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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/BSTerrainHeightmap.cs
parentMore changing to production grid. Double oops. (diff)
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Initial update to OpenSim 0.8.2.1 source code.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs')
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs169
1 files changed, 169 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.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 BSTerrainHeightmap : BSTerrainPhys
43{
44 static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
45
46 BulletHMapInfo m_mapInfo = null;
47
48 // Constructor to build a default, flat heightmap terrain.
49 public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
50 : base(physicsScene, regionBase, id)
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 BulletHMapInfo(id, initialMap, regionSize.X, regionSize.Y);
61 m_mapInfo.minCoords = minTerrainCoords;
62 m_mapInfo.maxCoords = maxTerrainCoords;
63 m_mapInfo.terrainRegionBase = TerrainBase;
64 // Don't have to free any previous since we just got here.
65 BuildHeightmapTerrain();
66 }
67
68 // This minCoords and maxCoords passed in give the size of the terrain (min and max Z
69 // are the high and low points of the heightmap).
70 public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
71 Vector3 minCoords, Vector3 maxCoords)
72 : base(physicsScene, regionBase, id)
73 {
74 m_mapInfo = new BulletHMapInfo(id, initialMap, maxCoords.X - minCoords.X, maxCoords.Y - minCoords.Y);
75 m_mapInfo.minCoords = minCoords;
76 m_mapInfo.maxCoords = maxCoords;
77 m_mapInfo.minZ = minCoords.Z;
78 m_mapInfo.maxZ = maxCoords.Z;
79 m_mapInfo.terrainRegionBase = TerrainBase;
80
81 // Don't have to free any previous since we just got here.
82 BuildHeightmapTerrain();
83 }
84
85 public override void Dispose()
86 {
87 ReleaseHeightMapTerrain();
88 }
89
90 // Using the information in m_mapInfo, create the physical representation of the heightmap.
91 private void BuildHeightmapTerrain()
92 {
93 // Create the terrain shape from the mapInfo
94 m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID,
95 new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ,
96 m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin);
97
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 = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape,
106 m_mapInfo.ID, centerPos, Quaternion.Identity);
107
108 // Set current terrain attributes
109 m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction);
110 m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction);
111 m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution);
112 m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT);
113
114 m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
115
116 // Return the new terrain to the world of physical objects
117 m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody);
118
119 // redo its bounding box now that it is in the world
120 m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody);
121
122 // Make it so the terrain will not move or be considered for movement.
123 m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION);
124
125 return;
126 }
127
128 // If there is information in m_mapInfo pointing to physical structures, release same.
129 private void ReleaseHeightMapTerrain()
130 {
131 if (m_mapInfo != null)
132 {
133 if (m_mapInfo.terrainBody.HasPhysicalBody)
134 {
135 m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody);
136 // Frees both the body and the shape.
137 m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody);
138 }
139 }
140 m_mapInfo = null;
141 }
142
143 // The passed position is relative to the base of the region.
144 public override float GetTerrainHeightAtXYZ(Vector3 pos)
145 {
146 float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
147
148 int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X;
149 try
150 {
151 ret = m_mapInfo.heightMap[mapIndex];
152 }
153 catch
154 {
155 // Sometimes they give us wonky values of X and Y. Give a warning and return something.
156 m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
157 LogHeader, m_mapInfo.terrainRegionBase, pos);
158 ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
159 }
160 return ret;
161 }
162
163 // The passed position is relative to the base of the region.
164 public override float GetWaterLevelAtXYZ(Vector3 pos)
165 {
166 return m_physicsScene.SimpleWaterLevel;
167 }
168}
169}