/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Text; using OpenSim.Framework; using OpenSim.Region.Framework; using OpenSim.Region.CoreModules; using OpenSim.Region.Physics.Manager; using Nini.Config; using log4net; using OpenMetaverse; namespace OpenSim.Region.Physics.BulletSNPlugin { public sealed class BSTerrainMesh : BSTerrainPhys { static string LogHeader = "[BULLETSIM TERRAIN MESH]"; private float[] m_savedHeightMap; int m_sizeX; int m_sizeY; BulletShape m_terrainShape; BulletBody m_terrainBody; public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) : base(physicsScene, regionBase, id) { } public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */) : base(physicsScene, regionBase, id) { } // Create terrain mesh from a heightmap. public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, Vector3 minCoords, Vector3 maxCoords) : base(physicsScene, regionBase, id) { int indicesCount; int[] indices; int verticesCount; float[] vertices; m_savedHeightMap = initialMap; m_sizeX = (int)(maxCoords.X - minCoords.X); m_sizeY = (int)(maxCoords.Y - minCoords.Y); if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, m_sizeX, m_sizeY, (float)m_sizeX, (float)m_sizeY, Vector3.Zero, 1.0f, out indicesCount, out indices, out verticesCount, out vertices)) { // DISASTER!! PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID); PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); // Something is very messed up and a crash is in our future. return; } PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", ID, indicesCount, indices.Length, verticesCount, vertices.Length); m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, indicesCount, indices, verticesCount, vertices), BSPhysicsShapeType.SHAPE_MESH); if (!m_terrainShape.HasPhysicalShape) { // DISASTER!! PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); // Something is very messed up and a crash is in our future. return; } Vector3 pos = regionBase; Quaternion rot = Quaternion.Identity; m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot)); if (!m_terrainBody.HasPhysicalBody) { // DISASTER!! physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); // Something is very messed up and a crash is in our future. return; } // Set current terrain attributes BulletSimAPI.SetFriction2(m_terrainBody.ptr, BSParam.TerrainFriction); BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, BSParam.TerrainHitFraction); BulletSimAPI.SetRestitution2(m_terrainBody.ptr, BSParam.TerrainRestitution); BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); // Static objects are not very massive. BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); // Put the new terrain to the world of physical objects BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr, pos, rot); // Redo its bounding box now that it is in the world BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); m_terrainBody.collisionType = CollisionType.Terrain; m_terrainBody.ApplyCollisionMask(); // Make it so the terrain will not move or be considered for movement. BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION); } public override void Dispose() { if (m_terrainBody.HasPhysicalBody) { BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); // Frees both the body and the shape. BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr); } } public override float GetTerrainHeightAtXYZ(Vector3 pos) { // For the moment use the saved heightmap to get the terrain height. // TODO: raycast downward to find the true terrain below the position. float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X; try { ret = m_savedHeightMap[mapIndex]; } catch { // Sometimes they give us wonky values of X and Y. Give a warning and return something. PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", LogHeader, TerrainBase, pos); ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; } return ret; } // The passed position is relative to the base of the region. public override float GetWaterLevelAtXYZ(Vector3 pos) { return PhysicsScene.SimpleWaterLevel; } // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). // Return 'true' if successfully created. public static bool ConvertHeightmapToMesh( BSScene physicsScene, float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap float extentX, float extentY, // zero based range for output vertices Vector3 extentBase, // base to be added to all vertices float magnification, // number of vertices to create between heightMap coords out int indicesCountO, out int[] indicesO, out int verticesCountO, out float[] verticesO) { bool ret = false; int indicesCount = 0; int verticesCount = 0; int[] indices = new int[0]; float[] vertices = new float[0]; // Simple mesh creation which assumes magnification == 1. // TODO: do a more general solution that scales, adds new vertices and smoothes the result. // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop // from zero to <= sizeX). The triangle indices are then generated as two triangles // per heightmap point. There are sizeX by sizeY of these squares. The extra row and // column of vertices are used to complete the triangles of the last row and column // of the heightmap. try { // One vertice per heightmap value plus the vertices off the top and bottom edge. int totalVertices = (sizeX + 1) * (sizeY + 1); vertices = new float[totalVertices * 3]; int totalIndices = sizeX * sizeY * 6; indices = new int[totalIndices]; float magX = (float)sizeX / extentX; float magY = (float)sizeY / extentY; physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); float minHeight = float.MaxValue; // Note that sizeX+1 vertices are created since there is land between this and the next region. for (int yy = 0; yy <= sizeY; yy++) { for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times { int offset = yy * sizeX + xx; // Extend the height with the height from the last row or column if (yy == sizeY) offset -= sizeX; if (xx == sizeX) offset -= 1; float height = heightMap[offset]; minHeight = Math.Min(minHeight, height); vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; vertices[verticesCount + 2] = height + extentBase.Z; verticesCount += 3; } } verticesCount = verticesCount / 3; for (int yy = 0; yy < sizeY; yy++) { for (int xx = 0; xx < sizeX; xx++) { int offset = yy * (sizeX + 1) + xx; // Each vertices is presumed to be the upper left corner of a box of two triangles indices[indicesCount + 0] = offset; indices[indicesCount + 1] = offset + 1; indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column indices[indicesCount + 3] = offset + 1; indices[indicesCount + 4] = offset + sizeX + 2; indices[indicesCount + 5] = offset + sizeX + 1; indicesCount += 6; } } ret = true; } catch (Exception e) { physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", LogHeader, physicsScene.RegionName, extentBase, e); } indicesCountO = indicesCount; indicesO = indices; verticesCountO = verticesCount; verticesO = vertices; return ret; } } }