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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyrightD
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Text;
- using OpenSim.Framework;
- using OpenSim.Region.Framework;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using Nini.Config;
- using log4net;
- using OpenMetaverse;
- namespace OpenSim.Region.PhysicsModule.BulletS
- {
- // The physical implementation of the terrain is wrapped in this class.
- public abstract class BSTerrainPhys : IDisposable
- {
- public enum TerrainImplementation
- {
- Heightmap = 0,
- Mesh = 1
- }
- protected BSScene m_physicsScene { get; private set; }
- // Base of the region in world coordinates. Coordinates inside the region are relative to this.
- public Vector3 TerrainBase { get; private set; }
- public uint ID { get; private set; }
- public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id)
- {
- m_physicsScene = physicsScene;
- TerrainBase = regionBase;
- ID = id;
- }
- public abstract void Dispose();
- public abstract float GetTerrainHeightAtXYZ(Vector3 pos);
- public abstract float GetWaterLevelAtXYZ(Vector3 pos);
- }
- // ==========================================================================================
- public sealed class BSTerrainManager : IDisposable
- {
- static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
- // These height values are fractional so the odd values will be
- // noticable when debugging.
- public const float HEIGHT_INITIALIZATION = 24.987f;
- public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f;
- public const float HEIGHT_GETHEIGHT_RET = 24.765f;
- public const float WATER_HEIGHT_GETHEIGHT_RET = 19.998f;
- // If the min and max height are equal, we reduce the min by this
- // amount to make sure that a bounding box is built for the terrain.
- public const float HEIGHT_EQUAL_FUDGE = 0.2f;
- // Until the whole simulator is changed to pass us the region size, we rely on constants.
- public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
- // The scene that I am part of
- private BSScene m_physicsScene { get; set; }
- // The ground plane created to keep thing from falling to infinity.
- private BulletBody m_groundPlane;
- // If doing mega-regions, if we're region zero we will be managing multiple
- // region terrains since region zero does the physics for the whole mega-region.
- private Dictionary<Vector3, BSTerrainPhys> m_terrains;
- // Flags used to know when to recalculate the height.
- private bool m_terrainModified = false;
- // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount.
- // This is incremented before assigning to new region so it is the last ID allocated.
- private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1;
- public uint HighestTerrainID { get {return m_terrainCount; } }
- // If doing mega-regions, this holds our offset from region zero of
- // the mega-regions. "parentScene" points to the PhysicsScene of region zero.
- private Vector3 m_worldOffset;
- // If the parent region (region 0), this is the extent of the combined regions
- // relative to the origin of region zero
- private Vector3 m_worldMax;
- private PhysicsScene MegaRegionParentPhysicsScene { get; set; }
- public BSTerrainManager(BSScene physicsScene, Vector3 regionSize)
- {
- m_physicsScene = physicsScene;
- DefaultRegionSize = regionSize;
- m_terrains = new Dictionary<Vector3,BSTerrainPhys>();
- // Assume one region of default size
- m_worldOffset = Vector3.Zero;
- m_worldMax = new Vector3(DefaultRegionSize);
- MegaRegionParentPhysicsScene = null;
- }
- public void Dispose()
- {
- ReleaseGroundPlaneAndTerrain();
- }
- // Create the initial instance of terrain and the underlying ground plane.
- // This is called from the initialization routine so we presume it is
- // 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, m_physicsScene.RegionName);
- // The ground plane is here to catch things that are trying to drop to negative infinity
- BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin);
- Vector3 groundPlaneAltitude = new Vector3(0f, 0f, BSParam.TerrainGroundPlane);
- m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape,
- BSScene.GROUNDPLANE_ID, groundPlaneAltitude, Quaternion.Identity);
- // Everything collides with the ground plane.
- m_groundPlane.collisionType = CollisionType.Groundplane;
- m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane);
- m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_groundPlane);
- // Ground plane does not move
- m_physicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION);
- BSTerrainPhys initialTerrain = new BSTerrainHeightmap(m_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, m_physicsScene.RegionName);
- if (m_groundPlane.HasPhysicalBody)
- {
- if (m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_groundPlane))
- {
- m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_groundPlane);
- }
- m_groundPlane.Clear();
- }
- ReleaseTerrain();
- }
- // Release all the terrain we have allocated
- public void ReleaseTerrain()
- {
- lock (m_terrains)
- {
- foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains)
- {
- kvp.Value.Dispose();
- }
- m_terrains.Clear();
- }
- }
- // The simulator wants to set a new heightmap for the terrain.
- public void SetTerrain(float[] heightMap) {
- float[] localHeightMap = heightMap;
- // If there are multiple requests for changes to the same terrain between ticks,
- // only do that last one.
- m_physicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate()
- {
- if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
- {
- // If a child of a mega-region, we shouldn't have any terrain allocated for us
- ReleaseGroundPlaneAndTerrain();
- // If doing the mega-prim stuff and we are the child of the zero region,
- // 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);
- ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.AddMegaRegionChildTerrain(
- BSScene.CHILDTERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize);
- }
- }
- else
- {
- // If not doing the mega-prim thing, just change the terrain
- DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
- UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize);
- }
- });
- }
- // Another region is calling this region and passing a terrain.
- // A region that is not the mega-region root will pass its terrain to the root region so the root region
- // physics engine will have all the terrains.
- private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
- {
- // Since we are called by another region's thread, the action must be rescheduled onto our processing thread.
- m_physicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate()
- {
- UpdateTerrain(id, heightMap, minCoords, maxCoords);
- });
- }
- // 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 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.)
- // Called during taint-time.
- private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
- {
- // Find high and low points of passed heightmap.
- // The min and max passed in is usually the area objects can be in (maximum
- // object height, for instance). The terrain wants the bounding box for the
- // terrain so replace passed min and max Z with the actual terrain min/max Z.
- float minZ = float.MaxValue;
- float maxZ = float.MinValue;
- foreach (float height in heightMap)
- {
- if (height < minZ) minZ = height;
- if (height > maxZ) maxZ = height;
- }
- if (minZ == maxZ)
- {
- // If min and max are the same, reduce min a little bit so a good bounding box is created.
- minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE;
- }
- minCoords.Z = minZ;
- maxCoords.Z = maxZ;
- DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}",
- BSScene.DetailLogZero, id, minCoords, maxCoords);
- Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);
- lock (m_terrains)
- {
- BSTerrainPhys terrainPhys;
- if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
- {
- // There is already a terrain in this spot. Free the old and build the new.
- DetailLog("{0},BSTerrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
- BSScene.DetailLogZero, id, terrainRegionBase, minCoords, maxCoords);
- // Remove old terrain from the collection
- m_terrains.Remove(terrainRegionBase);
- // Release any physical memory it may be using.
- terrainPhys.Dispose();
- if (MegaRegionParentPhysicsScene == null)
- {
- // This terrain is not part of the mega-region scheme. Create vanilla terrain.
- BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
- m_terrains.Add(terrainRegionBase, newTerrainPhys);
- m_terrainModified = true;
- }
- else
- {
- // It's possible that Combine() was called after this code was queued.
- // If we are a child of combined regions, we don't create any terrain for us.
- DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
- // Get rid of any terrain that may have been allocated for us.
- ReleaseGroundPlaneAndTerrain();
- // I hate doing this, but just bail
- return;
- }
- }
- else
- {
- // 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
- // if this is a child terrain, calculate a unique terrain id
- uint newTerrainID = id;
- if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
- newTerrainID = ++m_terrainCount;
- DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}",
- BSScene.DetailLogZero, newTerrainID, minCoords, maxCoords);
- BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
- m_terrains.Add(terrainRegionBase, newTerrainPhys);
- m_terrainModified = true;
- }
- }
- }
- // 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)
- {
- m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
- LogHeader, m_physicsScene.RegionName, terrainRegionBase,
- (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation);
- BSTerrainPhys newTerrainPhys = null;
- switch ((int)BSParam.TerrainImplementation)
- {
- case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
- newTerrainPhys = new BSTerrainHeightmap(m_physicsScene, terrainRegionBase, id,
- heightMap, minCoords, maxCoords);
- break;
- case (int)BSTerrainPhys.TerrainImplementation.Mesh:
- newTerrainPhys = new BSTerrainMesh(m_physicsScene, terrainRegionBase, id,
- heightMap, minCoords, maxCoords);
- break;
- default:
- m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
- LogHeader,
- (int)BSParam.TerrainImplementation,
- BSParam.TerrainImplementation,
- m_physicsScene.RegionName, terrainRegionBase);
- break;
- }
- return newTerrainPhys;
- }
- // Return 'true' of this position is somewhere in known physical terrain space
- public bool IsWithinKnownTerrain(Vector3 pos)
- {
- Vector3 terrainBaseXYZ;
- BSTerrainPhys physTerrain;
- return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ);
- }
- // Return a new position that is over known terrain if the position is outside our terrain.
- public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos)
- {
- float edgeEpsilon = 0.1f;
- 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 = 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.
- // Must be off the top of a region. Find an adjacent region to move into.
- // The returned terrain is always 'lower'. That is, closer to <0,0>.
- Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ);
- if (adjacentTerrainBase.X < terrainBaseXYZ.X)
- {
- // moving down into a new region in the X dimension. New position will be the max in the new base.
- ret.X = adjacentTerrainBase.X + DefaultRegionSize.X - edgeEpsilon;
- }
- if (adjacentTerrainBase.Y < terrainBaseXYZ.Y)
- {
- // moving down into a new region in the X dimension. New position will be the max in the new base.
- ret.Y = adjacentTerrainBase.Y + DefaultRegionSize.Y - edgeEpsilon;
- }
- 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
- // mapping of the terrains ever gets messed up (like nothing at <0,0>) or
- // the list of terrains is in transition.
- DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,suppressingFindAdjacentRegionLoop", BSScene.DetailLogZero);
- break;
- }
- }
- return ret;
- }
- // 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
- // the same size and that is the default.
- // Once the heightMapInfo is found, we have all the information to
- // compute the offset into the array.
- private float lastHeightTX = 999999f;
- private float lastHeightTY = 999999f;
- private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
- public float GetTerrainHeightAtXYZ(Vector3 pos)
- {
- float tX = pos.X;
- float tY = pos.Y;
- // You'd be surprized at the number of times this routine is called
- // with the same parameters as last time.
- if (!m_terrainModified && (lastHeightTX == tX) && (lastHeightTY == tY))
- return lastHeight;
- m_terrainModified = false;
- lastHeightTX = tX;
- lastHeightTY = tY;
- float ret = HEIGHT_GETHEIGHT_RET;
- Vector3 terrainBaseXYZ;
- BSTerrainPhys physTerrain;
- if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ))
- {
- ret = physTerrain.GetTerrainHeightAtXYZ(pos - terrainBaseXYZ);
- }
- else
- {
- m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
- LogHeader, m_physicsScene.RegionName, tX, tY);
- DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}",
- BSScene.DetailLogZero, pos, terrainBaseXYZ);
- }
- lastHeight = ret;
- return ret;
- }
- public float GetWaterLevelAtXYZ(Vector3 pos)
- {
- float ret = WATER_HEIGHT_GETHEIGHT_RET;
- Vector3 terrainBaseXYZ;
- BSTerrainPhys physTerrain;
- if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ))
- {
- ret = physTerrain.GetWaterLevelAtXYZ(pos);
- }
- else
- {
- m_physicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}",
- LogHeader, m_physicsScene.RegionName, pos, terrainBaseXYZ, ret);
- }
- return ret;
- }
- // Given an address, return 'true' of there is a description of that terrain and output
- // the descriptor class and the 'base' fo the addresses therein.
- private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase)
- {
- bool ret = false;
- Vector3 terrainBaseXYZ = Vector3.Zero;
- if (pos.X < 0f || pos.Y < 0f)
- {
- // We don't handle negative addresses so just make up a base that will not be found.
- terrainBaseXYZ = new Vector3(-DefaultRegionSize.X, -DefaultRegionSize.Y, 0f);
- }
- else
- {
- int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
- int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
- terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
- }
- BSTerrainPhys physTerrain = null;
- lock (m_terrains)
- {
- ret = m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain);
- }
- outTerrainBase = terrainBaseXYZ;
- outPhysTerrain = physTerrain;
- return ret;
- }
- // Given a terrain base, return a terrain base for a terrain that is closer to <0,0> than
- // this one. Usually used to return an out of bounds object to a known place.
- 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)
- {
- if (ret.X > 0f)
- {
- ret.X = Math.Max(0f, ret.X - DefaultRegionSize.X);
- DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingX,terrainBase={1}", BSScene.DetailLogZero, ret);
- if (m_terrains.ContainsKey(ret))
- break;
- }
- if (ret.Y > 0f)
- {
- ret.Y = Math.Max(0f, ret.Y - DefaultRegionSize.Y);
- DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingY,terrainBase={1}", BSScene.DetailLogZero, ret);
- if (m_terrains.ContainsKey(ret))
- break;
- }
- }
- }
- return ret;
- }
- // Although no one seems to check this, I do support combining.
- public bool SupportsCombining()
- {
- return true;
- }
- // 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;
- m_worldMax = extents;
- MegaRegionParentPhysicsScene = 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, we don't do anything yet.
- DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
- }
- private void DetailLog(string msg, params Object[] args)
- {
- m_physicsScene.PhysicsLogging.Write(msg, args);
- }
- }
- }
|