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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs617
1 files changed, 547 insertions, 70 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index eb4b2ad..7470d23 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -1,70 +1,547 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyrightD 9 * * Redistributions in binary form must reproduce the above copyrightD
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 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. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Text; 29using System.Text;
30using OMV = OpenMetaverse; 30using OMV = OpenMetaverse;
31 31using OpenSim.Framework;
32namespace OpenSim.Region.Physics.BulletSPlugin 32using OpenSim.Region.Physics.Manager;
33{ 33using OpenSim.Region.Physics.ConvexDecompositionDotNet;
34public class BSShapeCollection : IDisposable 34
35{ 35namespace OpenSim.Region.Physics.BulletSPlugin
36 protected BSScene PhysicsScene { get; set; } 36{
37 37public class BSShapeCollection : IDisposable
38 public BSShapeCollection(BSScene physScene) 38{
39 { 39 protected BSScene PhysicsScene { get; set; }
40 PhysicsScene = physScene; 40
41 } 41 private Object m_shapeActivityLock = new Object();
42 42
43 public void Dispose() 43 private struct MeshDesc
44 { 44 {
45 } 45 public IntPtr Ptr;
46 46 public int referenceCount;
47 // Track another user of a body 47 public DateTime lastReferenced;
48 public void ReferenceBody(BulletBody shape) 48 public IMesh meshData;
49 { 49 }
50 } 50
51 51 private struct HullDesc
52 // Release the usage of a body 52 {
53 public void DereferenceBody(BulletBody shape) 53 public IntPtr Ptr;
54 { 54 public int referenceCount;
55 } 55 public DateTime lastReferenced;
56 56 }
57 // Track another user of the shape 57
58 public void ReferenceShape(BulletShape shape) 58 private Dictionary<ulong, MeshDesc> Meshes = new Dictionary<ulong, MeshDesc>();
59 { 59 private Dictionary<ulong, HullDesc> Hulls = new Dictionary<ulong, HullDesc>();
60 } 60
61 61 public BSShapeCollection(BSScene physScene)
62 // Release the usage of a shape 62 {
63 public void DereferenceShape(BulletShape shape) 63 PhysicsScene = physScene;
64 { 64 }
65 } 65
66 66 public void Dispose()
67 67 {
68 68 }
69} 69
70} 70 // Called to update/change the body and shape for an object.
71 // First checks the shape and updates that if necessary then makes
72 // sure the body is of the right type.
73 // Return 'true' if either the body or the shape changed.
74 // Called at taint-time!!
75 public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
76 {
77 bool ret = false;
78
79 // Do we have the correct geometry for this type of object?
80 if (CreateGeom(forceRebuild, prim, shapeData, pbs))
81 {
82 // If we had to select a new shape geometry for the object,
83 // rebuild the body around it.
84 CreateObject(true, prim, PhysicsScene.World, prim.BSShape, shapeData);
85 ret = true;
86 }
87
88 return ret;
89 }
90
91 // Track another user of a body
92 public void ReferenceBody(BulletBody shape)
93 {
94 }
95
96 // Release the usage of a body
97 public void DereferenceBody(BulletBody shape)
98 {
99 }
100
101 // Track another user of the shape
102 public void ReferenceShape(BulletShape shape)
103 {
104 ReferenceShape(shape, null);
105 }
106
107 // Track the datastructures and use count for a shape.
108 // When creating a hull, this is called first to reference the mesh
109 // and then again to reference the hull.
110 // Meshes and hulls for the same shape have the same hash key.
111 private void ReferenceShape(BulletShape shape, IMesh meshData)
112 {
113 switch (shape.type)
114 {
115 case ShapeData.PhysicsShapeType.SHAPE_MESH:
116 MeshDesc meshDesc;
117 if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
118 {
119 // There is an existing instance of this mesh.
120 meshDesc.referenceCount++;
121 }
122 else
123 {
124 // This is a new reference to a mesh
125 meshDesc.Ptr = shape.Ptr;
126 meshDesc.meshData = meshData;
127 meshDesc.referenceCount = 1;
128
129 }
130 meshDesc.lastReferenced = System.DateTime.Now;
131 Meshes[shape.shapeKey] = meshDesc;
132 break;
133 case ShapeData.PhysicsShapeType.SHAPE_HULL:
134 HullDesc hullDesc;
135 if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
136 {
137 // There is an existing instance of this mesh.
138 hullDesc.referenceCount++;
139 }
140 else
141 {
142 // This is a new reference to a mesh
143 hullDesc.Ptr = shape.Ptr;
144 hullDesc.referenceCount = 1;
145
146 }
147 hullDesc.lastReferenced = System.DateTime.Now;
148 Hulls[shape.shapeKey] = hullDesc;
149 break;
150 default:
151 break;
152 }
153 }
154
155 // Release the usage of a shape
156 public void DereferenceShape(BulletShape shape)
157 {
158 switch (shape.type)
159 {
160 case ShapeData.PhysicsShapeType.SHAPE_HULL:
161 DereferenceHull(shape);
162 // Hulls also include a mesh
163 DereferenceMesh(shape);
164 break;
165 case ShapeData.PhysicsShapeType.SHAPE_MESH:
166 DereferenceMesh(shape);
167 break;
168 default:
169 break;
170 }
171 }
172
173 // Count down the reference count for a mesh shape
174 private void DereferenceMesh(BulletShape shape)
175 {
176 MeshDesc meshDesc;
177 if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
178 {
179 meshDesc.referenceCount--;
180 // TODO: release the Bullet storage
181 meshDesc.lastReferenced = System.DateTime.Now;
182 Meshes[shape.shapeKey] = meshDesc;
183 }
184 }
185
186 // Count down the reference count for a hull shape
187 private void DereferenceHull(BulletShape shape)
188 {
189 HullDesc hullDesc;
190 if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
191 {
192 hullDesc.referenceCount--;
193 // TODO: release the Bullet storage (aging old entries?)
194 hullDesc.lastReferenced = System.DateTime.Now;
195 Hulls[shape.shapeKey] = hullDesc;
196 }
197 }
198
199 // Create the geometry information in Bullet for later use.
200 // The objects needs a hull if it's physical otherwise a mesh is enough.
201 // No locking here because this is done when we know physics is not simulating.
202 // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used.
203 // Returns 'true' if the geometry was rebuilt.
204 // Called at taint-time!
205 private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
206 {
207 bool ret = false;
208 bool haveShape = false;
209 bool nativeShapePossible = true;
210
211 BulletShape newShape = new BulletShape(IntPtr.Zero);
212
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
218 if (nativeShapePossible
219 && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim)
220 || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
221 && pbs.ProfileHollow == 0
222 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
223 && pbs.PathBegin == 0 && pbs.PathEnd == 0
224 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
225 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
226 && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) )
227 {
228 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
229 {
230 haveShape = true;
231 if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
232 {
233 DetailLog("{0},BSShapeCollection.CreateGeom,sphere (force={1}", prim.LocalID, forceRebuild);
234 newShape = AddNativeShapeToPrim(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE);
235
236 ret = true;
237 }
238 }
239 else
240 {
241 // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
242 haveShape = true;
243 if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX))
244 {
245 DetailLog("{0},BSShapeCollection.CreateGeom,box (force={1})", prim.LocalID, forceRebuild);
246 newShape = AddNativeShapeToPrim(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX);
247
248 ret = true;
249 }
250 }
251 }
252 // If a simple shape isn't happening, create a mesh and possibly a hull
253 if (!haveShape)
254 {
255 if (prim.IsPhysical)
256 {
257 if (forceRebuild || !Hulls.ContainsKey(prim.BSShape.shapeKey))
258 {
259 // physical objects require a hull for interaction.
260 // This also creates the mesh if it doesn't already exist
261 ret = CreateGeomHull(prim, shapeData, pbs);
262 }
263 }
264 else
265 {
266 if (forceRebuild || !Meshes.ContainsKey(prim.BSShape.shapeKey))
267 {
268 // Static (non-physical) objects only need a mesh for bumping into
269 ret = CreateGeomMesh(prim, shapeData, pbs);
270 }
271 }
272 }
273 return ret;
274 }
275
276 private BulletShape AddNativeShapeToPrim(BSPrim prim, ShapeData shapeData, ShapeData.PhysicsShapeType shapeType)
277 {
278 BulletShape newShape;
279
280 // Bullet native objects are scaled by the Bullet engine so pass the size in
281 prim.Scale = shapeData.Size;
282
283 // release any previous shape
284 DereferenceShape(prim.BSShape);
285
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;
305 return newShape;
306 }
307
308 // No locking here because this is done when we know physics is not simulating
309 // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs).
310 // Called at taint-time!
311 private bool CreateGeomMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
312 {
313 BulletShape newShape = new BulletShape(IntPtr.Zero);
314
315 // level of detail based on size and type of the object
316 float lod = PhysicsScene.MeshLOD;
317 if (pbs.SculptEntry)
318 lod = PhysicsScene.SculptLOD;
319
320 float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z));
321 if (maxAxis > PhysicsScene.MeshMegaPrimThreshold)
322 lod = PhysicsScene.MeshMegaPrimLOD;
323
324 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
327 // if this new shape is the same as last time, don't recreate the mesh
328 if (prim.BSShape.shapeKey == newMeshKey) return false;
329
330 DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,key={1}", prim.LocalID, newMeshKey);
331
332 // Since we're recreating new, get rid of the reference to the previous shape
333 DereferenceShape(prim.BSShape);
334
335 IMesh meshData = null;
336 IntPtr meshPtr;
337 MeshDesc meshDesc;
338 if (Meshes.TryGetValue(newMeshKey, out meshDesc))
339 {
340 // If the mesh has already been built just use it.
341 meshPtr = meshDesc.Ptr;
342 }
343 else
344 {
345 // always pass false for physicalness as this creates some sort of bounding box which we don't need
346 meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, shapeData.Size, lod, false);
347
348 int[] indices = meshData.getIndexListAsInt();
349 List<OMV.Vector3> vertices = meshData.getVertexList();
350
351 float[] verticesAsFloats = new float[vertices.Count * 3];
352 int vi = 0;
353 foreach (OMV.Vector3 vv in vertices)
354 {
355 verticesAsFloats[vi++] = vv.X;
356 verticesAsFloats[vi++] = vv.Y;
357 verticesAsFloats[vi++] = vv.Z;
358 }
359
360 // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
361 // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count);
362
363 meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.Ptr,
364 indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
365 }
366 newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH);
367 newShape.shapeKey = newMeshKey;
368
369 ReferenceShape(newShape, meshData);
370
371 // meshes are already scaled by the meshmerizer
372 prim.Scale = new OMV.Vector3(1f, 1f, 1f);
373 prim.BSShape = newShape;
374 return true; // 'true' means a new shape has been added to this prim
375 }
376
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).
379 List<ConvexResult> m_hulls;
380 private bool CreateGeomHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
381 {
382 BulletShape newShape;
383
384 float lod = pbs.SculptEntry ? PhysicsScene.SculptLOD : PhysicsScene.MeshLOD;
385 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
388 // if the hull hasn't changed, don't rebuild it
389 if (newHullKey == prim.BSShape.shapeKey) return false;
390
391 DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", prim.LocalID, newHullKey, newHullKey);
392
393 // remove references to any previous shape
394 DereferenceShape(prim.BSShape);
395
396 // 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.
398 CreateGeomMesh(prim, shapeData, pbs);
399 MeshDesc meshDesc = Meshes[newHullKey];
400
401 IntPtr hullPtr;
402 HullDesc hullDesc;
403 if (Hulls.TryGetValue(newHullKey, out hullDesc))
404 {
405 hullPtr = hullDesc.Ptr;
406 }
407 else
408 {
409 int[] indices = meshDesc.meshData.getIndexListAsInt();
410 List<OMV.Vector3> vertices = meshDesc.meshData.getVertexList();
411
412 //format conversion from IMesh format to DecompDesc format
413 List<int> convIndices = new List<int>();
414 List<float3> convVertices = new List<float3>();
415 for (int ii = 0; ii < indices.GetLength(0); ii++)
416 {
417 convIndices.Add(indices[ii]);
418 }
419 foreach (OMV.Vector3 vv in vertices)
420 {
421 convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
422 }
423
424 // setup and do convex hull conversion
425 m_hulls = new List<ConvexResult>();
426 DecompDesc dcomp = new DecompDesc();
427 dcomp.mIndices = convIndices;
428 dcomp.mVertices = convVertices;
429 ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
430 // create the hull into the _hulls variable
431 convexBuilder.process(dcomp);
432
433 // Convert the vertices and indices for passing to unmanaged.
434 // The hull information is passed as a large floating point array.
435 // The format is:
436 // convHulls[0] = number of hulls
437 // convHulls[1] = number of vertices in first hull
438 // convHulls[2] = hull centroid X coordinate
439 // convHulls[3] = hull centroid Y coordinate
440 // convHulls[4] = hull centroid Z coordinate
441 // convHulls[5] = first hull vertex X
442 // convHulls[6] = first hull vertex Y
443 // convHulls[7] = first hull vertex Z
444 // convHulls[8] = second hull vertex X
445 // ...
446 // convHulls[n] = number of vertices in second hull
447 // convHulls[n+1] = second hull centroid X coordinate
448 // ...
449 //
450 // TODO: is is very inefficient. Someday change the convex hull generator to return
451 // data structures that do not need to be converted in order to pass to Bullet.
452 // And maybe put the values directly into pinned memory rather than marshaling.
453 int hullCount = m_hulls.Count;
454 int totalVertices = 1; // include one for the count of the hulls
455 foreach (ConvexResult cr in m_hulls)
456 {
457 totalVertices += 4; // add four for the vertex count and centroid
458 totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
459 }
460 float[] convHulls = new float[totalVertices];
461
462 convHulls[0] = (float)hullCount;
463 int jj = 1;
464 foreach (ConvexResult cr in m_hulls)
465 {
466 // copy vertices for index access
467 float3[] verts = new float3[cr.HullVertices.Count];
468 int kk = 0;
469 foreach (float3 ff in cr.HullVertices)
470 {
471 verts[kk++] = ff;
472 }
473
474 // add to the array one hull's worth of data
475 convHulls[jj++] = cr.HullIndices.Count;
476 convHulls[jj++] = 0f; // centroid x,y,z
477 convHulls[jj++] = 0f;
478 convHulls[jj++] = 0f;
479 foreach (int ind in cr.HullIndices)
480 {
481 convHulls[jj++] = verts[ind].x;
482 convHulls[jj++] = verts[ind].y;
483 convHulls[jj++] = verts[ind].z;
484 }
485 }
486 // 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);
488 hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.Ptr, hullCount, convHulls);
489 }
490 newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL);
491 newShape.shapeKey = newHullKey;
492
493 ReferenceShape(newShape);
494
495 // meshes are already scaled by the meshmerizer
496 prim.Scale = new OMV.Vector3(1f, 1f, 1f);
497 prim.BSShape = newShape;
498 return true; // 'true' means a new shape has been added to this prim
499 }
500
501 // Callback from convex hull creater with a newly created hull.
502 // Just add it to the collection of hulls for this shape.
503 private void HullReturn(ConvexResult result)
504 {
505 m_hulls.Add(result);
506 return;
507 }
508
509 // 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
511 // Returns 'true' if an object was actually created.
512 private bool CreateObject(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, ShapeData shapeData)
513 {
514 // the mesh or hull must have already been created in Bullet
515 // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, LocalID, shape.Type);
516
517 DereferenceBody(prim.BSBody);
518
519 BulletBody aBody;
520 IntPtr bodyPtr = IntPtr.Zero;
521 if (prim.IsSolid)
522 {
523 bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.Ptr, shape.Ptr, shapeData.Position, shapeData.Rotation);
524 }
525 else
526 {
527 bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.Ptr, shape.Ptr, shapeData.Position, shapeData.Rotation);
528 }
529 aBody = new BulletBody(shapeData.ID, bodyPtr);
530
531 ReferenceBody(aBody);
532
533 prim.BSBody = aBody;
534 return true;
535 }
536
537 private void DetailLog(string msg, params Object[] args)
538 {
539 PhysicsScene.PhysicsLogging.Write(msg, args);
540 }
541
542
543
544
545
546}
547}