BulletSim: code to generate a higher resolution terrain mesh. Parameter
TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.user_profiles
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				|  | @ -286,7 +286,7 @@ public override void SetShapeCollisionMargin(BulletShape shape, float margin) | |||
| { | ||||
|     BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||||
|     if (shapeu != null && shapeu.HasPhysicalShape) | ||||
|         BSAPICPP.SetShapeCollisionMargin2(shapeu.ptr, margin); | ||||
|         BSAPICPP.SetShapeCollisionMargin(shapeu.ptr, margin); | ||||
| } | ||||
| 
 | ||||
| public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale) | ||||
|  | @ -1420,7 +1420,7 @@ public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData) | |||
| public static extern bool IsNativeShape2(IntPtr shape); | ||||
| 
 | ||||
| [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||||
| public static extern void SetShapeCollisionMargin2(IntPtr shape, float margin); | ||||
| public static extern void SetShapeCollisionMargin(IntPtr shape, float margin); | ||||
| 
 | ||||
| [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||||
| public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); | ||||
|  |  | |||
|  | @ -1201,8 +1201,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
| 
 | ||||
|             VehicleAddForce(appliedGravity); | ||||
| 
 | ||||
|             VDetailLog("{0},  MoveLinear,applyGravity,vehGrav={1},collid={2},appliedForce={3}",  | ||||
|                             Prim.LocalID, m_VehicleGravity, Prim.IsColliding, appliedGravity); | ||||
|             VDetailLog("{0},  MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}",  | ||||
|                             Prim.LocalID, m_VehicleGravity, | ||||
|                             Prim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); | ||||
|         } | ||||
| 
 | ||||
|         // ======================================================================= | ||||
|  |  | |||
|  | @ -88,6 +88,7 @@ public static class BSParam | |||
|     public static bool ShouldRemoveZeroWidthTriangles { get; private set; } | ||||
| 
 | ||||
|     public static float TerrainImplementation { get; private set; } | ||||
|     public static int TerrainMeshMagnification { get; private set; } | ||||
|     public static float TerrainFriction { get; private set; } | ||||
|     public static float TerrainHitFraction { get; private set; } | ||||
|     public static float TerrainRestitution { get; private set; } | ||||
|  | @ -461,6 +462,10 @@ public static class BSParam | |||
|             (float)BSTerrainPhys.TerrainImplementation.Mesh, | ||||
|             (s) => { return TerrainImplementation; }, | ||||
|             (s,v) => { TerrainImplementation = v; } ), | ||||
|         new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , | ||||
|             3, | ||||
|             (s) => { return TerrainMeshMagnification; }, | ||||
|             (s,v) => { TerrainMeshMagnification = v; } ), | ||||
|         new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" , | ||||
|             0.3f, | ||||
|             (s) => { return TerrainFriction; }, | ||||
|  |  | |||
|  | @ -76,11 +76,26 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
|         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)) | ||||
|         bool meshCreationSuccess = false; | ||||
|         if (BSParam.TerrainMeshMagnification == 1) | ||||
|         { | ||||
|             // If a magnification of one, use the old routine that is tried and true. | ||||
|             meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, | ||||
|                                             initialMap, m_sizeX, m_sizeY,       // input size | ||||
|                                             Vector3.Zero,                       // base for mesh | ||||
|                                             out indicesCount, out indices, out verticesCount, out vertices); | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             // Other magnifications use the newer routine | ||||
|             meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(PhysicsScene, | ||||
|                                             initialMap, m_sizeX, m_sizeY,       // input size | ||||
|                                             BSParam.TerrainMeshMagnification, | ||||
|                                             physicsScene.TerrainManager.DefaultRegionSize, | ||||
|                                             Vector3.Zero,                       // base for mesh | ||||
|                                             out indicesCount, out indices, out verticesCount, out vertices); | ||||
|         } | ||||
|         if (!meshCreationSuccess) | ||||
|         { | ||||
|             // DISASTER!! | ||||
|             PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID); | ||||
|  | @ -88,6 +103,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
|             // 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); | ||||
| 
 | ||||
|  | @ -186,9 +202,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
|     // 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) | ||||
|     { | ||||
|  | @ -209,17 +223,15 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
|         //    of the heightmap. | ||||
|         try | ||||
|         { | ||||
|             // One vertice per heightmap value plus the vertices off the top and bottom edge. | ||||
|             // One vertice per heightmap value plus the vertices off the side 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; | ||||
|             if (physicsScene != null) | ||||
|                 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", | ||||
|                                     BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); | ||||
|                 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3}", | ||||
|                                     BSScene.DetailLogZero, totalVertices, totalIndices, extentBase); | ||||
|             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++) | ||||
|  | @ -232,8 +244,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
|                     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 + 0] = (float)xx + extentBase.X; | ||||
|                     vertices[verticesCount + 1] = (float)yy + extentBase.Y; | ||||
|                     vertices[verticesCount + 2] = height + extentBase.Z; | ||||
|                     verticesCount += 3; | ||||
|                 } | ||||
|  | @ -272,5 +284,158 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
| 
 | ||||
|         return ret; | ||||
|     } | ||||
| 
 | ||||
|     private class HeightMapGetter | ||||
|     { | ||||
|         private float[] m_heightMap; | ||||
|         private int m_sizeX; | ||||
|         private int m_sizeY; | ||||
|         public HeightMapGetter(float[] pHeightMap, int pSizeX, int pSizeY) | ||||
|         { | ||||
|             m_heightMap = pHeightMap; | ||||
|             m_sizeX = pSizeX; | ||||
|             m_sizeY = pSizeY; | ||||
|         } | ||||
|         // The heightmap is extended as an infinite plane at the last height | ||||
|         public float GetHeight(int xx, int yy) | ||||
|         { | ||||
|             int offset = 0; | ||||
|             // Extend the height with the height from the last row or column | ||||
|             if (yy >= m_sizeY) | ||||
|                 if (xx >= m_sizeX) | ||||
|                     offset = (m_sizeY - 1) * m_sizeX + (m_sizeX - 1); | ||||
|                 else | ||||
|                     offset = (m_sizeY - 1) * m_sizeX + xx; | ||||
|             else | ||||
|                 if (xx >= m_sizeX) | ||||
|                     offset = yy * m_sizeX + (m_sizeX - 1); | ||||
|                 else | ||||
|                     offset = yy * m_sizeX + xx; | ||||
| 
 | ||||
|             return m_heightMap[offset]; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||||
|     // Version that handles magnification. | ||||
|     // Return 'true' if successfully created. | ||||
|     public static bool ConvertHeightmapToMesh2( BSScene physicsScene, | ||||
|                                 float[] heightMap, int sizeX, int sizeY,    // parameters of incoming heightmap | ||||
|                                 int magnification,                          // number of vertices per heighmap step | ||||
|                                 Vector3 extent,                             // dimensions of the output mesh | ||||
|                                 Vector3 extentBase,                         // base to be added to all vertices | ||||
|                                 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]; | ||||
| 
 | ||||
|         HeightMapGetter hmap = new HeightMapGetter(heightMap, sizeX, sizeY); | ||||
| 
 | ||||
|         // The vertices dimension of the output mesh | ||||
|         int meshX = sizeX * magnification; | ||||
|         int meshY = sizeY * magnification; | ||||
|         // The output size of one mesh step | ||||
|         float meshXStep = extent.X / meshX; | ||||
|         float meshYStep = extent.Y / meshY; | ||||
| 
 | ||||
|         // Create an array of vertices that is meshX+1 by meshY+1 (note the loop | ||||
|         //    from zero to <= meshX). The triangle indices are then generated as two triangles | ||||
|         //    per heightmap point. There are meshX by meshY 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 | ||||
|         { | ||||
|             // Vertices for the output heightmap plus one on the side and bottom to complete triangles | ||||
|             int totalVertices = (meshX + 1) * (meshY + 1); | ||||
|             vertices = new float[totalVertices * 3]; | ||||
|             int totalIndices = meshX * meshY * 6; | ||||
|             indices = new int[totalIndices]; | ||||
| 
 | ||||
|             if (physicsScene != null) | ||||
|                 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,inSize={1},outSize={2},totVert={3},totInd={4},extentBase={5}", | ||||
|                                     BSScene.DetailLogZero, new Vector2(sizeX, sizeY), new Vector2(meshX, meshY), | ||||
|                                     totalVertices, totalIndices, extentBase); | ||||
| 
 | ||||
|             float minHeight = float.MaxValue; | ||||
|             // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||||
|             // Loop through the output vertices and compute the mediun height in between the input vertices | ||||
|             for (int yy = 0; yy <= meshY; yy++) | ||||
|             { | ||||
|                 for (int xx = 0; xx <= meshX; xx++)     // Hint: the "<=" means we go around sizeX + 1 times | ||||
|                 { | ||||
|                     float offsetY = (float)yy * (float)sizeY / (float)meshY;     // The Y that is closest to the mesh point | ||||
|                     int stepY = (int)offsetY; | ||||
|                     float fractionalY = offsetY - (float)stepY; | ||||
|                     float offsetX = (float)xx * (float)sizeX / (float)meshX;     // The X that is closest to the mesh point | ||||
|                     int stepX = (int)offsetX; | ||||
|                     float fractionalX = offsetX - (float)stepX; | ||||
| 
 | ||||
|                     // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,xx={1},yy={2},offX={3},stepX={4},fractX={5},offY={6},stepY={7},fractY={8}", | ||||
|                     //                 BSScene.DetailLogZero, xx, yy, offsetX, stepX, fractionalX, offsetY, stepY, fractionalY); | ||||
| 
 | ||||
|                     // get the four corners of the heightmap square the mesh point is in | ||||
|                     float heightUL = hmap.GetHeight(stepX    , stepY    ); | ||||
|                     float heightUR = hmap.GetHeight(stepX + 1, stepY    ); | ||||
|                     float heightLL = hmap.GetHeight(stepX    , stepY + 1); | ||||
|                     float heightLR = hmap.GetHeight(stepX + 1, stepY + 1); | ||||
| 
 | ||||
|                     // bilinear interplolation | ||||
|                     float height = heightUL * (1 - fractionalX) * (1 - fractionalY) | ||||
|                                  + heightUR * fractionalX       * (1 - fractionalY) | ||||
|                                  + heightLL * (1 - fractionalX) * fractionalY | ||||
|                                  + heightLR * fractionalX       * fractionalY; | ||||
| 
 | ||||
|                     // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,heightUL={1},heightUR={2},heightLL={3},heightLR={4},heightMap={5}", | ||||
|                     //                 BSScene.DetailLogZero, heightUL, heightUR, heightLL, heightLR, height); | ||||
| 
 | ||||
|                     minHeight = Math.Min(minHeight, height); | ||||
| 
 | ||||
|                     vertices[verticesCount + 0] = (float)xx * meshXStep + extentBase.X; | ||||
|                     vertices[verticesCount + 1] = (float)yy * meshYStep + extentBase.Y; | ||||
|                     vertices[verticesCount + 2] = height + extentBase.Z; | ||||
|                     verticesCount += 3; | ||||
|                 } | ||||
|             } | ||||
|             // The number of vertices generated | ||||
|             verticesCount /= 3; | ||||
| 
 | ||||
|             // Loop through all the heightmap squares and create indices for the two triangles for that square | ||||
|             for (int yy = 0; yy < meshY; yy++) | ||||
|             { | ||||
|                 for (int xx = 0; xx < meshX; xx++) | ||||
|                 { | ||||
|                     int offset = yy * (meshX + 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 + meshX + 1; // accounting for the extra column | ||||
|                     indices[indicesCount + 3] = offset + 1; | ||||
|                     indices[indicesCount + 4] = offset + meshX + 2; | ||||
|                     indices[indicesCount + 5] = offset + meshX + 1; | ||||
|                     indicesCount += 6; | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             ret = true; | ||||
|         } | ||||
|         catch (Exception e) | ||||
|         { | ||||
|             if (physicsScene != null) | ||||
|                 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; | ||||
|     } | ||||
| } | ||||
| } | ||||
|  |  | |||
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	 Robert Adams
						Robert Adams