// 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) { DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1}", BSScene.DetailLogZero, id); if (m_terrain != null) { // There is already a terrain in this spot. Free the old and build the new. DetailLog("{0},BSTErrainManager.UpdateTerrain:UpdateExisting,call,id={1}", BSScene.DetailLogZero, id); // Release any physical memory it may be using. m_terrain.Dispose(); m_terrain = BuildPhysicalTerrain(id, heightMap); m_terrainModified = true; } 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}", BSScene.DetailLogZero, newTerrainID); m_terrain = BuildPhysicalTerrain(id, heightMap); m_terrainModified = true; } }
// 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, PhysicsScene.RegionName); // The ground plane is here to catch things that are trying to drop to negative infinity BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_groundPlane); PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_groundPlane); // Ground plane does not move PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); // Everything collides with the ground plane. m_groundPlane.collisionType = CollisionType.Groundplane; m_groundPlane.ApplyCollisionMask(PhysicsScene); m_terrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, m_worldMax); }