From 6c961d8addf5c6aad81165042e684e45429b3b21 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 18 Nov 2012 22:58:36 -0800 Subject: BulletSim: Use base class constructors for initialization of BSShape and other classes. --- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 5 +- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 421 ++++++++++----------- 4 files changed, 214 insertions(+), 216 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e803072..991e5b1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -47,7 +47,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin */ public abstract class BSPhysObject : PhysicsActor { - protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName) + protected BSPhysObject() + { + } + protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { PhysicsScene = parentScene; LocalID = localID; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 14eb505..500c84a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -88,9 +88,9 @@ public sealed class BSPrim : BSPhysObject public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) + : base(parent_scene, localID, primName, "BSPrim") { // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); - base.BaseInitialize(parent_scene, localID, primName, "BSPrim"); _physicsActorType = (int)ActorTypes.Prim; _position = pos; _size = size; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 1cc607a..2fee95e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -683,7 +683,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters #region Taints // Calls to the PhysicsActors can't directly call into the physics engine - // because it might be busy. We delay changes to a known time. + // because it might be busy. We delay changes to a known time. // We rely on C#'s closure to save and restore the context for the delegate. public void TaintedObject(String ident, TaintCallback callback) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 5e2c4a8..d59a486 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -1,213 +1,208 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyrightD - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System; -using System.Collections.Generic; -using System.Linq; -using System.Text; - -namespace OpenSim.Region.Physics.BulletSPlugin -{ -public abstract class BSShape -{ - public IntPtr ptr { get; set; } - public ShapeData.PhysicsShapeType type { get; set; } - public System.UInt64 key { get; set; } - public int referenceCount { get; set; } - public DateTime lastReferenced { get; set; } - - protected void Initialize() - { - ptr = IntPtr.Zero; - type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; - key = 0; - referenceCount = 0; - lastReferenced = DateTime.Now; - } - - // Get a reference to a physical shape. Create if it doesn't exist - public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) - { - BSShape ret = null; - - if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR) - { - // an avatar capsule is close to a native shape (it is not shared) - ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR, - ShapeData.FixedShapeKey.KEY_CAPSULE); - physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); - } - - // Compound shapes are handled special as they are rebuilt from scratch. - // This isn't too great a hardship since most of the child shapes will already been created. - if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND) - { - // Getting a reference to a compound shape gets you the compound shape with the root prim shape added - ret = BSShapeCompound.GetReference(prim); - physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); - } - - if (ret == null) - ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); - - return ret; - } - public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) - { - return null; - } - public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) - { - return null; - } - - // Release the use of a physical shape. - public abstract void Dereference(BSScene physicsScene); - - // All shapes have a static call to get a reference to the physical shape - // protected abstract static BSShape GetReference(); - - public override string ToString() - { - StringBuilder buff = new StringBuilder(); - buff.Append(""); - return buff.ToString(); - } -} - -public class BSShapeNull : BSShape -{ - public BSShapeNull() - { - base.Initialize(); - } - public static BSShape GetReference() { return new BSShapeNull(); } - public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } -} - -public class BSShapeNative : BSShape -{ - private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; - public BSShapeNative() - { - base.Initialize(); - } - public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, - ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) - { - // Native shapes are not shared and are always built anew. - return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); - } - - private BSShapeNative(BSScene physicsScene, BSPhysObject prim, - ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) - { - ShapeData nativeShapeData = new ShapeData(); - nativeShapeData.Type = shapeType; - nativeShapeData.ID = prim.LocalID; - nativeShapeData.Scale = prim.Scale; - nativeShapeData.Size = prim.Scale; - nativeShapeData.MeshKey = (ulong)shapeKey; - nativeShapeData.HullKey = (ulong)shapeKey; - - - if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) - { - ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); - physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); - } - else - { - ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData); - } - if (ptr == IntPtr.Zero) - { - physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", - LogHeader, prim.LocalID, shapeType); - } - type = shapeType; - key = (UInt64)shapeKey; - } - // Make this reference to the physical shape go away since native shapes are not shared. - public override void Dereference(BSScene physicsScene) - { - // Native shapes are not tracked and are released immediately - physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); - BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr); - ptr = IntPtr.Zero; - // Garbage collection will free up this instance. - } -} - -public class BSShapeMesh : BSShape -{ - private static string LogHeader = "[BULLETSIM SHAPE MESH]"; - private static Dictionary Meshes = new Dictionary(); - - public BSShapeMesh() - { - base.Initialize(); - } - public static BSShape GetReference() { return new BSShapeNull(); } - public override void Dereference(BSScene physicsScene) { } -} - -public class BSShapeHull : BSShape -{ - private static string LogHeader = "[BULLETSIM SHAPE HULL]"; - private static Dictionary Hulls = new Dictionary(); - - public BSShapeHull() - { - base.Initialize(); - } - public static BSShape GetReference() { return new BSShapeNull(); } - public override void Dereference(BSScene physicsScene) { } -} - -public class BSShapeCompound : BSShape -{ - private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; - public BSShapeCompound() - { - base.Initialize(); - } - public static BSShape GetReference(BSPhysObject prim) - { - return new BSShapeNull(); - } - public override void Dereference(BSScene physicsScene) { } -} -} +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyrightD + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public abstract class BSShape +{ + public IntPtr ptr { get; set; } + public ShapeData.PhysicsShapeType type { get; set; } + public System.UInt64 key { get; set; } + public int referenceCount { get; set; } + public DateTime lastReferenced { get; set; } + + public BSShape() + { + ptr = IntPtr.Zero; + type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; + key = 0; + referenceCount = 0; + lastReferenced = DateTime.Now; + } + + // Get a reference to a physical shape. Create if it doesn't exist + public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + BSShape ret = null; + + if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR) + { + // an avatar capsule is close to a native shape (it is not shared) + ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR, + ShapeData.FixedShapeKey.KEY_CAPSULE); + physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); + } + + // Compound shapes are handled special as they are rebuilt from scratch. + // This isn't too great a hardship since most of the child shapes will already been created. + if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND) + { + // Getting a reference to a compound shape gets you the compound shape with the root prim shape added + ret = BSShapeCompound.GetReference(prim); + physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); + } + + if (ret == null) + ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); + + return ret; + } + public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + return null; + } + public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + return null; + } + + // Release the use of a physical shape. + public abstract void Dereference(BSScene physicsScene); + + // All shapes have a static call to get a reference to the physical shape + // protected abstract static BSShape GetReference(); + + public override string ToString() + { + StringBuilder buff = new StringBuilder(); + buff.Append(""); + return buff.ToString(); + } +} + +public class BSShapeNull : BSShape +{ + public BSShapeNull() : base() + { + } + public static BSShape GetReference() { return new BSShapeNull(); } + public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } +} + +public class BSShapeNative : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; + public BSShapeNative() : base() + { + } + public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, + ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) + { + // Native shapes are not shared and are always built anew. + return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); + } + + private BSShapeNative(BSScene physicsScene, BSPhysObject prim, + ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) + { + ShapeData nativeShapeData = new ShapeData(); + nativeShapeData.Type = shapeType; + nativeShapeData.ID = prim.LocalID; + nativeShapeData.Scale = prim.Scale; + nativeShapeData.Size = prim.Scale; + nativeShapeData.MeshKey = (ulong)shapeKey; + nativeShapeData.HullKey = (ulong)shapeKey; + + + if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) + { + ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); + physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); + } + else + { + ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData); + } + if (ptr == IntPtr.Zero) + { + physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", + LogHeader, prim.LocalID, shapeType); + } + type = shapeType; + key = (UInt64)shapeKey; + } + // Make this reference to the physical shape go away since native shapes are not shared. + public override void Dereference(BSScene physicsScene) + { + // Native shapes are not tracked and are released immediately + physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); + BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr); + ptr = IntPtr.Zero; + // Garbage collection will free up this instance. + } +} + +public class BSShapeMesh : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE MESH]"; + private static Dictionary Meshes = new Dictionary(); + + public BSShapeMesh() : base() + { + } + public static BSShape GetReference() { return new BSShapeNull(); } + public override void Dereference(BSScene physicsScene) { } +} + +public class BSShapeHull : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE HULL]"; + private static Dictionary Hulls = new Dictionary(); + + public BSShapeHull() : base() + { + } + public static BSShape GetReference() { return new BSShapeNull(); } + public override void Dereference(BSScene physicsScene) { } +} + +public class BSShapeCompound : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; + public BSShapeCompound() : base() + { + } + public static BSShape GetReference(BSPhysObject prim) + { + return new BSShapeNull(); + } + public override void Dereference(BSScene physicsScene) { } +} +} -- cgit v1.1