diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 15 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 11 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | 5 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 11 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 3 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 9 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 5 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 8 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 15 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 415 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 14 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 152 |
12 files changed, 504 insertions, 159 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 231f0f8..12a0c17 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | |||
@@ -251,6 +251,16 @@ public override BulletShape CreateMeshShape(BulletWorld world, | |||
251 | BSPhysicsShapeType.SHAPE_MESH); | 251 | BSPhysicsShapeType.SHAPE_MESH); |
252 | } | 252 | } |
253 | 253 | ||
254 | public override BulletShape CreateGImpactShape(BulletWorld world, | ||
255 | int indicesCount, int[] indices, | ||
256 | int verticesCount, float[] vertices) | ||
257 | { | ||
258 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
259 | return new BulletShapeUnman( | ||
260 | BSAPICPP.CreateGImpactShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices), | ||
261 | BSPhysicsShapeType.SHAPE_GIMPACT); | ||
262 | } | ||
263 | |||
254 | public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) | 264 | public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) |
255 | { | 265 | { |
256 | BulletWorldUnman worldu = world as BulletWorldUnman; | 266 | BulletWorldUnman worldu = world as BulletWorldUnman; |
@@ -1426,6 +1436,11 @@ public static extern IntPtr CreateMeshShape2(IntPtr world, | |||
1426 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | 1436 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); |
1427 | 1437 | ||
1428 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1438 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1439 | public static extern IntPtr CreateGImpactShape2(IntPtr world, | ||
1440 | int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
1441 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | ||
1442 | |||
1443 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1429 | public static extern IntPtr CreateHullShape2(IntPtr world, | 1444 | public static extern IntPtr CreateHullShape2(IntPtr world, |
1430 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); | 1445 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); |
1431 | 1446 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 59780ae..6db5f5e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -1475,7 +1475,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1475 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | 1475 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; |
1476 | break; | 1476 | break; |
1477 | case BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE: | 1477 | case BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE: |
1478 | ret = BSPhysicsShapeType.SHAPE_MESH; | 1478 | ret = BSPhysicsShapeType.SHAPE_CONVEXHULL; |
1479 | break; | 1479 | break; |
1480 | case BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE: | 1480 | case BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE: |
1481 | ret = BSPhysicsShapeType.SHAPE_HULL; | 1481 | ret = BSPhysicsShapeType.SHAPE_HULL; |
@@ -1503,7 +1503,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1503 | ret = BSPhysicsShapeType.SHAPE_CONE; | 1503 | ret = BSPhysicsShapeType.SHAPE_CONE; |
1504 | break; | 1504 | break; |
1505 | case BroadphaseNativeTypes.CONVEX_SHAPE_PROXYTYPE: | 1505 | case BroadphaseNativeTypes.CONVEX_SHAPE_PROXYTYPE: |
1506 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | 1506 | ret = BSPhysicsShapeType.SHAPE_CONVEXHULL; |
1507 | break; | 1507 | break; |
1508 | case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: | 1508 | case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: |
1509 | ret = BSPhysicsShapeType.SHAPE_CYLINDER; | 1509 | ret = BSPhysicsShapeType.SHAPE_CYLINDER; |
@@ -1547,7 +1547,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1547 | break; | 1547 | break; |
1548 | ///Used for GIMPACT Trimesh integration | 1548 | ///Used for GIMPACT Trimesh integration |
1549 | case BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE: | 1549 | case BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE: |
1550 | ret = BSPhysicsShapeType.SHAPE_MESH; | 1550 | ret = BSPhysicsShapeType.SHAPE_GIMPACT; |
1551 | break; | 1551 | break; |
1552 | ///Multimaterial mesh | 1552 | ///Multimaterial mesh |
1553 | case BroadphaseNativeTypes.MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE: | 1553 | case BroadphaseNativeTypes.MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE: |
@@ -1820,6 +1820,11 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1820 | return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH); | 1820 | return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH); |
1821 | 1821 | ||
1822 | } | 1822 | } |
1823 | public override BulletShape CreateGImpactShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | ||
1824 | { | ||
1825 | // TODO: | ||
1826 | return null; | ||
1827 | } | ||
1823 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) | 1828 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) |
1824 | { | 1829 | { |
1825 | 1830 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 3378c93..6cdc112 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -71,6 +71,7 @@ public enum BSPhysicsShapeType | |||
71 | SHAPE_HEIGHTMAP = 23, | 71 | SHAPE_HEIGHTMAP = 23, |
72 | SHAPE_AVATAR = 24, | 72 | SHAPE_AVATAR = 24, |
73 | SHAPE_CONVEXHULL= 25, | 73 | SHAPE_CONVEXHULL= 25, |
74 | SHAPE_GIMPACT = 26, | ||
74 | }; | 75 | }; |
75 | 76 | ||
76 | // The native shapes have predefined shape hash keys | 77 | // The native shapes have predefined shape hash keys |
@@ -321,6 +322,10 @@ public abstract BulletShape CreateMeshShape(BulletWorld world, | |||
321 | int indicesCount, int[] indices, | 322 | int indicesCount, int[] indices, |
322 | int verticesCount, float[] vertices ); | 323 | int verticesCount, float[] vertices ); |
323 | 324 | ||
325 | public abstract BulletShape CreateGImpactShape(BulletWorld world, | ||
326 | int indicesCount, int[] indices, | ||
327 | int verticesCount, float[] vertices ); | ||
328 | |||
324 | public abstract BulletShape CreateHullShape(BulletWorld world, | 329 | public abstract BulletShape CreateHullShape(BulletWorld world, |
325 | int hullCount, float[] hulls); | 330 | int hullCount, float[] hulls); |
326 | 331 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index ff5b6ab..48f842e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -483,8 +483,15 @@ public sealed class BSCharacter : BSPhysObject | |||
483 | { | 483 | { |
484 | // Bullet assumes we know what we are doing when forcing orientation | 484 | // Bullet assumes we know what we are doing when forcing orientation |
485 | // so it lets us go against all the rules and just compensates for them later. | 485 | // so it lets us go against all the rules and just compensates for them later. |
486 | // This keeps us from flipping the capsule over which the veiwer does not understand. | 486 | // This forces rotation to be only around the Z axis and doesn't change any of the other axis. |
487 | ForceOrientation = new OMV.Quaternion(0, 0, _orientation.Z,0); | 487 | // This keeps us from flipping the capsule over which the veiwer does not understand. |
488 | float oRoll, oPitch, oYaw; | ||
489 | _orientation.GetEulerAngles(out oRoll, out oPitch, out oYaw); | ||
490 | OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw); | ||
491 | // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}", | ||
492 | // LocalID, _orientation, OMV.Vector3.UnitX * _orientation, | ||
493 | // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation); | ||
494 | ForceOrientation = trimmedOrientation; | ||
488 | }); | 495 | }); |
489 | } | 496 | } |
490 | } | 497 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index c16b7d3..311cf4f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -617,7 +617,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
617 | // Vehicles report collision events so we know when it's on the ground | 617 | // Vehicles report collision events so we know when it's on the ground |
618 | m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | 618 | m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
619 | 619 | ||
620 | ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); | 620 | Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); |
621 | ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; | ||
621 | m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); | 622 | m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); |
622 | m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); | 623 | m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); |
623 | 624 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index d33292f..2651e3b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -89,6 +89,8 @@ public static class BSParam | |||
89 | public static bool ShouldRemoveZeroWidthTriangles { get; private set; } | 89 | public static bool ShouldRemoveZeroWidthTriangles { get; private set; } |
90 | public static bool ShouldUseBulletHACD { get; set; } | 90 | public static bool ShouldUseBulletHACD { get; set; } |
91 | public static bool ShouldUseSingleConvexHullForPrims { get; set; } | 91 | public static bool ShouldUseSingleConvexHullForPrims { get; set; } |
92 | public static bool ShouldUseGImpactShapeForPrims { get; set; } | ||
93 | public static bool ShouldUseAssetHulls { get; set; } | ||
92 | 94 | ||
93 | public static float TerrainImplementation { get; set; } | 95 | public static float TerrainImplementation { get; set; } |
94 | public static int TerrainMeshMagnification { get; private set; } | 96 | public static int TerrainMeshMagnification { get; private set; } |
@@ -146,6 +148,7 @@ public static class BSParam | |||
146 | public static float VehicleRestitution { get; private set; } | 148 | public static float VehicleRestitution { get; private set; } |
147 | public static Vector3 VehicleLinearFactor { get; private set; } | 149 | public static Vector3 VehicleLinearFactor { get; private set; } |
148 | public static Vector3 VehicleAngularFactor { get; private set; } | 150 | public static Vector3 VehicleAngularFactor { get; private set; } |
151 | public static Vector3 VehicleInertiaFactor { get; private set; } | ||
149 | public static float VehicleGroundGravityFudge { get; private set; } | 152 | public static float VehicleGroundGravityFudge { get; private set; } |
150 | public static float VehicleAngularBankingTimescaleFudge { get; private set; } | 153 | public static float VehicleAngularBankingTimescaleFudge { get; private set; } |
151 | public static bool VehicleDebuggingEnable { get; private set; } | 154 | public static bool VehicleDebuggingEnable { get; private set; } |
@@ -369,6 +372,10 @@ public static class BSParam | |||
369 | false ), | 372 | false ), |
370 | new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", | 373 | new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", |
371 | true ), | 374 | true ), |
375 | new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", | ||
376 | false ), | ||
377 | new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", | ||
378 | true ), | ||
372 | 379 | ||
373 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", | 380 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", |
374 | 5 ), | 381 | 5 ), |
@@ -577,6 +584,8 @@ public static class BSParam | |||
577 | new Vector3(1f, 1f, 1f) ), | 584 | new Vector3(1f, 1f, 1f) ), |
578 | new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", | 585 | new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", |
579 | new Vector3(1f, 1f, 1f) ), | 586 | new Vector3(1f, 1f, 1f) ), |
587 | new ParameterDefn<Vector3>("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)", | ||
588 | new Vector3(1f, 1f, 1f) ), | ||
580 | new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", | 589 | new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", |
581 | 0.0f ), | 590 | 0.0f ), |
582 | new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", | 591 | new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index f5b0361..e11e365 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -511,7 +511,10 @@ public class BSPrim : BSPhysObject | |||
511 | 511 | ||
512 | PhysScene.TaintedObject("setVehicleType", delegate() | 512 | PhysScene.TaintedObject("setVehicleType", delegate() |
513 | { | 513 | { |
514 | ZeroMotion(true /* inTaintTime */); | 514 | // Some vehicle scripts change vehicle type on the fly as an easy way to |
515 | // change all the parameters. Like a plane changing to CAR when on the | ||
516 | // ground. In this case, don't want to zero motion. | ||
517 | // ZeroMotion(true /* inTaintTime */); | ||
515 | VehicleActor.ProcessTypeChange(type); | 518 | VehicleActor.ProcessTypeChange(type); |
516 | ActivateIfPhysical(false); | 519 | ActivateIfPhysical(false); |
517 | }); | 520 | }); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 3f407ce..39f5b0a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -268,6 +268,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
268 | // Do any replacements in the parameters | 268 | // Do any replacements in the parameters |
269 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | 269 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); |
270 | } | 270 | } |
271 | else | ||
272 | { | ||
273 | BulletEngineName = "BulletUnmanaged"; | ||
274 | m_physicsLoggingEnabled = false; | ||
275 | VehicleLoggingEnabled = false; | ||
276 | } | ||
271 | 277 | ||
272 | // The material characteristics. | 278 | // The material characteristics. |
273 | BSMaterials.InitializeFromDefaults(Params); | 279 | BSMaterials.InitializeFromDefaults(Params); |
@@ -322,6 +328,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
322 | BSParam.ShouldUseBulletHACD = false; | 328 | BSParam.ShouldUseBulletHACD = false; |
323 | m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader); | 329 | m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader); |
324 | BSParam.ShouldUseSingleConvexHullForPrims = false; | 330 | BSParam.ShouldUseSingleConvexHullForPrims = false; |
331 | m_log.InfoFormat("{0} Disabling ShouldUseGImpactShapeForPrims", LogHeader); | ||
332 | BSParam.ShouldUseGImpactShapeForPrims = false; | ||
325 | m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader); | 333 | m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader); |
326 | BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap; | 334 | BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap; |
327 | break; | 335 | break; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 64aaa15..32bbc8f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -230,6 +230,7 @@ public sealed class BSShapeCollection : IDisposable | |||
230 | BSShape potentialHull = null; | 230 | BSShape potentialHull = null; |
231 | 231 | ||
232 | PrimitiveBaseShape pbs = prim.BaseShape; | 232 | PrimitiveBaseShape pbs = prim.BaseShape; |
233 | // Use a simple, one section convex shape for prims that are probably convex (no cuts or twists) | ||
233 | if (BSParam.ShouldUseSingleConvexHullForPrims | 234 | if (BSParam.ShouldUseSingleConvexHullForPrims |
234 | && pbs != null | 235 | && pbs != null |
235 | && !pbs.SculptEntry | 236 | && !pbs.SculptEntry |
@@ -238,7 +239,17 @@ public sealed class BSShapeCollection : IDisposable | |||
238 | { | 239 | { |
239 | potentialHull = BSShapeConvexHull.GetReference(m_physicsScene, false /* forceRebuild */, prim); | 240 | potentialHull = BSShapeConvexHull.GetReference(m_physicsScene, false /* forceRebuild */, prim); |
240 | } | 241 | } |
241 | else | 242 | // Use the GImpact shape if it is a prim that has some concaveness |
243 | if (potentialHull == null | ||
244 | && BSParam.ShouldUseGImpactShapeForPrims | ||
245 | && pbs != null | ||
246 | && !pbs.SculptEntry | ||
247 | ) | ||
248 | { | ||
249 | potentialHull = BSShapeGImpact.GetReference(m_physicsScene, false /* forceRebuild */, prim); | ||
250 | } | ||
251 | // If not any of the simple cases, just make a hull | ||
252 | if (potentialHull == null) | ||
242 | { | 253 | { |
243 | potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); | 254 | potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); |
244 | } | 255 | } |
@@ -261,7 +272,7 @@ public sealed class BSShapeCollection : IDisposable | |||
261 | } | 272 | } |
262 | else | 273 | else |
263 | { | 274 | { |
264 | // Update prim.BSShape to reference a mesh of this shape. | 275 | // Non-physical objects should be just meshes. |
265 | BSShape potentialMesh = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); | 276 | BSShape potentialMesh = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); |
266 | // If the current shape is not what is on the prim at the moment, time to change. | 277 | // If the current shape is not what is on the prim at the moment, time to change. |
267 | if (!prim.PhysShape.HasPhysicalShape | 278 | if (!prim.PhysShape.HasPhysicalShape |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 72d039b..81edc12 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -31,6 +31,7 @@ using System.Text; | |||
31 | 31 | ||
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
34 | using OpenSim.Region.Physics.Meshing; | ||
34 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | 35 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; |
35 | 36 | ||
36 | using OMV = OpenMetaverse; | 37 | using OMV = OpenMetaverse; |
@@ -422,15 +423,32 @@ public class BSShapeMesh : BSShape | |||
422 | outMesh = foundDesc; | 423 | outMesh = foundDesc; |
423 | return ret; | 424 | return ret; |
424 | } | 425 | } |
426 | |||
427 | public delegate BulletShape CreateShapeCall(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices ); | ||
425 | private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, | 428 | private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, |
426 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | 429 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) |
427 | { | 430 | { |
431 | return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod, | ||
432 | (w, iC, i, vC, v) => physicsScene.PE.CreateMeshShape(w, iC, i, vC, v) ); | ||
433 | } | ||
434 | |||
435 | // Code that uses the mesher to create the index/vertices info for a trimesh shape. | ||
436 | // This is used by the passed 'makeShape' call to create the Bullet mesh shape. | ||
437 | // The actual build call is passed so this logic can be used by several of the shapes that use a | ||
438 | // simple mesh as their base shape. | ||
439 | public static BulletShape CreatePhysicalMeshShape(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, | ||
440 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod, CreateShapeCall makeShape) | ||
441 | { | ||
428 | BulletShape newShape = new BulletShape(); | 442 | BulletShape newShape = new BulletShape(); |
429 | 443 | ||
430 | IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, | 444 | IMesh meshData = null; |
431 | false, // say it is not physical so a bounding box is not built | 445 | lock (physicsScene.mesher) |
432 | false // do not cache the mesh and do not use previously built versions | 446 | { |
433 | ); | 447 | meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, |
448 | false, // say it is not physical so a bounding box is not built | ||
449 | false // do not cache the mesh and do not use previously built versions | ||
450 | ); | ||
451 | } | ||
434 | 452 | ||
435 | if (meshData != null) | 453 | if (meshData != null) |
436 | { | 454 | { |
@@ -482,8 +500,7 @@ public class BSShapeMesh : BSShape | |||
482 | 500 | ||
483 | if (realIndicesIndex != 0) | 501 | if (realIndicesIndex != 0) |
484 | { | 502 | { |
485 | newShape = physicsScene.PE.CreateMeshShape(physicsScene.World, | 503 | newShape = makeShape(physicsScene.World, realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); |
486 | realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); | ||
487 | } | 504 | } |
488 | else | 505 | else |
489 | { | 506 | { |
@@ -561,13 +578,74 @@ public class BSShapeHull : BSShape | |||
561 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | 578 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) |
562 | { | 579 | { |
563 | BulletShape newShape = new BulletShape(); | 580 | BulletShape newShape = new BulletShape(); |
564 | IntPtr hullPtr = IntPtr.Zero; | ||
565 | 581 | ||
566 | if (BSParam.ShouldUseBulletHACD) | 582 | IMesh meshData = null; |
583 | List<List<OMV.Vector3>> allHulls = null; | ||
584 | lock (physicsScene.mesher) | ||
585 | { | ||
586 | // Pass true for physicalness as this prevents the creation of bounding box which is not needed | ||
587 | meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); | ||
588 | |||
589 | // If we should use the asset's hull info, fetch it out of the locked mesher | ||
590 | if (meshData != null && BSParam.ShouldUseAssetHulls) | ||
591 | { | ||
592 | Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; | ||
593 | if (realMesher != null) | ||
594 | { | ||
595 | allHulls = realMesher.GetConvexHulls(size); | ||
596 | } | ||
597 | if (allHulls == null) | ||
598 | { | ||
599 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID); | ||
600 | } | ||
601 | } | ||
602 | } | ||
603 | |||
604 | // If there is hull data in the mesh asset, build the hull from that | ||
605 | if (allHulls != null && BSParam.ShouldUseAssetHulls) | ||
606 | { | ||
607 | int hullCount = allHulls.Count; | ||
608 | int totalVertices = 1; // include one for the count of the hulls | ||
609 | // Using the structure described for HACD hulls, create the memory sturcture | ||
610 | // to pass the hull data to the creater. | ||
611 | foreach (List<OMV.Vector3> hullVerts in allHulls) | ||
612 | { | ||
613 | totalVertices += 4; // add four for the vertex count and centroid | ||
614 | totalVertices += hullVerts.Count * 3; // one vertex is three dimensions | ||
615 | } | ||
616 | float[] convHulls = new float[totalVertices]; | ||
617 | |||
618 | convHulls[0] = (float)hullCount; | ||
619 | int jj = 1; | ||
620 | foreach (List<OMV.Vector3> hullVerts in allHulls) | ||
621 | { | ||
622 | convHulls[jj + 0] = hullVerts.Count; | ||
623 | convHulls[jj + 1] = 0f; // centroid x,y,z | ||
624 | convHulls[jj + 2] = 0f; | ||
625 | convHulls[jj + 3] = 0f; | ||
626 | jj += 4; | ||
627 | foreach (OMV.Vector3 oneVert in hullVerts) | ||
628 | { | ||
629 | convHulls[jj + 0] = oneVert.X; | ||
630 | convHulls[jj + 1] = oneVert.Y; | ||
631 | convHulls[jj + 2] = oneVert.Z; | ||
632 | jj += 3; | ||
633 | } | ||
634 | } | ||
635 | |||
636 | // create the hull data structure in Bullet | ||
637 | newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); | ||
638 | |||
639 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}", | ||
640 | prim.LocalID, hullCount, totalVertices, newShape); | ||
641 | } | ||
642 | |||
643 | // If no hull specified in the asset and we should use Bullet's HACD approximation... | ||
644 | if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) | ||
567 | { | 645 | { |
568 | // Build the hull shape from an existing mesh shape. | 646 | // Build the hull shape from an existing mesh shape. |
569 | // The mesh should have already been created in Bullet. | 647 | // The mesh should have already been created in Bullet. |
570 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); | 648 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID); |
571 | BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); | 649 | BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); |
572 | 650 | ||
573 | if (meshShape.physShapeInfo.HasPhysicalShape) | 651 | if (meshShape.physShapeInfo.HasPhysicalShape) |
@@ -585,129 +663,125 @@ public class BSShapeHull : BSShape | |||
585 | 663 | ||
586 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); | 664 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); |
587 | newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); | 665 | newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); |
588 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); | 666 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape); |
589 | 667 | ||
590 | // Now done with the mesh shape. | 668 | // Now done with the mesh shape. |
591 | meshShape.Dereference(physicsScene); | 669 | meshShape.Dereference(physicsScene); |
592 | } | 670 | } |
593 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); | 671 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); |
594 | } | 672 | } |
595 | if (!newShape.HasPhysicalShape) | 673 | |
674 | // If no other hull specifications, use our HACD hull approximation. | ||
675 | if (!newShape.HasPhysicalShape && meshData != null) | ||
596 | { | 676 | { |
597 | // Build a new hull in the physical world using the C# HACD algorigthm. | 677 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) |
598 | // Pass true for physicalness as this prevents the creation of bounding box which is not needed | ||
599 | IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); | ||
600 | if (meshData != null) | ||
601 | { | 678 | { |
602 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | 679 | // Release the fetched asset data once it has been used. |
603 | { | 680 | pbs.SculptData = new byte[0]; |
604 | // Release the fetched asset data once it has been used. | 681 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; |
605 | pbs.SculptData = new byte[0]; | 682 | } |
606 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; | ||
607 | } | ||
608 | 683 | ||
609 | int[] indices = meshData.getIndexListAsInt(); | 684 | int[] indices = meshData.getIndexListAsInt(); |
610 | List<OMV.Vector3> vertices = meshData.getVertexList(); | 685 | List<OMV.Vector3> vertices = meshData.getVertexList(); |
611 | 686 | ||
612 | //format conversion from IMesh format to DecompDesc format | 687 | //format conversion from IMesh format to DecompDesc format |
613 | List<int> convIndices = new List<int>(); | 688 | List<int> convIndices = new List<int>(); |
614 | List<float3> convVertices = new List<float3>(); | 689 | List<float3> convVertices = new List<float3>(); |
615 | for (int ii = 0; ii < indices.GetLength(0); ii++) | 690 | for (int ii = 0; ii < indices.GetLength(0); ii++) |
616 | { | 691 | { |
617 | convIndices.Add(indices[ii]); | 692 | convIndices.Add(indices[ii]); |
618 | } | 693 | } |
619 | foreach (OMV.Vector3 vv in vertices) | 694 | foreach (OMV.Vector3 vv in vertices) |
620 | { | 695 | { |
621 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | 696 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); |
622 | } | 697 | } |
623 | 698 | ||
624 | uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; | 699 | uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; |
625 | if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) | 700 | if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) |
701 | { | ||
702 | // Simple primitive shapes we know are convex so they are better implemented with | ||
703 | // fewer hulls. | ||
704 | // Check for simple shape (prim without cuts) and reduce split parameter if so. | ||
705 | if (BSShapeCollection.PrimHasNoCuts(pbs)) | ||
626 | { | 706 | { |
627 | // Simple primitive shapes we know are convex so they are better implemented with | 707 | maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; |
628 | // fewer hulls. | ||
629 | // Check for simple shape (prim without cuts) and reduce split parameter if so. | ||
630 | if (BSShapeCollection.PrimHasNoCuts(pbs)) | ||
631 | { | ||
632 | maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; | ||
633 | } | ||
634 | } | 708 | } |
709 | } | ||
710 | |||
711 | // setup and do convex hull conversion | ||
712 | m_hulls = new List<ConvexResult>(); | ||
713 | DecompDesc dcomp = new DecompDesc(); | ||
714 | dcomp.mIndices = convIndices; | ||
715 | dcomp.mVertices = convVertices; | ||
716 | dcomp.mDepth = maxDepthSplit; | ||
717 | dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; | ||
718 | dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; | ||
719 | dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; | ||
720 | dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; | ||
721 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
722 | // create the hull into the _hulls variable | ||
723 | convexBuilder.process(dcomp); | ||
724 | |||
725 | physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", | ||
726 | BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); | ||
727 | |||
728 | // Convert the vertices and indices for passing to unmanaged. | ||
729 | // The hull information is passed as a large floating point array. | ||
730 | // The format is: | ||
731 | // convHulls[0] = number of hulls | ||
732 | // convHulls[1] = number of vertices in first hull | ||
733 | // convHulls[2] = hull centroid X coordinate | ||
734 | // convHulls[3] = hull centroid Y coordinate | ||
735 | // convHulls[4] = hull centroid Z coordinate | ||
736 | // convHulls[5] = first hull vertex X | ||
737 | // convHulls[6] = first hull vertex Y | ||
738 | // convHulls[7] = first hull vertex Z | ||
739 | // convHulls[8] = second hull vertex X | ||
740 | // ... | ||
741 | // convHulls[n] = number of vertices in second hull | ||
742 | // convHulls[n+1] = second hull centroid X coordinate | ||
743 | // ... | ||
744 | // | ||
745 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
746 | // data structures that do not need to be converted in order to pass to Bullet. | ||
747 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
748 | int hullCount = m_hulls.Count; | ||
749 | int totalVertices = 1; // include one for the count of the hulls | ||
750 | foreach (ConvexResult cr in m_hulls) | ||
751 | { | ||
752 | totalVertices += 4; // add four for the vertex count and centroid | ||
753 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
754 | } | ||
755 | float[] convHulls = new float[totalVertices]; | ||
635 | 756 | ||
636 | // setup and do convex hull conversion | 757 | convHulls[0] = (float)hullCount; |
637 | m_hulls = new List<ConvexResult>(); | 758 | int jj = 1; |
638 | DecompDesc dcomp = new DecompDesc(); | 759 | foreach (ConvexResult cr in m_hulls) |
639 | dcomp.mIndices = convIndices; | 760 | { |
640 | dcomp.mVertices = convVertices; | 761 | // copy vertices for index access |
641 | dcomp.mDepth = maxDepthSplit; | 762 | float3[] verts = new float3[cr.HullVertices.Count]; |
642 | dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; | 763 | int kk = 0; |
643 | dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; | 764 | foreach (float3 ff in cr.HullVertices) |
644 | dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; | ||
645 | dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; | ||
646 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
647 | // create the hull into the _hulls variable | ||
648 | convexBuilder.process(dcomp); | ||
649 | |||
650 | physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", | ||
651 | BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); | ||
652 | |||
653 | // Convert the vertices and indices for passing to unmanaged. | ||
654 | // The hull information is passed as a large floating point array. | ||
655 | // The format is: | ||
656 | // convHulls[0] = number of hulls | ||
657 | // convHulls[1] = number of vertices in first hull | ||
658 | // convHulls[2] = hull centroid X coordinate | ||
659 | // convHulls[3] = hull centroid Y coordinate | ||
660 | // convHulls[4] = hull centroid Z coordinate | ||
661 | // convHulls[5] = first hull vertex X | ||
662 | // convHulls[6] = first hull vertex Y | ||
663 | // convHulls[7] = first hull vertex Z | ||
664 | // convHulls[8] = second hull vertex X | ||
665 | // ... | ||
666 | // convHulls[n] = number of vertices in second hull | ||
667 | // convHulls[n+1] = second hull centroid X coordinate | ||
668 | // ... | ||
669 | // | ||
670 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
671 | // data structures that do not need to be converted in order to pass to Bullet. | ||
672 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
673 | int hullCount = m_hulls.Count; | ||
674 | int totalVertices = 1; // include one for the count of the hulls | ||
675 | foreach (ConvexResult cr in m_hulls) | ||
676 | { | 765 | { |
677 | totalVertices += 4; // add four for the vertex count and centroid | 766 | verts[kk++] = ff; |
678 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
679 | } | 767 | } |
680 | float[] convHulls = new float[totalVertices]; | ||
681 | 768 | ||
682 | convHulls[0] = (float)hullCount; | 769 | // add to the array one hull's worth of data |
683 | int jj = 1; | 770 | convHulls[jj++] = cr.HullIndices.Count; |
684 | foreach (ConvexResult cr in m_hulls) | 771 | convHulls[jj++] = 0f; // centroid x,y,z |
772 | convHulls[jj++] = 0f; | ||
773 | convHulls[jj++] = 0f; | ||
774 | foreach (int ind in cr.HullIndices) | ||
685 | { | 775 | { |
686 | // copy vertices for index access | 776 | convHulls[jj++] = verts[ind].x; |
687 | float3[] verts = new float3[cr.HullVertices.Count]; | 777 | convHulls[jj++] = verts[ind].y; |
688 | int kk = 0; | 778 | convHulls[jj++] = verts[ind].z; |
689 | foreach (float3 ff in cr.HullVertices) | ||
690 | { | ||
691 | verts[kk++] = ff; | ||
692 | } | ||
693 | |||
694 | // add to the array one hull's worth of data | ||
695 | convHulls[jj++] = cr.HullIndices.Count; | ||
696 | convHulls[jj++] = 0f; // centroid x,y,z | ||
697 | convHulls[jj++] = 0f; | ||
698 | convHulls[jj++] = 0f; | ||
699 | foreach (int ind in cr.HullIndices) | ||
700 | { | ||
701 | convHulls[jj++] = verts[ind].x; | ||
702 | convHulls[jj++] = verts[ind].y; | ||
703 | convHulls[jj++] = verts[ind].z; | ||
704 | } | ||
705 | } | 779 | } |
706 | // create the hull data structure in Bullet | ||
707 | newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); | ||
708 | } | 780 | } |
709 | newShape.shapeKey = newHullKey; | 781 | // create the hull data structure in Bullet |
782 | newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); | ||
710 | } | 783 | } |
784 | newShape.shapeKey = newHullKey; | ||
711 | return newShape; | 785 | return newShape; |
712 | } | 786 | } |
713 | // Callback from convex hull creater with a newly created hull. | 787 | // Callback from convex hull creater with a newly created hull. |
@@ -803,6 +877,7 @@ public class BSShapeCompound : BSShape | |||
803 | // Called at taint-time. | 877 | // Called at taint-time. |
804 | private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) | 878 | private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) |
805 | { | 879 | { |
880 | // TODO: figure a better way to go through all the shape types and find a possible instance. | ||
806 | BSShapeMesh meshDesc; | 881 | BSShapeMesh meshDesc; |
807 | if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) | 882 | if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) |
808 | { | 883 | { |
@@ -824,17 +899,27 @@ public class BSShapeCompound : BSShape | |||
824 | } | 899 | } |
825 | else | 900 | else |
826 | { | 901 | { |
827 | if (physicsScene.PE.IsCompound(pShape)) | 902 | BSShapeGImpact gImpactDesc; |
903 | if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc)) | ||
828 | { | 904 | { |
829 | BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); | 905 | gImpactDesc.Dereference(physicsScene); |
830 | recursiveCompound.Dereference(physicsScene); | ||
831 | } | 906 | } |
832 | else | 907 | else |
833 | { | 908 | { |
834 | if (physicsScene.PE.IsNativeShape(pShape)) | 909 | // Didn't find it in the lists of specific types. It could be compound. |
910 | if (physicsScene.PE.IsCompound(pShape)) | ||
911 | { | ||
912 | BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); | ||
913 | recursiveCompound.Dereference(physicsScene); | ||
914 | } | ||
915 | else | ||
835 | { | 916 | { |
836 | BSShapeNative nativeShape = new BSShapeNative(pShape); | 917 | // If none of the above, maybe it is a simple native shape. |
837 | nativeShape.Dereference(physicsScene); | 918 | if (physicsScene.PE.IsNativeShape(pShape)) |
919 | { | ||
920 | BSShapeNative nativeShape = new BSShapeNative(pShape); | ||
921 | nativeShape.Dereference(physicsScene); | ||
922 | } | ||
838 | } | 923 | } |
839 | } | 924 | } |
840 | } | 925 | } |
@@ -857,7 +942,7 @@ public class BSShapeConvexHull : BSShape | |||
857 | float lod; | 942 | float lod; |
858 | System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | 943 | System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); |
859 | 944 | ||
860 | physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}", | 945 | physicsScene.DetailLog("{0},BSShapeConvexHull,getReference,newKey={1},size={2},lod={3}", |
861 | prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); | 946 | prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); |
862 | 947 | ||
863 | BSShapeConvexHull retConvexHull = null; | 948 | BSShapeConvexHull retConvexHull = null; |
@@ -937,6 +1022,98 @@ public class BSShapeConvexHull : BSShape | |||
937 | return ret; | 1022 | return ret; |
938 | } | 1023 | } |
939 | } | 1024 | } |
1025 | // ============================================================================================================ | ||
1026 | public class BSShapeGImpact : BSShape | ||
1027 | { | ||
1028 | private static string LogHeader = "[BULLETSIM SHAPE GIMPACT]"; | ||
1029 | public static Dictionary<System.UInt64, BSShapeGImpact> GImpacts = new Dictionary<System.UInt64, BSShapeGImpact>(); | ||
1030 | |||
1031 | public BSShapeGImpact(BulletShape pShape) : base(pShape) | ||
1032 | { | ||
1033 | } | ||
1034 | public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
1035 | { | ||
1036 | float lod; | ||
1037 | System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
1038 | |||
1039 | physicsScene.DetailLog("{0},BSShapeGImpact,getReference,newKey={1},size={2},lod={3}", | ||
1040 | prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); | ||
1041 | |||
1042 | BSShapeGImpact retGImpact = null; | ||
1043 | lock (GImpacts) | ||
1044 | { | ||
1045 | if (GImpacts.TryGetValue(newMeshKey, out retGImpact)) | ||
1046 | { | ||
1047 | // The mesh has already been created. Return a new reference to same. | ||
1048 | retGImpact.IncrementReference(); | ||
1049 | } | ||
1050 | else | ||
1051 | { | ||
1052 | retGImpact = new BSShapeGImpact(new BulletShape()); | ||
1053 | BulletShape newShape = retGImpact.CreatePhysicalGImpact(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); | ||
1054 | |||
1055 | // Check to see if mesh was created (might require an asset). | ||
1056 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | ||
1057 | newShape.shapeKey = newMeshKey; | ||
1058 | if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | ||
1059 | { | ||
1060 | // If a mesh was what was created, remember the built shape for later sharing. | ||
1061 | // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. | ||
1062 | GImpacts.Add(newMeshKey, retGImpact); | ||
1063 | } | ||
1064 | |||
1065 | retGImpact.physShapeInfo = newShape; | ||
1066 | } | ||
1067 | } | ||
1068 | return retGImpact; | ||
1069 | } | ||
1070 | |||
1071 | private BulletShape CreatePhysicalGImpact(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, | ||
1072 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
1073 | { | ||
1074 | return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod, | ||
1075 | (w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) ); | ||
1076 | } | ||
1077 | |||
1078 | public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) | ||
1079 | { | ||
1080 | // Calling this reference means we want another handle to an existing shape | ||
1081 | // (usually linksets) so return this copy. | ||
1082 | IncrementReference(); | ||
1083 | return this; | ||
1084 | } | ||
1085 | // Dereferencing a compound shape releases the hold on all the child shapes. | ||
1086 | public override void Dereference(BSScene physicsScene) | ||
1087 | { | ||
1088 | lock (GImpacts) | ||
1089 | { | ||
1090 | this.DecrementReference(); | ||
1091 | physicsScene.DetailLog("{0},BSShapeGImpact.Dereference,shape={1}", BSScene.DetailLogZero, this); | ||
1092 | // TODO: schedule aging and destruction of unused meshes. | ||
1093 | } | ||
1094 | } | ||
1095 | // Loop through all the known hulls and return the description based on the physical address. | ||
1096 | public static bool TryGetGImpactByPtr(BulletShape pShape, out BSShapeGImpact outHull) | ||
1097 | { | ||
1098 | bool ret = false; | ||
1099 | BSShapeGImpact foundDesc = null; | ||
1100 | lock (GImpacts) | ||
1101 | { | ||
1102 | foreach (BSShapeGImpact sh in GImpacts.Values) | ||
1103 | { | ||
1104 | if (sh.physShapeInfo.ReferenceSame(pShape)) | ||
1105 | { | ||
1106 | foundDesc = sh; | ||
1107 | ret = true; | ||
1108 | break; | ||
1109 | } | ||
1110 | |||
1111 | } | ||
1112 | } | ||
1113 | outHull = foundDesc; | ||
1114 | return ret; | ||
1115 | } | ||
1116 | } | ||
940 | 1117 | ||
941 | // ============================================================================================================ | 1118 | // ============================================================================================================ |
942 | public class BSShapeAvatar : BSShape | 1119 | public class BSShapeAvatar : BSShape |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 5792ae6..df1da63 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -1,16 +1,12 @@ | |||
1 | PROBLEMS TO LOOK INTO | 1 | CURRENT PROBLEMS TO FIX AND/OR LOOK AT |
2 | ================================================= | 2 | ================================================= |
3 | Nebadon vehicle ride, get up, ride again. Second time vehicle does not act correctly. | 3 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes |
4 | the wheel to appear to jump back. Looks like sending position from previous update. | ||
5 | Vehicle ride, get up, ride again. Second time vehicle does not act correctly. | ||
4 | Have to rez new vehicle and delete the old to fix situation. | 6 | Have to rez new vehicle and delete the old to fix situation. |
5 | Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd | 7 | Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd |
6 | position state where it will not settle onto ground properly, etc | 8 | position state where it will not settle onto ground properly, etc |
7 | Two of Nebadon vehicles in a sim max the CPU. This is new. | 9 | Two of Nebadon vehicles in a sim max the CPU. This is new. |
8 | A sitting, active vehicle bobs up and down a small amount. | ||
9 | |||
10 | CURRENT PRIORITIES | ||
11 | ================================================= | ||
12 | Use the HACD convex hull routine in Bullet rather than the C# version. | ||
13 | Speed up hullifying large meshes. | ||
14 | Enable vehicle border crossings (at least as poorly as ODE) | 10 | Enable vehicle border crossings (at least as poorly as ODE) |
15 | Terrain skirts | 11 | Terrain skirts |
16 | Avatar created in previous region and not new region when crossing border | 12 | Avatar created in previous region and not new region when crossing border |
@@ -361,4 +357,6 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | |||
361 | Nebadon vehicles turning funny in arena (DONE) | 357 | Nebadon vehicles turning funny in arena (DONE) |
362 | Lock axis (DONE 20130401) | 358 | Lock axis (DONE 20130401) |
363 | Terrain detail: double terrain mesh detail (DONE) | 359 | Terrain detail: double terrain mesh detail (DONE) |
360 | Use the HACD convex hull routine in Bullet rather than the C# version. | ||
361 | Speed up hullifying large meshes. (DONE) | ||
364 | 362 | ||
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 79edc12..fc679e7 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -64,6 +64,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
64 | public class Meshmerizer : IMesher | 64 | public class Meshmerizer : IMesher |
65 | { | 65 | { |
66 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 66 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
67 | private static string LogHeader = "[MESH]"; | ||
67 | 68 | ||
68 | // Setting baseDir to a path will enable the dumping of raw files | 69 | // Setting baseDir to a path will enable the dumping of raw files |
69 | // raw files can be imported by blender so a visual inspection of the results can be done | 70 | // raw files can be imported by blender so a visual inspection of the results can be done |
@@ -72,6 +73,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
72 | #else | 73 | #else |
73 | private const string baseDir = null; //"rawFiles"; | 74 | private const string baseDir = null; //"rawFiles"; |
74 | #endif | 75 | #endif |
76 | // If 'true', lots of DEBUG logging of asset parsing details | ||
77 | private bool debugDetail = false; | ||
75 | 78 | ||
76 | private bool cacheSculptMaps = true; | 79 | private bool cacheSculptMaps = true; |
77 | private string decodedSculptMapPath = null; | 80 | private string decodedSculptMapPath = null; |
@@ -80,6 +83,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
80 | private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh | 83 | private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh |
81 | 84 | ||
82 | private List<List<Vector3>> mConvexHulls = null; | 85 | private List<List<Vector3>> mConvexHulls = null; |
86 | private List<Vector3> mBoundingHull = null; | ||
83 | 87 | ||
84 | private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>(); | 88 | private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>(); |
85 | 89 | ||
@@ -90,8 +94,11 @@ namespace OpenSim.Region.Physics.Meshing | |||
90 | 94 | ||
91 | decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); | 95 | decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); |
92 | cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); | 96 | cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); |
93 | if(mesh_config != null) | 97 | if (mesh_config != null) |
98 | { | ||
94 | useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); | 99 | useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); |
100 | debugDetail = mesh_config.GetBoolean("LogMeshDetails", debugDetail); | ||
101 | } | ||
95 | 102 | ||
96 | try | 103 | try |
97 | { | 104 | { |
@@ -321,6 +328,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
321 | faces = new List<Face>(); | 328 | faces = new List<Face>(); |
322 | OSD meshOsd = null; | 329 | OSD meshOsd = null; |
323 | 330 | ||
331 | mConvexHulls = null; | ||
332 | mBoundingHull = null; | ||
333 | |||
324 | if (primShape.SculptData.Length <= 0) | 334 | if (primShape.SculptData.Length <= 0) |
325 | { | 335 | { |
326 | // XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this | 336 | // XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this |
@@ -357,43 +367,79 @@ namespace OpenSim.Region.Physics.Meshing | |||
357 | OSDMap physicsParms = null; | 367 | OSDMap physicsParms = null; |
358 | OSDMap map = (OSDMap)meshOsd; | 368 | OSDMap map = (OSDMap)meshOsd; |
359 | if (map.ContainsKey("physics_shape")) | 369 | if (map.ContainsKey("physics_shape")) |
370 | { | ||
360 | physicsParms = (OSDMap)map["physics_shape"]; // old asset format | 371 | physicsParms = (OSDMap)map["physics_shape"]; // old asset format |
372 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': using 'physics_shape' mesh data", LogHeader, primName); | ||
373 | } | ||
361 | else if (map.ContainsKey("physics_mesh")) | 374 | else if (map.ContainsKey("physics_mesh")) |
375 | { | ||
362 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format | 376 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format |
377 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'physics_mesh' mesh data", LogHeader, primName); | ||
378 | } | ||
363 | else if (map.ContainsKey("medium_lod")) | 379 | else if (map.ContainsKey("medium_lod")) |
380 | { | ||
364 | physicsParms = (OSDMap)map["medium_lod"]; // if no physics mesh, try to fall back to medium LOD display mesh | 381 | physicsParms = (OSDMap)map["medium_lod"]; // if no physics mesh, try to fall back to medium LOD display mesh |
382 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'medium_lod' mesh data", LogHeader, primName); | ||
383 | } | ||
365 | else if (map.ContainsKey("high_lod")) | 384 | else if (map.ContainsKey("high_lod")) |
385 | { | ||
366 | physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :) | 386 | physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :) |
387 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'high_lod' mesh data", LogHeader, primName); | ||
388 | } | ||
367 | 389 | ||
368 | if (map.ContainsKey("physics_convex")) | 390 | if (map.ContainsKey("physics_convex")) |
369 | { // pull this out also in case physics engine can use it | 391 | { // pull this out also in case physics engine can use it |
392 | OSD convexBlockOsd = null; | ||
370 | try | 393 | try |
371 | { | 394 | { |
372 | OSDMap convexBlock = (OSDMap)map["physics_convex"]; | 395 | OSDMap convexBlock = (OSDMap)map["physics_convex"]; |
373 | if (convexBlock.ContainsKey("HullList")) | ||
374 | { | 396 | { |
375 | byte[] hullList = convexBlock["HullList"].AsBinary(); | 397 | int convexOffset = convexBlock["offset"].AsInteger() + (int)start; |
398 | int convexSize = convexBlock["size"].AsInteger(); | ||
399 | |||
400 | byte[] convexBytes = new byte[convexSize]; | ||
401 | |||
402 | System.Buffer.BlockCopy(primShape.SculptData, convexOffset, convexBytes, 0, convexSize); | ||
403 | |||
404 | try | ||
405 | { | ||
406 | convexBlockOsd = DecompressOsd(convexBytes); | ||
407 | } | ||
408 | catch (Exception e) | ||
409 | { | ||
410 | m_log.ErrorFormat("{0} prim='{1}': exception decoding convex block: {2}", LogHeader, primName, e); | ||
411 | //return false; | ||
412 | } | ||
413 | } | ||
414 | |||
415 | if (convexBlockOsd != null && convexBlockOsd is OSDMap) | ||
416 | { | ||
417 | convexBlock = convexBlockOsd as OSDMap; | ||
418 | |||
419 | if (debugDetail) | ||
420 | { | ||
421 | string keys = LogHeader + " keys found in convexBlock: "; | ||
422 | foreach (KeyValuePair<string, OSD> kvp in convexBlock) | ||
423 | keys += "'" + kvp.Key + "' "; | ||
424 | m_log.Debug(keys); | ||
425 | } | ||
426 | |||
376 | Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); | 427 | Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); |
377 | if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); | 428 | if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); |
378 | Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); | 429 | Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); |
379 | if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); | 430 | if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); |
380 | 431 | ||
381 | // decompress and decode hull points | 432 | List<Vector3> boundingHull = null; |
382 | byte[] posBytes = DecompressOsd(convexBlock["Positions"].AsBinary()).AsBinary(); | ||
383 | |||
384 | List<List<Vector3>> hulls = new List<List<Vector3>>(); | ||
385 | int posNdx = 0; | ||
386 | 433 | ||
387 | foreach (byte cnt in hullList) | 434 | if (convexBlock.ContainsKey("BoundingVerts")) |
388 | { | 435 | { |
389 | int count = cnt == 0 ? 256 : cnt; | 436 | byte[] boundingVertsBytes = convexBlock["BoundingVerts"].AsBinary(); |
390 | List<Vector3> hull = new List<Vector3>(); | 437 | boundingHull = new List<Vector3>(); |
391 | 438 | for (int i = 0; i < boundingVertsBytes.Length; ) | |
392 | for (int i = 0; i < count; i++) | ||
393 | { | 439 | { |
394 | ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | 440 | ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; |
395 | ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | 441 | ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; |
396 | ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | 442 | ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; |
397 | 443 | ||
398 | Vector3 pos = new Vector3( | 444 | Vector3 pos = new Vector3( |
399 | Utils.UInt16ToFloat(uX, min.X, max.X), | 445 | Utils.UInt16ToFloat(uX, min.X, max.X), |
@@ -401,18 +447,57 @@ namespace OpenSim.Region.Physics.Meshing | |||
401 | Utils.UInt16ToFloat(uZ, min.Z, max.Z) | 447 | Utils.UInt16ToFloat(uZ, min.Z, max.Z) |
402 | ); | 448 | ); |
403 | 449 | ||
404 | hull.Add(pos); | 450 | boundingHull.Add(pos); |
405 | } | 451 | } |
406 | 452 | ||
407 | hulls.Add(hull); | 453 | mBoundingHull = boundingHull; |
454 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed bounding hull. nVerts={2}", LogHeader, primName, mBoundingHull.Count); | ||
408 | } | 455 | } |
409 | 456 | ||
410 | mConvexHulls = hulls; | 457 | if (convexBlock.ContainsKey("HullList")) |
458 | { | ||
459 | byte[] hullList = convexBlock["HullList"].AsBinary(); | ||
460 | |||
461 | byte[] posBytes = convexBlock["Positions"].AsBinary(); | ||
462 | |||
463 | List<List<Vector3>> hulls = new List<List<Vector3>>(); | ||
464 | int posNdx = 0; | ||
465 | |||
466 | foreach (byte cnt in hullList) | ||
467 | { | ||
468 | int count = cnt == 0 ? 256 : cnt; | ||
469 | List<Vector3> hull = new List<Vector3>(); | ||
470 | |||
471 | for (int i = 0; i < count; i++) | ||
472 | { | ||
473 | ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | ||
474 | ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | ||
475 | ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | ||
476 | |||
477 | Vector3 pos = new Vector3( | ||
478 | Utils.UInt16ToFloat(uX, min.X, max.X), | ||
479 | Utils.UInt16ToFloat(uY, min.Y, max.Y), | ||
480 | Utils.UInt16ToFloat(uZ, min.Z, max.Z) | ||
481 | ); | ||
482 | |||
483 | hull.Add(pos); | ||
484 | } | ||
485 | |||
486 | hulls.Add(hull); | ||
487 | } | ||
488 | |||
489 | mConvexHulls = hulls; | ||
490 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count); | ||
491 | } | ||
492 | else | ||
493 | { | ||
494 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName); | ||
495 | } | ||
411 | } | 496 | } |
412 | } | 497 | } |
413 | catch (Exception e) | 498 | catch (Exception e) |
414 | { | 499 | { |
415 | m_log.WarnFormat("[MESH]: exception decoding convex block: {0}", e.Message); | 500 | m_log.WarnFormat("{0} exception decoding convex block: {1}", LogHeader, e); |
416 | } | 501 | } |
417 | } | 502 | } |
418 | 503 | ||
@@ -431,14 +516,14 @@ namespace OpenSim.Region.Physics.Meshing | |||
431 | OSD decodedMeshOsd = new OSD(); | 516 | OSD decodedMeshOsd = new OSD(); |
432 | byte[] meshBytes = new byte[physSize]; | 517 | byte[] meshBytes = new byte[physSize]; |
433 | System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); | 518 | System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); |
434 | // byte[] decompressed = new byte[physSize * 5]; | 519 | // byte[] decompressed = new byte[physSize * 5]; |
435 | try | 520 | try |
436 | { | 521 | { |
437 | decodedMeshOsd = DecompressOsd(meshBytes); | 522 | decodedMeshOsd = DecompressOsd(meshBytes); |
438 | } | 523 | } |
439 | catch (Exception e) | 524 | catch (Exception e) |
440 | { | 525 | { |
441 | m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString()); | 526 | m_log.ErrorFormat("{0} prim='{1}': exception decoding physical mesh: {2}", LogHeader, primName, e); |
442 | return false; | 527 | return false; |
443 | } | 528 | } |
444 | 529 | ||
@@ -447,7 +532,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
447 | // physics_shape is an array of OSDMaps, one for each submesh | 532 | // physics_shape is an array of OSDMaps, one for each submesh |
448 | if (decodedMeshOsd is OSDArray) | 533 | if (decodedMeshOsd is OSDArray) |
449 | { | 534 | { |
450 | // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); | 535 | // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); |
451 | 536 | ||
452 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; | 537 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; |
453 | foreach (OSD subMeshOsd in decodedMeshOsdArray) | 538 | foreach (OSD subMeshOsd in decodedMeshOsdArray) |
@@ -455,6 +540,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
455 | if (subMeshOsd is OSDMap) | 540 | if (subMeshOsd is OSDMap) |
456 | AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); | 541 | AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); |
457 | } | 542 | } |
543 | if (debugDetail) | ||
544 | m_log.DebugFormat("{0} {1}: mesh decoded. offset={2}, size={3}, nCoords={4}, nFaces={5}", | ||
545 | LogHeader, primName, physOffset, physSize, coords.Count, faces.Count); | ||
458 | } | 546 | } |
459 | } | 547 | } |
460 | 548 | ||
@@ -776,6 +864,23 @@ namespace OpenSim.Region.Physics.Meshing | |||
776 | /// temporary prototype code - please do not use until the interface has been finalized! | 864 | /// temporary prototype code - please do not use until the interface has been finalized! |
777 | /// </summary> | 865 | /// </summary> |
778 | /// <param name="size">value to scale the hull points by</param> | 866 | /// <param name="size">value to scale the hull points by</param> |
867 | /// <returns>a list of vertices in the bounding hull if it exists and has been successfully decoded, otherwise null</returns> | ||
868 | public List<Vector3> GetBoundingHull(Vector3 size) | ||
869 | { | ||
870 | if (mBoundingHull == null) | ||
871 | return null; | ||
872 | |||
873 | List<Vector3> verts = new List<Vector3>(); | ||
874 | foreach (var vert in mBoundingHull) | ||
875 | verts.Add(vert * size); | ||
876 | |||
877 | return verts; | ||
878 | } | ||
879 | |||
880 | /// <summary> | ||
881 | /// temporary prototype code - please do not use until the interface has been finalized! | ||
882 | /// </summary> | ||
883 | /// <param name="size">value to scale the hull points by</param> | ||
779 | /// <returns>a list of hulls if they exist and have been successfully decoded, otherwise null</returns> | 884 | /// <returns>a list of hulls if they exist and have been successfully decoded, otherwise null</returns> |
780 | public List<List<Vector3>> GetConvexHulls(Vector3 size) | 885 | public List<List<Vector3>> GetConvexHulls(Vector3 size) |
781 | { | 886 | { |
@@ -788,6 +893,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
788 | List<Vector3> verts = new List<Vector3>(); | 893 | List<Vector3> verts = new List<Vector3>(); |
789 | foreach (var vert in hull) | 894 | foreach (var vert in hull) |
790 | verts.Add(vert * size); | 895 | verts.Add(vert * size); |
896 | hulls.Add(verts); | ||
791 | } | 897 | } |
792 | 898 | ||
793 | return hulls; | 899 | return hulls; |