Ejemplo n.º 1
0
        // 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);
        }
Ejemplo n.º 2
0
        // 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);
            }
        }