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authorRobert Adams2013-03-22 16:50:56 -0700
committerRobert Adams2013-03-25 15:40:41 -0700
commitf783b9169fbc0544ec6c634900cb34bf48c6b2a9 (patch)
tree655fa7f512ebf798b3f2f34b657be01c61067459 /OpenSim
parentStart recording inter-region teleport attempts, aborts, cancels and failures ... (diff)
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BulletSim: parameterize C# HACD hull creation. Add feature of reducing max hull count for simple (non-cut prims) meshes.
Diffstat (limited to 'OpenSim')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs33
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs55
2 files changed, 74 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 4d89a88..26d2d60 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -142,6 +142,14 @@ public static class BSParam
142 public static float VehicleAngularBankingTimescaleFudge { get; private set; } 142 public static float VehicleAngularBankingTimescaleFudge { get; private set; }
143 public static bool VehicleDebuggingEnabled { get; private set; } 143 public static bool VehicleDebuggingEnabled { get; private set; }
144 144
145 // Convex Hulls
146 public static int CSHullMaxDepthSplit { get; private set; }
147 public static int CSHullMaxDepthSplitForSimpleShapes { get; private set; }
148 public static float CSHullConcavityThresholdPercent { get; private set; }
149 public static float CSHullVolumeConservationThresholdPercent { get; private set; }
150 public static int CSHullMaxVertices { get; private set; }
151 public static float CSHullMaxSkinWidth { get; private set; }
152
145 // Linkset implementation parameters 153 // Linkset implementation parameters
146 public static float LinksetImplementation { get; private set; } 154 public static float LinksetImplementation { get; private set; }
147 public static bool LinkConstraintUseFrameOffset { get; private set; } 155 public static bool LinkConstraintUseFrameOffset { get; private set; }
@@ -623,6 +631,31 @@ public static class BSParam
623 (s) => { return GlobalContactBreakingThreshold; }, 631 (s) => { return GlobalContactBreakingThreshold; },
624 (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), 632 (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
625 633
634 new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy",
635 7,
636 (s) => { return CSHullMaxDepthSplit; },
637 (s,v) => { CSHullMaxDepthSplit = v; } ),
638 new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes",
639 2,
640 (s) => { return CSHullMaxDepthSplitForSimpleShapes; },
641 (s,v) => { CSHullMaxDepthSplitForSimpleShapes = v; } ),
642 new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)",
643 5f,
644 (s) => { return CSHullConcavityThresholdPercent; },
645 (s,v) => { CSHullConcavityThresholdPercent = v; } ),
646 new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)",
647 5f,
648 (s) => { return CSHullVolumeConservationThresholdPercent; },
649 (s,v) => { CSHullVolumeConservationThresholdPercent = v; } ),
650 new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.",
651 32,
652 (s) => { return CSHullMaxVertices; },
653 (s,v) => { CSHullMaxVertices = v; } ),
654 new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
655 0,
656 (s) => { return CSHullMaxSkinWidth; },
657 (s,v) => { CSHullMaxSkinWidth = v; } ),
658
626 new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", 659 new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
627 (float)BSLinkset.LinksetImplementation.Compound, 660 (float)BSLinkset.LinksetImplementation.Compound,
628 (s) => { return LinksetImplementation; }, 661 (s) => { return LinksetImplementation; },
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index b16bc10..457f204 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -447,17 +447,10 @@ public sealed class BSShapeCollection : IDisposable
447 447
448 // If the prim attributes are simple, this could be a simple Bullet native shape 448 // If the prim attributes are simple, this could be a simple Bullet native shape
449 if (!haveShape 449 if (!haveShape
450 && nativeShapePossible
450 && pbs != null 451 && pbs != null
451 && !pbs.SculptEntry 452 && !pbs.SculptEntry
452 && nativeShapePossible 453 && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) || PrimHasNoCuts(pbs)) )
453 && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim)
454 || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
455 && pbs.ProfileHollow == 0
456 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
457 && pbs.PathBegin == 0 && pbs.PathEnd == 0
458 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
459 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
460 && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) )
461 { 454 {
462 // Get the scale of any existing shape so we can see if the new shape is same native type and same size. 455 // Get the scale of any existing shape so we can see if the new shape is same native type and same size.
463 OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; 456 OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero;
@@ -508,6 +501,18 @@ public sealed class BSShapeCollection : IDisposable
508 return ret; 501 return ret;
509 } 502 }
510 503
504 // return 'true' if this shape description does not include any cutting or twisting.
505 private bool PrimHasNoCuts(PrimitiveBaseShape pbs)
506 {
507 return pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
508 && pbs.ProfileHollow == 0
509 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
510 && pbs.PathBegin == 0 && pbs.PathEnd == 0
511 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
512 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
513 && pbs.PathShearX == 0 && pbs.PathShearY == 0;
514 }
515
511 // return 'true' if the prim's shape was changed. 516 // return 'true' if the prim's shape was changed.
512 public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) 517 public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
513 { 518 {
@@ -518,7 +523,7 @@ public sealed class BSShapeCollection : IDisposable
518 if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) 523 if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects)
519 { 524 {
520 // Update prim.BSShape to reference a hull of this shape. 525 // Update prim.BSShape to reference a hull of this shape.
521 ret = GetReferenceToHull(prim,shapeCallback); 526 ret = GetReferenceToHull(prim, shapeCallback);
522 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", 527 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
523 prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); 528 prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
524 } 529 }
@@ -697,6 +702,7 @@ public sealed class BSShapeCollection : IDisposable
697 702
698 // See that hull shape exists in the physical world and update prim.BSShape. 703 // See that hull shape exists in the physical world and update prim.BSShape.
699 // We could be creating the hull because scale changed or whatever. 704 // We could be creating the hull because scale changed or whatever.
705 // Return 'true' if a new hull was built. Otherwise, returning a shared hull instance.
700 private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) 706 private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
701 { 707 {
702 BulletShape newShape; 708 BulletShape newShape;
@@ -715,6 +721,7 @@ public sealed class BSShapeCollection : IDisposable
715 DereferenceShape(prim.PhysShape, shapeCallback); 721 DereferenceShape(prim.PhysShape, shapeCallback);
716 722
717 newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod); 723 newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod);
724 // It might not have been created if we're waiting for an asset.
718 newShape = VerifyMeshCreated(newShape, prim); 725 newShape = VerifyMeshCreated(newShape, prim);
719 726
720 ReferenceShape(newShape); 727 ReferenceShape(newShape);
@@ -733,14 +740,14 @@ public sealed class BSShapeCollection : IDisposable
733 HullDesc hullDesc; 740 HullDesc hullDesc;
734 if (Hulls.TryGetValue(newHullKey, out hullDesc)) 741 if (Hulls.TryGetValue(newHullKey, out hullDesc))
735 { 742 {
736 // If the hull shape already is created, just use it. 743 // If the hull shape already has been created, just use the one shared instance.
737 newShape = hullDesc.shape.Clone(); 744 newShape = hullDesc.shape.Clone();
738 } 745 }
739 else 746 else
740 { 747 {
741 // Build a new hull in the physical world 748 // Build a new hull in the physical world.
742 // Pass true for physicalness as this creates some sort of bounding box which we don't need 749 // Pass true for physicalness as this prevents the creation of bounding box which is not needed
743 IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); 750 IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */);
744 if (meshData != null) 751 if (meshData != null)
745 { 752 {
746 753
@@ -759,15 +766,35 @@ public sealed class BSShapeCollection : IDisposable
759 convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); 766 convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
760 } 767 }
761 768
769 uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit;
770 if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes)
771 {
772 // Simple primitive shapes we know are convex so they are better implemented with
773 // fewer hulls.
774 // Check for simple shape (prim without cuts) and reduce split parameter if so.
775 if (PrimHasNoCuts(pbs))
776 {
777 maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes;
778 }
779 }
780
762 // setup and do convex hull conversion 781 // setup and do convex hull conversion
763 m_hulls = new List<ConvexResult>(); 782 m_hulls = new List<ConvexResult>();
764 DecompDesc dcomp = new DecompDesc(); 783 DecompDesc dcomp = new DecompDesc();
765 dcomp.mIndices = convIndices; 784 dcomp.mIndices = convIndices;
766 dcomp.mVertices = convVertices; 785 dcomp.mVertices = convVertices;
786 dcomp.mDepth = maxDepthSplit;
787 dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent;
788 dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent;
789 dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices;
790 dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth;
767 ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); 791 ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
768 // create the hull into the _hulls variable 792 // create the hull into the _hulls variable
769 convexBuilder.process(dcomp); 793 convexBuilder.process(dcomp);
770 794
795 DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}",
796 BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count);
797
771 // Convert the vertices and indices for passing to unmanaged. 798 // Convert the vertices and indices for passing to unmanaged.
772 // The hull information is passed as a large floating point array. 799 // The hull information is passed as a large floating point array.
773 // The format is: 800 // The format is: