/* * 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 BSTerrainHeightmap : BSTerrainPhys { static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]"; BulletHMapInfo m_mapInfo = null; // Constructor to build a default, flat heightmap terrain. public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) : base(physicsScene, regionBase, id) { Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE); Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION); int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y; float[] initialMap = new float[totalHeights]; for (int ii = 0; ii < totalHeights; ii++) { initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; } m_mapInfo = new BulletHMapInfo(id, initialMap); m_mapInfo.minCoords = minTerrainCoords; m_mapInfo.maxCoords = maxTerrainCoords; m_mapInfo.terrainRegionBase = TerrainBase; // Don't have to free any previous since we just got here. BuildHeightmapTerrain(); } // This minCoords and maxCoords passed in give the size of the terrain (min and max Z // are the high and low points of the heightmap). public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, Vector3 minCoords, Vector3 maxCoords) : base(physicsScene, regionBase, id) { m_mapInfo = new BulletHMapInfo(id, initialMap); m_mapInfo.minCoords = minCoords; m_mapInfo.maxCoords = maxCoords; m_mapInfo.minZ = minCoords.Z; m_mapInfo.maxZ = maxCoords.Z; m_mapInfo.terrainRegionBase = TerrainBase; // Don't have to free any previous since we just got here. BuildHeightmapTerrain(); } public override void Dispose() { ReleaseHeightMapTerrain(); } // Using the information in m_mapInfo, create the physical representation of the heightmap. private void BuildHeightmapTerrain() { // Create the terrain shape from the mapInfo m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); // The terrain object initial position is at the center of the object Vector3 centerPos; centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f); centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, m_mapInfo.ID, centerPos, Quaternion.Identity); // Set current terrain attributes m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); // Return the new terrain to the world of physical objects m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody); // redo its bounding box now that it is in the world m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody); m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; m_mapInfo.terrainBody.ApplyCollisionMask(m_physicsScene); // Make it so the terrain will not move or be considered for movement. m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); return; } // If there is information in m_mapInfo pointing to physical structures, release same. private void ReleaseHeightMapTerrain() { if (m_mapInfo != null) { if (m_mapInfo.terrainBody.HasPhysicalBody) { m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody); // Frees both the body and the shape. m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody); } } m_mapInfo = null; } // The passed position is relative to the base of the region. public override float GetTerrainHeightAtXYZ(Vector3 pos) { float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X; try { ret = m_mapInfo.heightMap[mapIndex]; } catch { // Sometimes they give us wonky values of X and Y. Give a warning and return something. m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", LogHeader, m_mapInfo.terrainRegionBase, pos); ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; } return ret; } // The passed position is relative to the base of the region. public override float GetWaterLevelAtXYZ(Vector3 pos) { return m_physicsScene.SimpleWaterLevel; } } }