BulletSim: code to generate a higher resolution terrain mesh. Parameter
TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.user_profiles
parent
8510f57ad4
commit
8360223fed
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@ -286,7 +286,7 @@ public override void SetShapeCollisionMargin(BulletShape shape, float margin)
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{
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{
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BulletShapeUnman shapeu = shape as BulletShapeUnman;
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BulletShapeUnman shapeu = shape as BulletShapeUnman;
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if (shapeu != null && shapeu.HasPhysicalShape)
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if (shapeu != null && shapeu.HasPhysicalShape)
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BSAPICPP.SetShapeCollisionMargin2(shapeu.ptr, margin);
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BSAPICPP.SetShapeCollisionMargin(shapeu.ptr, margin);
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}
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}
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public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale)
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public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale)
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@ -1420,7 +1420,7 @@ public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData)
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public static extern bool IsNativeShape2(IntPtr shape);
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public static extern bool IsNativeShape2(IntPtr shape);
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern void SetShapeCollisionMargin2(IntPtr shape, float margin);
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public static extern void SetShapeCollisionMargin(IntPtr shape, float margin);
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale);
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public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale);
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@ -1201,8 +1201,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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VehicleAddForce(appliedGravity);
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VehicleAddForce(appliedGravity);
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VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},appliedForce={3}",
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VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}",
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Prim.LocalID, m_VehicleGravity, Prim.IsColliding, appliedGravity);
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Prim.LocalID, m_VehicleGravity,
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Prim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity);
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}
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}
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// =======================================================================
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// =======================================================================
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@ -88,6 +88,7 @@ public static class BSParam
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public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
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public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
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public static float TerrainImplementation { get; private set; }
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public static float TerrainImplementation { get; private set; }
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public static int TerrainMeshMagnification { get; private set; }
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public static float TerrainFriction { get; private set; }
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public static float TerrainFriction { get; private set; }
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public static float TerrainHitFraction { get; private set; }
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public static float TerrainHitFraction { get; private set; }
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public static float TerrainRestitution { get; private set; }
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public static float TerrainRestitution { get; private set; }
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@ -461,6 +462,10 @@ public static class BSParam
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(float)BSTerrainPhys.TerrainImplementation.Mesh,
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(float)BSTerrainPhys.TerrainImplementation.Mesh,
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(s) => { return TerrainImplementation; },
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(s) => { return TerrainImplementation; },
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(s,v) => { TerrainImplementation = v; } ),
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(s,v) => { TerrainImplementation = v; } ),
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new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
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3,
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(s) => { return TerrainMeshMagnification; },
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(s,v) => { TerrainMeshMagnification = v; } ),
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new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
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new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
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0.3f,
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0.3f,
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(s) => { return TerrainFriction; },
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(s) => { return TerrainFriction; },
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@ -76,11 +76,26 @@ public sealed class BSTerrainMesh : BSTerrainPhys
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m_sizeX = (int)(maxCoords.X - minCoords.X);
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m_sizeX = (int)(maxCoords.X - minCoords.X);
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m_sizeY = (int)(maxCoords.Y - minCoords.Y);
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m_sizeY = (int)(maxCoords.Y - minCoords.Y);
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if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap,
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bool meshCreationSuccess = false;
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m_sizeX, m_sizeY,
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if (BSParam.TerrainMeshMagnification == 1)
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(float)m_sizeX, (float)m_sizeY,
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{
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Vector3.Zero, 1.0f,
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// If a magnification of one, use the old routine that is tried and true.
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out indicesCount, out indices, out verticesCount, out vertices))
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meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene,
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initialMap, m_sizeX, m_sizeY, // input size
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Vector3.Zero, // base for mesh
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out indicesCount, out indices, out verticesCount, out vertices);
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}
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else
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{
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// Other magnifications use the newer routine
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meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(PhysicsScene,
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initialMap, m_sizeX, m_sizeY, // input size
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BSParam.TerrainMeshMagnification,
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physicsScene.TerrainManager.DefaultRegionSize,
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Vector3.Zero, // base for mesh
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out indicesCount, out indices, out verticesCount, out vertices);
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}
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if (!meshCreationSuccess)
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{
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{
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// DISASTER!!
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// DISASTER!!
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PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
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PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
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@ -88,6 +103,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
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// Something is very messed up and a crash is in our future.
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// Something is very messed up and a crash is in our future.
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return;
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return;
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}
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}
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PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
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PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
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ID, indicesCount, indices.Length, verticesCount, vertices.Length);
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ID, indicesCount, indices.Length, verticesCount, vertices.Length);
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@ -186,9 +202,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
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// Return 'true' if successfully created.
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// Return 'true' if successfully created.
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public static bool ConvertHeightmapToMesh( BSScene physicsScene,
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public static bool ConvertHeightmapToMesh( BSScene physicsScene,
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float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
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float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
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float extentX, float extentY, // zero based range for output vertices
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Vector3 extentBase, // base to be added to all vertices
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Vector3 extentBase, // base to be added to all vertices
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float magnification, // number of vertices to create between heightMap coords
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out int indicesCountO, out int[] indicesO,
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out int indicesCountO, out int[] indicesO,
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out int verticesCountO, out float[] verticesO)
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out int verticesCountO, out float[] verticesO)
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{
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{
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@ -209,17 +223,15 @@ public sealed class BSTerrainMesh : BSTerrainPhys
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// of the heightmap.
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// of the heightmap.
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try
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try
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{
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{
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// One vertice per heightmap value plus the vertices off the top and bottom edge.
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// One vertice per heightmap value plus the vertices off the side and bottom edge.
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int totalVertices = (sizeX + 1) * (sizeY + 1);
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int totalVertices = (sizeX + 1) * (sizeY + 1);
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vertices = new float[totalVertices * 3];
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vertices = new float[totalVertices * 3];
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int totalIndices = sizeX * sizeY * 6;
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int totalIndices = sizeX * sizeY * 6;
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indices = new int[totalIndices];
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indices = new int[totalIndices];
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float magX = (float)sizeX / extentX;
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float magY = (float)sizeY / extentY;
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if (physicsScene != null)
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if (physicsScene != null)
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physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}",
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physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3}",
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BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY);
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BSScene.DetailLogZero, totalVertices, totalIndices, extentBase);
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float minHeight = float.MaxValue;
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float minHeight = float.MaxValue;
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// Note that sizeX+1 vertices are created since there is land between this and the next region.
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// Note that sizeX+1 vertices are created since there is land between this and the next region.
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for (int yy = 0; yy <= sizeY; yy++)
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for (int yy = 0; yy <= sizeY; yy++)
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@ -232,8 +244,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys
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if (xx == sizeX) offset -= 1;
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if (xx == sizeX) offset -= 1;
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float height = heightMap[offset];
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float height = heightMap[offset];
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minHeight = Math.Min(minHeight, height);
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minHeight = Math.Min(minHeight, height);
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vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
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vertices[verticesCount + 0] = (float)xx + extentBase.X;
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vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
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vertices[verticesCount + 1] = (float)yy + extentBase.Y;
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vertices[verticesCount + 2] = height + extentBase.Z;
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vertices[verticesCount + 2] = height + extentBase.Z;
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verticesCount += 3;
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verticesCount += 3;
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}
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}
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@ -272,5 +284,158 @@ public sealed class BSTerrainMesh : BSTerrainPhys
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return ret;
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return ret;
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}
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}
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private class HeightMapGetter
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{
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private float[] m_heightMap;
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private int m_sizeX;
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private int m_sizeY;
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public HeightMapGetter(float[] pHeightMap, int pSizeX, int pSizeY)
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{
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m_heightMap = pHeightMap;
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m_sizeX = pSizeX;
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m_sizeY = pSizeY;
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}
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// The heightmap is extended as an infinite plane at the last height
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public float GetHeight(int xx, int yy)
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{
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int offset = 0;
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// Extend the height with the height from the last row or column
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if (yy >= m_sizeY)
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if (xx >= m_sizeX)
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offset = (m_sizeY - 1) * m_sizeX + (m_sizeX - 1);
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else
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offset = (m_sizeY - 1) * m_sizeX + xx;
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else
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if (xx >= m_sizeX)
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offset = yy * m_sizeX + (m_sizeX - 1);
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else
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offset = yy * m_sizeX + xx;
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return m_heightMap[offset];
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}
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}
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// Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
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// Version that handles magnification.
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// Return 'true' if successfully created.
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public static bool ConvertHeightmapToMesh2( BSScene physicsScene,
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float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
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int magnification, // number of vertices per heighmap step
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Vector3 extent, // dimensions of the output mesh
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Vector3 extentBase, // base to be added to all vertices
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out int indicesCountO, out int[] indicesO,
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out int verticesCountO, out float[] verticesO)
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{
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bool ret = false;
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int indicesCount = 0;
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int verticesCount = 0;
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int[] indices = new int[0];
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float[] vertices = new float[0];
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HeightMapGetter hmap = new HeightMapGetter(heightMap, sizeX, sizeY);
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// The vertices dimension of the output mesh
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int meshX = sizeX * magnification;
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int meshY = sizeY * magnification;
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// The output size of one mesh step
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float meshXStep = extent.X / meshX;
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float meshYStep = extent.Y / meshY;
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// Create an array of vertices that is meshX+1 by meshY+1 (note the loop
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// from zero to <= meshX). The triangle indices are then generated as two triangles
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// per heightmap point. There are meshX by meshY of these squares. The extra row and
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// column of vertices are used to complete the triangles of the last row and column
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// of the heightmap.
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try
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{
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// Vertices for the output heightmap plus one on the side and bottom to complete triangles
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int totalVertices = (meshX + 1) * (meshY + 1);
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vertices = new float[totalVertices * 3];
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int totalIndices = meshX * meshY * 6;
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indices = new int[totalIndices];
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if (physicsScene != null)
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physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,inSize={1},outSize={2},totVert={3},totInd={4},extentBase={5}",
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BSScene.DetailLogZero, new Vector2(sizeX, sizeY), new Vector2(meshX, meshY),
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totalVertices, totalIndices, extentBase);
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float minHeight = float.MaxValue;
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// Note that sizeX+1 vertices are created since there is land between this and the next region.
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// Loop through the output vertices and compute the mediun height in between the input vertices
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for (int yy = 0; yy <= meshY; yy++)
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{
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for (int xx = 0; xx <= meshX; xx++) // Hint: the "<=" means we go around sizeX + 1 times
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{
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float offsetY = (float)yy * (float)sizeY / (float)meshY; // The Y that is closest to the mesh point
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int stepY = (int)offsetY;
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float fractionalY = offsetY - (float)stepY;
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float offsetX = (float)xx * (float)sizeX / (float)meshX; // The X that is closest to the mesh point
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int stepX = (int)offsetX;
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float fractionalX = offsetX - (float)stepX;
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// physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,xx={1},yy={2},offX={3},stepX={4},fractX={5},offY={6},stepY={7},fractY={8}",
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// BSScene.DetailLogZero, xx, yy, offsetX, stepX, fractionalX, offsetY, stepY, fractionalY);
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// get the four corners of the heightmap square the mesh point is in
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float heightUL = hmap.GetHeight(stepX , stepY );
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float heightUR = hmap.GetHeight(stepX + 1, stepY );
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float heightLL = hmap.GetHeight(stepX , stepY + 1);
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float heightLR = hmap.GetHeight(stepX + 1, stepY + 1);
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// bilinear interplolation
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float height = heightUL * (1 - fractionalX) * (1 - fractionalY)
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+ heightUR * fractionalX * (1 - fractionalY)
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+ heightLL * (1 - fractionalX) * fractionalY
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+ heightLR * fractionalX * fractionalY;
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// physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,heightUL={1},heightUR={2},heightLL={3},heightLR={4},heightMap={5}",
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// BSScene.DetailLogZero, heightUL, heightUR, heightLL, heightLR, height);
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minHeight = Math.Min(minHeight, height);
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vertices[verticesCount + 0] = (float)xx * meshXStep + extentBase.X;
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vertices[verticesCount + 1] = (float)yy * meshYStep + extentBase.Y;
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vertices[verticesCount + 2] = height + extentBase.Z;
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verticesCount += 3;
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}
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}
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// The number of vertices generated
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verticesCount /= 3;
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// Loop through all the heightmap squares and create indices for the two triangles for that square
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for (int yy = 0; yy < meshY; yy++)
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{
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for (int xx = 0; xx < meshX; xx++)
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{
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int offset = yy * (meshX + 1) + xx;
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// Each vertices is presumed to be the upper left corner of a box of two triangles
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indices[indicesCount + 0] = offset;
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indices[indicesCount + 1] = offset + 1;
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indices[indicesCount + 2] = offset + meshX + 1; // accounting for the extra column
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indices[indicesCount + 3] = offset + 1;
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indices[indicesCount + 4] = offset + meshX + 2;
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indices[indicesCount + 5] = offset + meshX + 1;
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indicesCount += 6;
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}
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}
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ret = true;
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}
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catch (Exception e)
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{
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if (physicsScene != null)
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physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
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LogHeader, physicsScene.RegionName, extentBase, e);
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}
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indicesCountO = indicesCount;
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indicesO = indices;
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verticesCountO = verticesCount;
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verticesO = vertices;
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return ret;
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}
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}
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}
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}
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}
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