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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.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("<p=");
- buff.Append(ptr.ToString());
- buff.Append(",s=");
- buff.Append(type.ToString());
- buff.Append(",k=");
- buff.Append(key.ToString("X"));
- buff.Append(",c=");
- buff.Append(referenceCount.ToString());
- 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<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
- 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<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
- 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) { }
- }
- }
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