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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyrightD
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Text;
- using OpenSim.Framework;
- using OpenSim.Region.Framework;
- using OpenSim.Region.CoreModules;
- using OpenSim.Region.Physics.Manager;
- using Nini.Config;
- using log4net;
- using OpenMetaverse;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public sealed class BSTerrainMesh : BSTerrainPhys
- {
- static string LogHeader = "[BULLETSIM TERRAIN MESH]";
- private float[] m_savedHeightMap;
- int m_sizeX;
- int m_sizeY;
- BulletShape m_terrainShape;
- BulletBody m_terrainBody;
- public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
- : base(physicsScene, regionBase, id)
- {
- }
- public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */)
- : base(physicsScene, regionBase, id)
- {
- }
- // Create terrain mesh from a heightmap.
- public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
- Vector3 minCoords, Vector3 maxCoords)
- : base(physicsScene, regionBase, id)
- {
- int indicesCount;
- int[] indices;
- int verticesCount;
- float[] vertices;
- m_savedHeightMap = initialMap;
- m_sizeX = (int)(maxCoords.X - minCoords.X);
- m_sizeY = (int)(maxCoords.Y - minCoords.Y);
- bool meshCreationSuccess = false;
- if (BSParam.TerrainMeshMagnification == 1)
- {
- // If a magnification of one, use the old routine that is tried and true.
- meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_physicsScene,
- initialMap, m_sizeX, m_sizeY, // input size
- Vector3.Zero, // base for mesh
- out indicesCount, out indices, out verticesCount, out vertices);
- }
- else
- {
- // Other magnifications use the newer routine
- meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(m_physicsScene,
- initialMap, m_sizeX, m_sizeY, // input size
- BSParam.TerrainMeshMagnification,
- physicsScene.TerrainManager.DefaultRegionSize,
- Vector3.Zero, // base for mesh
- out indicesCount, out indices, out verticesCount, out vertices);
- }
- if (!meshCreationSuccess)
- {
- // DISASTER!!
- m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID);
- m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
- // Something is very messed up and a crash is in our future.
- return;
- }
- m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}",
- BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length);
- m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices);
- if (!m_terrainShape.HasPhysicalShape)
- {
- // DISASTER!!
- m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID);
- m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
- // Something is very messed up and a crash is in our future.
- return;
- }
- Vector3 pos = regionBase;
- Quaternion rot = Quaternion.Identity;
- m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot);
- if (!m_terrainBody.HasPhysicalBody)
- {
- // DISASTER!!
- m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
- // Something is very messed up and a crash is in our future.
- return;
- }
- physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin);
- // Set current terrain attributes
- m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction);
- m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction);
- m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution);
- m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold);
- m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT);
- // Static objects are not very massive.
- m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero);
- // Put the new terrain to the world of physical objects
- m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody);
- // Redo its bounding box now that it is in the world
- m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody);
- m_terrainBody.collisionType = CollisionType.Terrain;
- m_terrainBody.ApplyCollisionMask(m_physicsScene);
- if (BSParam.UseSingleSidedMeshes)
- {
- m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id);
- m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
- }
- // Make it so the terrain will not move or be considered for movement.
- m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
- }
- public override void Dispose()
- {
- if (m_terrainBody.HasPhysicalBody)
- {
- m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_terrainBody);
- // Frees both the body and the shape.
- m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_terrainBody);
- m_terrainBody.Clear();
- m_terrainShape.Clear();
- }
- }
- public override float GetTerrainHeightAtXYZ(Vector3 pos)
- {
- // For the moment use the saved heightmap to get the terrain height.
- // TODO: raycast downward to find the true terrain below the position.
- float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
- int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X;
- try
- {
- ret = m_savedHeightMap[mapIndex];
- }
- catch
- {
- // Sometimes they give us wonky values of X and Y. Give a warning and return something.
- m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
- LogHeader, TerrainBase, pos);
- ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
- }
- return ret;
- }
- // The passed position is relative to the base of the region.
- public override float GetWaterLevelAtXYZ(Vector3 pos)
- {
- return m_physicsScene.SimpleWaterLevel;
- }
- // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
- // Return 'true' if successfully created.
- public static bool ConvertHeightmapToMesh( BSScene physicsScene,
- float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
- Vector3 extentBase, // base to be added to all vertices
- out int indicesCountO, out int[] indicesO,
- out int verticesCountO, out float[] verticesO)
- {
- bool ret = false;
- int indicesCount = 0;
- int verticesCount = 0;
- int[] indices = new int[0];
- float[] vertices = new float[0];
- // Simple mesh creation which assumes magnification == 1.
- // TODO: do a more general solution that scales, adds new vertices and smoothes the result.
- // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop
- // from zero to <= sizeX). The triangle indices are then generated as two triangles
- // per heightmap point. There are sizeX by sizeY of these squares. The extra row and
- // column of vertices are used to complete the triangles of the last row and column
- // of the heightmap.
- try
- {
- // One vertice per heightmap value plus the vertices off the side and bottom edge.
- int totalVertices = (sizeX + 1) * (sizeY + 1);
- vertices = new float[totalVertices * 3];
- int totalIndices = sizeX * sizeY * 6;
- indices = new int[totalIndices];
- if (physicsScene != null)
- physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3}",
- BSScene.DetailLogZero, totalVertices, totalIndices, extentBase);
- float minHeight = float.MaxValue;
- // Note that sizeX+1 vertices are created since there is land between this and the next region.
- for (int yy = 0; yy <= sizeY; yy++)
- {
- for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times
- {
- int offset = yy * sizeX + xx;
- // Extend the height with the height from the last row or column
- if (yy == sizeY) offset -= sizeX;
- if (xx == sizeX) offset -= 1;
- float height = heightMap[offset];
- minHeight = Math.Min(minHeight, height);
- vertices[verticesCount + 0] = (float)xx + extentBase.X;
- vertices[verticesCount + 1] = (float)yy + extentBase.Y;
- vertices[verticesCount + 2] = height + extentBase.Z;
- verticesCount += 3;
- }
- }
- verticesCount = verticesCount / 3;
- for (int yy = 0; yy < sizeY; yy++)
- {
- for (int xx = 0; xx < sizeX; xx++)
- {
- int offset = yy * (sizeX + 1) + xx;
- // Each vertices is presumed to be the upper left corner of a box of two triangles
- indices[indicesCount + 0] = offset;
- indices[indicesCount + 1] = offset + 1;
- indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column
- indices[indicesCount + 3] = offset + 1;
- indices[indicesCount + 4] = offset + sizeX + 2;
- indices[indicesCount + 5] = offset + sizeX + 1;
- indicesCount += 6;
- }
- }
- ret = true;
- }
- catch (Exception e)
- {
- if (physicsScene != null)
- physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
- LogHeader, physicsScene.RegionName, extentBase, e);
- }
- indicesCountO = indicesCount;
- indicesO = indices;
- verticesCountO = verticesCount;
- verticesO = vertices;
- return ret;
- }
- private class HeightMapGetter
- {
- private float[] m_heightMap;
- private int m_sizeX;
- private int m_sizeY;
- public HeightMapGetter(float[] pHeightMap, int pSizeX, int pSizeY)
- {
- m_heightMap = pHeightMap;
- m_sizeX = pSizeX;
- m_sizeY = pSizeY;
- }
- // The heightmap is extended as an infinite plane at the last height
- public float GetHeight(int xx, int yy)
- {
- int offset = 0;
- // Extend the height with the height from the last row or column
- if (yy >= m_sizeY)
- if (xx >= m_sizeX)
- offset = (m_sizeY - 1) * m_sizeX + (m_sizeX - 1);
- else
- offset = (m_sizeY - 1) * m_sizeX + xx;
- else
- if (xx >= m_sizeX)
- offset = yy * m_sizeX + (m_sizeX - 1);
- else
- offset = yy * m_sizeX + xx;
- return m_heightMap[offset];
- }
- }
- // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
- // Version that handles magnification.
- // Return 'true' if successfully created.
- public static bool ConvertHeightmapToMesh2( BSScene physicsScene,
- float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
- int magnification, // number of vertices per heighmap step
- Vector3 extent, // dimensions of the output mesh
- Vector3 extentBase, // base to be added to all vertices
- out int indicesCountO, out int[] indicesO,
- out int verticesCountO, out float[] verticesO)
- {
- bool ret = false;
- int indicesCount = 0;
- int verticesCount = 0;
- int[] indices = new int[0];
- float[] vertices = new float[0];
- HeightMapGetter hmap = new HeightMapGetter(heightMap, sizeX, sizeY);
- // The vertices dimension of the output mesh
- int meshX = sizeX * magnification;
- int meshY = sizeY * magnification;
- // The output size of one mesh step
- float meshXStep = extent.X / meshX;
- float meshYStep = extent.Y / meshY;
- // Create an array of vertices that is meshX+1 by meshY+1 (note the loop
- // from zero to <= meshX). The triangle indices are then generated as two triangles
- // per heightmap point. There are meshX by meshY of these squares. The extra row and
- // column of vertices are used to complete the triangles of the last row and column
- // of the heightmap.
- try
- {
- // Vertices for the output heightmap plus one on the side and bottom to complete triangles
- int totalVertices = (meshX + 1) * (meshY + 1);
- vertices = new float[totalVertices * 3];
- int totalIndices = meshX * meshY * 6;
- indices = new int[totalIndices];
- if (physicsScene != null)
- physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,inSize={1},outSize={2},totVert={3},totInd={4},extentBase={5}",
- BSScene.DetailLogZero, new Vector2(sizeX, sizeY), new Vector2(meshX, meshY),
- totalVertices, totalIndices, extentBase);
- float minHeight = float.MaxValue;
- // Note that sizeX+1 vertices are created since there is land between this and the next region.
- // Loop through the output vertices and compute the mediun height in between the input vertices
- for (int yy = 0; yy <= meshY; yy++)
- {
- for (int xx = 0; xx <= meshX; xx++) // Hint: the "<=" means we go around sizeX + 1 times
- {
- float offsetY = (float)yy * (float)sizeY / (float)meshY; // The Y that is closest to the mesh point
- int stepY = (int)offsetY;
- float fractionalY = offsetY - (float)stepY;
- float offsetX = (float)xx * (float)sizeX / (float)meshX; // The X that is closest to the mesh point
- int stepX = (int)offsetX;
- float fractionalX = offsetX - (float)stepX;
- // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,xx={1},yy={2},offX={3},stepX={4},fractX={5},offY={6},stepY={7},fractY={8}",
- // BSScene.DetailLogZero, xx, yy, offsetX, stepX, fractionalX, offsetY, stepY, fractionalY);
- // get the four corners of the heightmap square the mesh point is in
- float heightUL = hmap.GetHeight(stepX , stepY );
- float heightUR = hmap.GetHeight(stepX + 1, stepY );
- float heightLL = hmap.GetHeight(stepX , stepY + 1);
- float heightLR = hmap.GetHeight(stepX + 1, stepY + 1);
- // bilinear interplolation
- float height = heightUL * (1 - fractionalX) * (1 - fractionalY)
- + heightUR * fractionalX * (1 - fractionalY)
- + heightLL * (1 - fractionalX) * fractionalY
- + heightLR * fractionalX * fractionalY;
- // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,heightUL={1},heightUR={2},heightLL={3},heightLR={4},heightMap={5}",
- // BSScene.DetailLogZero, heightUL, heightUR, heightLL, heightLR, height);
- minHeight = Math.Min(minHeight, height);
- vertices[verticesCount + 0] = (float)xx * meshXStep + extentBase.X;
- vertices[verticesCount + 1] = (float)yy * meshYStep + extentBase.Y;
- vertices[verticesCount + 2] = height + extentBase.Z;
- verticesCount += 3;
- }
- }
- // The number of vertices generated
- verticesCount /= 3;
- // Loop through all the heightmap squares and create indices for the two triangles for that square
- for (int yy = 0; yy < meshY; yy++)
- {
- for (int xx = 0; xx < meshX; xx++)
- {
- int offset = yy * (meshX + 1) + xx;
- // Each vertices is presumed to be the upper left corner of a box of two triangles
- indices[indicesCount + 0] = offset;
- indices[indicesCount + 1] = offset + 1;
- indices[indicesCount + 2] = offset + meshX + 1; // accounting for the extra column
- indices[indicesCount + 3] = offset + 1;
- indices[indicesCount + 4] = offset + meshX + 2;
- indices[indicesCount + 5] = offset + meshX + 1;
- indicesCount += 6;
- }
- }
- ret = true;
- }
- catch (Exception e)
- {
- if (physicsScene != null)
- physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
- LogHeader, physicsScene.RegionName, extentBase, e);
- }
- indicesCountO = indicesCount;
- indicesO = indices;
- verticesCountO = verticesCount;
- verticesO = vertices;
- return ret;
- }
- }
- }
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