// TODO: redo terrain implementation selection to allow other base types than heightMap. BSTerrainPhys BuildPhysicalTerrain(uint id, float[] heightMap) { // Find high and low points of passed heightmap. // The min and max passed in is usually the area objects can be in (maximum // object height, for instance). The terrain wants the bounding box for the // terrain so replace passed min and max Z with the actual terrain min/max Z. float minZ = float.MaxValue; float maxZ = float.MinValue; foreach (float height in heightMap) { if (height < minZ) { minZ = height; } if (height > maxZ) { maxZ = height; } } if (minZ == maxZ) { // If min and max are the same, reduce min a little bit so a good bounding box is created. minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE; } Vector3 minCoords = new Vector3(0, 0, minZ); Vector3 maxCoords = new Vector3(PhysicsScene.Scene.RegionInfo.RegionSizeX, PhysicsScene.Scene.RegionInfo.RegionSizeY, maxZ); PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/ created with {2}", LogHeader, PhysicsScene.RegionName, (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); BSTerrainPhys newTerrainPhys = null; switch ((int)BSParam.TerrainImplementation) { case (int)BSTerrainPhys.TerrainImplementation.Heightmap: newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, id, heightMap, minCoords, maxCoords); break; case (int)BSTerrainPhys.TerrainImplementation.Mesh: newTerrainPhys = new BSTerrainMesh(PhysicsScene, Vector3.Zero, id, heightMap, minCoords, maxCoords); break; default: PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}", LogHeader, (int)BSParam.TerrainImplementation, BSParam.TerrainImplementation, PhysicsScene.RegionName); break; } return(newTerrainPhys); }
// 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() { DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName); // The ground plane is here to catch things that are trying to drop to negative infinity BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); Vector3 groundPlaneAltitude = new Vector3(0f, 0f, BSParam.TerrainGroundPlane); m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, BSScene.GROUNDPLANE_ID, groundPlaneAltitude, Quaternion.Identity); PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_groundPlane); PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_groundPlane); // Ground plane does not move PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); // Everything collides with the ground plane. m_groundPlane.collisionType = CollisionType.Groundplane; m_groundPlane.ApplyCollisionMask(PhysicsScene); m_terrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, m_worldMax); }
// If called for terrain has has not been previously allocated, a new terrain will be built // based on the passed information. The 'id' should be either the terrain id or // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. // The latter feature is for creating child terrains for mega-regions. // If there is an existing terrain body, a new // terrain shape is created and added to the body. // This call is most often used to update the heightMap and parameters of the terrain. // (The above does suggest that some simplification/refactoring is in order.) // Called during taint-time. void UpdateTerrain(uint id, float[] heightMap) { DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1}", BSScene.DetailLogZero, id); if (m_terrain != null) { // There is already a terrain in this spot. Free the old and build the new. DetailLog("{0},BSTErrainManager.UpdateTerrain:UpdateExisting,call,id={1}", BSScene.DetailLogZero, id); // Release any physical memory it may be using. m_terrain.Dispose(); m_terrain = BuildPhysicalTerrain(id, heightMap); m_terrainModified = true; } else { // We don't know about this terrain so either we are creating a new terrain or // our mega-prim child is giving us a new terrain to add to the phys world // if this is a child terrain, calculate a unique terrain id uint newTerrainID = id; if (newTerrainID >= BSScene.CHILDTERRAIN_ID) { newTerrainID = ++m_terrainCount; } DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1}", BSScene.DetailLogZero, newTerrainID); m_terrain = BuildPhysicalTerrain(id, heightMap); m_terrainModified = true; } }
// If called for terrain has has not been previously allocated, a new terrain will be built // based on the passed information. The 'id' should be either the terrain id or // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. // The latter feature is for creating child terrains for mega-regions. // If there is an existing terrain body, a new // terrain shape is created and added to the body. // This call is most often used to update the heightMap and parameters of the terrain. // (The above does suggest that some simplification/refactoring is in order.) // Called during taint-time. void UpdateTerrain(uint id, float[] heightMap) { DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1}", BSScene.DetailLogZero, id); if (m_terrain != null) { // There is already a terrain in this spot. Free the old and build the new. DetailLog("{0},BSTErrainManager.UpdateTerrain:UpdateExisting,call,id={1}", BSScene.DetailLogZero, id); // Release any physical memory it may be using. m_terrain.Dispose(); m_terrain = BuildPhysicalTerrain(id, heightMap); m_terrainModified = true; } else { // We don't know about this terrain so either we are creating a new terrain or // our mega-prim child is giving us a new terrain to add to the phys world // if this is a child terrain, calculate a unique terrain id uint newTerrainID = id; if (newTerrainID >= BSScene.CHILDTERRAIN_ID) newTerrainID = ++m_terrainCount; DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1}", BSScene.DetailLogZero, newTerrainID); m_terrain = BuildPhysicalTerrain(id, heightMap); m_terrainModified = true; } }