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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.CoreModules;
34using OpenSim.Region.Physics.Manager;
35
36using Nini.Config;
37using log4net;
38
39using OpenMetaverse;
40
41namespace OpenSim.Region.Physics.BulletSPlugin
42{
43public class BSTerrainManager
44{
45 static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
46
47 // These height values are fractional so the odd values will be
48 // noticable when debugging.
49 public const float HEIGHT_INITIALIZATION = 24.987f;
50 public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f;
51 public const float HEIGHT_GETHEIGHT_RET = 24.765f;
52
53 // If the min and max height are equal, we reduce the min by this
54 // amount to make sure that a bounding box is built for the terrain.
55 public const float HEIGHT_EQUAL_FUDGE = 0.2f;
56
57 public const float TERRAIN_COLLISION_MARGIN = 0.0f;
58
59 // Until the whole simulator is changed to pass us the region size, we rely on constants.
60 public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, 0f);
61
62 // The scene that I am part of
63 private BSScene m_physicsScene;
64
65 // The ground plane created to keep thing from falling to infinity.
66 private BulletBody m_groundPlane;
67
68 // If doing mega-regions, if we're region zero we will be managing multiple
69 // region terrains since region zero does the physics for the whole mega-region.
70 private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps;
71
72 // True of the terrain has been modified.
73 // Used to force recalculation of terrain height after terrain has been modified
74 private bool m_terrainModified;
75
76 // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount.
77 // This is incremented before assigning to new region so it is the last ID allocated.
78 private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1;
79 public uint HighestTerrainID { get {return m_terrainCount; } }
80
81 // If doing mega-regions, this holds our offset from region zero of
82 // the mega-regions. "parentScene" points to the PhysicsScene of region zero.
83 private Vector3 m_worldOffset;
84 // If the parent region (region 0), this is the extent of the combined regions
85 // relative to the origin of region zero
86 private Vector3 m_worldMax;
87 private PhysicsScene m_parentScene;
88
89 public BSTerrainManager(BSScene physicsScene)
90 {
91 m_physicsScene = physicsScene;
92 m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
93 m_terrainModified = false;
94
95 // Assume one region of default size
96 m_worldOffset = Vector3.Zero;
97 m_worldMax = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, 4096f);
98 m_parentScene = null;
99 }
100
101 // Create the initial instance of terrain and the underlying ground plane.
102 // The objects are allocated in the unmanaged space and the pointers are tracked
103 // by the managed code.
104 // The terrains and the groundPlane are not added to the list of PhysObjects.
105 // This is called from the initialization routine so we presume it is
106 // safe to call Bullet in real time. We hope no one is moving prims around yet.
107 public void CreateInitialGroundPlaneAndTerrain()
108 {
109 // The ground plane is here to catch things that are trying to drop to negative infinity
110 BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN));
111 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
112 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity));
113 BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr);
114
115 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
116 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
117 int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
118 float[] initialMap = new float[totalHeights];
119 for (int ii = 0; ii < totalHeights; ii++)
120 {
121 initialMap[ii] = HEIGHT_INITIALIZATION;
122 }
123 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true);
124 }
125
126 // Release all the terrain structures we might have allocated
127 public void ReleaseGroundPlaneAndTerrain()
128 {
129 if (m_groundPlane.Ptr != IntPtr.Zero)
130 {
131 if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr))
132 {
133 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr);
134 }
135 m_groundPlane.Ptr = IntPtr.Zero;
136 }
137
138 ReleaseTerrain();
139 }
140
141 // Release all the terrain we have allocated
142 public void ReleaseTerrain()
143 {
144 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
145 {
146 if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr))
147 {
148 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr);
149 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
150 }
151 }
152 m_heightMaps.Clear();
153 }
154
155 // The simulator wants to set a new heightmap for the terrain.
156 public void SetTerrain(float[] heightMap) {
157 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
158 {
159 // If a child of a mega-region, we shouldn't have any terrain allocated for us
160 ReleaseGroundPlaneAndTerrain();
161 // If doing the mega-prim stuff and we are the child of the zero region,
162 // the terrain is added to our parent
163 if (m_parentScene is BSScene)
164 {
165 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
166 BSScene.DetailLogZero, m_worldOffset, m_worldMax);
167 ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
168 heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false);
169 }
170 }
171 else
172 {
173 // If not doing the mega-prim thing, just change the terrain
174 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
175
176 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false);
177 }
178 }
179
180 // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
181 // based on the passed information. The 'id' should be either the terrain id or
182 // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
183 // The latter feature is for creating child terrains for mega-regions.
184 // If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0)
185 // then a new body and shape is created and the mapInfo is filled.
186 // This call is used for doing the initial terrain creation.
187 // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
188 // terrain shape is created and added to the body.
189 // This call is most often used to update the heightMap and parameters of the terrain.
190 // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when
191 // calling this routine from initialization or taint-time routines) or whether to delay
192 // all the unmanaged activities to taint-time.
193 private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool doNow)
194 {
195 DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},doNow={3}",
196 BSScene.DetailLogZero, minCoords, maxCoords, doNow);
197
198 float minZ = float.MaxValue;
199 float maxZ = float.MinValue;
200 Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y);
201
202 int heightMapSize = heightMap.Length;
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 }
209
210 // The shape of the terrain is from its base to its extents.
211 minCoords.Z = minZ;
212 maxCoords.Z = maxZ;
213
214 BulletHeightMapInfo mapInfo;
215 if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo))
216 {
217 // If this is terrain we know about, it's easy to update
218
219 mapInfo.heightMap = heightMap;
220 mapInfo.minCoords = minCoords;
221 mapInfo.maxCoords = maxCoords;
222 mapInfo.minZ = minZ;
223 mapInfo.maxZ = maxZ;
224 mapInfo.sizeX = maxCoords.X - minCoords.X;
225 mapInfo.sizeY = maxCoords.Y - minCoords.Y;
226 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
227 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
228
229 BSScene.TaintCallback rebuildOperation = delegate()
230 {
231 if (m_parentScene != null)
232 {
233 // It's possible that Combine() was called after this code was queued.
234 // If we are a child of combined regions, we don't create any terrain for us.
235 DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
236
237 // Get rid of any terrain that may have been allocated for us.
238 ReleaseGroundPlaneAndTerrain();
239
240 // I hate doing this, but just bail
241 return;
242 }
243
244 if (mapInfo.terrainBody.Ptr != IntPtr.Zero)
245 {
246 // Updating an existing terrain.
247 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
248 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
249
250 // Remove from the dynamics world because we're going to mangle this object
251 BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
252
253 // Get rid of the old terrain
254 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
255 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
256 mapInfo.Ptr = IntPtr.Zero;
257
258 /*
259 // NOTE: This routine is half here because I can't get the terrain shape replacement
260 // to work. In the short term, the above three lines completely delete the old
261 // terrain and the code below recreates one from scratch.
262 // Hopefully the Bullet community will help me out on this one.
263
264 // First, release the old collision shape (there is only one terrain)
265 BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr);
266
267 // Fill the existing height map info with the new location and size information
268 BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID,
269 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
270
271 // Create a terrain shape based on the new info
272 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
273
274 // Stuff the shape into the existing terrain body
275 BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr);
276 */
277 }
278 // else
279 {
280 // Creating a new terrain.
281 DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
282 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
283
284 mapInfo.ID = id;
285 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.ID,
286 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
287
288 // The terrain object initial position is at the center of the object
289 Vector3 centerPos;
290 centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
291 centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
292 centerPos.Z = minZ + ((maxZ - minZ) / 2f);
293
294 // Create the terrain shape from the mapInfo
295 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
296
297 mapInfo.terrainBody = new BulletBody(mapInfo.ID,
298 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.Ptr,
299 centerPos, Quaternion.Identity));
300 }
301
302 // Make sure the entry is in the heightmap table
303 m_heightMaps[terrainRegionBase] = mapInfo;
304
305 // Set current terrain attributes
306 BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainFriction);
307 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction);
308 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainRestitution);
309 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
310
311 BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero);
312 BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr);
313
314 // Return the new terrain to the world of physical objects
315 BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
316
317 // redo its bounding box now that it is in the world
318 BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
319
320 // Make sure the new shape is processed.
321 BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true);
322 };
323
324 // There is the option to do the changes now (we're already in 'taint time'), or
325 // to do the Bullet operations later.
326 if (doNow)
327 rebuildOperation();
328 else
329 m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
330 }
331 else
332 {
333 // We don't know about this terrain so either we are creating a new terrain or
334 // our mega-prim child is giving us a new terrain to add to the phys world
335
336 // if this is a child terrain, calculate a unique terrain id
337 uint newTerrainID = id;
338 if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
339 newTerrainID = ++m_terrainCount;
340
341 float[] heightMapX = heightMap;
342 Vector3 minCoordsX = minCoords;
343 Vector3 maxCoordsX = maxCoords;
344
345 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
346 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
347
348 // Code that must happen at taint-time
349 BSScene.TaintCallback createOperation = delegate()
350 {
351 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
352 // Create a new mapInfo that will be filled with the new info
353 mapInfo = new BulletHeightMapInfo(id, heightMapX,
354 BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, newTerrainID,
355 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
356 // Put the unfilled heightmap info into the collection of same
357 m_heightMaps.Add(terrainRegionBase, mapInfo);
358 // Build the terrain
359 UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
360 };
361
362 // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time.
363 if (doNow)
364 createOperation();
365 else
366 m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);
367 }
368 }
369
370 // Someday we will have complex terrain with caves and tunnels
371 public float GetTerrainHeightAtXYZ(Vector3 loc)
372 {
373 // For the moment, it's flat and convex
374 return GetTerrainHeightAtXY(loc.X, loc.Y);
375 }
376
377 // Given an X and Y, find the height of the terrain.
378 // Since we could be handling multiple terrains for a mega-region,
379 // the base of the region is calcuated assuming all regions are
380 // the same size and that is the default.
381 // Once the heightMapInfo is found, we have all the information to
382 // compute the offset into the array.
383 private float lastHeightTX = 999999f;
384 private float lastHeightTY = 999999f;
385 private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
386 public float GetTerrainHeightAtXY(float tX, float tY)
387 {
388 // You'd be surprized at the number of times this routine is called
389 // with the same parameters as last time.
390 if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY)
391 return lastHeight;
392
393 lastHeightTX = tX;
394 lastHeightTY = tY;
395 float ret = HEIGHT_GETHEIGHT_RET;
396
397 int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
398 int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
399 Vector2 terrainBaseXY = new Vector2(offsetX, offsetY);
400
401 BulletHeightMapInfo mapInfo;
402 if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo))
403 {
404 float regionX = tX - offsetX;
405 float regionY = tY - offsetY;
406 if (regionX > mapInfo.sizeX) regionX = 0;
407 if (regionY > mapInfo.sizeY) regionY = 0;
408 int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
409 ret = mapInfo.heightMap[mapIndex];
410 m_terrainModified = false;
411 DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
412 BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
413 }
414 else
415 {
416 m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
417 LogHeader, m_physicsScene.RegionName, tX, tY);
418 }
419 lastHeight = ret;
420 return ret;
421 }
422
423 // Although no one seems to check this, I do support combining.
424 public bool SupportsCombining()
425 {
426 return true;
427 }
428
429 // This routine is called two ways:
430 // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
431 // extent of the combined regions. This is to inform the parent of the size
432 // of the combined regions.
433 // and one with 'offset' as the offset of the child region to the base region,
434 // 'pScene' pointing to the parent and 'extents' of zero. This informs the
435 // child of its relative base and new parent.
436 public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
437 {
438 m_worldOffset = offset;
439 m_worldMax = extents;
440 m_parentScene = pScene;
441 if (pScene != null)
442 {
443 // We are a child.
444 // We want m_worldMax to be the highest coordinate of our piece of terrain.
445 m_worldMax = offset + DefaultRegionSize;
446 }
447 DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
448 BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
449 }
450
451 // Unhook all the combining that I know about.
452 public void UnCombine(PhysicsScene pScene)
453 {
454 // Just like ODE, for the moment a NOP
455 DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
456 }
457
458
459 private void DetailLog(string msg, params Object[] args)
460 {
461 m_physicsScene.PhysicsLogging.Write(msg, args);
462 }
463}
464}