diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 74 |
1 files changed, 35 insertions, 39 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index b88f561..097cd3e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -241,38 +241,20 @@ public sealed class BSTerrainManager | |||
241 | BSTerrainPhys terrainPhys; | 241 | BSTerrainPhys terrainPhys; |
242 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) | 242 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) |
243 | { | 243 | { |
244 | // If this is terrain we know about, it's easy to update | 244 | // There is already a terrain in this spot. Free the old and build the new. |
245 | 245 | DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", | |
246 | DetailLog("{0},UpdateTerrain:UpdateExisting,call,terrainBase={1}", BSScene.DetailLogZero, terrainRegionBase); | 246 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); |
247 | 247 | ||
248 | PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate() | 248 | PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate() |
249 | { | 249 | { |
250 | // Remove old terrain from the collection | 250 | // Remove old terrain from the collection |
251 | m_terrains.Remove(terrainPhys.TerrainBase); | 251 | m_terrains.Remove(terrainRegionBase); |
252 | // Release any physical memory it may be using. | 252 | // Release any physical memory it may be using. |
253 | terrainPhys.Dispose(); | 253 | terrainPhys.Dispose(); |
254 | 254 | ||
255 | BSTerrainPhys newTerrainPhys = null; ; | ||
256 | if (MegaRegionParentPhysicsScene == null) | 255 | if (MegaRegionParentPhysicsScene == null) |
257 | { | 256 | { |
258 | // TODO: redo terrain implementation selection to be centralized (there is another | 257 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); |
259 | // use below) and to accept an asset specification (for a mesh). | ||
260 | switch ((int)PhysicsScene.Params.terrainImplementation) | ||
261 | { | ||
262 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | ||
263 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | ||
264 | heightMap, minCoords, maxCoords); | ||
265 | break; | ||
266 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | ||
267 | newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, | ||
268 | heightMap, minCoords, maxCoords); | ||
269 | break; | ||
270 | default: | ||
271 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}", | ||
272 | LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation); | ||
273 | break; | ||
274 | } | ||
275 | |||
276 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | 258 | m_terrains.Add(terrainRegionBase, newTerrainPhys); |
277 | 259 | ||
278 | m_terrainModified = true; | 260 | m_terrainModified = true; |
@@ -313,22 +295,7 @@ public sealed class BSTerrainManager | |||
313 | { | 295 | { |
314 | DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}", | 296 | DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}", |
315 | BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y); | 297 | BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y); |
316 | BSTerrainPhys newTerrainPhys = null; | 298 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); |
317 | switch ((int)PhysicsScene.Params.terrainImplementation) | ||
318 | { | ||
319 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | ||
320 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | ||
321 | heightMap, minCoords, maxCoords); | ||
322 | break; | ||
323 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | ||
324 | newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, | ||
325 | heightMap, minCoords, maxCoords); | ||
326 | break; | ||
327 | default: | ||
328 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}", | ||
329 | LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation); | ||
330 | break; | ||
331 | } | ||
332 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | 299 | m_terrains.Add(terrainRegionBase, newTerrainPhys); |
333 | 300 | ||
334 | m_terrainModified = true; | 301 | m_terrainModified = true; |
@@ -336,6 +303,35 @@ public sealed class BSTerrainManager | |||
336 | } | 303 | } |
337 | } | 304 | } |
338 | 305 | ||
306 | // TODO: redo terrain implementation selection to allow other base types than heightMap. | ||
307 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | ||
308 | { | ||
309 | PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", | ||
310 | LogHeader, PhysicsScene.RegionName, terrainRegionBase, | ||
311 | PhysicsScene.Params.terrainImplementation); | ||
312 | BSTerrainPhys newTerrainPhys = null; | ||
313 | switch ((int)PhysicsScene.Params.terrainImplementation) | ||
314 | { | ||
315 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | ||
316 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | ||
317 | heightMap, minCoords, maxCoords); | ||
318 | break; | ||
319 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | ||
320 | newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, | ||
321 | heightMap, minCoords, maxCoords); | ||
322 | break; | ||
323 | default: | ||
324 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | ||
325 | LogHeader, | ||
326 | (int)PhysicsScene.Params.terrainImplementation, | ||
327 | PhysicsScene.Params.terrainImplementation, | ||
328 | PhysicsScene.RegionName, terrainRegionBase); | ||
329 | break; | ||
330 | } | ||
331 | return newTerrainPhys; | ||
332 | } | ||
333 | |||
334 | |||
339 | // Given an X and Y, find the height of the terrain. | 335 | // Given an X and Y, find the height of the terrain. |
340 | // Since we could be handling multiple terrains for a mega-region, | 336 | // Since we could be handling multiple terrains for a mega-region, |
341 | // the base of the region is calcuated assuming all regions are | 337 | // the base of the region is calcuated assuming all regions are |