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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs309
1 files changed, 162 insertions, 147 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index fca4258..046c12c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -441,12 +441,16 @@ public class BSShapeMesh : BSShape
441 { 441 {
442 BulletShape newShape = new BulletShape(); 442 BulletShape newShape = new BulletShape();
443 443
444 IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, 444 IMesh meshData = null;
445 false, // say it is not physical so a bounding box is not built 445 lock (physicsScene.mesher)
446 false, // do not cache the mesh and do not use previously built versions 446 {
447 false, 447 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
448 false 448 false, // say it is not physical so a bounding box is not built
449 ); 449 false, // do not cache the mesh and do not use previously built versions
450 false,
451 false
452 );
453 }
450 454
451 if (meshData != null) 455 if (meshData != null)
452 { 456 {
@@ -578,58 +582,73 @@ public class BSShapeHull : BSShape
578 BulletShape newShape = new BulletShape(); 582 BulletShape newShape = new BulletShape();
579 newShape.shapeKey = newHullKey; 583 newShape.shapeKey = newHullKey;
580 584
581 // Pass true for physicalness as this prevents the creation of bounding box which is not needed 585 IMesh meshData = null;
582 IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false); 586 List<List<OMV.Vector3>> allHulls = null;
583 587 lock (physicsScene.mesher)
584 // If there is hull data in the mesh asset, build the hull from that
585 if (meshData != null && BSParam.ShouldUseAssetHulls)
586 { 588 {
587 Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; 589 // Pass true for physicalness as this prevents the creation of bounding box which is not needed
588 if (realMesher != null) 590 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false);
591
592 // If we should use the asset's hull info, fetch it out of the locked mesher
593 if (meshData != null && BSParam.ShouldUseAssetHulls)
589 { 594 {
590 List<List<OMV.Vector3>> allHulls = realMesher.GetConvexHulls(size); 595 Meshmerizer realMesher = physicsScene.mesher as Meshmerizer;
591 if (allHulls != null) 596 if (realMesher != null)
592 { 597 {
593 int hullCount = allHulls.Count; 598 allHulls = realMesher.GetConvexHulls(size);
594 int totalVertices = 1; // include one for the count of the hulls 599 }
595 // Using the structure described for HACD hulls, create the memory sturcture 600 if (allHulls == null)
596 // to pass the hull data to the creater. 601 {
597 foreach (List<OMV.Vector3> hullVerts in allHulls) 602 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID);
598 { 603 }
599 totalVertices += 4; // add four for the vertex count and centroid 604 }
600 totalVertices += hullVerts.Count * 3; // one vertex is three dimensions 605 }
601 }
602 float[] convHulls = new float[totalVertices];
603 606
604 convHulls[0] = (float)hullCount; 607 // If there is hull data in the mesh asset, build the hull from that
605 int jj = 1; 608 if (allHulls != null && BSParam.ShouldUseAssetHulls)
606 foreach (List<OMV.Vector3> hullVerts in allHulls) 609 {
607 { 610 int hullCount = allHulls.Count;
608 convHulls[jj + 0] = hullVerts.Count; 611 int totalVertices = 1; // include one for the count of the hulls
609 convHulls[jj + 1] = 0f; // centroid x,y,z 612 // Using the structure described for HACD hulls, create the memory sturcture
610 convHulls[jj + 2] = 0f; 613 // to pass the hull data to the creater.
611 convHulls[jj + 3] = 0f; 614 foreach (List<OMV.Vector3> hullVerts in allHulls)
612 jj += 4; 615 {
613 foreach (OMV.Vector3 oneVert in hullVerts) 616 totalVertices += 4; // add four for the vertex count and centroid
614 { 617 totalVertices += hullVerts.Count * 3; // one vertex is three dimensions
615 convHulls[jj + 0] = oneVert.X; 618 }
616 convHulls[jj + 1] = oneVert.Y; 619 float[] convHulls = new float[totalVertices];
617 convHulls[jj + 2] = oneVert.Z;
618 jj += 3;
619 }
620 }
621 620
622 // create the hull data structure in Bullet 621 convHulls[0] = (float)hullCount;
623 newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); 622 int jj = 1;
623 foreach (List<OMV.Vector3> hullVerts in allHulls)
624 {
625 convHulls[jj + 0] = hullVerts.Count;
626 convHulls[jj + 1] = 0f; // centroid x,y,z
627 convHulls[jj + 2] = 0f;
628 convHulls[jj + 3] = 0f;
629 jj += 4;
630 foreach (OMV.Vector3 oneVert in hullVerts)
631 {
632 convHulls[jj + 0] = oneVert.X;
633 convHulls[jj + 1] = oneVert.Y;
634 convHulls[jj + 2] = oneVert.Z;
635 jj += 3;
624 } 636 }
625 } 637 }
638
639 // create the hull data structure in Bullet
640 newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
641
642 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}",
643 prim.LocalID, hullCount, totalVertices, newShape);
626 } 644 }
645
627 // If no hull specified in the asset and we should use Bullet's HACD approximation... 646 // If no hull specified in the asset and we should use Bullet's HACD approximation...
628 if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) 647 if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD)
629 { 648 {
630 // Build the hull shape from an existing mesh shape. 649 // Build the hull shape from an existing mesh shape.
631 // The mesh should have already been created in Bullet. 650 // The mesh should have already been created in Bullet.
632 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); 651 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID);
633 BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); 652 BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);
634 653
635 if (meshShape.physShapeInfo.HasPhysicalShape) 654 if (meshShape.physShapeInfo.HasPhysicalShape)
@@ -647,127 +666,123 @@ public class BSShapeHull : BSShape
647 666
648 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); 667 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
649 newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); 668 newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);
650 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); 669 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape);
651 670
652 // Now done with the mesh shape. 671 // Now done with the mesh shape.
653 meshShape.Dereference(physicsScene); 672 meshShape.Dereference(physicsScene);
654 } 673 }
655 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); 674 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
656 } 675 }
657 // If no hull specified, use our HACD hull approximation. 676
658 if (!newShape.HasPhysicalShape) 677 // If no other hull specifications, use our HACD hull approximation.
678 if (!newShape.HasPhysicalShape && meshData != null)
659 { 679 {
660 // Build a new hull in the physical world using the C# HACD algorigthm. 680 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
661 if (meshData != null)
662 { 681 {
663 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) 682 // Release the fetched asset data once it has been used.
664 { 683 pbs.SculptData = new byte[0];
665 // Release the fetched asset data once it has been used. 684 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
666 pbs.SculptData = new byte[0]; 685 }
667 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
668 }
669 686
670 int[] indices = meshData.getIndexListAsInt(); 687 int[] indices = meshData.getIndexListAsInt();
671 List<OMV.Vector3> vertices = meshData.getVertexList(); 688 List<OMV.Vector3> vertices = meshData.getVertexList();
672 689
673 //format conversion from IMesh format to DecompDesc format 690 //format conversion from IMesh format to DecompDesc format
674 List<int> convIndices = new List<int>(); 691 List<int> convIndices = new List<int>();
675 List<float3> convVertices = new List<float3>(); 692 List<float3> convVertices = new List<float3>();
676 for (int ii = 0; ii < indices.GetLength(0); ii++) 693 for (int ii = 0; ii < indices.GetLength(0); ii++)
677 { 694 {
678 convIndices.Add(indices[ii]); 695 convIndices.Add(indices[ii]);
679 } 696 }
680 foreach (OMV.Vector3 vv in vertices) 697 foreach (OMV.Vector3 vv in vertices)
681 { 698 {
682 convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); 699 convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
683 } 700 }
684 701
685 uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; 702 uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit;
686 if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) 703 if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes)
704 {
705 // Simple primitive shapes we know are convex so they are better implemented with
706 // fewer hulls.
707 // Check for simple shape (prim without cuts) and reduce split parameter if so.
708 if (BSShapeCollection.PrimHasNoCuts(pbs))
687 { 709 {
688 // Simple primitive shapes we know are convex so they are better implemented with 710 maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes;
689 // fewer hulls.
690 // Check for simple shape (prim without cuts) and reduce split parameter if so.
691 if (BSShapeCollection.PrimHasNoCuts(pbs))
692 {
693 maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes;
694 }
695 } 711 }
712 }
713
714 // setup and do convex hull conversion
715 m_hulls = new List<ConvexResult>();
716 DecompDesc dcomp = new DecompDesc();
717 dcomp.mIndices = convIndices;
718 dcomp.mVertices = convVertices;
719 dcomp.mDepth = maxDepthSplit;
720 dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent;
721 dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent;
722 dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices;
723 dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth;
724 ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
725 // create the hull into the _hulls variable
726 convexBuilder.process(dcomp);
727
728 physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}",
729 BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count);
730
731 // Convert the vertices and indices for passing to unmanaged.
732 // The hull information is passed as a large floating point array.
733 // The format is:
734 // convHulls[0] = number of hulls
735 // convHulls[1] = number of vertices in first hull
736 // convHulls[2] = hull centroid X coordinate
737 // convHulls[3] = hull centroid Y coordinate
738 // convHulls[4] = hull centroid Z coordinate
739 // convHulls[5] = first hull vertex X
740 // convHulls[6] = first hull vertex Y
741 // convHulls[7] = first hull vertex Z
742 // convHulls[8] = second hull vertex X
743 // ...
744 // convHulls[n] = number of vertices in second hull
745 // convHulls[n+1] = second hull centroid X coordinate
746 // ...
747 //
748 // TODO: is is very inefficient. Someday change the convex hull generator to return
749 // data structures that do not need to be converted in order to pass to Bullet.
750 // And maybe put the values directly into pinned memory rather than marshaling.
751 int hullCount = m_hulls.Count;
752 int totalVertices = 1; // include one for the count of the hulls
753 foreach (ConvexResult cr in m_hulls)
754 {
755 totalVertices += 4; // add four for the vertex count and centroid
756 totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
757 }
758 float[] convHulls = new float[totalVertices];
696 759
697 // setup and do convex hull conversion 760 convHulls[0] = (float)hullCount;
698 m_hulls = new List<ConvexResult>(); 761 int jj = 1;
699 DecompDesc dcomp = new DecompDesc(); 762 foreach (ConvexResult cr in m_hulls)
700 dcomp.mIndices = convIndices; 763 {
701 dcomp.mVertices = convVertices; 764 // copy vertices for index access
702 dcomp.mDepth = maxDepthSplit; 765 float3[] verts = new float3[cr.HullVertices.Count];
703 dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; 766 int kk = 0;
704 dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; 767 foreach (float3 ff in cr.HullVertices)
705 dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices;
706 dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth;
707 ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
708 // create the hull into the _hulls variable
709 convexBuilder.process(dcomp);
710
711 physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}",
712 BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count);
713
714 // Convert the vertices and indices for passing to unmanaged.
715 // The hull information is passed as a large floating point array.
716 // The format is:
717 // convHulls[0] = number of hulls
718 // convHulls[1] = number of vertices in first hull
719 // convHulls[2] = hull centroid X coordinate
720 // convHulls[3] = hull centroid Y coordinate
721 // convHulls[4] = hull centroid Z coordinate
722 // convHulls[5] = first hull vertex X
723 // convHulls[6] = first hull vertex Y
724 // convHulls[7] = first hull vertex Z
725 // convHulls[8] = second hull vertex X
726 // ...
727 // convHulls[n] = number of vertices in second hull
728 // convHulls[n+1] = second hull centroid X coordinate
729 // ...
730 //
731 // TODO: is is very inefficient. Someday change the convex hull generator to return
732 // data structures that do not need to be converted in order to pass to Bullet.
733 // And maybe put the values directly into pinned memory rather than marshaling.
734 int hullCount = m_hulls.Count;
735 int totalVertices = 1; // include one for the count of the hulls
736 foreach (ConvexResult cr in m_hulls)
737 { 768 {
738 totalVertices += 4; // add four for the vertex count and centroid 769 verts[kk++] = ff;
739 totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
740 } 770 }
741 float[] convHulls = new float[totalVertices];
742 771
743 convHulls[0] = (float)hullCount; 772 // add to the array one hull's worth of data
744 int jj = 1; 773 convHulls[jj++] = cr.HullIndices.Count;
745 foreach (ConvexResult cr in m_hulls) 774 convHulls[jj++] = 0f; // centroid x,y,z
775 convHulls[jj++] = 0f;
776 convHulls[jj++] = 0f;
777 foreach (int ind in cr.HullIndices)
746 { 778 {
747 // copy vertices for index access 779 convHulls[jj++] = verts[ind].x;
748 float3[] verts = new float3[cr.HullVertices.Count]; 780 convHulls[jj++] = verts[ind].y;
749 int kk = 0; 781 convHulls[jj++] = verts[ind].z;
750 foreach (float3 ff in cr.HullVertices)
751 {
752 verts[kk++] = ff;
753 }
754
755 // add to the array one hull's worth of data
756 convHulls[jj++] = cr.HullIndices.Count;
757 convHulls[jj++] = 0f; // centroid x,y,z
758 convHulls[jj++] = 0f;
759 convHulls[jj++] = 0f;
760 foreach (int ind in cr.HullIndices)
761 {
762 convHulls[jj++] = verts[ind].x;
763 convHulls[jj++] = verts[ind].y;
764 convHulls[jj++] = verts[ind].z;
765 }
766 } 782 }
767 // create the hull data structure in Bullet
768 newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
769 } 783 }
770 newShape.shapeKey = newHullKey; 784 // create the hull data structure in Bullet
785 newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
771 } 786 }
772 return newShape; 787 return newShape;
773 } 788 }