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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs93
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs4
3 files changed, 45 insertions, 54 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
index 3ca756c..1450f66 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -93,7 +93,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
93 { 93 {
94 m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID, 94 m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID,
95 m_mapInfo.minCoords, m_mapInfo.maxCoords, 95 m_mapInfo.minCoords, m_mapInfo.maxCoords,
96 m_mapInfo.heightMap, BSTerrainManager.TERRAIN_COLLISION_MARGIN); 96 m_mapInfo.heightMap, PhysicsScene.Params.terrainCollisionMargin);
97 97
98 // Create the terrain shape from the mapInfo 98 // Create the terrain shape from the mapInfo
99 m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr), 99 m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 23fcfd3..cd623f1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -80,8 +80,6 @@ public sealed class BSTerrainManager
80 // amount to make sure that a bounding box is built for the terrain. 80 // amount to make sure that a bounding box is built for the terrain.
81 public const float HEIGHT_EQUAL_FUDGE = 0.2f; 81 public const float HEIGHT_EQUAL_FUDGE = 0.2f;
82 82
83 public const float TERRAIN_COLLISION_MARGIN = 0.0f;
84
85 // Until the whole simulator is changed to pass us the region size, we rely on constants. 83 // 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); 84 public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
87 85
@@ -129,7 +127,8 @@ public sealed class BSTerrainManager
129 { 127 {
130 // The ground plane is here to catch things that are trying to drop to negative infinity 128 // The ground plane is here to catch things that are trying to drop to negative infinity
131 BulletShape groundPlaneShape = new BulletShape( 129 BulletShape groundPlaneShape = new BulletShape(
132 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), 130 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f,
131 PhysicsScene.Params.terrainCollisionMargin),
133 BSPhysicsShapeType.SHAPE_GROUNDPLANE); 132 BSPhysicsShapeType.SHAPE_GROUNDPLANE);
134 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, 133 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
135 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, 134 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
@@ -165,17 +164,22 @@ public sealed class BSTerrainManager
165 // Release all the terrain we have allocated 164 // Release all the terrain we have allocated
166 public void ReleaseTerrain() 165 public void ReleaseTerrain()
167 { 166 {
168 foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains) 167 lock (m_terrains)
169 { 168 {
170 kvp.Value.Dispose(); 169 foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains)
170 {
171 kvp.Value.Dispose();
172 }
173 m_terrains.Clear();
171 } 174 }
172 m_terrains.Clear();
173 } 175 }
174 176
175 // The simulator wants to set a new heightmap for the terrain. 177 // The simulator wants to set a new heightmap for the terrain.
176 public void SetTerrain(float[] heightMap) { 178 public void SetTerrain(float[] heightMap) {
177 float[] localHeightMap = heightMap; 179 float[] localHeightMap = heightMap;
178 PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() 180 // If there are multiple requests for changes to the same terrain between ticks,
181 // only do that last one.
182 PhysicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate()
179 { 183 {
180 if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) 184 if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
181 { 185 {
@@ -211,6 +215,7 @@ public sealed class BSTerrainManager
211 // terrain shape is created and added to the body. 215 // terrain shape is created and added to the body.
212 // This call is most often used to update the heightMap and parameters of the terrain. 216 // This call is most often used to update the heightMap and parameters of the terrain.
213 // (The above does suggest that some simplification/refactoring is in order.) 217 // (The above does suggest that some simplification/refactoring is in order.)
218 // Called during taint-time.
214 private void UpdateTerrain(uint id, float[] heightMap, 219 private void UpdateTerrain(uint id, float[] heightMap,
215 Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) 220 Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
216 { 221 {
@@ -220,7 +225,7 @@ public sealed class BSTerrainManager
220 // Find high and low points of passed heightmap. 225 // Find high and low points of passed heightmap.
221 // The min and max passed in is usually the area objects can be in (maximum 226 // The min and max passed in is usually the area objects can be in (maximum
222 // object height, for instance). The terrain wants the bounding box for the 227 // object height, for instance). The terrain wants the bounding box for the
223 // terrain so we replace passed min and max Z with the actual terrain min/max Z. 228 // terrain so replace passed min and max Z with the actual terrain min/max Z.
224 float minZ = float.MaxValue; 229 float minZ = float.MaxValue;
225 float maxZ = float.MinValue; 230 float maxZ = float.MinValue;
226 foreach (float height in heightMap) 231 foreach (float height in heightMap)
@@ -238,15 +243,15 @@ public sealed class BSTerrainManager
238 243
239 Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); 244 Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);
240 245
241 BSTerrainPhys terrainPhys; 246 lock (m_terrains)
242 if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
243 { 247 {
244 // There is already a terrain in this spot. Free the old and build the new. 248 BSTerrainPhys terrainPhys;
245 DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", 249 if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
246 BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
247
248 PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate()
249 { 250 {
251 // There is already a terrain in this spot. Free the old and build the new.
252 DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
253 BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
254
250 // Remove old terrain from the collection 255 // Remove old terrain from the collection
251 m_terrains.Remove(terrainRegionBase); 256 m_terrains.Remove(terrainRegionBase);
252 // Release any physical memory it may be using. 257 // Release any physical memory it may be using.
@@ -271,35 +276,24 @@ public sealed class BSTerrainManager
271 // I hate doing this, but just bail 276 // I hate doing this, but just bail
272 return; 277 return;
273 } 278 }
274 }); 279 }
275 } 280 else
276 else 281 {
277 { 282 // We don't know about this terrain so either we are creating a new terrain or
278 // We don't know about this terrain so either we are creating a new terrain or 283 // our mega-prim child is giving us a new terrain to add to the phys world
279 // our mega-prim child is giving us a new terrain to add to the phys world
280
281 // if this is a child terrain, calculate a unique terrain id
282 uint newTerrainID = id;
283 if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
284 newTerrainID = ++m_terrainCount;
285
286 float[] heightMapX = heightMap;
287 Vector3 minCoordsX = minCoords;
288 Vector3 maxCoordsX = maxCoords;
289 284
290 DetailLog("{0},UpdateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", 285 // if this is a child terrain, calculate a unique terrain id
291 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); 286 uint newTerrainID = id;
287 if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
288 newTerrainID = ++m_terrainCount;
292 289
293 // Code that must happen at taint-time 290 DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}",
294 PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:NewTerrain", delegate() 291 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
295 {
296 DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}",
297 BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
298 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); 292 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
299 m_terrains.Add(terrainRegionBase, newTerrainPhys); 293 m_terrains.Add(terrainRegionBase, newTerrainPhys);
300 294
301 m_terrainModified = true; 295 m_terrainModified = true;
302 }); 296 }
303 } 297 }
304 } 298 }
305 299
@@ -349,6 +343,7 @@ public sealed class BSTerrainManager
349 // with the same parameters as last time. 343 // with the same parameters as last time.
350 if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) 344 if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY)
351 return lastHeight; 345 return lastHeight;
346 m_terrainModified = false;
352 347
353 lastHeightTX = tX; 348 lastHeightTX = tX;
354 lastHeightTY = tY; 349 lastHeightTY = tY;
@@ -358,19 +353,19 @@ public sealed class BSTerrainManager
358 int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; 353 int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
359 Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); 354 Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
360 355
361 BSTerrainPhys physTerrain; 356 lock (m_terrains)
362 if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
363 { 357 {
364 ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ); 358 BSTerrainPhys physTerrain;
365 DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,loc={1},base={2},height={3}", 359 if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
366 BSScene.DetailLogZero, loc, terrainBaseXYZ, ret); 360 {
367 } 361 ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ);
368 else 362 }
369 { 363 else
370 PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", 364 {
371 LogHeader, PhysicsScene.RegionName, tX, tY); 365 PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
366 LogHeader, PhysicsScene.RegionName, tX, tY);
367 }
372 } 368 }
373 m_terrainModified = false;
374 lastHeight = ret; 369 lastHeight = ret;
375 return ret; 370 return ret;
376 } 371 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index dca7150..d7afdeb 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -217,8 +217,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys
217 } 217 }
218 } 218 }
219 verticesCount = verticesCount / 3; 219 verticesCount = verticesCount / 3;
220 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeVerts,verCount={1}",
221 BSScene.DetailLogZero, verticesCount);
222 220
223 for (int yy = 0; yy < sizeY; yy++) 221 for (int yy = 0; yy < sizeY; yy++)
224 { 222 {
@@ -235,8 +233,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys
235 indicesCount += 6; 233 indicesCount += 6;
236 } 234 }
237 } 235 }
238 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeIndices,indCount={1}", // DEEBUG DEBUG DEBUG
239 LogHeader, indicesCount); // DEBUG
240 ret = true; 236 ret = true;
241 } 237 }
242 catch (Exception e) 238 catch (Exception e)