From 92e4f9f412046f8f7926c99c9e56c3a8b6b2edbf Mon Sep 17 00:00:00 2001 From: teravus Date: Sun, 23 Dec 2012 15:21:25 -0500 Subject: * Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN. --- OpenSim/Region/Physics/BulletSNPlugin/BSShapes.cs | 208 ++++++++++++++++++++++ 1 file changed, 208 insertions(+) create mode 100644 OpenSim/Region/Physics/BulletSNPlugin/BSShapes.cs (limited to 'OpenSim/Region/Physics/BulletSNPlugin/BSShapes.cs') diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSShapes.cs new file mode 100644 index 0000000..8ff0275 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSShapes.cs @@ -0,0 +1,208 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyrightD + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +namespace OpenSim.Region.Physics.BulletSNPlugin +{ +public abstract class BSShape +{ + public Object ptr { get; set; } + public BSPhysicsShapeType type { get; set; } + public System.UInt64 key { get; set; } + public int referenceCount { get; set; } + public DateTime lastReferenced { get; set; } + + public BSShape() + { + ptr = null; + type = BSPhysicsShapeType.SHAPE_UNKNOWN; + key = 0; + referenceCount = 0; + lastReferenced = DateTime.Now; + } + + // Get a reference to a physical shape. Create if it doesn't exist + public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + BSShape ret = null; + + if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) + { + // an avatar capsule is close to a native shape (it is not shared) + ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE, + FixedShapeKey.KEY_CAPSULE); + physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); + } + + // Compound shapes are handled special as they are rebuilt from scratch. + // This isn't too great a hardship since most of the child shapes will already been created. + if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) + { + // Getting a reference to a compound shape gets you the compound shape with the root prim shape added + ret = BSShapeCompound.GetReference(prim); + physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); + } + + if (ret == null) + ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); + + return ret; + } + public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + return null; + } + public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + return null; + } + + // Release the use of a physical shape. + public abstract void Dereference(BSScene physicsScene); + + // All shapes have a static call to get a reference to the physical shape + // protected abstract static BSShape GetReference(); + + public override string ToString() + { + StringBuilder buff = new StringBuilder(); + buff.Append(""); + return buff.ToString(); + } +} + +public class BSShapeNull : BSShape +{ + public BSShapeNull() : base() + { + } + public static BSShape GetReference() { return new BSShapeNull(); } + public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } +} + +public class BSShapeNative : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; + public BSShapeNative() : base() + { + } + public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, + BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) + { + // Native shapes are not shared and are always built anew. + return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); + } + + private BSShapeNative(BSScene physicsScene, BSPhysObject prim, + BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) + { + ShapeData nativeShapeData = new ShapeData(); + nativeShapeData.Type = shapeType; + nativeShapeData.ID = prim.LocalID; + nativeShapeData.Scale = prim.Scale; + nativeShapeData.Size = prim.Scale; + nativeShapeData.MeshKey = (ulong)shapeKey; + nativeShapeData.HullKey = (ulong)shapeKey; + + + if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) + { + ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); + physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); + } + else + { + ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData); + } + if (ptr == null) + { + physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", + LogHeader, prim.LocalID, shapeType); + } + type = shapeType; + key = (UInt64)shapeKey; + } + // Make this reference to the physical shape go away since native shapes are not shared. + public override void Dereference(BSScene physicsScene) + { + // Native shapes are not tracked and are released immediately + physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); + BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr); + ptr = null; + // Garbage collection will free up this instance. + } +} + +public class BSShapeMesh : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE MESH]"; + private static Dictionary Meshes = new Dictionary(); + + public BSShapeMesh() : base() + { + } + public static BSShape GetReference() { return new BSShapeNull(); } + public override void Dereference(BSScene physicsScene) { } +} + +public class BSShapeHull : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE HULL]"; + private static Dictionary Hulls = new Dictionary(); + + public BSShapeHull() : base() + { + } + public static BSShape GetReference() { return new BSShapeNull(); } + public override void Dereference(BSScene physicsScene) { } +} + +public class BSShapeCompound : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; + public BSShapeCompound() : base() + { + } + public static BSShape GetReference(BSPhysObject prim) + { + return new BSShapeNull(); + } + public override void Dereference(BSScene physicsScene) { } +} +} -- cgit v1.1