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author | Robert Adams | 2012-11-20 14:51:50 -0800 |
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committer | Robert Adams | 2012-11-21 16:43:14 -0800 |
commit | 71b9640dfa67e830769aad64ef208d767e102c92 (patch) | |
tree | a4929a0626d4d5c2f738e5457931581dd6bdd64c /OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs | |
parent | BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ha... (diff) | |
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BulletSim: pull heightmap implementation out of the terrain manager so a mesh terrain can be implemented.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs | 174 |
1 files changed, 174 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs new file mode 100755 index 0000000..3bb63cd --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs | |||
@@ -0,0 +1,174 @@ | |||
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 BSTerrainHeightmap : BSTerrainPhys | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]"; | ||
46 | |||
47 | BulletHeightMapInfo m_mapInfo; | ||
48 | |||
49 | public BSTerrainHeightmap(BSScene physicsScene, uint id, Vector3 regionSize) | ||
50 | : base(physicsScene) | ||
51 | { | ||
52 | Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE); | ||
53 | Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION); | ||
54 | int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y; | ||
55 | float[] initialMap = new float[totalHeights]; | ||
56 | for (int ii = 0; ii < totalHeights; ii++) | ||
57 | { | ||
58 | initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; | ||
59 | } | ||
60 | m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero); | ||
61 | m_mapInfo.minCoords = minTerrainCoords; | ||
62 | m_mapInfo.maxCoords = maxTerrainCoords; | ||
63 | // Don't have to free any previous since we just got here. | ||
64 | BuildHeightmapTerrain(); | ||
65 | } | ||
66 | |||
67 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z | ||
68 | // are the high and low points of the heightmap). | ||
69 | public BSTerrainHeightmap(BSScene physicsScene, uint id, float[] initialMap, | ||
70 | Vector3 minCoords, Vector3 maxCoords) | ||
71 | : base(physicsScene) | ||
72 | { | ||
73 | m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero); | ||
74 | m_mapInfo.minCoords = minCoords; | ||
75 | m_mapInfo.maxCoords = maxCoords; | ||
76 | m_mapInfo.minZ = minCoords.Z; | ||
77 | m_mapInfo.maxZ = maxCoords.Z; | ||
78 | |||
79 | // Don't have to free any previous since we just got here. | ||
80 | BuildHeightmapTerrain(); | ||
81 | } | ||
82 | |||
83 | public override void Dispose() | ||
84 | { | ||
85 | ReleaseHeightMapTerrain(); | ||
86 | } | ||
87 | |||
88 | // Using the information in m_mapInfo, create the physical representation of the heightmap. | ||
89 | private void BuildHeightmapTerrain() | ||
90 | { | ||
91 | m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID, | ||
92 | m_mapInfo.minCoords, m_mapInfo.maxCoords, | ||
93 | m_mapInfo.heightMap, BSTerrainManager.TERRAIN_COLLISION_MARGIN); | ||
94 | |||
95 | // Create the terrain shape from the mapInfo | ||
96 | m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr), | ||
97 | PhysicsShapeType.SHAPE_TERRAIN); | ||
98 | |||
99 | // The terrain object initial position is at the center of the object | ||
100 | Vector3 centerPos; | ||
101 | centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f); | ||
102 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); | ||
103 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); | ||
104 | |||
105 | m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID, | ||
106 | BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr, | ||
107 | m_mapInfo.ID, centerPos, Quaternion.Identity)); | ||
108 | |||
109 | // Set current terrain attributes | ||
110 | BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction); | ||
111 | BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
112 | BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | ||
113 | BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
114 | |||
115 | // Return the new terrain to the world of physical objects | ||
116 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
117 | |||
118 | // redo its bounding box now that it is in the world | ||
119 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
120 | |||
121 | BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr, | ||
122 | (uint)CollisionFilterGroups.TerrainFilter, | ||
123 | (uint)CollisionFilterGroups.TerrainMask); | ||
124 | |||
125 | // Make it so the terrain will not move or be considered for movement. | ||
126 | BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
127 | |||
128 | return; | ||
129 | } | ||
130 | |||
131 | // If there is information in m_mapInfo pointing to physical structures, release same. | ||
132 | private void ReleaseHeightMapTerrain() | ||
133 | { | ||
134 | if (m_mapInfo != null) | ||
135 | { | ||
136 | if (m_mapInfo.terrainBody.ptr != IntPtr.Zero) | ||
137 | { | ||
138 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr)) | ||
139 | { | ||
140 | // Frees both the body and the shape. | ||
141 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
142 | BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr); | ||
143 | } | ||
144 | } | ||
145 | } | ||
146 | m_mapInfo = null; | ||
147 | } | ||
148 | |||
149 | // The passed position is relative to the base of the region. | ||
150 | public override float GetHeightAtXYZ(Vector3 pos) | ||
151 | { | ||
152 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
153 | |||
154 | int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X; | ||
155 | try | ||
156 | { | ||
157 | ret = m_mapInfo.heightMap[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, m_mapInfo.terrainRegionBase, pos); | ||
164 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
165 | } | ||
166 | return ret; | ||
167 | } | ||
168 | |||
169 | public override Vector3 TerrainBase | ||
170 | { | ||
171 | get { return m_mapInfo.terrainRegionBase; } | ||
172 | } | ||
173 | } | ||
174 | } | ||