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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs90
1 files changed, 54 insertions, 36 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 5dbd8ce..3428b9c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -67,7 +67,7 @@ public abstract class BSTerrainPhys : IDisposable
67} 67}
68 68
69// ========================================================================================== 69// ==========================================================================================
70public sealed class BSTerrainManager 70public sealed class BSTerrainManager : IDisposable
71{ 71{
72 static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; 72 static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
73 73
@@ -122,6 +122,11 @@ public sealed class BSTerrainManager
122 MegaRegionParentPhysicsScene = null; 122 MegaRegionParentPhysicsScene = null;
123 } 123 }
124 124
125 public void Dispose()
126 {
127 ReleaseGroundPlaneAndTerrain();
128 }
129
125 // Create the initial instance of terrain and the underlying ground plane. 130 // Create the initial instance of terrain and the underlying ground plane.
126 // This is called from the initialization routine so we presume it is 131 // This is called from the initialization routine so we presume it is
127 // safe to call Bullet in real time. We hope no one is moving prims around yet. 132 // safe to call Bullet in real time. We hope no one is moving prims around yet.
@@ -327,6 +332,13 @@ public sealed class BSTerrainManager
327 return newTerrainPhys; 332 return newTerrainPhys;
328 } 333 }
329 334
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 }
330 342
331 // Given an X and Y, find the height of the terrain. 343 // Given an X and Y, find the height of the terrain.
332 // Since we could be handling multiple terrains for a mega-region, 344 // Since we could be handling multiple terrains for a mega-region,
@@ -337,13 +349,13 @@ public sealed class BSTerrainManager
337 private float lastHeightTX = 999999f; 349 private float lastHeightTX = 999999f;
338 private float lastHeightTY = 999999f; 350 private float lastHeightTY = 999999f;
339 private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; 351 private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
340 public float GetTerrainHeightAtXYZ(Vector3 loc) 352 public float GetTerrainHeightAtXYZ(Vector3 pos)
341 { 353 {
342 float tX = loc.X; 354 float tX = pos.X;
343 float tY = loc.Y; 355 float tY = pos.Y;
344 // 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
345 // with the same parameters as last time. 357 // with the same parameters as last time.
346 if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) 358 if (!m_terrainModified && (lastHeightTX == tX) && (lastHeightTY == tY))
347 return lastHeight; 359 return lastHeight;
348 m_terrainModified = false; 360 m_terrainModified = false;
349 361
@@ -351,23 +363,20 @@ public sealed class BSTerrainManager
351 lastHeightTY = tY; 363 lastHeightTY = tY;
352 float ret = HEIGHT_GETHEIGHT_RET; 364 float ret = HEIGHT_GETHEIGHT_RET;
353 365
354 int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; 366 Vector3 terrainBaseXYZ;
355 int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; 367 BSTerrainPhys physTerrain;
356 Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); 368 if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ))
357
358 lock (m_terrains)
359 { 369 {
360 BSTerrainPhys physTerrain; 370 ret = physTerrain.GetTerrainHeightAtXYZ(pos - terrainBaseXYZ);
361 if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain)) 371 }
362 { 372 else
363 ret = physTerrain.GetTerrainHeightAtXYZ(loc - terrainBaseXYZ); 373 {
364 } 374 PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
365 else 375 LogHeader, PhysicsScene.RegionName, tX, tY);
366 { 376 DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}",
367 PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", 377 BSScene.DetailLogZero, pos, terrainBaseXYZ);
368 LogHeader, PhysicsScene.RegionName, tX, tY);
369 }
370 } 378 }
379
371 lastHeight = ret; 380 lastHeight = ret;
372 return ret; 381 return ret;
373 } 382 }
@@ -376,27 +385,36 @@ public sealed class BSTerrainManager
376 { 385 {
377 float ret = WATER_HEIGHT_GETHEIGHT_RET; 386 float ret = WATER_HEIGHT_GETHEIGHT_RET;
378 387
379 float tX = pos.X; 388 Vector3 terrainBaseXYZ;
380 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 }
381 401
382 Vector3 terrainBaseXYZ = Vector3.Zero; 402 // Given an address, return 'true' of there is a description of that terrain and output
383 terrainBaseXYZ.X = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; 403 // the descriptor class and the 'base' fo the addresses therein.
384 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);
385 409
410 BSTerrainPhys physTerrain = null;
386 lock (m_terrains) 411 lock (m_terrains)
387 { 412 {
388 BSTerrainPhys physTerrain; 413 m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain);
389 if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
390 {
391 ret = physTerrain.GetWaterLevelAtXYZ(pos);
392 }
393 else
394 {
395 PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
396 LogHeader, PhysicsScene.RegionName, tX, tY);
397 }
398 } 414 }
399 return ret; 415 outTerrainBase = terrainBaseXYZ;
416 outPhysTerrain = physTerrain;
417 return (physTerrain != null);
400 } 418 }
401 419
402 // Although no one seems to check this, I do support combining. 420 // Although no one seems to check this, I do support combining.