BulletSim: first cut at new linksetCompound shape building.
parent
f2d408829b
commit
21ec434688
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@ -93,9 +93,12 @@ public sealed class BSLinksetCompound : BSLinkset
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{
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private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
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private BSShape LinksetShape;
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public BSLinksetCompound(BSScene scene, BSPrimLinkable parent)
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: base(scene, parent)
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{
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LinksetShape = new BSShapeNull();
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}
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// When physical properties are changed the linkset needs to recalculate
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@ -391,22 +394,21 @@ public sealed class BSLinksetCompound : BSLinkset
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{
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try
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{
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/*
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// Suppress rebuilding while rebuilding. (We know rebuilding is on only one thread.)
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Rebuilding = true;
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// This replaces the physical shape of the root prim with a compound shape made up of the root
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// shape and all the children.
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// Cause the root shape to be rebuilt as a compound object with just the root in it
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LinksetRoot.ForceBodyShapeRebuild(true /* inTaintTime );
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// RootPrim.PhysShape is the shape of the root prim.
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// Here we build the compound shape made up of all the children.
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// Free up any shape we'd previously built.
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LinksetShape.Dereference(PhysicsScene);
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LinksetShape = BSShapeCompound.GetReference(PhysicsScene, LinksetRoot);
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// The center of mass for the linkset is the geometric center of the group.
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// Compute a displacement for each component so it is relative to the center-of-mass.
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// Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass
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OMV.Vector3 centerOfMassW = LinksetRoot.RawPosition;
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if (!disableCOM) // DEBUG DEBUG
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{
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// Compute a center-of-mass in world coordinates.
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centerOfMassW = ComputeLinksetCenterOfMass();
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}
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OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass();
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OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation);
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@ -414,20 +416,7 @@ public sealed class BSLinksetCompound : BSLinkset
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OMV.Vector3 centerDisplacement = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation;
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LinksetRoot.SetEffectiveCenterOfMassW(centerDisplacement);
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// This causes the physical position of the root prim to be offset to accomodate for the displacements
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LinksetRoot.ForcePosition = LinksetRoot.RawPosition;
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// Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM
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PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, 0 /* childIndex ,
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-centerDisplacement,
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OMV.Quaternion.Identity, // LinksetRoot.RawOrientation,
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false /* shouldRecalculateLocalAabb (is done later after linkset built) );
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}",
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LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
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LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
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// TODO: add phantom root shape to be the center-of-mass
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// Add a shape for each of the other children in the linkset
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int memberIndex = 1;
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@ -440,56 +429,31 @@ public sealed class BSLinksetCompound : BSLinkset
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else
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{
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cPrim.LinksetChildIndex = memberIndex;
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}
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if (cPrim.PhysShape.isNativeShape)
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{
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// A native shape is turned into a hull collision shape because native
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// shapes are not shared so we have to hullify it so it will be tracked
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// and freed at the correct time. This also solves the scaling problem
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// (native shapes scale but hull/meshes are assumed to not be).
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// TODO: decide of the native shape can just be used in the compound shape.
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// Use call to CreateGeomNonSpecial().
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BulletShape saveShape = cPrim.PhysShape;
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cPrim.PhysShape.Clear(); // Don't let the create free the child's shape
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PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
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BulletShape newShape = cPrim.PhysShape;
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cPrim.PhysShape = saveShape;
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OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement;
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OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation;
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PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, offsetPos, offsetRot);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}",
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LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, newShape, offsetPos, offsetRot);
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}
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else
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{
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// For the shared shapes (meshes and hulls), just use the shape in the child.
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// The reference count added here will be decremented when the compound shape
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// is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced).
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if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape))
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{
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PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
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LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
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}
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OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement;
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OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation;
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PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNonNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}",
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BSShape childShape = cPrim.PhysShape;
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childShape.IncrementReference();
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OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement;
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OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation;
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PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}",
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LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot);
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}
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memberIndex++;
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}
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memberIndex++;
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return false; // 'false' says to move onto the next child in the list
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});
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// Sneak the built compound shape in as the shape of the root prim.
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// Note this doesn't touch the root prim's PhysShape so be sure the manage the difference.
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PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo);
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// With all of the linkset packed into the root prim, it has the mass of everyone.
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LinksetMass = ComputeLinksetMass();
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LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true);
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// Enable the physical position updator to return the position and rotation of the root shape
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PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE);
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*/
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}
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finally
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{
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