BSTerrainManager.cs 25 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyrightD
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Text;
  30. using OpenSim.Framework;
  31. using OpenSim.Region.Framework;
  32. using OpenSim.Region.CoreModules;
  33. using OpenSim.Region.Physics.Manager;
  34. using Nini.Config;
  35. using log4net;
  36. using OpenMetaverse;
  37. namespace OpenSim.Region.Physics.BulletSPlugin
  38. {
  39. // The physical implementation of the terrain is wrapped in this class.
  40. public abstract class BSTerrainPhys : IDisposable
  41. {
  42. public enum TerrainImplementation
  43. {
  44. Heightmap = 0,
  45. Mesh = 1
  46. }
  47. protected BSScene m_physicsScene { get; private set; }
  48. // Base of the region in world coordinates. Coordinates inside the region are relative to this.
  49. public Vector3 TerrainBase { get; private set; }
  50. public uint ID { get; private set; }
  51. public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id)
  52. {
  53. m_physicsScene = physicsScene;
  54. TerrainBase = regionBase;
  55. ID = id;
  56. }
  57. public abstract void Dispose();
  58. public abstract float GetTerrainHeightAtXYZ(Vector3 pos);
  59. public abstract float GetWaterLevelAtXYZ(Vector3 pos);
  60. }
  61. // ==========================================================================================
  62. public sealed class BSTerrainManager : IDisposable
  63. {
  64. static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
  65. // These height values are fractional so the odd values will be
  66. // noticable when debugging.
  67. public const float HEIGHT_INITIALIZATION = 24.987f;
  68. public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f;
  69. public const float HEIGHT_GETHEIGHT_RET = 24.765f;
  70. public const float WATER_HEIGHT_GETHEIGHT_RET = 19.998f;
  71. // If the min and max height are equal, we reduce the min by this
  72. // amount to make sure that a bounding box is built for the terrain.
  73. public const float HEIGHT_EQUAL_FUDGE = 0.2f;
  74. // Until the whole simulator is changed to pass us the region size, we rely on constants.
  75. public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
  76. // The scene that I am part of
  77. private BSScene m_physicsScene { get; set; }
  78. // The ground plane created to keep thing from falling to infinity.
  79. private BulletBody m_groundPlane;
  80. // If doing mega-regions, if we're region zero we will be managing multiple
  81. // region terrains since region zero does the physics for the whole mega-region.
  82. private Dictionary<Vector3, BSTerrainPhys> m_terrains;
  83. // Flags used to know when to recalculate the height.
  84. private bool m_terrainModified = false;
  85. // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount.
  86. // This is incremented before assigning to new region so it is the last ID allocated.
  87. private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1;
  88. public uint HighestTerrainID { get {return m_terrainCount; } }
  89. // If doing mega-regions, this holds our offset from region zero of
  90. // the mega-regions. "parentScene" points to the PhysicsScene of region zero.
  91. private Vector3 m_worldOffset;
  92. // If the parent region (region 0), this is the extent of the combined regions
  93. // relative to the origin of region zero
  94. private Vector3 m_worldMax;
  95. private PhysicsScene MegaRegionParentPhysicsScene { get; set; }
  96. public BSTerrainManager(BSScene physicsScene)
  97. {
  98. m_physicsScene = physicsScene;
  99. m_terrains = new Dictionary<Vector3,BSTerrainPhys>();
  100. // Assume one region of default size
  101. m_worldOffset = Vector3.Zero;
  102. m_worldMax = new Vector3(DefaultRegionSize);
  103. MegaRegionParentPhysicsScene = null;
  104. }
  105. public void Dispose()
  106. {
  107. ReleaseGroundPlaneAndTerrain();
  108. }
  109. // Create the initial instance of terrain and the underlying ground plane.
  110. // This is called from the initialization routine so we presume it is
  111. // safe to call Bullet in real time. We hope no one is moving prims around yet.
  112. public void CreateInitialGroundPlaneAndTerrain()
  113. {
  114. DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName);
  115. // The ground plane is here to catch things that are trying to drop to negative infinity
  116. BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin);
  117. m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape,
  118. BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity);
  119. // Everything collides with the ground plane.
  120. m_groundPlane.collisionType = CollisionType.Groundplane;
  121. m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane);
  122. m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_groundPlane);
  123. // Ground plane does not move
  124. m_physicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION);
  125. BSTerrainPhys initialTerrain = new BSTerrainHeightmap(m_physicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
  126. lock (m_terrains)
  127. {
  128. // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
  129. m_terrains.Add(Vector3.Zero, initialTerrain);
  130. }
  131. }
  132. // Release all the terrain structures we might have allocated
  133. public void ReleaseGroundPlaneAndTerrain()
  134. {
  135. DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName);
  136. if (m_groundPlane.HasPhysicalBody)
  137. {
  138. if (m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_groundPlane))
  139. {
  140. m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_groundPlane);
  141. }
  142. m_groundPlane.Clear();
  143. }
  144. ReleaseTerrain();
  145. }
  146. // Release all the terrain we have allocated
  147. public void ReleaseTerrain()
  148. {
  149. lock (m_terrains)
  150. {
  151. foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains)
  152. {
  153. kvp.Value.Dispose();
  154. }
  155. m_terrains.Clear();
  156. }
  157. }
  158. // The simulator wants to set a new heightmap for the terrain.
  159. public void SetTerrain(float[] heightMap) {
  160. float[] localHeightMap = heightMap;
  161. // If there are multiple requests for changes to the same terrain between ticks,
  162. // only do that last one.
  163. m_physicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate()
  164. {
  165. if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
  166. {
  167. // If a child of a mega-region, we shouldn't have any terrain allocated for us
  168. ReleaseGroundPlaneAndTerrain();
  169. // If doing the mega-prim stuff and we are the child of the zero region,
  170. // the terrain is added to our parent
  171. if (MegaRegionParentPhysicsScene is BSScene)
  172. {
  173. DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax);
  174. ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.AddMegaRegionChildTerrain(
  175. BSScene.CHILDTERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize);
  176. }
  177. }
  178. else
  179. {
  180. // If not doing the mega-prim thing, just change the terrain
  181. DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
  182. UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize);
  183. }
  184. });
  185. }
  186. // Another region is calling this region and passing a terrain.
  187. // A region that is not the mega-region root will pass its terrain to the root region so the root region
  188. // physics engine will have all the terrains.
  189. private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
  190. {
  191. // Since we are called by another region's thread, the action must be rescheduled onto our processing thread.
  192. m_physicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate()
  193. {
  194. UpdateTerrain(id, heightMap, minCoords, maxCoords);
  195. });
  196. }
  197. // If called for terrain has has not been previously allocated, a new terrain will be built
  198. // based on the passed information. The 'id' should be either the terrain id or
  199. // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
  200. // The latter feature is for creating child terrains for mega-regions.
  201. // If there is an existing terrain body, a new
  202. // terrain shape is created and added to the body.
  203. // This call is most often used to update the heightMap and parameters of the terrain.
  204. // (The above does suggest that some simplification/refactoring is in order.)
  205. // Called during taint-time.
  206. private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
  207. {
  208. DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}",
  209. BSScene.DetailLogZero, id, minCoords, maxCoords);
  210. // Find high and low points of passed heightmap.
  211. // The min and max passed in is usually the area objects can be in (maximum
  212. // object height, for instance). The terrain wants the bounding box for the
  213. // terrain so replace passed min and max Z with the actual terrain min/max Z.
  214. float minZ = float.MaxValue;
  215. float maxZ = float.MinValue;
  216. foreach (float height in heightMap)
  217. {
  218. if (height < minZ) minZ = height;
  219. if (height > maxZ) maxZ = height;
  220. }
  221. if (minZ == maxZ)
  222. {
  223. // If min and max are the same, reduce min a little bit so a good bounding box is created.
  224. minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE;
  225. }
  226. minCoords.Z = minZ;
  227. maxCoords.Z = maxZ;
  228. Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);
  229. lock (m_terrains)
  230. {
  231. BSTerrainPhys terrainPhys;
  232. if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
  233. {
  234. // There is already a terrain in this spot. Free the old and build the new.
  235. DetailLog("{0},BSTErrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
  236. BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
  237. // Remove old terrain from the collection
  238. m_terrains.Remove(terrainRegionBase);
  239. // Release any physical memory it may be using.
  240. terrainPhys.Dispose();
  241. if (MegaRegionParentPhysicsScene == null)
  242. {
  243. // This terrain is not part of the mega-region scheme. Create vanilla terrain.
  244. BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
  245. m_terrains.Add(terrainRegionBase, newTerrainPhys);
  246. m_terrainModified = true;
  247. }
  248. else
  249. {
  250. // It's possible that Combine() was called after this code was queued.
  251. // If we are a child of combined regions, we don't create any terrain for us.
  252. DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
  253. // Get rid of any terrain that may have been allocated for us.
  254. ReleaseGroundPlaneAndTerrain();
  255. // I hate doing this, but just bail
  256. return;
  257. }
  258. }
  259. else
  260. {
  261. // We don't know about this terrain so either we are creating a new terrain or
  262. // our mega-prim child is giving us a new terrain to add to the phys world
  263. // if this is a child terrain, calculate a unique terrain id
  264. uint newTerrainID = id;
  265. if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
  266. newTerrainID = ++m_terrainCount;
  267. DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}",
  268. BSScene.DetailLogZero, newTerrainID, minCoords, maxCoords);
  269. BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
  270. m_terrains.Add(terrainRegionBase, newTerrainPhys);
  271. m_terrainModified = true;
  272. }
  273. }
  274. }
  275. // TODO: redo terrain implementation selection to allow other base types than heightMap.
  276. private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
  277. {
  278. m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
  279. LogHeader, m_physicsScene.RegionName, terrainRegionBase,
  280. (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation);
  281. BSTerrainPhys newTerrainPhys = null;
  282. switch ((int)BSParam.TerrainImplementation)
  283. {
  284. case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
  285. newTerrainPhys = new BSTerrainHeightmap(m_physicsScene, terrainRegionBase, id,
  286. heightMap, minCoords, maxCoords);
  287. break;
  288. case (int)BSTerrainPhys.TerrainImplementation.Mesh:
  289. newTerrainPhys = new BSTerrainMesh(m_physicsScene, terrainRegionBase, id,
  290. heightMap, minCoords, maxCoords);
  291. break;
  292. default:
  293. m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
  294. LogHeader,
  295. (int)BSParam.TerrainImplementation,
  296. BSParam.TerrainImplementation,
  297. m_physicsScene.RegionName, terrainRegionBase);
  298. break;
  299. }
  300. return newTerrainPhys;
  301. }
  302. // Return 'true' of this position is somewhere in known physical terrain space
  303. public bool IsWithinKnownTerrain(Vector3 pos)
  304. {
  305. Vector3 terrainBaseXYZ;
  306. BSTerrainPhys physTerrain;
  307. return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ);
  308. }
  309. // Return a new position that is over known terrain if the position is outside our terrain.
  310. public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos)
  311. {
  312. float edgeEpsilon = 0.1f;
  313. Vector3 ret = pPos;
  314. // First, base addresses are never negative so correct for that possible problem.
  315. if (ret.X < 0f || ret.Y < 0f)
  316. {
  317. ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f);
  318. ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f);
  319. DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}",
  320. BSScene.DetailLogZero, pPos, ret);
  321. }
  322. // Can't do this function if we don't know about any terrain.
  323. if (m_terrains.Count == 0)
  324. return ret;
  325. int loopPrevention = 10;
  326. Vector3 terrainBaseXYZ;
  327. BSTerrainPhys physTerrain;
  328. while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ))
  329. {
  330. // The passed position is not within a known terrain area.
  331. // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region.
  332. // Must be off the top of a region. Find an adjacent region to move into.
  333. // The returned terrain is always 'lower'. That is, closer to <0,0>.
  334. Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ);
  335. if (adjacentTerrainBase.X < terrainBaseXYZ.X)
  336. {
  337. // moving down into a new region in the X dimension. New position will be the max in the new base.
  338. ret.X = adjacentTerrainBase.X + DefaultRegionSize.X - edgeEpsilon;
  339. }
  340. if (adjacentTerrainBase.Y < terrainBaseXYZ.Y)
  341. {
  342. // moving down into a new region in the X dimension. New position will be the max in the new base.
  343. ret.Y = adjacentTerrainBase.Y + DefaultRegionSize.Y - edgeEpsilon;
  344. }
  345. DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}",
  346. BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret);
  347. if (loopPrevention-- < 0f)
  348. {
  349. // The 'while' is a little dangerous so this prevents looping forever if the
  350. // mapping of the terrains ever gets messed up (like nothing at <0,0>) or
  351. // the list of terrains is in transition.
  352. DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,suppressingFindAdjacentRegionLoop", BSScene.DetailLogZero);
  353. break;
  354. }
  355. }
  356. return ret;
  357. }
  358. // Given an X and Y, find the height of the terrain.
  359. // Since we could be handling multiple terrains for a mega-region,
  360. // the base of the region is calcuated assuming all regions are
  361. // the same size and that is the default.
  362. // Once the heightMapInfo is found, we have all the information to
  363. // compute the offset into the array.
  364. private float lastHeightTX = 999999f;
  365. private float lastHeightTY = 999999f;
  366. private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
  367. public float GetTerrainHeightAtXYZ(Vector3 pos)
  368. {
  369. float tX = pos.X;
  370. float tY = pos.Y;
  371. // You'd be surprized at the number of times this routine is called
  372. // with the same parameters as last time.
  373. if (!m_terrainModified && (lastHeightTX == tX) && (lastHeightTY == tY))
  374. return lastHeight;
  375. m_terrainModified = false;
  376. lastHeightTX = tX;
  377. lastHeightTY = tY;
  378. float ret = HEIGHT_GETHEIGHT_RET;
  379. Vector3 terrainBaseXYZ;
  380. BSTerrainPhys physTerrain;
  381. if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ))
  382. {
  383. ret = physTerrain.GetTerrainHeightAtXYZ(pos - terrainBaseXYZ);
  384. }
  385. else
  386. {
  387. m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
  388. LogHeader, m_physicsScene.RegionName, tX, tY);
  389. DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}",
  390. BSScene.DetailLogZero, pos, terrainBaseXYZ);
  391. }
  392. lastHeight = ret;
  393. return ret;
  394. }
  395. public float GetWaterLevelAtXYZ(Vector3 pos)
  396. {
  397. float ret = WATER_HEIGHT_GETHEIGHT_RET;
  398. Vector3 terrainBaseXYZ;
  399. BSTerrainPhys physTerrain;
  400. if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ))
  401. {
  402. ret = physTerrain.GetWaterLevelAtXYZ(pos);
  403. }
  404. else
  405. {
  406. m_physicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}",
  407. LogHeader, m_physicsScene.RegionName, pos, terrainBaseXYZ, ret);
  408. }
  409. return ret;
  410. }
  411. // Given an address, return 'true' of there is a description of that terrain and output
  412. // the descriptor class and the 'base' fo the addresses therein.
  413. private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase)
  414. {
  415. bool ret = false;
  416. Vector3 terrainBaseXYZ = Vector3.Zero;
  417. if (pos.X < 0f || pos.Y < 0f)
  418. {
  419. // We don't handle negative addresses so just make up a base that will not be found.
  420. terrainBaseXYZ = new Vector3(-DefaultRegionSize.X, -DefaultRegionSize.Y, 0f);
  421. }
  422. else
  423. {
  424. int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
  425. int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
  426. terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
  427. }
  428. BSTerrainPhys physTerrain = null;
  429. lock (m_terrains)
  430. {
  431. ret = m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain);
  432. }
  433. outTerrainBase = terrainBaseXYZ;
  434. outPhysTerrain = physTerrain;
  435. return ret;
  436. }
  437. // Given a terrain base, return a terrain base for a terrain that is closer to <0,0> than
  438. // this one. Usually used to return an out of bounds object to a known place.
  439. private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase)
  440. {
  441. Vector3 ret = pTerrainBase;
  442. // Can't do this function if we don't know about any terrain.
  443. if (m_terrains.Count == 0)
  444. return ret;
  445. // Just some sanity
  446. ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f);
  447. ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f);
  448. ret.Z = 0f;
  449. lock (m_terrains)
  450. {
  451. // Once down to the <0,0> region, we have to be done.
  452. while (ret.X > 0f || ret.Y > 0f)
  453. {
  454. if (ret.X > 0f)
  455. {
  456. ret.X = Math.Max(0f, ret.X - DefaultRegionSize.X);
  457. DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingX,terrainBase={1}", BSScene.DetailLogZero, ret);
  458. if (m_terrains.ContainsKey(ret))
  459. break;
  460. }
  461. if (ret.Y > 0f)
  462. {
  463. ret.Y = Math.Max(0f, ret.Y - DefaultRegionSize.Y);
  464. DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingY,terrainBase={1}", BSScene.DetailLogZero, ret);
  465. if (m_terrains.ContainsKey(ret))
  466. break;
  467. }
  468. }
  469. }
  470. return ret;
  471. }
  472. // Although no one seems to check this, I do support combining.
  473. public bool SupportsCombining()
  474. {
  475. return true;
  476. }
  477. // This routine is called two ways:
  478. // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
  479. // extent of the combined regions. This is to inform the parent of the size
  480. // of the combined regions.
  481. // and one with 'offset' as the offset of the child region to the base region,
  482. // 'pScene' pointing to the parent and 'extents' of zero. This informs the
  483. // child of its relative base and new parent.
  484. public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
  485. {
  486. m_worldOffset = offset;
  487. m_worldMax = extents;
  488. MegaRegionParentPhysicsScene = pScene;
  489. if (pScene != null)
  490. {
  491. // We are a child.
  492. // We want m_worldMax to be the highest coordinate of our piece of terrain.
  493. m_worldMax = offset + DefaultRegionSize;
  494. }
  495. DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
  496. BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
  497. }
  498. // Unhook all the combining that I know about.
  499. public void UnCombine(PhysicsScene pScene)
  500. {
  501. // Just like ODE, we don't do anything yet.
  502. DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
  503. }
  504. private void DetailLog(string msg, params Object[] args)
  505. {
  506. m_physicsScene.PhysicsLogging.Write(msg, args);
  507. }
  508. }
  509. }