Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
e97567e227
|
@ -180,11 +180,14 @@ public static class BSMaterials
|
|||
// Use reflection to set the value in the attribute structure.
|
||||
private static void SetAttributeValue(int matType, string attribName, float val)
|
||||
{
|
||||
// Get the current attribute values for this material
|
||||
MaterialAttributes thisAttrib = Attributes[matType];
|
||||
// Find the field for the passed attribute name (eg, find field named 'friction')
|
||||
FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower());
|
||||
if (fieldInfo != null)
|
||||
{
|
||||
fieldInfo.SetValue(thisAttrib, val);
|
||||
// Copy new attributes back to array -- since MaterialAttributes is 'struct', passed by value, not reference.
|
||||
Attributes[matType] = thisAttrib;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -482,7 +482,7 @@ public static class BSParam
|
|||
(s) => { return TerrainImplementation; },
|
||||
(s,v) => { TerrainImplementation = v; } ),
|
||||
new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
|
||||
3,
|
||||
2,
|
||||
(s) => { return TerrainMeshMagnification; },
|
||||
(s,v) => { TerrainMeshMagnification = v; } ),
|
||||
new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
|
||||
|
|
|
@ -132,6 +132,7 @@ public sealed class BSTerrainManager : IDisposable
|
|||
// safe to call Bullet in real time. We hope no one is moving prims around yet.
|
||||
public void CreateInitialGroundPlaneAndTerrain()
|
||||
{
|
||||
DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName);
|
||||
// The ground plane is here to catch things that are trying to drop to negative infinity
|
||||
BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin);
|
||||
m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape,
|
||||
|
@ -145,14 +146,18 @@ public sealed class BSTerrainManager : IDisposable
|
|||
m_groundPlane.collisionType = CollisionType.Groundplane;
|
||||
m_groundPlane.ApplyCollisionMask(PhysicsScene);
|
||||
|
||||
// Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
|
||||
BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
|
||||
lock (m_terrains)
|
||||
{
|
||||
// Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
|
||||
m_terrains.Add(Vector3.Zero, initialTerrain);
|
||||
}
|
||||
}
|
||||
|
||||
// Release all the terrain structures we might have allocated
|
||||
public void ReleaseGroundPlaneAndTerrain()
|
||||
{
|
||||
DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName);
|
||||
if (m_groundPlane.HasPhysicalBody)
|
||||
{
|
||||
if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane))
|
||||
|
@ -193,11 +198,16 @@ public sealed class BSTerrainManager : IDisposable
|
|||
// the terrain is added to our parent
|
||||
if (MegaRegionParentPhysicsScene is BSScene)
|
||||
{
|
||||
DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
|
||||
BSScene.DetailLogZero, m_worldOffset, m_worldMax);
|
||||
DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax);
|
||||
// This looks really odd but this region is passing its terrain to its mega-region root region
|
||||
// and the creation of the terrain must happen on the root region's taint thread and not
|
||||
// my taint thread.
|
||||
((BSScene)MegaRegionParentPhysicsScene).PostTaintObject("TerrainManager.SetTerrain.Mega-" + m_worldOffset.ToString(), 0, delegate()
|
||||
{
|
||||
((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
|
||||
BSScene.CHILDTERRAIN_ID, localHeightMap,
|
||||
m_worldOffset, m_worldOffset + DefaultRegionSize, true);
|
||||
m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */);
|
||||
});
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -206,16 +216,16 @@ public sealed class BSTerrainManager : IDisposable
|
|||
DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
|
||||
|
||||
UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap,
|
||||
m_worldOffset, m_worldOffset + DefaultRegionSize, true);
|
||||
m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
|
||||
// If called for terrain has has not been previously allocated, a new terrain will be built
|
||||
// based on the passed information. The 'id' should be either the terrain id or
|
||||
// BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
|
||||
// The latter feature is for creating child terrains for mega-regions.
|
||||
// If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
|
||||
// If there is an existing terrain body, a new
|
||||
// terrain shape is created and added to the body.
|
||||
// This call is most often used to update the heightMap and parameters of the terrain.
|
||||
// (The above does suggest that some simplification/refactoring is in order.)
|
||||
|
@ -223,8 +233,8 @@ public sealed class BSTerrainManager : IDisposable
|
|||
private void UpdateTerrain(uint id, float[] heightMap,
|
||||
Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
|
||||
{
|
||||
DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
|
||||
BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
|
||||
DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3},inTaintTime={4}",
|
||||
BSScene.DetailLogZero, id, minCoords, maxCoords, inTaintTime);
|
||||
|
||||
// Find high and low points of passed heightmap.
|
||||
// The min and max passed in is usually the area objects can be in (maximum
|
||||
|
@ -253,7 +263,7 @@ public sealed class BSTerrainManager : IDisposable
|
|||
if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
|
||||
{
|
||||
// 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}",
|
||||
DetailLog("{0},BSTErrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
|
||||
BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
|
||||
|
||||
// Remove old terrain from the collection
|
||||
|
@ -292,7 +302,7 @@ public sealed class BSTerrainManager : IDisposable
|
|||
if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
|
||||
newTerrainID = ++m_terrainCount;
|
||||
|
||||
DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}",
|
||||
DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}",
|
||||
BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
|
||||
BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
|
||||
m_terrains.Add(terrainRegionBase, newTerrainPhys);
|
||||
|
@ -343,37 +353,35 @@ public sealed class BSTerrainManager : IDisposable
|
|||
{
|
||||
Vector3 ret = pPos;
|
||||
|
||||
// First, base addresses are never negative so correct for that possible problem.
|
||||
if (ret.X < 0f || ret.Y < 0f)
|
||||
{
|
||||
ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f);
|
||||
ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f);
|
||||
DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}",
|
||||
BSScene.DetailLogZero, pPos, ret);
|
||||
}
|
||||
|
||||
// Can't do this function if we don't know about any terrain.
|
||||
if (m_terrains.Count == 0)
|
||||
return ret;
|
||||
|
||||
int loopPrevention = 5;
|
||||
int loopPrevention = 10;
|
||||
Vector3 terrainBaseXYZ;
|
||||
BSTerrainPhys physTerrain;
|
||||
while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ))
|
||||
{
|
||||
// The passed position is not within a known terrain area.
|
||||
// NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region.
|
||||
|
||||
// First, base addresses are never negative so correct for that possible problem.
|
||||
if (ret.X < 0f || ret.Y < 0f)
|
||||
{
|
||||
if (ret.X < 0f)
|
||||
ret.X = 0f;
|
||||
if (ret.Y < 0f)
|
||||
ret.Y = 0f;
|
||||
DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}",
|
||||
BSScene.DetailLogZero, pPos, ret);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Must be off the top of a region. Find an adjacent region to move into.
|
||||
Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ);
|
||||
|
||||
ret.X = Math.Min(ret.X, adjacentTerrainBase.X + DefaultRegionSize.X);
|
||||
ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + DefaultRegionSize.Y);
|
||||
ret.X = Math.Min(ret.X, adjacentTerrainBase.X + (ret.X % DefaultRegionSize.X));
|
||||
ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + (ret.X % DefaultRegionSize.Y));
|
||||
DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}",
|
||||
BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret);
|
||||
}
|
||||
|
||||
if (loopPrevention-- < 0f)
|
||||
{
|
||||
// The 'while' is a little dangerous so this prevents looping forever if the
|
||||
|
@ -383,6 +391,7 @@ public sealed class BSTerrainManager : IDisposable
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -479,11 +488,20 @@ public sealed class BSTerrainManager : IDisposable
|
|||
private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase)
|
||||
{
|
||||
Vector3 ret = pTerrainBase;
|
||||
|
||||
// Can't do this function if we don't know about any terrain.
|
||||
if (m_terrains.Count == 0)
|
||||
return ret;
|
||||
|
||||
// Just some sanity
|
||||
ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f);
|
||||
ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f);
|
||||
ret.Z = 0f;
|
||||
|
||||
lock (m_terrains)
|
||||
{
|
||||
// Once down to the <0,0> region, we have to be done.
|
||||
while (ret.X > 0f && ret.Y > 0f)
|
||||
while (ret.X > 0f || ret.Y > 0f)
|
||||
{
|
||||
if (ret.X > 0f)
|
||||
{
|
||||
|
|
|
@ -98,20 +98,20 @@ public sealed class BSTerrainMesh : BSTerrainPhys
|
|||
if (!meshCreationSuccess)
|
||||
{
|
||||
// DISASTER!!
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID);
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
|
||||
// Something is very messed up and a crash is in our future.
|
||||
return;
|
||||
}
|
||||
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
|
||||
ID, indicesCount, indices.Length, verticesCount, vertices.Length);
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}",
|
||||
BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length);
|
||||
|
||||
m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices);
|
||||
if (!m_terrainShape.HasPhysicalShape)
|
||||
{
|
||||
// DISASTER!!
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID);
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
|
||||
// Something is very messed up and a crash is in our future.
|
||||
return;
|
||||
|
@ -151,7 +151,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
|
|||
|
||||
if (BSParam.UseSingleSidedMeshes)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial", id);
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id);
|
||||
PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue