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- /*
- * 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 OpenSim.Region.Physics.Meshing;
- using OpenSim.Region.Physics.ConvexDecompositionDotNet;
- using OMV = OpenMetaverse;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public abstract class BSShape
- {
- private static string LogHeader = "[BULLETSIM SHAPE]";
- public int referenceCount { get; set; }
- public DateTime lastReferenced { get; set; }
- public BulletShape physShapeInfo { get; set; }
- public BSShape()
- {
- referenceCount = 1;
- lastReferenced = DateTime.Now;
- physShapeInfo = new BulletShape();
- }
- public BSShape(BulletShape pShape)
- {
- referenceCount = 1;
- lastReferenced = DateTime.Now;
- physShapeInfo = pShape;
- }
- // Get another reference to this shape.
- public abstract BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim);
- // Called when this shape is being used again.
- // Used internally. External callers should call instance.GetReference() to properly copy/reference
- // the shape.
- protected virtual void IncrementReference()
- {
- referenceCount++;
- lastReferenced = DateTime.Now;
- }
- // Called when this shape is being used again.
- protected virtual void DecrementReference()
- {
- referenceCount--;
- lastReferenced = DateTime.Now;
- }
- // Release the use of a physical shape.
- public abstract void Dereference(BSScene physicsScene);
- // Return 'true' if there is an allocated physics physical shape under this class instance.
- public virtual bool HasPhysicalShape
- {
- get
- {
- if (physShapeInfo != null)
- return physShapeInfo.HasPhysicalShape;
- return false;
- }
- }
- public virtual BSPhysicsShapeType ShapeType
- {
- get
- {
- BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
- if (physShapeInfo != null && physShapeInfo.HasPhysicalShape)
- ret = physShapeInfo.shapeType;
- return ret;
- }
- }
- // Returns a string for debugging that uniquily identifies the memory used by this instance
- public virtual string AddrString
- {
- get
- {
- if (physShapeInfo != null)
- return physShapeInfo.AddrString;
- return "unknown";
- }
- }
- public override string ToString()
- {
- StringBuilder buff = new StringBuilder();
- if (physShapeInfo == null)
- {
- buff.Append("<noPhys");
- }
- else
- {
- buff.Append("<phy=");
- buff.Append(physShapeInfo.ToString());
- }
- buff.Append(",c=");
- buff.Append(referenceCount.ToString());
- buff.Append(">");
- return buff.ToString();
- }
- #region Common shape routines
- // Create a hash of all the shape parameters to be used as a key for this particular shape.
- public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod)
- {
- // level of detail based on size and type of the object
- float lod = BSParam.MeshLOD;
- if (pbs.SculptEntry)
- lod = BSParam.SculptLOD;
- // Mega prims usually get more detail because one can interact with shape approximations at this size.
- float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z));
- if (maxAxis > BSParam.MeshMegaPrimThreshold)
- lod = BSParam.MeshMegaPrimLOD;
- retLod = lod;
- return pbs.GetMeshKey(size, lod);
- }
- // The creation of a mesh or hull can fail if an underlying asset is not available.
- // There are two cases: 1) the asset is not in the cache and it needs to be fetched;
- // and 2) the asset cannot be converted (like failed decompression of JPEG2000s).
- // The first case causes the asset to be fetched. The second case requires
- // us to not loop forever.
- // Called after creating a physical mesh or hull. If the physical shape was created,
- // just return.
- public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim)
- {
- // If the shape was successfully created, nothing more to do
- if (newShape.HasPhysicalShape)
- return newShape;
- // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been
- // fetched but we end up here again, the meshing of the asset must have failed.
- // Prevent trying to keep fetching the mesh by declaring failure.
- if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
- {
- prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing;
- physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. prim={1}, texture={2}",
- LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
- physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,prim={1},tex={2}",
- prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
- }
- else
- {
- // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
- if (prim.BaseShape.SculptEntry
- && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedAssetFetch
- && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedMeshing
- && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting
- && prim.BaseShape.SculptTexture != OMV.UUID.Zero
- )
- {
- physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset,objNam={1},tex={2}",
- prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture);
- // Multiple requestors will know we're waiting for this asset
- prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
- BSPhysObject xprim = prim;
- Util.FireAndForget(delegate
- {
- // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID);
- RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod;
- if (assetProvider != null)
- {
- BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
- assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
- {
- // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID);
- bool assetFound = false;
- string mismatchIDs = String.Empty; // DEBUG DEBUG
- if (asset != null && yprim.BaseShape.SculptEntry)
- {
- if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
- {
- yprim.BaseShape.SculptData = asset.Data;
- // This will cause the prim to see that the filler shape is not the right
- // one and try again to build the object.
- // No race condition with the normal shape setting since the rebuild is at taint time.
- yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
- yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
- assetFound = true;
- }
- else
- {
- mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
- }
- }
- if (!assetFound)
- {
- yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch;
- }
- physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
- yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
- });
- }
- else
- {
- xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch;
- physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
- LogHeader, physicsScene.Name);
- }
- });
- }
- else
- {
- if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
- {
- physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. prim={1}, texture={2}",
- LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
- physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,prim={1},tex={2}",
- prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
- }
- if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing)
- {
- physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. prim={1}, texture={2}",
- LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
- physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,prim={1},tex={2}",
- prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture);
- }
- }
- }
- // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object.
- BSShape fillShape = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
- physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,boxTempShape", prim.LocalID);
- return fillShape.physShapeInfo;
- }
- public static String UsefulPrimInfo(BSScene pScene, BSPhysObject prim)
- {
- StringBuilder buff = new StringBuilder(prim.PhysObjectName);
- buff.Append("/pos=");
- buff.Append(prim.RawPosition.ToString());
- if (pScene != null)
- {
- buff.Append("/rgn=");
- buff.Append(pScene.Name);
- }
- return buff.ToString();
- }
- #endregion // Common shape routines
- }
- // ============================================================================================================
- public class BSShapeNull : BSShape
- {
- public BSShapeNull() : base()
- {
- }
- public static BSShape GetReference() { return new BSShapeNull(); }
- public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { 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));
- }
- public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
- {
- // Native shapes are not shared so we return a new shape.
- BSShape ret = null;
- lock (physShapeInfo)
- {
- ret = new BSShapeNative(CreatePhysicalNativeShape(pPhysicsScene, pPrim,
- physShapeInfo.shapeType, (FixedShapeKey)physShapeInfo.shapeKey));
- }
- return ret;
- }
- // 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
- lock (physShapeInfo)
- {
- if (physShapeInfo.HasPhysicalShape)
- {
- physicsScene.DetailLog("{0},BSShapeNative.Dereference,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.shapeType = shapeType;
- newShape.isNativeShape = true;
- newShape.shapeKey = (UInt64)shapeKey;
- return newShape;
- }
- }
- // ============================================================================================================
- public class BSShapeMesh : BSShape
- {
- private static string LogHeader = "[BULLETSIM SHAPE MESH]";
- public static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
- public BSShapeMesh(BulletShape pShape) : base(pShape)
- {
- }
- public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
- {
- float lod;
- System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
- BSShapeMesh retMesh = null;
- lock (Meshes)
- {
- if (Meshes.TryGetValue(newMeshKey, out retMesh))
- {
- // The mesh has already been created. Return a new reference to same.
- retMesh.IncrementReference();
- }
- else
- {
- retMesh = new BSShapeMesh(new BulletShape());
- // An instance of this mesh has not been created. Build and remember same.
- BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod);
- // Check to see if mesh was created (might require an asset).
- newShape = VerifyMeshCreated(physicsScene, newShape, prim);
- if (!newShape.isNativeShape
- || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
- || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
- {
- // If a mesh was what was created, remember the built shape for later sharing.
- // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh.
- Meshes.Add(newMeshKey, retMesh);
- }
- retMesh.physShapeInfo = newShape;
- }
- }
- physicsScene.DetailLog("{0},BSShapeMesh,getReference,mesh={1},size={2},lod={3}", prim.LocalID, retMesh, prim.Size, lod);
- return retMesh;
- }
- public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
- {
- BSShape ret = null;
- // If the underlying shape is native, the actual shape has not been build (waiting for asset)
- // and we must create a copy of the native shape since they are never shared.
- if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
- {
- // TODO: decide when the native shapes should be freed. Check in Dereference?
- ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
- }
- else
- {
- // Another reference to this shape is just counted.
- IncrementReference();
- ret = this;
- }
- return ret;
- }
- public override void Dereference(BSScene physicsScene)
- {
- lock (Meshes)
- {
- this.DecrementReference();
- physicsScene.DetailLog("{0},BSShapeMesh.Dereference,shape={1}", BSScene.DetailLogZero, this);
- // TODO: schedule aging and destruction of unused meshes.
- }
- }
- // Loop through all the known meshes and return the description based on the physical address.
- public static bool TryGetMeshByPtr(BulletShape pShape, out BSShapeMesh outMesh)
- {
- bool ret = false;
- BSShapeMesh foundDesc = null;
- lock (Meshes)
- {
- foreach (BSShapeMesh sm in Meshes.Values)
- {
- if (sm.physShapeInfo.ReferenceSame(pShape))
- {
- foundDesc = sm;
- ret = true;
- break;
- }
- }
- }
- outMesh = foundDesc;
- return ret;
- }
- public delegate BulletShape CreateShapeCall(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices );
- private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
- PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
- {
- return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod,
- (w, iC, i, vC, v) => physicsScene.PE.CreateMeshShape(w, iC, i, vC, v) );
- }
- // Code that uses the mesher to create the index/vertices info for a trimesh shape.
- // This is used by the passed 'makeShape' call to create the Bullet mesh shape.
- // The actual build call is passed so this logic can be used by several of the shapes that use a
- // simple mesh as their base shape.
- public static BulletShape CreatePhysicalMeshShape(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
- PrimitiveBaseShape pbs, OMV.Vector3 size, float lod, CreateShapeCall makeShape)
- {
- BulletShape newShape = new BulletShape();
- IMesh meshData = null;
- lock (physicsScene.mesher)
- {
- 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)
- {
- if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
- {
- // Release the fetched asset data once it has been used.
- pbs.SculptData = new byte[0];
- prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
- }
- 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},BSShapeMesh.CreatePhysicalMesh,key={1},origTri={2},realTri={3},numVerts={4}",
- BSScene.DetailLogZero, newMeshKey.ToString("X"), indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
- if (realIndicesIndex != 0)
- {
- newShape = makeShape(physicsScene.World, realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats);
- }
- else
- {
- // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh.
- prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing;
- physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim={1}", LogHeader, UsefulPrimInfo(physicsScene, prim) );
- physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey);
- }
- }
- newShape.shapeKey = newMeshKey;
- return newShape;
- }
- }
- // ============================================================================================================
- public class BSShapeHull : BSShape
- {
- private static string LogHeader = "[BULLETSIM SHAPE HULL]";
- public static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
- public BSShapeHull(BulletShape pShape) : base(pShape)
- {
- }
- public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
- {
- float lod;
- System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
- BSShapeHull retHull = null;
- lock (Hulls)
- {
- if (Hulls.TryGetValue(newHullKey, out retHull))
- {
- // The mesh has already been created. Return a new reference to same.
- retHull.IncrementReference();
- }
- else
- {
- retHull = new BSShapeHull(new BulletShape());
- // An instance of this mesh has not been created. Build and remember same.
- BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod);
- // Check to see if hull was created (might require an asset).
- newShape = VerifyMeshCreated(physicsScene, newShape, prim);
- if (!newShape.isNativeShape
- || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
- || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
- {
- // If a mesh was what was created, remember the built shape for later sharing.
- Hulls.Add(newHullKey, retHull);
- }
- retHull.physShapeInfo = newShape;
- }
- }
- physicsScene.DetailLog("{0},BSShapeHull,getReference,hull={1},size={2},lod={3}", prim.LocalID, retHull, prim.Size, lod);
- return retHull;
- }
- public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
- {
- BSShape ret = null;
- // If the underlying shape is native, the actual shape has not been build (waiting for asset)
- // and we must create a copy of the native shape since they are never shared.
- if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
- {
- // TODO: decide when the native shapes should be freed. Check in Dereference?
- ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
- }
- else
- {
- // Another reference to this shape is just counted.
- IncrementReference();
- ret = this;
- }
- return ret;
- }
- public override void Dereference(BSScene physicsScene)
- {
- lock (Hulls)
- {
- this.DecrementReference();
- physicsScene.DetailLog("{0},BSShapeHull.Dereference,shape={1}", BSScene.DetailLogZero, this);
- // TODO: schedule aging and destruction of unused meshes.
- }
- }
- List<ConvexResult> m_hulls;
- private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey,
- PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
- {
- BulletShape newShape = new BulletShape();
- IMesh meshData = null;
- List<List<OMV.Vector3>> allHulls = null;
- lock (physicsScene.mesher)
- {
- // Pass true for physicalness as this prevents the creation of bounding box which is not needed
- meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */);
- // If we should use the asset's hull info, fetch it out of the locked mesher
- if (meshData != null && BSParam.ShouldUseAssetHulls)
- {
- Meshmerizer realMesher = physicsScene.mesher as Meshmerizer;
- if (realMesher != null)
- {
- allHulls = realMesher.GetConvexHulls(size);
- }
- if (allHulls == null)
- {
- physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID);
- }
- }
- }
- // If there is hull data in the mesh asset, build the hull from that
- if (allHulls != null && BSParam.ShouldUseAssetHulls)
- {
- int hullCount = allHulls.Count;
- int totalVertices = 1; // include one for the count of the hulls
- // Using the structure described for HACD hulls, create the memory sturcture
- // to pass the hull data to the creater.
- foreach (List<OMV.Vector3> hullVerts in allHulls)
- {
- totalVertices += 4; // add four for the vertex count and centroid
- totalVertices += hullVerts.Count * 3; // one vertex is three dimensions
- }
- float[] convHulls = new float[totalVertices];
- convHulls[0] = (float)hullCount;
- int jj = 1;
- foreach (List<OMV.Vector3> hullVerts in allHulls)
- {
- convHulls[jj + 0] = hullVerts.Count;
- convHulls[jj + 1] = 0f; // centroid x,y,z
- convHulls[jj + 2] = 0f;
- convHulls[jj + 3] = 0f;
- jj += 4;
- foreach (OMV.Vector3 oneVert in hullVerts)
- {
- convHulls[jj + 0] = oneVert.X;
- convHulls[jj + 1] = oneVert.Y;
- convHulls[jj + 2] = oneVert.Z;
- jj += 3;
- }
- }
- // create the hull data structure in Bullet
- newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
- physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}",
- prim.LocalID, hullCount, totalVertices, newShape);
- }
- // If no hull specified in the asset and we should use Bullet's HACD approximation...
- if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD)
- {
- // Build the hull shape from an existing mesh shape.
- // The mesh should have already been created in Bullet.
- physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID);
- BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);
- if (meshShape.physShapeInfo.HasPhysicalShape)
- {
- HACDParams parms;
- parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull;
- parms.minClusters = BSParam.BHullMinClusters;
- parms.compacityWeight = BSParam.BHullCompacityWeight;
- parms.volumeWeight = BSParam.BHullVolumeWeight;
- parms.concavity = BSParam.BHullConcavity;
- parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints);
- parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints);
- parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints);
- parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin);
- physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
- newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);
- physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape);
- // Now done with the mesh shape.
- meshShape.Dereference(physicsScene);
- }
- physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
- }
- // If no other hull specifications, use our HACD hull approximation.
- if (!newShape.HasPhysicalShape && meshData != null)
- {
- if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
- {
- // Release the fetched asset data once it has been used.
- pbs.SculptData = new byte[0];
- prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
- }
- int[] indices = meshData.getIndexListAsInt();
- List<OMV.Vector3> vertices = meshData.getVertexList();
- //format conversion from IMesh format to DecompDesc format
- List<int> convIndices = new List<int>();
- List<float3> convVertices = new List<float3>();
- for (int ii = 0; ii < indices.GetLength(0); ii++)
- {
- convIndices.Add(indices[ii]);
- }
- foreach (OMV.Vector3 vv in vertices)
- {
- convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
- }
- uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit;
- if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes)
- {
- // Simple primitive shapes we know are convex so they are better implemented with
- // fewer hulls.
- // Check for simple shape (prim without cuts) and reduce split parameter if so.
- if (BSShapeCollection.PrimHasNoCuts(pbs))
- {
- maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes;
- }
- }
- // setup and do convex hull conversion
- m_hulls = new List<ConvexResult>();
- DecompDesc dcomp = new DecompDesc();
- dcomp.mIndices = convIndices;
- dcomp.mVertices = convVertices;
- dcomp.mDepth = maxDepthSplit;
- dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent;
- dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent;
- dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices;
- dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth;
- ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
- // create the hull into the _hulls variable
- convexBuilder.process(dcomp);
- physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}",
- BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count);
- // Convert the vertices and indices for passing to unmanaged.
- // The hull information is passed as a large floating point array.
- // The format is:
- // convHulls[0] = number of hulls
- // convHulls[1] = number of vertices in first hull
- // convHulls[2] = hull centroid X coordinate
- // convHulls[3] = hull centroid Y coordinate
- // convHulls[4] = hull centroid Z coordinate
- // convHulls[5] = first hull vertex X
- // convHulls[6] = first hull vertex Y
- // convHulls[7] = first hull vertex Z
- // convHulls[8] = second hull vertex X
- // ...
- // convHulls[n] = number of vertices in second hull
- // convHulls[n+1] = second hull centroid X coordinate
- // ...
- //
- // TODO: is is very inefficient. Someday change the convex hull generator to return
- // data structures that do not need to be converted in order to pass to Bullet.
- // And maybe put the values directly into pinned memory rather than marshaling.
- int hullCount = m_hulls.Count;
- int totalVertices = 1; // include one for the count of the hulls
- foreach (ConvexResult cr in m_hulls)
- {
- totalVertices += 4; // add four for the vertex count and centroid
- totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
- }
- float[] convHulls = new float[totalVertices];
- convHulls[0] = (float)hullCount;
- int jj = 1;
- foreach (ConvexResult cr in m_hulls)
- {
- // copy vertices for index access
- float3[] verts = new float3[cr.HullVertices.Count];
- int kk = 0;
- foreach (float3 ff in cr.HullVertices)
- {
- verts[kk++] = ff;
- }
- // add to the array one hull's worth of data
- convHulls[jj++] = cr.HullIndices.Count;
- convHulls[jj++] = 0f; // centroid x,y,z
- convHulls[jj++] = 0f;
- convHulls[jj++] = 0f;
- foreach (int ind in cr.HullIndices)
- {
- convHulls[jj++] = verts[ind].x;
- convHulls[jj++] = verts[ind].y;
- convHulls[jj++] = verts[ind].z;
- }
- }
- // create the hull data structure in Bullet
- newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
- }
- newShape.shapeKey = newHullKey;
- return newShape;
- }
- // Callback from convex hull creater with a newly created hull.
- // Just add it to our collection of hulls for this shape.
- private void HullReturn(ConvexResult result)
- {
- m_hulls.Add(result);
- return;
- }
- // Loop through all the known hulls and return the description based on the physical address.
- public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeHull outHull)
- {
- bool ret = false;
- BSShapeHull foundDesc = null;
- lock (Hulls)
- {
- foreach (BSShapeHull sh in Hulls.Values)
- {
- if (sh.physShapeInfo.ReferenceSame(pShape))
- {
- foundDesc = sh;
- ret = true;
- break;
- }
- }
- }
- outHull = foundDesc;
- return ret;
- }
- }
- // ============================================================================================================
- public class BSShapeCompound : BSShape
- {
- private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
- public BSShapeCompound(BulletShape pShape) : base(pShape)
- {
- }
- public static BSShape GetReference(BSScene physicsScene)
- {
- // Base compound shapes are not shared so this returns a raw shape.
- // A built compound shape can be reused in linksets.
- return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene));
- }
- public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
- {
- // Calling this reference means we want another handle to an existing compound shape
- // (usually linksets) so return this copy.
- IncrementReference();
- return this;
- }
- // Dereferencing a compound shape releases the hold on all the child shapes.
- public override void Dereference(BSScene physicsScene)
- {
- lock (physShapeInfo)
- {
- this.DecrementReference();
- physicsScene.DetailLog("{0},BSShapeCompound.Dereference,shape={1}", BSScene.DetailLogZero, this);
- if (referenceCount <= 0)
- {
- if (!physicsScene.PE.IsCompound(physShapeInfo))
- {
- // Failed the sanity check!!
- physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}",
- LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString);
- physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}",
- BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString);
- return;
- }
- int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo);
- physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}",
- BSScene.DetailLogZero, physShapeInfo, numChildren);
- // Loop through all the children dereferencing each.
- for (int ii = numChildren - 1; ii >= 0; ii--)
- {
- BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii);
- DereferenceAnonCollisionShape(physicsScene, childShape);
- }
- physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
- }
- }
- }
- private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene)
- {
- BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false);
- return cShape;
- }
- // Sometimes we have a pointer to a collision shape but don't know what type it is.
- // Figure out type and call the correct dereference routine.
- // Called at taint-time.
- private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape)
- {
- // TODO: figure a better way to go through all the shape types and find a possible instance.
- BSShapeMesh meshDesc;
- if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc))
- {
- meshDesc.Dereference(physicsScene);
- }
- else
- {
- BSShapeHull hullDesc;
- if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc))
- {
- hullDesc.Dereference(physicsScene);
- }
- else
- {
- BSShapeConvexHull chullDesc;
- if (BSShapeConvexHull.TryGetHullByPtr(pShape, out chullDesc))
- {
- chullDesc.Dereference(physicsScene);
- }
- else
- {
- BSShapeGImpact gImpactDesc;
- if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc))
- {
- gImpactDesc.Dereference(physicsScene);
- }
- else
- {
- // Didn't find it in the lists of specific types. It could be compound.
- if (physicsScene.PE.IsCompound(pShape))
- {
- BSShapeCompound recursiveCompound = new BSShapeCompound(pShape);
- recursiveCompound.Dereference(physicsScene);
- }
- else
- {
- // If none of the above, maybe it is a simple native shape.
- if (physicsScene.PE.IsNativeShape(pShape))
- {
- BSShapeNative nativeShape = new BSShapeNative(pShape);
- nativeShape.Dereference(physicsScene);
- }
- }
- }
- }
- }
- }
- }
- }
- // ============================================================================================================
- public class BSShapeConvexHull : BSShape
- {
- private static string LogHeader = "[BULLETSIM SHAPE CONVEX HULL]";
- public static Dictionary<System.UInt64, BSShapeConvexHull> ConvexHulls = new Dictionary<System.UInt64, BSShapeConvexHull>();
- public BSShapeConvexHull(BulletShape pShape) : base(pShape)
- {
- }
- public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
- {
- float lod;
- System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
- physicsScene.DetailLog("{0},BSShapeConvexHull,getReference,newKey={1},size={2},lod={3}",
- prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod);
- BSShapeConvexHull retConvexHull = null;
- lock (ConvexHulls)
- {
- if (ConvexHulls.TryGetValue(newMeshKey, out retConvexHull))
- {
- // The mesh has already been created. Return a new reference to same.
- retConvexHull.IncrementReference();
- }
- else
- {
- retConvexHull = new BSShapeConvexHull(new BulletShape());
- BulletShape convexShape = null;
- // Get a handle to a mesh to build the hull from
- BSShape baseMesh = BSShapeMesh.GetReference(physicsScene, false /* forceRebuild */, prim);
- if (baseMesh.physShapeInfo.isNativeShape)
- {
- // We get here if the mesh was not creatable. Could be waiting for an asset from the disk.
- // In the short term, we return the native shape and a later ForceBodyShapeRebuild should
- // get back to this code with a buildable mesh.
- // TODO: not sure the temp native shape is freed when the mesh is rebuilt. When does this get freed?
- convexShape = baseMesh.physShapeInfo;
- }
- else
- {
- convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo);
- convexShape.shapeKey = newMeshKey;
- ConvexHulls.Add(convexShape.shapeKey, retConvexHull);
- }
- // Done with the base mesh
- baseMesh.Dereference(physicsScene);
- retConvexHull.physShapeInfo = convexShape;
- }
- }
- return retConvexHull;
- }
- public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
- {
- // Calling this reference means we want another handle to an existing shape
- // (usually linksets) so return this copy.
- IncrementReference();
- return this;
- }
- // Dereferencing a compound shape releases the hold on all the child shapes.
- public override void Dereference(BSScene physicsScene)
- {
- lock (ConvexHulls)
- {
- this.DecrementReference();
- physicsScene.DetailLog("{0},BSShapeConvexHull.Dereference,shape={1}", BSScene.DetailLogZero, this);
- // TODO: schedule aging and destruction of unused meshes.
- }
- }
- // Loop through all the known hulls and return the description based on the physical address.
- public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeConvexHull outHull)
- {
- bool ret = false;
- BSShapeConvexHull foundDesc = null;
- lock (ConvexHulls)
- {
- foreach (BSShapeConvexHull sh in ConvexHulls.Values)
- {
- if (sh.physShapeInfo.ReferenceSame(pShape))
- {
- foundDesc = sh;
- ret = true;
- break;
- }
- }
- }
- outHull = foundDesc;
- return ret;
- }
- }
- // ============================================================================================================
- public class BSShapeGImpact : BSShape
- {
- private static string LogHeader = "[BULLETSIM SHAPE GIMPACT]";
- public static Dictionary<System.UInt64, BSShapeGImpact> GImpacts = new Dictionary<System.UInt64, BSShapeGImpact>();
- public BSShapeGImpact(BulletShape pShape) : base(pShape)
- {
- }
- public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
- {
- float lod;
- System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
- physicsScene.DetailLog("{0},BSShapeGImpact,getReference,newKey={1},size={2},lod={3}",
- prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod);
- BSShapeGImpact retGImpact = null;
- lock (GImpacts)
- {
- if (GImpacts.TryGetValue(newMeshKey, out retGImpact))
- {
- // The mesh has already been created. Return a new reference to same.
- retGImpact.IncrementReference();
- }
- else
- {
- retGImpact = new BSShapeGImpact(new BulletShape());
- BulletShape newShape = retGImpact.CreatePhysicalGImpact(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod);
- // Check to see if mesh was created (might require an asset).
- newShape = VerifyMeshCreated(physicsScene, newShape, prim);
- newShape.shapeKey = newMeshKey;
- if (!newShape.isNativeShape
- || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
- || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
- {
- // If a mesh was what was created, remember the built shape for later sharing.
- // Also note that if meshing failed we put it in the mesh list as there is nothing
- // else to do about the mesh.
- GImpacts.Add(newMeshKey, retGImpact);
- }
- retGImpact.physShapeInfo = newShape;
- }
- }
- return retGImpact;
- }
- private BulletShape CreatePhysicalGImpact(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
- PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
- {
- return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod,
- (w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) );
- }
- public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
- {
- BSShape ret = null;
- // If the underlying shape is native, the actual shape has not been build (waiting for asset)
- // and we must create a copy of the native shape since they are never shared.
- if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
- {
- // TODO: decide when the native shapes should be freed. Check in Dereference?
- ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
- }
- else
- {
- // Another reference to this shape is just counted.
- IncrementReference();
- ret = this;
- }
- return ret;
- }
- // Dereferencing a compound shape releases the hold on all the child shapes.
- public override void Dereference(BSScene physicsScene)
- {
- lock (GImpacts)
- {
- this.DecrementReference();
- physicsScene.DetailLog("{0},BSShapeGImpact.Dereference,shape={1}", BSScene.DetailLogZero, this);
- // TODO: schedule aging and destruction of unused meshes.
- }
- }
- // Loop through all the known hulls and return the description based on the physical address.
- public static bool TryGetGImpactByPtr(BulletShape pShape, out BSShapeGImpact outHull)
- {
- bool ret = false;
- BSShapeGImpact foundDesc = null;
- lock (GImpacts)
- {
- foreach (BSShapeGImpact sh in GImpacts.Values)
- {
- if (sh.physShapeInfo.ReferenceSame(pShape))
- {
- foundDesc = sh;
- ret = true;
- break;
- }
- }
- }
- outHull = foundDesc;
- return ret;
- }
- }
- // ============================================================================================================
- 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 BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
- {
- 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
- };
- }
- }
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