
33 | using OpenSim.Region.CoreModules; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | |||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | |||
39 | using OpenMetaverse; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
42 | { | ||
43 | public sealed class BSTerrainMesh : BSTerrainPhys | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN MESH]"; | ||
46 | |||
47 | private float[] m_savedHeightMap; | ||
48 | int m_sizeX; | ||
49 | int m_sizeY; | ||
50 | |||
51 | BulletShape m_terrainShape; | ||
52 | BulletBody m_terrainBody; | ||
53 | |||
54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | ||
55 | : base(physicsScene, regionBase, id) | ||
56 | { | ||
57 | } | ||
58 | |||
59 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */) | ||
60 | : base(physicsScene, regionBase, id) | ||
61 | { | ||
62 | } | ||
63 | |||
64 | // Create terrain mesh from a heightmap. | ||
65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | ||
66 | Vector3 minCoords, Vector3 maxCoords) | ||
67 | : base(physicsScene, regionBase, id) | ||
68 | { | ||
69 | int indicesCount; | ||
70 | int[] indices; | ||
71 | int verticesCount; | ||
72 | float[] vertices; | ||
73 | |||
74 | m_savedHeightMap = initialMap; | ||
75 | |||
76 | m_sizeX = (int)(maxCoords.X - minCoords.X); | ||
77 | m_sizeY = (int)(maxCoords.Y - minCoords.Y); | ||
78 | |||
79 | bool meshCreationSuccess = false; | ||
80 | if (BSParam.TerrainMeshMagnification == 1) | ||
81 | { | ||
82 | // If a magnification of one, use the old routine that is tried and true. | ||
83 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_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(m_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) | ||
99 | { | ||
100 | // DISASTER!! | ||
101 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); | ||
102 | m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); | ||
103 | // Something is very messed up and a crash is in our future. | ||
104 | return; | ||
105 | } | ||
106 | |||
107 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", | ||
108 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); | ||
109 | |||
110 | m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); | ||
111 | if (!m_terrainShape.HasPhysicalShape) | ||
112 | { | ||
113 | // DISASTER!! | ||
114 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); | ||
115 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | ||
116 | // Something is very messed up and a crash is in our future. | ||
117 | return; | ||
118 | } | ||
119 | |||
120 | Vector3 pos = regionBase; | ||
121 | Quaternion rot = Quaternion.Identity; | ||
122 | |||
123 | m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); | ||
124 | if (!m_terrainBody.HasPhysicalBody) | ||
125 | { | ||
126 | // DISASTER!! | ||
127 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | ||
128 | // Something is very messed up and a crash is in our future. | ||
129 | return; | ||
130 | } | ||
131 | physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); | ||
132 | |||
133 | // Set current terrain attributes | ||
134 | m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); | ||
135 | m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); | ||
136 | m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); | ||
137 | m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); | ||
138 | m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); | ||
139 | |||
140 | // Static objects are not very massive. | ||
141 | m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); | ||
142 | |||
143 | // Put the new terrain to the world of physical objects | ||
144 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody); | ||
145 | |||
146 | // Redo its bounding box now that it is in the world | ||
147 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody); | ||
148 | |||
149 | m_terrainBody.collisionType = CollisionType.Terrain; | ||
150 | m_terrainBody.ApplyCollisionMask(m_physicsScene); | ||
151 | |||
152 | if (BSParam.UseSingleSidedMeshes) | ||
153 | { | ||
154 | m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); | ||
155 | m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); | ||
156 | } | ||
157 | |||
158 | // Make it so the terrain will not move or be considered for movement. | ||
159 | m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); | ||
160 | } | ||
161 | |||
162 | public override void Dispose() | ||
163 | { | ||
164 | if (m_terrainBody.HasPhysicalBody) | ||
165 | { | ||
166 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_terrainBody); | ||
167 | // Frees both the body and the shape. | ||
168 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_terrainBody); | ||
169 | m_terrainBody.Clear(); | ||
170 | m_terrainShape.Clear(); | ||
171 | } | ||
172 | } | ||
173 | |||
174 | public override float GetTerrainHeightAtXYZ(Vector3 pos) | ||
175 | { | ||
176 | // For the moment use the saved heightmap to get the terrain height. | ||
177 | // TODO: raycast downward to find the true terrain below the position. | ||
178 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
179 | |||
180 | int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X; | ||
181 | try | ||
182 | { | ||
183 | ret = m_savedHeightMap[mapIndex]; | ||
184 | } | ||
185 | catch | ||
186 | { | ||
187 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
188 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | ||
189 | LogHeader, TerrainBase, pos); | ||
190 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
191 | } | ||
192 | return ret; | ||
193 | } | ||
194 | |||
195 | // The passed position is relative to the base of the region. | ||
196 | public override float GetWaterLevelAtXYZ(Vector3 pos) | ||
197 | { | ||
198 | return m_physicsScene.SimpleWaterLevel; | ||
199 | } | ||
200 | |||
201 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||
202 | // Return 'true' if successfully created. | ||
203 | public static bool ConvertHeightmapToMesh( BSScene physicsScene, | ||
204 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | ||
205 | Vector3 extentBase, // base to be added to all vertices | ||
206 | out int indicesCountO, out int[] indicesO, | ||
207 | out int verticesCountO, out float[] verticesO) | ||
208 | { | ||
209 | bool ret = false; | ||
210 | |||
211 | int indicesCount = 0; | ||
212 | int verticesCount = 0; | ||
213 | int[] indices = new int[0]; | ||
214 | float[] vertices = new float[0]; | ||
215 | |||
216 | // Simple mesh creation which assumes magnification == 1. | ||
217 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. | ||
218 | |||
219 | // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop | ||
220 | // from zero to <= sizeX). The triangle indices are then generated as two triangles | ||
221 | // per heightmap point. There are sizeX by sizeY of these squares. The extra row and | ||
222 | // column of vertices are used to complete the triangles of the last row and column | ||
223 | // of the heightmap. | ||
224 | try | ||
225 | { | ||
226 | // One vertice per heightmap value plus the vertices off the side and bottom edge. | ||
227 | int totalVertices = (sizeX + 1) * (sizeY + 1); | ||
228 | vertices = new float[totalVertices * 3]; | ||
229 | int totalIndices = sizeX * sizeY * 6; | ||
230 | indices = new int[totalIndices]; | ||
231 | |||
232 | if (physicsScene != null) | ||
233 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3}", | ||
234 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase); | ||
235 | float minHeight = float.MaxValue; | ||
236 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||
237 | for (int yy = 0; yy <= sizeY; yy++) | ||
238 | { | ||
239 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times | ||
240 | { | ||
241 | int offset = yy * sizeX + xx; | ||
242 | // Extend the height with the height from the last row or column | ||
243 | if (yy == sizeY) offset -= sizeX; | ||
244 | if (xx == sizeX) offset -= 1; | ||
245 | float height = heightMap[offset]; | ||
246 | minHeight = Math.Min(minHeight, height); | ||
247 | vertices[verticesCount + 0] = (float)xx + extentBase.X; | ||
248 | vertices[verticesCount + 1] = (float)yy + extentBase.Y; | ||
249 | vertices[verticesCount + 2] = height + extentBase.Z; | ||
250 | verticesCount += 3; | ||
251 | } | ||
252 | } | ||
253 | verticesCount = verticesCount / 3; | ||
254 | |||
255 | for (int yy = 0; yy < sizeY; yy++) | ||
256 | { | ||
257 | for (int xx = 0; xx < sizeX; xx++) | ||
258 | { | ||
259 | int offset = yy * (sizeX + 1) + xx; | ||
260 | // Each vertices is presumed to be the upper left corner of a box of two triangles | ||
261 | indices[indicesCount + 0] = offset; | ||
262 | indices[indicesCount + 1] = offset + 1; | ||
263 | indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column | ||
264 | indices[indicesCount + 3] = offset + 1; | ||
265 | indices[indicesCount + 4] = offset + sizeX + 2; | ||
266 | indices[indicesCount + 5] = offset + sizeX + 1; | ||
267 | indicesCount += 6; | ||
268 | } | ||
269 | } | ||
270 | |||
271 | ret = true; | ||
272 | } | ||
273 | catch (Exception e) | ||
274 | { | ||
275 | if (physicsScene != null) | ||
276 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
277 | LogHeader, physicsScene.RegionName, extentBase, e); | ||
278 | } | ||
279 | |||
280 | indicesCountO = indicesCount; | ||
281 | indicesO = indices; | ||
282 | verticesCountO = verticesCount; | ||
283 | verticesO = vertices; | ||
284 | |||
285 | return ret; | ||
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 | } | ||
440 | } | ||
441 | } | ||