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authorDavid Walter Seikel2016-11-03 21:44:39 +1000
committerDavid Walter Seikel2016-11-03 21:44:39 +1000
commit134f86e8d5c414409631b25b8c6f0ee45fbd8631 (patch)
tree216b89d3fb89acfb81be1e440c25c41ab09fa96d /OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs
parentMore changing to production grid. Double oops. (diff)
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Initial update to OpenSim 0.8.2.1 source code.
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-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs440
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diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OpenSim.Framework;
32using OpenSim.Region.Framework;
33using OpenSim.Region.PhysicsModules.SharedBase;
34
35using Nini.Config;
36using log4net;
37
38using OpenMetaverse;
39
40namespace OpenSim.Region.PhysicsModule.BulletS
41{
42public sealed class BSTerrainMesh : BSTerrainPhys
43{
44 static string LogHeader = "[BULLETSIM TERRAIN MESH]";
45
46 private float[] m_savedHeightMap;
47 int m_sizeX;
48 int m_sizeY;
49
50 BulletShape m_terrainShape;
51 BulletBody m_terrainBody;
52
53 public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
54 : base(physicsScene, regionBase, id)
55 {
56 }
57
58 public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */)
59 : base(physicsScene, regionBase, id)
60 {
61 }
62
63 // Create terrain mesh from a heightmap.
64 public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
65 Vector3 minCoords, Vector3 maxCoords)
66 : base(physicsScene, regionBase, id)
67 {
68 int indicesCount;
69 int[] indices;
70 int verticesCount;
71 float[] vertices;
72
73 m_savedHeightMap = initialMap;
74
75 m_sizeX = (int)(maxCoords.X - minCoords.X);
76 m_sizeY = (int)(maxCoords.Y - minCoords.Y);
77
78 bool meshCreationSuccess = false;
79 if (BSParam.TerrainMeshMagnification == 1)
80 {
81 // If a magnification of one, use the old routine that is tried and true.
82 meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_physicsScene,
83 initialMap, m_sizeX, m_sizeY, // input size
84 Vector3.Zero, // base for mesh
85 out indicesCount, out indices, out verticesCount, out vertices);
86 }
87 else
88 {
89 // Other magnifications use the newer routine
90 meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(m_physicsScene,
91 initialMap, m_sizeX, m_sizeY, // input size
92 BSParam.TerrainMeshMagnification,
93 physicsScene.TerrainManager.DefaultRegionSize,
94 Vector3.Zero, // base for mesh
95 out indicesCount, out indices, out verticesCount, out vertices);
96 }
97 if (!meshCreationSuccess)
98 {
99 // DISASTER!!
100 m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID);
101 m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
102 // Something is very messed up and a crash is in our future.
103 return;
104 }
105
106 m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}",
107 BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length);
108
109 m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices);
110 if (!m_terrainShape.HasPhysicalShape)
111 {
112 // DISASTER!!
113 m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID);
114 m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
115 // Something is very messed up and a crash is in our future.
116 return;
117 }
118
119 Vector3 pos = regionBase;
120 Quaternion rot = Quaternion.Identity;
121
122 m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot);
123 if (!m_terrainBody.HasPhysicalBody)
124 {
125 // DISASTER!!
126 m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
127 // Something is very messed up and a crash is in our future.
128 return;
129 }
130 physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin);
131
132 // Set current terrain attributes
133 m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction);
134 m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction);
135 m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution);
136 m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold);
137 m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT);
138
139 // Static objects are not very massive.
140 m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero);
141
142 // Put the new terrain to the world of physical objects
143 m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody);
144
145 // Redo its bounding box now that it is in the world
146 m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody);
147
148 m_terrainBody.collisionType = CollisionType.Terrain;
149 m_terrainBody.ApplyCollisionMask(m_physicsScene);
150
151 if (BSParam.UseSingleSidedMeshes)
152 {
153 m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id);
154 m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
155 }
156
157 // Make it so the terrain will not move or be considered for movement.
158 m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
159 }
160
161 public override void Dispose()
162 {
163 if (m_terrainBody.HasPhysicalBody)
164 {
165 m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_terrainBody);
166 // Frees both the body and the shape.
167 m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_terrainBody);
168 m_terrainBody.Clear();
169 m_terrainShape.Clear();
170 }
171 }
172
173 public override float GetTerrainHeightAtXYZ(Vector3 pos)
174 {
175 // For the moment use the saved heightmap to get the terrain height.
176 // TODO: raycast downward to find the true terrain below the position.
177 float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
178
179 int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X;
180 try
181 {
182 ret = m_savedHeightMap[mapIndex];
183 }
184 catch
185 {
186 // Sometimes they give us wonky values of X and Y. Give a warning and return something.
187 m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
188 LogHeader, TerrainBase, pos);
189 ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
190 }
191 return ret;
192 }
193
194 // The passed position is relative to the base of the region.
195 public override float GetWaterLevelAtXYZ(Vector3 pos)
196 {
197 return m_physicsScene.SimpleWaterLevel;
198 }
199
200 // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
201 // Return 'true' if successfully created.
202 public static bool ConvertHeightmapToMesh( BSScene physicsScene,
203 float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
204 Vector3 extentBase, // base to be added to all vertices
205 out int indicesCountO, out int[] indicesO,
206 out int verticesCountO, out float[] verticesO)
207 {
208 bool ret = false;
209
210 int indicesCount = 0;
211 int verticesCount = 0;
212 int[] indices = new int[0];
213 float[] vertices = new float[0];
214
215 // Simple mesh creation which assumes magnification == 1.
216 // TODO: do a more general solution that scales, adds new vertices and smoothes the result.
217
218 // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop
219 // from zero to <= sizeX). The triangle indices are then generated as two triangles
220 // per heightmap point. There are sizeX by sizeY of these squares. The extra row and
221 // column of vertices are used to complete the triangles of the last row and column
222 // of the heightmap.
223 try
224 {
225 // One vertice per heightmap value plus the vertices off the side and bottom edge.
226 int totalVertices = (sizeX + 1) * (sizeY + 1);
227 vertices = new float[totalVertices * 3];
228 int totalIndices = sizeX * sizeY * 6;
229 indices = new int[totalIndices];
230
231 if (physicsScene != null)
232 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3}",
233 BSScene.DetailLogZero, totalVertices, totalIndices, extentBase);
234 float minHeight = float.MaxValue;
235 // Note that sizeX+1 vertices are created since there is land between this and the next region.
236 for (int yy = 0; yy <= sizeY; yy++)
237 {
238 for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times
239 {
240 int offset = yy * sizeX + xx;
241 // Extend the height with the height from the last row or column
242 if (yy == sizeY) offset -= sizeX;
243 if (xx == sizeX) offset -= 1;
244 float height = heightMap[offset];
245 minHeight = Math.Min(minHeight, height);
246 vertices[verticesCount + 0] = (float)xx + extentBase.X;
247 vertices[verticesCount + 1] = (float)yy + extentBase.Y;
248 vertices[verticesCount + 2] = height + extentBase.Z;
249 verticesCount += 3;
250 }
251 }
252 verticesCount = verticesCount / 3;
253
254 for (int yy = 0; yy < sizeY; yy++)
255 {
256 for (int xx = 0; xx < sizeX; xx++)
257 {
258 int offset = yy * (sizeX + 1) + xx;
259 // Each vertices is presumed to be the upper left corner of a box of two triangles
260 indices[indicesCount + 0] = offset;
261 indices[indicesCount + 1] = offset + 1;
262 indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column
263 indices[indicesCount + 3] = offset + 1;
264 indices[indicesCount + 4] = offset + sizeX + 2;
265 indices[indicesCount + 5] = offset + sizeX + 1;
266 indicesCount += 6;
267 }
268 }
269
270 ret = true;
271 }
272 catch (Exception e)
273 {
274 if (physicsScene != null)
275 physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
276 LogHeader, physicsScene.RegionName, extentBase, e);
277 }
278
279 indicesCountO = indicesCount;
280 indicesO = indices;
281 verticesCountO = verticesCount;
282 verticesO = vertices;
283
284 return ret;
285 }
286
287 private class HeightMapGetter
288 {
289 private float[] m_heightMap;
290 private int m_sizeX;
291 private int m_sizeY;
292 public HeightMapGetter(float[] pHeightMap, int pSizeX, int pSizeY)
293 {
294 m_heightMap = pHeightMap;
295 m_sizeX = pSizeX;
296 m_sizeY = pSizeY;
297 }
298 // The heightmap is extended as an infinite plane at the last height
299 public float GetHeight(int xx, int yy)
300 {
301 int offset = 0;
302 // Extend the height with the height from the last row or column
303 if (yy >= m_sizeY)
304 if (xx >= m_sizeX)
305 offset = (m_sizeY - 1) * m_sizeX + (m_sizeX - 1);
306 else
307 offset = (m_sizeY - 1) * m_sizeX + xx;
308 else
309 if (xx >= m_sizeX)
310 offset = yy * m_sizeX + (m_sizeX - 1);
311 else
312 offset = yy * m_sizeX + xx;
313
314 return m_heightMap[offset];
315 }
316 }
317
318 // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
319 // Version that handles magnification.
320 // Return 'true' if successfully created.
321 public static bool ConvertHeightmapToMesh2( BSScene physicsScene,
322 float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
323 int magnification, // number of vertices per heighmap step
324 Vector3 extent, // dimensions of the output mesh
325 Vector3 extentBase, // base to be added to all vertices
326 out int indicesCountO, out int[] indicesO,
327 out int verticesCountO, out float[] verticesO)
328 {
329 bool ret = false;
330
331 int indicesCount = 0;
332 int verticesCount = 0;
333 int[] indices = new int[0];
334 float[] vertices = new float[0];
335
336 HeightMapGetter hmap = new HeightMapGetter(heightMap, sizeX, sizeY);
337
338 // The vertices dimension of the output mesh
339 int meshX = sizeX * magnification;
340 int meshY = sizeY * magnification;
341 // The output size of one mesh step
342 float meshXStep = extent.X / meshX;
343 float meshYStep = extent.Y / meshY;
344
345 // Create an array of vertices that is meshX+1 by meshY+1 (note the loop
346 // from zero to <= meshX). The triangle indices are then generated as two triangles
347 // per heightmap point. There are meshX by meshY of these squares. The extra row and
348 // column of vertices are used to complete the triangles of the last row and column
349 // of the heightmap.
350 try
351 {
352 // Vertices for the output heightmap plus one on the side and bottom to complete triangles
353 int totalVertices = (meshX + 1) * (meshY + 1);
354 vertices = new float[totalVertices * 3];
355 int totalIndices = meshX * meshY * 6;
356 indices = new int[totalIndices];
357
358 if (physicsScene != null)
359 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,inSize={1},outSize={2},totVert={3},totInd={4},extentBase={5}",
360 BSScene.DetailLogZero, new Vector2(sizeX, sizeY), new Vector2(meshX, meshY),
361 totalVertices, totalIndices, extentBase);
362
363 float minHeight = float.MaxValue;
364 // Note that sizeX+1 vertices are created since there is land between this and the next region.
365 // Loop through the output vertices and compute the mediun height in between the input vertices
366 for (int yy = 0; yy <= meshY; yy++)
367 {
368 for (int xx = 0; xx <= meshX; xx++) // Hint: the "<=" means we go around sizeX + 1 times
369 {
370 float offsetY = (float)yy * (float)sizeY / (float)meshY; // The Y that is closest to the mesh point
371 int stepY = (int)offsetY;
372 float fractionalY = offsetY - (float)stepY;
373 float offsetX = (float)xx * (float)sizeX / (float)meshX; // The X that is closest to the mesh point
374 int stepX = (int)offsetX;
375 float fractionalX = offsetX - (float)stepX;
376
377 // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,xx={1},yy={2},offX={3},stepX={4},fractX={5},offY={6},stepY={7},fractY={8}",
378 // BSScene.DetailLogZero, xx, yy, offsetX, stepX, fractionalX, offsetY, stepY, fractionalY);
379
380 // get the four corners of the heightmap square the mesh point is in
381 float heightUL = hmap.GetHeight(stepX , stepY );
382 float heightUR = hmap.GetHeight(stepX + 1, stepY );
383 float heightLL = hmap.GetHeight(stepX , stepY + 1);
384 float heightLR = hmap.GetHeight(stepX + 1, stepY + 1);
385
386 // bilinear interplolation
387 float height = heightUL * (1 - fractionalX) * (1 - fractionalY)
388 + heightUR * fractionalX * (1 - fractionalY)
389 + heightLL * (1 - fractionalX) * fractionalY
390 + heightLR * fractionalX * fractionalY;
391
392 // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,heightUL={1},heightUR={2},heightLL={3},heightLR={4},heightMap={5}",
393 // BSScene.DetailLogZero, heightUL, heightUR, heightLL, heightLR, height);
394
395 minHeight = Math.Min(minHeight, height);
396
397 vertices[verticesCount + 0] = (float)xx * meshXStep + extentBase.X;
398 vertices[verticesCount + 1] = (float)yy * meshYStep + extentBase.Y;
399 vertices[verticesCount + 2] = height + extentBase.Z;
400 verticesCount += 3;
401 }
402 }
403 // The number of vertices generated
404 verticesCount /= 3;
405
406 // Loop through all the heightmap squares and create indices for the two triangles for that square
407 for (int yy = 0; yy < meshY; yy++)
408 {
409 for (int xx = 0; xx < meshX; xx++)
410 {
411 int offset = yy * (meshX + 1) + xx;
412 // Each vertices is presumed to be the upper left corner of a box of two triangles
413 indices[indicesCount + 0] = offset;
414 indices[indicesCount + 1] = offset + 1;
415 indices[indicesCount + 2] = offset + meshX + 1; // accounting for the extra column
416 indices[indicesCount + 3] = offset + 1;
417 indices[indicesCount + 4] = offset + meshX + 2;
418 indices[indicesCount + 5] = offset + meshX + 1;
419 indicesCount += 6;
420 }
421 }
422
423 ret = true;
424 }
425 catch (Exception e)
426 {
427 if (physicsScene != null)
428 physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
429 LogHeader, physicsScene.RegionName, extentBase, e);
430 }
431
432 indicesCountO = indicesCount;
433 indicesO = indices;
434 verticesCountO = verticesCount;
435 verticesO = vertices;
436
437 return ret;
438 }
439}
440}