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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs75
1 files changed, 38 insertions, 37 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 29a23c0..892c34b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -178,7 +178,7 @@ public sealed class BSShapeCollection : IDisposable
178 bool ret = false; 178 bool ret = false;
179 switch (shape.type) 179 switch (shape.type)
180 { 180 {
181 case ShapeData.PhysicsShapeType.SHAPE_MESH: 181 case BSPhysicsShapeType.SHAPE_MESH:
182 MeshDesc meshDesc; 182 MeshDesc meshDesc;
183 if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) 183 if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
184 { 184 {
@@ -201,7 +201,7 @@ public sealed class BSShapeCollection : IDisposable
201 meshDesc.lastReferenced = System.DateTime.Now; 201 meshDesc.lastReferenced = System.DateTime.Now;
202 Meshes[shape.shapeKey] = meshDesc; 202 Meshes[shape.shapeKey] = meshDesc;
203 break; 203 break;
204 case ShapeData.PhysicsShapeType.SHAPE_HULL: 204 case BSPhysicsShapeType.SHAPE_HULL:
205 HullDesc hullDesc; 205 HullDesc hullDesc;
206 if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) 206 if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
207 { 207 {
@@ -224,7 +224,7 @@ public sealed class BSShapeCollection : IDisposable
224 hullDesc.lastReferenced = System.DateTime.Now; 224 hullDesc.lastReferenced = System.DateTime.Now;
225 Hulls[shape.shapeKey] = hullDesc; 225 Hulls[shape.shapeKey] = hullDesc;
226 break; 226 break;
227 case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: 227 case BSPhysicsShapeType.SHAPE_UNKNOWN:
228 break; 228 break;
229 default: 229 default:
230 // Native shapes are not tracked and they don't go into any list 230 // Native shapes are not tracked and they don't go into any list
@@ -255,16 +255,16 @@ public sealed class BSShapeCollection : IDisposable
255 { 255 {
256 switch (shape.type) 256 switch (shape.type)
257 { 257 {
258 case ShapeData.PhysicsShapeType.SHAPE_HULL: 258 case BSPhysicsShapeType.SHAPE_HULL:
259 DereferenceHull(shape, shapeCallback); 259 DereferenceHull(shape, shapeCallback);
260 break; 260 break;
261 case ShapeData.PhysicsShapeType.SHAPE_MESH: 261 case BSPhysicsShapeType.SHAPE_MESH:
262 DereferenceMesh(shape, shapeCallback); 262 DereferenceMesh(shape, shapeCallback);
263 break; 263 break;
264 case ShapeData.PhysicsShapeType.SHAPE_COMPOUND: 264 case BSPhysicsShapeType.SHAPE_COMPOUND:
265 DereferenceCompound(shape, shapeCallback); 265 DereferenceCompound(shape, shapeCallback);
266 break; 266 break;
267 case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: 267 case BSPhysicsShapeType.SHAPE_UNKNOWN:
268 break; 268 break;
269 default: 269 default:
270 break; 270 break;
@@ -352,28 +352,28 @@ public sealed class BSShapeCollection : IDisposable
352 BulletShape shapeInfo = new BulletShape(cShape); 352 BulletShape shapeInfo = new BulletShape(cShape);
353 if (TryGetMeshByPtr(cShape, out meshDesc)) 353 if (TryGetMeshByPtr(cShape, out meshDesc))
354 { 354 {
355 shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_MESH; 355 shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH;
356 shapeInfo.shapeKey = meshDesc.shapeKey; 356 shapeInfo.shapeKey = meshDesc.shapeKey;
357 } 357 }
358 else 358 else
359 { 359 {
360 if (TryGetHullByPtr(cShape, out hullDesc)) 360 if (TryGetHullByPtr(cShape, out hullDesc))
361 { 361 {
362 shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_HULL; 362 shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL;
363 shapeInfo.shapeKey = hullDesc.shapeKey; 363 shapeInfo.shapeKey = hullDesc.shapeKey;
364 } 364 }
365 else 365 else
366 { 366 {
367 if (BulletSimAPI.IsCompound2(cShape)) 367 if (BulletSimAPI.IsCompound2(cShape))
368 { 368 {
369 shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_COMPOUND; 369 shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND;
370 } 370 }
371 else 371 else
372 { 372 {
373 if (BulletSimAPI.IsNativeShape2(cShape)) 373 if (BulletSimAPI.IsNativeShape2(cShape))
374 { 374 {
375 shapeInfo.isNativeShape = true; 375 shapeInfo.isNativeShape = true;
376 shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) 376 shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
377 } 377 }
378 } 378 }
379 } 379 }
@@ -381,7 +381,7 @@ public sealed class BSShapeCollection : IDisposable
381 381
382 DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); 382 DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo);
383 383
384 if (shapeInfo.type != ShapeData.PhysicsShapeType.SHAPE_UNKNOWN) 384 if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN)
385 { 385 {
386 DereferenceShape(shapeInfo, true, null); 386 DereferenceShape(shapeInfo, true, null);
387 } 387 }
@@ -405,11 +405,11 @@ public sealed class BSShapeCollection : IDisposable
405 bool ret = false; 405 bool ret = false;
406 bool haveShape = false; 406 bool haveShape = false;
407 407
408 if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR) 408 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
409 { 409 {
410 // an avatar capsule is close to a native shape (it is not shared) 410 // an avatar capsule is close to a native shape (it is not shared)
411 ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR, 411 ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE,
412 ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); 412 FixedShapeKey.KEY_CAPSULE, shapeCallback);
413 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); 413 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
414 ret = true; 414 ret = true;
415 haveShape = true; 415 haveShape = true;
@@ -417,7 +417,7 @@ public sealed class BSShapeCollection : IDisposable
417 417
418 // Compound shapes are handled special as they are rebuilt from scratch. 418 // Compound shapes are handled special as they are rebuilt from scratch.
419 // This isn't too great a hardship since most of the child shapes will already been created. 419 // This isn't too great a hardship since most of the child shapes will already been created.
420 if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND) 420 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
421 { 421 {
422 ret = GetReferenceToCompoundShape(prim, shapeCallback); 422 ret = GetReferenceToCompoundShape(prim, shapeCallback);
423 DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); 423 DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape);
@@ -460,11 +460,11 @@ public sealed class BSShapeCollection : IDisposable
460 haveShape = true; 460 haveShape = true;
461 if (forceRebuild 461 if (forceRebuild
462 || prim.Scale != prim.Size 462 || prim.Scale != prim.Size
463 || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE 463 || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE
464 ) 464 )
465 { 465 {
466 ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_SPHERE, 466 ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE,
467 ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); 467 FixedShapeKey.KEY_SPHERE, shapeCallback);
468 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", 468 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
469 prim.LocalID, forceRebuild, prim.PhysShape); 469 prim.LocalID, forceRebuild, prim.PhysShape);
470 } 470 }
@@ -474,11 +474,11 @@ public sealed class BSShapeCollection : IDisposable
474 haveShape = true; 474 haveShape = true;
475 if (forceRebuild 475 if (forceRebuild
476 || prim.Scale != prim.Size 476 || prim.Scale != prim.Size
477 || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX 477 || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX
478 ) 478 )
479 { 479 {
480 ret = GetReferenceToNativeShape( prim, ShapeData.PhysicsShapeType.SHAPE_BOX, 480 ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX,
481 ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); 481 FixedShapeKey.KEY_BOX, shapeCallback);
482 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", 482 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
483 prim.LocalID, forceRebuild, prim.PhysShape); 483 prim.LocalID, forceRebuild, prim.PhysShape);
484 } 484 }
@@ -519,15 +519,12 @@ public sealed class BSShapeCollection : IDisposable
519 // Creates a native shape and assignes it to prim.BSShape. 519 // Creates a native shape and assignes it to prim.BSShape.
520 // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). 520 // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
521 private bool GetReferenceToNativeShape(BSPhysObject prim, 521 private bool GetReferenceToNativeShape(BSPhysObject prim,
522 ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, 522 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey,
523 ShapeDestructionCallback shapeCallback) 523 ShapeDestructionCallback shapeCallback)
524 { 524 {
525 // release any previous shape 525 // release any previous shape
526 DereferenceShape(prim.PhysShape, true, shapeCallback); 526 DereferenceShape(prim.PhysShape, true, shapeCallback);
527 527
528 // Bullet native objects are scaled by the Bullet engine so pass the size in
529 prim.Scale = prim.Size;
530
531 BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); 528 BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey);
532 529
533 // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. 530 // Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
@@ -538,8 +535,8 @@ public sealed class BSShapeCollection : IDisposable
538 return true; 535 return true;
539 } 536 }
540 537
541 private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, ShapeData.PhysicsShapeType shapeType, 538 private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType,
542 ShapeData.FixedShapeKey shapeKey) 539 FixedShapeKey shapeKey)
543 { 540 {
544 BulletShape newShape; 541 BulletShape newShape;
545 // Need to make sure the passed shape information is for the native type. 542 // Need to make sure the passed shape information is for the native type.
@@ -547,12 +544,13 @@ public sealed class BSShapeCollection : IDisposable
547 nativeShapeData.Type = shapeType; 544 nativeShapeData.Type = shapeType;
548 nativeShapeData.ID = prim.LocalID; 545 nativeShapeData.ID = prim.LocalID;
549 nativeShapeData.Scale = prim.Scale; 546 nativeShapeData.Scale = prim.Scale;
550 nativeShapeData.Size = prim.Scale; 547 nativeShapeData.Size = prim.Scale; // unneeded, I think.
551 nativeShapeData.MeshKey = (ulong)shapeKey; 548 nativeShapeData.MeshKey = (ulong)shapeKey;
552 nativeShapeData.HullKey = (ulong)shapeKey; 549 nativeShapeData.HullKey = (ulong)shapeKey;
553 550
554 if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) 551 if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
555 { 552 {
553 // The proper scale has been calculated in the prim.
556 newShape = new BulletShape( 554 newShape = new BulletShape(
557 BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) 555 BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
558 , shapeType); 556 , shapeType);
@@ -560,6 +558,9 @@ public sealed class BSShapeCollection : IDisposable
560 } 558 }
561 else 559 else
562 { 560 {
561 // Native shapes are scaled in Bullet so set the scaling to the size
562 prim.Scale = prim.Size;
563 nativeShapeData.Scale = prim.Scale;
563 newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType); 564 newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
564 } 565 }
565 if (newShape.ptr == IntPtr.Zero) 566 if (newShape.ptr == IntPtr.Zero)
@@ -585,7 +586,7 @@ public sealed class BSShapeCollection : IDisposable
585 System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); 586 System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
586 587
587 // if this new shape is the same as last time, don't recreate the mesh 588 // if this new shape is the same as last time, don't recreate the mesh
588 if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH) 589 if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH)
589 return false; 590 return false;
590 591
591 DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}", 592 DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}",
@@ -643,7 +644,7 @@ public sealed class BSShapeCollection : IDisposable
643 indices.GetLength(0), indices, vertices.Count, verticesAsFloats); 644 indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
644 } 645 }
645 } 646 }
646 BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); 647 BulletShape newShape = new BulletShape(meshPtr, BSPhysicsShapeType.SHAPE_MESH);
647 newShape.shapeKey = newMeshKey; 648 newShape.shapeKey = newMeshKey;
648 649
649 return newShape; 650 return newShape;
@@ -659,7 +660,7 @@ public sealed class BSShapeCollection : IDisposable
659 System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); 660 System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
660 661
661 // if the hull hasn't changed, don't rebuild it 662 // if the hull hasn't changed, don't rebuild it
662 if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) 663 if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL)
663 return false; 664 return false;
664 665
665 DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", 666 DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}",
@@ -780,7 +781,7 @@ public sealed class BSShapeCollection : IDisposable
780 } 781 }
781 } 782 }
782 783
783 BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL); 784 BulletShape newShape = new BulletShape(hullPtr, BSPhysicsShapeType.SHAPE_HULL);
784 newShape.shapeKey = newHullKey; 785 newShape.shapeKey = newHullKey;
785 786
786 return newShape; // 'true' means a new shape has been added to this prim 787 return newShape; // 'true' means a new shape has been added to this prim
@@ -803,7 +804,7 @@ public sealed class BSShapeCollection : IDisposable
803 // DereferenceShape(prim.PhysShape, true, shapeCallback); 804 // DereferenceShape(prim.PhysShape, true, shapeCallback);
804 805
805 BulletShape cShape = new BulletShape( 806 BulletShape cShape = new BulletShape(
806 BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), ShapeData.PhysicsShapeType.SHAPE_COMPOUND); 807 BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), BSPhysicsShapeType.SHAPE_COMPOUND);
807 808
808 // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. 809 // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape.
809 CreateGeomMeshOrHull(prim, shapeCallback); 810 CreateGeomMeshOrHull(prim, shapeCallback);
@@ -894,7 +895,7 @@ public sealed class BSShapeCollection : IDisposable
894 895
895 // While we figure out the real problem, stick a simple native shape on the object. 896 // While we figure out the real problem, stick a simple native shape on the object.
896 BulletShape fillinShape = 897 BulletShape fillinShape =
897 BuildPhysicalNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); 898 BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
898 899
899 return fillinShape; 900 return fillinShape;
900 } 901 }
@@ -940,7 +941,7 @@ public sealed class BSShapeCollection : IDisposable
940 else 941 else
941 { 942 {
942 bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, 943 bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr,
943 prim.LocalID, prim.ForcePosition, prim.ForceOrientation); 944 prim.LocalID, prim.RawPosition, prim.RawOrientation);
944 DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); 945 DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
945 } 946 }
946 aBody = new BulletBody(prim.LocalID, bodyPtr); 947 aBody = new BulletBody(prim.LocalID, bodyPtr);