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author | Robert Adams | 2012-12-16 21:14:48 -0800 |
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committer | Robert Adams | 2012-12-16 21:19:12 -0800 |
commit | 4cbc5082ffc5aa4818471cedf906c78038a7b0f9 (patch) | |
tree | 76467a16cc845ed5a96a6b30052211b3d41efa45 /OpenSim | |
parent | BulletSim: experimentally remove unit displacement from prim border crossing ... (diff) | |
download | opensim-SC_OLD-4cbc5082ffc5aa4818471cedf906c78038a7b0f9.zip opensim-SC_OLD-4cbc5082ffc5aa4818471cedf906c78038a7b0f9.tar.gz opensim-SC_OLD-4cbc5082ffc5aa4818471cedf906c78038a7b0f9.tar.bz2 opensim-SC_OLD-4cbc5082ffc5aa4818471cedf906c78038a7b0f9.tar.xz |
BulletSim: refactor to combine common terrain height testing code. Add function to test if a position is over known terrain.
Diffstat (limited to 'OpenSim')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 86 |
1 files changed, 48 insertions, 38 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index c68fd69..3428b9c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -332,6 +332,13 @@ public sealed class BSTerrainManager : IDisposable | |||
332 | return newTerrainPhys; | 332 | return newTerrainPhys; |
333 | } | 333 | } |
334 | 334 | ||
335 | // Return 'true' of this position is somewhere in known physical terrain space | ||
336 | public bool IsWithinKnownTerrain(Vector3 pos) | ||
337 | { | ||
338 | Vector3 terrainBaseXYZ; | ||
339 | BSTerrainPhys physTerrain; | ||
340 | return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); | ||
341 | } | ||
335 | 342 | ||
336 | // Given an X and Y, find the height of the terrain. | 343 | // Given an X and Y, find the height of the terrain. |
337 | // Since we could be handling multiple terrains for a mega-region, | 344 | // Since we could be handling multiple terrains for a mega-region, |
@@ -342,13 +349,13 @@ public sealed class BSTerrainManager : IDisposable | |||
342 | private float lastHeightTX = 999999f; | 349 | private float lastHeightTX = 999999f; |
343 | private float lastHeightTY = 999999f; | 350 | private float lastHeightTY = 999999f; |
344 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | 351 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; |
345 | public float GetTerrainHeightAtXYZ(Vector3 loc) | 352 | public float GetTerrainHeightAtXYZ(Vector3 pos) |
346 | { | 353 | { |
347 | float tX = loc.X; | 354 | float tX = pos.X; |
348 | float tY = loc.Y; | 355 | float tY = pos.Y; |
349 | // You'd be surprized at the number of times this routine is called | 356 | // You'd be surprized at the number of times this routine is called |
350 | // with the same parameters as last time. | 357 | // with the same parameters as last time. |
351 | if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) | 358 | if (!m_terrainModified && (lastHeightTX == tX) && (lastHeightTY == tY)) |
352 | return lastHeight; | 359 | return lastHeight; |
353 | m_terrainModified = false; | 360 | m_terrainModified = false; |
354 | 361 | ||
@@ -356,26 +363,20 @@ public sealed class BSTerrainManager : IDisposable | |||
356 | lastHeightTY = tY; | 363 | lastHeightTY = tY; |
357 | float ret = HEIGHT_GETHEIGHT_RET; | 364 | float ret = HEIGHT_GETHEIGHT_RET; |
358 | 365 | ||
359 | int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | 366 | Vector3 terrainBaseXYZ; |
360 | int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | 367 | BSTerrainPhys physTerrain; |
361 | Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); | 368 | if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ)) |
362 | |||
363 | lock (m_terrains) | ||
364 | { | 369 | { |
365 | BSTerrainPhys physTerrain; | 370 | ret = physTerrain.GetTerrainHeightAtXYZ(pos - terrainBaseXYZ); |
366 | if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain)) | ||
367 | { | ||
368 | ret = physTerrain.GetTerrainHeightAtXYZ(loc - terrainBaseXYZ); | ||
369 | } | ||
370 | else | ||
371 | { | ||
372 | PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | ||
373 | LogHeader, PhysicsScene.RegionName, tX, tY); | ||
374 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,loc={1},base={2}", | ||
375 | BSScene.DetailLogZero, loc, terrainBaseXYZ); | ||
376 | Util.PrintCallStack(); // DEBUG DEBUG DEBUG | ||
377 | } | ||
378 | } | 371 | } |
372 | else | ||
373 | { | ||
374 | PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | ||
375 | LogHeader, PhysicsScene.RegionName, tX, tY); | ||
376 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", | ||
377 | BSScene.DetailLogZero, pos, terrainBaseXYZ); | ||
378 | } | ||
379 | |||
379 | lastHeight = ret; | 380 | lastHeight = ret; |
380 | return ret; | 381 | return ret; |
381 | } | 382 | } |
@@ -384,27 +385,36 @@ public sealed class BSTerrainManager : IDisposable | |||
384 | { | 385 | { |
385 | float ret = WATER_HEIGHT_GETHEIGHT_RET; | 386 | float ret = WATER_HEIGHT_GETHEIGHT_RET; |
386 | 387 | ||
387 | float tX = pos.X; | 388 | Vector3 terrainBaseXYZ; |
388 | float tY = pos.Y; | 389 | BSTerrainPhys physTerrain; |
390 | if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ)) | ||
391 | { | ||
392 | ret = physTerrain.GetWaterLevelAtXYZ(pos); | ||
393 | } | ||
394 | else | ||
395 | { | ||
396 | PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", | ||
397 | LogHeader, PhysicsScene.RegionName, pos, terrainBaseXYZ, ret); | ||
398 | } | ||
399 | return ret; | ||
400 | } | ||
389 | 401 | ||
390 | Vector3 terrainBaseXYZ = Vector3.Zero; | 402 | // Given an address, return 'true' of there is a description of that terrain and output |
391 | terrainBaseXYZ.X = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | 403 | // the descriptor class and the 'base' fo the addresses therein. |
392 | terrainBaseXYZ.Y = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | 404 | private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) |
405 | { | ||
406 | int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | ||
407 | int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | ||
408 | Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); | ||
393 | 409 | ||
410 | BSTerrainPhys physTerrain = null; | ||
394 | lock (m_terrains) | 411 | lock (m_terrains) |
395 | { | 412 | { |
396 | BSTerrainPhys physTerrain; | 413 | m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); |
397 | if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain)) | ||
398 | { | ||
399 | ret = physTerrain.GetWaterLevelAtXYZ(pos); | ||
400 | } | ||
401 | else | ||
402 | { | ||
403 | PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | ||
404 | LogHeader, PhysicsScene.RegionName, tX, tY); | ||
405 | } | ||
406 | } | 414 | } |
407 | return ret; | 415 | outTerrainBase = terrainBaseXYZ; |
416 | outPhysTerrain = physTerrain; | ||
417 | return (physTerrain != null); | ||
408 | } | 418 | } |
409 | 419 | ||
410 | // Although no one seems to check this, I do support combining. | 420 | // Although no one seems to check this, I do support combining. |