From 4a0de0170412a939bade6cd149c94c7fd3ef020e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 21 Nov 2012 13:44:02 -0800 Subject: BulletSim: Properly position mesh terrain on creation (fixes terrain not appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages. --- .../Physics/BulletSPlugin/BSTerrainManager.cs | 74 ++++++++++------------ .../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 46 +++----------- 2 files changed, 44 insertions(+), 76 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin') 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 BSTerrainPhys terrainPhys; if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) { - // If this is terrain we know about, it's easy to update - - DetailLog("{0},UpdateTerrain:UpdateExisting,call,terrainBase={1}", BSScene.DetailLogZero, terrainRegionBase); + // There is already a terrain in this spot. Free the old and build the new. + DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", + BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate() { // Remove old terrain from the collection - m_terrains.Remove(terrainPhys.TerrainBase); + m_terrains.Remove(terrainRegionBase); // Release any physical memory it may be using. terrainPhys.Dispose(); - BSTerrainPhys newTerrainPhys = null; ; if (MegaRegionParentPhysicsScene == null) { - // TODO: redo terrain implementation selection to be centralized (there is another - // use below) and to accept an asset specification (for a mesh). - switch ((int)PhysicsScene.Params.terrainImplementation) - { - case (int)BSTerrainPhys.TerrainImplementation.Heightmap: - newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, - heightMap, minCoords, maxCoords); - break; - case (int)BSTerrainPhys.TerrainImplementation.Mesh: - newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, - heightMap, minCoords, maxCoords); - break; - default: - PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}", - LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation); - break; - } - + BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); m_terrains.Add(terrainRegionBase, newTerrainPhys); m_terrainModified = true; @@ -313,22 +295,7 @@ public sealed class BSTerrainManager { DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y); - BSTerrainPhys newTerrainPhys = null; - switch ((int)PhysicsScene.Params.terrainImplementation) - { - case (int)BSTerrainPhys.TerrainImplementation.Heightmap: - newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, - heightMap, minCoords, maxCoords); - break; - case (int)BSTerrainPhys.TerrainImplementation.Mesh: - newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, - heightMap, minCoords, maxCoords); - break; - default: - PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}", - LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation); - break; - } + BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); m_terrains.Add(terrainRegionBase, newTerrainPhys); m_terrainModified = true; @@ -336,6 +303,35 @@ public sealed class BSTerrainManager } } + // TODO: redo terrain implementation selection to allow other base types than heightMap. + private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) + { + PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", + LogHeader, PhysicsScene.RegionName, terrainRegionBase, + PhysicsScene.Params.terrainImplementation); + BSTerrainPhys newTerrainPhys = null; + switch ((int)PhysicsScene.Params.terrainImplementation) + { + case (int)BSTerrainPhys.TerrainImplementation.Heightmap: + newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, + heightMap, minCoords, maxCoords); + break; + case (int)BSTerrainPhys.TerrainImplementation.Mesh: + newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, + heightMap, minCoords, maxCoords); + break; + default: + PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", + LogHeader, + (int)PhysicsScene.Params.terrainImplementation, + PhysicsScene.Params.terrainImplementation, + PhysicsScene.RegionName, terrainRegionBase); + break; + } + return newTerrainPhys; + } + + // Given an X and Y, find the height of the terrain. // Since we could be handling multiple terrains for a mega-region, // the base of the region is calcuated assuming all regions are diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index a199078..3279b6f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs @@ -76,7 +76,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys m_sizeX = (int)(maxCoords.X - minCoords.X); m_sizeY = (int)(maxCoords.Y - minCoords.Y); - if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, m_sizeX, m_sizeY, + if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, + m_sizeX, m_sizeY, (float)m_sizeX, (float)m_sizeY, Vector3.Zero, 1.0f, out indicesCount, out indices, out verticesCount, out vertices)) @@ -87,8 +88,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys // Something is very messed up and a crash is in our future. return; } - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterConvertHeightmapToMesh,ver={1},ind={2}", - ID, verticesCount, indicesCount); m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, indicesCount, indices, verticesCount, vertices), @@ -101,18 +100,11 @@ public sealed class BSTerrainMesh : BSTerrainPhys // Something is very messed up and a crash is in our future. return; } - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateShape,shape={1}", ID, m_terrainShape); - // The terrain object initial position is at the center of the object - Vector3 centerPos; - centerPos.X = minCoords.X + (m_sizeX / 2f); - centerPos.Y = minCoords.Y + (m_sizeY / 2f); - centerPos.Z = minCoords.Z + ((maxCoords.Z - minCoords.Z) / 2f); + Vector3 pos = regionBase; Quaternion rot = Quaternion.Identity; - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,creatingBody,centerPos={1},rot={2}", ID, centerPos, rot); - m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( - m_terrainShape.ptr, ID, centerPos, rot)); + m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot)); if (m_terrainBody.ptr == IntPtr.Zero) { // DISASTER!! @@ -120,7 +112,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys // Something is very messed up and a crash is in our future. return; } - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateBody,body={1}", ID, m_terrainBody); // Set current terrain attributes BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction); @@ -194,7 +185,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys int[] indices = new int[0]; float[] vertices = new float[0]; - // Simple mesh creation which assumes magnification == 1, sizeX == extentX and sizeY == extentY. + // Simple mesh creation which assumes magnification == 1. // TODO: do a more general solution that scales, adds new vertices and smoothes the result. try @@ -205,10 +196,10 @@ public sealed class BSTerrainMesh : BSTerrainPhys int totalIndices = sizeX * sizeY * 6; indices = new int[totalIndices]; - physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2}", - BSScene.DetailLogZero, totalVertices, totalIndices); float magX = (float)sizeX / extentX; float magY = (float)sizeY / extentY; + physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", + BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); // Note that sizeX+1 vertices are created since there is land between this and the next region. for (int yy = 0; yy <= sizeY; yy++) { @@ -222,15 +213,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; vertices[verticesCount + 2] = height + extentBase.Z; - if (physicsScene.PhysicsLogging.Enabled && verticesCount < 900) // DEBUG DEBUG DEBUG - { - Vector3 genVertex = new Vector3( - vertices[verticesCount + 0], - vertices[verticesCount + 1], - vertices[verticesCount + 2]); - physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,ii={1},vertex={2}", - BSScene.DetailLogZero, verticesCount/3, genVertex); - } verticesCount += 3; } } @@ -250,16 +232,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys indices[indicesCount + 3] = offset + 1; indices[indicesCount + 4] = offset + sizeX + 2; indices[indicesCount + 5] = offset + sizeX + 1; - if (indicesCount < (300 * 6)) // DEBUG DEBUG DEBUG - physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,i0={1},i1={2},i2={3},i3={4},i4={5},i5={6}", // DEEBUG DEBUG DEBUG - BSScene.DetailLogZero, - indices[indicesCount + 0], - indices[indicesCount + 1], - indices[indicesCount + 2], - indices[indicesCount + 3], - indices[indicesCount + 4], - indices[indicesCount + 5] - ); indicesCount += 6; } } @@ -269,8 +241,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys } catch (Exception e) { - physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. Base={1}, e={2}", - LogHeader, extentBase, e); + physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", + LogHeader, physicsScene.RegionName, extentBase, e); } indicesCountO = indicesCount; -- cgit v1.1