/* * 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.Text; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public abstract class BSShape { public int referenceCount { get; set; } public DateTime lastReferenced { get; set; } public BulletShape physShapeInfo { get; set; } public BSShape() { referenceCount = 0; lastReferenced = DateTime.Now; physShapeInfo = new BulletShape(); } public BSShape(BulletShape pShape) { referenceCount = 0; lastReferenced = DateTime.Now; physShapeInfo = pShape; } // 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 have 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); } // Avatars have their own unique shape if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_AVATAR) { // Getting a reference to a compound shape gets you the compound shape with the root prim shape added ret = BSShapeAvatar.GetReference(prim); physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,avatarShape,shape={1}", prim.LocalID, ret); } if (ret == null) ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); return ret; } private static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { BSShapeMesh.GetReference(physicsScene, forceRebuild, prim); BSShapeHull.GetReference(physicsScene, forceRebuild, prim); return null; } // Called when this shape is being used again. public virtual void IncrementReference() { referenceCount++; lastReferenced = DateTime.Now; } // Called when this shape is being used again. public virtual void DecrementReference() { referenceCount--; lastReferenced = DateTime.Now; } // Release the use of a physical shape. public abstract void Dereference(BSScene physicsScene); // Returns a string for debugging that uniquily identifies the memory used by this instance public virtual string AddrString { get { return "unknown"; } } 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(BulletShape pShape) : base(pShape) { } 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(CreatePhysicalNativeShape(physicsScene, prim, shapeType, 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 if (physShapeInfo.HasPhysicalShape) { physicsScene.DetailLog("{0},BSShapeNative.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); } physShapeInfo.Clear(); // Garbage collection will free up this instance. } private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { BulletShape newShape; 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) { newShape = physicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); physicsScene.DetailLog("{0},BSShapeNative,capsule,scale={1}", prim.LocalID, prim.Scale); } else { newShape = physicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); } if (!newShape.HasPhysicalShape) { physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } newShape.type = shapeType; newShape.isNativeShape = true; newShape.shapeKey = (UInt64)shapeKey; return newShape; } } // ============================================================================================================ public class BSShapeMesh : BSShape { private static string LogHeader = "[BULLETSIM SHAPE MESH]"; private static Dictionary Meshes = new Dictionary(); public BSShapeMesh(BulletShape pShape) : base(pShape) { } public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { float lod; System.UInt64 newMeshKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); physicsScene.DetailLog("{0},BSShapeMesh,create,oldKey={1},newKey={2},size={3},lod={4}", prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod); BSShapeMesh retMesh; lock (Meshes) { if (Meshes.TryGetValue(newMeshKey, out retMesh)) { // The mesh has already been created. Return a new reference to same. retMesh.IncrementReference(); } else { // An instance of this mesh has not been created. Build and remember same. BulletShape newShape = CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); // Take evasive action if the mesh was not constructed. newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); retMesh = new BSShapeMesh(newShape); Meshes.Add(newMeshKey, retMesh); } } return retMesh; } public override void Dereference(BSScene physicsScene) { lock (Meshes) { this.DecrementReference(); // TODO: schedule aging and destruction of unused meshes. } } private static BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = null; IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, false, // say it is not physical so a bounding box is not built false // do not cache the mesh and do not use previously built versions ); if (meshData != null) { int[] indices = meshData.getIndexListAsInt(); int realIndicesIndex = indices.Length; float[] verticesAsFloats = meshData.getVertexListAsFloat(); if (BSParam.ShouldRemoveZeroWidthTriangles) { // Remove degenerate triangles. These are triangles with two of the vertices // are the same. This is complicated by the problem that vertices are not // made unique in sculpties so we have to compare the values in the vertex. realIndicesIndex = 0; for (int tri = 0; tri < indices.Length; tri += 3) { // Compute displacements into vertex array for each vertex of the triangle int v1 = indices[tri + 0] * 3; int v2 = indices[tri + 1] * 3; int v3 = indices[tri + 2] * 3; // Check to see if any two of the vertices are the same if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0] && verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1] && verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2]) || ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0] && verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1] && verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2]) || ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0] && verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1] && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) ) ) { // None of the vertices of the triangles are the same. This is a good triangle; indices[realIndicesIndex + 0] = indices[tri + 0]; indices[realIndicesIndex + 1] = indices[tri + 1]; indices[realIndicesIndex + 2] = indices[tri + 2]; realIndicesIndex += 3; } } } physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}", BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); if (realIndicesIndex != 0) { newShape = physicsScene.PE.CreateMeshShape(physicsScene.World, realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); } else { physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); } } newShape.shapeKey = newMeshKey; return newShape; } } // ============================================================================================================ public class BSShapeHull : BSShape { private static string LogHeader = "[BULLETSIM SHAPE HULL]"; private static Dictionary Hulls = new Dictionary(); public BSShapeHull(BulletShape pShape) : base(pShape) { } public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { 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) { } } // ============================================================================================================ public class BSShapeAvatar : BSShape { private static string LogHeader = "[BULLETSIM SHAPE AVATAR]"; public BSShapeAvatar() : base() { } public static BSShape GetReference(BSPhysObject prim) { return new BSShapeNull(); } public override void Dereference(BSScene physicsScene) { } // From the front: // A---A // / \ // B-------B // / \ +Z // C-----------C | // \ / -Y --+-- +Y // \ / | // \ / -Z // D-----D // \ / // E-E // From the top A and E are just lines. // B, C and D are hexagons: // // C1--C2 +X // / \ | // C0 C3 -Y --+-- +Y // \ / | // C5--C4 -X // Zero goes directly through the middle so the offsets are from that middle axis // and up and down from a middle horizon (A and E are the same distance from the zero). // The height, width and depth is one. All scaling is done by the simulator. // Z component -- how far the level is from the middle zero private const float Aup = 0.5f; private const float Bup = 0.4f; private const float Cup = 0.3f; private const float Dup = -0.4f; private const float Eup = -0.5f; // Y component -- distance from center to x0 and x3 private const float Awid = 0.25f; private const float Bwid = 0.3f; private const float Cwid = 0.5f; private const float Dwid = 0.3f; private const float Ewid = 0.2f; // Y component -- distance from center to x1, x2, x4 and x5 private const float Afwid = 0.0f; private const float Bfwid = 0.2f; private const float Cfwid = 0.4f; private const float Dfwid = 0.2f; private const float Efwid = 0.0f; // X component -- distance from zero to the front or back of a level private const float Adep = 0f; private const float Bdep = 0.3f; private const float Cdep = 0.5f; private const float Ddep = 0.2f; private const float Edep = 0f; private OMV.Vector3[] avatarVertices = { new OMV.Vector3( 0.0f, -Awid, Aup), // A0 new OMV.Vector3( 0.0f, +Awid, Aup), // A3 new OMV.Vector3( 0.0f, -Bwid, Bup), // B0 new OMV.Vector3(+Bdep, -Bfwid, Bup), // B1 new OMV.Vector3(+Bdep, +Bfwid, Bup), // B2 new OMV.Vector3( 0.0f, +Bwid, Bup), // B3 new OMV.Vector3(-Bdep, +Bfwid, Bup), // B4 new OMV.Vector3(-Bdep, -Bfwid, Bup), // B5 new OMV.Vector3( 0.0f, -Cwid, Cup), // C0 new OMV.Vector3(+Cdep, -Cfwid, Cup), // C1 new OMV.Vector3(+Cdep, +Cfwid, Cup), // C2 new OMV.Vector3( 0.0f, +Cwid, Cup), // C3 new OMV.Vector3(-Cdep, +Cfwid, Cup), // C4 new OMV.Vector3(-Cdep, -Cfwid, Cup), // C5 new OMV.Vector3( 0.0f, -Dwid, Dup), // D0 new OMV.Vector3(+Ddep, -Dfwid, Dup), // D1 new OMV.Vector3(+Ddep, +Dfwid, Dup), // D2 new OMV.Vector3( 0.0f, +Dwid, Dup), // D3 new OMV.Vector3(-Ddep, +Dfwid, Dup), // D4 new OMV.Vector3(-Ddep, -Dfwid, Dup), // D5 new OMV.Vector3( 0.0f, -Ewid, Eup), // E0 new OMV.Vector3( 0.0f, +Ewid, Eup), // E3 }; // Offsets of the vertices in the vertices array private enum Ind : int { A0, A3, B0, B1, B2, B3, B4, B5, C0, C1, C2, C3, C4, C5, D0, D1, D2, D3, D4, D5, E0, E3 } // Comments specify trianges and quads in clockwise direction private Ind[] avatarIndices = { Ind.A0, Ind.B0, Ind.B1, // A0,B0,B1 Ind.A0, Ind.B1, Ind.B2, Ind.B2, Ind.A3, Ind.A0, // A0,B1,B2,A3 Ind.A3, Ind.B2, Ind.B3, // A3,B2,B3 Ind.A3, Ind.B3, Ind.B4, // A3,B3,B4 Ind.A3, Ind.B4, Ind.B5, Ind.B5, Ind.A0, Ind.A3, // A3,B4,B5,A0 Ind.A0, Ind.B5, Ind.B0, // A0,B5,B0 Ind.B0, Ind.C0, Ind.C1, Ind.C1, Ind.B1, Ind.B0, // B0,C0,C1,B1 Ind.B1, Ind.C1, Ind.C2, Ind.C2, Ind.B2, Ind.B1, // B1,C1,C2,B2 Ind.B2, Ind.C2, Ind.C3, Ind.C3, Ind.B3, Ind.B2, // B2,C2,C3,B3 Ind.B3, Ind.C3, Ind.C4, Ind.C4, Ind.B4, Ind.B3, // B3,C3,C4,B4 Ind.B4, Ind.C4, Ind.C5, Ind.C5, Ind.B5, Ind.B4, // B4,C4,C5,B5 Ind.B5, Ind.C5, Ind.C0, Ind.C0, Ind.B0, Ind.B5, // B5,C5,C0,B0 Ind.C0, Ind.D0, Ind.D1, Ind.D1, Ind.C1, Ind.C0, // C0,D0,D1,C1 Ind.C1, Ind.D1, Ind.D2, Ind.D2, Ind.C2, Ind.C1, // C1,D1,D2,C2 Ind.C2, Ind.D2, Ind.D3, Ind.D3, Ind.C3, Ind.C2, // C2,D2,D3,C3 Ind.C3, Ind.D3, Ind.D4, Ind.D4, Ind.C4, Ind.C3, // C3,D3,D4,C4 Ind.C4, Ind.D4, Ind.D5, Ind.D5, Ind.C5, Ind.C4, // C4,D4,D5,C5 Ind.C5, Ind.D5, Ind.D0, Ind.D0, Ind.C0, Ind.C5, // C5,D5,D0,C0 Ind.E0, Ind.D0, Ind.D1, // E0,D0,D1 Ind.E0, Ind.D1, Ind.D2, Ind.D2, Ind.E3, Ind.E0, // E0,D1,D2,E3 Ind.E3, Ind.D2, Ind.D3, // E3,D2,D3 Ind.E3, Ind.D3, Ind.D4, // E3,D3,D4 Ind.E3, Ind.D4, Ind.D5, Ind.D5, Ind.E0, Ind.E3, // E3,D4,D5,E0 Ind.E0, Ind.D5, Ind.D0, // E0,D5,D0 }; } }