diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 265 |
1 files changed, 0 insertions, 265 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs deleted file mode 100755 index 1d55ce3..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ /dev/null | |||
@@ -1,265 +0,0 @@ | |||
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 sealed class BSTerrainMesh : BSTerrainPhys | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN MESH]"; | ||
46 | |||
47 | private float[] m_savedHeightMap; | ||
48 | int m_sizeX; | ||
49 | int m_sizeY; | ||
50 | |||
51 | BulletShape m_terrainShape; | ||
52 | BulletBody m_terrainBody; | ||
53 | |||
54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | ||
55 | : base(physicsScene, regionBase, id) | ||
56 | { | ||
57 | } | ||
58 | |||
59 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */) | ||
60 | : base(physicsScene, regionBase, id) | ||
61 | { | ||
62 | } | ||
63 | |||
64 | // Create terrain mesh from a heightmap. | ||
65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | ||
66 | Vector3 minCoords, Vector3 maxCoords) | ||
67 | : base(physicsScene, regionBase, id) | ||
68 | { | ||
69 | int indicesCount; | ||
70 | int[] indices; | ||
71 | int verticesCount; | ||
72 | float[] vertices; | ||
73 | |||
74 | m_savedHeightMap = initialMap; | ||
75 | |||
76 | m_sizeX = (int)(maxCoords.X - minCoords.X); | ||
77 | m_sizeY = (int)(maxCoords.Y - minCoords.Y); | ||
78 | |||
79 | if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, | ||
80 | m_sizeX, m_sizeY, | ||
81 | (float)m_sizeX, (float)m_sizeY, | ||
82 | Vector3.Zero, 1.0f, | ||
83 | out indicesCount, out indices, out verticesCount, out vertices)) | ||
84 | { | ||
85 | // DISASTER!! | ||
86 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID); | ||
87 | PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); | ||
88 | // Something is very messed up and a crash is in our future. | ||
89 | return; | ||
90 | } | ||
91 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", | ||
92 | ID, indicesCount, indices.Length, verticesCount, vertices.Length); | ||
93 | |||
94 | m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); | ||
95 | if (!m_terrainShape.HasPhysicalShape) | ||
96 | { | ||
97 | // DISASTER!! | ||
98 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); | ||
99 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | ||
100 | // Something is very messed up and a crash is in our future. | ||
101 | return; | ||
102 | } | ||
103 | |||
104 | Vector3 pos = regionBase; | ||
105 | Quaternion rot = Quaternion.Identity; | ||
106 | |||
107 | m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); | ||
108 | if (!m_terrainBody.HasPhysicalBody) | ||
109 | { | ||
110 | // DISASTER!! | ||
111 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | ||
112 | // Something is very messed up and a crash is in our future. | ||
113 | return; | ||
114 | } | ||
115 | |||
116 | // Set current terrain attributes | ||
117 | PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); | ||
118 | PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); | ||
119 | PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); | ||
120 | PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); | ||
121 | |||
122 | // Static objects are not very massive. | ||
123 | PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); | ||
124 | |||
125 | // Put the new terrain to the world of physical objects | ||
126 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody); | ||
127 | |||
128 | // Redo its bounding box now that it is in the world | ||
129 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody); | ||
130 | |||
131 | m_terrainBody.collisionType = CollisionType.Terrain; | ||
132 | m_terrainBody.ApplyCollisionMask(PhysicsScene); | ||
133 | |||
134 | // Make it so the terrain will not move or be considered for movement. | ||
135 | PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); | ||
136 | } | ||
137 | |||
138 | public override void Dispose() | ||
139 | { | ||
140 | if (m_terrainBody.HasPhysicalBody) | ||
141 | { | ||
142 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody); | ||
143 | // Frees both the body and the shape. | ||
144 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody); | ||
145 | } | ||
146 | } | ||
147 | |||
148 | public override float GetTerrainHeightAtXYZ(Vector3 pos) | ||
149 | { | ||
150 | // For the moment use the saved heightmap to get the terrain height. | ||
151 | // TODO: raycast downward to find the true terrain below the position. | ||
152 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
153 | |||
154 | int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X; | ||
155 | try | ||
156 | { | ||
157 | ret = m_savedHeightMap[mapIndex]; | ||
158 | } | ||
159 | catch | ||
160 | { | ||
161 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
162 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | ||
163 | LogHeader, TerrainBase, pos); | ||
164 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
165 | } | ||
166 | return ret; | ||
167 | } | ||
168 | |||
169 | // The passed position is relative to the base of the region. | ||
170 | public override float GetWaterLevelAtXYZ(Vector3 pos) | ||
171 | { | ||
172 | return PhysicsScene.SimpleWaterLevel; | ||
173 | } | ||
174 | |||
175 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||
176 | // Return 'true' if successfully created. | ||
177 | public static bool ConvertHeightmapToMesh( | ||
178 | BSScene physicsScene, | ||
179 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | ||
180 | float extentX, float extentY, // zero based range for output vertices | ||
181 | Vector3 extentBase, // base to be added to all vertices | ||
182 | float magnification, // number of vertices to create between heightMap coords | ||
183 | out int indicesCountO, out int[] indicesO, | ||
184 | out int verticesCountO, out float[] verticesO) | ||
185 | { | ||
186 | bool ret = false; | ||
187 | |||
188 | int indicesCount = 0; | ||
189 | int verticesCount = 0; | ||
190 | int[] indices = new int[0]; | ||
191 | float[] vertices = new float[0]; | ||
192 | |||
193 | // Simple mesh creation which assumes magnification == 1. | ||
194 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. | ||
195 | |||
196 | // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop | ||
197 | // from zero to <= sizeX). The triangle indices are then generated as two triangles | ||
198 | // per heightmap point. There are sizeX by sizeY of these squares. The extra row and | ||
199 | // column of vertices are used to complete the triangles of the last row and column | ||
200 | // of the heightmap. | ||
201 | try | ||
202 | { | ||
203 | // One vertice per heightmap value plus the vertices off the top and bottom edge. | ||
204 | int totalVertices = (sizeX + 1) * (sizeY + 1); | ||
205 | vertices = new float[totalVertices * 3]; | ||
206 | int totalIndices = sizeX * sizeY * 6; | ||
207 | indices = new int[totalIndices]; | ||
208 | |||
209 | float magX = (float)sizeX / extentX; | ||
210 | float magY = (float)sizeY / extentY; | ||
211 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", | ||
212 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); | ||
213 | float minHeight = float.MaxValue; | ||
214 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||
215 | for (int yy = 0; yy <= sizeY; yy++) | ||
216 | { | ||
217 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times | ||
218 | { | ||
219 | int offset = yy * sizeX + xx; | ||
220 | // Extend the height with the height from the last row or column | ||
221 | if (yy == sizeY) offset -= sizeX; | ||
222 | if (xx == sizeX) offset -= 1; | ||
223 | float height = heightMap[offset]; | ||
224 | minHeight = Math.Min(minHeight, height); | ||
225 | vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; | ||
226 | vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; | ||
227 | vertices[verticesCount + 2] = height + extentBase.Z; | ||
228 | verticesCount += 3; | ||
229 | } | ||
230 | } | ||
231 | verticesCount = verticesCount / 3; | ||
232 | |||
233 | for (int yy = 0; yy < sizeY; yy++) | ||
234 | { | ||
235 | for (int xx = 0; xx < sizeX; xx++) | ||
236 | { | ||
237 | int offset = yy * (sizeX + 1) + xx; | ||
238 | // Each vertices is presumed to be the upper left corner of a box of two triangles | ||
239 | indices[indicesCount + 0] = offset; | ||
240 | indices[indicesCount + 1] = offset + 1; | ||
241 | indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column | ||
242 | indices[indicesCount + 3] = offset + 1; | ||
243 | indices[indicesCount + 4] = offset + sizeX + 2; | ||
244 | indices[indicesCount + 5] = offset + sizeX + 1; | ||
245 | indicesCount += 6; | ||
246 | } | ||
247 | } | ||
248 | |||
249 | ret = true; | ||
250 | } | ||
251 | catch (Exception e) | ||
252 | { | ||
253 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
254 | LogHeader, physicsScene.RegionName, extentBase, e); | ||
255 | } | ||
256 | |||
257 | indicesCountO = indicesCount; | ||
258 | indicesO = indices; | ||
259 | verticesCountO = verticesCount; | ||
260 | verticesO = vertices; | ||
261 | |||
262 | return ret; | ||
263 | } | ||
264 | } | ||
265 | } | ||