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Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 419 |
1 files changed, 419 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs new file mode 100755 index 0000000..23fcfd3 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
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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 | |||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework; | ||
33 | using OpenSim.Region.CoreModules; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | |||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | |||
39 | using OpenMetaverse; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
42 | { | ||
43 | |||
44 | // The physical implementation of the terrain is wrapped in this class. | ||
45 | public abstract class BSTerrainPhys : IDisposable | ||
46 | { | ||
47 | public enum TerrainImplementation | ||
48 | { | ||
49 | Heightmap = 0, | ||
50 | Mesh = 1 | ||
51 | } | ||
52 | |||
53 | public BSScene PhysicsScene { get; private set; } | ||
54 | // Base of the region in world coordinates. Coordinates inside the region are relative to this. | ||
55 | public Vector3 TerrainBase { get; private set; } | ||
56 | public uint ID { get; private set; } | ||
57 | |||
58 | public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) | ||
59 | { | ||
60 | PhysicsScene = physicsScene; | ||
61 | TerrainBase = regionBase; | ||
62 | ID = id; | ||
63 | } | ||
64 | public abstract void Dispose(); | ||
65 | public abstract float GetHeightAtXYZ(Vector3 pos); | ||
66 | } | ||
67 | |||
68 | // ========================================================================================== | ||
69 | public sealed class BSTerrainManager | ||
70 | { | ||
71 | static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; | ||
72 | |||
73 | // These height values are fractional so the odd values will be | ||
74 | // noticable when debugging. | ||
75 | public const float HEIGHT_INITIALIZATION = 24.987f; | ||
76 | public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f; | ||
77 | public const float HEIGHT_GETHEIGHT_RET = 24.765f; | ||
78 | |||
79 | // If the min and max height are equal, we reduce the min by this | ||
80 | // amount to make sure that a bounding box is built for the terrain. | ||
81 | public const float HEIGHT_EQUAL_FUDGE = 0.2f; | ||
82 | |||
83 | public const float TERRAIN_COLLISION_MARGIN = 0.0f; | ||
84 | |||
85 | // Until the whole simulator is changed to pass us the region size, we rely on constants. | ||
86 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
87 | |||
88 | // The scene that I am part of | ||
89 | private BSScene PhysicsScene { get; set; } | ||
90 | |||
91 | // The ground plane created to keep thing from falling to infinity. | ||
92 | private BulletBody m_groundPlane; | ||
93 | |||
94 | // If doing mega-regions, if we're region zero we will be managing multiple | ||
95 | // region terrains since region zero does the physics for the whole mega-region. | ||
96 | private Dictionary<Vector3, BSTerrainPhys> m_terrains; | ||
97 | |||
98 | // Flags used to know when to recalculate the height. | ||
99 | private bool m_terrainModified = false; | ||
100 | |||
101 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. | ||
102 | // This is incremented before assigning to new region so it is the last ID allocated. | ||
103 | private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1; | ||
104 | public uint HighestTerrainID { get {return m_terrainCount; } } | ||
105 | |||
106 | // If doing mega-regions, this holds our offset from region zero of | ||
107 | // the mega-regions. "parentScene" points to the PhysicsScene of region zero. | ||
108 | private Vector3 m_worldOffset; | ||
109 | // If the parent region (region 0), this is the extent of the combined regions | ||
110 | // relative to the origin of region zero | ||
111 | private Vector3 m_worldMax; | ||
112 | private PhysicsScene MegaRegionParentPhysicsScene { get; set; } | ||
113 | |||
114 | public BSTerrainManager(BSScene physicsScene) | ||
115 | { | ||
116 | PhysicsScene = physicsScene; | ||
117 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); | ||
118 | |||
119 | // Assume one region of default size | ||
120 | m_worldOffset = Vector3.Zero; | ||
121 | m_worldMax = new Vector3(DefaultRegionSize); | ||
122 | MegaRegionParentPhysicsScene = null; | ||
123 | } | ||
124 | |||
125 | // Create the initial instance of terrain and the underlying ground plane. | ||
126 | // This is called from the initialization routine so we presume it is | ||
127 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | ||
128 | public void CreateInitialGroundPlaneAndTerrain() | ||
129 | { | ||
130 | // The ground plane is here to catch things that are trying to drop to negative infinity | ||
131 | BulletShape groundPlaneShape = new BulletShape( | ||
132 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), | ||
133 | BSPhysicsShapeType.SHAPE_GROUNDPLANE); | ||
134 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | ||
135 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, | ||
136 | Vector3.Zero, Quaternion.Identity)); | ||
137 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
138 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
139 | // Ground plane does not move | ||
140 | BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION); | ||
141 | // Everything collides with the ground plane. | ||
142 | BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr, | ||
143 | (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask); | ||
144 | |||
145 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | ||
146 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); | ||
147 | m_terrains.Add(Vector3.Zero, initialTerrain); | ||
148 | } | ||
149 | |||
150 | // Release all the terrain structures we might have allocated | ||
151 | public void ReleaseGroundPlaneAndTerrain() | ||
152 | { | ||
153 | if (m_groundPlane.ptr != IntPtr.Zero) | ||
154 | { | ||
155 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr)) | ||
156 | { | ||
157 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
158 | } | ||
159 | m_groundPlane.ptr = IntPtr.Zero; | ||
160 | } | ||
161 | |||
162 | ReleaseTerrain(); | ||
163 | } | ||
164 | |||
165 | // Release all the terrain we have allocated | ||
166 | public void ReleaseTerrain() | ||
167 | { | ||
168 | foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains) | ||
169 | { | ||
170 | kvp.Value.Dispose(); | ||
171 | } | ||
172 | m_terrains.Clear(); | ||
173 | } | ||
174 | |||
175 | // The simulator wants to set a new heightmap for the terrain. | ||
176 | public void SetTerrain(float[] heightMap) { | ||
177 | float[] localHeightMap = heightMap; | ||
178 | PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() | ||
179 | { | ||
180 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) | ||
181 | { | ||
182 | // If a child of a mega-region, we shouldn't have any terrain allocated for us | ||
183 | ReleaseGroundPlaneAndTerrain(); | ||
184 | // If doing the mega-prim stuff and we are the child of the zero region, | ||
185 | // the terrain is added to our parent | ||
186 | if (MegaRegionParentPhysicsScene is BSScene) | ||
187 | { | ||
188 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | ||
189 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | ||
190 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain( | ||
191 | BSScene.CHILDTERRAIN_ID, localHeightMap, | ||
192 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
193 | } | ||
194 | } | ||
195 | else | ||
196 | { | ||
197 | // If not doing the mega-prim thing, just change the terrain | ||
198 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | ||
199 | |||
200 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, | ||
201 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
202 | } | ||
203 | }); | ||
204 | } | ||
205 | |||
206 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | ||
207 | // based on the passed information. The 'id' should be either the terrain id or | ||
208 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | ||
209 | // The latter feature is for creating child terrains for mega-regions. | ||
210 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | ||
211 | // terrain shape is created and added to the body. | ||
212 | // This call is most often used to update the heightMap and parameters of the terrain. | ||
213 | // (The above does suggest that some simplification/refactoring is in order.) | ||
214 | private void UpdateTerrain(uint id, float[] heightMap, | ||
215 | Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) | ||
216 | { | ||
217 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}", | ||
218 | BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); | ||
219 | |||
220 | // Find high and low points of passed heightmap. | ||
221 | // The min and max passed in is usually the area objects can be in (maximum | ||
222 | // object height, for instance). The terrain wants the bounding box for the | ||
223 | // terrain so we replace passed min and max Z with the actual terrain min/max Z. | ||
224 | float minZ = float.MaxValue; | ||
225 | float maxZ = float.MinValue; | ||
226 | foreach (float height in heightMap) | ||
227 | { | ||
228 | if (height < minZ) minZ = height; | ||
229 | if (height > maxZ) maxZ = height; | ||
230 | } | ||
231 | if (minZ == maxZ) | ||
232 | { | ||
233 | // If min and max are the same, reduce min a little bit so a good bounding box is created. | ||
234 | minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE; | ||
235 | } | ||
236 | minCoords.Z = minZ; | ||
237 | maxCoords.Z = maxZ; | ||
238 | |||
239 | Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); | ||
240 | |||
241 | BSTerrainPhys terrainPhys; | ||
242 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) | ||
243 | { | ||
244 | // There is already a terrain in this spot. Free the old and build the new. | ||
245 | DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", | ||
246 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); | ||
247 | |||
248 | PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate() | ||
249 | { | ||
250 | // Remove old terrain from the collection | ||
251 | m_terrains.Remove(terrainRegionBase); | ||
252 | // Release any physical memory it may be using. | ||
253 | terrainPhys.Dispose(); | ||
254 | |||
255 | if (MegaRegionParentPhysicsScene == null) | ||
256 | { | ||
257 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | ||
258 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | ||
259 | |||
260 | m_terrainModified = true; | ||
261 | } | ||
262 | else | ||
263 | { | ||
264 | // It's possible that Combine() was called after this code was queued. | ||
265 | // If we are a child of combined regions, we don't create any terrain for us. | ||
266 | DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero); | ||
267 | |||
268 | // Get rid of any terrain that may have been allocated for us. | ||
269 | ReleaseGroundPlaneAndTerrain(); | ||
270 | |||
271 | // I hate doing this, but just bail | ||
272 | return; | ||
273 | } | ||
274 | }); | ||
275 | } | ||
276 | else | ||
277 | { | ||
278 | // We don't know about this terrain so either we are creating a new terrain or | ||
279 | // our mega-prim child is giving us a new terrain to add to the phys world | ||
280 | |||
281 | // if this is a child terrain, calculate a unique terrain id | ||
282 | uint newTerrainID = id; | ||
283 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) | ||
284 | newTerrainID = ++m_terrainCount; | ||
285 | |||
286 | float[] heightMapX = heightMap; | ||
287 | Vector3 minCoordsX = minCoords; | ||
288 | Vector3 maxCoordsX = maxCoords; | ||
289 | |||
290 | DetailLog("{0},UpdateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", | ||
291 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); | ||
292 | |||
293 | // Code that must happen at taint-time | ||
294 | PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:NewTerrain", delegate() | ||
295 | { | ||
296 | DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}", | ||
297 | BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y); | ||
298 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | ||
299 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | ||
300 | |||
301 | m_terrainModified = true; | ||
302 | }); | ||
303 | } | ||
304 | } | ||
305 | |||
306 | // TODO: redo terrain implementation selection to allow other base types than heightMap. | ||
307 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | ||
308 | { | ||
309 | PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", | ||
310 | LogHeader, PhysicsScene.RegionName, terrainRegionBase, | ||
311 | (BSTerrainPhys.TerrainImplementation)PhysicsScene.Params.terrainImplementation); | ||
312 | BSTerrainPhys newTerrainPhys = null; | ||
313 | switch ((int)PhysicsScene.Params.terrainImplementation) | ||
314 | { | ||
315 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | ||
316 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | ||
317 | heightMap, minCoords, maxCoords); | ||
318 | break; | ||
319 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | ||
320 | newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, | ||
321 | heightMap, minCoords, maxCoords); | ||
322 | break; | ||
323 | default: | ||
324 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | ||
325 | LogHeader, | ||
326 | (int)PhysicsScene.Params.terrainImplementation, | ||
327 | PhysicsScene.Params.terrainImplementation, | ||
328 | PhysicsScene.RegionName, terrainRegionBase); | ||
329 | break; | ||
330 | } | ||
331 | return newTerrainPhys; | ||
332 | } | ||
333 | |||
334 | |||
335 | // Given an X and Y, find the height of the terrain. | ||
336 | // Since we could be handling multiple terrains for a mega-region, | ||
337 | // the base of the region is calcuated assuming all regions are | ||
338 | // the same size and that is the default. | ||
339 | // Once the heightMapInfo is found, we have all the information to | ||
340 | // compute the offset into the array. | ||
341 | private float lastHeightTX = 999999f; | ||
342 | private float lastHeightTY = 999999f; | ||
343 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | ||
344 | public float GetTerrainHeightAtXYZ(Vector3 loc) | ||
345 | { | ||
346 | float tX = loc.X; | ||
347 | float tY = loc.Y; | ||
348 | // You'd be surprized at the number of times this routine is called | ||
349 | // with the same parameters as last time. | ||
350 | if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) | ||
351 | return lastHeight; | ||
352 | |||
353 | lastHeightTX = tX; | ||
354 | lastHeightTY = tY; | ||
355 | float ret = HEIGHT_GETHEIGHT_RET; | ||
356 | |||
357 | int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | ||
358 | int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | ||
359 | Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); | ||
360 | |||
361 | BSTerrainPhys physTerrain; | ||
362 | if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain)) | ||
363 | { | ||
364 | ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ); | ||
365 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,loc={1},base={2},height={3}", | ||
366 | BSScene.DetailLogZero, loc, terrainBaseXYZ, ret); | ||
367 | } | ||
368 | else | ||
369 | { | ||
370 | PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | ||
371 | LogHeader, PhysicsScene.RegionName, tX, tY); | ||
372 | } | ||
373 | m_terrainModified = false; | ||
374 | lastHeight = ret; | ||
375 | return ret; | ||
376 | } | ||
377 | |||
378 | // Although no one seems to check this, I do support combining. | ||
379 | public bool SupportsCombining() | ||
380 | { | ||
381 | return true; | ||
382 | } | ||
383 | |||
384 | // This routine is called two ways: | ||
385 | // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum | ||
386 | // extent of the combined regions. This is to inform the parent of the size | ||
387 | // of the combined regions. | ||
388 | // and one with 'offset' as the offset of the child region to the base region, | ||
389 | // 'pScene' pointing to the parent and 'extents' of zero. This informs the | ||
390 | // child of its relative base and new parent. | ||
391 | public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
392 | { | ||
393 | m_worldOffset = offset; | ||
394 | m_worldMax = extents; | ||
395 | MegaRegionParentPhysicsScene = pScene; | ||
396 | if (pScene != null) | ||
397 | { | ||
398 | // We are a child. | ||
399 | // We want m_worldMax to be the highest coordinate of our piece of terrain. | ||
400 | m_worldMax = offset + DefaultRegionSize; | ||
401 | } | ||
402 | DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}", | ||
403 | BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax); | ||
404 | } | ||
405 | |||
406 | // Unhook all the combining that I know about. | ||
407 | public void UnCombine(PhysicsScene pScene) | ||
408 | { | ||
409 | // Just like ODE, we don't do anything yet. | ||
410 | DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero); | ||
411 | } | ||
412 | |||
413 | |||
414 | private void DetailLog(string msg, params Object[] args) | ||
415 | { | ||
416 | PhysicsScene.PhysicsLogging.Write(msg, args); | ||
417 | } | ||
418 | } | ||
419 | } | ||