BulletSim: rearrange mega-region terrain code to make the thread flow
a little clearer.user_profiles
parent
2bfe60e2fb
commit
ebc1209fc9
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@ -199,15 +199,8 @@ public sealed class BSTerrainManager : IDisposable
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if (MegaRegionParentPhysicsScene is BSScene)
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if (MegaRegionParentPhysicsScene is BSScene)
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{
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{
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DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax);
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DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax);
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// This looks really odd but this region is passing its terrain to its mega-region root region
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((BSScene)MegaRegionParentPhysicsScene).TerrainManager.AddMegaRegionChildTerrain(
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// and the creation of the terrain must happen on the root region's taint thread and not
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BSScene.CHILDTERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize);
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// my taint thread.
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((BSScene)MegaRegionParentPhysicsScene).PostTaintObject("TerrainManager.SetTerrain.Mega-" + m_worldOffset.ToString(), 0, delegate()
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{
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((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
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BSScene.CHILDTERRAIN_ID, localHeightMap,
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m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */);
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});
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}
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}
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}
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}
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else
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else
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@ -215,12 +208,23 @@ public sealed class BSTerrainManager : IDisposable
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// If not doing the mega-prim thing, just change the terrain
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// If not doing the mega-prim thing, just change the terrain
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DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
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DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
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UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap,
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UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize);
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m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */);
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}
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}
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});
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});
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}
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}
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// Another region is calling this region passing a terrain.
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// A region that is not the mega-region root will pass its terrain to the root region so the root region
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// physics engine will have all the terrains.
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private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
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{
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// Since we are called by another region's thread, the action must be rescheduled onto our processing thread.
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PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + m_worldOffset.ToString(), 0, delegate()
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{
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UpdateTerrain(id, heightMap, minCoords, maxCoords);
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});
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}
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// If called for terrain has has not been previously allocated, a new terrain will be built
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// If called for terrain has has not been previously allocated, a new terrain will be built
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// based on the passed information. The 'id' should be either the terrain id or
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// based on the passed information. The 'id' should be either the terrain id or
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// BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
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// BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
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@ -230,11 +234,10 @@ public sealed class BSTerrainManager : IDisposable
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// This call is most often used to update the heightMap and parameters of the terrain.
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// This call is most often used to update the heightMap and parameters of the terrain.
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// (The above does suggest that some simplification/refactoring is in order.)
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// (The above does suggest that some simplification/refactoring is in order.)
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// Called during taint-time.
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// Called during taint-time.
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private void UpdateTerrain(uint id, float[] heightMap,
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private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
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Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
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{
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{
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DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3},inTaintTime={4}",
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DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}",
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BSScene.DetailLogZero, id, minCoords, maxCoords, inTaintTime);
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BSScene.DetailLogZero, id, minCoords, maxCoords);
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// Find high and low points of passed heightmap.
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// Find high and low points of passed heightmap.
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// The min and max passed in is usually the area objects can be in (maximum
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// The min and max passed in is usually the area objects can be in (maximum
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