Beispiel #1
0
        // Create the initial instance of terrain and the underlying ground plane.
        // The objects are allocated in the unmanaged space and the pointers are tracked
        //    by the managed code.
        // The terrains and the groundPlane are not added to the list of PhysObjects.
        // 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()
        {
            // The ground plane is here to catch things that are trying to drop to negative infinity
            BulletShape groundPlaneShape = new BulletShape(
                BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
                ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE);

            m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
                                           BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
                                                                                          Vector3.Zero, Quaternion.Identity));
            BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr);
            // Everything collides with the ground plane.
            BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
                                                 (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);

            Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
            Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
            int     totalHeights     = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;

            float[] initialMap = new float[totalHeights];
            for (int ii = 0; ii < totalHeights; ii++)
            {
                initialMap[ii] = HEIGHT_INITIALIZATION;
            }
            UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true);
        }