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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs22
1 files changed, 16 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index d7afdeb..5f6675d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -88,9 +88,11 @@ public sealed class BSTerrainMesh : BSTerrainPhys
88 // Something is very messed up and a crash is in our future. 88 // Something is very messed up and a crash is in our future.
89 return; 89 return;
90 } 90 }
91 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
92 ID, indicesCount, indices.Length, verticesCount, vertices.Length);
91 93
92 m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, 94 m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
93 indicesCount, indices, verticesCount, vertices), 95 indicesCount, indices, verticesCount, vertices),
94 BSPhysicsShapeType.SHAPE_MESH); 96 BSPhysicsShapeType.SHAPE_MESH);
95 if (m_terrainShape.ptr == IntPtr.Zero) 97 if (m_terrainShape.ptr == IntPtr.Zero)
96 { 98 {
@@ -122,10 +124,10 @@ public sealed class BSTerrainMesh : BSTerrainPhys
122 // Static objects are not very massive. 124 // Static objects are not very massive.
123 BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); 125 BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);
124 126
125 // Return the new terrain to the world of physical objects 127 // Put the new terrain to the world of physical objects
126 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); 128 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
127 129
128 // redo its bounding box now that it is in the world 130 // Redo its bounding box now that it is in the world
129 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); 131 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
130 132
131 BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr, 133 BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr,
@@ -188,6 +190,11 @@ public sealed class BSTerrainMesh : BSTerrainPhys
188 // Simple mesh creation which assumes magnification == 1. 190 // Simple mesh creation which assumes magnification == 1.
189 // TODO: do a more general solution that scales, adds new vertices and smoothes the result. 191 // TODO: do a more general solution that scales, adds new vertices and smoothes the result.
190 192
193 // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop
194 // from zero to <= sizeX). The triangle indices are then generated as two triangles
195 // per heightmap point. There are sizeX by sizeY of these squares. The extra row and
196 // column of vertices are used to complete the triangles of the last row and column
197 // of the heightmap.
191 try 198 try
192 { 199 {
193 // One vertice per heightmap value plus the vertices off the top and bottom edge. 200 // One vertice per heightmap value plus the vertices off the top and bottom edge.
@@ -200,16 +207,18 @@ public sealed class BSTerrainMesh : BSTerrainPhys
200 float magY = (float)sizeY / extentY; 207 float magY = (float)sizeY / extentY;
201 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", 208 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}",
202 BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); 209 BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY);
210 float minHeight = float.MaxValue;
203 // Note that sizeX+1 vertices are created since there is land between this and the next region. 211 // Note that sizeX+1 vertices are created since there is land between this and the next region.
204 for (int yy = 0; yy <= sizeY; yy++) 212 for (int yy = 0; yy <= sizeY; yy++)
205 { 213 {
206 for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times 214 for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times
207 { 215 {
208 int offset = yy * sizeX + xx; 216 int offset = yy * sizeX + xx;
209 // Extend the height from the height from the last row or column 217 // Extend the height with the height from the last row or column
210 if (yy == sizeY) offset -= sizeX; 218 if (yy == sizeY) offset -= sizeX;
211 if (xx == sizeX) offset -= 1; 219 if (xx == sizeX) offset -= 1;
212 float height = heightMap[offset]; 220 float height = heightMap[offset];
221 minHeight = Math.Min(minHeight, height);
213 vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; 222 vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
214 vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; 223 vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
215 vertices[verticesCount + 2] = height + extentBase.Z; 224 vertices[verticesCount + 2] = height + extentBase.Z;
@@ -222,7 +231,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
222 { 231 {
223 for (int xx = 0; xx < sizeX; xx++) 232 for (int xx = 0; xx < sizeX; xx++)
224 { 233 {
225 int offset = yy * sizeX + xx; 234 int offset = yy * (sizeX + 1) + xx;
226 // Each vertices is presumed to be the upper left corner of a box of two triangles 235 // Each vertices is presumed to be the upper left corner of a box of two triangles
227 indices[indicesCount + 0] = offset; 236 indices[indicesCount + 0] = offset;
228 indices[indicesCount + 1] = offset + 1; 237 indices[indicesCount + 1] = offset + 1;
@@ -233,6 +242,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
233 indicesCount += 6; 242 indicesCount += 6;
234 } 243 }
235 } 244 }
245
236 ret = true; 246 ret = true;
237 } 247 }
238 catch (Exception e) 248 catch (Exception e)