BulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanaged
to have pointers and managed to have objects. Initial paste of XNA code. Commented out.0.7.5-pf-bulletsim
parent
a0739a80a8
commit
04132d3af4
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File diff suppressed because it is too large
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@ -300,7 +300,7 @@ public sealed class BSPrim : BSPhysObject
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// All positions are given in world positions.
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if (_position == value)
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{
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DetailLog("{0},BSPrim.setPosition,taint,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation);
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DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation);
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return;
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}
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_position = value;
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@ -910,6 +910,11 @@ public sealed class BSPrim : BSPhysObject
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DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType);
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}
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}
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else
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{
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m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID);
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DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType);
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}
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}
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// prims don't fly
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@ -45,7 +45,7 @@ public sealed class BSShapeCollection : IDisposable
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// Description of a Mesh
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private struct MeshDesc
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{
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public IntPtr ptr;
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public BulletShape shape;
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public int referenceCount;
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public DateTime lastReferenced;
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public UInt64 shapeKey;
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@ -55,7 +55,7 @@ public sealed class BSShapeCollection : IDisposable
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// Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations.
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private struct HullDesc
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{
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public IntPtr ptr;
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public BulletShape shape;
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public int referenceCount;
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public DateTime lastReferenced;
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public UInt64 shapeKey;
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@ -173,7 +173,7 @@ public sealed class BSShapeCollection : IDisposable
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}
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// Zero any reference to the shape so it is not freed when the body is deleted.
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PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, new BulletShape());
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PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null);
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PhysicsScene.PE.DestroyObject(PhysicsScene.World, body);
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});
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}
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@ -202,7 +202,7 @@ public sealed class BSShapeCollection : IDisposable
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else
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{
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// This is a new reference to a mesh
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meshDesc.ptr = shape.ptr;
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meshDesc.shape = shape.Clone();
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meshDesc.shapeKey = shape.shapeKey;
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// We keep a reference to the underlying IMesh data so a hull can be built
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meshDesc.referenceCount = 1;
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@ -225,7 +225,7 @@ public sealed class BSShapeCollection : IDisposable
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else
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{
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// This is a new reference to a hull
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hullDesc.ptr = shape.ptr;
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hullDesc.shape = shape.Clone();
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hullDesc.shapeKey = shape.shapeKey;
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hullDesc.referenceCount = 1;
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if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}",
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@ -361,15 +361,14 @@ public sealed class BSShapeCollection : IDisposable
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MeshDesc meshDesc;
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HullDesc hullDesc;
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IntPtr cShape = shapeInfo.ptr;
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if (TryGetMeshByPtr(cShape, out meshDesc))
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if (TryGetMeshByPtr(shapeInfo, out meshDesc))
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{
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shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH;
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shapeInfo.shapeKey = meshDesc.shapeKey;
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}
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else
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{
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if (TryGetHullByPtr(cShape, out hullDesc))
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if (TryGetHullByPtr(shapeInfo, out hullDesc))
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{
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shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL;
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shapeInfo.shapeKey = hullDesc.shapeKey;
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@ -632,7 +631,7 @@ public sealed class BSShapeCollection : IDisposable
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if (Meshes.TryGetValue(newMeshKey, out meshDesc))
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{
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// If the mesh has already been built just use it.
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newShape = new BulletShape(meshDesc.ptr, BSPhysicsShapeType.SHAPE_MESH);
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newShape = meshDesc.shape.Clone();
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}
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else
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{
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@ -703,7 +702,7 @@ public sealed class BSShapeCollection : IDisposable
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if (Hulls.TryGetValue(newHullKey, out hullDesc))
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{
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// If the hull shape already is created, just use it.
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newShape = new BulletShape(hullDesc.ptr, BSPhysicsShapeType.SHAPE_HULL);
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newShape = hullDesc.shape.Clone();
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}
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else
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{
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@ -965,13 +964,13 @@ public sealed class BSShapeCollection : IDisposable
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return ret;
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}
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private bool TryGetMeshByPtr(IntPtr addr, out MeshDesc outDesc)
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private bool TryGetMeshByPtr(BulletShape shape, out MeshDesc outDesc)
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{
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bool ret = false;
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MeshDesc foundDesc = new MeshDesc();
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foreach (MeshDesc md in Meshes.Values)
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{
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if (md.ptr == addr)
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if (md.shape.ReferenceSame(shape))
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{
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foundDesc = md;
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ret = true;
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@ -983,13 +982,13 @@ public sealed class BSShapeCollection : IDisposable
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return ret;
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}
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private bool TryGetHullByPtr(IntPtr addr, out HullDesc outDesc)
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private bool TryGetHullByPtr(BulletShape shape, out HullDesc outDesc)
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{
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bool ret = false;
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HullDesc foundDesc = new HullDesc();
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foreach (HullDesc hd in Hulls.Values)
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{
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if (hd.ptr == addr)
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if (hd.shape.ReferenceSame(shape))
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{
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foundDesc = hd;
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ret = true;
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@ -33,17 +33,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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// Classes to allow some type checking for the API
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// These hold pointers to allocated objects in the unmanaged space.
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// These classes are subclassed by the various physical implementations of
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// objects. In particular, there is a version for physical instances in
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// unmanaged memory ("unman") and one for in managed memory ("XNA").
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// Currently, the instances of these classes are a reference to a
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// physical representation and this has no releationship to other
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// instances. Someday, refarb the usage of these classes so each instance
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// refers to a particular physical instance and this class controls reference
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// counts and such. This should be done along with adding BSShapes.
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// The physics engine controller class created at initialization
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public class BulletWorld
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{
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public BulletWorld(uint worldId, BSScene bss, IntPtr xx)
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public BulletWorld(uint worldId, BSScene bss)
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{
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ptr = xx;
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worldID = worldId;
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physicsScene = bss;
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}
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public IntPtr ptr;
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public uint worldID;
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// The scene is only in here so very low level routines have a handle to print debug/error messages
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public BSScene physicsScene;
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@ -52,27 +58,19 @@ public class BulletWorld
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// An allocated Bullet btRigidBody
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public class BulletBody
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{
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public BulletBody(uint id) : this(id, IntPtr.Zero)
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{
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}
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public BulletBody(uint id, IntPtr xx)
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public BulletBody(uint id)
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{
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ID = id;
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ptr = xx;
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collisionType = CollisionType.Static;
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}
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public IntPtr ptr;
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public uint ID;
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public CollisionType collisionType;
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public void Clear()
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{
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ptr = IntPtr.Zero;
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}
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public bool HasPhysicalBody { get { return ptr != IntPtr.Zero; } }
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public virtual void Clear() { }
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public virtual bool HasPhysicalBody { get { return false; } }
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// Apply the specificed collision mask into the physical world
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public bool ApplyCollisionMask(BSScene physicsScene)
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public virtual bool ApplyCollisionMask(BSScene physicsScene)
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{
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// Should assert the body has been added to the physical world.
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// (The collision masks are stored in the collision proxy cache which only exists for
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@ -83,12 +81,9 @@ public class BulletBody
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}
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// Used for log messages for a unique display of the memory/object allocated to this instance
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public string AddrString
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public virtual string AddrString
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{
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get
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{
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return ptr.ToString("X");
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}
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get { return "unknown"; }
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}
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public override string ToString()
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@ -108,38 +103,26 @@ public class BulletBody
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public class BulletShape
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{
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public BulletShape()
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: this(IntPtr.Zero, BSPhysicsShapeType.SHAPE_UNKNOWN)
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{
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}
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public BulletShape(IntPtr xx)
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: this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN)
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{
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}
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public BulletShape(IntPtr xx, BSPhysicsShapeType typ)
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{
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ptr = xx;
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type = typ;
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type = BSPhysicsShapeType.SHAPE_UNKNOWN;
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shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
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isNativeShape = false;
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}
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public IntPtr ptr;
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public BSPhysicsShapeType type;
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public System.UInt64 shapeKey;
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public bool isNativeShape;
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public void Clear()
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{
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ptr = IntPtr.Zero;
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}
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public bool HasPhysicalShape { get { return ptr != IntPtr.Zero; } }
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public virtual void Clear() { }
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public virtual bool HasPhysicalShape { get { return false; } }
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// Make another reference to this physical object.
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public virtual BulletShape Clone() { return new BulletShape(); }
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// Return 'true' if this and other refer to the same physical object
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public virtual bool ReferenceSame(BulletShape xx) { return false; }
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// Used for log messages for a unique display of the memory/object allocated to this instance
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public string AddrString
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public virtual string AddrString
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{
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get
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{
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return ptr.ToString("X");
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}
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get { return "unknown"; }
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}
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public override string ToString()
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@ -161,25 +144,16 @@ public class BulletShape
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// An allocated Bullet btConstraint
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public class BulletConstraint
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{
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public BulletConstraint(IntPtr xx)
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public BulletConstraint()
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{
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ptr = xx;
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}
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public IntPtr ptr;
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public void Clear()
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{
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ptr = IntPtr.Zero;
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}
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public bool HasPhysicalConstraint { get { return ptr != IntPtr.Zero; } }
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public virtual void Clear() { }
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public virtual bool HasPhysicalConstraint { get { return false; } }
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// Used for log messages for a unique display of the memory/object allocated to this instance
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public string AddrString
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public virtual string AddrString
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{
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get
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{
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return ptr.ToString("X");
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}
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get { return "unknown"; }
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}
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}
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