/* * 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.Text; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; using OpenSim.Region.Physics.Meshing; using OpenSim.Region.Physics.ConvexDecompositionDotNet; using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public abstract class BSShape { private static string LogHeader = "[BULLETSIM SHAPE]"; public int referenceCount { get; set; } public DateTime lastReferenced { get; set; } public BulletShape physShapeInfo { get; set; } public BSShape() { referenceCount = 1; lastReferenced = DateTime.Now; physShapeInfo = new BulletShape(); } public BSShape(BulletShape pShape) { referenceCount = 1; lastReferenced = DateTime.Now; physShapeInfo = pShape; } // Get another reference to this shape. public abstract BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim); // Called when this shape is being used again. // Used internally. External callers should call instance.GetReference() to properly copy/reference // the shape. protected virtual void IncrementReference() { referenceCount++; lastReferenced = DateTime.Now; } // Called when this shape is being used again. protected virtual void DecrementReference() { referenceCount--; lastReferenced = DateTime.Now; } // Release the use of a physical shape. public abstract void Dereference(BSScene physicsScene); // Return 'true' if there is an allocated physics physical shape under this class instance. public virtual bool HasPhysicalShape { get { if (physShapeInfo != null) return physShapeInfo.HasPhysicalShape; return false; } } public virtual BSPhysicsShapeType ShapeType { get { BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; if (physShapeInfo != null && physShapeInfo.HasPhysicalShape) ret = physShapeInfo.shapeType; return ret; } } // Returns a string for debugging that uniquily identifies the memory used by this instance public virtual string AddrString { get { if (physShapeInfo != null) return physShapeInfo.AddrString; return "unknown"; } } public override string ToString() { StringBuilder buff = new StringBuilder(); if (physShapeInfo == null) { buff.Append(""); return buff.ToString(); } #region Common shape routines // Create a hash of all the shape parameters to be used as a key for this particular shape. public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) { // level of detail based on size and type of the object float lod = BSParam.MeshLOD; if (pbs.SculptEntry) lod = BSParam.SculptLOD; // Mega prims usually get more detail because one can interact with shape approximations at this size. float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); if (maxAxis > BSParam.MeshMegaPrimThreshold) lod = BSParam.MeshMegaPrimLOD; retLod = lod; return pbs.GetMeshKey(size, lod); } // The creation of a mesh or hull can fail if an underlying asset is not available. // There are two cases: 1) the asset is not in the cache and it needs to be fetched; // and 2) the asset cannot be converted (like failed decompression of JPEG2000s). // The first case causes the asset to be fetched. The second case requires // us to not loop forever. // Called after creating a physical mesh or hull. If the physical shape was created, // just return. public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim) { // If the shape was successfully created, nothing more to do if (newShape.HasPhysicalShape) return newShape; // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been // fetched but we end up here again, the meshing of the asset must have failed. // Prevent trying to keep fetching the mesh by declaring failure. if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) { prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); } else { // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset if (prim.BaseShape.SculptEntry && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting && prim.BaseShape.SculptTexture != OMV.UUID.Zero ) { physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset,objNam={1},tex={2}", prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); // Multiple requestors will know we're waiting for this asset prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; BSPhysObject xprim = prim; Util.FireAndForget(delegate { // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID); RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; if (assetProvider != null) { BSPhysObject yprim = xprim; // probably not necessary, but, just in case. assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) { // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID); bool assetFound = false; string mismatchIDs = String.Empty; // DEBUG DEBUG if (asset != null && yprim.BaseShape.SculptEntry) { if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) { yprim.BaseShape.SculptData = asset.Data; // This will cause the prim to see that the filler shape is not the right // one and try again to build the object. // No race condition with the normal shape setting since the rebuild is at taint time. yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; yprim.ForceBodyShapeRebuild(false /* inTaintTime */); assetFound = true; } else { mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; } } if (!assetFound) { yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; } physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}", yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); }); } else { xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", LogHeader, physicsScene.Name); } }); } else { if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) { physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); } } } // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. BSShape fillShape = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,boxTempShape", prim.LocalID); return fillShape.physShapeInfo; } #endregion // Common shape routines } // ============================================================================================================ public class BSShapeNull : BSShape { public BSShapeNull() : base() { } public static BSShape GetReference() { return new BSShapeNull(); } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { 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(BulletShape pShape) : base(pShape) { } public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { // Native shapes are not shared and are always built anew. return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { // Native shapes are not shared so we return a new shape. BSShape ret = null; lock (physShapeInfo) { ret = new BSShapeNative(CreatePhysicalNativeShape(pPhysicsScene, pPrim, physShapeInfo.shapeType, (FixedShapeKey)physShapeInfo.shapeKey)); } return ret; } // 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 lock (physShapeInfo) { if (physShapeInfo.HasPhysicalShape) { physicsScene.DetailLog("{0},BSShapeNative.Dereference,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); } physShapeInfo.Clear(); // Garbage collection will free up this instance. } } private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { BulletShape newShape; 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 == BSPhysicsShapeType.SHAPE_CAPSULE) { newShape = physicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); physicsScene.DetailLog("{0},BSShapeNative,capsule,scale={1}", prim.LocalID, prim.Scale); } else { newShape = physicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); } if (!newShape.HasPhysicalShape) { physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } newShape.shapeType = shapeType; newShape.isNativeShape = true; newShape.shapeKey = (UInt64)shapeKey; return newShape; } } // ============================================================================================================ public class BSShapeMesh : BSShape { private static string LogHeader = "[BULLETSIM SHAPE MESH]"; public static Dictionary Meshes = new Dictionary(); public BSShapeMesh(BulletShape pShape) : base(pShape) { } public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { float lod; System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); BSShapeMesh retMesh = null; lock (Meshes) { if (Meshes.TryGetValue(newMeshKey, out retMesh)) { // The mesh has already been created. Return a new reference to same. retMesh.IncrementReference(); } else { retMesh = new BSShapeMesh(new BulletShape()); // An instance of this mesh has not been created. Build and remember same. BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); // Check to see if mesh was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) { // If a mesh was what was created, remember the built shape for later sharing. // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. Meshes.Add(newMeshKey, retMesh); } retMesh.physShapeInfo = newShape; } } physicsScene.DetailLog("{0},BSShapeMesh,getReference,mesh={1},size={2},lod={3}", prim.LocalID, retMesh, prim.Size, lod); return retMesh; } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { BSShape ret = null; // If the underlying shape is native, the actual shape has not been build (waiting for asset) // and we must create a copy of the native shape since they are never shared. if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape) { // TODO: decide when the native shapes should be freed. Check in Dereference? ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); } else { // Another reference to this shape is just counted. IncrementReference(); ret = this; } return ret; } public override void Dereference(BSScene physicsScene) { lock (Meshes) { this.DecrementReference(); physicsScene.DetailLog("{0},BSShapeMesh.Dereference,shape={1}", BSScene.DetailLogZero, this); // TODO: schedule aging and destruction of unused meshes. } } // Loop through all the known meshes and return the description based on the physical address. public static bool TryGetMeshByPtr(BulletShape pShape, out BSShapeMesh outMesh) { bool ret = false; BSShapeMesh foundDesc = null; lock (Meshes) { foreach (BSShapeMesh sm in Meshes.Values) { if (sm.physShapeInfo.ReferenceSame(pShape)) { foundDesc = sm; ret = true; break; } } } outMesh = foundDesc; return ret; } public delegate BulletShape CreateShapeCall(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices ); private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod, (w, iC, i, vC, v) => physicsScene.PE.CreateMeshShape(w, iC, i, vC, v) ); } // Code that uses the mesher to create the index/vertices info for a trimesh shape. // This is used by the passed 'makeShape' call to create the Bullet mesh shape. // The actual build call is passed so this logic can be used by several of the shapes that use a // simple mesh as their base shape. public static BulletShape CreatePhysicalMeshShape(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod, CreateShapeCall makeShape) { BulletShape newShape = new BulletShape(); IMesh meshData = null; lock (physicsScene.mesher) { meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, false, // say it is not physical so a bounding box is not built false, // do not cache the mesh and do not use previously built versions false, false ); } if (meshData != null) { if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) { // Release the fetched asset data once it has been used. pbs.SculptData = new byte[0]; prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; } int[] indices = meshData.getIndexListAsInt(); int realIndicesIndex = indices.Length; float[] verticesAsFloats = meshData.getVertexListAsFloat(); if (BSParam.ShouldRemoveZeroWidthTriangles) { // Remove degenerate triangles. These are triangles with two of the vertices // are the same. This is complicated by the problem that vertices are not // made unique in sculpties so we have to compare the values in the vertex. realIndicesIndex = 0; for (int tri = 0; tri < indices.Length; tri += 3) { // Compute displacements into vertex array for each vertex of the triangle int v1 = indices[tri + 0] * 3; int v2 = indices[tri + 1] * 3; int v3 = indices[tri + 2] * 3; // Check to see if any two of the vertices are the same if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0] && verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1] && verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2]) || ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0] && verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1] && verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2]) || ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0] && verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1] && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) ) ) { // None of the vertices of the triangles are the same. This is a good triangle; indices[realIndicesIndex + 0] = indices[tri + 0]; indices[realIndicesIndex + 1] = indices[tri + 1]; indices[realIndicesIndex + 2] = indices[tri + 2]; realIndicesIndex += 3; } } } physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,key={1},origTri={2},realTri={3},numVerts={4}", BSScene.DetailLogZero, newMeshKey.ToString("X"), indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); if (realIndicesIndex != 0) { newShape = makeShape(physicsScene.World, realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); } else { // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh. prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey); } } newShape.shapeKey = newMeshKey; return newShape; } } // ============================================================================================================ public class BSShapeHull : BSShape { private static string LogHeader = "[BULLETSIM SHAPE HULL]"; public static Dictionary Hulls = new Dictionary(); public BSShapeHull(BulletShape pShape) : base(pShape) { } public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { float lod; System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); BSShapeHull retHull = null; lock (Hulls) { if (Hulls.TryGetValue(newHullKey, out retHull)) { // The mesh has already been created. Return a new reference to same. retHull.IncrementReference(); } else { retHull = new BSShapeHull(new BulletShape()); // An instance of this mesh has not been created. Build and remember same. BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod); // Check to see if hull was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) { // If a mesh was what was created, remember the built shape for later sharing. Hulls.Add(newHullKey, retHull); } retHull.physShapeInfo = newShape; } } physicsScene.DetailLog("{0},BSShapeHull,getReference,hull={1},size={2},lod={3}", prim.LocalID, retHull, prim.Size, lod); return retHull; } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { BSShape ret = null; // If the underlying shape is native, the actual shape has not been build (waiting for asset) // and we must create a copy of the native shape since they are never shared. if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape) { // TODO: decide when the native shapes should be freed. Check in Dereference? ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); } else { // Another reference to this shape is just counted. IncrementReference(); ret = this; } return ret; } public override void Dereference(BSScene physicsScene) { lock (Hulls) { this.DecrementReference(); physicsScene.DetailLog("{0},BSShapeHull.Dereference,shape={1}", BSScene.DetailLogZero, this); // TODO: schedule aging and destruction of unused meshes. } } List m_hulls; private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); IMesh meshData = null; List> allHulls = null; lock (physicsScene.mesher) { // Pass true for physicalness as this prevents the creation of bounding box which is not needed meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false); // If we should use the asset's hull info, fetch it out of the locked mesher if (meshData != null && BSParam.ShouldUseAssetHulls) { Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; if (realMesher != null) { allHulls = realMesher.GetConvexHulls(size); } if (allHulls == null) { physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID); } } } // If there is hull data in the mesh asset, build the hull from that if (allHulls != null && BSParam.ShouldUseAssetHulls) { int hullCount = allHulls.Count; int totalVertices = 1; // include one for the count of the hulls // Using the structure described for HACD hulls, create the memory sturcture // to pass the hull data to the creater. foreach (List hullVerts in allHulls) { totalVertices += 4; // add four for the vertex count and centroid totalVertices += hullVerts.Count * 3; // one vertex is three dimensions } float[] convHulls = new float[totalVertices]; convHulls[0] = (float)hullCount; int jj = 1; foreach (List hullVerts in allHulls) { convHulls[jj + 0] = hullVerts.Count; convHulls[jj + 1] = 0f; // centroid x,y,z convHulls[jj + 2] = 0f; convHulls[jj + 3] = 0f; jj += 4; foreach (OMV.Vector3 oneVert in hullVerts) { convHulls[jj + 0] = oneVert.X; convHulls[jj + 1] = oneVert.Y; convHulls[jj + 2] = oneVert.Z; jj += 3; } } // create the hull data structure in Bullet newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}", prim.LocalID, hullCount, totalVertices, newShape); } // If no hull specified in the asset and we should use Bullet's HACD approximation... if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) { // Build the hull shape from an existing mesh shape. // The mesh should have already been created in Bullet. physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID); BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); if (meshShape.physShapeInfo.HasPhysicalShape) { HACDParams parms; parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; parms.minClusters = BSParam.BHullMinClusters; parms.compacityWeight = BSParam.BHullCompacityWeight; parms.volumeWeight = BSParam.BHullVolumeWeight; parms.concavity = BSParam.BHullConcavity; parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints); parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape); // Now done with the mesh shape. meshShape.Dereference(physicsScene); } physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } // If no other hull specifications, use our HACD hull approximation. if (!newShape.HasPhysicalShape && meshData != null) { if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) { // Release the fetched asset data once it has been used. pbs.SculptData = new byte[0]; prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; } int[] indices = meshData.getIndexListAsInt(); List vertices = meshData.getVertexList(); //format conversion from IMesh format to DecompDesc format List convIndices = new List(); List convVertices = new List(); for (int ii = 0; ii < indices.GetLength(0); ii++) { convIndices.Add(indices[ii]); } foreach (OMV.Vector3 vv in vertices) { convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); } uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) { // Simple primitive shapes we know are convex so they are better implemented with // fewer hulls. // Check for simple shape (prim without cuts) and reduce split parameter if so. if (BSShapeCollection.PrimHasNoCuts(pbs)) { maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; } } // setup and do convex hull conversion m_hulls = new List(); DecompDesc dcomp = new DecompDesc(); dcomp.mIndices = convIndices; dcomp.mVertices = convVertices; dcomp.mDepth = maxDepthSplit; dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); // create the hull into the _hulls variable convexBuilder.process(dcomp); physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); // Convert the vertices and indices for passing to unmanaged. // The hull information is passed as a large floating point array. // The format is: // convHulls[0] = number of hulls // convHulls[1] = number of vertices in first hull // convHulls[2] = hull centroid X coordinate // convHulls[3] = hull centroid Y coordinate // convHulls[4] = hull centroid Z coordinate // convHulls[5] = first hull vertex X // convHulls[6] = first hull vertex Y // convHulls[7] = first hull vertex Z // convHulls[8] = second hull vertex X // ... // convHulls[n] = number of vertices in second hull // convHulls[n+1] = second hull centroid X coordinate // ... // // TODO: is is very inefficient. Someday change the convex hull generator to return // data structures that do not need to be converted in order to pass to Bullet. // And maybe put the values directly into pinned memory rather than marshaling. int hullCount = m_hulls.Count; int totalVertices = 1; // include one for the count of the hulls foreach (ConvexResult cr in m_hulls) { totalVertices += 4; // add four for the vertex count and centroid totalVertices += cr.HullIndices.Count * 3; // we pass just triangles } float[] convHulls = new float[totalVertices]; convHulls[0] = (float)hullCount; int jj = 1; foreach (ConvexResult cr in m_hulls) { // copy vertices for index access float3[] verts = new float3[cr.HullVertices.Count]; int kk = 0; foreach (float3 ff in cr.HullVertices) { verts[kk++] = ff; } // add to the array one hull's worth of data convHulls[jj++] = cr.HullIndices.Count; convHulls[jj++] = 0f; // centroid x,y,z convHulls[jj++] = 0f; convHulls[jj++] = 0f; foreach (int ind in cr.HullIndices) { convHulls[jj++] = verts[ind].x; convHulls[jj++] = verts[ind].y; convHulls[jj++] = verts[ind].z; } } // create the hull data structure in Bullet newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); } newShape.shapeKey = newHullKey; return newShape; } // Callback from convex hull creater with a newly created hull. // Just add it to our collection of hulls for this shape. private void HullReturn(ConvexResult result) { m_hulls.Add(result); return; } // Loop through all the known hulls and return the description based on the physical address. public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeHull outHull) { bool ret = false; BSShapeHull foundDesc = null; lock (Hulls) { foreach (BSShapeHull sh in Hulls.Values) { if (sh.physShapeInfo.ReferenceSame(pShape)) { foundDesc = sh; ret = true; break; } } } outHull = foundDesc; return ret; } } // ============================================================================================================ public class BSShapeCompound : BSShape { private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; public BSShapeCompound(BulletShape pShape) : base(pShape) { } public static BSShape GetReference(BSScene physicsScene) { // Base compound shapes are not shared so this returns a raw shape. // A built compound shape can be reused in linksets. return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene)); } public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) { // Calling this reference means we want another handle to an existing compound shape // (usually linksets) so return this copy. IncrementReference(); return this; } // Dereferencing a compound shape releases the hold on all the child shapes. public override void Dereference(BSScene physicsScene) { lock (physShapeInfo) { this.DecrementReference(); physicsScene.DetailLog("{0},BSShapeCompound.Dereference,shape={1}", BSScene.DetailLogZero, this); if (referenceCount <= 0) { if (!physicsScene.PE.IsCompound(physShapeInfo)) { // Failed the sanity check!! physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString); physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString); return; } int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo); physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, physShapeInfo, numChildren); // Loop through all the children dereferencing each. for (int ii = numChildren - 1; ii >= 0; ii--) { BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); DereferenceAnonCollisionShape(physicsScene, childShape); } physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); } } } private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene) { BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false); return cShape; } // Sometimes we have a pointer to a collision shape but don't know what type it is. // Figure out type and call the correct dereference routine. // Called at taint-time. private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) { // TODO: figure a better way to go through all the shape types and find a possible instance. BSShapeMesh meshDesc; if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) { meshDesc.Dereference(physicsScene); } else { BSShapeHull hullDesc; if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc)) { hullDesc.Dereference(physicsScene); } else { BSShapeConvexHull chullDesc; if (BSShapeConvexHull.TryGetHullByPtr(pShape, out chullDesc)) { chullDesc.Dereference(physicsScene); } else { BSShapeGImpact gImpactDesc; if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc)) { gImpactDesc.Dereference(physicsScene); } else { // Didn't find it in the lists of specific types. It could be compound. if (physicsScene.PE.IsCompound(pShape)) { BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); recursiveCompound.Dereference(physicsScene); } else { // If none of the above, maybe it is a simple native shape. if (physicsScene.PE.IsNativeShape(pShape)) { BSShapeNative nativeShape = new BSShapeNative(pShape); nativeShape.Dereference(physicsScene); } } } } } } } } // ============================================================================================================ public class BSShapeConvexHull : BSShape { private static string LogHeader = "[BULLETSIM SHAPE CONVEX HULL]"; public static Dictionary ConvexHulls = new Dictionary(); public BSShapeConvexHull(BulletShape pShape) : base(pShape) { } public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { float lod; System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); physicsScene.DetailLog("{0},BSShapeConvexHull,getReference,newKey={1},size={2},lod={3}", prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); BSShapeConvexHull retConvexHull = null; lock (ConvexHulls) { if (ConvexHulls.TryGetValue(newMeshKey, out retConvexHull)) { // The mesh has already been created. Return a new reference to same. retConvexHull.IncrementReference(); } else { retConvexHull = new BSShapeConvexHull(new BulletShape()); BulletShape convexShape = null; // Get a handle to a mesh to build the hull from BSShape baseMesh = BSShapeMesh.GetReference(physicsScene, false /* forceRebuild */, prim); if (baseMesh.physShapeInfo.isNativeShape) { // We get here if the mesh was not creatable. Could be waiting for an asset from the disk. // In the short term, we return the native shape and a later ForceBodyShapeRebuild should // get back to this code with a buildable mesh. // TODO: not sure the temp native shape is freed when the mesh is rebuilt. When does this get freed? convexShape = baseMesh.physShapeInfo; } else { convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo); convexShape.shapeKey = newMeshKey; ConvexHulls.Add(convexShape.shapeKey, retConvexHull); } // Done with the base mesh baseMesh.Dereference(physicsScene); retConvexHull.physShapeInfo = convexShape; } } return retConvexHull; } public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) { // Calling this reference means we want another handle to an existing shape // (usually linksets) so return this copy. IncrementReference(); return this; } // Dereferencing a compound shape releases the hold on all the child shapes. public override void Dereference(BSScene physicsScene) { lock (ConvexHulls) { this.DecrementReference(); physicsScene.DetailLog("{0},BSShapeConvexHull.Dereference,shape={1}", BSScene.DetailLogZero, this); // TODO: schedule aging and destruction of unused meshes. } } // Loop through all the known hulls and return the description based on the physical address. public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeConvexHull outHull) { bool ret = false; BSShapeConvexHull foundDesc = null; lock (ConvexHulls) { foreach (BSShapeConvexHull sh in ConvexHulls.Values) { if (sh.physShapeInfo.ReferenceSame(pShape)) { foundDesc = sh; ret = true; break; } } } outHull = foundDesc; return ret; } } // ============================================================================================================ public class BSShapeGImpact : BSShape { private static string LogHeader = "[BULLETSIM SHAPE GIMPACT]"; public static Dictionary GImpacts = new Dictionary(); public BSShapeGImpact(BulletShape pShape) : base(pShape) { } public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { float lod; System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); physicsScene.DetailLog("{0},BSShapeGImpact,getReference,newKey={1},size={2},lod={3}", prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); BSShapeGImpact retGImpact = null; lock (GImpacts) { if (GImpacts.TryGetValue(newMeshKey, out retGImpact)) { // The mesh has already been created. Return a new reference to same. retGImpact.IncrementReference(); } else { retGImpact = new BSShapeGImpact(new BulletShape()); BulletShape newShape = retGImpact.CreatePhysicalGImpact(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); // Check to see if mesh was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); newShape.shapeKey = newMeshKey; if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) { // If a mesh was what was created, remember the built shape for later sharing. // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. GImpacts.Add(newMeshKey, retGImpact); } retGImpact.physShapeInfo = newShape; } } return retGImpact; } private BulletShape CreatePhysicalGImpact(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod, (w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) ); } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { BSShape ret = null; // If the underlying shape is native, the actual shape has not been build (waiting for asset) // and we must create a copy of the native shape since they are never shared. if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape) { // TODO: decide when the native shapes should be freed. Check in Dereference? ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); } else { // Another reference to this shape is just counted. IncrementReference(); ret = this; } return ret; } // Dereferencing a compound shape releases the hold on all the child shapes. public override void Dereference(BSScene physicsScene) { lock (GImpacts) { this.DecrementReference(); physicsScene.DetailLog("{0},BSShapeGImpact.Dereference,shape={1}", BSScene.DetailLogZero, this); // TODO: schedule aging and destruction of unused meshes. } } // Loop through all the known hulls and return the description based on the physical address. public static bool TryGetGImpactByPtr(BulletShape pShape, out BSShapeGImpact outHull) { bool ret = false; BSShapeGImpact foundDesc = null; lock (GImpacts) { foreach (BSShapeGImpact sh in GImpacts.Values) { if (sh.physShapeInfo.ReferenceSame(pShape)) { foundDesc = sh; ret = true; break; } } } outHull = foundDesc; return ret; } } // ============================================================================================================ public class BSShapeAvatar : BSShape { private static string LogHeader = "[BULLETSIM SHAPE AVATAR]"; public BSShapeAvatar() : base() { } public static BSShape GetReference(BSPhysObject prim) { return new BSShapeNull(); } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { return new BSShapeNull(); } public override void Dereference(BSScene physicsScene) { } // From the front: // A---A // / \ // B-------B // / \ +Z // C-----------C | // \ / -Y --+-- +Y // \ / | // \ / -Z // D-----D // \ / // E-E // From the top A and E are just lines. // B, C and D are hexagons: // // C1--C2 +X // / \ | // C0 C3 -Y --+-- +Y // \ / | // C5--C4 -X // Zero goes directly through the middle so the offsets are from that middle axis // and up and down from a middle horizon (A and E are the same distance from the zero). // The height, width and depth is one. All scaling is done by the simulator. // Z component -- how far the level is from the middle zero private const float Aup = 0.5f; private const float Bup = 0.4f; private const float Cup = 0.3f; private const float Dup = -0.4f; private const float Eup = -0.5f; // Y component -- distance from center to x0 and x3 private const float Awid = 0.25f; private const float Bwid = 0.3f; private const float Cwid = 0.5f; private const float Dwid = 0.3f; private const float Ewid = 0.2f; // Y component -- distance from center to x1, x2, x4 and x5 private const float Afwid = 0.0f; private const float Bfwid = 0.2f; private const float Cfwid = 0.4f; private const float Dfwid = 0.2f; private const float Efwid = 0.0f; // X component -- distance from zero to the front or back of a level private const float Adep = 0f; private const float Bdep = 0.3f; private const float Cdep = 0.5f; private const float Ddep = 0.2f; private const float Edep = 0f; private OMV.Vector3[] avatarVertices = { new OMV.Vector3( 0.0f, -Awid, Aup), // A0 new OMV.Vector3( 0.0f, +Awid, Aup), // A3 new OMV.Vector3( 0.0f, -Bwid, Bup), // B0 new OMV.Vector3(+Bdep, -Bfwid, Bup), // B1 new OMV.Vector3(+Bdep, +Bfwid, Bup), // B2 new OMV.Vector3( 0.0f, +Bwid, Bup), // B3 new OMV.Vector3(-Bdep, +Bfwid, Bup), // B4 new OMV.Vector3(-Bdep, -Bfwid, Bup), // B5 new OMV.Vector3( 0.0f, -Cwid, Cup), // C0 new OMV.Vector3(+Cdep, -Cfwid, Cup), // C1 new OMV.Vector3(+Cdep, +Cfwid, Cup), // C2 new OMV.Vector3( 0.0f, +Cwid, Cup), // C3 new OMV.Vector3(-Cdep, +Cfwid, Cup), // C4 new OMV.Vector3(-Cdep, -Cfwid, Cup), // C5 new OMV.Vector3( 0.0f, -Dwid, Dup), // D0 new OMV.Vector3(+Ddep, -Dfwid, Dup), // D1 new OMV.Vector3(+Ddep, +Dfwid, Dup), // D2 new OMV.Vector3( 0.0f, +Dwid, Dup), // D3 new OMV.Vector3(-Ddep, +Dfwid, Dup), // D4 new OMV.Vector3(-Ddep, -Dfwid, Dup), // D5 new OMV.Vector3( 0.0f, -Ewid, Eup), // E0 new OMV.Vector3( 0.0f, +Ewid, Eup), // E3 }; // Offsets of the vertices in the vertices array private enum Ind : int { A0, A3, B0, B1, B2, B3, B4, B5, C0, C1, C2, C3, C4, C5, D0, D1, D2, D3, D4, D5, E0, E3 } // Comments specify trianges and quads in clockwise direction private Ind[] avatarIndices = { Ind.A0, Ind.B0, Ind.B1, // A0,B0,B1 Ind.A0, Ind.B1, Ind.B2, Ind.B2, Ind.A3, Ind.A0, // A0,B1,B2,A3 Ind.A3, Ind.B2, Ind.B3, // A3,B2,B3 Ind.A3, Ind.B3, Ind.B4, // A3,B3,B4 Ind.A3, Ind.B4, Ind.B5, Ind.B5, Ind.A0, Ind.A3, // A3,B4,B5,A0 Ind.A0, Ind.B5, Ind.B0, // A0,B5,B0 Ind.B0, Ind.C0, Ind.C1, Ind.C1, Ind.B1, Ind.B0, // B0,C0,C1,B1 Ind.B1, Ind.C1, Ind.C2, Ind.C2, Ind.B2, Ind.B1, // B1,C1,C2,B2 Ind.B2, Ind.C2, Ind.C3, Ind.C3, Ind.B3, Ind.B2, // B2,C2,C3,B3 Ind.B3, Ind.C3, Ind.C4, Ind.C4, Ind.B4, Ind.B3, // B3,C3,C4,B4 Ind.B4, Ind.C4, Ind.C5, Ind.C5, Ind.B5, Ind.B4, // B4,C4,C5,B5 Ind.B5, Ind.C5, Ind.C0, Ind.C0, Ind.B0, Ind.B5, // B5,C5,C0,B0 Ind.C0, Ind.D0, Ind.D1, Ind.D1, Ind.C1, Ind.C0, // C0,D0,D1,C1 Ind.C1, Ind.D1, Ind.D2, Ind.D2, Ind.C2, Ind.C1, // C1,D1,D2,C2 Ind.C2, Ind.D2, Ind.D3, Ind.D3, Ind.C3, Ind.C2, // C2,D2,D3,C3 Ind.C3, Ind.D3, Ind.D4, Ind.D4, Ind.C4, Ind.C3, // C3,D3,D4,C4 Ind.C4, Ind.D4, Ind.D5, Ind.D5, Ind.C5, Ind.C4, // C4,D4,D5,C5 Ind.C5, Ind.D5, Ind.D0, Ind.D0, Ind.C0, Ind.C5, // C5,D5,D0,C0 Ind.E0, Ind.D0, Ind.D1, // E0,D0,D1 Ind.E0, Ind.D1, Ind.D2, Ind.D2, Ind.E3, Ind.E0, // E0,D1,D2,E3 Ind.E3, Ind.D2, Ind.D3, // E3,D2,D3 Ind.E3, Ind.D3, Ind.D4, // E3,D3,D4 Ind.E3, Ind.D4, Ind.D5, Ind.D5, Ind.E0, Ind.E3, // E3,D4,D5,E0 Ind.E0, Ind.D5, Ind.D0, // E0,D5,D0 }; } }