BulletSim: pull heightmap implementation out of the terrain manager so a mesh terrain can be implemented.
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenSim.Framework;
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using OpenSim.Region.Framework;
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using OpenSim.Region.CoreModules;
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using OpenSim.Region.Physics.Manager;
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using Nini.Config;
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using log4net;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public sealed class BSTerrainHeightmap : BSTerrainPhys
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{
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static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
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BulletHeightMapInfo m_mapInfo;
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public BSTerrainHeightmap(BSScene physicsScene, uint id, Vector3 regionSize)
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: base(physicsScene)
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{
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Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE);
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Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION);
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int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
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float[] initialMap = new float[totalHeights];
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for (int ii = 0; ii < totalHeights; ii++)
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{
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initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
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}
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m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
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m_mapInfo.minCoords = minTerrainCoords;
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m_mapInfo.maxCoords = maxTerrainCoords;
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// Don't have to free any previous since we just got here.
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BuildHeightmapTerrain();
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}
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// This minCoords and maxCoords passed in give the size of the terrain (min and max Z
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// are the high and low points of the heightmap).
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public BSTerrainHeightmap(BSScene physicsScene, uint id, float[] initialMap,
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Vector3 minCoords, Vector3 maxCoords)
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: base(physicsScene)
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{
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m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
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m_mapInfo.minCoords = minCoords;
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m_mapInfo.maxCoords = maxCoords;
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m_mapInfo.minZ = minCoords.Z;
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m_mapInfo.maxZ = maxCoords.Z;
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// Don't have to free any previous since we just got here.
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BuildHeightmapTerrain();
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}
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public override void Dispose()
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{
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ReleaseHeightMapTerrain();
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}
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// Using the information in m_mapInfo, create the physical representation of the heightmap.
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private void BuildHeightmapTerrain()
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{
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m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID,
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m_mapInfo.minCoords, m_mapInfo.maxCoords,
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m_mapInfo.heightMap, BSTerrainManager.TERRAIN_COLLISION_MARGIN);
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// Create the terrain shape from the mapInfo
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m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
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PhysicsShapeType.SHAPE_TERRAIN);
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// The terrain object initial position is at the center of the object
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Vector3 centerPos;
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centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f);
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centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
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centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);
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m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID,
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BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr,
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m_mapInfo.ID, centerPos, Quaternion.Identity));
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// Set current terrain attributes
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BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
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BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
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BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
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BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
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// Return the new terrain to the world of physical objects
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BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
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// redo its bounding box now that it is in the world
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BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
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BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr,
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(uint)CollisionFilterGroups.TerrainFilter,
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(uint)CollisionFilterGroups.TerrainMask);
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// Make it so the terrain will not move or be considered for movement.
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BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
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return;
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}
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// If there is information in m_mapInfo pointing to physical structures, release same.
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private void ReleaseHeightMapTerrain()
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{
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if (m_mapInfo != null)
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{
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if (m_mapInfo.terrainBody.ptr != IntPtr.Zero)
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{
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if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr))
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{
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// Frees both the body and the shape.
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BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
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BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr);
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}
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}
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}
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m_mapInfo = null;
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}
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// The passed position is relative to the base of the region.
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public override float GetHeightAtXYZ(Vector3 pos)
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{
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float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
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int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X;
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try
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{
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ret = m_mapInfo.heightMap[mapIndex];
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}
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catch
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{
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// Sometimes they give us wonky values of X and Y. Give a warning and return something.
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PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
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LogHeader, m_mapInfo.terrainRegionBase, pos);
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ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
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}
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return ret;
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}
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public override Vector3 TerrainBase
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{
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get { return m_mapInfo.terrainRegionBase; }
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}
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}
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}
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@ -40,6 +40,22 @@ using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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// The physical implementation of the terrain is wrapped in this class.
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public abstract class BSTerrainPhys : IDisposable
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{
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public BSScene PhysicsScene { get; private set; }
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public BSTerrainPhys(BSScene physicsScene)
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{
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PhysicsScene = physicsScene;
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}
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public abstract void Dispose();
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public abstract float GetHeightAtXYZ(Vector3 pos);
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public abstract Vector3 TerrainBase { get; }
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}
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// ==========================================================================================
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public sealed class BSTerrainManager
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{
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static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
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@ -67,11 +83,10 @@ public sealed class BSTerrainManager
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// If doing mega-regions, if we're region zero we will be managing multiple
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// region terrains since region zero does the physics for the whole mega-region.
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private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps;
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private Dictionary<Vector3, BSTerrainPhys> m_terrains;
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// True of the terrain has been modified.
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// Used to force recalculation of terrain height after terrain has been modified
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private bool m_terrainModified;
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// Flags used to know when to recalculate the height.
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private bool m_terrainModified = false;
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// If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount.
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// This is incremented before assigning to new region so it is the last ID allocated.
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@ -89,8 +104,7 @@ public sealed class BSTerrainManager
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public BSTerrainManager(BSScene physicsScene)
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{
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PhysicsScene = physicsScene;
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m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
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m_terrainModified = false;
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m_terrains = new Dictionary<Vector3,BSTerrainPhys>();
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// Assume one region of default size
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m_worldOffset = Vector3.Zero;
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@ -99,9 +113,6 @@ public sealed class BSTerrainManager
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}
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// Create the initial instance of terrain and the underlying ground plane.
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// The objects are allocated in the unmanaged space and the pointers are tracked
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// by the managed code.
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// The terrains and the groundPlane are not added to the list of PhysObjects.
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// This is called from the initialization routine so we presume it is
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// safe to call Bullet in real time. We hope no one is moving prims around yet.
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public void CreateInitialGroundPlaneAndTerrain()
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@ -121,15 +132,9 @@ public sealed class BSTerrainManager
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BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
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(uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
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Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
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Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
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int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
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float[] initialMap = new float[totalHeights];
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for (int ii = 0; ii < totalHeights; ii++)
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{
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initialMap[ii] = HEIGHT_INITIALIZATION;
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}
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UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true);
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// Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
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BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, BSScene.TERRAIN_ID, DefaultRegionSize);
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m_terrains.Add(Vector3.Zero, initialTerrain);
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}
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// Release all the terrain structures we might have allocated
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// Release all the terrain we have allocated
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public void ReleaseTerrain()
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{
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foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
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foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains)
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{
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if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr))
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{
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BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr);
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BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
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}
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kvp.Value.Dispose();
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}
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m_heightMaps.Clear();
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m_terrains.Clear();
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}
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// The simulator wants to set a new heightmap for the terrain.
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@ -176,8 +177,9 @@ public sealed class BSTerrainManager
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{
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DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
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BSScene.DetailLogZero, m_worldOffset, m_worldMax);
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((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
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localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
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((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
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BSScene.CHILDTERRAIN_ID, localHeightMap,
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m_worldOffset, m_worldOffset + DefaultRegionSize, true);
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}
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}
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else
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@ -185,7 +187,7 @@ public sealed class BSTerrainManager
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// If not doing the mega-prim thing, just change the terrain
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DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
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UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
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UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap,
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m_worldOffset, m_worldOffset + DefaultRegionSize, true);
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}
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});
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// based on the passed information. The 'id' should be either the terrain id or
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// BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
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// The latter feature is for creating child terrains for mega-regions.
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// If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0)
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// then a new body and shape is created and the mapInfo is filled.
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// This call is used for doing the initial terrain creation.
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// If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
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// terrain shape is created and added to the body.
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// This call is most often used to update the heightMap and parameters of the terrain.
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// (The above does suggest that some simplification/refactoring is in order.)
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private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
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private void UpdateTerrain(uint id, float[] heightMap,
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Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
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{
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DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
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DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
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BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
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// Find high and low points of passed heightmap.
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// The min and max passed in are usually the region objects can exist in (maximum
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// object height, for instance). The terrain wants the bounding box for the
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// terrain so we replace passed min and max Z with the actual terrain min/max Z.
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// limit, for
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float minZ = float.MaxValue;
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float maxZ = float.MinValue;
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Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y);
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int heightMapSize = heightMap.Length;
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for (int ii = 0; ii < heightMapSize; ii++)
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foreach (float height in heightMap)
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{
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float height = heightMap[ii];
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if (height < minZ) minZ = height;
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if (height > maxZ) maxZ = height;
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}
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// The shape of the terrain is from its base to its extents.
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minCoords.Z = minZ;
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maxCoords.Z = maxZ;
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BulletHeightMapInfo mapInfo;
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if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo))
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Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);
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BSTerrainPhys terrainPhys;
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if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
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{
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// If this is terrain we know about, it's easy to update
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mapInfo.heightMap = heightMap;
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mapInfo.minCoords = minCoords;
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mapInfo.maxCoords = maxCoords;
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mapInfo.minZ = minZ;
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mapInfo.maxZ = maxZ;
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mapInfo.sizeX = maxCoords.X - minCoords.X;
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mapInfo.sizeY = maxCoords.Y - minCoords.Y;
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DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
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BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
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DetailLog("{0},UpdateTerrain:UpdateExisting,call,terrainBase={1}", BSScene.DetailLogZero, terrainRegionBase);
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PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:UpdateExisting", delegate()
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PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate()
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{
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if (MegaRegionParentPhysicsScene != null)
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// Remove old terrain from the collection
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m_terrains.Remove(terrainPhys.TerrainBase);
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// Release any physical memory it may be using.
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terrainPhys.Dispose();
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if (MegaRegionParentPhysicsScene == null)
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{
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BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, id,
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heightMap, minCoords, maxCoords);
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m_terrains.Add(terrainRegionBase, newTerrainPhys);
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m_terrainModified = true;
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}
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else
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{
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// It's possible that Combine() was called after this code was queued.
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// If we are a child of combined regions, we don't create any terrain for us.
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DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
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DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
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// Get rid of any terrain that may have been allocated for us.
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ReleaseGroundPlaneAndTerrain();
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@ -252,91 +258,6 @@ public sealed class BSTerrainManager
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// I hate doing this, but just bail
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return;
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}
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if (mapInfo.terrainBody.ptr != IntPtr.Zero)
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{
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// Updating an existing terrain.
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DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
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BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
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// Remove from the dynamics world because we're going to mangle this object
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BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
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// Get rid of the old terrain
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BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
|
||||
BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
|
||||
mapInfo.Ptr = IntPtr.Zero;
|
||||
|
||||
/*
|
||||
// NOTE: This routine is half here because I can't get the terrain shape replacement
|
||||
// to work. In the short term, the above three lines completely delete the old
|
||||
// terrain and the code below recreates one from scratch.
|
||||
// Hopefully the Bullet community will help me out on this one.
|
||||
|
||||
// First, release the old collision shape (there is only one terrain)
|
||||
BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr);
|
||||
|
||||
// Fill the existing height map info with the new location and size information
|
||||
BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID,
|
||||
mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
|
||||
|
||||
// Create a terrain shape based on the new info
|
||||
mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
|
||||
|
||||
// Stuff the shape into the existing terrain body
|
||||
BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr);
|
||||
*/
|
||||
}
|
||||
// else
|
||||
{
|
||||
// Creating a new terrain.
|
||||
DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
|
||||
BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
|
||||
|
||||
mapInfo.ID = id;
|
||||
mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID,
|
||||
mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
|
||||
|
||||
// Create the terrain shape from the mapInfo
|
||||
mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
|
||||
PhysicsShapeType.SHAPE_TERRAIN);
|
||||
|
||||
// The terrain object initial position is at the center of the object
|
||||
Vector3 centerPos;
|
||||
centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
|
||||
centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
|
||||
centerPos.Z = minZ + ((maxZ - minZ) / 2f);
|
||||
|
||||
mapInfo.terrainBody = new BulletBody(mapInfo.ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
|
||||
id, centerPos, Quaternion.Identity));
|
||||
}
|
||||
|
||||
// Make sure the entry is in the heightmap table
|
||||
m_heightMaps[terrainRegionBase] = mapInfo;
|
||||
|
||||
// Set current terrain attributes
|
||||
BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
|
||||
BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
|
||||
BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
|
||||
BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
|
||||
// Return the new terrain to the world of physical objects
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
|
||||
|
||||
// redo its bounding box now that it is in the world
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
|
||||
|
||||
BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr,
|
||||
(uint)CollisionFilterGroups.TerrainFilter,
|
||||
(uint)CollisionFilterGroups.TerrainMask);
|
||||
|
||||
// Make sure the new shape is processed.
|
||||
// BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
|
||||
// BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING);
|
||||
BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
|
||||
m_terrainModified = true;
|
||||
});
|
||||
}
|
||||
else
|
||||
|
@ -353,34 +274,23 @@ public sealed class BSTerrainManager
|
|||
Vector3 minCoordsX = minCoords;
|
||||
Vector3 maxCoordsX = maxCoords;
|
||||
|
||||
DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
|
||||
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.UpdateOrCreateTerrain:NewTerrain", delegate()
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:NewTerrain", delegate()
|
||||
{
|
||||
DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
|
||||
// Create a new mapInfo that will be filled with the new info
|
||||
mapInfo = new BulletHeightMapInfo(id, heightMapX,
|
||||
BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID,
|
||||
minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
|
||||
// Put the unfilled heightmap info into the collection of same
|
||||
m_heightMaps.Add(terrainRegionBase, mapInfo);
|
||||
// Build the terrain
|
||||
UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
|
||||
DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}",
|
||||
BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
|
||||
BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, newTerrainID,
|
||||
heightMapX, minCoordsX, maxCoordsX);
|
||||
m_terrains.Add(terrainRegionBase, newTerrainPhys);
|
||||
|
||||
m_terrainModified = true;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Someday we will have complex terrain with caves and tunnels
|
||||
public float GetTerrainHeightAtXYZ(Vector3 loc)
|
||||
{
|
||||
// For the moment, it's flat and convex
|
||||
return GetTerrainHeightAtXY(loc.X, loc.Y);
|
||||
}
|
||||
|
||||
// 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
|
||||
|
@ -390,8 +300,10 @@ public sealed class BSTerrainManager
|
|||
private float lastHeightTX = 999999f;
|
||||
private float lastHeightTY = 999999f;
|
||||
private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
|
||||
private float GetTerrainHeightAtXY(float tX, float tY)
|
||||
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)
|
||||
|
@ -403,27 +315,14 @@ public sealed class BSTerrainManager
|
|||
|
||||
int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
|
||||
int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
|
||||
Vector2 terrainBaseXY = new Vector2(offsetX, offsetY);
|
||||
Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
|
||||
|
||||
BulletHeightMapInfo mapInfo;
|
||||
if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo))
|
||||
BSTerrainPhys physTerrain;
|
||||
if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
|
||||
{
|
||||
float regionX = tX - offsetX;
|
||||
float regionY = tY - offsetY;
|
||||
int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
|
||||
try
|
||||
{
|
||||
ret = mapInfo.heightMap[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}, x={2}, y={3}",
|
||||
LogHeader, terrainBaseXY, regionX, regionY);
|
||||
ret = HEIGHT_GETHEIGHT_RET;
|
||||
}
|
||||
// DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
|
||||
// BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
|
||||
ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ);
|
||||
DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,loc={1},base={2},height={3}",
|
||||
BSScene.DetailLogZero, loc, terrainBaseXYZ, ret);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -466,7 +365,7 @@ public sealed class BSTerrainManager
|
|||
// Unhook all the combining that I know about.
|
||||
public void UnCombine(PhysicsScene pScene)
|
||||
{
|
||||
// Just like ODE, for the moment a NOP
|
||||
// Just like ODE, we don't do anything yet.
|
||||
DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,73 @@
|
|||
/*
|
||||
* 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
|
||||
{
|
||||
public sealed class BSTerrainMesh : BSTerrainPhys
|
||||
{
|
||||
static string LogHeader = "[BULLETSIM TERRAIN MESH]";
|
||||
|
||||
public BSTerrainMesh(BSScene physicsScene, uint id, Vector3 regionSize)
|
||||
: base(physicsScene)
|
||||
{
|
||||
}
|
||||
|
||||
public BSTerrainMesh(BSScene physicsScene /* parameters for making mesh */)
|
||||
: base(physicsScene)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
public override float GetHeightAtXYZ(Vector3 pos)
|
||||
{
|
||||
return 12345f;
|
||||
}
|
||||
|
||||
public override Vector3 TerrainBase
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -152,7 +152,7 @@ public class BulletHeightMapInfo
|
|||
ID = id;
|
||||
Ptr = xx;
|
||||
heightMap = hm;
|
||||
terrainRegionBase = new Vector2(0f, 0f);
|
||||
terrainRegionBase = Vector3.Zero;
|
||||
minCoords = new Vector3(100f, 100f, 25f);
|
||||
maxCoords = new Vector3(101f, 101f, 26f);
|
||||
minZ = maxZ = 0f;
|
||||
|
@ -161,7 +161,7 @@ public class BulletHeightMapInfo
|
|||
public uint ID;
|
||||
public IntPtr Ptr;
|
||||
public float[] heightMap;
|
||||
public Vector2 terrainRegionBase;
|
||||
public Vector3 terrainRegionBase;
|
||||
public Vector3 minCoords;
|
||||
public Vector3 maxCoords;
|
||||
public float sizeX, sizeY;
|
||||
|
|
Loading…
Reference in New Issue