opensim – 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 BSTerrainHeightmap : BSTerrainPhys |
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44 | { |
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45 | static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]"; |
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46 | |||
47 | BulletHMapInfo m_mapInfo = null; |
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48 | |||
49 | // Constructor to build a default, flat heightmap terrain. |
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50 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) |
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51 | : base(physicsScene, regionBase, id) |
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52 | { |
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53 | Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE); |
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54 | Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION); |
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55 | int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y; |
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56 | float[] initialMap = new float[totalHeights]; |
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57 | for (int ii = 0; ii < totalHeights; ii++) |
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58 | { |
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59 | initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; |
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60 | } |
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61 | m_mapInfo = new BulletHMapInfo(id, initialMap, regionSize.X, regionSize.Y); |
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62 | m_mapInfo.minCoords = minTerrainCoords; |
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63 | m_mapInfo.maxCoords = maxTerrainCoords; |
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64 | m_mapInfo.terrainRegionBase = TerrainBase; |
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65 | // Don't have to free any previous since we just got here. |
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66 | BuildHeightmapTerrain(); |
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67 | } |
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68 | |||
69 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z |
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70 | // are the high and low points of the heightmap). |
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71 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, |
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72 | Vector3 minCoords, Vector3 maxCoords) |
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73 | : base(physicsScene, regionBase, id) |
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74 | { |
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75 | m_mapInfo = new BulletHMapInfo(id, initialMap, maxCoords.X - minCoords.X, maxCoords.Y - minCoords.Y); |
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76 | m_mapInfo.minCoords = minCoords; |
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77 | m_mapInfo.maxCoords = maxCoords; |
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78 | m_mapInfo.minZ = minCoords.Z; |
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79 | m_mapInfo.maxZ = maxCoords.Z; |
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80 | m_mapInfo.terrainRegionBase = TerrainBase; |
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81 | |||
82 | // Don't have to free any previous since we just got here. |
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83 | BuildHeightmapTerrain(); |
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84 | } |
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85 | |||
86 | public override void Dispose() |
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87 | { |
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88 | ReleaseHeightMapTerrain(); |
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89 | } |
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90 | |||
91 | // Using the information in m_mapInfo, create the physical representation of the heightmap. |
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92 | private void BuildHeightmapTerrain() |
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93 | { |
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94 | // Create the terrain shape from the mapInfo |
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95 | m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, |
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96 | new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, |
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97 | m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); |
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98 | |||
99 | |||
100 | // The terrain object initial position is at the center of the object |
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101 | Vector3 centerPos; |
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102 | centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f); |
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103 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); |
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104 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); |
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105 | |||
106 | m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, |
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107 | m_mapInfo.ID, centerPos, Quaternion.Identity); |
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108 | |||
109 | // Set current terrain attributes |
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110 | m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); |
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111 | m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); |
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112 | m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); |
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113 | m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
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114 | |||
115 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; |
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116 | |||
117 | // Return the new terrain to the world of physical objects |
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118 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody); |
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119 | |||
120 | // redo its bounding box now that it is in the world |
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121 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody); |
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122 | |||
123 | // Make it so the terrain will not move or be considered for movement. |
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124 | m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); |
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125 | |||
126 | return; |
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127 | } |
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128 | |||
129 | // If there is information in m_mapInfo pointing to physical structures, release same. |
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130 | private void ReleaseHeightMapTerrain() |
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131 | { |
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132 | if (m_mapInfo != null) |
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133 | { |
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134 | if (m_mapInfo.terrainBody.HasPhysicalBody) |
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135 | { |
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136 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody); |
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137 | // Frees both the body and the shape. |
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138 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody); |
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139 | } |
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140 | } |
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141 | m_mapInfo = null; |
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142 | } |
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143 | |||
144 | // The passed position is relative to the base of the region. |
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145 | public override float GetTerrainHeightAtXYZ(Vector3 pos) |
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146 | { |
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147 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; |
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148 | |||
149 | int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X; |
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150 | try |
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151 | { |
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152 | ret = m_mapInfo.heightMap[mapIndex]; |
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153 | } |
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154 | catch |
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155 | { |
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156 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. |
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157 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", |
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158 | LogHeader, m_mapInfo.terrainRegionBase, pos); |
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159 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; |
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160 | } |
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161 | return ret; |
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162 | } |
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163 | |||
164 | // The passed position is relative to the base of the region. |
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165 | public override float GetWaterLevelAtXYZ(Vector3 pos) |
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166 | { |
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167 | return m_physicsScene.SimpleWaterLevel; |
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168 | } |
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169 | } |
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170 | } |