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author | Robert Adams | 2012-09-20 10:12:51 -0700 |
---|---|---|
committer | Robert Adams | 2012-09-27 22:01:26 -0700 |
commit | 22290ef35aa13edb1501c69b3cce63a885302563 (patch) | |
tree | 2c4762479fb5336c3338acdd2d761fc8c15a04e9 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |
parent | BulletSim: add class and infrastructure for shape and object (diff) | |
download | opensim-SC-22290ef35aa13edb1501c69b3cce63a885302563.zip opensim-SC-22290ef35aa13edb1501c69b3cce63a885302563.tar.gz opensim-SC-22290ef35aa13edb1501c69b3cce63a885302563.tar.bz2 opensim-SC-22290ef35aa13edb1501c69b3cce63a885302563.tar.xz |
BulletSim: complete code for managed code shape and body tracking. Not debugged.
Eliminate some null exceptions created adding the above code.
Add and remove some detailed logging statements.
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 617 |
1 files changed, 547 insertions, 70 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index eb4b2ad..7470d23 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -1,70 +1,547 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyrightD | 9 | * * Redistributions in binary form must reproduce the above copyrightD |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSimulator Project nor the | 12 | * * Neither the name of the OpenSimulator Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | using System; | 27 | using System; |
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Text; | 29 | using System.Text; |
30 | using OMV = OpenMetaverse; | 30 | using OMV = OpenMetaverse; |
31 | 31 | using OpenSim.Framework; | |
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | using OpenSim.Region.Physics.Manager; |
33 | { | 33 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; |
34 | public class BSShapeCollection : IDisposable | 34 | |
35 | { | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | protected BSScene PhysicsScene { get; set; } | 36 | { |
37 | 37 | public class BSShapeCollection : IDisposable | |
38 | public BSShapeCollection(BSScene physScene) | 38 | { |
39 | { | 39 | protected BSScene PhysicsScene { get; set; } |
40 | PhysicsScene = physScene; | 40 | |
41 | } | 41 | private Object m_shapeActivityLock = new Object(); |
42 | 42 | ||
43 | public void Dispose() | 43 | private struct MeshDesc |
44 | { | 44 | { |
45 | } | 45 | public IntPtr Ptr; |
46 | 46 | public int referenceCount; | |
47 | // Track another user of a body | 47 | public DateTime lastReferenced; |
48 | public void ReferenceBody(BulletBody shape) | 48 | public IMesh meshData; |
49 | { | 49 | } |
50 | } | 50 | |
51 | 51 | private struct HullDesc | |
52 | // Release the usage of a body | 52 | { |
53 | public void DereferenceBody(BulletBody shape) | 53 | public IntPtr Ptr; |
54 | { | 54 | public int referenceCount; |
55 | } | 55 | public DateTime lastReferenced; |
56 | 56 | } | |
57 | // Track another user of the shape | 57 | |
58 | public void ReferenceShape(BulletShape shape) | 58 | private Dictionary<ulong, MeshDesc> Meshes = new Dictionary<ulong, MeshDesc>(); |
59 | { | 59 | private Dictionary<ulong, HullDesc> Hulls = new Dictionary<ulong, HullDesc>(); |
60 | } | 60 | |
61 | 61 | public BSShapeCollection(BSScene physScene) | |
62 | // Release the usage of a shape | 62 | { |
63 | public void DereferenceShape(BulletShape shape) | 63 | PhysicsScene = physScene; |
64 | { | 64 | } |
65 | } | 65 | |
66 | 66 | public void Dispose() | |
67 | 67 | { | |
68 | 68 | } | |
69 | } | 69 | |
70 | } | 70 | // Called to update/change the body and shape for an object. |
71 | // First checks the shape and updates that if necessary then makes | ||
72 | // sure the body is of the right type. | ||
73 | // Return 'true' if either the body or the shape changed. | ||
74 | // Called at taint-time!! | ||
75 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) | ||
76 | { | ||
77 | bool ret = false; | ||
78 | |||
79 | // Do we have the correct geometry for this type of object? | ||
80 | if (CreateGeom(forceRebuild, prim, shapeData, pbs)) | ||
81 | { | ||
82 | // If we had to select a new shape geometry for the object, | ||
83 | // rebuild the body around it. | ||
84 | CreateObject(true, prim, PhysicsScene.World, prim.BSShape, shapeData); | ||
85 | ret = true; | ||
86 | } | ||
87 | |||
88 | return ret; | ||
89 | } | ||
90 | |||
91 | // Track another user of a body | ||
92 | public void ReferenceBody(BulletBody shape) | ||
93 | { | ||
94 | } | ||
95 | |||
96 | // Release the usage of a body | ||
97 | public void DereferenceBody(BulletBody shape) | ||
98 | { | ||
99 | } | ||
100 | |||
101 | // Track another user of the shape | ||
102 | public void ReferenceShape(BulletShape shape) | ||
103 | { | ||
104 | ReferenceShape(shape, null); | ||
105 | } | ||
106 | |||
107 | // Track the datastructures and use count for a shape. | ||
108 | // When creating a hull, this is called first to reference the mesh | ||
109 | // and then again to reference the hull. | ||
110 | // Meshes and hulls for the same shape have the same hash key. | ||
111 | private void ReferenceShape(BulletShape shape, IMesh meshData) | ||
112 | { | ||
113 | switch (shape.type) | ||
114 | { | ||
115 | case ShapeData.PhysicsShapeType.SHAPE_MESH: | ||
116 | MeshDesc meshDesc; | ||
117 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | ||
118 | { | ||
119 | // There is an existing instance of this mesh. | ||
120 | meshDesc.referenceCount++; | ||
121 | } | ||
122 | else | ||
123 | { | ||
124 | // This is a new reference to a mesh | ||
125 | meshDesc.Ptr = shape.Ptr; | ||
126 | meshDesc.meshData = meshData; | ||
127 | meshDesc.referenceCount = 1; | ||
128 | |||
129 | } | ||
130 | meshDesc.lastReferenced = System.DateTime.Now; | ||
131 | Meshes[shape.shapeKey] = meshDesc; | ||
132 | break; | ||
133 | case ShapeData.PhysicsShapeType.SHAPE_HULL: | ||
134 | HullDesc hullDesc; | ||
135 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | ||
136 | { | ||
137 | // There is an existing instance of this mesh. | ||
138 | hullDesc.referenceCount++; | ||
139 | } | ||
140 | else | ||
141 | { | ||
142 | // This is a new reference to a mesh | ||
143 | hullDesc.Ptr = shape.Ptr; | ||
144 | hullDesc.referenceCount = 1; | ||
145 | |||
146 | } | ||
147 | hullDesc.lastReferenced = System.DateTime.Now; | ||
148 | Hulls[shape.shapeKey] = hullDesc; | ||
149 | break; | ||
150 | default: | ||
151 | break; | ||
152 | } | ||
153 | } | ||
154 | |||
155 | // Release the usage of a shape | ||
156 | public void DereferenceShape(BulletShape shape) | ||
157 | { | ||
158 | switch (shape.type) | ||
159 | { | ||
160 | case ShapeData.PhysicsShapeType.SHAPE_HULL: | ||
161 | DereferenceHull(shape); | ||
162 | // Hulls also include a mesh | ||
163 | DereferenceMesh(shape); | ||
164 | break; | ||
165 | case ShapeData.PhysicsShapeType.SHAPE_MESH: | ||
166 | DereferenceMesh(shape); | ||
167 | break; | ||
168 | default: | ||
169 | break; | ||
170 | } | ||
171 | } | ||
172 | |||
173 | // Count down the reference count for a mesh shape | ||
174 | private void DereferenceMesh(BulletShape shape) | ||
175 | { | ||
176 | MeshDesc meshDesc; | ||
177 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | ||
178 | { | ||
179 | meshDesc.referenceCount--; | ||
180 | // TODO: release the Bullet storage | ||
181 | meshDesc.lastReferenced = System.DateTime.Now; | ||
182 | Meshes[shape.shapeKey] = meshDesc; | ||
183 | } | ||
184 | } | ||
185 | |||
186 | // Count down the reference count for a hull shape | ||
187 | private void DereferenceHull(BulletShape shape) | ||
188 | { | ||
189 | HullDesc hullDesc; | ||
190 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | ||
191 | { | ||
192 | hullDesc.referenceCount--; | ||
193 | // TODO: release the Bullet storage (aging old entries?) | ||
194 | hullDesc.lastReferenced = System.DateTime.Now; | ||
195 | Hulls[shape.shapeKey] = hullDesc; | ||
196 | } | ||
197 | } | ||
198 | |||
199 | // Create the geometry information in Bullet for later use. | ||
200 | // The objects needs a hull if it's physical otherwise a mesh is enough. | ||
201 | // No locking here because this is done when we know physics is not simulating. | ||
202 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. | ||
203 | // Returns 'true' if the geometry was rebuilt. | ||
204 | // Called at taint-time! | ||
205 | private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) | ||
206 | { | ||
207 | bool ret = false; | ||
208 | bool haveShape = false; | ||
209 | bool nativeShapePossible = true; | ||
210 | |||
211 | BulletShape newShape = new BulletShape(IntPtr.Zero); | ||
212 | |||
213 | // If the object is dynamic, it must have a hull shape | ||
214 | if (prim.IsPhysical) | ||
215 | nativeShapePossible = false; | ||
216 | |||
217 | // If the prim attributes are simple, this could be a simple Bullet native shape | ||
218 | if (nativeShapePossible | ||
219 | && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) | ||
220 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
221 | && pbs.ProfileHollow == 0 | ||
222 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
223 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
224 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
225 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
226 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) | ||
227 | { | ||
228 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) | ||
229 | { | ||
230 | haveShape = true; | ||
231 | if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | ||
232 | { | ||
233 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere (force={1}", prim.LocalID, forceRebuild); | ||
234 | newShape = AddNativeShapeToPrim(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE); | ||
235 | |||
236 | ret = true; | ||
237 | } | ||
238 | } | ||
239 | else | ||
240 | { | ||
241 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | ||
242 | haveShape = true; | ||
243 | if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX)) | ||
244 | { | ||
245 | DetailLog("{0},BSShapeCollection.CreateGeom,box (force={1})", prim.LocalID, forceRebuild); | ||
246 | newShape = AddNativeShapeToPrim(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX); | ||
247 | |||
248 | ret = true; | ||
249 | } | ||
250 | } | ||
251 | } | ||
252 | // If a simple shape isn't happening, create a mesh and possibly a hull | ||
253 | if (!haveShape) | ||
254 | { | ||
255 | if (prim.IsPhysical) | ||
256 | { | ||
257 | if (forceRebuild || !Hulls.ContainsKey(prim.BSShape.shapeKey)) | ||
258 | { | ||
259 | // physical objects require a hull for interaction. | ||
260 | // This also creates the mesh if it doesn't already exist | ||
261 | ret = CreateGeomHull(prim, shapeData, pbs); | ||
262 | } | ||
263 | } | ||
264 | else | ||
265 | { | ||
266 | if (forceRebuild || !Meshes.ContainsKey(prim.BSShape.shapeKey)) | ||
267 | { | ||
268 | // Static (non-physical) objects only need a mesh for bumping into | ||
269 | ret = CreateGeomMesh(prim, shapeData, pbs); | ||
270 | } | ||
271 | } | ||
272 | } | ||
273 | return ret; | ||
274 | } | ||
275 | |||
276 | private BulletShape AddNativeShapeToPrim(BSPrim prim, ShapeData shapeData, ShapeData.PhysicsShapeType shapeType) | ||
277 | { | ||
278 | BulletShape newShape; | ||
279 | |||
280 | // Bullet native objects are scaled by the Bullet engine so pass the size in | ||
281 | prim.Scale = shapeData.Size; | ||
282 | |||
283 | // release any previous shape | ||
284 | DereferenceShape(prim.BSShape); | ||
285 | |||
286 | MeshDesc existingShapeDesc; | ||
287 | if (Meshes.TryGetValue(shapeData.MeshKey, out existingShapeDesc)) | ||
288 | { | ||
289 | // If there is an existing allocated shape, use it | ||
290 | newShape = new BulletShape(existingShapeDesc.Ptr, shapeType); | ||
291 | } | ||
292 | else | ||
293 | { | ||
294 | // Shape of this discriptioin is not allocated. Create new. | ||
295 | newShape = new BulletShape( | ||
296 | BulletSimAPI.BuildNativeShape2(PhysicsScene.World.Ptr, | ||
297 | (float)shapeType, | ||
298 | PhysicsScene.Params.collisionMargin, | ||
299 | prim.Scale), | ||
300 | shapeType); | ||
301 | } | ||
302 | newShape.shapeKey = shapeData.MeshKey; | ||
303 | ReferenceShape(newShape); | ||
304 | prim.BSShape = newShape; | ||
305 | return newShape; | ||
306 | } | ||
307 | |||
308 | // No locking here because this is done when we know physics is not simulating | ||
309 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). | ||
310 | // Called at taint-time! | ||
311 | private bool CreateGeomMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) | ||
312 | { | ||
313 | BulletShape newShape = new BulletShape(IntPtr.Zero); | ||
314 | |||
315 | // level of detail based on size and type of the object | ||
316 | float lod = PhysicsScene.MeshLOD; | ||
317 | if (pbs.SculptEntry) | ||
318 | lod = PhysicsScene.SculptLOD; | ||
319 | |||
320 | float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z)); | ||
321 | if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) | ||
322 | lod = PhysicsScene.MeshMegaPrimLOD; | ||
323 | |||
324 | ulong newMeshKey = (ulong)pbs.GetMeshKey(shapeData.Size, lod); | ||
325 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _meshKey, newMeshKey); | ||
326 | |||
327 | // if this new shape is the same as last time, don't recreate the mesh | ||
328 | if (prim.BSShape.shapeKey == newMeshKey) return false; | ||
329 | |||
330 | DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,key={1}", prim.LocalID, newMeshKey); | ||
331 | |||
332 | // Since we're recreating new, get rid of the reference to the previous shape | ||
333 | DereferenceShape(prim.BSShape); | ||
334 | |||
335 | IMesh meshData = null; | ||
336 | IntPtr meshPtr; | ||
337 | MeshDesc meshDesc; | ||
338 | if (Meshes.TryGetValue(newMeshKey, out meshDesc)) | ||
339 | { | ||
340 | // If the mesh has already been built just use it. | ||
341 | meshPtr = meshDesc.Ptr; | ||
342 | } | ||
343 | else | ||
344 | { | ||
345 | // always pass false for physicalness as this creates some sort of bounding box which we don't need | ||
346 | meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, shapeData.Size, lod, false); | ||
347 | |||
348 | int[] indices = meshData.getIndexListAsInt(); | ||
349 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
350 | |||
351 | float[] verticesAsFloats = new float[vertices.Count * 3]; | ||
352 | int vi = 0; | ||
353 | foreach (OMV.Vector3 vv in vertices) | ||
354 | { | ||
355 | verticesAsFloats[vi++] = vv.X; | ||
356 | verticesAsFloats[vi++] = vv.Y; | ||
357 | verticesAsFloats[vi++] = vv.Z; | ||
358 | } | ||
359 | |||
360 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | ||
361 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); | ||
362 | |||
363 | meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.Ptr, | ||
364 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); | ||
365 | } | ||
366 | newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); | ||
367 | newShape.shapeKey = newMeshKey; | ||
368 | |||
369 | ReferenceShape(newShape, meshData); | ||
370 | |||
371 | // meshes are already scaled by the meshmerizer | ||
372 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | ||
373 | prim.BSShape = newShape; | ||
374 | return true; // 'true' means a new shape has been added to this prim | ||
375 | } | ||
376 | |||
377 | // No locking here because this is done when we know physics is not simulating | ||
378 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). | ||
379 | List<ConvexResult> m_hulls; | ||
380 | private bool CreateGeomHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) | ||
381 | { | ||
382 | BulletShape newShape; | ||
383 | |||
384 | float lod = pbs.SculptEntry ? PhysicsScene.SculptLOD : PhysicsScene.MeshLOD; | ||
385 | ulong newHullKey = (ulong)pbs.GetMeshKey(shapeData.Size, lod); | ||
386 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _hullKey, newHullKey); | ||
387 | |||
388 | // if the hull hasn't changed, don't rebuild it | ||
389 | if (newHullKey == prim.BSShape.shapeKey) return false; | ||
390 | |||
391 | DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", prim.LocalID, newHullKey, newHullKey); | ||
392 | |||
393 | // remove references to any previous shape | ||
394 | DereferenceShape(prim.BSShape); | ||
395 | |||
396 | // Make sure the underlying mesh exists and is correct | ||
397 | // Since we're in the hull code, we know CreateGeomMesh() will not create a native shape. | ||
398 | CreateGeomMesh(prim, shapeData, pbs); | ||
399 | MeshDesc meshDesc = Meshes[newHullKey]; | ||
400 | |||
401 | IntPtr hullPtr; | ||
402 | HullDesc hullDesc; | ||
403 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) | ||
404 | { | ||
405 | hullPtr = hullDesc.Ptr; | ||
406 | } | ||
407 | else | ||
408 | { | ||
409 | int[] indices = meshDesc.meshData.getIndexListAsInt(); | ||
410 | List<OMV.Vector3> vertices = meshDesc.meshData.getVertexList(); | ||
411 | |||
412 | //format conversion from IMesh format to DecompDesc format | ||
413 | List<int> convIndices = new List<int>(); | ||
414 | List<float3> convVertices = new List<float3>(); | ||
415 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
416 | { | ||
417 | convIndices.Add(indices[ii]); | ||
418 | } | ||
419 | foreach (OMV.Vector3 vv in vertices) | ||
420 | { | ||
421 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
422 | } | ||
423 | |||
424 | // setup and do convex hull conversion | ||
425 | m_hulls = new List<ConvexResult>(); | ||
426 | DecompDesc dcomp = new DecompDesc(); | ||
427 | dcomp.mIndices = convIndices; | ||
428 | dcomp.mVertices = convVertices; | ||
429 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
430 | // create the hull into the _hulls variable | ||
431 | convexBuilder.process(dcomp); | ||
432 | |||
433 | // Convert the vertices and indices for passing to unmanaged. | ||
434 | // The hull information is passed as a large floating point array. | ||
435 | // The format is: | ||
436 | // convHulls[0] = number of hulls | ||
437 | // convHulls[1] = number of vertices in first hull | ||
438 | // convHulls[2] = hull centroid X coordinate | ||
439 | // convHulls[3] = hull centroid Y coordinate | ||
440 | // convHulls[4] = hull centroid Z coordinate | ||
441 | // convHulls[5] = first hull vertex X | ||
442 | // convHulls[6] = first hull vertex Y | ||
443 | // convHulls[7] = first hull vertex Z | ||
444 | // convHulls[8] = second hull vertex X | ||
445 | // ... | ||
446 | // convHulls[n] = number of vertices in second hull | ||
447 | // convHulls[n+1] = second hull centroid X coordinate | ||
448 | // ... | ||
449 | // | ||
450 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
451 | // data structures that do not need to be converted in order to pass to Bullet. | ||
452 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
453 | int hullCount = m_hulls.Count; | ||
454 | int totalVertices = 1; // include one for the count of the hulls | ||
455 | foreach (ConvexResult cr in m_hulls) | ||
456 | { | ||
457 | totalVertices += 4; // add four for the vertex count and centroid | ||
458 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
459 | } | ||
460 | float[] convHulls = new float[totalVertices]; | ||
461 | |||
462 | convHulls[0] = (float)hullCount; | ||
463 | int jj = 1; | ||
464 | foreach (ConvexResult cr in m_hulls) | ||
465 | { | ||
466 | // copy vertices for index access | ||
467 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
468 | int kk = 0; | ||
469 | foreach (float3 ff in cr.HullVertices) | ||
470 | { | ||
471 | verts[kk++] = ff; | ||
472 | } | ||
473 | |||
474 | // add to the array one hull's worth of data | ||
475 | convHulls[jj++] = cr.HullIndices.Count; | ||
476 | convHulls[jj++] = 0f; // centroid x,y,z | ||
477 | convHulls[jj++] = 0f; | ||
478 | convHulls[jj++] = 0f; | ||
479 | foreach (int ind in cr.HullIndices) | ||
480 | { | ||
481 | convHulls[jj++] = verts[ind].x; | ||
482 | convHulls[jj++] = verts[ind].y; | ||
483 | convHulls[jj++] = verts[ind].z; | ||
484 | } | ||
485 | } | ||
486 | // create the hull data structure in Bullet | ||
487 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, LocalID, _hullKey, hullCount); | ||
488 | hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.Ptr, hullCount, convHulls); | ||
489 | } | ||
490 | newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL); | ||
491 | newShape.shapeKey = newHullKey; | ||
492 | |||
493 | ReferenceShape(newShape); | ||
494 | |||
495 | // meshes are already scaled by the meshmerizer | ||
496 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | ||
497 | prim.BSShape = newShape; | ||
498 | return true; // 'true' means a new shape has been added to this prim | ||
499 | } | ||
500 | |||
501 | // Callback from convex hull creater with a newly created hull. | ||
502 | // Just add it to the collection of hulls for this shape. | ||
503 | private void HullReturn(ConvexResult result) | ||
504 | { | ||
505 | m_hulls.Add(result); | ||
506 | return; | ||
507 | } | ||
508 | |||
509 | // Create an object in Bullet if it has not already been created | ||
510 | // No locking here because this is done when the physics engine is not simulating | ||
511 | // Returns 'true' if an object was actually created. | ||
512 | private bool CreateObject(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, ShapeData shapeData) | ||
513 | { | ||
514 | // the mesh or hull must have already been created in Bullet | ||
515 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, LocalID, shape.Type); | ||
516 | |||
517 | DereferenceBody(prim.BSBody); | ||
518 | |||
519 | BulletBody aBody; | ||
520 | IntPtr bodyPtr = IntPtr.Zero; | ||
521 | if (prim.IsSolid) | ||
522 | { | ||
523 | bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.Ptr, shape.Ptr, shapeData.Position, shapeData.Rotation); | ||
524 | } | ||
525 | else | ||
526 | { | ||
527 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.Ptr, shape.Ptr, shapeData.Position, shapeData.Rotation); | ||
528 | } | ||
529 | aBody = new BulletBody(shapeData.ID, bodyPtr); | ||
530 | |||
531 | ReferenceBody(aBody); | ||
532 | |||
533 | prim.BSBody = aBody; | ||
534 | return true; | ||
535 | } | ||
536 | |||
537 | private void DetailLog(string msg, params Object[] args) | ||
538 | { | ||
539 | PhysicsScene.PhysicsLogging.Write(msg, args); | ||
540 | } | ||
541 | |||
542 | |||
543 | |||
544 | |||
545 | |||
546 | } | ||
547 | } | ||