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path: root/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
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/*
 * 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.BulletSPlugin
{

// The physical implementation of the terrain is wrapped in this class.
public abstract class BSTerrainPhys : IDisposable
{
    public enum TerrainImplementation
    {
        Heightmap   = 0,
        Mesh        = 1
    }

    public BSScene PhysicsScene { get; private set; }
    // Base of the region in world coordinates. Coordinates inside the region are relative to this.
    public Vector3 TerrainBase { get; private set; }
    public uint ID { get; private set; }

    public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id)
    {
        PhysicsScene = physicsScene;
        TerrainBase = regionBase;
        ID = id;
    }
    public abstract void Dispose();
    public abstract float GetHeightAtXYZ(Vector3 pos);
}

// ==========================================================================================
public sealed class BSTerrainManager
{
    static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";

    // These height values are fractional so the odd values will be
    //     noticable when debugging.
    public const float HEIGHT_INITIALIZATION = 24.987f;
    public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f;
    public const float HEIGHT_GETHEIGHT_RET = 24.765f;

    // If the min and max height are equal, we reduce the min by this
    //    amount to make sure that a bounding box is built for the terrain.
    public const float HEIGHT_EQUAL_FUDGE = 0.2f;

    public const float TERRAIN_COLLISION_MARGIN = 0.0f;

    // Until the whole simulator is changed to pass us the region size, we rely on constants.
    public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);

    // The scene that I am part of
    private BSScene PhysicsScene { get; set; }

    // The ground plane created to keep thing from falling to infinity.
    private BulletBody m_groundPlane;

    // If doing mega-regions, if we're region zero we will be managing multiple
    //    region terrains since region zero does the physics for the whole mega-region.
    private Dictionary<Vector3, BSTerrainPhys> m_terrains;

    // Flags used to know when to recalculate the height.
    private bool m_terrainModified = false;

    // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount.
    // This is incremented before assigning to new region so it is the last ID allocated.
    private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1;
    public uint HighestTerrainID { get {return m_terrainCount; } }

    // If doing mega-regions, this holds our offset from region zero of
    //     the mega-regions. "parentScene" points to the PhysicsScene of region zero.
    private Vector3 m_worldOffset;
    // If the parent region (region 0), this is the extent of the combined regions
    //     relative to the origin of region zero
    private Vector3 m_worldMax;
    private PhysicsScene MegaRegionParentPhysicsScene { get; set; }

    public BSTerrainManager(BSScene physicsScene)
    {
        PhysicsScene = physicsScene;
        m_terrains = new Dictionary<Vector3,BSTerrainPhys>();

        // Assume one region of default size
        m_worldOffset = Vector3.Zero;
        m_worldMax = new Vector3(DefaultRegionSize);
        MegaRegionParentPhysicsScene = null;
    }

    // Create the initial instance of terrain and the underlying ground plane.
    // This is called from the initialization routine so we presume it is
    //    safe to call Bullet in real time. We hope no one is moving prims around yet.
    public void CreateInitialGroundPlaneAndTerrain()
    {
        // The ground plane is here to catch things that are trying to drop to negative infinity
        BulletShape groundPlaneShape = new BulletShape(
                    BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
                    PhysicsShapeType.SHAPE_GROUNDPLANE);
        m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
                        BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
                                                            Vector3.Zero, Quaternion.Identity));
        BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr);
        BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr);
        // Ground plane does not move
        BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
        // Everything collides with the ground plane.
        BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
                        (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);

        // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
        BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
        m_terrains.Add(Vector3.Zero, initialTerrain);
    }

    // Release all the terrain structures we might have allocated
    public void ReleaseGroundPlaneAndTerrain()
    {
        if (m_groundPlane.ptr != IntPtr.Zero)
        {
            if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr))
            {
                BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr);
            }
            m_groundPlane.ptr = IntPtr.Zero;
        }

        ReleaseTerrain();
    }

    // Release all the terrain we have allocated
    public void ReleaseTerrain()
    {
        foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains)
        {
            kvp.Value.Dispose();
        }
        m_terrains.Clear();
    }

    // The simulator wants to set a new heightmap for the terrain.
    public void SetTerrain(float[] heightMap) {
        float[] localHeightMap = heightMap;
        PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate()
        {
            if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
            {
                // If a child of a mega-region, we shouldn't have any terrain allocated for us
                ReleaseGroundPlaneAndTerrain();
                // If doing the mega-prim stuff and we are the child of the zero region,
                //    the terrain is added to our parent
                if (MegaRegionParentPhysicsScene is BSScene)
                {
                    DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
                                    BSScene.DetailLogZero, m_worldOffset, m_worldMax);
                    ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
                                    BSScene.CHILDTERRAIN_ID, localHeightMap, 
                                    m_worldOffset, m_worldOffset + DefaultRegionSize, true);
                }
            }
            else
            {
                // If not doing the mega-prim thing, just change the terrain
                DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);

                UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap,
                                    m_worldOffset, m_worldOffset + DefaultRegionSize, true);
            }
        });
    }

    // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
    //     based on the passed information. The 'id' should be either the terrain id or
    //     BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
    //     The latter feature is for creating child terrains for mega-regions.
    // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
    //     terrain shape is created and added to the body.
    //     This call is most often used to update the heightMap and parameters of the terrain.
    // (The above does suggest that some simplification/refactoring is in order.)
    private void UpdateTerrain(uint id, float[] heightMap, 
                            Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
    {
        DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
                            BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);

        // Find high and low points of passed heightmap.
        // The min and max passed in is usually the area objects can be in (maximum
        //     object height, for instance). The terrain wants the bounding box for the
        //     terrain so we replace passed min and max Z with the actual terrain min/max Z.
        float minZ = float.MaxValue;
        float maxZ = float.MinValue;
        foreach (float height in heightMap)
        {
            if (height < minZ) minZ = height;
            if (height > maxZ) maxZ = height;
        }
        if (minZ == maxZ)
        {
            // If min and max are the same, reduce min a little bit so a good bounding box is created.
            minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE;
        }
        minCoords.Z = minZ;
        maxCoords.Z = maxZ;

        Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);

        BSTerrainPhys terrainPhys;
        if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
        {
            // If this is terrain we know about, it's easy to update

            DetailLog("{0},UpdateTerrain:UpdateExisting,call,terrainBase={1}", BSScene.DetailLogZero, terrainRegionBase);

            PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate()
            {
                // Remove old terrain from the collection
                m_terrains.Remove(terrainPhys.TerrainBase);
                // Release any physical memory it may be using.
                terrainPhys.Dispose();

                BSTerrainPhys newTerrainPhys = null; ;
                if (MegaRegionParentPhysicsScene == null)
                {
                    // TODO: redo terrain implementation selection to be centralized (there is another
                    //     use below) and to accept an asset specification (for a mesh).
                    switch ((int)PhysicsScene.Params.terrainImplementation)
                    {
                        case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
                            newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
                                                        heightMap, minCoords, maxCoords);
                            break;
                        case (int)BSTerrainPhys.TerrainImplementation.Mesh:
                            newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
                                                        heightMap, minCoords, maxCoords);
                            break;
                        default:
                            PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}",
                                    LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation);
                            break;
                    }

                    m_terrains.Add(terrainRegionBase, newTerrainPhys);

                    m_terrainModified = true;
                }
                else
                {
                    // It's possible that Combine() was called after this code was queued.
                    // If we are a child of combined regions, we don't create any terrain for us.
                    DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);

                    // Get rid of any terrain that may have been allocated for us.
                    ReleaseGroundPlaneAndTerrain();

                    // I hate doing this, but just bail
                    return;
                }
            });
        }
        else
        {
            // We don't know about this terrain so either we are creating a new terrain or
            //    our mega-prim child is giving us a new terrain to add to the phys world

            // if this is a child terrain, calculate a unique terrain id
            uint newTerrainID = id;
            if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
                newTerrainID = ++m_terrainCount;

            float[] heightMapX = heightMap;
            Vector3 minCoordsX = minCoords;
            Vector3 maxCoordsX = maxCoords;

            DetailLog("{0},UpdateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
                            BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);

            // Code that must happen at taint-time
            PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:NewTerrain", delegate()
            {
                DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}", 
                                            BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
                BSTerrainPhys newTerrainPhys = null;
                switch ((int)PhysicsScene.Params.terrainImplementation)
                {
                    case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
                        newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
                                                    heightMap, minCoords, maxCoords);
                        break;
                    case (int)BSTerrainPhys.TerrainImplementation.Mesh:
                        newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
                                                    heightMap, minCoords, maxCoords);
                        break;
                    default:
                        PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}",
                                    LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation);
                        break;
                }
                m_terrains.Add(terrainRegionBase, newTerrainPhys);

                m_terrainModified = true;
            });
        }
    }

    // Given an X and Y, find the height of the terrain.
    // Since we could be handling multiple terrains for a mega-region,
    //    the base of the region is calcuated assuming all regions are
    //    the same size and that is the default.
    // Once the heightMapInfo is found, we have all the information to
    //    compute the offset into the array.
    private float lastHeightTX = 999999f;
    private float lastHeightTY = 999999f;
    private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
    public float GetTerrainHeightAtXYZ(Vector3 loc)
    {
        float tX = loc.X;
        float tY = loc.Y;
        // You'd be surprized at the number of times this routine is called
        //    with the same parameters as last time.
        if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY)
            return lastHeight;

        lastHeightTX = tX;
        lastHeightTY = tY;
        float ret = HEIGHT_GETHEIGHT_RET;

        int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
        int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
        Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);

        BSTerrainPhys physTerrain;
        if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
        {
            ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ);
            DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,loc={1},base={2},height={3}",
                                             BSScene.DetailLogZero, loc, terrainBaseXYZ, ret);
        }
        else
        {
            PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
                    LogHeader, PhysicsScene.RegionName, tX, tY);
        }
        m_terrainModified = false;
        lastHeight = ret;
        return ret;
    }

    // Although no one seems to check this, I do support combining.
    public bool SupportsCombining()
    {
        return true;
    }

    // This routine is called two ways:
    //    One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
    //        extent of the combined regions. This is to inform the parent of the size
    //        of the combined regions.
    //    and one with 'offset' as the offset of the child region to the base region,
    //        'pScene' pointing to the parent and 'extents' of zero. This informs the
    //        child of its relative base and new parent.
    public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
    {
        m_worldOffset = offset;
        m_worldMax = extents;
        MegaRegionParentPhysicsScene = pScene;
        if (pScene != null)
        {
            // We are a child.
            // We want m_worldMax to be the highest coordinate of our piece of terrain.
            m_worldMax = offset + DefaultRegionSize;
        }
        DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
                        BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
    }

    // Unhook all the combining that I know about.
    public void UnCombine(PhysicsScene pScene)
    {
        // Just like ODE, we don't do anything yet.
        DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
    }


    private void DetailLog(string msg, params Object[] args)
    {
        PhysicsScene.PhysicsLogging.Write(msg, args);
    }
}
}