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author | David Walter Seikel | 2016-11-03 21:44:39 +1000 |
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committer | David Walter Seikel | 2016-11-03 21:44:39 +1000 |
commit | 134f86e8d5c414409631b25b8c6f0ee45fbd8631 (patch) | |
tree | 216b89d3fb89acfb81be1e440c25c41ab09fa96d /OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs | |
parent | More changing to production grid. Double oops. (diff) | |
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Initial update to OpenSim 0.8.2.1 source code.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs')
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs | 584 |
1 files changed, 584 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs new file mode 100755 index 0000000..d11baa6 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs | |||
@@ -0,0 +1,584 @@ | |||
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.PhysicsModules.SharedBase; | ||
34 | |||
35 | using Nini.Config; | ||
36 | using log4net; | ||
37 | |||
38 | using OpenMetaverse; | ||
39 | |||
40 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
41 | { | ||
42 | |||
43 | // The physical implementation of the terrain is wrapped in this class. | ||
44 | public abstract class BSTerrainPhys : IDisposable | ||
45 | { | ||
46 | public enum TerrainImplementation | ||
47 | { | ||
48 | Heightmap = 0, | ||
49 | Mesh = 1 | ||
50 | } | ||
51 | |||
52 | protected BSScene m_physicsScene { get; private set; } | ||
53 | // Base of the region in world coordinates. Coordinates inside the region are relative to this. | ||
54 | public Vector3 TerrainBase { get; private set; } | ||
55 | public uint ID { get; private set; } | ||
56 | |||
57 | public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) | ||
58 | { | ||
59 | m_physicsScene = physicsScene; | ||
60 | TerrainBase = regionBase; | ||
61 | ID = id; | ||
62 | } | ||
63 | public abstract void Dispose(); | ||
64 | public abstract float GetTerrainHeightAtXYZ(Vector3 pos); | ||
65 | public abstract float GetWaterLevelAtXYZ(Vector3 pos); | ||
66 | } | ||
67 | |||
68 | // ========================================================================================== | ||
69 | public sealed class BSTerrainManager : IDisposable | ||
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 | public const float WATER_HEIGHT_GETHEIGHT_RET = 19.998f; | ||
79 | |||
80 | // If the min and max height are equal, we reduce the min by this | ||
81 | // amount to make sure that a bounding box is built for the terrain. | ||
82 | public const float HEIGHT_EQUAL_FUDGE = 0.2f; | ||
83 | |||
84 | // Until the whole simulator is changed to pass us the region size, we rely on constants. | ||
85 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
86 | |||
87 | // The scene that I am part of | ||
88 | private BSScene m_physicsScene { get; set; } | ||
89 | |||
90 | // The ground plane created to keep thing from falling to infinity. | ||
91 | private BulletBody m_groundPlane; | ||
92 | |||
93 | // If doing mega-regions, if we're region zero we will be managing multiple | ||
94 | // region terrains since region zero does the physics for the whole mega-region. | ||
95 | private Dictionary<Vector3, BSTerrainPhys> m_terrains; | ||
96 | |||
97 | // Flags used to know when to recalculate the height. | ||
98 | private bool m_terrainModified = false; | ||
99 | |||
100 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. | ||
101 | // This is incremented before assigning to new region so it is the last ID allocated. | ||
102 | private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1; | ||
103 | public uint HighestTerrainID { get {return m_terrainCount; } } | ||
104 | |||
105 | // If doing mega-regions, this holds our offset from region zero of | ||
106 | // the mega-regions. "parentScene" points to the PhysicsScene of region zero. | ||
107 | private Vector3 m_worldOffset; | ||
108 | // If the parent region (region 0), this is the extent of the combined regions | ||
109 | // relative to the origin of region zero | ||
110 | private Vector3 m_worldMax; | ||
111 | private PhysicsScene MegaRegionParentPhysicsScene { get; set; } | ||
112 | |||
113 | public BSTerrainManager(BSScene physicsScene, Vector3 regionSize) | ||
114 | { | ||
115 | m_physicsScene = physicsScene; | ||
116 | DefaultRegionSize = regionSize; | ||
117 | |||
118 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); | ||
119 | |||
120 | // Assume one region of default size | ||
121 | m_worldOffset = Vector3.Zero; | ||
122 | m_worldMax = new Vector3(DefaultRegionSize); | ||
123 | MegaRegionParentPhysicsScene = null; | ||
124 | } | ||
125 | |||
126 | public void Dispose() | ||
127 | { | ||
128 | ReleaseGroundPlaneAndTerrain(); | ||
129 | } | ||
130 | |||
131 | // Create the initial instance of terrain and the underlying ground plane. | ||
132 | // This is called from the initialization routine so we presume it is | ||
133 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | ||
134 | public void CreateInitialGroundPlaneAndTerrain() | ||
135 | { | ||
136 | DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); | ||
137 | // The ground plane is here to catch things that are trying to drop to negative infinity | ||
138 | BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); | ||
139 | Vector3 groundPlaneAltitude = new Vector3(0f, 0f, BSParam.TerrainGroundPlane); | ||
140 | m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, | ||
141 | BSScene.GROUNDPLANE_ID, groundPlaneAltitude, Quaternion.Identity); | ||
142 | |||
143 | // Everything collides with the ground plane. | ||
144 | m_groundPlane.collisionType = CollisionType.Groundplane; | ||
145 | |||
146 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane); | ||
147 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_groundPlane); | ||
148 | |||
149 | // Ground plane does not move | ||
150 | m_physicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); | ||
151 | |||
152 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(m_physicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); | ||
153 | lock (m_terrains) | ||
154 | { | ||
155 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | ||
156 | m_terrains.Add(Vector3.Zero, initialTerrain); | ||
157 | } | ||
158 | } | ||
159 | |||
160 | // Release all the terrain structures we might have allocated | ||
161 | public void ReleaseGroundPlaneAndTerrain() | ||
162 | { | ||
163 | DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); | ||
164 | if (m_groundPlane.HasPhysicalBody) | ||
165 | { | ||
166 | if (m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_groundPlane)) | ||
167 | { | ||
168 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_groundPlane); | ||
169 | } | ||
170 | m_groundPlane.Clear(); | ||
171 | } | ||
172 | |||
173 | ReleaseTerrain(); | ||
174 | } | ||
175 | |||
176 | // Release all the terrain we have allocated | ||
177 | public void ReleaseTerrain() | ||
178 | { | ||
179 | lock (m_terrains) | ||
180 | { | ||
181 | foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains) | ||
182 | { | ||
183 | kvp.Value.Dispose(); | ||
184 | } | ||
185 | m_terrains.Clear(); | ||
186 | } | ||
187 | } | ||
188 | |||
189 | // The simulator wants to set a new heightmap for the terrain. | ||
190 | public void SetTerrain(float[] heightMap) { | ||
191 | float[] localHeightMap = heightMap; | ||
192 | // If there are multiple requests for changes to the same terrain between ticks, | ||
193 | // only do that last one. | ||
194 | m_physicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() | ||
195 | { | ||
196 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) | ||
197 | { | ||
198 | // If a child of a mega-region, we shouldn't have any terrain allocated for us | ||
199 | ReleaseGroundPlaneAndTerrain(); | ||
200 | // If doing the mega-prim stuff and we are the child of the zero region, | ||
201 | // the terrain is added to our parent | ||
202 | if (MegaRegionParentPhysicsScene is BSScene) | ||
203 | { | ||
204 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax); | ||
205 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.AddMegaRegionChildTerrain( | ||
206 | BSScene.CHILDTERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize); | ||
207 | } | ||
208 | } | ||
209 | else | ||
210 | { | ||
211 | // If not doing the mega-prim thing, just change the terrain | ||
212 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | ||
213 | |||
214 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize); | ||
215 | } | ||
216 | }); | ||
217 | } | ||
218 | |||
219 | // Another region is calling this region and passing a terrain. | ||
220 | // A region that is not the mega-region root will pass its terrain to the root region so the root region | ||
221 | // physics engine will have all the terrains. | ||
222 | private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | ||
223 | { | ||
224 | // Since we are called by another region's thread, the action must be rescheduled onto our processing thread. | ||
225 | m_physicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate() | ||
226 | { | ||
227 | UpdateTerrain(id, heightMap, minCoords, maxCoords); | ||
228 | }); | ||
229 | } | ||
230 | |||
231 | // If called for terrain has has not been previously allocated, a new terrain will be built | ||
232 | // based on the passed information. The 'id' should be either the terrain id or | ||
233 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | ||
234 | // The latter feature is for creating child terrains for mega-regions. | ||
235 | // If there is an existing terrain body, a new | ||
236 | // terrain shape is created and added to the body. | ||
237 | // This call is most often used to update the heightMap and parameters of the terrain. | ||
238 | // (The above does suggest that some simplification/refactoring is in order.) | ||
239 | // Called during taint-time. | ||
240 | private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | ||
241 | { | ||
242 | // Find high and low points of passed heightmap. | ||
243 | // The min and max passed in is usually the area objects can be in (maximum | ||
244 | // object height, for instance). The terrain wants the bounding box for the | ||
245 | // terrain so replace passed min and max Z with the actual terrain min/max Z. | ||
246 | float minZ = float.MaxValue; | ||
247 | float maxZ = float.MinValue; | ||
248 | foreach (float height in heightMap) | ||
249 | { | ||
250 | if (height < minZ) minZ = height; | ||
251 | if (height > maxZ) maxZ = height; | ||
252 | } | ||
253 | if (minZ == maxZ) | ||
254 | { | ||
255 | // If min and max are the same, reduce min a little bit so a good bounding box is created. | ||
256 | minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE; | ||
257 | } | ||
258 | minCoords.Z = minZ; | ||
259 | maxCoords.Z = maxZ; | ||
260 | |||
261 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}", | ||
262 | BSScene.DetailLogZero, id, minCoords, maxCoords); | ||
263 | |||
264 | Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); | ||
265 | |||
266 | lock (m_terrains) | ||
267 | { | ||
268 | BSTerrainPhys terrainPhys; | ||
269 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) | ||
270 | { | ||
271 | // There is already a terrain in this spot. Free the old and build the new. | ||
272 | DetailLog("{0},BSTerrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", | ||
273 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, maxCoords); | ||
274 | |||
275 | // Remove old terrain from the collection | ||
276 | m_terrains.Remove(terrainRegionBase); | ||
277 | // Release any physical memory it may be using. | ||
278 | terrainPhys.Dispose(); | ||
279 | |||
280 | if (MegaRegionParentPhysicsScene == null) | ||
281 | { | ||
282 | // This terrain is not part of the mega-region scheme. Create vanilla terrain. | ||
283 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | ||
284 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | ||
285 | |||
286 | m_terrainModified = true; | ||
287 | } | ||
288 | else | ||
289 | { | ||
290 | // It's possible that Combine() was called after this code was queued. | ||
291 | // If we are a child of combined regions, we don't create any terrain for us. | ||
292 | DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero); | ||
293 | |||
294 | // Get rid of any terrain that may have been allocated for us. | ||
295 | ReleaseGroundPlaneAndTerrain(); | ||
296 | |||
297 | // I hate doing this, but just bail | ||
298 | return; | ||
299 | } | ||
300 | } | ||
301 | else | ||
302 | { | ||
303 | // We don't know about this terrain so either we are creating a new terrain or | ||
304 | // our mega-prim child is giving us a new terrain to add to the phys world | ||
305 | |||
306 | // if this is a child terrain, calculate a unique terrain id | ||
307 | uint newTerrainID = id; | ||
308 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) | ||
309 | newTerrainID = ++m_terrainCount; | ||
310 | |||
311 | DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", | ||
312 | BSScene.DetailLogZero, newTerrainID, minCoords, maxCoords); | ||
313 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | ||
314 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | ||
315 | |||
316 | m_terrainModified = true; | ||
317 | } | ||
318 | } | ||
319 | } | ||
320 | |||
321 | // TODO: redo terrain implementation selection to allow other base types than heightMap. | ||
322 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | ||
323 | { | ||
324 | m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", | ||
325 | LogHeader, m_physicsScene.RegionName, terrainRegionBase, | ||
326 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); | ||
327 | BSTerrainPhys newTerrainPhys = null; | ||
328 | switch ((int)BSParam.TerrainImplementation) | ||
329 | { | ||
330 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | ||
331 | newTerrainPhys = new BSTerrainHeightmap(m_physicsScene, terrainRegionBase, id, | ||
332 | heightMap, minCoords, maxCoords); | ||
333 | break; | ||
334 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | ||
335 | newTerrainPhys = new BSTerrainMesh(m_physicsScene, terrainRegionBase, id, | ||
336 | heightMap, minCoords, maxCoords); | ||
337 | break; | ||
338 | default: | ||
339 | m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | ||
340 | LogHeader, | ||
341 | (int)BSParam.TerrainImplementation, | ||
342 | BSParam.TerrainImplementation, | ||
343 | m_physicsScene.RegionName, terrainRegionBase); | ||
344 | break; | ||
345 | } | ||
346 | return newTerrainPhys; | ||
347 | } | ||
348 | |||
349 | // Return 'true' of this position is somewhere in known physical terrain space | ||
350 | public bool IsWithinKnownTerrain(Vector3 pos) | ||
351 | { | ||
352 | Vector3 terrainBaseXYZ; | ||
353 | BSTerrainPhys physTerrain; | ||
354 | return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); | ||
355 | } | ||
356 | |||
357 | // Return a new position that is over known terrain if the position is outside our terrain. | ||
358 | public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos) | ||
359 | { | ||
360 | float edgeEpsilon = 0.1f; | ||
361 | |||
362 | Vector3 ret = pPos; | ||
363 | |||
364 | // First, base addresses are never negative so correct for that possible problem. | ||
365 | if (ret.X < 0f || ret.Y < 0f) | ||
366 | { | ||
367 | ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f); | ||
368 | ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f); | ||
369 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", | ||
370 | BSScene.DetailLogZero, pPos, ret); | ||
371 | } | ||
372 | |||
373 | // Can't do this function if we don't know about any terrain. | ||
374 | if (m_terrains.Count == 0) | ||
375 | return ret; | ||
376 | |||
377 | int loopPrevention = 10; | ||
378 | Vector3 terrainBaseXYZ; | ||
379 | BSTerrainPhys physTerrain; | ||
380 | while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ)) | ||
381 | { | ||
382 | // The passed position is not within a known terrain area. | ||
383 | // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region. | ||
384 | |||
385 | // Must be off the top of a region. Find an adjacent region to move into. | ||
386 | // The returned terrain is always 'lower'. That is, closer to <0,0>. | ||
387 | Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); | ||
388 | |||
389 | if (adjacentTerrainBase.X < terrainBaseXYZ.X) | ||
390 | { | ||
391 | // moving down into a new region in the X dimension. New position will be the max in the new base. | ||
392 | ret.X = adjacentTerrainBase.X + DefaultRegionSize.X - edgeEpsilon; | ||
393 | } | ||
394 | if (adjacentTerrainBase.Y < terrainBaseXYZ.Y) | ||
395 | { | ||
396 | // moving down into a new region in the X dimension. New position will be the max in the new base. | ||
397 | ret.Y = adjacentTerrainBase.Y + DefaultRegionSize.Y - edgeEpsilon; | ||
398 | } | ||
399 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", | ||
400 | BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); | ||
401 | |||
402 | if (loopPrevention-- < 0f) | ||
403 | { | ||
404 | // The 'while' is a little dangerous so this prevents looping forever if the | ||
405 | // mapping of the terrains ever gets messed up (like nothing at <0,0>) or | ||
406 | // the list of terrains is in transition. | ||
407 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,suppressingFindAdjacentRegionLoop", BSScene.DetailLogZero); | ||
408 | break; | ||
409 | } | ||
410 | } | ||
411 | |||
412 | return ret; | ||
413 | } | ||
414 | |||
415 | // Given an X and Y, find the height of the terrain. | ||
416 | // Since we could be handling multiple terrains for a mega-region, | ||
417 | // the base of the region is calcuated assuming all regions are | ||
418 | // the same size and that is the default. | ||
419 | // Once the heightMapInfo is found, we have all the information to | ||
420 | // compute the offset into the array. | ||
421 | private float lastHeightTX = 999999f; | ||
422 | private float lastHeightTY = 999999f; | ||
423 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | ||
424 | public float GetTerrainHeightAtXYZ(Vector3 pos) | ||
425 | { | ||
426 | float tX = pos.X; | ||
427 | float tY = pos.Y; | ||
428 | // You'd be surprized at the number of times this routine is called | ||
429 | // with the same parameters as last time. | ||
430 | if (!m_terrainModified && (lastHeightTX == tX) && (lastHeightTY == tY)) | ||
431 | return lastHeight; | ||
432 | m_terrainModified = false; | ||
433 | |||
434 | lastHeightTX = tX; | ||
435 | lastHeightTY = tY; | ||
436 | float ret = HEIGHT_GETHEIGHT_RET; | ||
437 | |||
438 | Vector3 terrainBaseXYZ; | ||
439 | BSTerrainPhys physTerrain; | ||
440 | if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ)) | ||
441 | { | ||
442 | ret = physTerrain.GetTerrainHeightAtXYZ(pos - terrainBaseXYZ); | ||
443 | } | ||
444 | else | ||
445 | { | ||
446 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | ||
447 | LogHeader, m_physicsScene.RegionName, tX, tY); | ||
448 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", | ||
449 | BSScene.DetailLogZero, pos, terrainBaseXYZ); | ||
450 | } | ||
451 | |||
452 | lastHeight = ret; | ||
453 | return ret; | ||
454 | } | ||
455 | |||
456 | public float GetWaterLevelAtXYZ(Vector3 pos) | ||
457 | { | ||
458 | float ret = WATER_HEIGHT_GETHEIGHT_RET; | ||
459 | |||
460 | Vector3 terrainBaseXYZ; | ||
461 | BSTerrainPhys physTerrain; | ||
462 | if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ)) | ||
463 | { | ||
464 | ret = physTerrain.GetWaterLevelAtXYZ(pos); | ||
465 | } | ||
466 | else | ||
467 | { | ||
468 | m_physicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", | ||
469 | LogHeader, m_physicsScene.RegionName, pos, terrainBaseXYZ, ret); | ||
470 | } | ||
471 | return ret; | ||
472 | } | ||
473 | |||
474 | // Given an address, return 'true' of there is a description of that terrain and output | ||
475 | // the descriptor class and the 'base' fo the addresses therein. | ||
476 | private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) | ||
477 | { | ||
478 | bool ret = false; | ||
479 | |||
480 | Vector3 terrainBaseXYZ = Vector3.Zero; | ||
481 | if (pos.X < 0f || pos.Y < 0f) | ||
482 | { | ||
483 | // We don't handle negative addresses so just make up a base that will not be found. | ||
484 | terrainBaseXYZ = new Vector3(-DefaultRegionSize.X, -DefaultRegionSize.Y, 0f); | ||
485 | } | ||
486 | else | ||
487 | { | ||
488 | int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | ||
489 | int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | ||
490 | terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); | ||
491 | } | ||
492 | |||
493 | BSTerrainPhys physTerrain = null; | ||
494 | lock (m_terrains) | ||
495 | { | ||
496 | ret = m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); | ||
497 | } | ||
498 | outTerrainBase = terrainBaseXYZ; | ||
499 | outPhysTerrain = physTerrain; | ||
500 | return ret; | ||
501 | } | ||
502 | |||
503 | // Given a terrain base, return a terrain base for a terrain that is closer to <0,0> than | ||
504 | // this one. Usually used to return an out of bounds object to a known place. | ||
505 | private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase) | ||
506 | { | ||
507 | Vector3 ret = pTerrainBase; | ||
508 | |||
509 | // Can't do this function if we don't know about any terrain. | ||
510 | if (m_terrains.Count == 0) | ||
511 | return ret; | ||
512 | |||
513 | // Just some sanity | ||
514 | ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f); | ||
515 | ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f); | ||
516 | ret.Z = 0f; | ||
517 | |||
518 | lock (m_terrains) | ||
519 | { | ||
520 | // Once down to the <0,0> region, we have to be done. | ||
521 | while (ret.X > 0f || ret.Y > 0f) | ||
522 | { | ||
523 | if (ret.X > 0f) | ||
524 | { | ||
525 | ret.X = Math.Max(0f, ret.X - DefaultRegionSize.X); | ||
526 | DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingX,terrainBase={1}", BSScene.DetailLogZero, ret); | ||
527 | if (m_terrains.ContainsKey(ret)) | ||
528 | break; | ||
529 | } | ||
530 | if (ret.Y > 0f) | ||
531 | { | ||
532 | ret.Y = Math.Max(0f, ret.Y - DefaultRegionSize.Y); | ||
533 | DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingY,terrainBase={1}", BSScene.DetailLogZero, ret); | ||
534 | if (m_terrains.ContainsKey(ret)) | ||
535 | break; | ||
536 | } | ||
537 | } | ||
538 | } | ||
539 | |||
540 | return ret; | ||
541 | } | ||
542 | |||
543 | // Although no one seems to check this, I do support combining. | ||
544 | public bool SupportsCombining() | ||
545 | { | ||
546 | return true; | ||
547 | } | ||
548 | |||
549 | // This routine is called two ways: | ||
550 | // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum | ||
551 | // extent of the combined regions. This is to inform the parent of the size | ||
552 | // of the combined regions. | ||
553 | // and one with 'offset' as the offset of the child region to the base region, | ||
554 | // 'pScene' pointing to the parent and 'extents' of zero. This informs the | ||
555 | // child of its relative base and new parent. | ||
556 | public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
557 | { | ||
558 | m_worldOffset = offset; | ||
559 | m_worldMax = extents; | ||
560 | MegaRegionParentPhysicsScene = pScene; | ||
561 | if (pScene != null) | ||
562 | { | ||
563 | // We are a child. | ||
564 | // We want m_worldMax to be the highest coordinate of our piece of terrain. | ||
565 | m_worldMax = offset + DefaultRegionSize; | ||
566 | } | ||
567 | DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}", | ||
568 | BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax); | ||
569 | } | ||
570 | |||
571 | // Unhook all the combining that I know about. | ||
572 | public void UnCombine(PhysicsScene pScene) | ||
573 | { | ||
574 | // Just like ODE, we don't do anything yet. | ||
575 | DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero); | ||
576 | } | ||
577 | |||
578 | |||
579 | private void DetailLog(string msg, params Object[] args) | ||
580 | { | ||
581 | m_physicsScene.PhysicsLogging.Write(msg, args); | ||
582 | } | ||
583 | } | ||
584 | } | ||