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-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 307 |
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diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs new file mode 100755 index 0000000..28c1940 --- /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 | public class BSTerrainManager | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; | ||
46 | |||
47 | BSScene m_physicsScene; | ||
48 | |||
49 | private BulletBody m_groundPlane; | ||
50 | |||
51 | // If doing mega-regions, if we're region zero we will be managing multiple | ||
52 | // region terrains since region zero does the physics for the whole mega-region. | ||
53 | private Dictionary<Vector2, BulletBody> m_terrains; | ||
54 | private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps; | ||
55 | |||
56 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. | ||
57 | // This is incremented before assigning to new region so it is the last ID allocated. | ||
58 | private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1; | ||
59 | public uint HighestTerrainID { get {return m_terrainCount; } } | ||
60 | |||
61 | // If doing mega-regions, this holds our offset from region zero of | ||
62 | // the mega-regions. "parentScene" points to the PhysicsScene of region zero. | ||
63 | private Vector3 m_worldOffset = Vector3.Zero; | ||
64 | public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
65 | private PhysicsScene m_parentScene = null; | ||
66 | |||
67 | public BSTerrainManager(BSScene physicsScene) | ||
68 | { | ||
69 | m_physicsScene = physicsScene; | ||
70 | m_terrains = new Dictionary<Vector2,BulletBody>(); | ||
71 | m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>(); | ||
72 | } | ||
73 | |||
74 | // Create the initial instance of terrain and the underlying ground plane. | ||
75 | // The objects are allocated in the unmanaged space and the pointers are tracked | ||
76 | // by the managed code. | ||
77 | // The terrains and the groundPlane are not added to the list of PhysObjects. | ||
78 | // This is called from the initialization routine so we presume it is | ||
79 | // safe to call Bullet in real time. We hope no one is moving around prim yet. | ||
80 | public void CreateInitialGroundPlaneAndTerrain() | ||
81 | { | ||
82 | // The ground plane is here to catch things that are trying to drop to negative infinity | ||
83 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | ||
84 | BulletSimAPI.CreateGroundPlaneBody2(BSScene.GROUNDPLANE_ID, 1f, 0.4f)); | ||
85 | BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); | ||
86 | |||
87 | Vector3 minTerrainCoords = new Vector3(0f, 0f, 24f); | ||
88 | Vector3 maxTerrainCoords = new Vector3(Constants.RegionSize, Constants.RegionSize, 25f); | ||
89 | int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y; | ||
90 | float[] initialMap = new float[totalHeights]; | ||
91 | for (int ii = 0; ii < totalHeights; ii++) | ||
92 | { | ||
93 | initialMap[ii] = 25f; | ||
94 | } | ||
95 | CreateNewTerrainSegment(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords); | ||
96 | } | ||
97 | |||
98 | public void ReleaseGroundPlaneAndTerrain() | ||
99 | { | ||
100 | if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr)) | ||
101 | { | ||
102 | BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); | ||
103 | } | ||
104 | m_groundPlane.Ptr = IntPtr.Zero; | ||
105 | |||
106 | foreach (KeyValuePair<Vector2, BulletBody> kvp in m_terrains) | ||
107 | { | ||
108 | if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.Ptr)) | ||
109 | { | ||
110 | BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.Ptr); | ||
111 | BulletSimAPI.ReleaseHeightmapInfo2(m_heightMaps[kvp.Key].Ptr); | ||
112 | } | ||
113 | } | ||
114 | m_terrains.Clear(); | ||
115 | m_heightMaps.Clear(); | ||
116 | } | ||
117 | |||
118 | // Create a new terrain description. This is used for mega-regions where | ||
119 | // the children of region zero give region zero all of the terrain | ||
120 | // segments since region zero does all the physics for the mega-region. | ||
121 | // Call at taint time!! | ||
122 | public void CreateNewTerrainSegment(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | ||
123 | { | ||
124 | // The Z coordinates are recalculated to be the min and max height of the terrain | ||
125 | // itself. The caller may have passed us the real region extent. | ||
126 | float minZ = float.MaxValue; | ||
127 | float maxZ = float.MinValue; | ||
128 | int hSize = heightMap.Length; | ||
129 | for (int ii = 0; ii < hSize; ii++) | ||
130 | { | ||
131 | minZ = heightMap[ii] < minZ ? heightMap[ii] : minZ; | ||
132 | maxZ = heightMap[ii] > maxZ ? heightMap[ii] : maxZ; | ||
133 | } | ||
134 | minCoords.Z = minZ; | ||
135 | maxCoords.Z = maxZ; | ||
136 | // If the terrain is flat, make a difference so we get a good bounding box | ||
137 | if (minZ == maxZ) | ||
138 | minZ -= 0.2f; | ||
139 | Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y); | ||
140 | |||
141 | // Create the heightmap data structure in the unmanaged space | ||
142 | BulletHeightMapInfo mapInfo = new BulletHeightMapInfo( | ||
143 | BulletSimAPI.CreateHeightmap2(minCoords, maxCoords, heightMap), heightMap); | ||
144 | mapInfo.terrainRegionBase = terrainRegionBase; | ||
145 | mapInfo.maxRegionExtent = maxCoords; | ||
146 | mapInfo.minZ = minZ; | ||
147 | mapInfo.maxZ = maxZ; | ||
148 | mapInfo.sizeX = maxCoords.X - minCoords.X; | ||
149 | mapInfo.sizeY = maxCoords.Y - minCoords.Y; | ||
150 | |||
151 | DetailLog("{0},BSScene.CreateNewTerrainSegment,call,minZ={1},maxZ={2},hMapPtr={3},minC={4},maxC={5}", | ||
152 | BSScene.DetailLogZero, minZ, maxZ, mapInfo.Ptr, minCoords, maxCoords); | ||
153 | // Create the terrain body from that heightmap | ||
154 | BulletBody terrainBody = new BulletBody(id, BulletSimAPI.CreateTerrainBody2(id, mapInfo.Ptr, 0.01f)); | ||
155 | |||
156 | BulletSimAPI.SetFriction2(terrainBody.Ptr, m_physicsScene.Params.terrainFriction); | ||
157 | BulletSimAPI.SetHitFraction2(terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction); | ||
158 | BulletSimAPI.SetRestitution2(terrainBody.Ptr, m_physicsScene.Params.terrainRestitution); | ||
159 | BulletSimAPI.SetCollisionFlags2(terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
160 | BulletSimAPI.Activate2(terrainBody.Ptr, true); | ||
161 | |||
162 | // Add the new terrain to the dynamics world | ||
163 | BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, terrainBody.Ptr); | ||
164 | BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, terrainBody.Ptr); | ||
165 | |||
166 | |||
167 | // Add the created terrain to the management set. If we are doing mega-regions, | ||
168 | // the terrains of our children will be added. | ||
169 | m_terrains.Add(terrainRegionBase, terrainBody); | ||
170 | m_heightMaps.Add(terrainRegionBase, mapInfo); | ||
171 | } | ||
172 | |||
173 | public void SetTerrain(float[] heightMap) { | ||
174 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | ||
175 | { | ||
176 | // If doing the mega-prim stuff and we are the child of the zero region, | ||
177 | // the terrain is really added to our parent | ||
178 | if (m_parentScene is BSScene) | ||
179 | { | ||
180 | ((BSScene)m_parentScene).TerrainManager.SetTerrain(heightMap, m_worldOffset); | ||
181 | } | ||
182 | } | ||
183 | else | ||
184 | { | ||
185 | // if not doing the mega-prim thing, just change the terrain | ||
186 | SetTerrain(heightMap, m_worldOffset); | ||
187 | } | ||
188 | } | ||
189 | |||
190 | private void SetTerrain(float[] heightMap, Vector3 tOffset) | ||
191 | { | ||
192 | float minZ = float.MaxValue; | ||
193 | float maxZ = float.MinValue; | ||
194 | |||
195 | // Copy heightMap local and compute some statistics. | ||
196 | // Not really sure if we need to do this deep copy but, given | ||
197 | // the magic that happens to make the closure for taint | ||
198 | // below, I don't want there to be any problem with sharing | ||
199 | // locations of there are multiple calls to this routine | ||
200 | // within one tick. | ||
201 | int heightMapSize = heightMap.Length; | ||
202 | float[] localHeightMap = new float[heightMapSize]; | ||
203 | for (int ii = 0; ii < heightMapSize; ii++) | ||
204 | { | ||
205 | float height = heightMap[ii]; | ||
206 | if (height < minZ) minZ = height; | ||
207 | if (height > maxZ) maxZ = height; | ||
208 | localHeightMap[ii] = height; | ||
209 | } | ||
210 | |||
211 | Vector2 terrainRegionBase = new Vector2(tOffset.X, tOffset.Y); | ||
212 | BulletHeightMapInfo mapInfo; | ||
213 | if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo)) | ||
214 | { | ||
215 | // If this is terrain we know about, it's easy to update | ||
216 | mapInfo.heightMap = localHeightMap; | ||
217 | m_physicsScene.TaintedObject("BSScene.SetTerrain:UpdateExisting", delegate() | ||
218 | { | ||
219 | DetailLog("{0},SetTerrain:UpdateExisting,baseX={1},baseY={2},minZ={3},maxZ={4}", | ||
220 | BSScene.DetailLogZero, tOffset.X, tOffset.Y, minZ, maxZ); | ||
221 | BulletSimAPI.UpdateHeightMap2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.heightMap); | ||
222 | }); | ||
223 | } | ||
224 | else | ||
225 | { | ||
226 | // Our mega-prim child is giving us a new terrain to add to the phys world | ||
227 | uint newTerrainID = ++m_terrainCount; | ||
228 | |||
229 | Vector3 minCoords = tOffset; | ||
230 | minCoords.Z = minZ; | ||
231 | Vector3 maxCoords = new Vector3(tOffset.X + Constants.RegionSize, | ||
232 | tOffset.Y + Constants.RegionSize, | ||
233 | maxZ); | ||
234 | m_physicsScene.TaintedObject("BSScene.SetTerrain:NewTerrain", delegate() | ||
235 | { | ||
236 | DetailLog("{0},SetTerrain:NewTerrain,baseX={1},baseY={2}", BSScene.DetailLogZero, tOffset.X, tOffset.Y); | ||
237 | CreateNewTerrainSegment(newTerrainID, heightMap, minCoords, maxCoords); | ||
238 | }); | ||
239 | } | ||
240 | } | ||
241 | |||
242 | // Someday we will have complex terrain with caves and tunnels | ||
243 | // For the moment, it's flat and convex | ||
244 | public float GetTerrainHeightAtXYZ(Vector3 loc) | ||
245 | { | ||
246 | return GetTerrainHeightAtXY(loc.X, loc.Y); | ||
247 | } | ||
248 | |||
249 | // Given an X and Y, find the height of the terrain. | ||
250 | // Since we could be handling multiple terrains for a mega-region, | ||
251 | // the base of the region is calcuated assuming all regions are | ||
252 | // the same size and that is the default. | ||
253 | // Once the heightMapInfo is found, we have all the information to | ||
254 | // compute the offset into the array. | ||
255 | public float GetTerrainHeightAtXY(float tX, float tY) | ||
256 | { | ||
257 | float ret = 30f; | ||
258 | |||
259 | int offsetX = ((int)(tX / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
260 | int offsetY = ((int)(tY / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
261 | Vector2 terrainBaseXY = new Vector2(offsetX, offsetY); | ||
262 | |||
263 | BulletHeightMapInfo mapInfo; | ||
264 | if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo)) | ||
265 | { | ||
266 | float regionX = tX - offsetX; | ||
267 | float regionY = tY - offsetY; | ||
268 | regionX = regionX > mapInfo.sizeX ? 0 : regionX; | ||
269 | regionY = regionY > mapInfo.sizeY ? 0 : regionY; | ||
270 | ret = mapInfo.heightMap[(int)(regionX * mapInfo.sizeX + regionY)]; | ||
271 | } | ||
272 | else | ||
273 | { | ||
274 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: x={1}, y={2}", | ||
275 | LogHeader, tX, tY); | ||
276 | } | ||
277 | return ret; | ||
278 | } | ||
279 | |||
280 | // Although no one seems to check this, I do support combining. | ||
281 | public bool SupportsCombining() | ||
282 | { | ||
283 | return true; | ||
284 | } | ||
285 | // This call says I am a child to region zero in a mega-region. 'pScene' is that | ||
286 | // of region zero, 'offset' is my offset from regions zero's origin, and | ||
287 | // 'extents' is the largest XY that is handled in my region. | ||
288 | public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
289 | { | ||
290 | m_worldOffset = offset; | ||
291 | WorldExtents = new Vector2(extents.X, extents.Y); | ||
292 | m_parentScene = pScene; | ||
293 | } | ||
294 | |||
295 | // Unhook all the combining that I know about. | ||
296 | public void UnCombine(PhysicsScene pScene) | ||
297 | { | ||
298 | // Just like ODE, for the moment a NOP | ||
299 | } | ||
300 | |||
301 | |||
302 | private void DetailLog(string msg, params Object[] args) | ||
303 | { | ||
304 | m_physicsScene.PhysicsLogging.Write(msg, args); | ||
305 | } | ||
306 | } | ||
307 | } | ||