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|
/*
* 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 OMV = OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Physics.ConvexDecompositionDotNet;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public sealed class BSShapeCollection : IDisposable
{
private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
private BSScene PhysicsScene { get; set; }
private Object m_collectionActivityLock = new Object();
// Description of a Mesh
private struct MeshDesc
{
public BulletShape shape;
public int referenceCount;
public DateTime lastReferenced;
public UInt64 shapeKey;
}
// Description of a hull.
// Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations.
private struct HullDesc
{
public BulletShape shape;
public int referenceCount;
public DateTime lastReferenced;
public UInt64 shapeKey;
}
// The sharable set of meshes and hulls. Indexed by their shape hash.
private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>();
private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>();
private bool DDetail = false;
public BSShapeCollection(BSScene physScene)
{
PhysicsScene = physScene;
// Set the next to 'true' for very detailed shape update detailed logging (detailed details?)
// While detailed debugging is still active, this is better than commenting out all the
// DetailLog statements. When debugging slows down, this and the protected logging
// statements can be commented/removed.
DDetail = true;
}
public void Dispose()
{
// TODO!!!!!!!!!
}
// Callbacks called just before either the body or shape is destroyed.
// Mostly used for changing bodies out from under Linksets.
// Useful for other cases where parameters need saving.
// Passing 'null' says no callback.
public delegate void ShapeDestructionCallback(BulletShape shape);
public delegate void BodyDestructionCallback(BulletBody body);
// Called to update/change the body and shape for an object.
// First checks the shape and updates that if necessary then makes
// sure the body is of the right type.
// Return 'true' if either the body or the shape changed.
// 'shapeCallback' and 'bodyCallback' are, if non-null, functions called just before
// the current shape or body is destroyed. This allows the caller to remove any
// higher level dependencies on the shape or body. Mostly used for LinkSets to
// remove the physical constraints before the body is destroyed.
// Called at taint-time!!
public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim,
ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
{
PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape");
bool ret = false;
// This lock could probably be pushed down lower but building shouldn't take long
lock (m_collectionActivityLock)
{
// Do we have the correct geometry for this type of object?
// Updates prim.BSShape with information/pointers to shape.
// Returns 'true' of BSShape is changed to a new shape.
bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback);
// If we had to select a new shape geometry for the object,
// rebuild the body around it.
// Updates prim.BSBody with information/pointers to requested body
// Returns 'true' if BSBody was changed.
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, bodyCallback);
ret = newGeom || newBody;
}
DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}",
prim.LocalID, forceRebuild, ret, prim.PhysBody, prim.PhysShape);
return ret;
}
public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim)
{
return GetBodyAndShape(forceRebuild, sim, prim, null, null);
}
// Track another user of a body.
// We presume the caller has allocated the body.
// Bodies only have one user so the body is just put into the world if not already there.
private void ReferenceBody(BulletBody body)
{
lock (m_collectionActivityLock)
{
if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body);
if (!PhysicsScene.PE.IsInWorld(PhysicsScene.World, body))
{
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body);
if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body);
}
}
}
// Release the usage of a body.
// Called when releasing use of a BSBody. BSShape is handled separately.
// Called in taint time.
public void DereferenceBody(BulletBody body, BodyDestructionCallback bodyCallback )
{
if (!body.HasPhysicalBody)
return;
PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody");
lock (m_collectionActivityLock)
{
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body);
// If the caller needs to know the old body is going away, pass the event up.
if (bodyCallback != null) bodyCallback(body);
if (PhysicsScene.PE.IsInWorld(PhysicsScene.World, body))
{
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body);
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body);
}
// Zero any reference to the shape so it is not freed when the body is deleted.
PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null);
PhysicsScene.PE.DestroyObject(PhysicsScene.World, body);
}
}
// Track the datastructures and use count for a shape.
// When creating a hull, this is called first to reference the mesh
// and then again to reference the hull.
// Meshes and hulls for the same shape have the same hash key.
// NOTE that native shapes are not added to the mesh list or removed.
// Returns 'true' if this is the initial reference to the shape. Otherwise reused.
public bool ReferenceShape(BulletShape shape)
{
bool ret = false;
switch (shape.type)
{
case BSPhysicsShapeType.SHAPE_MESH:
MeshDesc meshDesc;
if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
{
// There is an existing instance of this mesh.
meshDesc.referenceCount++;
if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingMesh,key={1},cnt={2}",
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount);
}
else
{
// This is a new reference to a mesh
meshDesc.shape = shape.Clone();
meshDesc.shapeKey = shape.shapeKey;
// We keep a reference to the underlying IMesh data so a hull can be built
meshDesc.referenceCount = 1;
if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}",
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount);
ret = true;
}
meshDesc.lastReferenced = System.DateTime.Now;
Meshes[shape.shapeKey] = meshDesc;
break;
case BSPhysicsShapeType.SHAPE_HULL:
HullDesc hullDesc;
if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
{
// There is an existing instance of this hull.
hullDesc.referenceCount++;
if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingHull,key={1},cnt={2}",
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount);
}
else
{
// This is a new reference to a hull
hullDesc.shape = shape.Clone();
hullDesc.shapeKey = shape.shapeKey;
hullDesc.referenceCount = 1;
if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}",
BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount);
ret = true;
}
hullDesc.lastReferenced = System.DateTime.Now;
Hulls[shape.shapeKey] = hullDesc;
break;
case BSPhysicsShapeType.SHAPE_UNKNOWN:
break;
default:
// Native shapes are not tracked and they don't go into any list
break;
}
return ret;
}
// Release the usage of a shape.
public void DereferenceShape(BulletShape shape, ShapeDestructionCallback shapeCallback)
{
if (!shape.HasPhysicalShape)
return;
PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceShape");
if (shape.HasPhysicalShape)
{
if (shape.isNativeShape)
{
// Native shapes are not tracked and are released immediately
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1}",
BSScene.DetailLogZero, shape.AddrString);
if (shapeCallback != null) shapeCallback(shape);
PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape);
}
else
{
switch (shape.type)
{
case BSPhysicsShapeType.SHAPE_HULL:
DereferenceHull(shape, shapeCallback);
break;
case BSPhysicsShapeType.SHAPE_MESH:
DereferenceMesh(shape, shapeCallback);
break;
case BSPhysicsShapeType.SHAPE_COMPOUND:
DereferenceCompound(shape, shapeCallback);
break;
case BSPhysicsShapeType.SHAPE_UNKNOWN:
break;
default:
break;
}
}
}
}
// Count down the reference count for a mesh shape
// Called at taint-time.
private void DereferenceMesh(BulletShape shape, ShapeDestructionCallback shapeCallback)
{
MeshDesc meshDesc;
if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
{
meshDesc.referenceCount--;
// TODO: release the Bullet storage
if (shapeCallback != null) shapeCallback(shape);
meshDesc.lastReferenced = System.DateTime.Now;
Meshes[shape.shapeKey] = meshDesc;
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceMesh,shape={1},refCnt={2}",
BSScene.DetailLogZero, shape, meshDesc.referenceCount);
}
}
// Count down the reference count for a hull shape
// Called at taint-time.
private void DereferenceHull(BulletShape shape, ShapeDestructionCallback shapeCallback)
{
HullDesc hullDesc;
if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
{
hullDesc.referenceCount--;
// TODO: release the Bullet storage (aging old entries?)
// Tell upper layers that, if they have dependencies on this shape, this link is going away
if (shapeCallback != null) shapeCallback(shape);
hullDesc.lastReferenced = System.DateTime.Now;
Hulls[shape.shapeKey] = hullDesc;
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceHull,shape={1},refCnt={2}",
BSScene.DetailLogZero, shape, hullDesc.referenceCount);
}
}
// Remove a reference to a compound shape.
// Taking a compound shape apart is a little tricky because if you just delete the
// physical shape, it will free all the underlying children. We can't do that because
// they could be shared. So, this removes each of the children from the compound and
// dereferences them separately before destroying the compound collision object itself.
// Called at taint-time.
private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback)
{
if (!PhysicsScene.PE.IsCompound(shape))
{
// Failed the sanity check!!
PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}",
LogHeader, shape.type, shape.AddrString);
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}",
BSScene.DetailLogZero, shape.type, shape.AddrString);
return;
}
int numChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(shape);
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren);
for (int ii = numChildren - 1; ii >= 0; ii--)
{
BulletShape childShape = PhysicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(shape, ii);
DereferenceAnonCollisionShape(childShape);
}
PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape);
}
// 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(BulletShape shapeInfo)
{
MeshDesc meshDesc;
HullDesc hullDesc;
if (TryGetMeshByPtr(shapeInfo, out meshDesc))
{
shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH;
shapeInfo.shapeKey = meshDesc.shapeKey;
}
else
{
if (TryGetHullByPtr(shapeInfo, out hullDesc))
{
shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL;
shapeInfo.shapeKey = hullDesc.shapeKey;
}
else
{
if (PhysicsScene.PE.IsCompound(shapeInfo))
{
shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND;
}
else
{
if (PhysicsScene.PE.IsNativeShape(shapeInfo))
{
shapeInfo.isNativeShape = true;
shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
}
}
}
}
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo);
if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN)
{
DereferenceShape(shapeInfo, null);
}
else
{
PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}",
LogHeader, PhysicsScene.RegionName, shapeInfo.AddrString);
}
}
// Create the geometry information in Bullet for later use.
// The objects needs a hull if it's physical otherwise a mesh is enough.
// if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls,
// shared geometries will be used. If the parameters of the existing shape are the same
// as this request, the shape is not rebuilt.
// Info in prim.BSShape is updated to the new shape.
// Returns 'true' if the geometry was rebuilt.
// Called at taint-time!
private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
{
bool ret = false;
bool haveShape = false;
if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
{
// an avatar capsule is close to a native shape (it is not shared)
GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, FixedShapeKey.KEY_CAPSULE, shapeCallback);
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
ret = true;
haveShape = true;
}
// 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 have already been created.
if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
{
ret = GetReferenceToCompoundShape(prim, shapeCallback);
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape);
haveShape = true;
}
if (!haveShape)
{
ret = CreateGeomNonSpecial(forceRebuild, prim, shapeCallback);
}
return ret;
}
// Create a mesh, hull or native shape.
// Return 'true' if the prim's shape was changed.
public bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
{
bool ret = false;
bool haveShape = false;
bool nativeShapePossible = true;
PrimitiveBaseShape pbs = prim.BaseShape;
// If the prim attributes are simple, this could be a simple Bullet native shape
if (!haveShape
&& pbs != null
&& !pbs.SculptEntry
&& nativeShapePossible
&& ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim)
|| (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
&& pbs.ProfileHollow == 0
&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
&& pbs.PathBegin == 0 && pbs.PathEnd == 0
&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
&& pbs.PathShearX == 0 && pbs.PathShearY == 0) ) )
{
// Get the scale of any existing shape so we can see if the new shape is same native type and same size.
OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero;
if (prim.PhysShape.HasPhysicalShape)
scaleOfExistingShape = PhysicsScene.PE.GetLocalScaling(prim.PhysShape);
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}",
prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type);
// It doesn't look like Bullet scales native spheres so make sure the scales are all equal
if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)
{
haveShape = true;
if (forceRebuild
|| prim.Scale != scaleOfExistingShape
|| prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE
)
{
ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE,
FixedShapeKey.KEY_SPHERE, shapeCallback);
}
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},rebuilt={2},shape={3}",
prim.LocalID, forceRebuild, ret, prim.PhysShape);
}
if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
{
haveShape = true;
if (forceRebuild
|| prim.Scale != scaleOfExistingShape
|| prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX
)
{
ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX,
FixedShapeKey.KEY_BOX, shapeCallback);
}
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},rebuilt={2},shape={3}",
prim.LocalID, forceRebuild, ret, prim.PhysShape);
}
}
// If a simple shape is not happening, create a mesh and possibly a hull.
if (!haveShape && pbs != null)
{
ret = CreateGeomMeshOrHull(prim, shapeCallback);
}
return ret;
}
// return 'true' if the prim's shape was changed.
public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
{
bool ret = false;
// Note that if it's a native shape, the check for physical/non-physical is not
// made. Native shapes work in either case.
if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects)
{
// Update prim.BSShape to reference a hull of this shape.
ret = GetReferenceToHull(prim,shapeCallback);
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
}
else
{
ret = GetReferenceToMesh(prim, shapeCallback);
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
}
return ret;
}
// Creates a native shape and assignes it to prim.BSShape.
// "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
private bool GetReferenceToNativeShape(BSPhysObject prim,
BSPhysicsShapeType shapeType, FixedShapeKey shapeKey,
ShapeDestructionCallback shapeCallback)
{
// release any previous shape
DereferenceShape(prim.PhysShape, shapeCallback);
BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey);
// Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
prim.LocalID, newShape, prim.Scale);
// native shapes are scaled by Bullet
prim.PhysShape = newShape;
return true;
}
private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType,
FixedShapeKey shapeKey)
{
BulletShape newShape;
// Need to make sure the passed shape information is for the native type.
ShapeData nativeShapeData = new ShapeData();
nativeShapeData.Type = shapeType;
nativeShapeData.ID = prim.LocalID;
nativeShapeData.Scale = prim.Scale;
nativeShapeData.Size = prim.Scale; // unneeded, I think.
nativeShapeData.MeshKey = (ulong)shapeKey;
nativeShapeData.HullKey = (ulong)shapeKey;
if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
{
newShape = PhysicsScene.PE.BuildCapsuleShape(PhysicsScene.World, 1f, 1f, prim.Scale);
if (DDetail) DetailLog("{0},BSShapeCollection.BuildPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
}
else
{
// Native shapes are scaled in Bullet so set the scaling to the size
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.shapeKey = (System.UInt64)shapeKey;
newShape.isNativeShape = true;
return newShape;
}
// Builds a mesh shape in the physical world and updates prim.BSShape.
// Dereferences previous shape in BSShape and adds a reference for this new shape.
// Returns 'true' of a mesh was actually built. Otherwise .
// Called at taint-time!
private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
{
BulletShape newShape = new BulletShape();
float lod;
System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
// if this new shape is the same as last time, don't recreate the mesh
if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH)
return false;
if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2},size={3},lod={4}",
prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod);
// Since we're recreating new, get rid of the reference to the previous shape
DereferenceShape(prim.PhysShape, shapeCallback);
newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod);
// Take evasive action if the mesh was not constructed.
newShape = VerifyMeshCreated(newShape, prim);
ReferenceShape(newShape);
prim.PhysShape = newShape;
return true; // 'true' means a new shape has been added to this prim
}
private BulletShape CreatePhysicalMesh(BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
{
BulletShape newShape = new BulletShape();
MeshDesc meshDesc;
if (Meshes.TryGetValue(newMeshKey, out meshDesc))
{
// If the mesh has already been built just use it.
newShape = meshDesc.shape.Clone();
}
else
{
IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
true,
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 // It's NOT for ODE
);
if (meshData != null)
{
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;
}
}
}
DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
if (realIndicesIndex != 0)
{
newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats);
}
else
{
PhysicsScene.Logger.ErrorFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}",
LogHeader, prim.PhysObjectName, prim.RawPosition, PhysicsScene.Name);
}
}
}
newShape.shapeKey = newMeshKey;
return newShape;
}
// See that hull shape exists in the physical world and update prim.BSShape.
// We could be creating the hull because scale changed or whatever.
private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
{
BulletShape newShape;
float lod;
System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
// if the hull hasn't changed, don't rebuild it
if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL)
return false;
if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}",
prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X"));
// Remove usage of the previous shape.
DereferenceShape(prim.PhysShape, shapeCallback);
newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod);
newShape = VerifyMeshCreated(newShape, prim);
ReferenceShape(newShape);
prim.PhysShape = newShape;
return true; // 'true' means a new shape has been added to this prim
}
List<ConvexResult> m_hulls;
private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
{
BulletShape newShape = new BulletShape();
IntPtr hullPtr = IntPtr.Zero;
HullDesc hullDesc;
if (Hulls.TryGetValue(newHullKey, out hullDesc))
{
// If the hull shape already is created, just use it.
newShape = hullDesc.shape.Clone();
}
else
{
// Build a new hull in the physical world
// Pass true for physicalness as this creates some sort of bounding box which we don't need
IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false, false, false);
if (meshData != null)
{
int[] indices = meshData.getIndexListAsInt();
List<OMV.Vector3> vertices = meshData.getVertexList();
//format conversion from IMesh format to DecompDesc format
List<int> convIndices = new List<int>();
List<float3> convVertices = new List<float3>();
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));
}
// setup and do convex hull conversion
m_hulls = new List<ConvexResult>();
DecompDesc dcomp = new DecompDesc();
dcomp.mIndices = convIndices;
dcomp.mVertices = convVertices;
ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
// create the hull into the _hulls variable
convexBuilder.process(dcomp);
// 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;
}
// Compound shapes are always built from scratch.
// This shouldn't be to bad since most of the parts will be meshes that had been built previously.
private bool GetReferenceToCompoundShape(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
{
// Remove reference to the old shape
// Don't need to do this as the shape is freed when the new root shape is created below.
// DereferenceShape(prim.PhysShape, true, shapeCallback);
BulletShape cShape = PhysicsScene.PE.CreateCompoundShape(PhysicsScene.World, false);
// Create the shape for the root prim and add it to the compound shape. Cannot be a native shape.
CreateGeomMeshOrHull(prim, shapeCallback);
PhysicsScene.PE.AddChildShapeToCompoundShape(cShape, prim.PhysShape, OMV.Vector3.Zero, OMV.Quaternion.Identity);
if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}",
prim.LocalID, cShape, prim.PhysShape);
prim.PhysShape = cShape;
return true;
}
// Create a hash of all the shape parameters to be used as a key
// for this particular shape.
private 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;
// prims with curvy internal cuts need higher lod
if (pbs.HollowShape == HollowShape.Circle)
lod = BSParam.MeshCircularLOD;
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);
}
// For those who don't want the LOD
private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs)
{
float lod;
return ComputeShapeKey(size, pbs, out 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.
private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim)
{
// If the shape was successfully created, nothing more to do
if (newShape.HasPhysicalShape)
return newShape;
// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero)
{
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed);
// This will prevent looping through this code as we keep trying to get the failed shape
prim.LastAssetBuildFailed = true;
BSPhysObject xprim = prim;
Util.FireAndForget(delegate
{
RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
if (assetProvider != null)
{
BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
{
bool assetFound = false; // DEBUG DEBUG
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.ForceBodyShapeRebuild(false /* inTaintTime */);
assetFound = true;
}
else
{
mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
}
}
DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
});
}
else
{
PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
LogHeader, PhysicsScene.Name);
}
});
}
else
{
if (prim.LastAssetBuildFailed)
{
PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}",
LogHeader, prim.LocalID, prim.BaseShape.SculptTexture);
}
}
// While we wait for the mesh defining asset to be loaded, stick in a simple box for the object.
BulletShape fillinShape = BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID);
return fillinShape;
}
// Create a body object in Bullet.
// Updates prim.BSBody with the information about the new body if one is created.
// Returns 'true' if an object was actually created.
// Called at taint-time.
private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, BodyDestructionCallback bodyCallback)
{
bool ret = false;
// the mesh, hull or native shape must have already been created in Bullet
bool mustRebuild = !prim.PhysBody.HasPhysicalBody;
// If there is an existing body, verify it's of an acceptable type.
// If not a solid object, body is a GhostObject. Otherwise a RigidBody.
if (!mustRebuild)
{
CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(prim.PhysBody);
if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY
|| !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT)
{
// If the collisionObject is not the correct type for solidness, rebuild what's there
mustRebuild = true;
if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,forceRebuildBecauseChangingBodyType,bodyType={1}", prim.LocalID, bodyType);
}
}
if (mustRebuild || forceRebuild)
{
// Free any old body
DereferenceBody(prim.PhysBody, bodyCallback);
BulletBody aBody;
if (prim.IsSolid)
{
aBody = PhysicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape, prim.LocalID, prim.RawPosition, prim.RawOrientation);
if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,body={1}", prim.LocalID, aBody);
}
else
{
aBody = PhysicsScene.PE.CreateGhostFromShape(sim, prim.PhysShape, prim.LocalID, prim.RawPosition, prim.RawOrientation);
if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody);
}
ReferenceBody(aBody);
prim.PhysBody = aBody;
ret = true;
}
return ret;
}
private bool TryGetMeshByPtr(BulletShape shape, out MeshDesc outDesc)
{
bool ret = false;
MeshDesc foundDesc = new MeshDesc();
foreach (MeshDesc md in Meshes.Values)
{
if (md.shape.ReferenceSame(shape))
{
foundDesc = md;
ret = true;
break;
}
}
outDesc = foundDesc;
return ret;
}
private bool TryGetHullByPtr(BulletShape shape, out HullDesc outDesc)
{
bool ret = false;
HullDesc foundDesc = new HullDesc();
foreach (HullDesc hd in Hulls.Values)
{
if (hd.shape.ReferenceSame(shape))
{
foundDesc = hd;
ret = true;
break;
}
}
outDesc = foundDesc;
return ret;
}
private void DetailLog(string msg, params Object[] args)
{
if (PhysicsScene.PhysicsLogging.Enabled)
PhysicsScene.DetailLog(msg, args);
}
}
}
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