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authorRobert Adams2012-11-07 15:29:51 -0800
committerRobert Adams2012-11-07 15:29:51 -0800
commit366651831952558b03b8f6ec442a0867b257b808 (patch)
tree1a7794f357fce1340c8f992a7fa7386dc3ef40f9 /OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
parentBulletSim: add classes for physics motors. Eventually these will replace the ... (diff)
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BulletSim: add skeleton classes for shape objectification. This will eventually replace all the if's and switches in ShapeCollection with polymorphism.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
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diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyrightD
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33namespace OpenSim.Region.Physics.BulletSPlugin
34{
35public abstract class BSShape
36{
37 public IntPtr ptr { get; set; }
38 public ShapeData.PhysicsShapeType type { get; set; }
39 public System.UInt64 key { get; set; }
40 public int referenceCount { get; set; }
41 public DateTime lastReferenced { get; set; }
42
43 protected void Initialize()
44 {
45 ptr = IntPtr.Zero;
46 type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
47 key = 0;
48 referenceCount = 0;
49 lastReferenced = DateTime.Now;
50 }
51
52 // Get a reference to a physical shape. Create if it doesn't exist
53 public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
54 {
55 BSShape ret = null;
56
57 if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
58 {
59 // an avatar capsule is close to a native shape (it is not shared)
60 ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
61 ShapeData.FixedShapeKey.KEY_CAPSULE);
62 physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
63 }
64
65 // Compound shapes are handled special as they are rebuilt from scratch.
66 // This isn't too great a hardship since most of the child shapes will already been created.
67 if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
68 {
69 // Getting a reference to a compound shape gets you the compound shape with the root prim shape added
70 ret = BSShapeCompound.GetReference(prim);
71 physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret);
72 }
73
74 if (ret == null)
75 ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim);
76
77 return ret;
78 }
79 public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
80 {
81 return null;
82 }
83 public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
84 {
85 return null;
86 }
87
88 // Release the use of a physical shape.
89 public abstract void Dereference(BSScene physicsScene);
90
91 // All shapes have a static call to get a reference to the physical shape
92 // protected abstract static BSShape GetReference();
93
94 public override string ToString()
95 {
96 StringBuilder buff = new StringBuilder();
97 buff.Append("<p=");
98 buff.Append(ptr.ToString("X"));
99 buff.Append(",s=");
100 buff.Append(type.ToString());
101 buff.Append(",k=");
102 buff.Append(key.ToString("X"));
103 buff.Append(",c=");
104 buff.Append(referenceCount.ToString());
105 buff.Append(">");
106 return buff.ToString();
107 }
108}
109
110public class BSShapeNull : BSShape
111{
112 public BSShapeNull()
113 {
114 base.Initialize();
115 }
116 public static BSShape GetReference() { return new BSShapeNull(); }
117 public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ }
118}
119
120public class BSShapeNative : BSShape
121{
122 private static string LogHeader = "[BULLETSIM SHAPE NATIVE]";
123 public BSShapeNative()
124 {
125 base.Initialize();
126 }
127 public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
128 ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
129 {
130 // Native shapes are not shared and are always built anew.
131 return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
132 }
133
134 private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
135 ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
136 {
137 ShapeData nativeShapeData = new ShapeData();
138 nativeShapeData.Type = shapeType;
139 nativeShapeData.ID = prim.LocalID;
140 nativeShapeData.Scale = prim.Scale;
141 nativeShapeData.Size = prim.Scale;
142 nativeShapeData.MeshKey = (ulong)shapeKey;
143 nativeShapeData.HullKey = (ulong)shapeKey;
144
145
146 if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
147 {
148 ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
149 physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
150 }
151 else
152 {
153 ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData);
154 }
155 if (ptr == IntPtr.Zero)
156 {
157 physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
158 LogHeader, prim.LocalID, shapeType);
159 }
160 type = shapeType;
161 key = (UInt64)shapeKey;
162 }
163 // Make this reference to the physical shape go away since native shapes are not shared.
164 public override void Dereference(BSScene physicsScene)
165 {
166 // Native shapes are not tracked and are released immediately
167 physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
168 BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr);
169 ptr = IntPtr.Zero;
170 // Garbage collection will free up this instance.
171 }
172}
173
174public class BSShapeMesh : BSShape
175{
176 private static string LogHeader = "[BULLETSIM SHAPE MESH]";
177 private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
178
179 public BSShapeMesh()
180 {
181 base.Initialize();
182 }
183 public static BSShape GetReference() { return new BSShapeNull(); }
184 public override void Dereference(BSScene physicsScene) { }
185}
186
187public class BSShapeHull : BSShape
188{
189 private static string LogHeader = "[BULLETSIM SHAPE HULL]";
190 private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
191
192 public BSShapeHull()
193 {
194 base.Initialize();
195 }
196 public static BSShape GetReference() { return new BSShapeNull(); }
197 public override void Dereference(BSScene physicsScene) { }
198}
199
200public class BSShapeCompound : BSShape
201{
202 private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
203 public BSShapeCompound()
204 {
205 base.Initialize();
206 }
207 public static BSShape GetReference(BSPhysObject prim)
208 {
209 return new BSShapeNull();
210 }
211 public override void Dereference(BSScene physicsScene) { }
212}
213}