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author | Robert Adams | 2012-10-10 08:02:37 -0700 |
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committer | Robert Adams | 2012-10-11 14:01:10 -0700 |
commit | a791620622dc0a67a6af2c4a9c011d9057360411 (patch) | |
tree | 4a08389e4e166fff4149b3e5f46bba8f64557846 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |
parent | BulletSim: Add Force* operations to objects to allow direct push to engine. (diff) | |
download | opensim-SC_OLD-a791620622dc0a67a6af2c4a9c011d9057360411.zip opensim-SC_OLD-a791620622dc0a67a6af2c4a9c011d9057360411.tar.gz opensim-SC_OLD-a791620622dc0a67a6af2c4a9c011d9057360411.tar.bz2 opensim-SC_OLD-a791620622dc0a67a6af2c4a9c011d9057360411.tar.xz |
BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to improve interactions.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 31 |
1 files changed, 16 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index e619b48..d5e2172 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -67,8 +67,8 @@ public class BSShapeCollection : IDisposable | |||
67 | public DateTime lastReferenced; | 67 | public DateTime lastReferenced; |
68 | } | 68 | } |
69 | 69 | ||
70 | private Dictionary<ulong, MeshDesc> Meshes = new Dictionary<ulong, MeshDesc>(); | 70 | private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>(); |
71 | private Dictionary<ulong, HullDesc> Hulls = new Dictionary<ulong, HullDesc>(); | 71 | private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>(); |
72 | private Dictionary<uint, BodyDesc> Bodies = new Dictionary<uint, BodyDesc>(); | 72 | private Dictionary<uint, BodyDesc> Bodies = new Dictionary<uint, BodyDesc>(); |
73 | 73 | ||
74 | public BSShapeCollection(BSScene physScene) | 74 | public BSShapeCollection(BSScene physScene) |
@@ -121,7 +121,7 @@ public class BSShapeCollection : IDisposable | |||
121 | // Track another user of a body | 121 | // Track another user of a body |
122 | // We presume the caller has allocated the body. | 122 | // We presume the caller has allocated the body. |
123 | // Bodies only have one user so the reference count is either 1 or 0. | 123 | // Bodies only have one user so the reference count is either 1 or 0. |
124 | public void ReferenceBody(BulletBody body, bool atTaintTime) | 124 | public void ReferenceBody(BulletBody body, bool inTaintTime) |
125 | { | 125 | { |
126 | lock (m_collectionActivityLock) | 126 | lock (m_collectionActivityLock) |
127 | { | 127 | { |
@@ -147,7 +147,7 @@ public class BSShapeCollection : IDisposable | |||
147 | body.ID, body); | 147 | body.ID, body); |
148 | } | 148 | } |
149 | }; | 149 | }; |
150 | if (atTaintTime) | 150 | if (inTaintTime) |
151 | createOperation(); | 151 | createOperation(); |
152 | else | 152 | else |
153 | PhysicsScene.TaintedObject("BSShapeCollection.ReferenceBody", createOperation); | 153 | PhysicsScene.TaintedObject("BSShapeCollection.ReferenceBody", createOperation); |
@@ -272,7 +272,7 @@ public class BSShapeCollection : IDisposable | |||
272 | 272 | ||
273 | // Release the usage of a shape. | 273 | // Release the usage of a shape. |
274 | // The collisionObject is released since it is a copy of the real collision shape. | 274 | // The collisionObject is released since it is a copy of the real collision shape. |
275 | public void DereferenceShape(BulletShape shape, bool atTaintTime, ShapeDestructionCallback shapeCallback) | 275 | public void DereferenceShape(BulletShape shape, bool inTaintTime, ShapeDestructionCallback shapeCallback) |
276 | { | 276 | { |
277 | if (shape.ptr == IntPtr.Zero) | 277 | if (shape.ptr == IntPtr.Zero) |
278 | return; | 278 | return; |
@@ -294,14 +294,14 @@ public class BSShapeCollection : IDisposable | |||
294 | if (shape.ptr != IntPtr.Zero & shape.isNativeShape) | 294 | if (shape.ptr != IntPtr.Zero & shape.isNativeShape) |
295 | { | 295 | { |
296 | DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", | 296 | DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", |
297 | BSScene.DetailLogZero, shape.ptr.ToString("X"), atTaintTime); | 297 | BSScene.DetailLogZero, shape.ptr.ToString("X"), inTaintTime); |
298 | if (shapeCallback != null) shapeCallback(shape); | 298 | if (shapeCallback != null) shapeCallback(shape); |
299 | BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); | 299 | BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); |
300 | } | 300 | } |
301 | break; | 301 | break; |
302 | } | 302 | } |
303 | }; | 303 | }; |
304 | if (atTaintTime) | 304 | if (inTaintTime) |
305 | { | 305 | { |
306 | lock (m_collectionActivityLock) | 306 | lock (m_collectionActivityLock) |
307 | { | 307 | { |
@@ -441,7 +441,7 @@ public class BSShapeCollection : IDisposable | |||
441 | 441 | ||
442 | // Native shapes are always built independently. | 442 | // Native shapes are always built independently. |
443 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); | 443 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); |
444 | newShape.shapeKey = (ulong)shapeKey; | 444 | newShape.shapeKey = (System.UInt64)shapeKey; |
445 | newShape.isNativeShape = true; | 445 | newShape.isNativeShape = true; |
446 | 446 | ||
447 | // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked. | 447 | // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked. |
@@ -461,7 +461,7 @@ public class BSShapeCollection : IDisposable | |||
461 | BulletShape newShape = new BulletShape(IntPtr.Zero); | 461 | BulletShape newShape = new BulletShape(IntPtr.Zero); |
462 | 462 | ||
463 | float lod; | 463 | float lod; |
464 | ulong newMeshKey = ComputeShapeKey(shapeData, pbs, out lod); | 464 | System.UInt64 newMeshKey = ComputeShapeKey(shapeData, pbs, out lod); |
465 | 465 | ||
466 | // if this new shape is the same as last time, don't recreate the mesh | 466 | // if this new shape is the same as last time, don't recreate the mesh |
467 | if (newMeshKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH) | 467 | if (newMeshKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH) |
@@ -484,7 +484,7 @@ public class BSShapeCollection : IDisposable | |||
484 | return true; // 'true' means a new shape has been added to this prim | 484 | return true; // 'true' means a new shape has been added to this prim |
485 | } | 485 | } |
486 | 486 | ||
487 | private BulletShape CreatePhysicalMesh(string objName, ulong newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | 487 | private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) |
488 | { | 488 | { |
489 | IMesh meshData = null; | 489 | IMesh meshData = null; |
490 | IntPtr meshPtr; | 490 | IntPtr meshPtr; |
@@ -531,7 +531,7 @@ public class BSShapeCollection : IDisposable | |||
531 | BulletShape newShape; | 531 | BulletShape newShape; |
532 | 532 | ||
533 | float lod; | 533 | float lod; |
534 | ulong newHullKey = ComputeShapeKey(shapeData, pbs, out lod); | 534 | System.UInt64 newHullKey = ComputeShapeKey(shapeData, pbs, out lod); |
535 | 535 | ||
536 | // if the hull hasn't changed, don't rebuild it | 536 | // if the hull hasn't changed, don't rebuild it |
537 | if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) | 537 | if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) |
@@ -554,7 +554,7 @@ public class BSShapeCollection : IDisposable | |||
554 | } | 554 | } |
555 | 555 | ||
556 | List<ConvexResult> m_hulls; | 556 | List<ConvexResult> m_hulls; |
557 | private BulletShape CreatePhysicalHull(string objName, ulong newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | 557 | private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) |
558 | { | 558 | { |
559 | 559 | ||
560 | IntPtr hullPtr; | 560 | IntPtr hullPtr; |
@@ -667,7 +667,7 @@ public class BSShapeCollection : IDisposable | |||
667 | 667 | ||
668 | // Create a hash of all the shape parameters to be used as a key | 668 | // Create a hash of all the shape parameters to be used as a key |
669 | // for this particular shape. | 669 | // for this particular shape. |
670 | private ulong ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs, out float retLod) | 670 | private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs, out float retLod) |
671 | { | 671 | { |
672 | // level of detail based on size and type of the object | 672 | // level of detail based on size and type of the object |
673 | float lod = PhysicsScene.MeshLOD; | 673 | float lod = PhysicsScene.MeshLOD; |
@@ -680,10 +680,10 @@ public class BSShapeCollection : IDisposable | |||
680 | lod = PhysicsScene.MeshMegaPrimLOD; | 680 | lod = PhysicsScene.MeshMegaPrimLOD; |
681 | 681 | ||
682 | retLod = lod; | 682 | retLod = lod; |
683 | return (ulong)pbs.GetMeshKey(shapeData.Size, lod); | 683 | return pbs.GetMeshKey(shapeData.Size, lod); |
684 | } | 684 | } |
685 | // For those who don't want the LOD | 685 | // For those who don't want the LOD |
686 | private ulong ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs) | 686 | private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs) |
687 | { | 687 | { |
688 | float lod; | 688 | float lod; |
689 | return ComputeShapeKey(shapeData, pbs, out lod); | 689 | return ComputeShapeKey(shapeData, pbs, out lod); |
@@ -717,6 +717,7 @@ public class BSShapeCollection : IDisposable | |||
717 | 717 | ||
718 | if (mustRebuild || forceRebuild) | 718 | if (mustRebuild || forceRebuild) |
719 | { | 719 | { |
720 | // Free any old body | ||
720 | DereferenceBody(prim.BSBody, true, bodyCallback); | 721 | DereferenceBody(prim.BSBody, true, bodyCallback); |
721 | 722 | ||
722 | BulletBody aBody; | 723 | BulletBody aBody; |