aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs1138
1 files changed, 1053 insertions, 85 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index ee18379..5a0a14c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -29,115 +29,312 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Text; 30using System.Text;
31 31
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing;
35using OpenSim.Region.Physics.ConvexDecompositionDotNet;
36
32using OMV = OpenMetaverse; 37using OMV = OpenMetaverse;
33 38
34namespace OpenSim.Region.Physics.BulletSPlugin 39namespace OpenSim.Region.Physics.BulletSPlugin
35{ 40{
36public abstract class BSShape 41public abstract class BSShape
37{ 42{
43 private static string LogHeader = "[BULLETSIM SHAPE]";
44
38 public int referenceCount { get; set; } 45 public int referenceCount { get; set; }
39 public DateTime lastReferenced { get; set; } 46 public DateTime lastReferenced { get; set; }
47 public BulletShape physShapeInfo { get; set; }
40 48
41 public BSShape() 49 public BSShape()
42 { 50 {
43 referenceCount = 0; 51 referenceCount = 1;
44 lastReferenced = DateTime.Now; 52 lastReferenced = DateTime.Now;
53 physShapeInfo = new BulletShape();
45 } 54 }
46 55 public BSShape(BulletShape pShape)
47 // Get a reference to a physical shape. Create if it doesn't exist
48 public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
49 { 56 {
50 BSShape ret = null; 57 referenceCount = 1;
51 58 lastReferenced = DateTime.Now;
52 if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) 59 physShapeInfo = pShape;
53 { 60 }
54 // an avatar capsule is close to a native shape (it is not shared)
55 ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE,
56 FixedShapeKey.KEY_CAPSULE);
57 physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
58 }
59
60 // Compound shapes are handled special as they are rebuilt from scratch.
61 // This isn't too great a hardship since most of the child shapes will have already been created.
62 if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
63 {
64 // Getting a reference to a compound shape gets you the compound shape with the root prim shape added
65 ret = BSShapeCompound.GetReference(prim);
66 physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret);
67 }
68
69 // Avatars have their own unique shape
70 if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_AVATAR)
71 {
72 // Getting a reference to a compound shape gets you the compound shape with the root prim shape added
73 ret = BSShapeAvatar.GetReference(prim);
74 physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,avatarShape,shape={1}", prim.LocalID, ret);
75 }
76 61
77 if (ret == null) 62 // Get another reference to this shape.
78 ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); 63 public abstract BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim);
79 64
80 return ret; 65 // Called when this shape is being used again.
81 } 66 // Used internally. External callers should call instance.GetReference() to properly copy/reference
82 public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) 67 // the shape.
68 protected virtual void IncrementReference()
83 { 69 {
84 return null; 70 referenceCount++;
71 lastReferenced = DateTime.Now;
85 } 72 }
86 public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) 73
74 // Called when this shape is being used again.
75 protected virtual void DecrementReference()
87 { 76 {
88 return null; 77 referenceCount--;
78 lastReferenced = DateTime.Now;
89 } 79 }
90 80
91 // Release the use of a physical shape. 81 // Release the use of a physical shape.
92 public abstract void Dereference(BSScene physicsScene); 82 public abstract void Dereference(BSScene physicsScene);
93 83
94 // All shapes have a static call to get a reference to the physical shape 84 // Return 'true' if there is an allocated physics physical shape under this class instance.
95 // protected abstract static BSShape GetReference(); 85 public virtual bool HasPhysicalShape
86 {
87 get
88 {
89 if (physShapeInfo != null)
90 return physShapeInfo.HasPhysicalShape;
91 return false;
92 }
93 }
94 public virtual BSPhysicsShapeType ShapeType
95 {
96 get
97 {
98 BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
99 if (physShapeInfo != null && physShapeInfo.HasPhysicalShape)
100 ret = physShapeInfo.shapeType;
101 return ret;
102 }
103 }
96 104
97 // Returns a string for debugging that uniquily identifies the memory used by this instance 105 // Returns a string for debugging that uniquily identifies the memory used by this instance
98 public virtual string AddrString 106 public virtual string AddrString
99 { 107 {
100 get { return "unknown"; } 108 get
109 {
110 if (physShapeInfo != null)
111 return physShapeInfo.AddrString;
112 return "unknown";
113 }
101 } 114 }
102 115
103 public override string ToString() 116 public override string ToString()
104 { 117 {
105 StringBuilder buff = new StringBuilder(); 118 StringBuilder buff = new StringBuilder();
106 buff.Append("<p="); 119 if (physShapeInfo == null)
107 buff.Append(AddrString); 120 {
121 buff.Append("<noPhys");
122 }
123 else
124 {
125 buff.Append("<phy=");
126 buff.Append(physShapeInfo.ToString());
127 }
108 buff.Append(",c="); 128 buff.Append(",c=");
109 buff.Append(referenceCount.ToString()); 129 buff.Append(referenceCount.ToString());
110 buff.Append(">"); 130 buff.Append(">");
111 return buff.ToString(); 131 return buff.ToString();
112 } 132 }
133
134 #region Common shape routines
135 // Create a hash of all the shape parameters to be used as a key for this particular shape.
136 public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod)
137 {
138 // level of detail based on size and type of the object
139 float lod = BSParam.MeshLOD;
140 if (pbs.SculptEntry)
141 lod = BSParam.SculptLOD;
142
143 // Mega prims usually get more detail because one can interact with shape approximations at this size.
144 float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z));
145 if (maxAxis > BSParam.MeshMegaPrimThreshold)
146 lod = BSParam.MeshMegaPrimLOD;
147
148 retLod = lod;
149 return pbs.GetMeshKey(size, lod);
150 }
151
152 // The creation of a mesh or hull can fail if an underlying asset is not available.
153 // There are two cases: 1) the asset is not in the cache and it needs to be fetched;
154 // and 2) the asset cannot be converted (like failed decompression of JPEG2000s).
155 // The first case causes the asset to be fetched. The second case requires
156 // us to not loop forever.
157 // Called after creating a physical mesh or hull. If the physical shape was created,
158 // just return.
159 public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim)
160 {
161 // If the shape was successfully created, nothing more to do
162 if (newShape.HasPhysicalShape)
163 return newShape;
164
165 // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been
166 // fetched but we end up here again, the meshing of the asset must have failed.
167 // Prevent trying to keep fetching the mesh by declaring failure.
168 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
169 {
170 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing;
171 physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. prim={1}, texture={2}",
172 LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
173 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,prim={1},tex={2}",
174 prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
175 }
176 else
177 {
178 // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
179 if (prim.BaseShape.SculptEntry
180 && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedAssetFetch
181 && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedMeshing
182 && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting
183 && prim.BaseShape.SculptTexture != OMV.UUID.Zero
184 )
185 {
186 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset,objNam={1},tex={2}",
187 prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture);
188 // Multiple requestors will know we're waiting for this asset
189 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
190
191 BSPhysObject xprim = prim;
192 Util.FireAndForget(delegate
193 {
194 // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID);
195 RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod;
196 if (assetProvider != null)
197 {
198 BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
199 assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
200 {
201 // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID);
202 bool assetFound = false;
203 string mismatchIDs = String.Empty; // DEBUG DEBUG
204 if (asset != null && yprim.BaseShape.SculptEntry)
205 {
206 if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
207 {
208 yprim.BaseShape.SculptData = asset.Data;
209 // This will cause the prim to see that the filler shape is not the right
210 // one and try again to build the object.
211 // No race condition with the normal shape setting since the rebuild is at taint time.
212 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
213 yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
214 assetFound = true;
215 }
216 else
217 {
218 mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
219 }
220 }
221 if (!assetFound)
222 {
223 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch;
224 }
225 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
226 yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
227 });
228 }
229 else
230 {
231 xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch;
232 physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
233 LogHeader, physicsScene.Name);
234 }
235 });
236 }
237 else
238 {
239 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
240 {
241 physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. prim={1}, texture={2}",
242 LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
243 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,prim={1},tex={2}",
244 prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
245 }
246 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing)
247 {
248 physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. prim={1}, texture={2}",
249 LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
250 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,prim={1},tex={2}",
251 prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
252 }
253 }
254 }
255
256 // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object.
257 BSShape fillShape = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
258 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,boxTempShape", prim.LocalID);
259
260 return fillShape.physShapeInfo;
261 }
262
263 public static String UsefulPrimInfo(BSScene pScene, BSPhysObject prim)
264 {
265 StringBuilder buff = new StringBuilder(prim.PhysObjectName);
266 buff.Append("/pos=");
267 buff.Append(prim.RawPosition.ToString());
268 if (pScene != null)
269 {
270 buff.Append("/rgn=");
271 buff.Append(pScene.Name);
272 }
273 return buff.ToString();
274 }
275
276 #endregion // Common shape routines
113} 277}
114 278
279// ============================================================================================================
115public class BSShapeNull : BSShape 280public class BSShapeNull : BSShape
116{ 281{
117 public BSShapeNull() : base() 282 public BSShapeNull() : base()
118 { 283 {
119 } 284 }
120 public static BSShape GetReference() { return new BSShapeNull(); } 285 public static BSShape GetReference() { return new BSShapeNull(); }
286 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { return new BSShapeNull(); }
121 public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } 287 public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ }
122} 288}
123 289
290// ============================================================================================================
124public class BSShapeNative : BSShape 291public class BSShapeNative : BSShape
125{ 292{
126 private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; 293 private static string LogHeader = "[BULLETSIM SHAPE NATIVE]";
127 public BSShapeNative() : base() 294 public BSShapeNative(BulletShape pShape) : base(pShape)
128 { 295 {
129 } 296 }
130 public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, 297
131 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) 298 public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
299 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
132 { 300 {
133 // Native shapes are not shared and are always built anew. 301 // Native shapes are not shared and are always built anew.
134 //return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); 302 return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey));
135 return null;
136 } 303 }
137 304
138 private BSShapeNative(BSScene physicsScene, BSPhysObject prim, 305 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
139 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
140 { 306 {
307 // Native shapes are not shared so we return a new shape.
308 BSShape ret = null;
309 lock (physShapeInfo)
310 {
311 ret = new BSShapeNative(CreatePhysicalNativeShape(pPhysicsScene, pPrim,
312 physShapeInfo.shapeType, (FixedShapeKey)physShapeInfo.shapeKey));
313 }
314 return ret;
315 }
316
317 // Make this reference to the physical shape go away since native shapes are not shared.
318 public override void Dereference(BSScene physicsScene)
319 {
320 // Native shapes are not tracked and are released immediately
321 lock (physShapeInfo)
322 {
323 if (physShapeInfo.HasPhysicalShape)
324 {
325 physicsScene.DetailLog("{0},BSShapeNative.Dereference,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
326 physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
327 }
328 physShapeInfo.Clear();
329 // Garbage collection will free up this instance.
330 }
331 }
332
333 private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim,
334 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
335 {
336 BulletShape newShape;
337
141 ShapeData nativeShapeData = new ShapeData(); 338 ShapeData nativeShapeData = new ShapeData();
142 nativeShapeData.Type = shapeType; 339 nativeShapeData.Type = shapeType;
143 nativeShapeData.ID = prim.LocalID; 340 nativeShapeData.ID = prim.LocalID;
@@ -146,84 +343,855 @@ public class BSShapeNative : BSShape
146 nativeShapeData.MeshKey = (ulong)shapeKey; 343 nativeShapeData.MeshKey = (ulong)shapeKey;
147 nativeShapeData.HullKey = (ulong)shapeKey; 344 nativeShapeData.HullKey = (ulong)shapeKey;
148 345
149
150 /*
151 if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) 346 if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
152 { 347 {
153 ptr = PhysicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); 348 newShape = physicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale);
154 physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); 349 physicsScene.DetailLog("{0},BSShapeNative,capsule,scale={1}", prim.LocalID, prim.Scale);
155 } 350 }
156 else 351 else
157 { 352 {
158 ptr = PhysicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); 353 newShape = physicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData);
159 } 354 }
160 if (ptr == IntPtr.Zero) 355 if (!newShape.HasPhysicalShape)
161 { 356 {
162 physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", 357 physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
163 LogHeader, prim.LocalID, shapeType); 358 LogHeader, prim.LocalID, shapeType);
164 } 359 }
165 type = shapeType; 360 newShape.shapeType = shapeType;
166 key = (UInt64)shapeKey; 361 newShape.isNativeShape = true;
167 */ 362 newShape.shapeKey = (UInt64)shapeKey;
168 } 363 return newShape;
169 // Make this reference to the physical shape go away since native shapes are not shared.
170 public override void Dereference(BSScene physicsScene)
171 {
172 /*
173 // Native shapes are not tracked and are released immediately
174 physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
175 PhysicsScene.PE.DeleteCollisionShape(physicsScene.World, this);
176 ptr = IntPtr.Zero;
177 // Garbage collection will free up this instance.
178 */
179 } 364 }
365
180} 366}
181 367
368// ============================================================================================================
182public class BSShapeMesh : BSShape 369public class BSShapeMesh : BSShape
183{ 370{
184 private static string LogHeader = "[BULLETSIM SHAPE MESH]"; 371 private static string LogHeader = "[BULLETSIM SHAPE MESH]";
185 private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>(); 372 public static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
186 373
187 public BSShapeMesh() : base() 374 public BSShapeMesh(BulletShape pShape) : base(pShape)
188 { 375 {
189 } 376 }
190 public static BSShape GetReference() { return new BSShapeNull(); } 377 public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
191 public override void Dereference(BSScene physicsScene) { } 378 {
379 float lod;
380 System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
381
382 BSShapeMesh retMesh = null;
383 lock (Meshes)
384 {
385 if (Meshes.TryGetValue(newMeshKey, out retMesh))
386 {
387 // The mesh has already been created. Return a new reference to same.
388 retMesh.IncrementReference();
389 }
390 else
391 {
392 retMesh = new BSShapeMesh(new BulletShape());
393 // An instance of this mesh has not been created. Build and remember same.
394 BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod);
395
396 // Check to see if mesh was created (might require an asset).
397 newShape = VerifyMeshCreated(physicsScene, newShape, prim);
398 if (!newShape.isNativeShape
399 || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
400 || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
401 {
402 // If a mesh was what was created, remember the built shape for later sharing.
403 // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh.
404 Meshes.Add(newMeshKey, retMesh);
405 }
406
407 retMesh.physShapeInfo = newShape;
408 }
409 }
410 physicsScene.DetailLog("{0},BSShapeMesh,getReference,mesh={1},size={2},lod={3}", prim.LocalID, retMesh, prim.Size, lod);
411 return retMesh;
412 }
413 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
414 {
415 BSShape ret = null;
416 // If the underlying shape is native, the actual shape has not been build (waiting for asset)
417 // and we must create a copy of the native shape since they are never shared.
418 if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
419 {
420 // TODO: decide when the native shapes should be freed. Check in Dereference?
421 ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
422 }
423 else
424 {
425 // Another reference to this shape is just counted.
426 IncrementReference();
427 ret = this;
428 }
429 return ret;
430 }
431 public override void Dereference(BSScene physicsScene)
432 {
433 lock (Meshes)
434 {
435 this.DecrementReference();
436 physicsScene.DetailLog("{0},BSShapeMesh.Dereference,shape={1}", BSScene.DetailLogZero, this);
437 // TODO: schedule aging and destruction of unused meshes.
438 }
439 }
440 // Loop through all the known meshes and return the description based on the physical address.
441 public static bool TryGetMeshByPtr(BulletShape pShape, out BSShapeMesh outMesh)
442 {
443 bool ret = false;
444 BSShapeMesh foundDesc = null;
445 lock (Meshes)
446 {
447 foreach (BSShapeMesh sm in Meshes.Values)
448 {
449 if (sm.physShapeInfo.ReferenceSame(pShape))
450 {
451 foundDesc = sm;
452 ret = true;
453 break;
454 }
455
456 }
457 }
458 outMesh = foundDesc;
459 return ret;
460 }
461
462 public delegate BulletShape CreateShapeCall(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices );
463 private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
464 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
465 {
466 return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod,
467 (w, iC, i, vC, v) => physicsScene.PE.CreateMeshShape(w, iC, i, vC, v) );
468 }
469
470 // Code that uses the mesher to create the index/vertices info for a trimesh shape.
471 // This is used by the passed 'makeShape' call to create the Bullet mesh shape.
472 // The actual build call is passed so this logic can be used by several of the shapes that use a
473 // simple mesh as their base shape.
474 public static BulletShape CreatePhysicalMeshShape(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
475 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod, CreateShapeCall makeShape)
476 {
477 BulletShape newShape = new BulletShape();
478
479 IMesh meshData = null;
480 lock (physicsScene.mesher)
481 {
482 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
483 false, // say it is not physical so a bounding box is not built
484 false, // do not cache the mesh and do not use previously built versions
485 false,
486 false
487 );
488 }
489
490 if (meshData != null)
491 {
492 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
493 {
494 // Release the fetched asset data once it has been used.
495 pbs.SculptData = new byte[0];
496 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
497 }
498
499 int[] indices = meshData.getIndexListAsInt();
500 int realIndicesIndex = indices.Length;
501 float[] verticesAsFloats = meshData.getVertexListAsFloat();
502
503 if (BSParam.ShouldRemoveZeroWidthTriangles)
504 {
505 // Remove degenerate triangles. These are triangles with two of the vertices
506 // are the same. This is complicated by the problem that vertices are not
507 // made unique in sculpties so we have to compare the values in the vertex.
508 realIndicesIndex = 0;
509 for (int tri = 0; tri < indices.Length; tri += 3)
510 {
511 // Compute displacements into vertex array for each vertex of the triangle
512 int v1 = indices[tri + 0] * 3;
513 int v2 = indices[tri + 1] * 3;
514 int v3 = indices[tri + 2] * 3;
515 // Check to see if any two of the vertices are the same
516 if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
517 && verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1]
518 && verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2])
519 || ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
520 && verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1]
521 && verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2])
522 || ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
523 && verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1]
524 && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) )
525 )
526 {
527 // None of the vertices of the triangles are the same. This is a good triangle;
528 indices[realIndicesIndex + 0] = indices[tri + 0];
529 indices[realIndicesIndex + 1] = indices[tri + 1];
530 indices[realIndicesIndex + 2] = indices[tri + 2];
531 realIndicesIndex += 3;
532 }
533 }
534 }
535 physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,key={1},origTri={2},realTri={3},numVerts={4}",
536 BSScene.DetailLogZero, newMeshKey.ToString("X"), indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
537
538 if (realIndicesIndex != 0)
539 {
540 newShape = makeShape(physicsScene.World, realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats);
541 }
542 else
543 {
544 // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh.
545 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing;
546 physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim={1}", LogHeader, UsefulPrimInfo(physicsScene, prim) );
547 physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey);
548 }
549 }
550 newShape.shapeKey = newMeshKey;
551
552 return newShape;
553 }
192} 554}
193 555
556// ============================================================================================================
194public class BSShapeHull : BSShape 557public class BSShapeHull : BSShape
195{ 558{
196 private static string LogHeader = "[BULLETSIM SHAPE HULL]"; 559 private static string LogHeader = "[BULLETSIM SHAPE HULL]";
197 private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>(); 560 public static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
198 561
199 public BSShapeHull() : base() 562 public BSShapeHull(BulletShape pShape) : base(pShape)
200 { 563 {
201 } 564 }
202 public static BSShape GetReference() { return new BSShapeNull(); } 565 public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
203 public override void Dereference(BSScene physicsScene) { } 566 {
567 float lod;
568 System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
569
570 BSShapeHull retHull = null;
571 lock (Hulls)
572 {
573 if (Hulls.TryGetValue(newHullKey, out retHull))
574 {
575 // The mesh has already been created. Return a new reference to same.
576 retHull.IncrementReference();
577 }
578 else
579 {
580 retHull = new BSShapeHull(new BulletShape());
581 // An instance of this mesh has not been created. Build and remember same.
582 BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod);
583
584 // Check to see if hull was created (might require an asset).
585 newShape = VerifyMeshCreated(physicsScene, newShape, prim);
586 if (!newShape.isNativeShape
587 || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
588 || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
589 {
590 // If a mesh was what was created, remember the built shape for later sharing.
591 Hulls.Add(newHullKey, retHull);
592 }
593 retHull.physShapeInfo = newShape;
594 }
595 }
596 physicsScene.DetailLog("{0},BSShapeHull,getReference,hull={1},size={2},lod={3}", prim.LocalID, retHull, prim.Size, lod);
597 return retHull;
598 }
599 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
600 {
601 BSShape ret = null;
602 // If the underlying shape is native, the actual shape has not been build (waiting for asset)
603 // and we must create a copy of the native shape since they are never shared.
604 if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
605 {
606 // TODO: decide when the native shapes should be freed. Check in Dereference?
607 ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
608 }
609 else
610 {
611 // Another reference to this shape is just counted.
612 IncrementReference();
613 ret = this;
614 }
615 return ret;
616 }
617 public override void Dereference(BSScene physicsScene)
618 {
619 lock (Hulls)
620 {
621 this.DecrementReference();
622 physicsScene.DetailLog("{0},BSShapeHull.Dereference,shape={1}", BSScene.DetailLogZero, this);
623 // TODO: schedule aging and destruction of unused meshes.
624 }
625 }
626 List<ConvexResult> m_hulls;
627 private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey,
628 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
629 {
630 BulletShape newShape = new BulletShape();
631
632 IMesh meshData = null;
633 List<List<OMV.Vector3>> allHulls = null;
634 lock (physicsScene.mesher)
635 {
636 // Pass true for physicalness as this prevents the creation of bounding box which is not needed
637 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false);
638
639 // If we should use the asset's hull info, fetch it out of the locked mesher
640 if (meshData != null && BSParam.ShouldUseAssetHulls)
641 {
642 Meshmerizer realMesher = physicsScene.mesher as Meshmerizer;
643 if (realMesher != null)
644 {
645 allHulls = realMesher.GetConvexHulls(size);
646 }
647 if (allHulls == null)
648 {
649 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID);
650 }
651 }
652 }
653
654 // If there is hull data in the mesh asset, build the hull from that
655 if (allHulls != null && BSParam.ShouldUseAssetHulls)
656 {
657 int hullCount = allHulls.Count;
658 int totalVertices = 1; // include one for the count of the hulls
659 // Using the structure described for HACD hulls, create the memory sturcture
660 // to pass the hull data to the creater.
661 foreach (List<OMV.Vector3> hullVerts in allHulls)
662 {
663 totalVertices += 4; // add four for the vertex count and centroid
664 totalVertices += hullVerts.Count * 3; // one vertex is three dimensions
665 }
666 float[] convHulls = new float[totalVertices];
667
668 convHulls[0] = (float)hullCount;
669 int jj = 1;
670 foreach (List<OMV.Vector3> hullVerts in allHulls)
671 {
672 convHulls[jj + 0] = hullVerts.Count;
673 convHulls[jj + 1] = 0f; // centroid x,y,z
674 convHulls[jj + 2] = 0f;
675 convHulls[jj + 3] = 0f;
676 jj += 4;
677 foreach (OMV.Vector3 oneVert in hullVerts)
678 {
679 convHulls[jj + 0] = oneVert.X;
680 convHulls[jj + 1] = oneVert.Y;
681 convHulls[jj + 2] = oneVert.Z;
682 jj += 3;
683 }
684 }
685
686 // create the hull data structure in Bullet
687 newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
688
689 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}",
690 prim.LocalID, hullCount, totalVertices, newShape);
691 }
692
693 // If no hull specified in the asset and we should use Bullet's HACD approximation...
694 if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD)
695 {
696 // Build the hull shape from an existing mesh shape.
697 // The mesh should have already been created in Bullet.
698 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID);
699 BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);
700
701 if (meshShape.physShapeInfo.HasPhysicalShape)
702 {
703 HACDParams parms;
704 parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull;
705 parms.minClusters = BSParam.BHullMinClusters;
706 parms.compacityWeight = BSParam.BHullCompacityWeight;
707 parms.volumeWeight = BSParam.BHullVolumeWeight;
708 parms.concavity = BSParam.BHullConcavity;
709 parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints);
710 parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints);
711 parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints);
712 parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin);
713
714 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
715 newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);
716 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape);
717
718 // Now done with the mesh shape.
719 meshShape.Dereference(physicsScene);
720 }
721 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
722 }
723
724 // If no other hull specifications, use our HACD hull approximation.
725 if (!newShape.HasPhysicalShape && meshData != null)
726 {
727 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
728 {
729 // Release the fetched asset data once it has been used.
730 pbs.SculptData = new byte[0];
731 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
732 }
733
734 int[] indices = meshData.getIndexListAsInt();
735 List<OMV.Vector3> vertices = meshData.getVertexList();
736
737 //format conversion from IMesh format to DecompDesc format
738 List<int> convIndices = new List<int>();
739 List<float3> convVertices = new List<float3>();
740 for (int ii = 0; ii < indices.GetLength(0); ii++)
741 {
742 convIndices.Add(indices[ii]);
743 }
744 foreach (OMV.Vector3 vv in vertices)
745 {
746 convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
747 }
748
749 uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit;
750 if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes)
751 {
752 // Simple primitive shapes we know are convex so they are better implemented with
753 // fewer hulls.
754 // Check for simple shape (prim without cuts) and reduce split parameter if so.
755 if (BSShapeCollection.PrimHasNoCuts(pbs))
756 {
757 maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes;
758 }
759 }
760
761 // setup and do convex hull conversion
762 m_hulls = new List<ConvexResult>();
763 DecompDesc dcomp = new DecompDesc();
764 dcomp.mIndices = convIndices;
765 dcomp.mVertices = convVertices;
766 dcomp.mDepth = maxDepthSplit;
767 dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent;
768 dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent;
769 dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices;
770 dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth;
771 ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
772 // create the hull into the _hulls variable
773 convexBuilder.process(dcomp);
774
775 physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}",
776 BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count);
777
778 // Convert the vertices and indices for passing to unmanaged.
779 // The hull information is passed as a large floating point array.
780 // The format is:
781 // convHulls[0] = number of hulls
782 // convHulls[1] = number of vertices in first hull
783 // convHulls[2] = hull centroid X coordinate
784 // convHulls[3] = hull centroid Y coordinate
785 // convHulls[4] = hull centroid Z coordinate
786 // convHulls[5] = first hull vertex X
787 // convHulls[6] = first hull vertex Y
788 // convHulls[7] = first hull vertex Z
789 // convHulls[8] = second hull vertex X
790 // ...
791 // convHulls[n] = number of vertices in second hull
792 // convHulls[n+1] = second hull centroid X coordinate
793 // ...
794 //
795 // TODO: is is very inefficient. Someday change the convex hull generator to return
796 // data structures that do not need to be converted in order to pass to Bullet.
797 // And maybe put the values directly into pinned memory rather than marshaling.
798 int hullCount = m_hulls.Count;
799 int totalVertices = 1; // include one for the count of the hulls
800 foreach (ConvexResult cr in m_hulls)
801 {
802 totalVertices += 4; // add four for the vertex count and centroid
803 totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
804 }
805 float[] convHulls = new float[totalVertices];
806
807 convHulls[0] = (float)hullCount;
808 int jj = 1;
809 foreach (ConvexResult cr in m_hulls)
810 {
811 // copy vertices for index access
812 float3[] verts = new float3[cr.HullVertices.Count];
813 int kk = 0;
814 foreach (float3 ff in cr.HullVertices)
815 {
816 verts[kk++] = ff;
817 }
818
819 // add to the array one hull's worth of data
820 convHulls[jj++] = cr.HullIndices.Count;
821 convHulls[jj++] = 0f; // centroid x,y,z
822 convHulls[jj++] = 0f;
823 convHulls[jj++] = 0f;
824 foreach (int ind in cr.HullIndices)
825 {
826 convHulls[jj++] = verts[ind].x;
827 convHulls[jj++] = verts[ind].y;
828 convHulls[jj++] = verts[ind].z;
829 }
830 }
831 // create the hull data structure in Bullet
832 newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
833 }
834 newShape.shapeKey = newHullKey;
835 return newShape;
836 }
837 // Callback from convex hull creater with a newly created hull.
838 // Just add it to our collection of hulls for this shape.
839 private void HullReturn(ConvexResult result)
840 {
841 m_hulls.Add(result);
842 return;
843 }
844 // Loop through all the known hulls and return the description based on the physical address.
845 public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeHull outHull)
846 {
847 bool ret = false;
848 BSShapeHull foundDesc = null;
849 lock (Hulls)
850 {
851 foreach (BSShapeHull sh in Hulls.Values)
852 {
853 if (sh.physShapeInfo.ReferenceSame(pShape))
854 {
855 foundDesc = sh;
856 ret = true;
857 break;
858 }
859
860 }
861 }
862 outHull = foundDesc;
863 return ret;
864 }
204} 865}
205 866
867// ============================================================================================================
206public class BSShapeCompound : BSShape 868public class BSShapeCompound : BSShape
207{ 869{
208 private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; 870 private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
209 public BSShapeCompound() : base() 871 public BSShapeCompound(BulletShape pShape) : base(pShape)
210 { 872 {
211 } 873 }
212 public static BSShape GetReference(BSPhysObject prim) 874 public static BSShape GetReference(BSScene physicsScene)
213 { 875 {
214 return new BSShapeNull(); 876 // Base compound shapes are not shared so this returns a raw shape.
877 // A built compound shape can be reused in linksets.
878 return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene));
879 }
880 public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
881 {
882 // Calling this reference means we want another handle to an existing compound shape
883 // (usually linksets) so return this copy.
884 IncrementReference();
885 return this;
886 }
887 // Dereferencing a compound shape releases the hold on all the child shapes.
888 public override void Dereference(BSScene physicsScene)
889 {
890 lock (physShapeInfo)
891 {
892 this.DecrementReference();
893 physicsScene.DetailLog("{0},BSShapeCompound.Dereference,shape={1}", BSScene.DetailLogZero, this);
894 if (referenceCount <= 0)
895 {
896 if (!physicsScene.PE.IsCompound(physShapeInfo))
897 {
898 // Failed the sanity check!!
899 physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}",
900 LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString);
901 physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}",
902 BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString);
903 return;
904 }
905
906 int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo);
907 physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}",
908 BSScene.DetailLogZero, physShapeInfo, numChildren);
909
910 // Loop through all the children dereferencing each.
911 for (int ii = numChildren - 1; ii >= 0; ii--)
912 {
913 BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii);
914 DereferenceAnonCollisionShape(physicsScene, childShape);
915 }
916 physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
917 }
918 }
919 }
920 private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene)
921 {
922 BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false);
923 return cShape;
924 }
925 // Sometimes we have a pointer to a collision shape but don't know what type it is.
926 // Figure out type and call the correct dereference routine.
927 // Called at taint-time.
928 private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape)
929 {
930 // TODO: figure a better way to go through all the shape types and find a possible instance.
931 BSShapeMesh meshDesc;
932 if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc))
933 {
934 meshDesc.Dereference(physicsScene);
935 }
936 else
937 {
938 BSShapeHull hullDesc;
939 if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc))
940 {
941 hullDesc.Dereference(physicsScene);
942 }
943 else
944 {
945 BSShapeConvexHull chullDesc;
946 if (BSShapeConvexHull.TryGetHullByPtr(pShape, out chullDesc))
947 {
948 chullDesc.Dereference(physicsScene);
949 }
950 else
951 {
952 BSShapeGImpact gImpactDesc;
953 if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc))
954 {
955 gImpactDesc.Dereference(physicsScene);
956 }
957 else
958 {
959 // Didn't find it in the lists of specific types. It could be compound.
960 if (physicsScene.PE.IsCompound(pShape))
961 {
962 BSShapeCompound recursiveCompound = new BSShapeCompound(pShape);
963 recursiveCompound.Dereference(physicsScene);
964 }
965 else
966 {
967 // If none of the above, maybe it is a simple native shape.
968 if (physicsScene.PE.IsNativeShape(pShape))
969 {
970 BSShapeNative nativeShape = new BSShapeNative(pShape);
971 nativeShape.Dereference(physicsScene);
972 }
973 }
974 }
975 }
976 }
977 }
215 } 978 }
216 public override void Dereference(BSScene physicsScene) { }
217} 979}
218 980
981// ============================================================================================================
982public class BSShapeConvexHull : BSShape
983{
984 private static string LogHeader = "[BULLETSIM SHAPE CONVEX HULL]";
985 public static Dictionary<System.UInt64, BSShapeConvexHull> ConvexHulls = new Dictionary<System.UInt64, BSShapeConvexHull>();
986
987 public BSShapeConvexHull(BulletShape pShape) : base(pShape)
988 {
989 }
990 public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
991 {
992 float lod;
993 System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
994
995 physicsScene.DetailLog("{0},BSShapeConvexHull,getReference,newKey={1},size={2},lod={3}",
996 prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod);
997
998 BSShapeConvexHull retConvexHull = null;
999 lock (ConvexHulls)
1000 {
1001 if (ConvexHulls.TryGetValue(newMeshKey, out retConvexHull))
1002 {
1003 // The mesh has already been created. Return a new reference to same.
1004 retConvexHull.IncrementReference();
1005 }
1006 else
1007 {
1008 retConvexHull = new BSShapeConvexHull(new BulletShape());
1009 BulletShape convexShape = null;
1010
1011 // Get a handle to a mesh to build the hull from
1012 BSShape baseMesh = BSShapeMesh.GetReference(physicsScene, false /* forceRebuild */, prim);
1013 if (baseMesh.physShapeInfo.isNativeShape)
1014 {
1015 // We get here if the mesh was not creatable. Could be waiting for an asset from the disk.
1016 // In the short term, we return the native shape and a later ForceBodyShapeRebuild should
1017 // get back to this code with a buildable mesh.
1018 // TODO: not sure the temp native shape is freed when the mesh is rebuilt. When does this get freed?
1019 convexShape = baseMesh.physShapeInfo;
1020 }
1021 else
1022 {
1023 convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo);
1024 convexShape.shapeKey = newMeshKey;
1025 ConvexHulls.Add(convexShape.shapeKey, retConvexHull);
1026 }
1027
1028 // Done with the base mesh
1029 baseMesh.Dereference(physicsScene);
1030
1031 retConvexHull.physShapeInfo = convexShape;
1032 }
1033 }
1034 return retConvexHull;
1035 }
1036 public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
1037 {
1038 // Calling this reference means we want another handle to an existing shape
1039 // (usually linksets) so return this copy.
1040 IncrementReference();
1041 return this;
1042 }
1043 // Dereferencing a compound shape releases the hold on all the child shapes.
1044 public override void Dereference(BSScene physicsScene)
1045 {
1046 lock (ConvexHulls)
1047 {
1048 this.DecrementReference();
1049 physicsScene.DetailLog("{0},BSShapeConvexHull.Dereference,shape={1}", BSScene.DetailLogZero, this);
1050 // TODO: schedule aging and destruction of unused meshes.
1051 }
1052 }
1053 // Loop through all the known hulls and return the description based on the physical address.
1054 public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeConvexHull outHull)
1055 {
1056 bool ret = false;
1057 BSShapeConvexHull foundDesc = null;
1058 lock (ConvexHulls)
1059 {
1060 foreach (BSShapeConvexHull sh in ConvexHulls.Values)
1061 {
1062 if (sh.physShapeInfo.ReferenceSame(pShape))
1063 {
1064 foundDesc = sh;
1065 ret = true;
1066 break;
1067 }
1068
1069 }
1070 }
1071 outHull = foundDesc;
1072 return ret;
1073 }
1074}
1075// ============================================================================================================
1076public class BSShapeGImpact : BSShape
1077{
1078 private static string LogHeader = "[BULLETSIM SHAPE GIMPACT]";
1079 public static Dictionary<System.UInt64, BSShapeGImpact> GImpacts = new Dictionary<System.UInt64, BSShapeGImpact>();
1080
1081 public BSShapeGImpact(BulletShape pShape) : base(pShape)
1082 {
1083 }
1084 public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
1085 {
1086 float lod;
1087 System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
1088
1089 physicsScene.DetailLog("{0},BSShapeGImpact,getReference,newKey={1},size={2},lod={3}",
1090 prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod);
1091
1092 BSShapeGImpact retGImpact = null;
1093 lock (GImpacts)
1094 {
1095 if (GImpacts.TryGetValue(newMeshKey, out retGImpact))
1096 {
1097 // The mesh has already been created. Return a new reference to same.
1098 retGImpact.IncrementReference();
1099 }
1100 else
1101 {
1102 retGImpact = new BSShapeGImpact(new BulletShape());
1103 BulletShape newShape = retGImpact.CreatePhysicalGImpact(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod);
1104
1105 // Check to see if mesh was created (might require an asset).
1106 newShape = VerifyMeshCreated(physicsScene, newShape, prim);
1107 newShape.shapeKey = newMeshKey;
1108 if (!newShape.isNativeShape
1109 || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
1110 || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
1111 {
1112 // If a mesh was what was created, remember the built shape for later sharing.
1113 // Also note that if meshing failed we put it in the mesh list as there is nothing
1114 // else to do about the mesh.
1115 GImpacts.Add(newMeshKey, retGImpact);
1116 }
1117
1118 retGImpact.physShapeInfo = newShape;
1119 }
1120 }
1121 return retGImpact;
1122 }
1123
1124 private BulletShape CreatePhysicalGImpact(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
1125 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
1126 {
1127 return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod,
1128 (w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) );
1129 }
1130
1131 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
1132 {
1133 BSShape ret = null;
1134 // If the underlying shape is native, the actual shape has not been build (waiting for asset)
1135 // and we must create a copy of the native shape since they are never shared.
1136 if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
1137 {
1138 // TODO: decide when the native shapes should be freed. Check in Dereference?
1139 ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
1140 }
1141 else
1142 {
1143 // Another reference to this shape is just counted.
1144 IncrementReference();
1145 ret = this;
1146 }
1147 return ret;
1148 }
1149 // Dereferencing a compound shape releases the hold on all the child shapes.
1150 public override void Dereference(BSScene physicsScene)
1151 {
1152 lock (GImpacts)
1153 {
1154 this.DecrementReference();
1155 physicsScene.DetailLog("{0},BSShapeGImpact.Dereference,shape={1}", BSScene.DetailLogZero, this);
1156 // TODO: schedule aging and destruction of unused meshes.
1157 }
1158 }
1159 // Loop through all the known hulls and return the description based on the physical address.
1160 public static bool TryGetGImpactByPtr(BulletShape pShape, out BSShapeGImpact outHull)
1161 {
1162 bool ret = false;
1163 BSShapeGImpact foundDesc = null;
1164 lock (GImpacts)
1165 {
1166 foreach (BSShapeGImpact sh in GImpacts.Values)
1167 {
1168 if (sh.physShapeInfo.ReferenceSame(pShape))
1169 {
1170 foundDesc = sh;
1171 ret = true;
1172 break;
1173 }
1174
1175 }
1176 }
1177 outHull = foundDesc;
1178 return ret;
1179 }
1180}
1181
1182// ============================================================================================================
219public class BSShapeAvatar : BSShape 1183public class BSShapeAvatar : BSShape
220{ 1184{
221 private static string LogHeader = "[BULLETSIM SHAPE AVATAR]"; 1185 private static string LogHeader = "[BULLETSIM SHAPE AVATAR]";
222 public BSShapeAvatar() : base() 1186 public BSShapeAvatar() : base()
223 { 1187 {
224 } 1188 }
225 public static BSShape GetReference(BSPhysObject prim) 1189 public static BSShape GetReference(BSPhysObject prim)
226 { 1190 {
1191 return new BSShapeNull();
1192 }
1193 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
1194 {
227 return new BSShapeNull(); 1195 return new BSShapeNull();
228 } 1196 }
229 public override void Dereference(BSScene physicsScene) { } 1197 public override void Dereference(BSScene physicsScene) { }