diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 444 |
1 files changed, 248 insertions, 196 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index d189f1d..d3ba273 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -51,7 +51,7 @@ public class BSShapeCollection : IDisposable | |||
51 | } | 51 | } |
52 | 52 | ||
53 | // Description of a hull. | 53 | // Description of a hull. |
54 | // Meshes and hulls have the same shape hash key but we only need hulls for efficient physical objects | 54 | // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations. |
55 | private struct HullDesc | 55 | private struct HullDesc |
56 | { | 56 | { |
57 | public IntPtr ptr; | 57 | public IntPtr ptr; |
@@ -59,17 +59,9 @@ public class BSShapeCollection : IDisposable | |||
59 | public DateTime lastReferenced; | 59 | public DateTime lastReferenced; |
60 | } | 60 | } |
61 | 61 | ||
62 | private struct BodyDesc | 62 | // The sharable set of meshes and hulls. Indexed by their shape hash. |
63 | { | ||
64 | public IntPtr ptr; | ||
65 | // Bodies are only used once so reference count is always either one or zero | ||
66 | public int referenceCount; | ||
67 | public DateTime lastReferenced; | ||
68 | } | ||
69 | |||
70 | private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>(); | 63 | private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>(); |
71 | private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>(); | 64 | private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>(); |
72 | private Dictionary<uint, BodyDesc> Bodies = new Dictionary<uint, BodyDesc>(); | ||
73 | 65 | ||
74 | public BSShapeCollection(BSScene physScene) | 66 | public BSShapeCollection(BSScene physScene) |
75 | { | 67 | { |
@@ -92,8 +84,12 @@ public class BSShapeCollection : IDisposable | |||
92 | // First checks the shape and updates that if necessary then makes | 84 | // First checks the shape and updates that if necessary then makes |
93 | // sure the body is of the right type. | 85 | // sure the body is of the right type. |
94 | // Return 'true' if either the body or the shape changed. | 86 | // Return 'true' if either the body or the shape changed. |
87 | // 'shapeCallback' and 'bodyCallback' are, if non-null, functions called just before | ||
88 | // the current shape or body is destroyed. This allows the caller to remove any | ||
89 | // higher level dependencies on the shape or body. Mostly used for LinkSets to | ||
90 | // remove the physical constraints before the body is destroyed. | ||
95 | // Called at taint-time!! | 91 | // Called at taint-time!! |
96 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, | 92 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, |
97 | ShapeData shapeData, PrimitiveBaseShape pbs, | 93 | ShapeData shapeData, PrimitiveBaseShape pbs, |
98 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) | 94 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) |
99 | { | 95 | { |
@@ -103,7 +99,8 @@ public class BSShapeCollection : IDisposable | |||
103 | lock (m_collectionActivityLock) | 99 | lock (m_collectionActivityLock) |
104 | { | 100 | { |
105 | // Do we have the correct geometry for this type of object? | 101 | // Do we have the correct geometry for this type of object? |
106 | // Updates prim.BSShape with information/pointers to requested shape | 102 | // Updates prim.BSShape with information/pointers to shape. |
103 | // CreateGeom returns 'true' of BSShape as changed to a new shape. | ||
107 | bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback); | 104 | bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback); |
108 | // If we had to select a new shape geometry for the object, | 105 | // If we had to select a new shape geometry for the object, |
109 | // rebuild the body around it. | 106 | // rebuild the body around it. |
@@ -120,40 +117,24 @@ public class BSShapeCollection : IDisposable | |||
120 | 117 | ||
121 | // Track another user of a body | 118 | // Track another user of a body |
122 | // We presume the caller has allocated the body. | 119 | // We presume the caller has allocated the body. |
123 | // Bodies only have one user so the reference count is either 1 or 0. | 120 | // Bodies only have one user so the body is just put into the world if not already there. |
124 | public void ReferenceBody(BulletBody body, bool inTaintTime) | 121 | public void ReferenceBody(BulletBody body, bool inTaintTime) |
125 | { | 122 | { |
126 | lock (m_collectionActivityLock) | 123 | lock (m_collectionActivityLock) |
127 | { | 124 | { |
128 | BodyDesc bodyDesc; | 125 | DetailLog("{0},BSShapeCollection.ReferenceBody,newBody", body.ID, body); |
129 | if (Bodies.TryGetValue(body.ID, out bodyDesc)) | 126 | BSScene.TaintCallback createOperation = delegate() |
130 | { | 127 | { |
131 | bodyDesc.referenceCount++; | 128 | if (!BulletSimAPI.IsInWorld2(body.ptr)) |
132 | DetailLog("{0},BSShapeCollection.ReferenceBody,existingBody,body={1},ref={2}", body.ID, body, bodyDesc.referenceCount); | ||
133 | } | ||
134 | else | ||
135 | { | ||
136 | // New entry | ||
137 | bodyDesc.ptr = body.ptr; | ||
138 | bodyDesc.referenceCount = 1; | ||
139 | DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,ref={2}", | ||
140 | body.ID, body, bodyDesc.referenceCount); | ||
141 | BSScene.TaintCallback createOperation = delegate() | ||
142 | { | 129 | { |
143 | if (!BulletSimAPI.IsInWorld2(body.ptr)) | 130 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr); |
144 | { | 131 | DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); |
145 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr); | 132 | } |
146 | DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", | 133 | }; |
147 | body.ID, body); | 134 | if (inTaintTime) |
148 | } | 135 | createOperation(); |
149 | }; | 136 | else |
150 | if (inTaintTime) | 137 | PhysicsScene.TaintedObject("BSShapeCollection.ReferenceBody", createOperation); |
151 | createOperation(); | ||
152 | else | ||
153 | PhysicsScene.TaintedObject("BSShapeCollection.ReferenceBody", createOperation); | ||
154 | } | ||
155 | bodyDesc.lastReferenced = System.DateTime.Now; | ||
156 | Bodies[body.ID] = bodyDesc; | ||
157 | } | 138 | } |
158 | } | 139 | } |
159 | 140 | ||
@@ -166,43 +147,25 @@ public class BSShapeCollection : IDisposable | |||
166 | 147 | ||
167 | lock (m_collectionActivityLock) | 148 | lock (m_collectionActivityLock) |
168 | { | 149 | { |
169 | BodyDesc bodyDesc; | 150 | BSScene.TaintCallback removeOperation = delegate() |
170 | if (Bodies.TryGetValue(body.ID, out bodyDesc)) | ||
171 | { | 151 | { |
172 | bodyDesc.referenceCount--; | 152 | DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}, inTaintTime={2}", |
173 | bodyDesc.lastReferenced = System.DateTime.Now; | 153 | body.ID, body.ptr.ToString("X"), inTaintTime); |
174 | Bodies[body.ID] = bodyDesc; | 154 | // If the caller needs to know the old body is going away, pass the event up. |
175 | DetailLog("{0},BSShapeCollection.DereferenceBody,ref={1}", body.ID, bodyDesc.referenceCount); | 155 | if (bodyCallback != null) bodyCallback(body); |
176 | 156 | ||
177 | // If body is no longer being used, free it -- bodies can never be shared. | 157 | // It may have already been removed from the world in which case the next is a NOOP. |
178 | if (bodyDesc.referenceCount == 0) | 158 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); |
179 | { | 159 | |
180 | Bodies.Remove(body.ID); | 160 | // Zero any reference to the shape so it is not freed when the body is deleted. |
181 | BSScene.TaintCallback removeOperation = delegate() | 161 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); |
182 | { | 162 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); |
183 | DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}, inTaintTime={2}", | 163 | }; |
184 | body.ID, body.ptr.ToString("X"), inTaintTime); | 164 | // If already in taint-time, do the operations now. Otherwise queue for later. |
185 | // If the caller needs to know the old body is going away, pass the event up. | 165 | if (inTaintTime) |
186 | if (bodyCallback != null) bodyCallback(body); | 166 | removeOperation(); |
187 | |||
188 | // It may have already been removed from the world in which case the next is a NOOP. | ||
189 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); | ||
190 | |||
191 | // Zero any reference to the shape so it is not freed when the body is deleted. | ||
192 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); | ||
193 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); | ||
194 | }; | ||
195 | // If already in taint-time, do the operations now. Otherwise queue for later. | ||
196 | if (inTaintTime) | ||
197 | removeOperation(); | ||
198 | else | ||
199 | PhysicsScene.TaintedObject("BSShapeCollection.DereferenceBody", removeOperation); | ||
200 | } | ||
201 | } | ||
202 | else | 167 | else |
203 | { | 168 | PhysicsScene.TaintedObject("BSShapeCollection.DereferenceBody", removeOperation); |
204 | DetailLog("{0},BSShapeCollection.DereferenceBody,DID NOT FIND BODY", body.ID, bodyDesc.referenceCount); | ||
205 | } | ||
206 | } | 169 | } |
207 | } | 170 | } |
208 | 171 | ||
@@ -271,7 +234,6 @@ public class BSShapeCollection : IDisposable | |||
271 | } | 234 | } |
272 | 235 | ||
273 | // Release the usage of a shape. | 236 | // Release the usage of a shape. |
274 | // The collisionObject is released since it is a copy of the real collision shape. | ||
275 | public void DereferenceShape(BulletShape shape, bool inTaintTime, ShapeDestructionCallback shapeCallback) | 237 | public void DereferenceShape(BulletShape shape, bool inTaintTime, ShapeDestructionCallback shapeCallback) |
276 | { | 238 | { |
277 | if (shape.ptr == IntPtr.Zero) | 239 | if (shape.ptr == IntPtr.Zero) |
@@ -279,26 +241,32 @@ public class BSShapeCollection : IDisposable | |||
279 | 241 | ||
280 | BSScene.TaintCallback dereferenceOperation = delegate() | 242 | BSScene.TaintCallback dereferenceOperation = delegate() |
281 | { | 243 | { |
282 | switch (shape.type) | 244 | if (shape.ptr != IntPtr.Zero) |
283 | { | 245 | { |
284 | case ShapeData.PhysicsShapeType.SHAPE_HULL: | 246 | if (shape.isNativeShape) |
285 | DereferenceHull(shape, shapeCallback); | 247 | { |
286 | break; | ||
287 | case ShapeData.PhysicsShapeType.SHAPE_MESH: | ||
288 | DereferenceMesh(shape, shapeCallback); | ||
289 | break; | ||
290 | case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: | ||
291 | break; | ||
292 | default: | ||
293 | // Native shapes are not tracked and are released immediately | 248 | // Native shapes are not tracked and are released immediately |
294 | if (shape.ptr != IntPtr.Zero & shape.isNativeShape) | 249 | DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", |
250 | BSScene.DetailLogZero, shape.ptr.ToString("X"), inTaintTime); | ||
251 | if (shapeCallback != null) shapeCallback(shape); | ||
252 | BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); | ||
253 | } | ||
254 | else | ||
255 | { | ||
256 | switch (shape.type) | ||
295 | { | 257 | { |
296 | DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", | 258 | case ShapeData.PhysicsShapeType.SHAPE_HULL: |
297 | BSScene.DetailLogZero, shape.ptr.ToString("X"), inTaintTime); | 259 | DereferenceHull(shape, shapeCallback); |
298 | if (shapeCallback != null) shapeCallback(shape); | 260 | break; |
299 | BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); | 261 | case ShapeData.PhysicsShapeType.SHAPE_MESH: |
262 | DereferenceMesh(shape, shapeCallback); | ||
263 | break; | ||
264 | case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: | ||
265 | break; | ||
266 | default: | ||
267 | break; | ||
300 | } | 268 | } |
301 | break; | 269 | } |
302 | } | 270 | } |
303 | }; | 271 | }; |
304 | if (inTaintTime) | 272 | if (inTaintTime) |
@@ -351,19 +319,31 @@ public class BSShapeCollection : IDisposable | |||
351 | 319 | ||
352 | // Create the geometry information in Bullet for later use. | 320 | // Create the geometry information in Bullet for later use. |
353 | // The objects needs a hull if it's physical otherwise a mesh is enough. | 321 | // The objects needs a hull if it's physical otherwise a mesh is enough. |
354 | // No locking here because this is done when we know physics is not simulating. | 322 | // if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls, |
355 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. | 323 | // shared geometries will be used. If the parameters of the existing shape are the same |
324 | // as this request, the shape is not rebuilt. | ||
325 | // Info in prim.BSShape is updated to the new shape. | ||
356 | // Returns 'true' if the geometry was rebuilt. | 326 | // Returns 'true' if the geometry was rebuilt. |
357 | // Called at taint-time! | 327 | // Called at taint-time! |
358 | private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, | 328 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData, |
359 | PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) | 329 | PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) |
360 | { | 330 | { |
361 | bool ret = false; | 331 | bool ret = false; |
362 | bool haveShape = false; | 332 | bool haveShape = false; |
363 | bool nativeShapePossible = true; | 333 | bool nativeShapePossible = true; |
364 | 334 | ||
335 | if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | ||
336 | { | ||
337 | // an avatar capsule is close to a native shape (it is not shared) | ||
338 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, | ||
339 | ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); | ||
340 | DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape); | ||
341 | haveShape = true; | ||
342 | } | ||
365 | // If the prim attributes are simple, this could be a simple Bullet native shape | 343 | // If the prim attributes are simple, this could be a simple Bullet native shape |
366 | if (nativeShapePossible | 344 | if (!haveShape |
345 | && pbs != null | ||
346 | && nativeShapePossible | ||
367 | && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) | 347 | && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) |
368 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | 348 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 |
369 | && pbs.ProfileHollow == 0 | 349 | && pbs.ProfileHollow == 0 |
@@ -406,7 +386,7 @@ public class BSShapeCollection : IDisposable | |||
406 | // If a simple shape is not happening, create a mesh and possibly a hull. | 386 | // If a simple shape is not happening, create a mesh and possibly a hull. |
407 | // Note that if it's a native shape, the check for physical/non-physical is not | 387 | // Note that if it's a native shape, the check for physical/non-physical is not |
408 | // made. Native shapes are best used in either case. | 388 | // made. Native shapes are best used in either case. |
409 | if (!haveShape) | 389 | if (!haveShape && pbs != null) |
410 | { | 390 | { |
411 | if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) | 391 | if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) |
412 | { | 392 | { |
@@ -425,12 +405,12 @@ public class BSShapeCollection : IDisposable | |||
425 | return ret; | 405 | return ret; |
426 | } | 406 | } |
427 | 407 | ||
428 | // Creates a native shape and assignes it to prim.BSShape | 408 | // Creates a native shape and assignes it to prim.BSShape. |
429 | private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData, | 409 | // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). |
410 | private bool GetReferenceToNativeShape(BSPhysObject prim, ShapeData shapeData, | ||
430 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, | 411 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, |
431 | ShapeDestructionCallback shapeCallback) | 412 | ShapeDestructionCallback shapeCallback) |
432 | { | 413 | { |
433 | BulletShape newShape; | ||
434 | 414 | ||
435 | shapeData.Type = shapeType; | 415 | shapeData.Type = shapeType; |
436 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 416 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
@@ -440,23 +420,42 @@ public class BSShapeCollection : IDisposable | |||
440 | // release any previous shape | 420 | // release any previous shape |
441 | DereferenceShape(prim.BSShape, true, shapeCallback); | 421 | DereferenceShape(prim.BSShape, true, shapeCallback); |
442 | 422 | ||
443 | // Native shapes are always built independently. | 423 | BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey); |
444 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); | ||
445 | newShape.shapeKey = (System.UInt64)shapeKey; | ||
446 | newShape.isNativeShape = true; | ||
447 | 424 | ||
448 | // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked. | 425 | // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. |
449 | // DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1}", shapeData.ID, newShape); | 426 | DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", |
427 | shapeData.ID, newShape, shapeData.Scale); | ||
450 | 428 | ||
451 | prim.BSShape = newShape; | 429 | prim.BSShape = newShape; |
452 | return true; | 430 | return true; |
453 | } | 431 | } |
454 | 432 | ||
433 | private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType, | ||
434 | ShapeData shapeData, ShapeData.FixedShapeKey shapeKey) | ||
435 | { | ||
436 | BulletShape newShape; | ||
437 | |||
438 | if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | ||
439 | { | ||
440 | newShape = new BulletShape( | ||
441 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale), | ||
442 | shapeType); | ||
443 | } | ||
444 | else | ||
445 | { | ||
446 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); | ||
447 | } | ||
448 | newShape.shapeKey = (System.UInt64)shapeKey; | ||
449 | newShape.isNativeShape = true; | ||
450 | |||
451 | return newShape; | ||
452 | } | ||
453 | |||
455 | // Builds a mesh shape in the physical world and updates prim.BSShape. | 454 | // Builds a mesh shape in the physical world and updates prim.BSShape. |
456 | // Dereferences previous shape in BSShape and adds a reference for this new shape. | 455 | // Dereferences previous shape in BSShape and adds a reference for this new shape. |
457 | // Returns 'true' of a mesh was actually built. Otherwise . | 456 | // Returns 'true' of a mesh was actually built. Otherwise . |
458 | // Called at taint-time! | 457 | // Called at taint-time! |
459 | private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, | 458 | private bool GetReferenceToMesh(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, |
460 | ShapeDestructionCallback shapeCallback) | 459 | ShapeDestructionCallback shapeCallback) |
461 | { | 460 | { |
462 | BulletShape newShape = new BulletShape(IntPtr.Zero); | 461 | BulletShape newShape = new BulletShape(IntPtr.Zero); |
@@ -475,6 +474,8 @@ public class BSShapeCollection : IDisposable | |||
475 | DereferenceShape(prim.BSShape, true, shapeCallback); | 474 | DereferenceShape(prim.BSShape, true, shapeCallback); |
476 | 475 | ||
477 | newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod); | 476 | newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod); |
477 | // Take evasive action if the mesh was not constructed. | ||
478 | newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); | ||
478 | 479 | ||
479 | ReferenceShape(newShape); | 480 | ReferenceShape(newShape); |
480 | 481 | ||
@@ -488,7 +489,7 @@ public class BSShapeCollection : IDisposable | |||
488 | private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | 489 | private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) |
489 | { | 490 | { |
490 | IMesh meshData = null; | 491 | IMesh meshData = null; |
491 | IntPtr meshPtr; | 492 | IntPtr meshPtr = IntPtr.Zero; |
492 | MeshDesc meshDesc; | 493 | MeshDesc meshDesc; |
493 | if (Meshes.TryGetValue(newMeshKey, out meshDesc)) | 494 | if (Meshes.TryGetValue(newMeshKey, out meshDesc)) |
494 | { | 495 | { |
@@ -500,23 +501,26 @@ public class BSShapeCollection : IDisposable | |||
500 | // Pass false for physicalness as this creates some sort of bounding box which we don't need | 501 | // Pass false for physicalness as this creates some sort of bounding box which we don't need |
501 | meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); | 502 | meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); |
502 | 503 | ||
503 | int[] indices = meshData.getIndexListAsInt(); | 504 | if (meshData != null) |
504 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
505 | |||
506 | float[] verticesAsFloats = new float[vertices.Count * 3]; | ||
507 | int vi = 0; | ||
508 | foreach (OMV.Vector3 vv in vertices) | ||
509 | { | 505 | { |
510 | verticesAsFloats[vi++] = vv.X; | 506 | int[] indices = meshData.getIndexListAsInt(); |
511 | verticesAsFloats[vi++] = vv.Y; | 507 | List<OMV.Vector3> vertices = meshData.getVertexList(); |
512 | verticesAsFloats[vi++] = vv.Z; | ||
513 | } | ||
514 | 508 | ||
515 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | 509 | float[] verticesAsFloats = new float[vertices.Count * 3]; |
516 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); | 510 | int vi = 0; |
511 | foreach (OMV.Vector3 vv in vertices) | ||
512 | { | ||
513 | verticesAsFloats[vi++] = vv.X; | ||
514 | verticesAsFloats[vi++] = vv.Y; | ||
515 | verticesAsFloats[vi++] = vv.Z; | ||
516 | } | ||
517 | 517 | ||
518 | meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | 518 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", |
519 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); | 519 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); |
520 | |||
521 | meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | ||
522 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); | ||
523 | } | ||
520 | } | 524 | } |
521 | BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); | 525 | BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); |
522 | newShape.shapeKey = newMeshKey; | 526 | newShape.shapeKey = newMeshKey; |
@@ -526,7 +530,7 @@ public class BSShapeCollection : IDisposable | |||
526 | 530 | ||
527 | // See that hull shape exists in the physical world and update prim.BSShape. | 531 | // See that hull shape exists in the physical world and update prim.BSShape. |
528 | // We could be creating the hull because scale changed or whatever. | 532 | // We could be creating the hull because scale changed or whatever. |
529 | private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, | 533 | private bool GetReferenceToHull(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, |
530 | ShapeDestructionCallback shapeCallback) | 534 | ShapeDestructionCallback shapeCallback) |
531 | { | 535 | { |
532 | BulletShape newShape; | 536 | BulletShape newShape; |
@@ -545,6 +549,7 @@ public class BSShapeCollection : IDisposable | |||
545 | DereferenceShape(prim.BSShape, true, shapeCallback); | 549 | DereferenceShape(prim.BSShape, true, shapeCallback); |
546 | 550 | ||
547 | newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); | 551 | newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); |
552 | newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); | ||
548 | 553 | ||
549 | ReferenceShape(newShape); | 554 | ReferenceShape(newShape); |
550 | 555 | ||
@@ -558,7 +563,7 @@ public class BSShapeCollection : IDisposable | |||
558 | private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | 563 | private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) |
559 | { | 564 | { |
560 | 565 | ||
561 | IntPtr hullPtr; | 566 | IntPtr hullPtr = IntPtr.Zero; |
562 | HullDesc hullDesc; | 567 | HullDesc hullDesc; |
563 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) | 568 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) |
564 | { | 569 | { |
@@ -570,86 +575,89 @@ public class BSShapeCollection : IDisposable | |||
570 | // Build a new hull in the physical world | 575 | // Build a new hull in the physical world |
571 | // Pass false for physicalness as this creates some sort of bounding box which we don't need | 576 | // Pass false for physicalness as this creates some sort of bounding box which we don't need |
572 | IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); | 577 | IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); |
573 | 578 | if (meshData != null) | |
574 | int[] indices = meshData.getIndexListAsInt(); | ||
575 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
576 | |||
577 | //format conversion from IMesh format to DecompDesc format | ||
578 | List<int> convIndices = new List<int>(); | ||
579 | List<float3> convVertices = new List<float3>(); | ||
580 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
581 | { | 579 | { |
582 | convIndices.Add(indices[ii]); | ||
583 | } | ||
584 | foreach (OMV.Vector3 vv in vertices) | ||
585 | { | ||
586 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
587 | } | ||
588 | 580 | ||
589 | // setup and do convex hull conversion | 581 | int[] indices = meshData.getIndexListAsInt(); |
590 | m_hulls = new List<ConvexResult>(); | 582 | List<OMV.Vector3> vertices = meshData.getVertexList(); |
591 | DecompDesc dcomp = new DecompDesc(); | ||
592 | dcomp.mIndices = convIndices; | ||
593 | dcomp.mVertices = convVertices; | ||
594 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
595 | // create the hull into the _hulls variable | ||
596 | convexBuilder.process(dcomp); | ||
597 | |||
598 | // Convert the vertices and indices for passing to unmanaged. | ||
599 | // The hull information is passed as a large floating point array. | ||
600 | // The format is: | ||
601 | // convHulls[0] = number of hulls | ||
602 | // convHulls[1] = number of vertices in first hull | ||
603 | // convHulls[2] = hull centroid X coordinate | ||
604 | // convHulls[3] = hull centroid Y coordinate | ||
605 | // convHulls[4] = hull centroid Z coordinate | ||
606 | // convHulls[5] = first hull vertex X | ||
607 | // convHulls[6] = first hull vertex Y | ||
608 | // convHulls[7] = first hull vertex Z | ||
609 | // convHulls[8] = second hull vertex X | ||
610 | // ... | ||
611 | // convHulls[n] = number of vertices in second hull | ||
612 | // convHulls[n+1] = second hull centroid X coordinate | ||
613 | // ... | ||
614 | // | ||
615 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
616 | // data structures that do not need to be converted in order to pass to Bullet. | ||
617 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
618 | int hullCount = m_hulls.Count; | ||
619 | int totalVertices = 1; // include one for the count of the hulls | ||
620 | foreach (ConvexResult cr in m_hulls) | ||
621 | { | ||
622 | totalVertices += 4; // add four for the vertex count and centroid | ||
623 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
624 | } | ||
625 | float[] convHulls = new float[totalVertices]; | ||
626 | 583 | ||
627 | convHulls[0] = (float)hullCount; | 584 | //format conversion from IMesh format to DecompDesc format |
628 | int jj = 1; | 585 | List<int> convIndices = new List<int>(); |
629 | foreach (ConvexResult cr in m_hulls) | 586 | List<float3> convVertices = new List<float3>(); |
630 | { | 587 | for (int ii = 0; ii < indices.GetLength(0); ii++) |
631 | // copy vertices for index access | 588 | { |
632 | float3[] verts = new float3[cr.HullVertices.Count]; | 589 | convIndices.Add(indices[ii]); |
633 | int kk = 0; | 590 | } |
634 | foreach (float3 ff in cr.HullVertices) | 591 | foreach (OMV.Vector3 vv in vertices) |
635 | { | 592 | { |
636 | verts[kk++] = ff; | 593 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); |
637 | } | 594 | } |
638 | 595 | ||
639 | // add to the array one hull's worth of data | 596 | // setup and do convex hull conversion |
640 | convHulls[jj++] = cr.HullIndices.Count; | 597 | m_hulls = new List<ConvexResult>(); |
641 | convHulls[jj++] = 0f; // centroid x,y,z | 598 | DecompDesc dcomp = new DecompDesc(); |
642 | convHulls[jj++] = 0f; | 599 | dcomp.mIndices = convIndices; |
643 | convHulls[jj++] = 0f; | 600 | dcomp.mVertices = convVertices; |
644 | foreach (int ind in cr.HullIndices) | 601 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); |
602 | // create the hull into the _hulls variable | ||
603 | convexBuilder.process(dcomp); | ||
604 | |||
605 | // Convert the vertices and indices for passing to unmanaged. | ||
606 | // The hull information is passed as a large floating point array. | ||
607 | // The format is: | ||
608 | // convHulls[0] = number of hulls | ||
609 | // convHulls[1] = number of vertices in first hull | ||
610 | // convHulls[2] = hull centroid X coordinate | ||
611 | // convHulls[3] = hull centroid Y coordinate | ||
612 | // convHulls[4] = hull centroid Z coordinate | ||
613 | // convHulls[5] = first hull vertex X | ||
614 | // convHulls[6] = first hull vertex Y | ||
615 | // convHulls[7] = first hull vertex Z | ||
616 | // convHulls[8] = second hull vertex X | ||
617 | // ... | ||
618 | // convHulls[n] = number of vertices in second hull | ||
619 | // convHulls[n+1] = second hull centroid X coordinate | ||
620 | // ... | ||
621 | // | ||
622 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
623 | // data structures that do not need to be converted in order to pass to Bullet. | ||
624 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
625 | int hullCount = m_hulls.Count; | ||
626 | int totalVertices = 1; // include one for the count of the hulls | ||
627 | foreach (ConvexResult cr in m_hulls) | ||
645 | { | 628 | { |
646 | convHulls[jj++] = verts[ind].x; | 629 | totalVertices += 4; // add four for the vertex count and centroid |
647 | convHulls[jj++] = verts[ind].y; | 630 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles |
648 | convHulls[jj++] = verts[ind].z; | ||
649 | } | 631 | } |
632 | float[] convHulls = new float[totalVertices]; | ||
633 | |||
634 | convHulls[0] = (float)hullCount; | ||
635 | int jj = 1; | ||
636 | foreach (ConvexResult cr in m_hulls) | ||
637 | { | ||
638 | // copy vertices for index access | ||
639 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
640 | int kk = 0; | ||
641 | foreach (float3 ff in cr.HullVertices) | ||
642 | { | ||
643 | verts[kk++] = ff; | ||
644 | } | ||
645 | |||
646 | // add to the array one hull's worth of data | ||
647 | convHulls[jj++] = cr.HullIndices.Count; | ||
648 | convHulls[jj++] = 0f; // centroid x,y,z | ||
649 | convHulls[jj++] = 0f; | ||
650 | convHulls[jj++] = 0f; | ||
651 | foreach (int ind in cr.HullIndices) | ||
652 | { | ||
653 | convHulls[jj++] = verts[ind].x; | ||
654 | convHulls[jj++] = verts[ind].y; | ||
655 | convHulls[jj++] = verts[ind].z; | ||
656 | } | ||
657 | } | ||
658 | // create the hull data structure in Bullet | ||
659 | hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.ptr, hullCount, convHulls); | ||
650 | } | 660 | } |
651 | // create the hull data structure in Bullet | ||
652 | hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.ptr, hullCount, convHulls); | ||
653 | } | 661 | } |
654 | 662 | ||
655 | BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL); | 663 | BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL); |
@@ -690,11 +698,55 @@ public class BSShapeCollection : IDisposable | |||
690 | return ComputeShapeKey(shapeData, pbs, out lod); | 698 | return ComputeShapeKey(shapeData, pbs, out lod); |
691 | } | 699 | } |
692 | 700 | ||
701 | private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs) | ||
702 | { | ||
703 | // If the shape was successfully created, nothing more to do | ||
704 | if (newShape.ptr != IntPtr.Zero) | ||
705 | return newShape; | ||
706 | |||
707 | // The most common reason for failure is that an underlying asset is not available | ||
708 | |||
709 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | ||
710 | if (pbs.SculptEntry && !prim.LastAssetBuildFailed && pbs.SculptTexture != OMV.UUID.Zero) | ||
711 | { | ||
712 | prim.LastAssetBuildFailed = true; | ||
713 | BSPhysObject xprim = prim; | ||
714 | Util.FireAndForget(delegate | ||
715 | { | ||
716 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; | ||
717 | if (assetProvider != null) | ||
718 | { | ||
719 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. | ||
720 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) | ||
721 | { | ||
722 | if (!yprim.BaseShape.SculptEntry) | ||
723 | return; | ||
724 | if (yprim.BaseShape.SculptTexture.ToString() != asset.ID) | ||
725 | return; | ||
726 | |||
727 | yprim.BaseShape.SculptData = new byte[asset.Data.Length]; | ||
728 | asset.Data.CopyTo(yprim.BaseShape.SculptData, 0); | ||
729 | // This will cause the prim to see that the filler shape is not the right | ||
730 | // one and try again to build the object. | ||
731 | yprim.ForceBodyShapeRebuild(false); | ||
732 | |||
733 | }); | ||
734 | } | ||
735 | }); | ||
736 | } | ||
737 | |||
738 | // While we figure out the real problem, stick a simple native shape on the object. | ||
739 | BulletShape fillinShape = | ||
740 | BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_SPHERE, shapeData, ShapeData.FixedShapeKey.KEY_SPHERE); | ||
741 | |||
742 | return fillinShape; | ||
743 | } | ||
744 | |||
693 | // Create a body object in Bullet. | 745 | // Create a body object in Bullet. |
694 | // Updates prim.BSBody with the information about the new body if one is created. | 746 | // Updates prim.BSBody with the information about the new body if one is created. |
695 | // Returns 'true' if an object was actually created. | 747 | // Returns 'true' if an object was actually created. |
696 | // Called at taint-time. | 748 | // Called at taint-time. |
697 | private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, | 749 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, |
698 | ShapeData shapeData, BodyDestructionCallback bodyCallback) | 750 | ShapeData shapeData, BodyDestructionCallback bodyCallback) |
699 | { | 751 | { |
700 | bool ret = false; | 752 | bool ret = false; |