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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.PhysicsModules.SharedBase;
- using Nini.Config;
- using log4net;
- using OpenMetaverse;
- namespace OpenSim.Region.PhysicsModule.BulletS
- {
- public sealed class BSTerrainHeightmap : BSTerrainPhys
- {
- static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
- BulletHMapInfo m_mapInfo = null;
- // Constructor to build a default, flat heightmap terrain.
- public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
- : base(physicsScene, regionBase, id)
- {
- Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE);
- Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION);
- int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
- float[] initialMap = new float[totalHeights];
- for (int ii = 0; ii < totalHeights; ii++)
- {
- initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
- }
- m_mapInfo = new BulletHMapInfo(id, initialMap, regionSize.X, regionSize.Y);
- m_mapInfo.minCoords = minTerrainCoords;
- m_mapInfo.maxCoords = maxTerrainCoords;
- m_mapInfo.terrainRegionBase = TerrainBase;
- // Don't have to free any previous since we just got here.
- BuildHeightmapTerrain();
- }
- // This minCoords and maxCoords passed in give the size of the terrain (min and max Z
- // are the high and low points of the heightmap).
- public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
- Vector3 minCoords, Vector3 maxCoords)
- : base(physicsScene, regionBase, id)
- {
- m_mapInfo = new BulletHMapInfo(id, initialMap, maxCoords.X - minCoords.X, maxCoords.Y - minCoords.Y);
- m_mapInfo.minCoords = minCoords;
- m_mapInfo.maxCoords = maxCoords;
- m_mapInfo.minZ = minCoords.Z;
- m_mapInfo.maxZ = maxCoords.Z;
- m_mapInfo.terrainRegionBase = TerrainBase;
- // Don't have to free any previous since we just got here.
- BuildHeightmapTerrain();
- }
- public override void Dispose()
- {
- ReleaseHeightMapTerrain();
- }
- // Using the information in m_mapInfo, create the physical representation of the heightmap.
- private void BuildHeightmapTerrain()
- {
- // Create the terrain shape from the mapInfo
- m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID,
- new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ,
- m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin);
- // The terrain object initial position is at the center of the object
- Vector3 centerPos;
- centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f);
- centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
- centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);
- m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape,
- m_mapInfo.ID, centerPos, Quaternion.Identity);
- // Set current terrain attributes
- m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction);
- m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction);
- m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution);
- m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT);
- m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
- // Return the new terrain to the world of physical objects
- m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody);
- // redo its bounding box now that it is in the world
- m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody);
- // Make it so the terrain will not move or be considered for movement.
- m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION);
- return;
- }
- // If there is information in m_mapInfo pointing to physical structures, release same.
- private void ReleaseHeightMapTerrain()
- {
- if (m_mapInfo != null)
- {
- if (m_mapInfo.terrainBody.HasPhysicalBody)
- {
- m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody);
- // Frees both the body and the shape.
- m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody);
- }
- m_mapInfo.Release();
- }
- m_mapInfo = null;
- }
- // The passed position is relative to the base of the region.
- // There are many assumptions herein that the heightmap increment is 1.
- public override float GetTerrainHeightAtXYZ(Vector3 pos)
- {
- float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
- try {
- int baseX = (int)pos.X;
- int baseY = (int)pos.Y;
- int maxX = (int)m_mapInfo.sizeX;
- int maxY = (int)m_mapInfo.sizeY;
- float diffX = pos.X - (float)baseX;
- float diffY = pos.Y - (float)baseY;
- float mapHeight1 = m_mapInfo.heightMap[baseY * maxY + baseX];
- float mapHeight2 = m_mapInfo.heightMap[Math.Min(baseY + 1, maxY - 1) * maxY + baseX];
- float mapHeight3 = m_mapInfo.heightMap[baseY * maxY + Math.Min(baseX + 1, maxX - 1)];
- float mapHeight4 = m_mapInfo.heightMap[Math.Min(baseY + 1, maxY - 1) * maxY + Math.Min(baseX + 1, maxX - 1)];
- float Xrise = (mapHeight4 - mapHeight3) * diffX;
- float Yrise = (mapHeight2 - mapHeight1) * diffY;
- ret = mapHeight1 + ((Xrise + Yrise) / 2f);
- // m_physicsScene.DetailLog("{0},BSTerrainHeightMap,GetTerrainHeightAtXYZ,pos={1},{2}/{3}/{4}/{5},ret={6}",
- // BSScene.DetailLogZero, pos, mapHeight1, mapHeight2, mapHeight3, mapHeight4, ret);
- }
- 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, m_mapInfo.terrainRegionBase, 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;
- }
- }
- }
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