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authorRobert Adams2013-05-17 21:17:54 -0700
committerRobert Adams2013-05-21 15:32:10 -0700
commit9de3979f5b91ae4bf9b05b89ec59999c43514f90 (patch)
treefc4c8e08c77806d6fe08ae8a8eff5172abd70af0 /OpenSim/Region/Physics/BulletSPlugin
parentMerge branch 'master' of git://opensimulator.org/git/opensim (diff)
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BulletSim: add gImpact shape type. Add logic to use gImpact shape
for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs15
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs11
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs5
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs3
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs15
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs130
7 files changed, 167 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
index 231f0f8..12a0c17 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
@@ -251,6 +251,16 @@ public override BulletShape CreateMeshShape(BulletWorld world,
251 BSPhysicsShapeType.SHAPE_MESH); 251 BSPhysicsShapeType.SHAPE_MESH);
252} 252}
253 253
254public override BulletShape CreateGImpactShape(BulletWorld world,
255 int indicesCount, int[] indices,
256 int verticesCount, float[] vertices)
257{
258 BulletWorldUnman worldu = world as BulletWorldUnman;
259 return new BulletShapeUnman(
260 BSAPICPP.CreateGImpactShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices),
261 BSPhysicsShapeType.SHAPE_GIMPACT);
262}
263
254public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) 264public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls)
255{ 265{
256 BulletWorldUnman worldu = world as BulletWorldUnman; 266 BulletWorldUnman worldu = world as BulletWorldUnman;
@@ -1426,6 +1436,11 @@ public static extern IntPtr CreateMeshShape2(IntPtr world,
1426 int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); 1436 int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
1427 1437
1428[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1438[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1439public static extern IntPtr CreateGImpactShape2(IntPtr world,
1440 int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
1441 int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
1442
1443[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1429public static extern IntPtr CreateHullShape2(IntPtr world, 1444public static extern IntPtr CreateHullShape2(IntPtr world,
1430 int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); 1445 int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls);
1431 1446
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
index 59780ae..6db5f5e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
@@ -1475,7 +1475,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1475 ret = BSPhysicsShapeType.SHAPE_UNKNOWN; 1475 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1476 break; 1476 break;
1477 case BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE: 1477 case BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE:
1478 ret = BSPhysicsShapeType.SHAPE_MESH; 1478 ret = BSPhysicsShapeType.SHAPE_CONVEXHULL;
1479 break; 1479 break;
1480 case BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE: 1480 case BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE:
1481 ret = BSPhysicsShapeType.SHAPE_HULL; 1481 ret = BSPhysicsShapeType.SHAPE_HULL;
@@ -1503,7 +1503,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1503 ret = BSPhysicsShapeType.SHAPE_CONE; 1503 ret = BSPhysicsShapeType.SHAPE_CONE;
1504 break; 1504 break;
1505 case BroadphaseNativeTypes.CONVEX_SHAPE_PROXYTYPE: 1505 case BroadphaseNativeTypes.CONVEX_SHAPE_PROXYTYPE:
1506 ret = BSPhysicsShapeType.SHAPE_UNKNOWN; 1506 ret = BSPhysicsShapeType.SHAPE_CONVEXHULL;
1507 break; 1507 break;
1508 case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: 1508 case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE:
1509 ret = BSPhysicsShapeType.SHAPE_CYLINDER; 1509 ret = BSPhysicsShapeType.SHAPE_CYLINDER;
@@ -1547,7 +1547,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1547 break; 1547 break;
1548 ///Used for GIMPACT Trimesh integration 1548 ///Used for GIMPACT Trimesh integration
1549 case BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE: 1549 case BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE:
1550 ret = BSPhysicsShapeType.SHAPE_MESH; 1550 ret = BSPhysicsShapeType.SHAPE_GIMPACT;
1551 break; 1551 break;
1552 ///Multimaterial mesh 1552 ///Multimaterial mesh
1553 case BroadphaseNativeTypes.MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE: 1553 case BroadphaseNativeTypes.MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE:
@@ -1820,6 +1820,11 @@ private sealed class BulletConstraintXNA : BulletConstraint
1820 return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH); 1820 return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH);
1821 1821
1822 } 1822 }
1823 public override BulletShape CreateGImpactShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
1824 {
1825 // TODO:
1826 return null;
1827 }
1823 public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) 1828 public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount )
1824 { 1829 {
1825 1830
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
index 3378c93..6cdc112 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
@@ -71,6 +71,7 @@ public enum BSPhysicsShapeType
71 SHAPE_HEIGHTMAP = 23, 71 SHAPE_HEIGHTMAP = 23,
72 SHAPE_AVATAR = 24, 72 SHAPE_AVATAR = 24,
73 SHAPE_CONVEXHULL= 25, 73 SHAPE_CONVEXHULL= 25,
74 SHAPE_GIMPACT = 26,
74}; 75};
75 76
76// The native shapes have predefined shape hash keys 77// The native shapes have predefined shape hash keys
@@ -321,6 +322,10 @@ public abstract BulletShape CreateMeshShape(BulletWorld world,
321 int indicesCount, int[] indices, 322 int indicesCount, int[] indices,
322 int verticesCount, float[] vertices ); 323 int verticesCount, float[] vertices );
323 324
325public abstract BulletShape CreateGImpactShape(BulletWorld world,
326 int indicesCount, int[] indices,
327 int verticesCount, float[] vertices );
328
324public abstract BulletShape CreateHullShape(BulletWorld world, 329public abstract BulletShape CreateHullShape(BulletWorld world,
325 int hullCount, float[] hulls); 330 int hullCount, float[] hulls);
326 331
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index d33292f..9a9e527 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -89,6 +89,7 @@ public static class BSParam
89 public static bool ShouldRemoveZeroWidthTriangles { get; private set; } 89 public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
90 public static bool ShouldUseBulletHACD { get; set; } 90 public static bool ShouldUseBulletHACD { get; set; }
91 public static bool ShouldUseSingleConvexHullForPrims { get; set; } 91 public static bool ShouldUseSingleConvexHullForPrims { get; set; }
92 public static bool ShouldUseGImpactShapeForPrims { get; set; }
92 93
93 public static float TerrainImplementation { get; set; } 94 public static float TerrainImplementation { get; set; }
94 public static int TerrainMeshMagnification { get; private set; } 95 public static int TerrainMeshMagnification { get; private set; }
@@ -369,6 +370,8 @@ public static class BSParam
369 false ), 370 false ),
370 new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", 371 new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims",
371 true ), 372 true ),
373 new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
374 false ),
372 375
373 new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 376 new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
374 5 ), 377 5 ),
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 9ed2d06..39f5b0a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -328,6 +328,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
328 BSParam.ShouldUseBulletHACD = false; 328 BSParam.ShouldUseBulletHACD = false;
329 m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader); 329 m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader);
330 BSParam.ShouldUseSingleConvexHullForPrims = false; 330 BSParam.ShouldUseSingleConvexHullForPrims = false;
331 m_log.InfoFormat("{0} Disabling ShouldUseGImpactShapeForPrims", LogHeader);
332 BSParam.ShouldUseGImpactShapeForPrims = false;
331 m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader); 333 m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader);
332 BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap; 334 BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
333 break; 335 break;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 64aaa15..32bbc8f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -230,6 +230,7 @@ public sealed class BSShapeCollection : IDisposable
230 BSShape potentialHull = null; 230 BSShape potentialHull = null;
231 231
232 PrimitiveBaseShape pbs = prim.BaseShape; 232 PrimitiveBaseShape pbs = prim.BaseShape;
233 // Use a simple, one section convex shape for prims that are probably convex (no cuts or twists)
233 if (BSParam.ShouldUseSingleConvexHullForPrims 234 if (BSParam.ShouldUseSingleConvexHullForPrims
234 && pbs != null 235 && pbs != null
235 && !pbs.SculptEntry 236 && !pbs.SculptEntry
@@ -238,7 +239,17 @@ public sealed class BSShapeCollection : IDisposable
238 { 239 {
239 potentialHull = BSShapeConvexHull.GetReference(m_physicsScene, false /* forceRebuild */, prim); 240 potentialHull = BSShapeConvexHull.GetReference(m_physicsScene, false /* forceRebuild */, prim);
240 } 241 }
241 else 242 // Use the GImpact shape if it is a prim that has some concaveness
243 if (potentialHull == null
244 && BSParam.ShouldUseGImpactShapeForPrims
245 && pbs != null
246 && !pbs.SculptEntry
247 )
248 {
249 potentialHull = BSShapeGImpact.GetReference(m_physicsScene, false /* forceRebuild */, prim);
250 }
251 // If not any of the simple cases, just make a hull
252 if (potentialHull == null)
242 { 253 {
243 potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); 254 potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim);
244 } 255 }
@@ -261,7 +272,7 @@ public sealed class BSShapeCollection : IDisposable
261 } 272 }
262 else 273 else
263 { 274 {
264 // Update prim.BSShape to reference a mesh of this shape. 275 // Non-physical objects should be just meshes.
265 BSShape potentialMesh = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); 276 BSShape potentialMesh = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim);
266 // If the current shape is not what is on the prim at the moment, time to change. 277 // If the current shape is not what is on the prim at the moment, time to change.
267 if (!prim.PhysShape.HasPhysicalShape 278 if (!prim.PhysShape.HasPhysicalShape
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 72d039b..0152233 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -422,9 +422,22 @@ public class BSShapeMesh : BSShape
422 outMesh = foundDesc; 422 outMesh = foundDesc;
423 return ret; 423 return ret;
424 } 424 }
425
426 public delegate BulletShape CreateShapeCall(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices );
425 private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, 427 private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
426 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) 428 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
427 { 429 {
430 return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod,
431 (w, iC, i, vC, v) => physicsScene.PE.CreateMeshShape(w, iC, i, vC, v) );
432 }
433
434 // Code that uses the mesher to create the index/vertices info for a trimesh shape.
435 // This is used by the passed 'makeShape' call to create the Bullet mesh shape.
436 // The actual build call is passed so this logic can be used by several of the shapes that use a
437 // simple mesh as their base shape.
438 public static BulletShape CreatePhysicalMeshShape(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
439 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod, CreateShapeCall makeShape)
440 {
428 BulletShape newShape = new BulletShape(); 441 BulletShape newShape = new BulletShape();
429 442
430 IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, 443 IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
@@ -482,8 +495,7 @@ public class BSShapeMesh : BSShape
482 495
483 if (realIndicesIndex != 0) 496 if (realIndicesIndex != 0)
484 { 497 {
485 newShape = physicsScene.PE.CreateMeshShape(physicsScene.World, 498 newShape = makeShape(physicsScene.World, realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats);
486 realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats);
487 } 499 }
488 else 500 else
489 { 501 {
@@ -803,6 +815,7 @@ public class BSShapeCompound : BSShape
803 // Called at taint-time. 815 // Called at taint-time.
804 private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) 816 private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape)
805 { 817 {
818 // TODO: figure a better way to go through all the shape types and find a possible instance.
806 BSShapeMesh meshDesc; 819 BSShapeMesh meshDesc;
807 if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) 820 if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc))
808 { 821 {
@@ -824,17 +837,25 @@ public class BSShapeCompound : BSShape
824 } 837 }
825 else 838 else
826 { 839 {
827 if (physicsScene.PE.IsCompound(pShape)) 840 BSShapeGImpact gImpactDesc;
841 if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc))
828 { 842 {
829 BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); 843 gImpactDesc.Dereference(physicsScene);
830 recursiveCompound.Dereference(physicsScene);
831 } 844 }
832 else 845 else
833 { 846 {
834 if (physicsScene.PE.IsNativeShape(pShape)) 847 if (physicsScene.PE.IsCompound(pShape))
848 {
849 BSShapeCompound recursiveCompound = new BSShapeCompound(pShape);
850 recursiveCompound.Dereference(physicsScene);
851 }
852 else
835 { 853 {
836 BSShapeNative nativeShape = new BSShapeNative(pShape); 854 if (physicsScene.PE.IsNativeShape(pShape))
837 nativeShape.Dereference(physicsScene); 855 {
856 BSShapeNative nativeShape = new BSShapeNative(pShape);
857 nativeShape.Dereference(physicsScene);
858 }
838 } 859 }
839 } 860 }
840 } 861 }
@@ -857,7 +878,7 @@ public class BSShapeConvexHull : BSShape
857 float lod; 878 float lod;
858 System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); 879 System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
859 880
860 physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}", 881 physicsScene.DetailLog("{0},BSShapeConvexHull,getReference,newKey={1},size={2},lod={3}",
861 prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); 882 prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod);
862 883
863 BSShapeConvexHull retConvexHull = null; 884 BSShapeConvexHull retConvexHull = null;
@@ -937,6 +958,97 @@ public class BSShapeConvexHull : BSShape
937 return ret; 958 return ret;
938 } 959 }
939} 960}
961// ============================================================================================================
962public class BSShapeGImpact : BSShape
963{
964 private static string LogHeader = "[BULLETSIM SHAPE GIMPACT]";
965 public static Dictionary<System.UInt64, BSShapeGImpact> GImpacts = new Dictionary<System.UInt64, BSShapeGImpact>();
966
967 public BSShapeGImpact(BulletShape pShape) : base(pShape)
968 {
969 }
970 public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
971 {
972 float lod;
973 System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
974
975 physicsScene.DetailLog("{0},BSShapeGImpact,getReference,newKey={1},size={2},lod={3}",
976 prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod);
977
978 BSShapeGImpact retGImpact = null;
979 lock (GImpacts)
980 {
981 if (GImpacts.TryGetValue(newMeshKey, out retGImpact))
982 {
983 // The mesh has already been created. Return a new reference to same.
984 retGImpact.IncrementReference();
985 }
986 else
987 {
988 retGImpact = new BSShapeGImpact(new BulletShape());
989 BulletShape newShape = retGImpact.CreatePhysicalGImpact(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod);
990
991 // Check to see if mesh was created (might require an asset).
992 newShape = VerifyMeshCreated(physicsScene, newShape, prim);
993 if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
994 {
995 // If a mesh was what was created, remember the built shape for later sharing.
996 // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh.
997 GImpacts.Add(newMeshKey, retGImpact);
998 }
999
1000 retGImpact.physShapeInfo = newShape;
1001 }
1002 }
1003 return retGImpact;
1004 }
1005
1006 private BulletShape CreatePhysicalGImpact(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
1007 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
1008 {
1009 return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod,
1010 (w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) );
1011 }
1012
1013 public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
1014 {
1015 // Calling this reference means we want another handle to an existing shape
1016 // (usually linksets) so return this copy.
1017 IncrementReference();
1018 return this;
1019 }
1020 // Dereferencing a compound shape releases the hold on all the child shapes.
1021 public override void Dereference(BSScene physicsScene)
1022 {
1023 lock (GImpacts)
1024 {
1025 this.DecrementReference();
1026 physicsScene.DetailLog("{0},BSShapeGImpact.Dereference,shape={1}", BSScene.DetailLogZero, this);
1027 // TODO: schedule aging and destruction of unused meshes.
1028 }
1029 }
1030 // Loop through all the known hulls and return the description based on the physical address.
1031 public static bool TryGetGImpactByPtr(BulletShape pShape, out BSShapeGImpact outHull)
1032 {
1033 bool ret = false;
1034 BSShapeGImpact foundDesc = null;
1035 lock (GImpacts)
1036 {
1037 foreach (BSShapeGImpact sh in GImpacts.Values)
1038 {
1039 if (sh.physShapeInfo.ReferenceSame(pShape))
1040 {
1041 foundDesc = sh;
1042 ret = true;
1043 break;
1044 }
1045
1046 }
1047 }
1048 outHull = foundDesc;
1049 return ret;
1050 }
1051}
940 1052
941// ============================================================================================================ 1053// ============================================================================================================
942public class BSShapeAvatar : BSShape 1054public class BSShapeAvatar : BSShape