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author | Robert Adams | 2013-05-21 22:16:18 -0700 |
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committer | Robert Adams | 2013-05-21 22:16:18 -0700 |
commit | 6596a1de806d1ec509f3a570a0944ab9aff5947c (patch) | |
tree | 3c8719b8d502fc1e3c115c40768bebccf689c93a /OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |
parent | BulletSim: update DLLs and SOs with version containing gImpact code. (diff) | |
download | opensim-SC-6596a1de806d1ec509f3a570a0944ab9aff5947c.zip opensim-SC-6596a1de806d1ec509f3a570a0944ab9aff5947c.tar.gz opensim-SC-6596a1de806d1ec509f3a570a0944ab9aff5947c.tar.bz2 opensim-SC-6596a1de806d1ec509f3a570a0944ab9aff5947c.tar.xz |
Revert "BulletSim: add code to experimentally use asset hull data."
This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e.
Remove this code until I can figure out why the references that are
clearly in prebuild.xml doesn't work for the
'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 55 |
1 files changed, 4 insertions, 51 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index b7f7e6c..0152233 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -31,7 +31,6 @@ using System.Text; | |||
31 | 31 | ||
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
34 | using OpenSim.Region.Physics.Meshing; | ||
35 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | 34 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; |
36 | 35 | ||
37 | using OMV = OpenMetaverse; | 36 | using OMV = OpenMetaverse; |
@@ -574,56 +573,9 @@ public class BSShapeHull : BSShape | |||
574 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | 573 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) |
575 | { | 574 | { |
576 | BulletShape newShape = new BulletShape(); | 575 | BulletShape newShape = new BulletShape(); |
577 | newShape.shapeKey = newHullKey; | 576 | IntPtr hullPtr = IntPtr.Zero; |
578 | 577 | ||
579 | // Pass true for physicalness as this prevents the creation of bounding box which is not needed | 578 | if (BSParam.ShouldUseBulletHACD) |
580 | IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); | ||
581 | |||
582 | // If there is hull data in the mesh asset, build the hull from that | ||
583 | if (meshData != null && BSParam.ShouldUseAssetHulls) | ||
584 | { | ||
585 | Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; | ||
586 | if (realMesher != null) | ||
587 | { | ||
588 | List<List<OMV.Vector3>> allHulls = realMesher.GetConvexHulls(size); | ||
589 | if (allHulls != null) | ||
590 | { | ||
591 | int hullCount = allHulls.Count; | ||
592 | int totalVertices = 1; // include one for the count of the hulls | ||
593 | // Using the structure described for HACD hulls, create the memory sturcture | ||
594 | // to pass the hull data to the creater. | ||
595 | foreach (List<OMV.Vector3> hullVerts in allHulls) | ||
596 | { | ||
597 | totalVertices += 4; // add four for the vertex count and centroid | ||
598 | totalVertices += hullVerts.Count * 3; // one vertex is three dimensions | ||
599 | } | ||
600 | float[] convHulls = new float[totalVertices]; | ||
601 | |||
602 | convHulls[0] = (float)hullCount; | ||
603 | int jj = 1; | ||
604 | foreach (List<OMV.Vector3> hullVerts in allHulls) | ||
605 | { | ||
606 | convHulls[jj + 0] = hullVerts.Count; | ||
607 | convHulls[jj + 1] = 0f; // centroid x,y,z | ||
608 | convHulls[jj + 2] = 0f; | ||
609 | convHulls[jj + 3] = 0f; | ||
610 | jj += 4; | ||
611 | foreach (OMV.Vector3 oneVert in hullVerts) | ||
612 | { | ||
613 | convHulls[jj + 0] = oneVert.X; | ||
614 | convHulls[jj + 1] = oneVert.Y; | ||
615 | convHulls[jj + 2] = oneVert.Z; | ||
616 | jj += 3; | ||
617 | } | ||
618 | } | ||
619 | |||
620 | // create the hull data structure in Bullet | ||
621 | newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); | ||
622 | } | ||
623 | } | ||
624 | } | ||
625 | // If no hull specified in the asset and we should use Bullet's HACD approximation... | ||
626 | if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) | ||
627 | { | 579 | { |
628 | // Build the hull shape from an existing mesh shape. | 580 | // Build the hull shape from an existing mesh shape. |
629 | // The mesh should have already been created in Bullet. | 581 | // The mesh should have already been created in Bullet. |
@@ -652,10 +604,11 @@ public class BSShapeHull : BSShape | |||
652 | } | 604 | } |
653 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); | 605 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); |
654 | } | 606 | } |
655 | // If no hull specified, use our HACD hull approximation. | ||
656 | if (!newShape.HasPhysicalShape) | 607 | if (!newShape.HasPhysicalShape) |
657 | { | 608 | { |
658 | // Build a new hull in the physical world using the C# HACD algorigthm. | 609 | // Build a new hull in the physical world using the C# HACD algorigthm. |
610 | // Pass true for physicalness as this prevents the creation of bounding box which is not needed | ||
611 | IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); | ||
659 | if (meshData != null) | 612 | if (meshData != null) |
660 | { | 613 | { |
661 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | 614 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) |