aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs
blob: f72ad28600d47087b8bfe4c8b0459d43828bf6e7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
/*
 * 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.PhysicsModules.SharedBase;

using Nini.Config;
using log4net;

using OpenMetaverse;

namespace OpenSim.Region.PhysicsModule.BulletS
{
public sealed class BSTerrainHeightmap : BSTerrainPhys
{
    static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";

    BulletHMapInfo m_mapInfo = null;

    // Constructor to build a default, flat heightmap terrain.
    public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
        : base(physicsScene, regionBase, id)
    {
        Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE);
        Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION);
        int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
        float[] initialMap = new float[totalHeights];
        for (int ii = 0; ii < totalHeights; ii++)
        {
            initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
        }
        m_mapInfo = new BulletHMapInfo(id, initialMap, regionSize.X, regionSize.Y);
        m_mapInfo.minCoords = minTerrainCoords;
        m_mapInfo.maxCoords = maxTerrainCoords;
        m_mapInfo.terrainRegionBase = TerrainBase;
        // Don't have to free any previous since we just got here.
        BuildHeightmapTerrain();
    }

    // This minCoords and maxCoords passed in give the size of the terrain (min and max Z
    //         are the high and low points of the heightmap).
    public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
                                                    Vector3 minCoords, Vector3 maxCoords)
        : base(physicsScene, regionBase, id)
    {
        m_mapInfo = new BulletHMapInfo(id, initialMap, maxCoords.X - minCoords.X, maxCoords.Y - minCoords.Y);
        m_mapInfo.minCoords = minCoords;
        m_mapInfo.maxCoords = maxCoords;
        m_mapInfo.minZ = minCoords.Z;
        m_mapInfo.maxZ = maxCoords.Z;
        m_mapInfo.terrainRegionBase = TerrainBase;

        // Don't have to free any previous since we just got here.
        BuildHeightmapTerrain();
    }

    public override void Dispose()
    {
        ReleaseHeightMapTerrain();
    }

    // Using the information in m_mapInfo, create the physical representation of the heightmap.
    private void BuildHeightmapTerrain()
    {
        // Create the terrain shape from the mapInfo
        m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID,
                                new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ,
                                m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin);


        // The terrain object initial position is at the center of the object
        Vector3 centerPos;
        centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f);
        centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
        centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);

        m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape,
                                m_mapInfo.ID, centerPos, Quaternion.Identity);

        // Set current terrain attributes
        m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction);
        m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction);
        m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution);
        m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT);

        m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;

        // Return the new terrain to the world of physical objects
        m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody);

        // redo its bounding box now that it is in the world
        m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody);

        // Make it so the terrain will not move or be considered for movement.
        m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION);

        return;
    }

    // If there is information in m_mapInfo pointing to physical structures, release same.
    private void ReleaseHeightMapTerrain()
    {
        if (m_mapInfo != null)
        {
            if (m_mapInfo.terrainBody.HasPhysicalBody)
            {
                m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody);
                // Frees both the body and the shape.
                m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody);
            }
        }
        m_mapInfo = null;
    }

    // The passed position is relative to the base of the region.
    // There are many assumptions herein that the heightmap increment is 1.
    public override float GetTerrainHeightAtXYZ(Vector3 pos)
    {
        float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;

        try {
            int baseX = (int)pos.X;
            int baseY = (int)pos.Y;
            int maxX = (int)m_mapInfo.sizeX;
            int maxY = (int)m_mapInfo.sizeY;
            float diffX = pos.X - (float)baseX;
            float diffY = pos.Y - (float)baseY;

            float mapHeight1 = m_mapInfo.heightMap[baseY * maxY + baseX];
            float mapHeight2 = m_mapInfo.heightMap[Math.Min(baseY + 1, maxY - 1) * maxY + baseX];
            float mapHeight3 = m_mapInfo.heightMap[baseY * maxY + Math.Min(baseX + 1, maxX  - 1)];
            float mapHeight4 = m_mapInfo.heightMap[Math.Min(baseY + 1, maxY - 1) * maxY +  Math.Min(baseX + 1, maxX  - 1)];

            float Xrise = (mapHeight4 - mapHeight3) * diffX;
            float Yrise = (mapHeight2 - mapHeight1) * diffY;

            ret = mapHeight1 + ((Xrise + Yrise) / 2f);
            // m_physicsScene.DetailLog("{0},BSTerrainHeightMap,GetTerrainHeightAtXYZ,pos={1},{2}/{3}/{4}/{5},ret={6}",
            //         BSScene.DetailLogZero, pos, mapHeight1, mapHeight2, mapHeight3, mapHeight4, ret);
        }
        catch
        {
            // Sometimes they give us wonky values of X and Y. Give a warning and return something.
            m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
                                LogHeader, m_mapInfo.terrainRegionBase, 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 m_physicsScene.SimpleWaterLevel;
    }
}
}