diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 374 |
1 files changed, 0 insertions, 374 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 17ba85a..e65e42b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -27,8 +27,6 @@ | |||
27 | 27 | ||
28 | // Uncomment this it enable code to do all shape an body memory management | 28 | // Uncomment this it enable code to do all shape an body memory management |
29 | // in the C# code. | 29 | // in the C# code. |
30 | #define CSHARP_BODY_MANAGEMENT | ||
31 | |||
32 | using System; | 30 | using System; |
33 | using System.Reflection; | 31 | using System.Reflection; |
34 | using System.Collections.Generic; | 32 | using System.Collections.Generic; |
@@ -474,14 +472,8 @@ public sealed class BSPrim : BSPhysObject | |||
474 | // Called at taint-time!! | 472 | // Called at taint-time!! |
475 | private void SetObjectDynamic(bool forceRebuild) | 473 | private void SetObjectDynamic(bool forceRebuild) |
476 | { | 474 | { |
477 | #if CSHARP_BODY_MANAGEMENT | ||
478 | // Recreate the physical object if necessary | 475 | // Recreate the physical object if necessary |
479 | CreateGeomAndObject(forceRebuild); | 476 | CreateGeomAndObject(forceRebuild); |
480 | #else | ||
481 | // If it's becoming dynamic, it will need hullness | ||
482 | VerifyCorrectPhysicalShape(); | ||
483 | UpdatePhysicalParameters(); | ||
484 | #endif // CSHARP_BODY_MANAGEMENT | ||
485 | } | 477 | } |
486 | 478 | ||
487 | // Convert the simulator's physical properties into settings on BulletSim objects. | 479 | // Convert the simulator's physical properties into settings on BulletSim objects. |
@@ -498,11 +490,6 @@ public sealed class BSPrim : BSPhysObject | |||
498 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | 490 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). |
499 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 491 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); |
500 | 492 | ||
501 | #if !CSHARP_BODY_MANAGEMENT | ||
502 | // Make solid or not (do things bounce off or pass through this object) | ||
503 | // This is done first because it can change the collisionObject type. | ||
504 | MakeSolid(IsSolid); | ||
505 | #endif // !CSHARP_BODY_MANAGEMENT | ||
506 | 493 | ||
507 | // Set up the object physicalness (does gravity and collisions move this object) | 494 | // Set up the object physicalness (does gravity and collisions move this object) |
508 | MakeDynamic(IsStatic); | 495 | MakeDynamic(IsStatic); |
@@ -513,10 +500,8 @@ public sealed class BSPrim : BSPhysObject | |||
513 | // Arrange for collision events if the simulator wants them | 500 | // Arrange for collision events if the simulator wants them |
514 | EnableCollisions(SubscribedEvents()); | 501 | EnableCollisions(SubscribedEvents()); |
515 | 502 | ||
516 | #if CSHARP_BODY_MANAGEMENT | ||
517 | // Make solid or not (do things bounce off or pass through this object). | 503 | // Make solid or not (do things bounce off or pass through this object). |
518 | MakeSolid(IsSolid); | 504 | MakeSolid(IsSolid); |
519 | #endif // CSHARP_BODY_MANAGEMENT | ||
520 | 505 | ||
521 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 506 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); |
522 | 507 | ||
@@ -609,7 +594,6 @@ public sealed class BSPrim : BSPhysObject | |||
609 | // the functions after this one set up the state of a possibly newly created collision body. | 594 | // the functions after this one set up the state of a possibly newly created collision body. |
610 | private void MakeSolid(bool makeSolid) | 595 | private void MakeSolid(bool makeSolid) |
611 | { | 596 | { |
612 | #if CSHARP_BODY_MANAGEMENT | ||
613 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr); | 597 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr); |
614 | if (makeSolid) | 598 | if (makeSolid) |
615 | { | 599 | { |
@@ -630,49 +614,6 @@ public sealed class BSPrim : BSPhysObject | |||
630 | BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; | 614 | BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; |
631 | BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; | 615 | BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; |
632 | } | 616 | } |
633 | #else | ||
634 | // If doing the body management in C#, all this logic is in CSShapeCollection.CreateObject(). | ||
635 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr); | ||
636 | if (makeSolid) | ||
637 | { | ||
638 | if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) | ||
639 | { | ||
640 | // Solid things are made out of rigid bodies. Remove this old body from the world | ||
641 | // and use this shape in a new rigid body. | ||
642 | BulletBody oldBody = BSBody; | ||
643 | // Zero out the pointer to the shape in the old body so the shape will not get freed | ||
644 | BSShape.Ptr = BulletSimAPI.GetCollisionShape2(oldBody.Ptr); | ||
645 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.Ptr, oldBody.Ptr, IntPtr.Zero); | ||
646 | // Get rid of the old body and remove it from BulletSim's object list | ||
647 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); | ||
648 | |||
649 | // Create the new body with the shape | ||
650 | BSBody = new BulletBody(LocalID, BulletSimAPI.CreateBodyFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation)); | ||
651 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
652 | DetailLog("{0},BSPrim.MakeSolid:rigidBody,body={1},shape={2}", LocalID, BSBody, BSShape); | ||
653 | } | ||
654 | } | ||
655 | else | ||
656 | { | ||
657 | if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0) | ||
658 | { | ||
659 | // Non-solid things are made out of ghost objects. Remove this old body from the world | ||
660 | // and use this shape in a new rigid body. | ||
661 | BulletBody oldBody = BSBody; | ||
662 | |||
663 | // Zero out the pointer to the shape in the old body so the shape will not get freed | ||
664 | BSShape.Ptr = BulletSimAPI.GetCollisionShape2(oldBody.Ptr); | ||
665 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.Ptr, oldBody.Ptr, IntPtr.Zero); | ||
666 | // Get rid of the old body and remove it from BulletSim's object list | ||
667 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); | ||
668 | |||
669 | BSBody = new BulletBody(LocalID, | ||
670 | BulletSimAPI.CreateGhostFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation)); | ||
671 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
672 | DetailLog("{0},BSPrim.MakeGhostBody,body={1},shape={2}", LocalID, BSBody, BSShape); | ||
673 | } | ||
674 | } | ||
675 | #endif | ||
676 | } | 617 | } |
677 | 618 | ||
678 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | 619 | // Turn on or off the flag controlling whether collision events are returned to the simulator. |
@@ -1139,300 +1080,6 @@ public sealed class BSPrim : BSPhysObject | |||
1139 | }// end CalculateMass | 1080 | }// end CalculateMass |
1140 | #endregion Mass Calculation | 1081 | #endregion Mass Calculation |
1141 | 1082 | ||
1142 | #if !CSHARP_BODY_MANAGEMENT | ||
1143 | // Create the geometry information in Bullet for later use. | ||
1144 | // The objects needs a hull if it's physical otherwise a mesh is enough. | ||
1145 | // No locking here because this is done when we know physics is not simulating. | ||
1146 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. | ||
1147 | // Returns 'true' if the geometry was rebuilt. | ||
1148 | // Called at taint-time! | ||
1149 | private bool CreateGeom(bool forceRebuild) | ||
1150 | { | ||
1151 | bool ret = false; | ||
1152 | bool haveShape = false; | ||
1153 | |||
1154 | // If the prim attributes are simple, this could be a simple Bullet native shape | ||
1155 | if ( | ||
1156 | // if the basic shape is a cube or a sphere... | ||
1157 | ((_pbs.ProfileShape == ProfileShape.Square && _pbs.PathCurve == (byte)Extrusion.Straight) | ||
1158 | || (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1 | ||
1159 | /* && _pbs.Scale.X == _pbs.Scale.Y && _pbs.Scale.Y == _pbs.Scale.Z */ )) | ||
1160 | // ... and we are not doing sculpty meshes... | ||
1161 | && (_pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) | ||
1162 | // ... or this is a 'simple' shape... | ||
1163 | || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 | ||
1164 | && _pbs.ProfileHollow == 0 | ||
1165 | && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 | ||
1166 | && _pbs.PathBegin == 0 && _pbs.PathEnd == 0 | ||
1167 | && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0 | ||
1168 | && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100 | ||
1169 | && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) ) | ||
1170 | // ... then this might be representable as a native Bullet collision shape | ||
1171 | { | ||
1172 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1173 | { | ||
1174 | haveShape = true; | ||
1175 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | ||
1176 | { | ||
1177 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | ||
1178 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | ||
1179 | _meshKey = (ulong)ShapeData.FixedShapeKey.KEY_SPHERE; | ||
1180 | // Bullet native objects are scaled by the Bullet engine so pass the size in | ||
1181 | _scale = _size; | ||
1182 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | ||
1183 | ret = true; | ||
1184 | } | ||
1185 | } | ||
1186 | else | ||
1187 | { | ||
1188 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | ||
1189 | haveShape = true; | ||
1190 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | ||
1191 | { | ||
1192 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | ||
1193 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | ||
1194 | _meshKey = (ulong)ShapeData.FixedShapeKey.KEY_BOX; | ||
1195 | _scale = _size; | ||
1196 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | ||
1197 | ret = true; | ||
1198 | } | ||
1199 | } | ||
1200 | } | ||
1201 | // If a simple shape isn't happening, create a mesh and possibly a hull | ||
1202 | if (!haveShape) | ||
1203 | { | ||
1204 | if (IsPhysical) | ||
1205 | { | ||
1206 | if (forceRebuild || _hullKey == 0) | ||
1207 | { | ||
1208 | // physical objects require a hull for interaction. | ||
1209 | // This also creates the mesh if it doesn't already exist | ||
1210 | ret = CreateGeomHull(); | ||
1211 | } | ||
1212 | } | ||
1213 | else | ||
1214 | { | ||
1215 | if (forceRebuild || _meshKey == 0) | ||
1216 | { | ||
1217 | // Static (non-physical) objects only need a mesh for bumping into | ||
1218 | ret = CreateGeomMesh(); | ||
1219 | } | ||
1220 | } | ||
1221 | } | ||
1222 | |||
1223 | return ret; | ||
1224 | } | ||
1225 | |||
1226 | // No locking here because this is done when we know physics is not simulating | ||
1227 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). | ||
1228 | // Called at taint-time! | ||
1229 | private bool CreateGeomMesh() | ||
1230 | { | ||
1231 | // level of detail based on size and type of the object | ||
1232 | float lod = PhysicsScene.MeshLOD; | ||
1233 | if (_pbs.SculptEntry) | ||
1234 | lod = PhysicsScene.SculptLOD; | ||
1235 | float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z)); | ||
1236 | if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) | ||
1237 | lod = PhysicsScene.MeshMegaPrimLOD; | ||
1238 | |||
1239 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); | ||
1240 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _meshKey, newMeshKey); | ||
1241 | |||
1242 | // if this new shape is the same as last time, don't recreate the mesh | ||
1243 | if (_meshKey == newMeshKey) return false; | ||
1244 | |||
1245 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | ||
1246 | // Since we're recreating new, get rid of any previously generated shape | ||
1247 | if (_meshKey != 0) | ||
1248 | { | ||
1249 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, LocalID, _meshKey); | ||
1250 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | ||
1251 | BulletSimAPI.DestroyMesh(PhysicsScene.WorldID, _meshKey); | ||
1252 | _mesh = null; | ||
1253 | _meshKey = 0; | ||
1254 | } | ||
1255 | |||
1256 | _meshKey = newMeshKey; | ||
1257 | // always pass false for physicalness as this creates some sort of bounding box which we don't need | ||
1258 | _mesh = PhysicsScene.mesher.CreateMesh(PhysObjectName, _pbs, _size, lod, false); | ||
1259 | |||
1260 | int[] indices = _mesh.getIndexListAsInt(); | ||
1261 | List<OMV.Vector3> vertices = _mesh.getVertexList(); | ||
1262 | |||
1263 | float[] verticesAsFloats = new float[vertices.Count * 3]; | ||
1264 | int vi = 0; | ||
1265 | foreach (OMV.Vector3 vv in vertices) | ||
1266 | { | ||
1267 | verticesAsFloats[vi++] = vv.X; | ||
1268 | verticesAsFloats[vi++] = vv.Y; | ||
1269 | verticesAsFloats[vi++] = vv.Z; | ||
1270 | } | ||
1271 | |||
1272 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | ||
1273 | // LogHeader, LocalID, _meshKey, indices.Length, vertices.Count); | ||
1274 | BulletSimAPI.CreateMesh(PhysicsScene.WorldID, _meshKey, indices.GetLength(0), indices, | ||
1275 | vertices.Count, verticesAsFloats); | ||
1276 | |||
1277 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | ||
1278 | // meshes are already scaled by the meshmerizer | ||
1279 | _scale = new OMV.Vector3(1f, 1f, 1f); | ||
1280 | return true; | ||
1281 | } | ||
1282 | |||
1283 | // No locking here because this is done when we know physics is not simulating | ||
1284 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). | ||
1285 | private bool CreateGeomHull() | ||
1286 | { | ||
1287 | float lod = _pbs.SculptEntry ? PhysicsScene.SculptLOD : PhysicsScene.MeshLOD; | ||
1288 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); | ||
1289 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _hullKey, newHullKey); | ||
1290 | |||
1291 | // if the hull hasn't changed, don't rebuild it | ||
1292 | if (newHullKey == _hullKey) return false; | ||
1293 | |||
1294 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | ||
1295 | |||
1296 | // Since we're recreating new, get rid of any previously generated shape | ||
1297 | if (_hullKey != 0) | ||
1298 | { | ||
1299 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | ||
1300 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); | ||
1301 | BulletSimAPI.DestroyHull(PhysicsScene.WorldID, _hullKey); | ||
1302 | _hullKey = 0; | ||
1303 | } | ||
1304 | |||
1305 | _hullKey = newHullKey; | ||
1306 | |||
1307 | // Make sure the underlying mesh exists and is correct | ||
1308 | CreateGeomMesh(); | ||
1309 | |||
1310 | int[] indices = _mesh.getIndexListAsInt(); | ||
1311 | List<OMV.Vector3> vertices = _mesh.getVertexList(); | ||
1312 | |||
1313 | //format conversion from IMesh format to DecompDesc format | ||
1314 | List<int> convIndices = new List<int>(); | ||
1315 | List<float3> convVertices = new List<float3>(); | ||
1316 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
1317 | { | ||
1318 | convIndices.Add(indices[ii]); | ||
1319 | } | ||
1320 | foreach (OMV.Vector3 vv in vertices) | ||
1321 | { | ||
1322 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
1323 | } | ||
1324 | |||
1325 | // setup and do convex hull conversion | ||
1326 | _hulls = new List<ConvexResult>(); | ||
1327 | DecompDesc dcomp = new DecompDesc(); | ||
1328 | dcomp.mIndices = convIndices; | ||
1329 | dcomp.mVertices = convVertices; | ||
1330 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
1331 | // create the hull into the _hulls variable | ||
1332 | convexBuilder.process(dcomp); | ||
1333 | |||
1334 | // Convert the vertices and indices for passing to unmanaged. | ||
1335 | // The hull information is passed as a large floating point array. | ||
1336 | // The format is: | ||
1337 | // convHulls[0] = number of hulls | ||
1338 | // convHulls[1] = number of vertices in first hull | ||
1339 | // convHulls[2] = hull centroid X coordinate | ||
1340 | // convHulls[3] = hull centroid Y coordinate | ||
1341 | // convHulls[4] = hull centroid Z coordinate | ||
1342 | // convHulls[5] = first hull vertex X | ||
1343 | // convHulls[6] = first hull vertex Y | ||
1344 | // convHulls[7] = first hull vertex Z | ||
1345 | // convHulls[8] = second hull vertex X | ||
1346 | // ... | ||
1347 | // convHulls[n] = number of vertices in second hull | ||
1348 | // convHulls[n+1] = second hull centroid X coordinate | ||
1349 | // ... | ||
1350 | // | ||
1351 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
1352 | // data structures that do not need to be converted in order to pass to Bullet. | ||
1353 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
1354 | int hullCount = _hulls.Count; | ||
1355 | int totalVertices = 1; // include one for the count of the hulls | ||
1356 | foreach (ConvexResult cr in _hulls) | ||
1357 | { | ||
1358 | totalVertices += 4; // add four for the vertex count and centroid | ||
1359 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
1360 | } | ||
1361 | float[] convHulls = new float[totalVertices]; | ||
1362 | |||
1363 | convHulls[0] = (float)hullCount; | ||
1364 | int jj = 1; | ||
1365 | foreach (ConvexResult cr in _hulls) | ||
1366 | { | ||
1367 | // copy vertices for index access | ||
1368 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
1369 | int kk = 0; | ||
1370 | foreach (float3 ff in cr.HullVertices) | ||
1371 | { | ||
1372 | verts[kk++] = ff; | ||
1373 | } | ||
1374 | |||
1375 | // add to the array one hull's worth of data | ||
1376 | convHulls[jj++] = cr.HullIndices.Count; | ||
1377 | convHulls[jj++] = 0f; // centroid x,y,z | ||
1378 | convHulls[jj++] = 0f; | ||
1379 | convHulls[jj++] = 0f; | ||
1380 | foreach (int ind in cr.HullIndices) | ||
1381 | { | ||
1382 | convHulls[jj++] = verts[ind].x; | ||
1383 | convHulls[jj++] = verts[ind].y; | ||
1384 | convHulls[jj++] = verts[ind].z; | ||
1385 | } | ||
1386 | } | ||
1387 | |||
1388 | // create the hull definition in Bullet | ||
1389 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, LocalID, _hullKey, hullCount); | ||
1390 | BulletSimAPI.CreateHull(PhysicsScene.WorldID, _hullKey, hullCount, convHulls); | ||
1391 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | ||
1392 | // meshes are already scaled by the meshmerizer | ||
1393 | _scale = new OMV.Vector3(1f, 1f, 1f); | ||
1394 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | ||
1395 | return true; | ||
1396 | } | ||
1397 | |||
1398 | // Callback from convex hull creater with a newly created hull. | ||
1399 | // Just add it to the collection of hulls for this shape. | ||
1400 | private void HullReturn(ConvexResult result) | ||
1401 | { | ||
1402 | _hulls.Add(result); | ||
1403 | return; | ||
1404 | } | ||
1405 | |||
1406 | private void VerifyCorrectPhysicalShape() | ||
1407 | { | ||
1408 | if (!IsStatic) | ||
1409 | { | ||
1410 | // if not static, it will need a hull to efficiently collide with things | ||
1411 | if (_hullKey == 0) | ||
1412 | { | ||
1413 | CreateGeomAndObject(false); | ||
1414 | } | ||
1415 | |||
1416 | } | ||
1417 | } | ||
1418 | |||
1419 | // Create an object in Bullet if it has not already been created | ||
1420 | // No locking here because this is done when the physics engine is not simulating | ||
1421 | // Returns 'true' if an object was actually created. | ||
1422 | private bool CreateObject() | ||
1423 | { | ||
1424 | // this routine is called when objects are rebuilt. | ||
1425 | |||
1426 | // the mesh or hull must have already been created in Bullet | ||
1427 | ShapeData shape; | ||
1428 | FillShapeInfo(out shape); | ||
1429 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, LocalID, shape.Type); | ||
1430 | bool ret = BulletSimAPI.CreateObject(PhysicsScene.WorldID, shape); | ||
1431 | |||
1432 | return ret; | ||
1433 | } | ||
1434 | #endif // !CSHARP_BODY_MANAGEMENT | ||
1435 | |||
1436 | // Copy prim's info into the BulletSim shape description structure | 1083 | // Copy prim's info into the BulletSim shape description structure |
1437 | public void FillShapeInfo(out ShapeData shape) | 1084 | public void FillShapeInfo(out ShapeData shape) |
1438 | { | 1085 | { |
@@ -1458,7 +1105,6 @@ public sealed class BSPrim : BSPhysObject | |||
1458 | // Called at taint-time!!! | 1105 | // Called at taint-time!!! |
1459 | private void CreateGeomAndObject(bool forceRebuild) | 1106 | private void CreateGeomAndObject(bool forceRebuild) |
1460 | { | 1107 | { |
1461 | #if CSHARP_BODY_MANAGEMENT | ||
1462 | ShapeData shapeData; | 1108 | ShapeData shapeData; |
1463 | FillShapeInfo(out shapeData); | 1109 | FillShapeInfo(out shapeData); |
1464 | 1110 | ||
@@ -1475,26 +1121,6 @@ public sealed class BSPrim : BSPhysObject | |||
1475 | 1121 | ||
1476 | // Make sure the properties are set on the new object | 1122 | // Make sure the properties are set on the new object |
1477 | UpdatePhysicalParameters(); | 1123 | UpdatePhysicalParameters(); |
1478 | #else | ||
1479 | // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, LocalID, forceRebuild); | ||
1480 | // Create the geometry that will make up the object | ||
1481 | if (CreateGeom(forceRebuild)) | ||
1482 | { | ||
1483 | // Create the object and place it into the world | ||
1484 | CreateObject(); | ||
1485 | |||
1486 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. | ||
1487 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID)); | ||
1488 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr), _shapeType); | ||
1489 | BSShape.shapeKey = _meshKey; | ||
1490 | DetailLog("{0},BSPrim.CreateGeomAndObject,body={1},shape={2}", LocalID, BSBody, BSShape); | ||
1491 | |||
1492 | // Make sure the properties are set on the new object | ||
1493 | UpdatePhysicalParameters(); | ||
1494 | } | ||
1495 | |||
1496 | |||
1497 | #endif // CSHARP_BODY_MANAGEMENT | ||
1498 | return; | 1124 | return; |
1499 | } | 1125 | } |
1500 | 1126 | ||