From 2c7f03592571292ea3a563addb1c8fa6af1f6c59 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 20 Apr 2012 04:49:23 +0100 Subject: [PATCH] ubitODE: - Change triangles used in terrain height estimation --- .../Region/Physics/UbitOdePlugin/OdeScene.cs | 39 +++++++++++++------ 1 file changed, 28 insertions(+), 11 deletions(-) diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs index 9ca2d3f29b..72ac605d15 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs @@ -2007,7 +2007,7 @@ namespace OpenSim.Region.Physics.OdePlugin } else // out world use external height { - ix = regsize - 1; + ix = regsize - 2; dx = 0; } if (y < regsize - 1) @@ -2017,7 +2017,7 @@ namespace OpenSim.Region.Physics.OdePlugin } else { - iy = regsize - 1; + iy = regsize - 2; dy = 0; } } @@ -2034,7 +2034,7 @@ namespace OpenSim.Region.Physics.OdePlugin } else // out world use external height { - iy = regsize - 1; + iy = regsize - 2; dy = 0; } if (y < regsize - 1) @@ -2044,7 +2044,7 @@ namespace OpenSim.Region.Physics.OdePlugin } else { - ix = regsize - 1; + ix = regsize - 2; dx = 0; } } @@ -2057,18 +2057,35 @@ namespace OpenSim.Region.Physics.OdePlugin iy += ix; // all indexes have iy + ix float[] heights = TerrainHeightFieldHeights[heightFieldGeom]; + /* + if ((dx + dy) <= 1.0f) + { + h0 = ((float)heights[iy]); // 0,0 vertice + h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0 + h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0 + } + else + { + h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice + h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0 + h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1 + } + */ + h0 = ((float)heights[iy]); // 0,0 vertice - if ((dx + dy) <= 1.0f) + if ((dy > dx)) { - h0 = ((float)heights[iy]); // 0,0 vertice - h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0 - h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0 + iy += regsize; + h2 = (float)heights[iy]; // 0,1 vertice + h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0 + h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1 } else { - h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice - h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0 - h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1 + iy++; + h2 = (float)heights[iy]; // vertice 1,0 + h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0 + h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0 } return h0 + h1 + h2;