aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs480
1 files changed, 480 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
new file mode 100755
index 0000000..d48462e
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -0,0 +1,480 @@
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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OpenSim.Framework;
32using OpenSim.Region.Framework;
33using OpenSim.Region.CoreModules;
34using OpenSim.Region.Physics.Manager;
35
36using Nini.Config;
37using log4net;
38
39using OpenMetaverse;
40
41namespace OpenSim.Region.Physics.BulletSPlugin
42{
43public class BSTerrainManager
44{
45 static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
46
47 // These height values are fractional so the odd values will be
48 // noticable when debugging.
49 public const float HEIGHT_INITIALIZATION = 24.987f;
50 public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f;
51 public const float HEIGHT_GETHEIGHT_RET = 24.765f;
52
53 // If the min and max height are equal, we reduce the min by this
54 // amount to make sure that a bounding box is built for the terrain.
55 public const float HEIGHT_EQUAL_FUDGE = 0.2f;
56
57 public const float TERRAIN_COLLISION_MARGIN = 0.0f;
58
59 // Until the whole simulator is changed to pass us the region size, we rely on constants.
60 public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, 0f);
61
62 // The scene that I am part of
63 private BSScene m_physicsScene;
64
65 // The ground plane created to keep thing from falling to infinity.
66 private BulletBody m_groundPlane;
67
68 // If doing mega-regions, if we're region zero we will be managing multiple
69 // region terrains since region zero does the physics for the whole mega-region.
70 private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps;
71
72 // True of the terrain has been modified.
73 // Used to force recalculation of terrain height after terrain has been modified
74 private bool m_terrainModified;
75
76 // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount.
77 // This is incremented before assigning to new region so it is the last ID allocated.
78 private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1;
79 public uint HighestTerrainID { get {return m_terrainCount; } }
80
81 // If doing mega-regions, this holds our offset from region zero of
82 // the mega-regions. "parentScene" points to the PhysicsScene of region zero.
83 private Vector3 m_worldOffset;
84 // If the parent region (region 0), this is the extent of the combined regions
85 // relative to the origin of region zero
86 private Vector3 m_worldMax;
87 private PhysicsScene m_parentScene;
88
89 public BSTerrainManager(BSScene physicsScene)
90 {
91 m_physicsScene = physicsScene;
92 m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
93 m_terrainModified = false;
94
95 // Assume one region of default size
96 m_worldOffset = Vector3.Zero;
97 m_worldMax = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, 4096f);
98 m_parentScene = null;
99 }
100
101 // Create the initial instance of terrain and the underlying ground plane.
102 // The objects are allocated in the unmanaged space and the pointers are tracked
103 // by the managed code.
104 // The terrains and the groundPlane are not added to the list of PhysObjects.
105 // This is called from the initialization routine so we presume it is
106 // safe to call Bullet in real time. We hope no one is moving prims around yet.
107 public void CreateInitialGroundPlaneAndTerrain()
108 {
109 // The ground plane is here to catch things that are trying to drop to negative infinity
110 BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN));
111 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
112 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity));
113 BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr);
114
115 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
116 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
117 int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
118 float[] initialMap = new float[totalHeights];
119 for (int ii = 0; ii < totalHeights; ii++)
120 {
121 initialMap[ii] = HEIGHT_INITIALIZATION;
122 }
123 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true);
124 }
125
126 // Release all the terrain structures we might have allocated
127 public void ReleaseGroundPlaneAndTerrain()
128 {
129 if (m_groundPlane.Ptr != IntPtr.Zero)
130 {
131 if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr))
132 {
133 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr);
134 }
135 m_groundPlane.Ptr = IntPtr.Zero;
136 }
137
138 ReleaseTerrain();
139 }
140
141 // Release all the terrain we have allocated
142 public void ReleaseTerrain()
143 {
144 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
145 {
146 if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr))
147 {
148 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr);
149 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
150 }
151 }
152 m_heightMaps.Clear();
153 }
154
155 // The simulator wants to set a new heightmap for the terrain.
156 public void SetTerrain(float[] heightMap) {
157 float[] localHeightMap = heightMap;
158 m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate()
159 {
160 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
161 {
162 // If a child of a mega-region, we shouldn't have any terrain allocated for us
163 ReleaseGroundPlaneAndTerrain();
164 // If doing the mega-prim stuff and we are the child of the zero region,
165 // the terrain is added to our parent
166 if (m_parentScene is BSScene)
167 {
168 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
169 BSScene.DetailLogZero, m_worldOffset, m_worldMax);
170 ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
171 localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
172 }
173 }
174 else
175 {
176 // If not doing the mega-prim thing, just change the terrain
177 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
178
179 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
180 }
181 });
182 }
183
184 // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
185 // based on the passed information. The 'id' should be either the terrain id or
186 // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
187 // The latter feature is for creating child terrains for mega-regions.
188 // If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0)
189 // then a new body and shape is created and the mapInfo is filled.
190 // This call is used for doing the initial terrain creation.
191 // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
192 // terrain shape is created and added to the body.
193 // This call is most often used to update the heightMap and parameters of the terrain.
194 // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when
195 // calling this routine from initialization or taint-time routines) or whether to delay
196 // all the unmanaged activities to taint-time.
197 private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool doNow)
198 {
199 DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},doNow={3}",
200 BSScene.DetailLogZero, minCoords, maxCoords, doNow);
201
202 float minZ = float.MaxValue;
203 float maxZ = float.MinValue;
204 Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y);
205
206 int heightMapSize = heightMap.Length;
207 for (int ii = 0; ii < heightMapSize; ii++)
208 {
209 float height = heightMap[ii];
210 if (height < minZ) minZ = height;
211 if (height > maxZ) maxZ = height;
212 }
213
214 // The shape of the terrain is from its base to its extents.
215 minCoords.Z = minZ;
216 maxCoords.Z = maxZ;
217
218 BulletHeightMapInfo mapInfo;
219 if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo))
220 {
221 // If this is terrain we know about, it's easy to update
222
223 mapInfo.heightMap = heightMap;
224 mapInfo.minCoords = minCoords;
225 mapInfo.maxCoords = maxCoords;
226 mapInfo.minZ = minZ;
227 mapInfo.maxZ = maxZ;
228 mapInfo.sizeX = maxCoords.X - minCoords.X;
229 mapInfo.sizeY = maxCoords.Y - minCoords.Y;
230 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
231 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
232
233 BSScene.TaintCallback rebuildOperation = delegate()
234 {
235 if (m_parentScene != null)
236 {
237 // It's possible that Combine() was called after this code was queued.
238 // If we are a child of combined regions, we don't create any terrain for us.
239 DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
240
241 // Get rid of any terrain that may have been allocated for us.
242 ReleaseGroundPlaneAndTerrain();
243
244 // I hate doing this, but just bail
245 return;
246 }
247
248 if (mapInfo.terrainBody.Ptr != IntPtr.Zero)
249 {
250 // Updating an existing terrain.
251 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
252 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
253
254 // Remove from the dynamics world because we're going to mangle this object
255 BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
256
257 // Get rid of the old terrain
258 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
259 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
260 mapInfo.Ptr = IntPtr.Zero;
261
262 /*
263 // NOTE: This routine is half here because I can't get the terrain shape replacement
264 // to work. In the short term, the above three lines completely delete the old
265 // terrain and the code below recreates one from scratch.
266 // Hopefully the Bullet community will help me out on this one.
267
268 // First, release the old collision shape (there is only one terrain)
269 BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr);
270
271 // Fill the existing height map info with the new location and size information
272 BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID,
273 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
274
275 // Create a terrain shape based on the new info
276 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
277
278 // Stuff the shape into the existing terrain body
279 BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr);
280 */
281 }
282 // else
283 {
284 // Creating a new terrain.
285 DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
286 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
287
288 mapInfo.ID = id;
289 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.ID,
290 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
291
292 // The terrain object initial position is at the center of the object
293 Vector3 centerPos;
294 centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
295 centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
296 centerPos.Z = minZ + ((maxZ - minZ) / 2f);
297
298 // Create the terrain shape from the mapInfo
299 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
300
301 mapInfo.terrainBody = new BulletBody(mapInfo.ID,
302 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.Ptr,
303 centerPos, Quaternion.Identity));
304 }
305
306 // Make sure the entry is in the heightmap table
307 m_heightMaps[terrainRegionBase] = mapInfo;
308
309 // Set current terrain attributes
310 BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainFriction);
311 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction);
312 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainRestitution);
313 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
314
315 BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero);
316 BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr);
317
318 // Return the new terrain to the world of physical objects
319 BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
320
321 // redo its bounding box now that it is in the world
322 BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
323
324 // Make sure the new shape is processed.
325 BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true);
326
327 m_terrainModified = true;
328 };
329
330 // There is the option to do the changes now (we're already in 'taint time'), or
331 // to do the Bullet operations later.
332 if (doNow)
333 rebuildOperation();
334 else
335 m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
336 }
337 else
338 {
339 // We don't know about this terrain so either we are creating a new terrain or
340 // our mega-prim child is giving us a new terrain to add to the phys world
341
342 // if this is a child terrain, calculate a unique terrain id
343 uint newTerrainID = id;
344 if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
345 newTerrainID = ++m_terrainCount;
346
347 float[] heightMapX = heightMap;
348 Vector3 minCoordsX = minCoords;
349 Vector3 maxCoordsX = maxCoords;
350
351 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
352 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
353
354 // Code that must happen at taint-time
355 BSScene.TaintCallback createOperation = delegate()
356 {
357 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
358 // Create a new mapInfo that will be filled with the new info
359 mapInfo = new BulletHeightMapInfo(id, heightMapX,
360 BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, newTerrainID,
361 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
362 // Put the unfilled heightmap info into the collection of same
363 m_heightMaps.Add(terrainRegionBase, mapInfo);
364 // Build the terrain
365 UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
366
367 m_terrainModified = true;
368 };
369
370 // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time.
371 if (doNow)
372 createOperation();
373 else
374 m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);
375 }
376 }
377
378 // Someday we will have complex terrain with caves and tunnels
379 public float GetTerrainHeightAtXYZ(Vector3 loc)
380 {
381 // For the moment, it's flat and convex
382 return GetTerrainHeightAtXY(loc.X, loc.Y);
383 }
384
385 // Given an X and Y, find the height of the terrain.
386 // Since we could be handling multiple terrains for a mega-region,
387 // the base of the region is calcuated assuming all regions are
388 // the same size and that is the default.
389 // Once the heightMapInfo is found, we have all the information to
390 // compute the offset into the array.
391 private float lastHeightTX = 999999f;
392 private float lastHeightTY = 999999f;
393 private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
394 private float GetTerrainHeightAtXY(float tX, float tY)
395 {
396 // You'd be surprized at the number of times this routine is called
397 // with the same parameters as last time.
398 if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY)
399 return lastHeight;
400
401 lastHeightTX = tX;
402 lastHeightTY = tY;
403 float ret = HEIGHT_GETHEIGHT_RET;
404
405 int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
406 int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
407 Vector2 terrainBaseXY = new Vector2(offsetX, offsetY);
408
409 BulletHeightMapInfo mapInfo;
410 if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo))
411 {
412 float regionX = tX - offsetX;
413 float regionY = tY - offsetY;
414 int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
415 try
416 {
417 ret = mapInfo.heightMap[mapIndex];
418 }
419 catch
420 {
421 // Sometimes they give us wonky values of X and Y. Give a warning and return something.
422 m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
423 LogHeader, terrainBaseXY, regionX, regionY);
424 ret = HEIGHT_GETHEIGHT_RET;
425 }
426 // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
427 // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
428 }
429 else
430 {
431 m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
432 LogHeader, m_physicsScene.RegionName, tX, tY);
433 }
434 m_terrainModified = false;
435 lastHeight = ret;
436 return ret;
437 }
438
439 // Although no one seems to check this, I do support combining.
440 public bool SupportsCombining()
441 {
442 return true;
443 }
444
445 // This routine is called two ways:
446 // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
447 // extent of the combined regions. This is to inform the parent of the size
448 // of the combined regions.
449 // and one with 'offset' as the offset of the child region to the base region,
450 // 'pScene' pointing to the parent and 'extents' of zero. This informs the
451 // child of its relative base and new parent.
452 public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
453 {
454 m_worldOffset = offset;
455 m_worldMax = extents;
456 m_parentScene = pScene;
457 if (pScene != null)
458 {
459 // We are a child.
460 // We want m_worldMax to be the highest coordinate of our piece of terrain.
461 m_worldMax = offset + DefaultRegionSize;
462 }
463 DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
464 BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
465 }
466
467 // Unhook all the combining that I know about.
468 public void UnCombine(PhysicsScene pScene)
469 {
470 // Just like ODE, for the moment a NOP
471 DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
472 }
473
474
475 private void DetailLog(string msg, params Object[] args)
476 {
477 m_physicsScene.PhysicsLogging.Write(msg, args);
478 }
479}
480}