BSTerrainManager.cs 20 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.BulletSNPlugin
  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. public BSScene 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. 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 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. 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. // The ground plane is here to catch things that are trying to drop to negative infinity
  115. BulletShape groundPlaneShape = new BulletShape(
  116. BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f,
  117. BSParam.TerrainCollisionMargin),
  118. BSPhysicsShapeType.SHAPE_GROUNDPLANE);
  119. m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
  120. BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
  121. Vector3.Zero, Quaternion.Identity));
  122. BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr, Vector3.Zero, Quaternion.Identity);
  123. BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr);
  124. // Ground plane does not move
  125. BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
  126. // Everything collides with the ground plane.
  127. m_groundPlane.collisionType = CollisionType.Groundplane;
  128. m_groundPlane.ApplyCollisionMask();
  129. // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
  130. BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
  131. m_terrains.Add(Vector3.Zero, initialTerrain);
  132. }
  133. // Release all the terrain structures we might have allocated
  134. public void ReleaseGroundPlaneAndTerrain()
  135. {
  136. if (m_groundPlane.HasPhysicalBody)
  137. {
  138. if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr))
  139. {
  140. BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr);
  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. 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}",
  174. BSScene.DetailLogZero, m_worldOffset, m_worldMax);
  175. ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
  176. BSScene.CHILDTERRAIN_ID, localHeightMap,
  177. m_worldOffset, m_worldOffset + DefaultRegionSize, true);
  178. }
  179. }
  180. else
  181. {
  182. // If not doing the mega-prim thing, just change the terrain
  183. DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
  184. UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap,
  185. m_worldOffset, m_worldOffset + DefaultRegionSize, true);
  186. }
  187. });
  188. }
  189. // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
  190. // based on the passed information. The 'id' should be either the terrain id or
  191. // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
  192. // The latter feature is for creating child terrains for mega-regions.
  193. // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
  194. // terrain shape is created and added to the body.
  195. // This call is most often used to update the heightMap and parameters of the terrain.
  196. // (The above does suggest that some simplification/refactoring is in order.)
  197. // Called during taint-time.
  198. private void UpdateTerrain(uint id, float[] heightMap,
  199. Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
  200. {
  201. DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
  202. BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
  203. // Find high and low points of passed heightmap.
  204. // The min and max passed in is usually the area objects can be in (maximum
  205. // object height, for instance). The terrain wants the bounding box for the
  206. // terrain so replace passed min and max Z with the actual terrain min/max Z.
  207. float minZ = float.MaxValue;
  208. float maxZ = float.MinValue;
  209. foreach (float height in heightMap)
  210. {
  211. if (height < minZ) minZ = height;
  212. if (height > maxZ) maxZ = height;
  213. }
  214. if (minZ == maxZ)
  215. {
  216. // If min and max are the same, reduce min a little bit so a good bounding box is created.
  217. minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE;
  218. }
  219. minCoords.Z = minZ;
  220. maxCoords.Z = maxZ;
  221. Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);
  222. lock (m_terrains)
  223. {
  224. BSTerrainPhys terrainPhys;
  225. if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
  226. {
  227. // There is already a terrain in this spot. Free the old and build the new.
  228. DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
  229. BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
  230. // Remove old terrain from the collection
  231. m_terrains.Remove(terrainRegionBase);
  232. // Release any physical memory it may be using.
  233. terrainPhys.Dispose();
  234. if (MegaRegionParentPhysicsScene == null)
  235. {
  236. BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
  237. m_terrains.Add(terrainRegionBase, newTerrainPhys);
  238. m_terrainModified = true;
  239. }
  240. else
  241. {
  242. // It's possible that Combine() was called after this code was queued.
  243. // If we are a child of combined regions, we don't create any terrain for us.
  244. DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
  245. // Get rid of any terrain that may have been allocated for us.
  246. ReleaseGroundPlaneAndTerrain();
  247. // I hate doing this, but just bail
  248. return;
  249. }
  250. }
  251. else
  252. {
  253. // We don't know about this terrain so either we are creating a new terrain or
  254. // our mega-prim child is giving us a new terrain to add to the phys world
  255. // if this is a child terrain, calculate a unique terrain id
  256. uint newTerrainID = id;
  257. if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
  258. newTerrainID = ++m_terrainCount;
  259. DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}",
  260. BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
  261. BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
  262. m_terrains.Add(terrainRegionBase, newTerrainPhys);
  263. m_terrainModified = true;
  264. }
  265. }
  266. }
  267. // TODO: redo terrain implementation selection to allow other base types than heightMap.
  268. private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
  269. {
  270. PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
  271. LogHeader, PhysicsScene.RegionName, terrainRegionBase,
  272. (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation);
  273. BSTerrainPhys newTerrainPhys = null;
  274. switch ((int)BSParam.TerrainImplementation)
  275. {
  276. case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
  277. newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
  278. heightMap, minCoords, maxCoords);
  279. break;
  280. case (int)BSTerrainPhys.TerrainImplementation.Mesh:
  281. newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
  282. heightMap, minCoords, maxCoords);
  283. break;
  284. default:
  285. PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
  286. LogHeader,
  287. (int)BSParam.TerrainImplementation,
  288. BSParam.TerrainImplementation,
  289. PhysicsScene.RegionName, terrainRegionBase);
  290. break;
  291. }
  292. return newTerrainPhys;
  293. }
  294. // Return 'true' of this position is somewhere in known physical terrain space
  295. public bool IsWithinKnownTerrain(Vector3 pos)
  296. {
  297. Vector3 terrainBaseXYZ;
  298. BSTerrainPhys physTerrain;
  299. return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ);
  300. }
  301. // Given an X and Y, find the height of the terrain.
  302. // Since we could be handling multiple terrains for a mega-region,
  303. // the base of the region is calcuated assuming all regions are
  304. // the same size and that is the default.
  305. // Once the heightMapInfo is found, we have all the information to
  306. // compute the offset into the array.
  307. private float lastHeightTX = 999999f;
  308. private float lastHeightTY = 999999f;
  309. private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
  310. public float GetTerrainHeightAtXYZ(Vector3 pos)
  311. {
  312. float tX = pos.X;
  313. float tY = pos.Y;
  314. // You'd be surprized at the number of times this routine is called
  315. // with the same parameters as last time.
  316. if (!m_terrainModified && (lastHeightTX == tX) && (lastHeightTY == tY))
  317. return lastHeight;
  318. m_terrainModified = false;
  319. lastHeightTX = tX;
  320. lastHeightTY = tY;
  321. float ret = HEIGHT_GETHEIGHT_RET;
  322. Vector3 terrainBaseXYZ;
  323. BSTerrainPhys physTerrain;
  324. if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ))
  325. {
  326. ret = physTerrain.GetTerrainHeightAtXYZ(pos - terrainBaseXYZ);
  327. }
  328. else
  329. {
  330. PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
  331. LogHeader, PhysicsScene.RegionName, tX, tY);
  332. DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}",
  333. BSScene.DetailLogZero, pos, terrainBaseXYZ);
  334. }
  335. lastHeight = ret;
  336. return ret;
  337. }
  338. public float GetWaterLevelAtXYZ(Vector3 pos)
  339. {
  340. float ret = WATER_HEIGHT_GETHEIGHT_RET;
  341. Vector3 terrainBaseXYZ;
  342. BSTerrainPhys physTerrain;
  343. if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ))
  344. {
  345. ret = physTerrain.GetWaterLevelAtXYZ(pos);
  346. }
  347. else
  348. {
  349. PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}",
  350. LogHeader, PhysicsScene.RegionName, pos, terrainBaseXYZ, ret);
  351. }
  352. return ret;
  353. }
  354. // Given an address, return 'true' of there is a description of that terrain and output
  355. // the descriptor class and the 'base' fo the addresses therein.
  356. private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase)
  357. {
  358. int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
  359. int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
  360. Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
  361. BSTerrainPhys physTerrain = null;
  362. lock (m_terrains)
  363. {
  364. m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain);
  365. }
  366. outTerrainBase = terrainBaseXYZ;
  367. outPhysTerrain = physTerrain;
  368. return (physTerrain != null);
  369. }
  370. // Although no one seems to check this, I do support combining.
  371. public bool SupportsCombining()
  372. {
  373. return true;
  374. }
  375. // This routine is called two ways:
  376. // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
  377. // extent of the combined regions. This is to inform the parent of the size
  378. // of the combined regions.
  379. // and one with 'offset' as the offset of the child region to the base region,
  380. // 'pScene' pointing to the parent and 'extents' of zero. This informs the
  381. // child of its relative base and new parent.
  382. public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
  383. {
  384. m_worldOffset = offset;
  385. m_worldMax = extents;
  386. MegaRegionParentPhysicsScene = pScene;
  387. if (pScene != null)
  388. {
  389. // We are a child.
  390. // We want m_worldMax to be the highest coordinate of our piece of terrain.
  391. m_worldMax = offset + DefaultRegionSize;
  392. }
  393. DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
  394. BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
  395. }
  396. // Unhook all the combining that I know about.
  397. public void UnCombine(PhysicsScene pScene)
  398. {
  399. // Just like ODE, we don't do anything yet.
  400. DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
  401. }
  402. private void DetailLog(string msg, params Object[] args)
  403. {
  404. PhysicsScene.PhysicsLogging.Write(msg, args);
  405. }
  406. }
  407. }