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Diffstat (limited to 'OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs | 461 |
1 files changed, 0 insertions, 461 deletions
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs deleted file mode 100644 index 66d62f0..0000000 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs +++ /dev/null | |||
@@ -1,461 +0,0 @@ | |||
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.BulletSNPlugin | ||
42 | { | ||
43 | |||
44 | // The physical implementation of the terrain is wrapped in this class. | ||
45 | public abstract class BSTerrainPhys : IDisposable | ||
46 | { | ||
47 | public enum TerrainImplementation | ||
48 | { | ||
49 | Heightmap = 0, | ||
50 | Mesh = 1 | ||
51 | } | ||
52 | |||
53 | public BSScene PhysicsScene { get; private set; } | ||
54 | // Base of the region in world coordinates. Coordinates inside the region are relative to this. | ||
55 | public Vector3 TerrainBase { get; private set; } | ||
56 | public uint ID { get; private set; } | ||
57 | |||
58 | public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) | ||
59 | { | ||
60 | PhysicsScene = physicsScene; | ||
61 | TerrainBase = regionBase; | ||
62 | ID = id; | ||
63 | } | ||
64 | public abstract void Dispose(); | ||
65 | public abstract float GetTerrainHeightAtXYZ(Vector3 pos); | ||
66 | public abstract float GetWaterLevelAtXYZ(Vector3 pos); | ||
67 | } | ||
68 | |||
69 | // ========================================================================================== | ||
70 | public sealed class BSTerrainManager : IDisposable | ||
71 | { | ||
72 | static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; | ||
73 | |||
74 | // These height values are fractional so the odd values will be | ||
75 | // noticable when debugging. | ||
76 | public const float HEIGHT_INITIALIZATION = 24.987f; | ||
77 | public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f; | ||
78 | public const float HEIGHT_GETHEIGHT_RET = 24.765f; | ||
79 | public const float WATER_HEIGHT_GETHEIGHT_RET = 19.998f; | ||
80 | |||
81 | // If the min and max height are equal, we reduce the min by this | ||
82 | // amount to make sure that a bounding box is built for the terrain. | ||
83 | public const float HEIGHT_EQUAL_FUDGE = 0.2f; | ||
84 | |||
85 | // Until the whole simulator is changed to pass us the region size, we rely on constants. | ||
86 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
87 | |||
88 | // The scene that I am part of | ||
89 | private BSScene PhysicsScene { get; set; } | ||
90 | |||
91 | // The ground plane created to keep thing from falling to infinity. | ||
92 | private BulletBody m_groundPlane; | ||
93 | |||
94 | // If doing mega-regions, if we're region zero we will be managing multiple | ||
95 | // region terrains since region zero does the physics for the whole mega-region. | ||
96 | private Dictionary<Vector3, BSTerrainPhys> m_terrains; | ||
97 | |||
98 | // Flags used to know when to recalculate the height. | ||
99 | private bool m_terrainModified = false; | ||
100 | |||
101 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. | ||
102 | // This is incremented before assigning to new region so it is the last ID allocated. | ||
103 | private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1; | ||
104 | public uint HighestTerrainID { get {return m_terrainCount; } } | ||
105 | |||
106 | // If doing mega-regions, this holds our offset from region zero of | ||
107 | // the mega-regions. "parentScene" points to the PhysicsScene of region zero. | ||
108 | private Vector3 m_worldOffset; | ||
109 | // If the parent region (region 0), this is the extent of the combined regions | ||
110 | // relative to the origin of region zero | ||
111 | private Vector3 m_worldMax; | ||
112 | private PhysicsScene MegaRegionParentPhysicsScene { get; set; } | ||
113 | |||
114 | public BSTerrainManager(BSScene physicsScene) | ||
115 | { | ||
116 | PhysicsScene = physicsScene; | ||
117 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); | ||
118 | |||
119 | // Assume one region of default size | ||
120 | m_worldOffset = Vector3.Zero; | ||
121 | m_worldMax = new Vector3(DefaultRegionSize); | ||
122 | MegaRegionParentPhysicsScene = null; | ||
123 | } | ||
124 | |||
125 | public void Dispose() | ||
126 | { | ||
127 | ReleaseGroundPlaneAndTerrain(); | ||
128 | } | ||
129 | |||
130 | // Create the initial instance of terrain and the underlying ground plane. | ||
131 | // This is called from the initialization routine so we presume it is | ||
132 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | ||
133 | public void CreateInitialGroundPlaneAndTerrain() | ||
134 | { | ||
135 | // The ground plane is here to catch things that are trying to drop to negative infinity | ||
136 | BulletShape groundPlaneShape = new BulletShape( | ||
137 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, | ||
138 | BSParam.TerrainCollisionMargin), | ||
139 | BSPhysicsShapeType.SHAPE_GROUNDPLANE); | ||
140 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | ||
141 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, | ||
142 | Vector3.Zero, Quaternion.Identity)); | ||
143 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr, Vector3.Zero, Quaternion.Identity); | ||
144 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
145 | // Ground plane does not move | ||
146 | BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION); | ||
147 | // Everything collides with the ground plane. | ||
148 | m_groundPlane.collisionType = CollisionType.Groundplane; | ||
149 | m_groundPlane.ApplyCollisionMask(); | ||
150 | |||
151 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | ||
152 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); | ||
153 | m_terrains.Add(Vector3.Zero, initialTerrain); | ||
154 | } | ||
155 | |||
156 | // Release all the terrain structures we might have allocated | ||
157 | public void ReleaseGroundPlaneAndTerrain() | ||
158 | { | ||
159 | if (m_groundPlane.HasPhysicalBody) | ||
160 | { | ||
161 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr)) | ||
162 | { | ||
163 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
164 | } | ||
165 | m_groundPlane.Clear(); | ||
166 | } | ||
167 | |||
168 | ReleaseTerrain(); | ||
169 | } | ||
170 | |||
171 | // Release all the terrain we have allocated | ||
172 | public void ReleaseTerrain() | ||
173 | { | ||
174 | lock (m_terrains) | ||
175 | { | ||
176 | foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains) | ||
177 | { | ||
178 | kvp.Value.Dispose(); | ||
179 | } | ||
180 | m_terrains.Clear(); | ||
181 | } | ||
182 | } | ||
183 | |||
184 | // The simulator wants to set a new heightmap for the terrain. | ||
185 | public void SetTerrain(float[] heightMap) { | ||
186 | float[] localHeightMap = heightMap; | ||
187 | // If there are multiple requests for changes to the same terrain between ticks, | ||
188 | // only do that last one. | ||
189 | PhysicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() | ||
190 | { | ||
191 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) | ||
192 | { | ||
193 | // If a child of a mega-region, we shouldn't have any terrain allocated for us | ||
194 | ReleaseGroundPlaneAndTerrain(); | ||
195 | // If doing the mega-prim stuff and we are the child of the zero region, | ||
196 | // the terrain is added to our parent | ||
197 | if (MegaRegionParentPhysicsScene is BSScene) | ||
198 | { | ||
199 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | ||
200 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | ||
201 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain( | ||
202 | BSScene.CHILDTERRAIN_ID, localHeightMap, | ||
203 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
204 | } | ||
205 | } | ||
206 | else | ||
207 | { | ||
208 | // If not doing the mega-prim thing, just change the terrain | ||
209 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | ||
210 | |||
211 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, | ||
212 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
213 | } | ||
214 | }); | ||
215 | } | ||
216 | |||
217 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | ||
218 | // based on the passed information. The 'id' should be either the terrain id or | ||
219 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | ||
220 | // The latter feature is for creating child terrains for mega-regions. | ||
221 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | ||
222 | // terrain shape is created and added to the body. | ||
223 | // This call is most often used to update the heightMap and parameters of the terrain. | ||
224 | // (The above does suggest that some simplification/refactoring is in order.) | ||
225 | // Called during taint-time. | ||
226 | private void UpdateTerrain(uint id, float[] heightMap, | ||
227 | Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) | ||
228 | { | ||
229 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}", | ||
230 | BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); | ||
231 | |||
232 | // Find high and low points of passed heightmap. | ||
233 | // The min and max passed in is usually the area objects can be in (maximum | ||
234 | // object height, for instance). The terrain wants the bounding box for the | ||
235 | // terrain so replace passed min and max Z with the actual terrain min/max Z. | ||
236 | float minZ = float.MaxValue; | ||
237 | float maxZ = float.MinValue; | ||
238 | foreach (float height in heightMap) | ||
239 | { | ||
240 | if (height < minZ) minZ = height; | ||
241 | if (height > maxZ) maxZ = height; | ||
242 | } | ||
243 | if (minZ == maxZ) | ||
244 | { | ||
245 | // If min and max are the same, reduce min a little bit so a good bounding box is created. | ||
246 | minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE; | ||
247 | } | ||
248 | minCoords.Z = minZ; | ||
249 | maxCoords.Z = maxZ; | ||
250 | |||
251 | Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); | ||
252 | |||
253 | lock (m_terrains) | ||
254 | { | ||
255 | BSTerrainPhys terrainPhys; | ||
256 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) | ||
257 | { | ||
258 | // There is already a terrain in this spot. Free the old and build the new. | ||
259 | DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", | ||
260 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); | ||
261 | |||
262 | // Remove old terrain from the collection | ||
263 | m_terrains.Remove(terrainRegionBase); | ||
264 | // Release any physical memory it may be using. | ||
265 | terrainPhys.Dispose(); | ||
266 | |||
267 | if (MegaRegionParentPhysicsScene == null) | ||
268 | { | ||
269 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | ||
270 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | ||
271 | |||
272 | m_terrainModified = true; | ||
273 | } | ||
274 | else | ||
275 | { | ||
276 | // It's possible that Combine() was called after this code was queued. | ||
277 | // If we are a child of combined regions, we don't create any terrain for us. | ||
278 | DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero); | ||
279 | |||
280 | // Get rid of any terrain that may have been allocated for us. | ||
281 | ReleaseGroundPlaneAndTerrain(); | ||
282 | |||
283 | // I hate doing this, but just bail | ||
284 | return; | ||
285 | } | ||
286 | } | ||
287 | else | ||
288 | { | ||
289 | // We don't know about this terrain so either we are creating a new terrain or | ||
290 | // our mega-prim child is giving us a new terrain to add to the phys world | ||
291 | |||
292 | // if this is a child terrain, calculate a unique terrain id | ||
293 | uint newTerrainID = id; | ||
294 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) | ||
295 | newTerrainID = ++m_terrainCount; | ||
296 | |||
297 | DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", | ||
298 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); | ||
299 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | ||
300 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | ||
301 | |||
302 | m_terrainModified = true; | ||
303 | } | ||
304 | } | ||
305 | } | ||
306 | |||
307 | // TODO: redo terrain implementation selection to allow other base types than heightMap. | ||
308 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | ||
309 | { | ||
310 | PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", | ||
311 | LogHeader, PhysicsScene.RegionName, terrainRegionBase, | ||
312 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); | ||
313 | BSTerrainPhys newTerrainPhys = null; | ||
314 | switch ((int)BSParam.TerrainImplementation) | ||
315 | { | ||
316 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | ||
317 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | ||
318 | heightMap, minCoords, maxCoords); | ||
319 | break; | ||
320 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | ||
321 | newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, | ||
322 | heightMap, minCoords, maxCoords); | ||
323 | break; | ||
324 | default: | ||
325 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | ||
326 | LogHeader, | ||
327 | (int)BSParam.TerrainImplementation, | ||
328 | BSParam.TerrainImplementation, | ||
329 | PhysicsScene.RegionName, terrainRegionBase); | ||
330 | break; | ||
331 | } | ||
332 | return newTerrainPhys; | ||
333 | } | ||
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 | } | ||
342 | |||
343 | // Given an X and Y, find the height of the terrain. | ||
344 | // Since we could be handling multiple terrains for a mega-region, | ||
345 | // the base of the region is calcuated assuming all regions are | ||
346 | // the same size and that is the default. | ||
347 | // Once the heightMapInfo is found, we have all the information to | ||
348 | // compute the offset into the array. | ||
349 | private float lastHeightTX = 999999f; | ||
350 | private float lastHeightTY = 999999f; | ||
351 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | ||
352 | public float GetTerrainHeightAtXYZ(Vector3 pos) | ||
353 | { | ||
354 | float tX = pos.X; | ||
355 | float tY = pos.Y; | ||
356 | // You'd be surprized at the number of times this routine is called | ||
357 | // with the same parameters as last time. | ||
358 | if (!m_terrainModified && (lastHeightTX == tX) && (lastHeightTY == tY)) | ||
359 | return lastHeight; | ||
360 | m_terrainModified = false; | ||
361 | |||
362 | lastHeightTX = tX; | ||
363 | lastHeightTY = tY; | ||
364 | float ret = HEIGHT_GETHEIGHT_RET; | ||
365 | |||
366 | Vector3 terrainBaseXYZ; | ||
367 | BSTerrainPhys physTerrain; | ||
368 | if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ)) | ||
369 | { | ||
370 | ret = physTerrain.GetTerrainHeightAtXYZ(pos - terrainBaseXYZ); | ||
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 | |||
380 | lastHeight = ret; | ||
381 | return ret; | ||
382 | } | ||
383 | |||
384 | public float GetWaterLevelAtXYZ(Vector3 pos) | ||
385 | { | ||
386 | float ret = WATER_HEIGHT_GETHEIGHT_RET; | ||
387 | |||
388 | Vector3 terrainBaseXYZ; | ||
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 | } | ||
401 | |||
402 | // Given an address, return 'true' of there is a description of that terrain and output | ||
403 | // the descriptor class and the 'base' fo the addresses therein. | ||
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); | ||
409 | |||
410 | BSTerrainPhys physTerrain = null; | ||
411 | lock (m_terrains) | ||
412 | { | ||
413 | m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); | ||
414 | } | ||
415 | outTerrainBase = terrainBaseXYZ; | ||
416 | outPhysTerrain = physTerrain; | ||
417 | return (physTerrain != null); | ||
418 | } | ||
419 | |||
420 | // Although no one seems to check this, I do support combining. | ||
421 | public bool SupportsCombining() | ||
422 | { | ||
423 | return true; | ||
424 | } | ||
425 | |||
426 | // This routine is called two ways: | ||
427 | // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum | ||
428 | // extent of the combined regions. This is to inform the parent of the size | ||
429 | // of the combined regions. | ||
430 | // and one with 'offset' as the offset of the child region to the base region, | ||
431 | // 'pScene' pointing to the parent and 'extents' of zero. This informs the | ||
432 | // child of its relative base and new parent. | ||
433 | public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
434 | { | ||
435 | m_worldOffset = offset; | ||
436 | m_worldMax = extents; | ||
437 | MegaRegionParentPhysicsScene = pScene; | ||
438 | if (pScene != null) | ||
439 | { | ||
440 | // We are a child. | ||
441 | // We want m_worldMax to be the highest coordinate of our piece of terrain. | ||
442 | m_worldMax = offset + DefaultRegionSize; | ||
443 | } | ||
444 | DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}", | ||
445 | BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax); | ||
446 | } | ||
447 | |||
448 | // Unhook all the combining that I know about. | ||
449 | public void UnCombine(PhysicsScene pScene) | ||
450 | { | ||
451 | // Just like ODE, we don't do anything yet. | ||
452 | DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero); | ||
453 | } | ||
454 | |||
455 | |||
456 | private void DetailLog(string msg, params Object[] args) | ||
457 | { | ||
458 | PhysicsScene.PhysicsLogging.Write(msg, args); | ||
459 | } | ||
460 | } | ||
461 | } | ||