diff options
author | Robert Adams | 2012-09-23 18:39:46 -0700 |
---|---|---|
committer | Robert Adams | 2012-09-27 22:01:37 -0700 |
commit | d016051fa028a485b09fac47b3fa3d8fd08e207a (patch) | |
tree | 8f483976bb64b1328439b76754675126b09943b0 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |
parent | BulletSim: fix regression that caused cylindar shapes to have a box collision... (diff) | |
download | opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.zip opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.gz opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.bz2 opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.xz |
BulletSim: renamed members of BulletShape, BulletSim and BulletBody
so the members case is consistant. Caused modifications everywhere.
New logic in BSShapeCollection to track use and sharing of shapes.
I just reslized, though, that shapes cannot be shared because the
shape's UserPointer is the localID of the prim and is required
for tracking collisions. More changes coming.
Added DuplicateCollisionShape2() to API and changed BuildNativeShape2
to take a ShapeData structure so don't have to pass so many parameters.
This matches the latest version of BulletSim.dll.
Additions and removal of DetailLog() statements for debugging.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 344 |
1 files changed, 249 insertions, 95 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 7470d23..6b90661 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -38,8 +38,9 @@ public class BSShapeCollection : IDisposable | |||
38 | { | 38 | { |
39 | protected BSScene PhysicsScene { get; set; } | 39 | protected BSScene PhysicsScene { get; set; } |
40 | 40 | ||
41 | private Object m_shapeActivityLock = new Object(); | 41 | private Object m_collectionActivityLock = new Object(); |
42 | 42 | ||
43 | // Description of a Mesh | ||
43 | private struct MeshDesc | 44 | private struct MeshDesc |
44 | { | 45 | { |
45 | public IntPtr Ptr; | 46 | public IntPtr Ptr; |
@@ -48,6 +49,8 @@ public class BSShapeCollection : IDisposable | |||
48 | public IMesh meshData; | 49 | public IMesh meshData; |
49 | } | 50 | } |
50 | 51 | ||
52 | // Description of a hull. | ||
53 | // Meshes and hulls have the same shape hash key but we only need hulls for efficient physical objects | ||
51 | private struct HullDesc | 54 | private struct HullDesc |
52 | { | 55 | { |
53 | public IntPtr Ptr; | 56 | public IntPtr Ptr; |
@@ -55,8 +58,17 @@ public class BSShapeCollection : IDisposable | |||
55 | public DateTime lastReferenced; | 58 | public DateTime lastReferenced; |
56 | } | 59 | } |
57 | 60 | ||
61 | private struct BodyDesc | ||
62 | { | ||
63 | public IntPtr Ptr; | ||
64 | // Bodies are only used once so reference count is always either one or zero | ||
65 | public int referenceCount; | ||
66 | public DateTime lastReferenced; | ||
67 | } | ||
68 | |||
58 | private Dictionary<ulong, MeshDesc> Meshes = new Dictionary<ulong, MeshDesc>(); | 69 | private Dictionary<ulong, MeshDesc> Meshes = new Dictionary<ulong, MeshDesc>(); |
59 | private Dictionary<ulong, HullDesc> Hulls = new Dictionary<ulong, HullDesc>(); | 70 | private Dictionary<ulong, HullDesc> Hulls = new Dictionary<ulong, HullDesc>(); |
71 | private Dictionary<uint, BodyDesc> Bodies = new Dictionary<uint, BodyDesc>(); | ||
60 | 72 | ||
61 | public BSShapeCollection(BSScene physScene) | 73 | public BSShapeCollection(BSScene physScene) |
62 | { | 74 | { |
@@ -65,6 +77,7 @@ public class BSShapeCollection : IDisposable | |||
65 | 77 | ||
66 | public void Dispose() | 78 | public void Dispose() |
67 | { | 79 | { |
80 | // TODO!!!!!!!!! | ||
68 | } | 81 | } |
69 | 82 | ||
70 | // Called to update/change the body and shape for an object. | 83 | // Called to update/change the body and shape for an object. |
@@ -76,40 +89,104 @@ public class BSShapeCollection : IDisposable | |||
76 | { | 89 | { |
77 | bool ret = false; | 90 | bool ret = false; |
78 | 91 | ||
79 | // Do we have the correct geometry for this type of object? | 92 | // This lock could probably be pushed down lower but building shouldn't take long |
80 | if (CreateGeom(forceRebuild, prim, shapeData, pbs)) | 93 | lock (m_collectionActivityLock) |
81 | { | 94 | { |
95 | // Do we have the correct geometry for this type of object? | ||
96 | bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs); | ||
82 | // If we had to select a new shape geometry for the object, | 97 | // If we had to select a new shape geometry for the object, |
83 | // rebuild the body around it. | 98 | // rebuild the body around it. |
84 | CreateObject(true, prim, PhysicsScene.World, prim.BSShape, shapeData); | 99 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData); |
85 | ret = true; | 100 | ret = newGeom || newBody; |
86 | } | 101 | } |
102 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,force-{1},ret={2},body={3},shape={4}", | ||
103 | prim.LocalID, forceRebuild, ret, prim.BSBody, prim.BSShape); | ||
87 | 104 | ||
88 | return ret; | 105 | return ret; |
89 | } | 106 | } |
90 | 107 | ||
91 | // Track another user of a body | 108 | // Track another user of a body |
92 | public void ReferenceBody(BulletBody shape) | 109 | // We presume the caller has allocated the body. |
110 | // Bodies only have one user so the reference count is either 1 or 0. | ||
111 | public void ReferenceBody(BulletBody shape, bool atTaintTime) | ||
93 | { | 112 | { |
94 | } | 113 | lock (m_collectionActivityLock) |
114 | { | ||
115 | BodyDesc bodyDesc; | ||
116 | if (Bodies.TryGetValue(shape.ID, out bodyDesc)) | ||
117 | { | ||
118 | bodyDesc.referenceCount++; | ||
119 | DetailLog("{0},BSShapeCollection.ReferenceBody,existingBody,ref={1}", shape.ID, bodyDesc.referenceCount); | ||
120 | } | ||
121 | else | ||
122 | { | ||
123 | bodyDesc.Ptr = shape.ptr; | ||
124 | bodyDesc.referenceCount = 1; | ||
125 | DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,ref={1}", shape.ID, bodyDesc.referenceCount); | ||
126 | } | ||
127 | bodyDesc.lastReferenced = System.DateTime.Now; | ||
128 | Bodies[shape.ID] = bodyDesc; | ||
129 | } | ||
130 | } | ||
95 | 131 | ||
96 | // Release the usage of a body | 132 | // Release the usage of a body. |
97 | public void DereferenceBody(BulletBody shape) | 133 | // Not that this will also delete the body in BUllet if the body is now unused (reference count = 0). |
134 | public void DereferenceBody(BulletBody shape, bool inTaintTime) | ||
98 | { | 135 | { |
136 | if (shape.ptr == IntPtr.Zero) | ||
137 | return; | ||
138 | |||
139 | lock (m_collectionActivityLock) | ||
140 | { | ||
141 | BodyDesc bodyDesc; | ||
142 | if (Bodies.TryGetValue(shape.ID, out bodyDesc)) | ||
143 | { | ||
144 | bodyDesc.referenceCount--; | ||
145 | bodyDesc.lastReferenced = System.DateTime.Now; | ||
146 | Bodies[shape.ID] = bodyDesc; | ||
147 | DetailLog("{0},BSShapeCollection.DereferenceBody,ref={1}", shape.ID, bodyDesc.referenceCount); | ||
148 | |||
149 | if (bodyDesc.referenceCount == 0) | ||
150 | { | ||
151 | Bodies.Remove(shape.ID); | ||
152 | BSScene.TaintCallback removeOperation = delegate() | ||
153 | { | ||
154 | DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. Ptr={1:X}", shape.ID, shape.ptr); | ||
155 | // zero any reference to the shape so it is not freed when the body is deleted | ||
156 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, shape.ptr, IntPtr.Zero); | ||
157 | // It may have already been removed from the world in which case the next is a NOOP | ||
158 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, shape.ptr); | ||
159 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, shape.ptr); | ||
160 | }; | ||
161 | // If already in taint-time, do the operations now. Otherwise queue for later. | ||
162 | if (inTaintTime) | ||
163 | removeOperation(); | ||
164 | else | ||
165 | PhysicsScene.TaintedObject("BSShapeCollection.DereferenceBody", removeOperation); | ||
166 | } | ||
167 | } | ||
168 | else | ||
169 | { | ||
170 | DetailLog("{0},BSShapeCollection.DereferenceBody,DID NOT FIND BODY", shape.ID, bodyDesc.referenceCount); | ||
171 | } | ||
172 | } | ||
99 | } | 173 | } |
100 | 174 | ||
101 | // Track another user of the shape | 175 | // Track another user of the shape |
102 | public void ReferenceShape(BulletShape shape) | 176 | private bool ReferenceShape(BulletShape shape) |
103 | { | 177 | { |
104 | ReferenceShape(shape, null); | 178 | return ReferenceShape(shape, null); |
105 | } | 179 | } |
106 | 180 | ||
107 | // Track the datastructures and use count for a shape. | 181 | // Track the datastructures and use count for a shape. |
108 | // When creating a hull, this is called first to reference the mesh | 182 | // When creating a hull, this is called first to reference the mesh |
109 | // and then again to reference the hull. | 183 | // and then again to reference the hull. |
110 | // Meshes and hulls for the same shape have the same hash key. | 184 | // Meshes and hulls for the same shape have the same hash key. |
111 | private void ReferenceShape(BulletShape shape, IMesh meshData) | 185 | // NOTE that native shapes are not added to the mesh list or removed. |
186 | // Returns 'true' if this is the initial reference to the shape. Otherwise reused. | ||
187 | private bool ReferenceShape(BulletShape shape, IMesh meshData) | ||
112 | { | 188 | { |
189 | bool ret = false; | ||
113 | switch (shape.type) | 190 | switch (shape.type) |
114 | { | 191 | { |
115 | case ShapeData.PhysicsShapeType.SHAPE_MESH: | 192 | case ShapeData.PhysicsShapeType.SHAPE_MESH: |
@@ -118,14 +195,18 @@ public class BSShapeCollection : IDisposable | |||
118 | { | 195 | { |
119 | // There is an existing instance of this mesh. | 196 | // There is an existing instance of this mesh. |
120 | meshDesc.referenceCount++; | 197 | meshDesc.referenceCount++; |
198 | DetailLog("{0},BSShapeColliction.ReferenceShape,existingMesh,key={1},cnt={2}", | ||
199 | BSScene.DetailLogZero, shape.shapeKey, meshDesc.referenceCount); | ||
121 | } | 200 | } |
122 | else | 201 | else |
123 | { | 202 | { |
124 | // This is a new reference to a mesh | 203 | // This is a new reference to a mesh |
125 | meshDesc.Ptr = shape.Ptr; | 204 | meshDesc.Ptr = shape.ptr; |
126 | meshDesc.meshData = meshData; | 205 | meshDesc.meshData = meshData; |
127 | meshDesc.referenceCount = 1; | 206 | meshDesc.referenceCount = 1; |
128 | 207 | DetailLog("{0},BSShapeColliction.ReferenceShape,newMesh,key={1},cnt={2}", | |
208 | BSScene.DetailLogZero, shape.shapeKey, meshDesc.referenceCount); | ||
209 | ret = true; | ||
129 | } | 210 | } |
130 | meshDesc.lastReferenced = System.DateTime.Now; | 211 | meshDesc.lastReferenced = System.DateTime.Now; |
131 | Meshes[shape.shapeKey] = meshDesc; | 212 | Meshes[shape.shapeKey] = meshDesc; |
@@ -136,41 +217,68 @@ public class BSShapeCollection : IDisposable | |||
136 | { | 217 | { |
137 | // There is an existing instance of this mesh. | 218 | // There is an existing instance of this mesh. |
138 | hullDesc.referenceCount++; | 219 | hullDesc.referenceCount++; |
220 | DetailLog("{0},BSShapeColliction.ReferenceShape,existingHull,key={1},cnt={2}", | ||
221 | BSScene.DetailLogZero, shape.shapeKey, hullDesc.referenceCount); | ||
139 | } | 222 | } |
140 | else | 223 | else |
141 | { | 224 | { |
142 | // This is a new reference to a mesh | 225 | // This is a new reference to a hull |
143 | hullDesc.Ptr = shape.Ptr; | 226 | hullDesc.Ptr = shape.ptr; |
144 | hullDesc.referenceCount = 1; | 227 | hullDesc.referenceCount = 1; |
228 | DetailLog("{0},BSShapeColliction.ReferenceShape,newHull,key={1},cnt={2}", | ||
229 | BSScene.DetailLogZero, shape.shapeKey, hullDesc.referenceCount); | ||
230 | ret = true; | ||
145 | 231 | ||
146 | } | 232 | } |
147 | hullDesc.lastReferenced = System.DateTime.Now; | 233 | hullDesc.lastReferenced = System.DateTime.Now; |
148 | Hulls[shape.shapeKey] = hullDesc; | 234 | Hulls[shape.shapeKey] = hullDesc; |
149 | break; | 235 | break; |
236 | case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: | ||
237 | break; | ||
150 | default: | 238 | default: |
239 | // Native shapes are not tracked and they don't go into any list | ||
151 | break; | 240 | break; |
152 | } | 241 | } |
242 | return ret; | ||
153 | } | 243 | } |
154 | 244 | ||
155 | // Release the usage of a shape | 245 | // Release the usage of a shape |
156 | public void DereferenceShape(BulletShape shape) | 246 | private void DereferenceShape(BulletShape shape, bool atTaintTime) |
157 | { | 247 | { |
158 | switch (shape.type) | 248 | if (shape.ptr == IntPtr.Zero) |
249 | return; | ||
250 | |||
251 | BSScene.TaintCallback dereferenceOperation = delegate() | ||
159 | { | 252 | { |
160 | case ShapeData.PhysicsShapeType.SHAPE_HULL: | 253 | switch (shape.type) |
161 | DereferenceHull(shape); | 254 | { |
162 | // Hulls also include a mesh | 255 | case ShapeData.PhysicsShapeType.SHAPE_HULL: |
163 | DereferenceMesh(shape); | 256 | DereferenceHull(shape); |
164 | break; | 257 | // Hulls also include a mesh |
165 | case ShapeData.PhysicsShapeType.SHAPE_MESH: | 258 | DereferenceMesh(shape); |
166 | DereferenceMesh(shape); | 259 | break; |
167 | break; | 260 | case ShapeData.PhysicsShapeType.SHAPE_MESH: |
168 | default: | 261 | DereferenceMesh(shape); |
169 | break; | 262 | break; |
170 | } | 263 | case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: |
264 | break; | ||
265 | default: | ||
266 | // Native shapes are not tracked and are released immediately | ||
267 | if (shape.ptr != IntPtr.Zero & shape.isNativeShape) | ||
268 | { | ||
269 | BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); | ||
270 | } | ||
271 | break; | ||
272 | } | ||
273 | }; | ||
274 | if (atTaintTime) | ||
275 | dereferenceOperation(); | ||
276 | else | ||
277 | PhysicsScene.TaintedObject("BSShapeCollection.DereferenceShape", dereferenceOperation); | ||
171 | } | 278 | } |
172 | 279 | ||
173 | // Count down the reference count for a mesh shape | 280 | // Count down the reference count for a mesh shape |
281 | // Called at taint-time. | ||
174 | private void DereferenceMesh(BulletShape shape) | 282 | private void DereferenceMesh(BulletShape shape) |
175 | { | 283 | { |
176 | MeshDesc meshDesc; | 284 | MeshDesc meshDesc; |
@@ -180,10 +288,14 @@ public class BSShapeCollection : IDisposable | |||
180 | // TODO: release the Bullet storage | 288 | // TODO: release the Bullet storage |
181 | meshDesc.lastReferenced = System.DateTime.Now; | 289 | meshDesc.lastReferenced = System.DateTime.Now; |
182 | Meshes[shape.shapeKey] = meshDesc; | 290 | Meshes[shape.shapeKey] = meshDesc; |
291 | DetailLog("{0},BSShapeColliction.DereferenceMesh,key={1},cnt={2}", | ||
292 | BSScene.DetailLogZero, shape.shapeKey, meshDesc.referenceCount); | ||
293 | |||
183 | } | 294 | } |
184 | } | 295 | } |
185 | 296 | ||
186 | // Count down the reference count for a hull shape | 297 | // Count down the reference count for a hull shape |
298 | // Called at taint-time. | ||
187 | private void DereferenceHull(BulletShape shape) | 299 | private void DereferenceHull(BulletShape shape) |
188 | { | 300 | { |
189 | HullDesc hullDesc; | 301 | HullDesc hullDesc; |
@@ -193,6 +305,8 @@ public class BSShapeCollection : IDisposable | |||
193 | // TODO: release the Bullet storage (aging old entries?) | 305 | // TODO: release the Bullet storage (aging old entries?) |
194 | hullDesc.lastReferenced = System.DateTime.Now; | 306 | hullDesc.lastReferenced = System.DateTime.Now; |
195 | Hulls[shape.shapeKey] = hullDesc; | 307 | Hulls[shape.shapeKey] = hullDesc; |
308 | DetailLog("{0},BSShapeColliction.DereferenceHull,key={1},cnt={2}", | ||
309 | BSScene.DetailLogZero, shape.shapeKey, hullDesc.referenceCount); | ||
196 | } | 310 | } |
197 | } | 311 | } |
198 | 312 | ||
@@ -210,10 +324,6 @@ public class BSShapeCollection : IDisposable | |||
210 | 324 | ||
211 | BulletShape newShape = new BulletShape(IntPtr.Zero); | 325 | BulletShape newShape = new BulletShape(IntPtr.Zero); |
212 | 326 | ||
213 | // If the object is dynamic, it must have a hull shape | ||
214 | if (prim.IsPhysical) | ||
215 | nativeShapePossible = false; | ||
216 | |||
217 | // If the prim attributes are simple, this could be a simple Bullet native shape | 327 | // If the prim attributes are simple, this could be a simple Bullet native shape |
218 | if (nativeShapePossible | 328 | if (nativeShapePossible |
219 | && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) | 329 | && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) |
@@ -230,8 +340,10 @@ public class BSShapeCollection : IDisposable | |||
230 | haveShape = true; | 340 | haveShape = true; |
231 | if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 341 | if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
232 | { | 342 | { |
233 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere (force={1}", prim.LocalID, forceRebuild); | 343 | newShape = AddNativeShapeToPrim( |
234 | newShape = AddNativeShapeToPrim(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE); | 344 | prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, ShapeData.FixedShapeKey.KEY_SPHERE); |
345 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", | ||
346 | prim.LocalID, forceRebuild,prim.BSShape); | ||
235 | 347 | ||
236 | ret = true; | 348 | ret = true; |
237 | } | 349 | } |
@@ -242,71 +354,87 @@ public class BSShapeCollection : IDisposable | |||
242 | haveShape = true; | 354 | haveShape = true; |
243 | if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 355 | if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
244 | { | 356 | { |
245 | DetailLog("{0},BSShapeCollection.CreateGeom,box (force={1})", prim.LocalID, forceRebuild); | 357 | newShape = AddNativeShapeToPrim( |
246 | newShape = AddNativeShapeToPrim(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX); | 358 | prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); |
359 | DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", | ||
360 | prim.LocalID, forceRebuild,prim.BSShape); | ||
247 | 361 | ||
248 | ret = true; | 362 | ret = true; |
249 | } | 363 | } |
250 | } | 364 | } |
251 | } | 365 | } |
252 | // If a simple shape isn't happening, create a mesh and possibly a hull | 366 | // If a simple shape is not happening, create a mesh and possibly a hull |
367 | // Note that if it's a native shape, the check for physical/non-physical is not | ||
368 | // made. Native shapes are best used in either case. | ||
253 | if (!haveShape) | 369 | if (!haveShape) |
254 | { | 370 | { |
255 | if (prim.IsPhysical) | 371 | if (prim.IsPhysical) |
256 | { | 372 | { |
257 | if (forceRebuild || !Hulls.ContainsKey(prim.BSShape.shapeKey)) | 373 | if (forceRebuild || !Hulls.ContainsKey(shapeData.HullKey)) |
258 | { | 374 | { |
259 | // physical objects require a hull for interaction. | 375 | // physical objects require a hull for interaction. |
260 | // This also creates the mesh if it doesn't already exist | 376 | // This also creates the mesh if it doesn't already exist. |
261 | ret = CreateGeomHull(prim, shapeData, pbs); | 377 | ret = CreateGeomHull(prim, shapeData, pbs); |
262 | } | 378 | } |
379 | else | ||
380 | { | ||
381 | prim.BSShape = new BulletShape(Hulls[shapeData.HullKey].Ptr, | ||
382 | ShapeData.PhysicsShapeType.SHAPE_HULL); | ||
383 | prim.BSShape.shapeKey = shapeData.HullKey; | ||
384 | // Another user of this shape. | ||
385 | ReferenceShape(prim.BSShape); | ||
386 | ret = true; | ||
387 | } | ||
263 | } | 388 | } |
264 | else | 389 | else |
265 | { | 390 | { |
266 | if (forceRebuild || !Meshes.ContainsKey(prim.BSShape.shapeKey)) | 391 | if (forceRebuild || !Meshes.ContainsKey(prim.BSShape.shapeKey)) |
267 | { | 392 | { |
268 | // Static (non-physical) objects only need a mesh for bumping into | 393 | // Static (non-physical) objects only need a mesh for bumping into |
394 | // Returning 'true' means prim.BShape was changed. | ||
269 | ret = CreateGeomMesh(prim, shapeData, pbs); | 395 | ret = CreateGeomMesh(prim, shapeData, pbs); |
270 | } | 396 | } |
397 | else | ||
398 | { | ||
399 | prim.BSShape = new BulletShape(Hulls[shapeData.MeshKey].Ptr, | ||
400 | ShapeData.PhysicsShapeType.SHAPE_MESH); | ||
401 | prim.BSShape.shapeKey = shapeData.MeshKey; | ||
402 | ReferenceShape(prim.BSShape); | ||
403 | ret = true; | ||
404 | } | ||
271 | } | 405 | } |
272 | } | 406 | } |
273 | return ret; | 407 | return ret; |
274 | } | 408 | } |
275 | 409 | ||
276 | private BulletShape AddNativeShapeToPrim(BSPrim prim, ShapeData shapeData, ShapeData.PhysicsShapeType shapeType) | 410 | // Creates a native shape and assignes it to prim.BSShape |
411 | private BulletShape AddNativeShapeToPrim( | ||
412 | BSPrim prim, ShapeData shapeData, ShapeData.PhysicsShapeType shapeType, | ||
413 | ShapeData.FixedShapeKey shapeKey) | ||
277 | { | 414 | { |
278 | BulletShape newShape; | 415 | BulletShape newShape; |
279 | 416 | ||
280 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 417 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
281 | prim.Scale = shapeData.Size; | 418 | prim.Scale = shapeData.Size; |
419 | shapeData.Type = shapeType; | ||
420 | shapeData.Scale = prim.Scale; | ||
282 | 421 | ||
283 | // release any previous shape | 422 | // release any previous shape |
284 | DereferenceShape(prim.BSShape); | 423 | DereferenceShape(prim.BSShape, true); |
424 | |||
425 | // Shape of this discriptioin is not allocated. Create new. | ||
426 | newShape = new BulletShape( | ||
427 | BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); | ||
428 | newShape.shapeKey = (ulong)shapeKey; | ||
429 | newShape.isNativeShape = true; | ||
430 | |||
431 | // Don't to a 'ReferenceShape()' here because native shapes are not tracked. | ||
285 | 432 | ||
286 | MeshDesc existingShapeDesc; | ||
287 | if (Meshes.TryGetValue(shapeData.MeshKey, out existingShapeDesc)) | ||
288 | { | ||
289 | // If there is an existing allocated shape, use it | ||
290 | newShape = new BulletShape(existingShapeDesc.Ptr, shapeType); | ||
291 | } | ||
292 | else | ||
293 | { | ||
294 | // Shape of this discriptioin is not allocated. Create new. | ||
295 | newShape = new BulletShape( | ||
296 | BulletSimAPI.BuildNativeShape2(PhysicsScene.World.Ptr, | ||
297 | (float)shapeType, | ||
298 | PhysicsScene.Params.collisionMargin, | ||
299 | prim.Scale), | ||
300 | shapeType); | ||
301 | } | ||
302 | newShape.shapeKey = shapeData.MeshKey; | ||
303 | ReferenceShape(newShape); | ||
304 | prim.BSShape = newShape; | 433 | prim.BSShape = newShape; |
305 | return newShape; | 434 | return newShape; |
306 | } | 435 | } |
307 | 436 | ||
308 | // No locking here because this is done when we know physics is not simulating | 437 | // Returns 'true' of a mesh was actually rebuild. |
309 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). | ||
310 | // Called at taint-time! | 438 | // Called at taint-time! |
311 | private bool CreateGeomMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) | 439 | private bool CreateGeomMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) |
312 | { | 440 | { |
@@ -322,7 +450,6 @@ public class BSShapeCollection : IDisposable | |||
322 | lod = PhysicsScene.MeshMegaPrimLOD; | 450 | lod = PhysicsScene.MeshMegaPrimLOD; |
323 | 451 | ||
324 | ulong newMeshKey = (ulong)pbs.GetMeshKey(shapeData.Size, lod); | 452 | ulong newMeshKey = (ulong)pbs.GetMeshKey(shapeData.Size, lod); |
325 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _meshKey, newMeshKey); | ||
326 | 453 | ||
327 | // if this new shape is the same as last time, don't recreate the mesh | 454 | // if this new shape is the same as last time, don't recreate the mesh |
328 | if (prim.BSShape.shapeKey == newMeshKey) return false; | 455 | if (prim.BSShape.shapeKey == newMeshKey) return false; |
@@ -330,7 +457,7 @@ public class BSShapeCollection : IDisposable | |||
330 | DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,key={1}", prim.LocalID, newMeshKey); | 457 | DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,key={1}", prim.LocalID, newMeshKey); |
331 | 458 | ||
332 | // Since we're recreating new, get rid of the reference to the previous shape | 459 | // Since we're recreating new, get rid of the reference to the previous shape |
333 | DereferenceShape(prim.BSShape); | 460 | DereferenceShape(prim.BSShape, true); |
334 | 461 | ||
335 | IMesh meshData = null; | 462 | IMesh meshData = null; |
336 | IntPtr meshPtr; | 463 | IntPtr meshPtr; |
@@ -360,7 +487,7 @@ public class BSShapeCollection : IDisposable | |||
360 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | 487 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", |
361 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); | 488 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); |
362 | 489 | ||
363 | meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.Ptr, | 490 | meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, |
364 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); | 491 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); |
365 | } | 492 | } |
366 | newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); | 493 | newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); |
@@ -374,26 +501,29 @@ public class BSShapeCollection : IDisposable | |||
374 | return true; // 'true' means a new shape has been added to this prim | 501 | return true; // 'true' means a new shape has been added to this prim |
375 | } | 502 | } |
376 | 503 | ||
377 | // No locking here because this is done when we know physics is not simulating | ||
378 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). | 504 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
379 | List<ConvexResult> m_hulls; | 505 | List<ConvexResult> m_hulls; |
380 | private bool CreateGeomHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) | 506 | private bool CreateGeomHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) |
381 | { | 507 | { |
382 | BulletShape newShape; | 508 | BulletShape newShape; |
383 | 509 | ||
510 | // Level of detail for the mesh can be different for sculpties and regular meshes. | ||
384 | float lod = pbs.SculptEntry ? PhysicsScene.SculptLOD : PhysicsScene.MeshLOD; | 511 | float lod = pbs.SculptEntry ? PhysicsScene.SculptLOD : PhysicsScene.MeshLOD; |
512 | |||
385 | ulong newHullKey = (ulong)pbs.GetMeshKey(shapeData.Size, lod); | 513 | ulong newHullKey = (ulong)pbs.GetMeshKey(shapeData.Size, lod); |
386 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _hullKey, newHullKey); | ||
387 | 514 | ||
388 | // if the hull hasn't changed, don't rebuild it | 515 | // if the hull hasn't changed, don't rebuild it |
389 | if (newHullKey == prim.BSShape.shapeKey) return false; | 516 | if (newHullKey == prim.BSShape.shapeKey) return false; |
390 | 517 | ||
391 | DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", prim.LocalID, newHullKey, newHullKey); | 518 | DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", prim.LocalID, newHullKey, newHullKey); |
392 | 519 | ||
393 | // remove references to any previous shape | 520 | // Remove references to the previous shape. Also removes reference to underlying mesh. |
394 | DereferenceShape(prim.BSShape); | 521 | DereferenceShape(prim.BSShape, true); |
395 | 522 | ||
396 | // Make sure the underlying mesh exists and is correct | 523 | // Do not let the mesh dereference itself again. Was done in the above DerefereceShape(). |
524 | prim.BSShape.type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | ||
525 | |||
526 | // Make sure the underlying mesh exists and is correct. | ||
397 | // Since we're in the hull code, we know CreateGeomMesh() will not create a native shape. | 527 | // Since we're in the hull code, we know CreateGeomMesh() will not create a native shape. |
398 | CreateGeomMesh(prim, shapeData, pbs); | 528 | CreateGeomMesh(prim, shapeData, pbs); |
399 | MeshDesc meshDesc = Meshes[newHullKey]; | 529 | MeshDesc meshDesc = Meshes[newHullKey]; |
@@ -402,10 +532,12 @@ public class BSShapeCollection : IDisposable | |||
402 | HullDesc hullDesc; | 532 | HullDesc hullDesc; |
403 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) | 533 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) |
404 | { | 534 | { |
535 | // If the hull shape already is created, just use it. | ||
405 | hullPtr = hullDesc.Ptr; | 536 | hullPtr = hullDesc.Ptr; |
406 | } | 537 | } |
407 | else | 538 | else |
408 | { | 539 | { |
540 | // Build a new hull in the physical world | ||
409 | int[] indices = meshDesc.meshData.getIndexListAsInt(); | 541 | int[] indices = meshDesc.meshData.getIndexListAsInt(); |
410 | List<OMV.Vector3> vertices = meshDesc.meshData.getVertexList(); | 542 | List<OMV.Vector3> vertices = meshDesc.meshData.getVertexList(); |
411 | 543 | ||
@@ -485,63 +617,85 @@ public class BSShapeCollection : IDisposable | |||
485 | } | 617 | } |
486 | // create the hull data structure in Bullet | 618 | // create the hull data structure in Bullet |
487 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, LocalID, _hullKey, hullCount); | 619 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, LocalID, _hullKey, hullCount); |
488 | hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.Ptr, hullCount, convHulls); | 620 | hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.ptr, hullCount, convHulls); |
489 | } | 621 | } |
622 | |||
490 | newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL); | 623 | newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL); |
491 | newShape.shapeKey = newHullKey; | 624 | newShape.shapeKey = newHullKey; |
625 | newShape.meshPtr = meshDesc.Ptr; | ||
492 | 626 | ||
493 | ReferenceShape(newShape); | 627 | ReferenceShape(newShape); |
494 | 628 | ||
495 | // meshes are already scaled by the meshmerizer | 629 | // meshes and hulls are already scaled by the meshmerizer |
496 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | 630 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); |
497 | prim.BSShape = newShape; | 631 | prim.BSShape = newShape; |
498 | return true; // 'true' means a new shape has been added to this prim | 632 | return true; // 'true' means a new shape has been added to this prim |
499 | } | 633 | } |
500 | 634 | ||
501 | // Callback from convex hull creater with a newly created hull. | 635 | // Callback from convex hull creater with a newly created hull. |
502 | // Just add it to the collection of hulls for this shape. | 636 | // Just add it to our collection of hulls for this shape. |
503 | private void HullReturn(ConvexResult result) | 637 | private void HullReturn(ConvexResult result) |
504 | { | 638 | { |
505 | m_hulls.Add(result); | 639 | m_hulls.Add(result); |
506 | return; | 640 | return; |
507 | } | 641 | } |
508 | 642 | ||
509 | // Create an object in Bullet if it has not already been created | 643 | // Create an object in Bullet if it has not already been created. |
510 | // No locking here because this is done when the physics engine is not simulating | 644 | // Updates prim.BSBody with the information about the new body if one is created. |
511 | // Returns 'true' if an object was actually created. | 645 | // Returns 'true' if an object was actually created. |
512 | private bool CreateObject(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, ShapeData shapeData) | 646 | // Called at taint-time. |
647 | private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, ShapeData shapeData) | ||
513 | { | 648 | { |
514 | // the mesh or hull must have already been created in Bullet | 649 | bool ret = false; |
515 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, LocalID, shape.Type); | ||
516 | 650 | ||
517 | DereferenceBody(prim.BSBody); | 651 | // the mesh, hull or native shape must have already been created in Bullet |
652 | bool mustRebuild = (prim.BSBody.ptr == IntPtr.Zero); | ||
518 | 653 | ||
519 | BulletBody aBody; | 654 | // If there is an existing body, verify it's of an acceptable type. |
520 | IntPtr bodyPtr = IntPtr.Zero; | 655 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. |
521 | if (prim.IsSolid) | 656 | if (!mustRebuild) |
522 | { | 657 | { |
523 | bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.Ptr, shape.Ptr, shapeData.Position, shapeData.Rotation); | 658 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.BSBody.ptr); |
659 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY | ||
660 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) | ||
661 | { | ||
662 | // If the collisionObject is not the correct type for solidness, rebuild what's there | ||
663 | mustRebuild = true; | ||
664 | } | ||
665 | |||
524 | } | 666 | } |
525 | else | 667 | |
668 | if (mustRebuild) | ||
526 | { | 669 | { |
527 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.Ptr, shape.Ptr, shapeData.Position, shapeData.Rotation); | 670 | DereferenceBody(prim.BSBody, true); |
528 | } | 671 | |
529 | aBody = new BulletBody(shapeData.ID, bodyPtr); | 672 | BulletBody aBody; |
673 | IntPtr bodyPtr = IntPtr.Zero; | ||
674 | if (prim.IsSolid) | ||
675 | { | ||
676 | bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, shapeData.Position, shapeData.Rotation); | ||
677 | DetailLog("{0},BSShapeCollection.CreateObject,mesh,ptr={1:X}", prim.LocalID, bodyPtr); | ||
678 | } | ||
679 | else | ||
680 | { | ||
681 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, shapeData.Position, shapeData.Rotation); | ||
682 | DetailLog("{0},BSShapeCollection.CreateObject,ghost,ptr={1:X}", prim.LocalID, bodyPtr); | ||
683 | } | ||
684 | aBody = new BulletBody(shapeData.ID, bodyPtr); | ||
685 | |||
686 | ReferenceBody(aBody, true); | ||
687 | |||
688 | prim.BSBody = aBody; | ||
530 | 689 | ||
531 | ReferenceBody(aBody); | 690 | ret = true; |
691 | } | ||
532 | 692 | ||
533 | prim.BSBody = aBody; | 693 | return ret; |
534 | return true; | ||
535 | } | 694 | } |
536 | 695 | ||
537 | private void DetailLog(string msg, params Object[] args) | 696 | private void DetailLog(string msg, params Object[] args) |
538 | { | 697 | { |
539 | PhysicsScene.PhysicsLogging.Write(msg, args); | 698 | PhysicsScene.PhysicsLogging.Write(msg, args); |
540 | } | 699 | } |
541 | |||
542 | |||
543 | |||
544 | |||
545 | |||
546 | } | 700 | } |
547 | } | 701 | } |