mirror of
https://github.com/opensim/opensim.git
synced 2026-08-11 20:05:33 +08:00
BulletSim: pull heightmap implementation out of the terrain manager so a mesh terrain can be implemented.
This commit is contained in:
174
OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
Executable file
174
OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
Executable file
@@ -0,0 +1,174 @@
|
||||
/*
|
||||
* 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 BSTerrainHeightmap : BSTerrainPhys
|
||||
{
|
||||
static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
|
||||
|
||||
BulletHeightMapInfo m_mapInfo;
|
||||
|
||||
public BSTerrainHeightmap(BSScene physicsScene, uint id, Vector3 regionSize)
|
||||
: base(physicsScene)
|
||||
{
|
||||
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 BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
|
||||
m_mapInfo.minCoords = minTerrainCoords;
|
||||
m_mapInfo.maxCoords = maxTerrainCoords;
|
||||
// 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, uint id, float[] initialMap,
|
||||
Vector3 minCoords, Vector3 maxCoords)
|
||||
: base(physicsScene)
|
||||
{
|
||||
m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
|
||||
m_mapInfo.minCoords = minCoords;
|
||||
m_mapInfo.maxCoords = maxCoords;
|
||||
m_mapInfo.minZ = minCoords.Z;
|
||||
m_mapInfo.maxZ = maxCoords.Z;
|
||||
|
||||
// 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()
|
||||
{
|
||||
m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID,
|
||||
m_mapInfo.minCoords, m_mapInfo.maxCoords,
|
||||
m_mapInfo.heightMap, BSTerrainManager.TERRAIN_COLLISION_MARGIN);
|
||||
|
||||
// Create the terrain shape from the mapInfo
|
||||
m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
|
||||
PhysicsShapeType.SHAPE_TERRAIN);
|
||||
|
||||
// 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 = new BulletBody(m_mapInfo.ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr,
|
||||
m_mapInfo.ID, centerPos, Quaternion.Identity));
|
||||
|
||||
// Set current terrain attributes
|
||||
BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
|
||||
BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
|
||||
BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
|
||||
BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
|
||||
// Return the new terrain to the world of physical objects
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
|
||||
|
||||
// redo its bounding box now that it is in the world
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
|
||||
|
||||
BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr,
|
||||
(uint)CollisionFilterGroups.TerrainFilter,
|
||||
(uint)CollisionFilterGroups.TerrainMask);
|
||||
|
||||
// Make it so the terrain will not move or be considered for movement.
|
||||
BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, 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.ptr != IntPtr.Zero)
|
||||
{
|
||||
if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr))
|
||||
{
|
||||
// Frees both the body and the shape.
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
|
||||
BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
m_mapInfo = null;
|
||||
}
|
||||
|
||||
// The passed position is relative to the base of the region.
|
||||
public override float GetHeightAtXYZ(Vector3 pos)
|
||||
{
|
||||
float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
|
||||
|
||||
int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X;
|
||||
try
|
||||
{
|
||||
ret = m_mapInfo.heightMap[mapIndex];
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Sometimes they give us wonky values of X and Y. Give a warning and return something.
|
||||
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;
|
||||
}
|
||||
|
||||
public override Vector3 TerrainBase
|
||||
{
|
||||
get { return m_mapInfo.terrainRegionBase; }
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user