Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
0d5566e879
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@ -483,8 +483,15 @@ public sealed class BSCharacter : BSPhysObject
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{
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{
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// Bullet assumes we know what we are doing when forcing orientation
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// Bullet assumes we know what we are doing when forcing orientation
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// so it lets us go against all the rules and just compensates for them later.
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// so it lets us go against all the rules and just compensates for them later.
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// This keeps us from flipping the capsule over which the veiwer does not understand.
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// This forces rotation to be only around the Z axis and doesn't change any of the other axis.
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ForceOrientation = new OMV.Quaternion(0, 0, _orientation.Z,0);
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// This keeps us from flipping the capsule over which the veiwer does not understand.
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float oRoll, oPitch, oYaw;
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_orientation.GetEulerAngles(out oRoll, out oPitch, out oYaw);
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OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw);
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// DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}",
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// LocalID, _orientation, OMV.Vector3.UnitX * _orientation,
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// trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation);
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ForceOrientation = trimmedOrientation;
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});
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});
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}
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}
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}
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}
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@ -90,6 +90,7 @@ public static class BSParam
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public static bool ShouldUseBulletHACD { get; set; }
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public static bool ShouldUseBulletHACD { get; set; }
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public static bool ShouldUseSingleConvexHullForPrims { get; set; }
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public static bool ShouldUseSingleConvexHullForPrims { get; set; }
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public static bool ShouldUseGImpactShapeForPrims { get; set; }
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public static bool ShouldUseGImpactShapeForPrims { get; set; }
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public static bool ShouldUseAssetHulls { get; set; }
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public static float TerrainImplementation { get; set; }
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public static float TerrainImplementation { get; set; }
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public static int TerrainMeshMagnification { get; private set; }
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public static int TerrainMeshMagnification { get; private set; }
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@ -372,6 +373,8 @@ public static class BSParam
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true ),
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true ),
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new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
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new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
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false ),
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false ),
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new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info",
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false ),
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new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
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new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
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5 ),
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5 ),
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@ -31,6 +31,7 @@ using System.Text;
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using OpenSim.Framework;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Physics.Meshing;
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using OpenSim.Region.Physics.ConvexDecompositionDotNet;
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using OpenSim.Region.Physics.ConvexDecompositionDotNet;
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using OMV = OpenMetaverse;
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using OMV = OpenMetaverse;
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@ -440,10 +441,14 @@ public class BSShapeMesh : BSShape
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{
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{
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BulletShape newShape = new BulletShape();
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BulletShape newShape = new BulletShape();
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IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
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IMesh meshData = null;
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false, // say it is not physical so a bounding box is not built
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lock (physicsScene.mesher)
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false // do not cache the mesh and do not use previously built versions
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{
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);
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meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
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false, // say it is not physical so a bounding box is not built
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false // do not cache the mesh and do not use previously built versions
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);
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}
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if (meshData != null)
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if (meshData != null)
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{
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{
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@ -573,13 +578,75 @@ public class BSShapeHull : BSShape
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PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
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PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
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{
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{
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BulletShape newShape = new BulletShape();
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BulletShape newShape = new BulletShape();
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IntPtr hullPtr = IntPtr.Zero;
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newShape.shapeKey = newHullKey;
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if (BSParam.ShouldUseBulletHACD)
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IMesh meshData = null;
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List<List<OMV.Vector3>> allHulls = null;
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lock (physicsScene.mesher)
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{
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// Pass true for physicalness as this prevents the creation of bounding box which is not needed
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meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */);
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// If we should use the asset's hull info, fetch it out of the locked mesher
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if (meshData != null && BSParam.ShouldUseAssetHulls)
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{
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Meshmerizer realMesher = physicsScene.mesher as Meshmerizer;
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if (realMesher != null)
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{
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allHulls = realMesher.GetConvexHulls(size);
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}
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if (allHulls == null)
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{
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID);
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}
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}
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}
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// If there is hull data in the mesh asset, build the hull from that
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if (allHulls != null && BSParam.ShouldUseAssetHulls)
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{
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int hullCount = allHulls.Count;
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int totalVertices = 1; // include one for the count of the hulls
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// Using the structure described for HACD hulls, create the memory sturcture
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// to pass the hull data to the creater.
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foreach (List<OMV.Vector3> hullVerts in allHulls)
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{
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totalVertices += 4; // add four for the vertex count and centroid
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totalVertices += hullVerts.Count * 3; // one vertex is three dimensions
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}
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float[] convHulls = new float[totalVertices];
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convHulls[0] = (float)hullCount;
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int jj = 1;
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foreach (List<OMV.Vector3> hullVerts in allHulls)
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{
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convHulls[jj + 0] = hullVerts.Count;
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convHulls[jj + 1] = 0f; // centroid x,y,z
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convHulls[jj + 2] = 0f;
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convHulls[jj + 3] = 0f;
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jj += 4;
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foreach (OMV.Vector3 oneVert in hullVerts)
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{
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convHulls[jj + 0] = oneVert.X;
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convHulls[jj + 1] = oneVert.Y;
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convHulls[jj + 2] = oneVert.Z;
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jj += 3;
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}
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}
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// create the hull data structure in Bullet
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newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}",
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prim.LocalID, hullCount, totalVertices, newShape);
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}
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// If no hull specified in the asset and we should use Bullet's HACD approximation...
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if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD)
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{
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{
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// Build the hull shape from an existing mesh shape.
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// Build the hull shape from an existing mesh shape.
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// The mesh should have already been created in Bullet.
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// The mesh should have already been created in Bullet.
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID);
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID);
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BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);
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BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);
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if (meshShape.physShapeInfo.HasPhysicalShape)
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if (meshShape.physShapeInfo.HasPhysicalShape)
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@ -597,128 +664,123 @@ public class BSShapeHull : BSShape
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
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newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);
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newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape);
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// Now done with the mesh shape.
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// Now done with the mesh shape.
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meshShape.Dereference(physicsScene);
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meshShape.Dereference(physicsScene);
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}
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}
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
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}
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}
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if (!newShape.HasPhysicalShape)
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// If no other hull specifications, use our HACD hull approximation.
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if (!newShape.HasPhysicalShape && meshData != null)
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{
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{
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// Build a new hull in the physical world using the C# HACD algorigthm.
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if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
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// Pass true for physicalness as this prevents the creation of bounding box which is not needed
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IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */);
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if (meshData != null)
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{
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{
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if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
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// Release the fetched asset data once it has been used.
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{
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pbs.SculptData = new byte[0];
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// Release the fetched asset data once it has been used.
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prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
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pbs.SculptData = new byte[0];
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prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
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}
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int[] indices = meshData.getIndexListAsInt();
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List<OMV.Vector3> vertices = meshData.getVertexList();
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//format conversion from IMesh format to DecompDesc format
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List<int> convIndices = new List<int>();
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List<float3> convVertices = new List<float3>();
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for (int ii = 0; ii < indices.GetLength(0); ii++)
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{
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convIndices.Add(indices[ii]);
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}
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foreach (OMV.Vector3 vv in vertices)
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{
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convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
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}
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uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit;
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if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes)
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{
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// Simple primitive shapes we know are convex so they are better implemented with
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// fewer hulls.
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// Check for simple shape (prim without cuts) and reduce split parameter if so.
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if (BSShapeCollection.PrimHasNoCuts(pbs))
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{
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maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes;
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}
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}
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// setup and do convex hull conversion
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m_hulls = new List<ConvexResult>();
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DecompDesc dcomp = new DecompDesc();
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dcomp.mIndices = convIndices;
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dcomp.mVertices = convVertices;
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dcomp.mDepth = maxDepthSplit;
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dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent;
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dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent;
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dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices;
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dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth;
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ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
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// create the hull into the _hulls variable
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convexBuilder.process(dcomp);
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physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}",
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BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count);
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// Convert the vertices and indices for passing to unmanaged.
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// The hull information is passed as a large floating point array.
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// The format is:
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// convHulls[0] = number of hulls
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// convHulls[1] = number of vertices in first hull
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// convHulls[2] = hull centroid X coordinate
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// convHulls[3] = hull centroid Y coordinate
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// convHulls[4] = hull centroid Z coordinate
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// convHulls[5] = first hull vertex X
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// convHulls[6] = first hull vertex Y
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// convHulls[7] = first hull vertex Z
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// convHulls[8] = second hull vertex X
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// ...
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// convHulls[n] = number of vertices in second hull
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// convHulls[n+1] = second hull centroid X coordinate
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// ...
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//
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// TODO: is is very inefficient. Someday change the convex hull generator to return
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|
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// data structures that do not need to be converted in order to pass to Bullet.
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|
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// And maybe put the values directly into pinned memory rather than marshaling.
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int hullCount = m_hulls.Count;
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|
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int totalVertices = 1; // include one for the count of the hulls
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|
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foreach (ConvexResult cr in m_hulls)
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|
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{
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|
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totalVertices += 4; // add four for the vertex count and centroid
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|
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totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
|
|
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}
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|
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float[] convHulls = new float[totalVertices];
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|
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|
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convHulls[0] = (float)hullCount;
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|
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int jj = 1;
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|
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foreach (ConvexResult cr in m_hulls)
|
|
||||||
{
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|
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// copy vertices for index access
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|
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float3[] verts = new float3[cr.HullVertices.Count];
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|
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int kk = 0;
|
|
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foreach (float3 ff in cr.HullVertices)
|
|
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{
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|
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verts[kk++] = ff;
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|
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}
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|
||||||
|
|
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// add to the array one hull's worth of data
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|
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convHulls[jj++] = cr.HullIndices.Count;
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|
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convHulls[jj++] = 0f; // centroid x,y,z
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|
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convHulls[jj++] = 0f;
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|
||||||
convHulls[jj++] = 0f;
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|
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foreach (int ind in cr.HullIndices)
|
|
||||||
{
|
|
||||||
convHulls[jj++] = verts[ind].x;
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|
||||||
convHulls[jj++] = verts[ind].y;
|
|
||||||
convHulls[jj++] = verts[ind].z;
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|
||||||
}
|
|
||||||
}
|
|
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// create the hull data structure in Bullet
|
|
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newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
|
|
||||||
}
|
}
|
||||||
newShape.shapeKey = newHullKey;
|
|
||||||
|
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)
|
||||||
|
{
|
||||||
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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);
|
||||||
}
|
}
|
||||||
return newShape;
|
return newShape;
|
||||||
}
|
}
|
||||||
|
|
|
@ -64,6 +64,7 @@ namespace OpenSim.Region.Physics.Meshing
|
||||||
public class Meshmerizer : IMesher
|
public class Meshmerizer : IMesher
|
||||||
{
|
{
|
||||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||||
|
private static string LogHeader = "[MESH]";
|
||||||
|
|
||||||
// Setting baseDir to a path will enable the dumping of raw files
|
// Setting baseDir to a path will enable the dumping of raw files
|
||||||
// raw files can be imported by blender so a visual inspection of the results can be done
|
// raw files can be imported by blender so a visual inspection of the results can be done
|
||||||
|
@ -72,6 +73,8 @@ namespace OpenSim.Region.Physics.Meshing
|
||||||
#else
|
#else
|
||||||
private const string baseDir = null; //"rawFiles";
|
private const string baseDir = null; //"rawFiles";
|
||||||
#endif
|
#endif
|
||||||
|
// If 'true', lots of DEBUG logging of asset parsing details
|
||||||
|
private bool debugDetail = true;
|
||||||
|
|
||||||
private bool cacheSculptMaps = true;
|
private bool cacheSculptMaps = true;
|
||||||
private string decodedSculptMapPath = null;
|
private string decodedSculptMapPath = null;
|
||||||
|
@ -357,13 +360,25 @@ namespace OpenSim.Region.Physics.Meshing
|
||||||
OSDMap physicsParms = null;
|
OSDMap physicsParms = null;
|
||||||
OSDMap map = (OSDMap)meshOsd;
|
OSDMap map = (OSDMap)meshOsd;
|
||||||
if (map.ContainsKey("physics_shape"))
|
if (map.ContainsKey("physics_shape"))
|
||||||
|
{
|
||||||
physicsParms = (OSDMap)map["physics_shape"]; // old asset format
|
physicsParms = (OSDMap)map["physics_shape"]; // old asset format
|
||||||
|
if (debugDetail) m_log.DebugFormat("{0} prim='{1}': using 'physics_shape' mesh data", LogHeader, primName);
|
||||||
|
}
|
||||||
else if (map.ContainsKey("physics_mesh"))
|
else if (map.ContainsKey("physics_mesh"))
|
||||||
|
{
|
||||||
physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
|
physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
|
||||||
|
if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'physics_mesh' mesh data", LogHeader, primName);
|
||||||
|
}
|
||||||
else if (map.ContainsKey("medium_lod"))
|
else if (map.ContainsKey("medium_lod"))
|
||||||
|
{
|
||||||
physicsParms = (OSDMap)map["medium_lod"]; // if no physics mesh, try to fall back to medium LOD display mesh
|
physicsParms = (OSDMap)map["medium_lod"]; // if no physics mesh, try to fall back to medium LOD display mesh
|
||||||
|
if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'medium_lod' mesh data", LogHeader, primName);
|
||||||
|
}
|
||||||
else if (map.ContainsKey("high_lod"))
|
else if (map.ContainsKey("high_lod"))
|
||||||
|
{
|
||||||
physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :)
|
physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :)
|
||||||
|
if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'high_lod' mesh data", LogHeader, primName);
|
||||||
|
}
|
||||||
|
|
||||||
if (map.ContainsKey("physics_convex"))
|
if (map.ContainsKey("physics_convex"))
|
||||||
{ // pull this out also in case physics engine can use it
|
{ // pull this out also in case physics engine can use it
|
||||||
|
@ -408,11 +423,16 @@ namespace OpenSim.Region.Physics.Meshing
|
||||||
}
|
}
|
||||||
|
|
||||||
mConvexHulls = hulls;
|
mConvexHulls = hulls;
|
||||||
|
if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
{
|
{
|
||||||
m_log.WarnFormat("[MESH]: exception decoding convex block: {0}", e.Message);
|
m_log.WarnFormat("{0} exception decoding convex block: {1}", LogHeader, e);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -438,7 +458,7 @@ namespace OpenSim.Region.Physics.Meshing
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
{
|
{
|
||||||
m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
|
m_log.ErrorFormat("{0} prim='{1}': exception decoding physical mesh: {2}", LogHeader, primName, e);
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -455,6 +475,9 @@ namespace OpenSim.Region.Physics.Meshing
|
||||||
if (subMeshOsd is OSDMap)
|
if (subMeshOsd is OSDMap)
|
||||||
AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
|
AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
|
||||||
}
|
}
|
||||||
|
if (debugDetail)
|
||||||
|
m_log.DebugFormat("{0} {1}: mesh decoded. offset={2}, size={3}, nCoords={4}, nFaces={5}",
|
||||||
|
LogHeader, primName, physOffset, physSize, coords.Count, faces.Count);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1753,6 +1753,7 @@
|
||||||
<Reference name="OpenSim.Region.CoreModules"/>
|
<Reference name="OpenSim.Region.CoreModules"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||||
|
<Reference name="OpenSim.Region.Physics.Meshing" path="../../../../bin/Physics/"/>
|
||||||
<Reference name="OpenSim.Region.Physics.ConvexDecompositionDotNet"/>
|
<Reference name="OpenSim.Region.Physics.ConvexDecompositionDotNet"/>
|
||||||
<Reference name="BulletXNA.dll" path="../../../../bin/"/>
|
<Reference name="BulletXNA.dll" path="../../../../bin/"/>
|
||||||
<Reference name="log4net.dll" path="../../../../bin/"/>
|
<Reference name="log4net.dll" path="../../../../bin/"/>
|
||||||
|
|
Loading…
Reference in New Issue