1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
|
/*
* 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.PhysicsModules.SharedBase;
using OpenSim.Region.PhysicsModules.Meshing;
using OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet;
using OMV = OpenMetaverse;
namespace OpenSim.Region.PhysicsModule.BulletS
{
// Information class that holds stats for the shape. Which values mean
// something depends on the type of shape.
// This information is used for debugging and stats and is not used
// for operational things.
public class ShapeInfoInfo
{
public int Vertices { get; set; }
private int m_hullCount;
private int[] m_verticesPerHull;
public ShapeInfoInfo()
{
Vertices = 0;
m_hullCount = 0;
m_verticesPerHull = null;
}
public int HullCount
{
set
{
m_hullCount = value;
m_verticesPerHull = new int[m_hullCount];
Array.Clear(m_verticesPerHull, 0, m_hullCount);
}
get { return m_hullCount; }
}
public void SetVerticesPerHull(int hullNum, int vertices)
{
if (m_verticesPerHull != null && hullNum < m_verticesPerHull.Length)
{
m_verticesPerHull[hullNum] = vertices;
}
}
public int GetVerticesPerHull(int hullNum)
{
if (m_verticesPerHull != null && hullNum < m_verticesPerHull.Length)
{
return m_verticesPerHull[hullNum];
}
return 0;
}
public override string ToString()
{
StringBuilder buff = new StringBuilder();
// buff.Append("ShapeInfo=<");
buff.Append("<");
if (Vertices > 0)
{
buff.Append("verts=");
buff.Append(Vertices.ToString());
}
if (Vertices > 0 && HullCount > 0) buff.Append(",");
if (HullCount > 0)
{
buff.Append("nHulls=");
buff.Append(HullCount.ToString());
buff.Append(",");
buff.Append("hullVerts=");
for (int ii = 0; ii < HullCount; ii++)
{
if (ii != 0) buff.Append(",");
buff.Append(GetVerticesPerHull(ii).ToString());
}
}
buff.Append(">");
return buff.ToString();
}
}
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 ShapeInfoInfo shapeInfo { get; private set; }
public BSShape()
{
referenceCount = 1;
lastReferenced = DateTime.Now;
physShapeInfo = new BulletShape();
shapeInfo = new ShapeInfoInfo();
}
public BSShape(BulletShape pShape)
{
referenceCount = 1;
lastReferenced = DateTime.Now;
physShapeInfo = pShape;
shapeInfo = new ShapeInfoInfo();
}
// 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 done being used.
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("<noPhys");
}
else
{
buff.Append("<phy=");
buff.Append(physShapeInfo.ToString());
}
buff.Append(",c=");
buff.Append(referenceCount.ToString());
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.FailedMeshing;
physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. prim={1}, texture={2}",
LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,prim={1},tex={2}",
prim.LocalID, UsefulPrimInfo(physicsScene, prim), 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.AssetFailed()
&& 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;
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.FailedAssetFetch;
}
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
});
}
else
{
xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch;
physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
LogHeader, physicsScene.PhysicsSceneName);
}
}
else
{
if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
{
physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. prim={1}, texture={2}",
LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,prim={1},tex={2}",
prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
}
if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing)
{
physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. prim={1}, texture={2}",
LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,prim={1},tex={2}",
prim.LocalID, UsefulPrimInfo(physicsScene, prim), 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;
}
public static String UsefulPrimInfo(BSScene pScene, BSPhysObject prim)
{
StringBuilder buff = new StringBuilder(prim.PhysObjectName);
buff.Append("/pos=");
buff.Append(prim.RawPosition.ToString());
if (pScene != null)
{
buff.Append("/rgn=");
buff.Append(pScene.PhysicsSceneName);
}
return buff.ToString();
}
#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 */ }
}
// ============================================================================================================
// BSShapeNative is a wrapper for a Bullet 'native' shape -- cube and sphere.
// They are odd in that they don't allocate meshes but are computated/procedural.
// This means allocation and freeing is different than meshes.
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;
}
}
// ============================================================================================================
// BSShapeMesh is a simple mesh.
public class BSShapeMesh : BSShape
{
private static string LogHeader = "[BULLETSIM SHAPE MESH]";
public static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
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.AssetFailed() )
{
// 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) =>
{
shapeInfo.Vertices = vC;
return 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.FailedMeshing;
physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim={1}", LogHeader, UsefulPrimInfo(physicsScene, prim) );
physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey);
}
}
newShape.shapeKey = newMeshKey;
return newShape;
}
}
// ============================================================================================================
// BSShapeHull is a physical shape representation htat is made up of many convex hulls.
// The convex hulls are either supplied with the asset or are approximated by one of the
// convex hull creation routines (in OpenSim or in Bullet).
public class BSShapeHull : BSShape
{
#pragma warning disable 414
private static string LogHeader = "[BULLETSIM SHAPE HULL]";
#pragma warning restore 414
public static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
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.AssetFailed())
{
// 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<ConvexResult> 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<List<OMV.Vector3>> 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;
shapeInfo.HullCount = hullCount;
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<OMV.Vector3> 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;
int hullIndex = 0;
foreach (List<OMV.Vector3> 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;
}
shapeInfo.SetVerticesPerHull(hullIndex, hullVerts.Count);
hullIndex++;
}
// 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 = new HACDParams();
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);
parms.whichHACD = 0; // Use the HACD routine that comes with Bullet
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.
shapeInfo.HullCount = 1;
BSShapeMesh maybeMesh = meshShape as BSShapeMesh;
if (maybeMesh != null)
shapeInfo.SetVerticesPerHull(0, maybeMesh.shapeInfo.Vertices);
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<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));
}
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<ConvexResult>();
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;
}
}
// ============================================================================================================
// BSShapeCompound is a wrapper for the Bullet compound shape which is built from multiple, separate
// meshes. Used by BulletSim for complex shapes like linksets.
public class BSShapeCompound : BSShape
{
private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
public static Dictionary<string, BSShapeCompound> CompoundShapes = new Dictionary<string, BSShapeCompound>();
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.
BSShapeCompound ret = new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene));
CompoundShapes.Add(ret.AddrString, ret);
return ret;
}
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);
}
lock (CompoundShapes)
CompoundShapes.Remove(physShapeInfo.AddrString);
physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
}
}
}
public static bool TryGetCompoundByPtr(BulletShape pShape, out BSShapeCompound outCompound)
{
lock (CompoundShapes)
{
string addr = pShape.AddrString;
return CompoundShapes.TryGetValue(addr, out outCompound);
}
}
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.
physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,shape={1}",
BSScene.DetailLogZero, pShape);
BSShapeMesh meshDesc;
if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc))
{
meshDesc.Dereference(physicsScene);
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundMesh,shape={1}", BSScene.DetailLogZero, pShape);
}
else
{
BSShapeHull hullDesc;
if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc))
{
hullDesc.Dereference(physicsScene);
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundHull,shape={1}", BSScene.DetailLogZero, pShape);
}
else
{
BSShapeConvexHull chullDesc;
if (BSShapeConvexHull.TryGetConvexHullByPtr(pShape, out chullDesc))
{
chullDesc.Dereference(physicsScene);
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundConvexHull,shape={1}", BSScene.DetailLogZero, pShape);
}
else
{
BSShapeGImpact gImpactDesc;
if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc))
{
gImpactDesc.Dereference(physicsScene);
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundgImpact,shape={1}", BSScene.DetailLogZero, pShape);
}
else
{
// Didn't find it in the lists of specific types. It could be compound.
BSShapeCompound compoundDesc;
if (BSShapeCompound.TryGetCompoundByPtr(pShape, out compoundDesc))
{
compoundDesc.Dereference(physicsScene);
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,recursiveCompoundShape,shape={1}", BSScene.DetailLogZero, pShape);
}
else
{
// If none of the above, maybe it is a simple native shape.
if (physicsScene.PE.IsNativeShape(pShape))
{
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,assumingNative,shape={1}", BSScene.DetailLogZero, pShape);
BSShapeNative nativeShape = new BSShapeNative(pShape);
nativeShape.Dereference(physicsScene);
}
else
{
physicsScene.Logger.WarnFormat("{0} DereferenceAnonCollisionShape. Did not find shape. {1}",
LogHeader, pShape);
}
}
}
}
}
}
}
}
// ============================================================================================================
// BSShapeConvexHull is a wrapper for a Bullet single convex hull. A BSShapeHull contains multiple convex
// hull shapes. This is used for simple prims that are convex and thus can be made into a simple
// collision shape (a single hull). More complex physical shapes will be BSShapeHull's.
public class BSShapeConvexHull : BSShape
{
#pragma warning disable 414
private static string LogHeader = "[BULLETSIM SHAPE CONVEX HULL]";
#pragma warning restore 414
public static Dictionary<System.UInt64, BSShapeConvexHull> ConvexHulls = new Dictionary<System.UInt64, BSShapeConvexHull>();
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);
physicsScene.DetailLog("{0},BSShapeConvexHull.GetReference,addingNewlyCreatedShape,shape={1}",
BSScene.DetailLogZero, convexShape);
}
// 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 TryGetConvexHullByPtr(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;
}
}
// ============================================================================================================
// BSShapeGImpact is a wrapper for the Bullet GImpact shape which is a collision mesh shape that
// can handle concave as well as convex shapes. Much slower computationally but creates smoother
// shapes than multiple convex hull approximations.
public class BSShapeGImpact : BSShape
{
#pragma warning disable 414
private static string LogHeader = "[BULLETSIM SHAPE GIMPACT]";
#pragma warning restore 414
public static Dictionary<System.UInt64, BSShapeGImpact> GImpacts = new Dictionary<System.UInt64, BSShapeGImpact>();
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.AssetFailed())
{
// 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) =>
{
shapeInfo.Vertices = vC;
return 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;
}
}
// ============================================================================================================
// BSShapeAvatar is a specialized mesh shape for avatars.
public class BSShapeAvatar : BSShape
{
#pragma warning disable 414
private static string LogHeader = "[BULLETSIM SHAPE AVATAR]";
#pragma warning restore 414
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
};
}
}
|