opensim-development – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyrightD |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | using System; |
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28 | using System.Collections.Generic; |
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29 | using System.Text; |
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30 | |||
31 | using OpenSim.Framework; |
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32 | using OpenSim.Region.Framework; |
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33 | using OpenSim.Region.CoreModules; |
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34 | using OpenSim.Region.Physics.Manager; |
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35 | |||
36 | using Nini.Config; |
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37 | using log4net; |
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38 | |||
39 | using OpenMetaverse; |
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40 | |||
41 | namespace OpenSim.Region.Physics.BulletSPlugin |
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42 | { |
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43 | public sealed class BSTerrainMesh : BSTerrainPhys |
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44 | { |
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45 | static string LogHeader = "[BULLETSIM TERRAIN MESH]"; |
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46 | |||
47 | private float[] m_savedHeightMap; |
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48 | int m_sizeX; |
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49 | int m_sizeY; |
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50 | |||
51 | BulletShape m_terrainShape; |
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52 | BulletBody m_terrainBody; |
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53 | |||
54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) |
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55 | : base(physicsScene, regionBase, id) |
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56 | { |
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57 | } |
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58 | |||
59 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */) |
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60 | : base(physicsScene, regionBase, id) |
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61 | { |
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62 | } |
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63 | |||
64 | // Create terrain mesh from a heightmap. |
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65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, |
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66 | Vector3 minCoords, Vector3 maxCoords) |
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67 | : base(physicsScene, regionBase, id) |
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68 | { |
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69 | int indicesCount; |
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70 | int[] indices; |
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71 | int verticesCount; |
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72 | float[] vertices; |
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73 | |||
74 | m_savedHeightMap = initialMap; |
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75 | |||
76 | m_sizeX = (int)(maxCoords.X - minCoords.X); |
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77 | m_sizeY = (int)(maxCoords.Y - minCoords.Y); |
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78 | |||
79 | bool meshCreationSuccess = false; |
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80 | if (BSParam.TerrainMeshMagnification == 1) |
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81 | { |
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82 | // If a magnification of one, use the old routine that is tried and true. |
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83 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_physicsScene, |
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84 | initialMap, m_sizeX, m_sizeY, // input size |
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85 | Vector3.Zero, // base for mesh |
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86 | out indicesCount, out indices, out verticesCount, out vertices); |
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87 | } |
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88 | else |
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89 | { |
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90 | // Other magnifications use the newer routine |
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91 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(m_physicsScene, |
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92 | initialMap, m_sizeX, m_sizeY, // input size |
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93 | BSParam.TerrainMeshMagnification, |
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94 | physicsScene.TerrainManager.DefaultRegionSize, |
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95 | Vector3.Zero, // base for mesh |
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96 | out indicesCount, out indices, out verticesCount, out vertices); |
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97 | } |
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98 | if (!meshCreationSuccess) |
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99 | { |
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100 | // DISASTER!! |
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101 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); |
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102 | m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); |
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103 | // Something is very messed up and a crash is in our future. |
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104 | return; |
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105 | } |
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106 | |||
107 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", |
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108 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); |
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109 | |||
110 | m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); |
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111 | if (!m_terrainShape.HasPhysicalShape) |
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112 | { |
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113 | // DISASTER!! |
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114 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); |
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115 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); |
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116 | // Something is very messed up and a crash is in our future. |
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117 | return; |
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118 | } |
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119 | |||
120 | Vector3 pos = regionBase; |
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121 | Quaternion rot = Quaternion.Identity; |
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122 | |||
123 | m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); |
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124 | if (!m_terrainBody.HasPhysicalBody) |
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125 | { |
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126 | // DISASTER!! |
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127 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); |
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128 | // Something is very messed up and a crash is in our future. |
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129 | return; |
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130 | } |
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131 | physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); |
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132 | |||
133 | // Set current terrain attributes |
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134 | m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); |
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135 | m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); |
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136 | m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); |
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137 | m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); |
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138 | m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
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139 | |||
140 | // Static objects are not very massive. |
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141 | m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); |
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142 | |||
143 | // Put the new terrain to the world of physical objects |
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144 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody); |
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145 | |||
146 | // Redo its bounding box now that it is in the world |
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147 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody); |
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148 | |||
149 | m_terrainBody.collisionType = CollisionType.Terrain; |
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150 | m_terrainBody.ApplyCollisionMask(m_physicsScene); |
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151 | |||
152 | if (BSParam.UseSingleSidedMeshes) |
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153 | { |
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154 | m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); |
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155 | m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); |
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156 | } |
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157 | |||
158 | // Make it so the terrain will not move or be considered for movement. |
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159 | m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); |
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160 | } |
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161 | |||
162 | public override void Dispose() |
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163 | { |
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164 | if (m_terrainBody.HasPhysicalBody) |
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165 | { |
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166 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_terrainBody); |
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167 | // Frees both the body and the shape. |
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168 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_terrainBody); |
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169 | m_terrainBody.Clear(); |
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170 | m_terrainShape.Clear(); |
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171 | } |
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172 | } |
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173 | |||
174 | public override float GetTerrainHeightAtXYZ(Vector3 pos) |
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175 | { |
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176 | // For the moment use the saved heightmap to get the terrain height. |
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177 | // TODO: raycast downward to find the true terrain below the position. |
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178 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; |
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179 | |||
180 | int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X; |
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181 | try |
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182 | { |
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183 | ret = m_savedHeightMap[mapIndex]; |
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184 | } |
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185 | catch |
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186 | { |
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187 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. |
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188 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", |
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189 | LogHeader, TerrainBase, pos); |
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190 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; |
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191 | } |
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192 | return ret; |
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193 | } |
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194 | |||
195 | // The passed position is relative to the base of the region. |
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196 | public override float GetWaterLevelAtXYZ(Vector3 pos) |
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197 | { |
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198 | return m_physicsScene.SimpleWaterLevel; |
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199 | } |
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200 | |||
201 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). |
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202 | // Return 'true' if successfully created. |
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203 | public static bool ConvertHeightmapToMesh( BSScene physicsScene, |
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204 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap |
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205 | Vector3 extentBase, // base to be added to all vertices |
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206 | out int indicesCountO, out int[] indicesO, |
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207 | out int verticesCountO, out float[] verticesO) |
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208 | { |
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209 | bool ret = false; |
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210 | |||
211 | int indicesCount = 0; |
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212 | int verticesCount = 0; |
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213 | int[] indices = new int[0]; |
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214 | float[] vertices = new float[0]; |
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215 | |||
216 | // Simple mesh creation which assumes magnification == 1. |
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217 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. |
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218 | |||
219 | // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop |
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220 | // from zero to <= sizeX). The triangle indices are then generated as two triangles |
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221 | // per heightmap point. There are sizeX by sizeY of these squares. The extra row and |
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222 | // column of vertices are used to complete the triangles of the last row and column |
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223 | // of the heightmap. |
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224 | try |
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225 | { |
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226 | // One vertice per heightmap value plus the vertices off the side and bottom edge. |
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227 | int totalVertices = (sizeX + 1) * (sizeY + 1); |
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228 | vertices = new float[totalVertices * 3]; |
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229 | int totalIndices = sizeX * sizeY * 6; |
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230 | indices = new int[totalIndices]; |
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231 | |||
232 | if (physicsScene != null) |
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233 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3}", |
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234 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase); |
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235 | float minHeight = float.MaxValue; |
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236 | // Note that sizeX+1 vertices are created since there is land between this and the next region. |
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237 | for (int yy = 0; yy <= sizeY; yy++) |
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238 | { |
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239 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times |
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240 | { |
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241 | int offset = yy * sizeX + xx; |
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242 | // Extend the height with the height from the last row or column |
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243 | if (yy == sizeY) offset -= sizeX; |
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244 | if (xx == sizeX) offset -= 1; |
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245 | float height = heightMap[offset]; |
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246 | minHeight = Math.Min(minHeight, height); |
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247 | vertices[verticesCount + 0] = (float)xx + extentBase.X; |
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248 | vertices[verticesCount + 1] = (float)yy + extentBase.Y; |
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249 | vertices[verticesCount + 2] = height + extentBase.Z; |
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250 | verticesCount += 3; |
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251 | } |
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252 | } |
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253 | verticesCount = verticesCount / 3; |
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254 | |||
255 | for (int yy = 0; yy < sizeY; yy++) |
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256 | { |
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257 | for (int xx = 0; xx < sizeX; xx++) |
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258 | { |
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259 | int offset = yy * (sizeX + 1) + xx; |
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260 | // Each vertices is presumed to be the upper left corner of a box of two triangles |
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261 | indices[indicesCount + 0] = offset; |
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262 | indices[indicesCount + 1] = offset + 1; |
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263 | indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column |
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264 | indices[indicesCount + 3] = offset + 1; |
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265 | indices[indicesCount + 4] = offset + sizeX + 2; |
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266 | indices[indicesCount + 5] = offset + sizeX + 1; |
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267 | indicesCount += 6; |
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268 | } |
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269 | } |
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270 | |||
271 | ret = true; |
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272 | } |
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273 | catch (Exception e) |
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274 | { |
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275 | if (physicsScene != null) |
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276 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", |
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277 | LogHeader, physicsScene.RegionName, extentBase, e); |
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278 | } |
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279 | |||
280 | indicesCountO = indicesCount; |
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281 | indicesO = indices; |
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282 | verticesCountO = verticesCount; |
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283 | verticesO = vertices; |
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284 | |||
285 | return ret; |
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286 | } |
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287 | |||
288 | private class HeightMapGetter |
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289 | { |
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290 | private float[] m_heightMap; |
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291 | private int m_sizeX; |
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292 | private int m_sizeY; |
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293 | public HeightMapGetter(float[] pHeightMap, int pSizeX, int pSizeY) |
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294 | { |
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295 | m_heightMap = pHeightMap; |
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296 | m_sizeX = pSizeX; |
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297 | m_sizeY = pSizeY; |
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298 | } |
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299 | // The heightmap is extended as an infinite plane at the last height |
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300 | public float GetHeight(int xx, int yy) |
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301 | { |
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302 | int offset = 0; |
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303 | // Extend the height with the height from the last row or column |
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304 | if (yy >= m_sizeY) |
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305 | if (xx >= m_sizeX) |
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306 | offset = (m_sizeY - 1) * m_sizeX + (m_sizeX - 1); |
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307 | else |
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308 | offset = (m_sizeY - 1) * m_sizeX + xx; |
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309 | else |
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310 | if (xx >= m_sizeX) |
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311 | offset = yy * m_sizeX + (m_sizeX - 1); |
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312 | else |
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313 | offset = yy * m_sizeX + xx; |
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314 | |||
315 | return m_heightMap[offset]; |
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316 | } |
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317 | } |
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318 | |||
319 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). |
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320 | // Version that handles magnification. |
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321 | // Return 'true' if successfully created. |
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322 | public static bool ConvertHeightmapToMesh2( BSScene physicsScene, |
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323 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap |
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324 | int magnification, // number of vertices per heighmap step |
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325 | Vector3 extent, // dimensions of the output mesh |
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326 | Vector3 extentBase, // base to be added to all vertices |
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327 | out int indicesCountO, out int[] indicesO, |
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328 | out int verticesCountO, out float[] verticesO) |
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329 | { |
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330 | bool ret = false; |
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331 | |||
332 | int indicesCount = 0; |
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333 | int verticesCount = 0; |
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334 | int[] indices = new int[0]; |
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335 | float[] vertices = new float[0]; |
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336 | |||
337 | HeightMapGetter hmap = new HeightMapGetter(heightMap, sizeX, sizeY); |
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338 | |||
339 | // The vertices dimension of the output mesh |
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340 | int meshX = sizeX * magnification; |
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341 | int meshY = sizeY * magnification; |
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342 | // The output size of one mesh step |
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343 | float meshXStep = extent.X / meshX; |
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344 | float meshYStep = extent.Y / meshY; |
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345 | |||
346 | // Create an array of vertices that is meshX+1 by meshY+1 (note the loop |
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347 | // from zero to <= meshX). The triangle indices are then generated as two triangles |
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348 | // per heightmap point. There are meshX by meshY of these squares. The extra row and |
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349 | // column of vertices are used to complete the triangles of the last row and column |
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350 | // of the heightmap. |
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351 | try |
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352 | { |
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353 | // Vertices for the output heightmap plus one on the side and bottom to complete triangles |
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354 | int totalVertices = (meshX + 1) * (meshY + 1); |
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355 | vertices = new float[totalVertices * 3]; |
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356 | int totalIndices = meshX * meshY * 6; |
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357 | indices = new int[totalIndices]; |
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358 | |||
359 | if (physicsScene != null) |
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360 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,inSize={1},outSize={2},totVert={3},totInd={4},extentBase={5}", |
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361 | BSScene.DetailLogZero, new Vector2(sizeX, sizeY), new Vector2(meshX, meshY), |
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362 | totalVertices, totalIndices, extentBase); |
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363 | |||
364 | float minHeight = float.MaxValue; |
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365 | // Note that sizeX+1 vertices are created since there is land between this and the next region. |
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366 | // Loop through the output vertices and compute the mediun height in between the input vertices |
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367 | for (int yy = 0; yy <= meshY; yy++) |
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368 | { |
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369 | for (int xx = 0; xx <= meshX; xx++) // Hint: the "<=" means we go around sizeX + 1 times |
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370 | { |
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371 | float offsetY = (float)yy * (float)sizeY / (float)meshY; // The Y that is closest to the mesh point |
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372 | int stepY = (int)offsetY; |
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373 | float fractionalY = offsetY - (float)stepY; |
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374 | float offsetX = (float)xx * (float)sizeX / (float)meshX; // The X that is closest to the mesh point |
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375 | int stepX = (int)offsetX; |
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376 | float fractionalX = offsetX - (float)stepX; |
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377 | |||
378 | // 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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379 | // BSScene.DetailLogZero, xx, yy, offsetX, stepX, fractionalX, offsetY, stepY, fractionalY); |
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380 | |||
381 | // get the four corners of the heightmap square the mesh point is in |
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382 | float heightUL = hmap.GetHeight(stepX , stepY ); |
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383 | float heightUR = hmap.GetHeight(stepX + 1, stepY ); |
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384 | float heightLL = hmap.GetHeight(stepX , stepY + 1); |
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385 | float heightLR = hmap.GetHeight(stepX + 1, stepY + 1); |
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386 | |||
387 | // bilinear interplolation |
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388 | float height = heightUL * (1 - fractionalX) * (1 - fractionalY) |
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389 | + heightUR * fractionalX * (1 - fractionalY) |
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390 | + heightLL * (1 - fractionalX) * fractionalY |
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391 | + heightLR * fractionalX * fractionalY; |
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392 | |||
393 | // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,heightUL={1},heightUR={2},heightLL={3},heightLR={4},heightMap={5}", |
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394 | // BSScene.DetailLogZero, heightUL, heightUR, heightLL, heightLR, height); |
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395 | |||
396 | minHeight = Math.Min(minHeight, height); |
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397 | |||
398 | vertices[verticesCount + 0] = (float)xx * meshXStep + extentBase.X; |
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399 | vertices[verticesCount + 1] = (float)yy * meshYStep + extentBase.Y; |
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400 | vertices[verticesCount + 2] = height + extentBase.Z; |
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401 | verticesCount += 3; |
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402 | } |
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403 | } |
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404 | // The number of vertices generated |
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405 | verticesCount /= 3; |
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406 | |||
407 | // Loop through all the heightmap squares and create indices for the two triangles for that square |
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408 | for (int yy = 0; yy < meshY; yy++) |
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409 | { |
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410 | for (int xx = 0; xx < meshX; xx++) |
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411 | { |
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412 | int offset = yy * (meshX + 1) + xx; |
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413 | // Each vertices is presumed to be the upper left corner of a box of two triangles |
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414 | indices[indicesCount + 0] = offset; |
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415 | indices[indicesCount + 1] = offset + 1; |
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416 | indices[indicesCount + 2] = offset + meshX + 1; // accounting for the extra column |
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417 | indices[indicesCount + 3] = offset + 1; |
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418 | indices[indicesCount + 4] = offset + meshX + 2; |
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419 | indices[indicesCount + 5] = offset + meshX + 1; |
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420 | indicesCount += 6; |
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421 | } |
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422 | } |
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423 | |||
424 | ret = true; |
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425 | } |
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426 | catch (Exception e) |
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427 | { |
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428 | if (physicsScene != null) |
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429 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", |
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430 | LogHeader, physicsScene.RegionName, extentBase, e); |
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431 | } |
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432 | |||
433 | indicesCountO = indicesCount; |
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434 | indicesO = indices; |
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435 | verticesCountO = verticesCount; |
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436 | verticesO = vertices; |
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437 | |||
438 | return ret; |
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439 | } |
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440 | } |
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441 | } |