BulletSim: Update BulletSimAPI to match the DLL interface.
Major rework of terrain management which finally makes mega-regions work. Update heightmap of terrain by rebuilding the terrain's body and shape. There is a problem with just replacing the shape so this workaround will do for the moment but it will need to be resolved for mesh and hull switching.integration
parent
ae852bb873
commit
ffdc798720
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@ -228,7 +228,7 @@ public class BSCharacter : BSPhysObject
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float terrainHeight = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position);
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if (Position.Z < terrainHeight)
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{
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DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
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DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
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_position.Z = terrainHeight + 2.0f;
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ret = true;
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}
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@ -1070,7 +1070,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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(s) => { return s.m_params[0].terrainRestitution; },
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(s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ),
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new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
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0.5f,
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0.2f,
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(s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); },
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(s) => { return s.m_params[0].avatarFriction; },
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(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ),
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@ -54,17 +54,19 @@ public class BSTerrainManager
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// amount to make sure that a bounding box is built for the terrain.
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public const float HEIGHT_EQUAL_FUDGE = 0.2f;
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public const float TERRAIN_COLLISION_MARGIN = 0.2f;
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public const float TERRAIN_COLLISION_MARGIN = 0.0f;
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// Until the whole simulator is changed to pass us the region size, we rely on constants.
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public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, 0f);
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// The scene that I am part of
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BSScene m_physicsScene;
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private BSScene m_physicsScene;
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// The ground plane created to keep thing from falling to infinity.
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private BulletBody m_groundPlane;
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// If doing mega-regions, if we're region zero we will be managing multiple
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// region terrains since region zero does the physics for the whole mega-region.
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private Dictionary<Vector2, BulletBody> m_terrains;
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private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps;
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// True of the terrain has been modified.
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@ -78,16 +80,22 @@ public class BSTerrainManager
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// If doing mega-regions, this holds our offset from region zero of
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// the mega-regions. "parentScene" points to the PhysicsScene of region zero.
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private Vector3 m_worldOffset = Vector3.Zero;
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public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
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private PhysicsScene m_parentScene = null;
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private Vector3 m_worldOffset;
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// If the parent region (region 0), this is the extent of the combined regions
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// relative to the origin of region zero
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private Vector3 m_worldMax;
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private PhysicsScene m_parentScene;
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public BSTerrainManager(BSScene physicsScene)
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{
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m_physicsScene = physicsScene;
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m_terrains = new Dictionary<Vector2,BulletBody>();
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m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
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m_terrainModified = false;
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// Assume one region of default size
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m_worldOffset = Vector3.Zero;
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m_worldMax = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, 4096f);
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m_parentScene = null;
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}
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// Create the initial instance of terrain and the underlying ground plane.
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@ -95,7 +103,7 @@ public class BSTerrainManager
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// by the managed code.
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// The terrains and the groundPlane are not added to the list of PhysObjects.
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// This is called from the initialization routine so we presume it is
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// safe to call Bullet in real time. We hope no one is moving around prim yet.
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// safe to call Bullet in real time. We hope no one is moving prims around yet.
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public void CreateInitialGroundPlaneAndTerrain()
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{
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// The ground plane is here to catch things that are trying to drop to negative infinity
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@ -105,125 +113,91 @@ public class BSTerrainManager
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BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr);
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Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
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Vector3 maxTerrainCoords = new Vector3(Constants.RegionSize, Constants.RegionSize, HEIGHT_INITIALIZATION);
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Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
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int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
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float[] initialMap = new float[totalHeights];
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for (int ii = 0; ii < totalHeights; ii++)
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{
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initialMap[ii] = HEIGHT_INITIALIZATION;
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}
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CreateNewTerrainSegment(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords);
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UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true);
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}
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// Release all the terrain structures we might have allocated
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public void ReleaseGroundPlaneAndTerrain()
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{
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if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr))
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if (m_groundPlane.Ptr != IntPtr.Zero)
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{
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BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr);
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}
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m_groundPlane.Ptr = IntPtr.Zero;
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foreach (KeyValuePair<Vector2, BulletBody> kvp in m_terrains)
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{
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if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.Ptr))
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if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr))
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{
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BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.Ptr);
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BulletSimAPI.ReleaseHeightMapInfo2(m_heightMaps[kvp.Key].Ptr);
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BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr);
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}
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m_groundPlane.Ptr = IntPtr.Zero;
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}
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ReleaseTerrain();
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}
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// Release all the terrain we have allocated
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public void ReleaseTerrain()
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{
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foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
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{
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if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr))
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{
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BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr);
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BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
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}
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}
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m_terrains.Clear();
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m_heightMaps.Clear();
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}
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// Create a new terrain description. This is used for mega-regions where
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// the children of region zero give region zero all of the terrain
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// segments since region zero does all the physics for the mega-region.
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// Call at taint time!!
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public void CreateNewTerrainSegment(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
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{
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// The Z coordinates are recalculated to be the min and max height of the terrain
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// itself. The caller may have passed us the real region extent.
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float minZ = float.MaxValue;
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float maxZ = float.MinValue;
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int hSize = heightMap.Length;
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for (int ii = 0; ii < hSize; ii++)
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{
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float height = heightMap[ii];
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if (height < minZ) minZ = height;
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if (height > maxZ) maxZ = height;
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}
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// If the terrain is flat, make a difference so we get a bounding box
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if (minZ == maxZ)
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minZ -= HEIGHT_EQUAL_FUDGE;
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minCoords.Z = minZ;
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maxCoords.Z = maxZ;
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Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y);
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// Create the heightmap data structure in the unmanaged space
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BulletHeightMapInfo mapInfo = new BulletHeightMapInfo(id, heightMap,
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BulletSimAPI.CreateHeightMapInfo2(id, minCoords, maxCoords, heightMap, TERRAIN_COLLISION_MARGIN));
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mapInfo.terrainRegionBase = terrainRegionBase;
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mapInfo.minCoords = minCoords;
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mapInfo.maxCoords = maxCoords;
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mapInfo.minZ = minZ;
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mapInfo.maxZ = maxZ;
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mapInfo.sizeX = maxCoords.X - minCoords.X;
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mapInfo.sizeY = maxCoords.Y - minCoords.Y;
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Vector3 centerPos;
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centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
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centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
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centerPos.Z = minZ + (maxZ - minZ) / 2f;
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DetailLog("{0},BSScene.CreateNewTerrainSegment,call,minZ={1},maxZ={2},hMapPtr={3},minC={4},maxC={5}",
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BSScene.DetailLogZero, minZ, maxZ, mapInfo.Ptr, minCoords, maxCoords);
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// Create the terrain shape from the mapInfo
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BulletShape terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
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BulletBody terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2(terrainShape.Ptr,
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centerPos, Quaternion.Identity));
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BulletSimAPI.SetFriction2(terrainBody.Ptr, m_physicsScene.Params.terrainFriction);
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BulletSimAPI.SetHitFraction2(terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction);
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BulletSimAPI.SetRestitution2(terrainBody.Ptr, m_physicsScene.Params.terrainRestitution);
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BulletSimAPI.SetCollisionFlags2(terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
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BulletSimAPI.Activate2(terrainBody.Ptr, true);
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// Add the new terrain to the dynamics world
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BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, terrainBody.Ptr);
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BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, terrainBody.Ptr);
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// Add the created terrain to the management set. If we are doing mega-regions,
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// the terrains of our children will be added.
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m_terrains.Add(terrainRegionBase, terrainBody);
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m_heightMaps.Add(terrainRegionBase, mapInfo);
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m_terrainModified = true;
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}
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// The simulator wants to set a new heightmap for the terrain.
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public void SetTerrain(float[] heightMap) {
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if (m_worldOffset != Vector3.Zero && m_parentScene != null)
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{
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// If a child of a mega-region, we shouldn't have any terrain allocated for us
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ReleaseGroundPlaneAndTerrain();
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// If doing the mega-prim stuff and we are the child of the zero region,
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// the terrain is really added to our parent
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// the terrain is added to our parent
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if (m_parentScene is BSScene)
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{
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((BSScene)m_parentScene).TerrainManager.SetTerrain(heightMap, m_worldOffset);
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DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
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BSScene.DetailLogZero, m_worldOffset, m_worldMax);
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((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
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heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false);
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}
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}
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else
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{
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// if not doing the mega-prim thing, just change the terrain
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SetTerrain(heightMap, m_worldOffset);
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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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UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false);
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}
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}
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private void SetTerrain(float[] heightMap, Vector3 tOffset)
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// If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
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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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// The latter feature is for creating child terrains for mega-regions.
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// If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0)
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// then a new body and shape is created and the mapInfo is filled.
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// This call is used for doing the initial terrain creation.
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// If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
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// terrain shape is created and added to the body.
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// This call is most often used to update the heightMap and parameters of the terrain.
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// The 'doNow' boolean says whether to do all the unmanaged activities right now (like when
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// calling this routine from initialization or taint-time routines) or whether to delay
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// all the unmanaged activities to taint-time.
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private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool doNow)
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{
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DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},doNow={3}",
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BSScene.DetailLogZero, minCoords, maxCoords, doNow);
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float minZ = float.MaxValue;
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float maxZ = float.MinValue;
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Vector2 terrainRegionBase = new Vector2(tOffset.X, tOffset.Y);
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Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y);
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int heightMapSize = heightMap.Length;
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for (int ii = 0; ii < heightMapSize; ii++)
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@ -234,58 +208,162 @@ public class BSTerrainManager
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}
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// The shape of the terrain is from its base to its extents.
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Vector3 minCoords, maxCoords;
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minCoords = tOffset;
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minCoords.Z = minZ;
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maxCoords = tOffset;
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maxCoords.X += Constants.RegionSize;
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maxCoords.Y += Constants.RegionSize;
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maxCoords.Z = maxZ;
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BulletBody terrainBody;
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BulletHeightMapInfo mapInfo;
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if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo))
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{
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terrainBody = m_terrains[terrainRegionBase];
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// Copy heightMap local and compute some statistics.
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for (int ii = 0; ii < heightMapSize; ii++)
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{
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mapInfo.heightMap[ii] = heightMap[ii];
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}
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// If this is terrain we know about, it's easy to update
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m_physicsScene.TaintedObject("BSScene.SetTerrain:UpdateExisting", delegate()
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mapInfo.heightMap = heightMap;
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mapInfo.minCoords = minCoords;
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mapInfo.maxCoords = maxCoords;
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mapInfo.minZ = minZ;
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mapInfo.maxZ = maxZ;
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mapInfo.sizeX = maxCoords.X - minCoords.X;
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mapInfo.sizeY = maxCoords.Y - minCoords.Y;
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DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
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BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
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BSScene.TaintCallback rebuildOperation = delegate()
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{
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DetailLog("{0},SetTerrain:UpdateExisting,baseX={1},baseY={2},minZ={3},maxZ={4}",
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BSScene.DetailLogZero, tOffset.X, tOffset.Y, minZ, maxZ);
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// Fill the existing height map info with the new location and size information
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BulletSimAPI.FillHeightMapInfo2(mapInfo.Ptr, mapInfo.ID, minCoords, maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
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// Create a terrain shape based on the new info
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BulletShape terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
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// Swap the shape in the terrain body (this also deletes the old shape)
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bool success = BulletSimAPI.ReplaceBodyShape2(m_physicsScene.World.Ptr, terrainBody.Ptr, terrainShape.Ptr);
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if (!success)
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if (m_parentScene != null)
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{
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DetailLog("{0},SetTerrain:UpdateExisting,Failed", BSScene.DetailLogZero);
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m_physicsScene.Logger.ErrorFormat("{0} Failed updating terrain heightmap. Region={1}",
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LogHeader, m_physicsScene.RegionName);
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// It's possible that Combine() was called after this code was queued.
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// If we are a child of combined regions, we don't create any terrain for us.
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DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
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// Get rid of any terrain that may have been allocated for us.
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ReleaseGroundPlaneAndTerrain();
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// I hate doing this, but just bail
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return;
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}
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});
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if (mapInfo.terrainBody.Ptr != IntPtr.Zero)
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{
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// Updating an existing terrain.
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DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
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BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
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// Remove from the dynamics world because we're going to mangle this object
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BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
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// Get rid of the old terrain
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BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
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BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
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mapInfo.Ptr = IntPtr.Zero;
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/*
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// NOTE: This routine is half here because I can't get the terrain shape replacement
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// to work. In the short term, the above three lines completely delete the old
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// terrain and the code below recreates one from scratch.
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// Hopefully the Bullet community will help me out on this one.
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// First, release the old collision shape (there is only one terrain)
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BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr);
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// Fill the existing height map info with the new location and size information
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BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID,
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mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
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// Create a terrain shape based on the new info
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mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
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// Stuff the shape into the existing terrain body
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BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr);
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*/
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}
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// else
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{
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// Creating a new terrain.
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DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
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BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
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mapInfo.ID = id;
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mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.ID,
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mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
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// The terrain object initial position is at the center of the object
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Vector3 centerPos;
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centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
|
||||
centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
|
||||
centerPos.Z = minZ + ((maxZ - minZ) / 2f);
|
||||
|
||||
// Create the terrain shape from the mapInfo
|
||||
mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
|
||||
|
||||
mapInfo.terrainBody = new BulletBody(mapInfo.ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.Ptr,
|
||||
centerPos, Quaternion.Identity));
|
||||
}
|
||||
|
||||
// Make sure the entry is in the heightmap table
|
||||
m_heightMaps[terrainRegionBase] = mapInfo;
|
||||
|
||||
// Set current terrain attributes
|
||||
BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainFriction);
|
||||
BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction);
|
||||
BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainRestitution);
|
||||
BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
|
||||
BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero);
|
||||
BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr);
|
||||
|
||||
// Return the new terrain to the world of physical objects
|
||||
BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
|
||||
|
||||
// redo its bounding box now that it is in the world
|
||||
BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
|
||||
|
||||
// Make sure the new shape is processed.
|
||||
BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true);
|
||||
};
|
||||
|
||||
// There is the option to do the changes now (we're already in 'taint time'), or
|
||||
// to do the Bullet operations later.
|
||||
if (doNow)
|
||||
rebuildOperation();
|
||||
else
|
||||
m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Our mega-prim child is giving us a new terrain to add to the phys world
|
||||
uint newTerrainID = ++m_terrainCount;
|
||||
// We don't know about this terrain so either we are creating a new terrain or
|
||||
// our mega-prim child is giving us a new terrain to add to the phys world
|
||||
|
||||
m_physicsScene.TaintedObject("BSScene.SetTerrain:NewTerrain", delegate()
|
||||
// if this is a child terrain, calculate a unique terrain id
|
||||
uint newTerrainID = id;
|
||||
if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
|
||||
newTerrainID = ++m_terrainCount;
|
||||
|
||||
float[] heightMapX = heightMap;
|
||||
Vector3 minCoordsX = minCoords;
|
||||
Vector3 maxCoordsX = maxCoords;
|
||||
|
||||
DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
|
||||
BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
|
||||
|
||||
// Code that must happen at taint-time
|
||||
BSScene.TaintCallback createOperation = delegate()
|
||||
{
|
||||
DetailLog("{0},SetTerrain:NewTerrain,baseX={1},baseY={2}", BSScene.DetailLogZero, tOffset.X, tOffset.Y);
|
||||
CreateNewTerrainSegment(newTerrainID, heightMap, minCoords, maxCoords);
|
||||
});
|
||||
DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
|
||||
// Create a new mapInfo that will be filled with the new info
|
||||
mapInfo = new BulletHeightMapInfo(id, heightMapX,
|
||||
BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, newTerrainID,
|
||||
minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
|
||||
// Put the unfilled heightmap info into the collection of same
|
||||
m_heightMaps.Add(terrainRegionBase, mapInfo);
|
||||
// Build the terrain
|
||||
UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
|
||||
};
|
||||
|
||||
// If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time.
|
||||
if (doNow)
|
||||
createOperation();
|
||||
else
|
||||
m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -316,8 +394,8 @@ public class BSTerrainManager
|
|||
lastHeightTY = tY;
|
||||
float ret = HEIGHT_GETHEIGHT_RET;
|
||||
|
||||
int offsetX = ((int)(tX / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
|
||||
int offsetY = ((int)(tY / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
|
||||
int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
|
||||
int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
|
||||
Vector2 terrainBaseXY = new Vector2(offsetX, offsetY);
|
||||
|
||||
BulletHeightMapInfo mapInfo;
|
||||
|
@ -335,8 +413,8 @@ public class BSTerrainManager
|
|||
}
|
||||
else
|
||||
{
|
||||
m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: x={1}, y={2}",
|
||||
LogHeader, tX, tY);
|
||||
m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
|
||||
LogHeader, m_physicsScene.RegionName, tX, tY);
|
||||
}
|
||||
lastHeight = ret;
|
||||
return ret;
|
||||
|
@ -347,20 +425,34 @@ public class BSTerrainManager
|
|||
{
|
||||
return true;
|
||||
}
|
||||
// This call says I am a child to region zero in a mega-region. 'pScene' is that
|
||||
// of region zero, 'offset' is my offset from regions zero's origin, and
|
||||
// 'extents' is the largest XY that is handled in my region.
|
||||
|
||||
// This routine is called two ways:
|
||||
// One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
|
||||
// extent of the combined regions. This is to inform the parent of the size
|
||||
// of the combined regions.
|
||||
// and one with 'offset' as the offset of the child region to the base region,
|
||||
// 'pScene' pointing to the parent and 'extents' of zero. This informs the
|
||||
// child of its relative base and new parent.
|
||||
public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
|
||||
{
|
||||
m_worldOffset = offset;
|
||||
WorldExtents = new Vector2(extents.X, extents.Y);
|
||||
m_worldMax = extents;
|
||||
m_parentScene = pScene;
|
||||
if (pScene != null)
|
||||
{
|
||||
// We are a child.
|
||||
// We want m_worldMax to be the highest coordinate of our piece of terrain.
|
||||
m_worldMax = offset + DefaultRegionSize;
|
||||
}
|
||||
DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
|
||||
BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
|
||||
}
|
||||
|
||||
// Unhook all the combining that I know about.
|
||||
public void UnCombine(PhysicsScene pScene)
|
||||
{
|
||||
// Just like ODE, for the moment a NOP
|
||||
DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -90,6 +90,8 @@ public class BulletHeightMapInfo
|
|||
public Vector3 maxCoords;
|
||||
public float sizeX, sizeY;
|
||||
public float minZ, maxZ;
|
||||
public BulletShape terrainShape;
|
||||
public BulletBody terrainBody;
|
||||
}
|
||||
|
||||
// ===============================================================================
|
||||
|
@ -462,14 +464,14 @@ public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vecto
|
|||
public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ReplaceBodyShape2(IntPtr sim, IntPtr obj, IntPtr shape);
|
||||
public static extern bool SetBodyShape2(IntPtr sim, IntPtr obj, IntPtr shape);
|
||||
// =====================================================================================
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateHeightMapInfo2(uint id, Vector3 minCoords, Vector3 maxCoords,
|
||||
public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords,
|
||||
[MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr FillHeightMapInfo2(IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords,
|
||||
public static extern IntPtr FillHeightMapInfo2(IntPtr sim, IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords,
|
||||
[MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
|
|
Loading…
Reference in New Issue