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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs46
1 files changed, 23 insertions, 23 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index fb802e4..093d2a4 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -111,8 +111,8 @@ public class BSTerrainManager
111 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), 111 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
112 ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE); 112 ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE);
113 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, 113 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
114 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity)); 114 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, Vector3.Zero, Quaternion.Identity));
115 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, m_groundPlane.Ptr); 115 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr);
116 116
117 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); 117 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
118 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); 118 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
@@ -128,13 +128,13 @@ public class BSTerrainManager
128 // Release all the terrain structures we might have allocated 128 // Release all the terrain structures we might have allocated
129 public void ReleaseGroundPlaneAndTerrain() 129 public void ReleaseGroundPlaneAndTerrain()
130 { 130 {
131 if (m_groundPlane.Ptr != IntPtr.Zero) 131 if (m_groundPlane.ptr != IntPtr.Zero)
132 { 132 {
133 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, m_groundPlane.Ptr)) 133 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr))
134 { 134 {
135 BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, m_groundPlane.Ptr); 135 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr);
136 } 136 }
137 m_groundPlane.Ptr = IntPtr.Zero; 137 m_groundPlane.ptr = IntPtr.Zero;
138 } 138 }
139 139
140 ReleaseTerrain(); 140 ReleaseTerrain();
@@ -145,9 +145,9 @@ public class BSTerrainManager
145 { 145 {
146 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) 146 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
147 { 147 {
148 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, kvp.Value.terrainBody.Ptr)) 148 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr))
149 { 149 {
150 BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, kvp.Value.terrainBody.Ptr); 150 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr);
151 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); 151 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
152 } 152 }
153 } 153 }
@@ -248,17 +248,17 @@ public class BSTerrainManager
248 return; 248 return;
249 } 249 }
250 250
251 if (mapInfo.terrainBody.Ptr != IntPtr.Zero) 251 if (mapInfo.terrainBody.ptr != IntPtr.Zero)
252 { 252 {
253 // Updating an existing terrain. 253 // Updating an existing terrain.
254 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", 254 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
255 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); 255 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
256 256
257 // Remove from the dynamics world because we're going to mangle this object 257 // Remove from the dynamics world because we're going to mangle this object
258 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 258 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
259 259
260 // Get rid of the old terrain 260 // Get rid of the old terrain
261 BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 261 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
262 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); 262 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
263 mapInfo.Ptr = IntPtr.Zero; 263 mapInfo.Ptr = IntPtr.Zero;
264 264
@@ -289,7 +289,7 @@ public class BSTerrainManager
289 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); 289 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
290 290
291 mapInfo.ID = id; 291 mapInfo.ID = id;
292 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.Ptr, mapInfo.ID, 292 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID,
293 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); 293 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
294 294
295 // The terrain object initial position is at the center of the object 295 // The terrain object initial position is at the center of the object
@@ -303,7 +303,7 @@ public class BSTerrainManager
303 ShapeData.PhysicsShapeType.SHAPE_TERRAIN); 303 ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
304 304
305 mapInfo.terrainBody = new BulletBody(mapInfo.ID, 305 mapInfo.terrainBody = new BulletBody(mapInfo.ID,
306 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.Ptr, 306 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
307 centerPos, Quaternion.Identity)); 307 centerPos, Quaternion.Identity));
308 } 308 }
309 309
@@ -311,22 +311,22 @@ public class BSTerrainManager
311 m_heightMaps[terrainRegionBase] = mapInfo; 311 m_heightMaps[terrainRegionBase] = mapInfo;
312 312
313 // Set current terrain attributes 313 // Set current terrain attributes
314 BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainFriction); 314 BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
315 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainHitFraction); 315 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
316 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainRestitution); 316 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
317 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); 317 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
318 318
319 BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero); 319 BulletSimAPI.SetMassProps2(mapInfo.terrainBody.ptr, 0f, Vector3.Zero);
320 BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr); 320 BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.ptr);
321 321
322 // Return the new terrain to the world of physical objects 322 // Return the new terrain to the world of physical objects
323 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 323 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
324 324
325 // redo its bounding box now that it is in the world 325 // redo its bounding box now that it is in the world
326 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 326 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
327 327
328 // Make sure the new shape is processed. 328 // Make sure the new shape is processed.
329 BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); 329 BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
330 330
331 m_terrainModified = true; 331 m_terrainModified = true;
332 }; 332 };
@@ -361,7 +361,7 @@ public class BSTerrainManager
361 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); 361 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
362 // Create a new mapInfo that will be filled with the new info 362 // Create a new mapInfo that will be filled with the new info
363 mapInfo = new BulletHeightMapInfo(id, heightMapX, 363 mapInfo = new BulletHeightMapInfo(id, heightMapX,
364 BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.Ptr, newTerrainID, 364 BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID,
365 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); 365 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
366 // Put the unfilled heightmap info into the collection of same 366 // Put the unfilled heightmap info into the collection of same
367 m_heightMaps.Add(terrainRegionBase, mapInfo); 367 m_heightMaps.Add(terrainRegionBase, mapInfo);