// TODO: redo terrain implementation selection to allow other base types than heightMap. BSTerrainPhys BuildPhysicalTerrain(uint id, float[] heightMap) { // 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; } Vector3 minCoords = new Vector3(0, 0, minZ); Vector3 maxCoords = new Vector3(PhysicsScene.Scene.RegionInfo.RegionSizeX, PhysicsScene.Scene.RegionInfo.RegionSizeY, maxZ); PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/ created with {2}", LogHeader, PhysicsScene.RegionName, (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); BSTerrainPhys newTerrainPhys = null; switch ((int)BSParam.TerrainImplementation) { case (int)BSTerrainPhys.TerrainImplementation.Heightmap: newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, id, heightMap, minCoords, maxCoords); break; case (int)BSTerrainPhys.TerrainImplementation.Mesh: newTerrainPhys = new BSTerrainMesh(PhysicsScene, Vector3.Zero, id, heightMap, minCoords, maxCoords); break; default: PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}", LogHeader, (int)BSParam.TerrainImplementation, BSParam.TerrainImplementation, PhysicsScene.RegionName); break; } return(newTerrainPhys); }
// TODO: redo terrain implementation selection to allow other base types than heightMap. BSTerrainPhys BuildPhysicalTerrain(uint id, float[] heightMap) { // 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; } Vector3 minCoords = new Vector3(0, 0, minZ); Vector3 maxCoords = new Vector3(PhysicsScene.Scene.RegionInfo.RegionSizeX, PhysicsScene.Scene.RegionInfo.RegionSizeY, maxZ); PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/ created with {2}", LogHeader, PhysicsScene.RegionName, (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); BSTerrainPhys newTerrainPhys = null; switch ((int)BSParam.TerrainImplementation) { case (int)BSTerrainPhys.TerrainImplementation.Heightmap: newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, id, heightMap, minCoords, maxCoords); break; case (int)BSTerrainPhys.TerrainImplementation.Mesh: newTerrainPhys = new BSTerrainMesh(PhysicsScene, Vector3.Zero, id, heightMap, minCoords, maxCoords); break; default: PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}", LogHeader, (int)BSParam.TerrainImplementation, BSParam.TerrainImplementation, PhysicsScene.RegionName); break; } return newTerrainPhys; }