diff options
author | Justin Clark-Casey (justincc) | 2013-03-28 22:35:24 +0000 |
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committer | Justin Clark-Casey (justincc) | 2013-03-28 22:35:24 +0000 |
commit | e97567e22740b7161ae1c0fe45c2dcec3abbfd4b (patch) | |
tree | f65f8fd3f57b51280b7ff6ddda7a132650b44bb7 /OpenSim/Region | |
parent | Move the simulator-side RezAttachments call on login to SP.MakeRootAgent with... (diff) | |
parent | BulletSim: fix race condition when creating very large mega-regions. (diff) | |
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region')
5 files changed, 64 insertions, 43 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e208d3a..90c2d9c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -479,7 +479,7 @@ public sealed class BSCharacter : BSPhysObject | |||
479 | // The character is out of the known/simulated area. | 479 | // The character is out of the known/simulated area. |
480 | // Force the avatar position to be within known. ScenePresence will use the position | 480 | // Force the avatar position to be within known. ScenePresence will use the position |
481 | // plus the velocity to decide if the avatar is moving out of the region. | 481 | // plus the velocity to decide if the avatar is moving out of the region. |
482 | RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); | 482 | RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); |
483 | DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); | 483 | DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); |
484 | return true; | 484 | return true; |
485 | } | 485 | } |
@@ -898,7 +898,7 @@ public sealed class BSCharacter : BSPhysObject | |||
898 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | 898 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
899 | if (PositionSanityCheck(true)) | 899 | if (PositionSanityCheck(true)) |
900 | { | 900 | { |
901 | DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position); | 901 | DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position); |
902 | entprop.Position = _position; | 902 | entprop.Position = _position; |
903 | } | 903 | } |
904 | 904 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs index 92d62ff..ee77d6e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs | |||
@@ -180,11 +180,14 @@ public static class BSMaterials | |||
180 | // Use reflection to set the value in the attribute structure. | 180 | // Use reflection to set the value in the attribute structure. |
181 | private static void SetAttributeValue(int matType, string attribName, float val) | 181 | private static void SetAttributeValue(int matType, string attribName, float val) |
182 | { | 182 | { |
183 | // Get the current attribute values for this material | ||
183 | MaterialAttributes thisAttrib = Attributes[matType]; | 184 | MaterialAttributes thisAttrib = Attributes[matType]; |
185 | // Find the field for the passed attribute name (eg, find field named 'friction') | ||
184 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); | 186 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); |
185 | if (fieldInfo != null) | 187 | if (fieldInfo != null) |
186 | { | 188 | { |
187 | fieldInfo.SetValue(thisAttrib, val); | 189 | fieldInfo.SetValue(thisAttrib, val); |
190 | // Copy new attributes back to array -- since MaterialAttributes is 'struct', passed by value, not reference. | ||
188 | Attributes[matType] = thisAttrib; | 191 | Attributes[matType] = thisAttrib; |
189 | } | 192 | } |
190 | } | 193 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index f3454c8..385ed9e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -482,7 +482,7 @@ public static class BSParam | |||
482 | (s) => { return TerrainImplementation; }, | 482 | (s) => { return TerrainImplementation; }, |
483 | (s,v) => { TerrainImplementation = v; } ), | 483 | (s,v) => { TerrainImplementation = v; } ), |
484 | new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , | 484 | new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , |
485 | 3, | 485 | 2, |
486 | (s) => { return TerrainMeshMagnification; }, | 486 | (s) => { return TerrainMeshMagnification; }, |
487 | (s,v) => { TerrainMeshMagnification = v; } ), | 487 | (s,v) => { TerrainMeshMagnification = v; } ), |
488 | new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" , | 488 | new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" , |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index a60946d..b2fb835 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -132,6 +132,7 @@ public sealed class BSTerrainManager : IDisposable | |||
132 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | 132 | // safe to call Bullet in real time. We hope no one is moving prims around yet. |
133 | public void CreateInitialGroundPlaneAndTerrain() | 133 | public void CreateInitialGroundPlaneAndTerrain() |
134 | { | 134 | { |
135 | DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName); | ||
135 | // The ground plane is here to catch things that are trying to drop to negative infinity | 136 | // The ground plane is here to catch things that are trying to drop to negative infinity |
136 | BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); | 137 | BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); |
137 | m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, | 138 | m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, |
@@ -145,14 +146,18 @@ public sealed class BSTerrainManager : IDisposable | |||
145 | m_groundPlane.collisionType = CollisionType.Groundplane; | 146 | m_groundPlane.collisionType = CollisionType.Groundplane; |
146 | m_groundPlane.ApplyCollisionMask(PhysicsScene); | 147 | m_groundPlane.ApplyCollisionMask(PhysicsScene); |
147 | 148 | ||
148 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | ||
149 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); | 149 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); |
150 | m_terrains.Add(Vector3.Zero, initialTerrain); | 150 | lock (m_terrains) |
151 | { | ||
152 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | ||
153 | m_terrains.Add(Vector3.Zero, initialTerrain); | ||
154 | } | ||
151 | } | 155 | } |
152 | 156 | ||
153 | // Release all the terrain structures we might have allocated | 157 | // Release all the terrain structures we might have allocated |
154 | public void ReleaseGroundPlaneAndTerrain() | 158 | public void ReleaseGroundPlaneAndTerrain() |
155 | { | 159 | { |
160 | DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName); | ||
156 | if (m_groundPlane.HasPhysicalBody) | 161 | if (m_groundPlane.HasPhysicalBody) |
157 | { | 162 | { |
158 | if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane)) | 163 | if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane)) |
@@ -193,11 +198,16 @@ public sealed class BSTerrainManager : IDisposable | |||
193 | // the terrain is added to our parent | 198 | // the terrain is added to our parent |
194 | if (MegaRegionParentPhysicsScene is BSScene) | 199 | if (MegaRegionParentPhysicsScene is BSScene) |
195 | { | 200 | { |
196 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | 201 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax); |
197 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | 202 | // This looks really odd but this region is passing its terrain to its mega-region root region |
198 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain( | 203 | // and the creation of the terrain must happen on the root region's taint thread and not |
199 | BSScene.CHILDTERRAIN_ID, localHeightMap, | 204 | // my taint thread. |
200 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | 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 | }); | ||
201 | } | 211 | } |
202 | } | 212 | } |
203 | else | 213 | else |
@@ -206,16 +216,16 @@ public sealed class BSTerrainManager : IDisposable | |||
206 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | 216 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); |
207 | 217 | ||
208 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, | 218 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, |
209 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | 219 | m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */); |
210 | } | 220 | } |
211 | }); | 221 | }); |
212 | } | 222 | } |
213 | 223 | ||
214 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | 224 | // If called for terrain has has not been previously allocated, a new terrain will be built |
215 | // based on the passed information. The 'id' should be either the terrain id or | 225 | // based on the passed information. The 'id' should be either the terrain id or |
216 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | 226 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. |
217 | // The latter feature is for creating child terrains for mega-regions. | 227 | // The latter feature is for creating child terrains for mega-regions. |
218 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | 228 | // If there is an existing terrain body, a new |
219 | // terrain shape is created and added to the body. | 229 | // terrain shape is created and added to the body. |
220 | // This call is most often used to update the heightMap and parameters of the terrain. | 230 | // This call is most often used to update the heightMap and parameters of the terrain. |
221 | // (The above does suggest that some simplification/refactoring is in order.) | 231 | // (The above does suggest that some simplification/refactoring is in order.) |
@@ -223,8 +233,8 @@ public sealed class BSTerrainManager : IDisposable | |||
223 | private void UpdateTerrain(uint id, float[] heightMap, | 233 | private void UpdateTerrain(uint id, float[] heightMap, |
224 | Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) | 234 | Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) |
225 | { | 235 | { |
226 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}", | 236 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3},inTaintTime={4}", |
227 | BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); | 237 | BSScene.DetailLogZero, id, minCoords, maxCoords, inTaintTime); |
228 | 238 | ||
229 | // Find high and low points of passed heightmap. | 239 | // Find high and low points of passed heightmap. |
230 | // The min and max passed in is usually the area objects can be in (maximum | 240 | // The min and max passed in is usually the area objects can be in (maximum |
@@ -253,7 +263,7 @@ public sealed class BSTerrainManager : IDisposable | |||
253 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) | 263 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) |
254 | { | 264 | { |
255 | // There is already a terrain in this spot. Free the old and build the new. | 265 | // There is already a terrain in this spot. Free the old and build the new. |
256 | DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", | 266 | DetailLog("{0},BSTErrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", |
257 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); | 267 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); |
258 | 268 | ||
259 | // Remove old terrain from the collection | 269 | // Remove old terrain from the collection |
@@ -292,7 +302,7 @@ public sealed class BSTerrainManager : IDisposable | |||
292 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) | 302 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) |
293 | newTerrainID = ++m_terrainCount; | 303 | newTerrainID = ++m_terrainCount; |
294 | 304 | ||
295 | DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", | 305 | DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", |
296 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); | 306 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); |
297 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | 307 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); |
298 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | 308 | m_terrains.Add(terrainRegionBase, newTerrainPhys); |
@@ -343,37 +353,35 @@ public sealed class BSTerrainManager : IDisposable | |||
343 | { | 353 | { |
344 | Vector3 ret = pPos; | 354 | Vector3 ret = pPos; |
345 | 355 | ||
356 | // First, base addresses are never negative so correct for that possible problem. | ||
357 | if (ret.X < 0f || ret.Y < 0f) | ||
358 | { | ||
359 | ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f); | ||
360 | ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f); | ||
361 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", | ||
362 | BSScene.DetailLogZero, pPos, ret); | ||
363 | } | ||
364 | |||
346 | // Can't do this function if we don't know about any terrain. | 365 | // Can't do this function if we don't know about any terrain. |
347 | if (m_terrains.Count == 0) | 366 | if (m_terrains.Count == 0) |
348 | return ret; | 367 | return ret; |
349 | 368 | ||
350 | int loopPrevention = 5; | 369 | int loopPrevention = 10; |
351 | Vector3 terrainBaseXYZ; | 370 | Vector3 terrainBaseXYZ; |
352 | BSTerrainPhys physTerrain; | 371 | BSTerrainPhys physTerrain; |
353 | while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ)) | 372 | while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ)) |
354 | { | 373 | { |
355 | // The passed position is not within a known terrain area. | 374 | // The passed position is not within a known terrain area. |
375 | // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region. | ||
356 | 376 | ||
357 | // First, base addresses are never negative so correct for that possible problem. | 377 | // Must be off the top of a region. Find an adjacent region to move into. |
358 | if (ret.X < 0f || ret.Y < 0f) | 378 | Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); |
359 | { | 379 | |
360 | if (ret.X < 0f) | 380 | ret.X = Math.Min(ret.X, adjacentTerrainBase.X + (ret.X % DefaultRegionSize.X)); |
361 | ret.X = 0f; | 381 | ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + (ret.X % DefaultRegionSize.Y)); |
362 | if (ret.Y < 0f) | 382 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", |
363 | ret.Y = 0f; | 383 | BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); |
364 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", | ||
365 | BSScene.DetailLogZero, pPos, ret); | ||
366 | } | ||
367 | else | ||
368 | { | ||
369 | // Must be off the top of a region. Find an adjacent region to move into. | ||
370 | Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); | ||
371 | 384 | ||
372 | ret.X = Math.Min(ret.X, adjacentTerrainBase.X + DefaultRegionSize.X); | ||
373 | ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + DefaultRegionSize.Y); | ||
374 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", | ||
375 | BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); | ||
376 | } | ||
377 | if (loopPrevention-- < 0f) | 385 | if (loopPrevention-- < 0f) |
378 | { | 386 | { |
379 | // The 'while' is a little dangerous so this prevents looping forever if the | 387 | // The 'while' is a little dangerous so this prevents looping forever if the |
@@ -383,6 +391,7 @@ public sealed class BSTerrainManager : IDisposable | |||
383 | break; | 391 | break; |
384 | } | 392 | } |
385 | } | 393 | } |
394 | |||
386 | return ret; | 395 | return ret; |
387 | } | 396 | } |
388 | 397 | ||
@@ -479,11 +488,20 @@ public sealed class BSTerrainManager : IDisposable | |||
479 | private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase) | 488 | private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase) |
480 | { | 489 | { |
481 | Vector3 ret = pTerrainBase; | 490 | Vector3 ret = pTerrainBase; |
491 | |||
492 | // Can't do this function if we don't know about any terrain. | ||
493 | if (m_terrains.Count == 0) | ||
494 | return ret; | ||
495 | |||
496 | // Just some sanity | ||
497 | ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f); | ||
498 | ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f); | ||
482 | ret.Z = 0f; | 499 | ret.Z = 0f; |
500 | |||
483 | lock (m_terrains) | 501 | lock (m_terrains) |
484 | { | 502 | { |
485 | // Once down to the <0,0> region, we have to be done. | 503 | // Once down to the <0,0> region, we have to be done. |
486 | while (ret.X > 0f && ret.Y > 0f) | 504 | while (ret.X > 0f || ret.Y > 0f) |
487 | { | 505 | { |
488 | if (ret.X > 0f) | 506 | if (ret.X > 0f) |
489 | { | 507 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index a9cd8a1..2ce1513 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -98,20 +98,20 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
98 | if (!meshCreationSuccess) | 98 | if (!meshCreationSuccess) |
99 | { | 99 | { |
100 | // DISASTER!! | 100 | // DISASTER!! |
101 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID); | 101 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); |
102 | PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); | 102 | 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. | 103 | // Something is very messed up and a crash is in our future. |
104 | return; | 104 | return; |
105 | } | 105 | } |
106 | 106 | ||
107 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", | 107 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", |
108 | ID, indicesCount, indices.Length, verticesCount, vertices.Length); | 108 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); |
109 | 109 | ||
110 | m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); | 110 | m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); |
111 | if (!m_terrainShape.HasPhysicalShape) | 111 | if (!m_terrainShape.HasPhysicalShape) |
112 | { | 112 | { |
113 | // DISASTER!! | 113 | // DISASTER!! |
114 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); | 114 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); |
115 | PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | 115 | 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. | 116 | // Something is very messed up and a crash is in our future. |
117 | return; | 117 | return; |
@@ -151,7 +151,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
151 | 151 | ||
152 | if (BSParam.UseSingleSidedMeshes) | 152 | if (BSParam.UseSingleSidedMeshes) |
153 | { | 153 | { |
154 | PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial", id); | 154 | PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); |
155 | PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); | 155 | PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); |
156 | } | 156 | } |
157 | 157 | ||