Ejemplo n.º 1
0
        // Create the initial instance of terrain and the underlying ground plane.
        // This is called from the initialization routine so we presume it is
        //    safe to call Bullet in real time. We hope no one is moving prims around yet.
        public void CreateInitialGroundPlaneAndTerrain()
        {
            // The ground plane is here to catch things that are trying to drop to negative infinity
            BulletShape groundPlaneShape = new BulletShape(
                BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f,
                                                     BSParam.TerrainCollisionMargin),
                BSPhysicsShapeType.SHAPE_GROUNDPLANE);

            m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
                                           BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
                                                                                          Vector3.Zero, Quaternion.Identity));
            BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr, Vector3.Zero, Quaternion.Identity);
            BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr);
            // Ground plane does not move
            BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
            // Everything collides with the ground plane.
            m_groundPlane.collisionType = CollisionType.Groundplane;
            m_groundPlane.ApplyCollisionMask();

            // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
            BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);

            m_terrains.Add(Vector3.Zero, initialTerrain);
        }
Ejemplo n.º 2
0
    // Create terrain mesh from a heightmap.
    public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, 
                                                    Vector3 minCoords, Vector3 maxCoords)
        : base(physicsScene, regionBase, id)
    {
        int indicesCount;
        int[] indices;
        int verticesCount;
        float[] vertices;

        m_savedHeightMap = initialMap;

        m_sizeX = (int)(maxCoords.X - minCoords.X);
        m_sizeY = (int)(maxCoords.Y - minCoords.Y);

        if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap,
                            m_sizeX, m_sizeY,
                            (float)m_sizeX, (float)m_sizeY,
                            Vector3.Zero, 1.0f,
                            out indicesCount, out indices, out verticesCount, out vertices))
        {
            // DISASTER!!
            PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
            PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
            // Something is very messed up and a crash is in our future.
            return;
        }
        PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", 
                                ID, indicesCount, indices.Length, verticesCount, vertices.Length);

        m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
                                                    indicesCount, indices, verticesCount, vertices),
                                        BSPhysicsShapeType.SHAPE_MESH);
        if (!m_terrainShape.HasPhysicalShape)
        {
            // DISASTER!!
            PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
            physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
            // Something is very messed up and a crash is in our future.
            return;
        }

        Vector3 pos = regionBase;
        Quaternion rot = Quaternion.Identity;

        m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot));
        if (!m_terrainBody.HasPhysicalBody)
        {
            // DISASTER!!
            physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
            // Something is very messed up and a crash is in our future.
            return;
        }

        // Set current terrain attributes
        BulletSimAPI.SetFriction2(m_terrainBody.ptr, BSParam.TerrainFriction);
        BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, BSParam.TerrainHitFraction);
        BulletSimAPI.SetRestitution2(m_terrainBody.ptr, BSParam.TerrainRestitution);
        BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);

        // Static objects are not very massive.
        BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);

        // Put the new terrain to the world of physical objects
        BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr, pos, rot);

        // Redo its bounding box now that it is in the world
        BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);

        m_terrainBody.collisionType = CollisionType.Terrain;
        m_terrainBody.ApplyCollisionMask();

        // Make it so the terrain will not move or be considered for movement.
        BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
    }
Ejemplo n.º 3
0
    // Create the initial instance of terrain and the underlying ground plane.
    // This is called from the initialization routine so we presume it is
    //    safe to call Bullet in real time. We hope no one is moving prims around yet.
    public void CreateInitialGroundPlaneAndTerrain()
    {
        // The ground plane is here to catch things that are trying to drop to negative infinity
        BulletShape groundPlaneShape = new BulletShape(
                    BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, 
                                    BSParam.TerrainCollisionMargin),
                    BSPhysicsShapeType.SHAPE_GROUNDPLANE);
        m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
                        BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
                                                            Vector3.Zero, Quaternion.Identity));
        BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr, Vector3.Zero, Quaternion.Identity);
        BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr);
        // Ground plane does not move
        BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
        // Everything collides with the ground plane.
        m_groundPlane.collisionType = CollisionType.Groundplane;
        m_groundPlane.ApplyCollisionMask();

        // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
        BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
        m_terrains.Add(Vector3.Zero, initialTerrain);
    }
Ejemplo n.º 4
0
        // Create terrain mesh from a heightmap.
        public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
                             Vector3 minCoords, Vector3 maxCoords)
            : base(physicsScene, regionBase, id)
        {
            int indicesCount;

            int[] indices;
            int   verticesCount;

            float[] vertices;

            m_savedHeightMap = initialMap;

            m_sizeX = (int)(maxCoords.X - minCoords.X);
            m_sizeY = (int)(maxCoords.Y - minCoords.Y);

            if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap,
                                                      m_sizeX, m_sizeY,
                                                      (float)m_sizeX, (float)m_sizeY,
                                                      Vector3.Zero, 1.0f,
                                                      out indicesCount, out indices, out verticesCount, out vertices))
            {
                // DISASTER!!
                PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
                PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }
            PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
                                   ID, indicesCount, indices.Length, verticesCount, vertices.Length);

            m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
                                                                           indicesCount, indices, verticesCount, vertices),
                                             BSPhysicsShapeType.SHAPE_MESH);
            if (!m_terrainShape.HasPhysicalShape)
            {
                // DISASTER!!
                PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
                physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }

            Vector3    pos = regionBase;
            Quaternion rot = Quaternion.Identity;

            m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2(m_terrainShape.ptr, ID, pos, rot));
            if (!m_terrainBody.HasPhysicalBody)
            {
                // DISASTER!!
                physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }

            // Set current terrain attributes
            BulletSimAPI.SetFriction2(m_terrainBody.ptr, BSParam.TerrainFriction);
            BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, BSParam.TerrainHitFraction);
            BulletSimAPI.SetRestitution2(m_terrainBody.ptr, BSParam.TerrainRestitution);
            BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);

            // Static objects are not very massive.
            BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);

            // Put the new terrain to the world of physical objects
            BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr, pos, rot);

            // Redo its bounding box now that it is in the world
            BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);

            m_terrainBody.collisionType = CollisionType.Terrain;
            m_terrainBody.ApplyCollisionMask();

            // Make it so the terrain will not move or be considered for movement.
            BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
        }