BulletSim: complete code for managed code shape and body tracking. Not debugged.

Eliminate some null exceptions created adding the above code.
Add and remove some detailed logging statements.
connector_plugin
Robert Adams 2012-09-20 10:12:51 -07:00
parent a27e4ce6cb
commit 22290ef35a
5 changed files with 675 additions and 130 deletions

View File

@ -77,7 +77,7 @@ public class BSCharacter : BSPhysObject
public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
{ {
base.BaseInitialize(parent_scene, localID, avName); base.BaseInitialize(parent_scene, localID, avName, "BSCharacter");
_physicsActorType = (int)ActorTypes.Agent; _physicsActorType = (int)ActorTypes.Agent;
_position = pos; _position = pos;
_size = size; _size = size;

View File

@ -39,11 +39,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// unless the difference is significant. // unless the difference is significant.
public abstract class BSPhysObject : PhysicsActor public abstract class BSPhysObject : PhysicsActor
{ {
protected void BaseInitialize(BSScene parentScene, uint localID, string name) protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
{ {
PhysicsScene = parentScene; PhysicsScene = parentScene;
LocalID = localID; LocalID = localID;
PhysObjectName = name; PhysObjectName = name;
TypeName = typeName;
Linkset = new BSLinkset(PhysicsScene, this); Linkset = new BSLinkset(PhysicsScene, this);
@ -56,6 +57,7 @@ public abstract class BSPhysObject : PhysicsActor
public BSScene PhysicsScene { get; protected set; } public BSScene PhysicsScene { get; protected set; }
// public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
public string PhysObjectName { get; protected set; } public string PhysObjectName { get; protected set; }
public string TypeName { get; protected set; }
public BSLinkset Linkset { get; set; } public BSLinkset Linkset { get; set; }
@ -63,9 +65,9 @@ public abstract class BSPhysObject : PhysicsActor
public abstract float MassRaw { get; } public abstract float MassRaw { get; }
// Reference to the physical body (btCollisionObject) of this object // Reference to the physical body (btCollisionObject) of this object
public BulletBody BSBody { get; protected set; } public BulletBody BSBody;
// Reference to the physical shape (btCollisionShape) of this object // Reference to the physical shape (btCollisionShape) of this object
public BulletShape BSShape { get; protected set; } public BulletShape BSShape;
// Stop all physical motion. // Stop all physical motion.
public abstract void ZeroMotion(); public abstract void ZeroMotion();
@ -116,13 +118,11 @@ public abstract class BSPhysObject : PhysicsActor
return ret; return ret;
} }
DetailLog("{0},BSPhysObject.Collison,call,with={1}", LocalID, collidingWith);
// if someone has subscribed for collision events.... // if someone has subscribed for collision events....
if (SubscribedEvents()) { if (SubscribedEvents()) {
CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
DetailLog("{0},BSPhysObject.Collison.AddCollider,call,with={1},point={2},normal={3},depth={4}", // DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
LocalID, collidingWith, contactPoint, contactNormal, pentrationDepth); // LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
ret = true; ret = true;
} }
return ret; return ret;
@ -147,7 +147,7 @@ public abstract class BSPhysObject : PhysicsActor
if (CollisionCollection.Count == 0) if (CollisionCollection.Count == 0)
PhysicsScene.ObjectsWithNoMoreCollisions.Add(this); PhysicsScene.ObjectsWithNoMoreCollisions.Add(this);
DetailLog("{0},SendCollisions.SendCollisionUpdate,call,numCollisions={1}", LocalID, CollisionCollection.Count); // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
base.SendCollisionUpdate(CollisionCollection); base.SendCollisionUpdate(CollisionCollection);
// The collisionCollection structure is passed around in the simulator. // The collisionCollection structure is passed around in the simulator.
@ -164,9 +164,8 @@ public abstract class BSPhysObject : PhysicsActor
{ {
// make sure first collision happens // make sure first collision happens
NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
DetailLog("{0},SubscribeEvents,call,ms={1}", LocalID, SubscribedEventsMs);
PhysicsScene.TaintedObject("BSPhysObject.SubscribeEvents", delegate() PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
{ {
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
}); });
@ -179,8 +178,7 @@ public abstract class BSPhysObject : PhysicsActor
} }
public override void UnSubscribeEvents() { public override void UnSubscribeEvents() {
SubscribedEventsMs = 0; SubscribedEventsMs = 0;
DetailLog("{0},UnSubscribeEvents,call", LocalID); PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
PhysicsScene.TaintedObject("BSPhysObject.UnSubscribeEvents", delegate()
{ {
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
}); });

View File

@ -96,7 +96,7 @@ public sealed class BSPrim : BSPhysObject
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
{ {
// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
base.BaseInitialize(parent_scene, localID, primName); base.BaseInitialize(parent_scene, localID, primName, "BSPrim");
_physicsActorType = (int)ActorTypes.Prim; _physicsActorType = (int)ActorTypes.Prim;
_position = pos; _position = pos;
_size = size; _size = size;
@ -115,17 +115,17 @@ public sealed class BSPrim : BSPhysObject
_restitution = PhysicsScene.Params.defaultRestitution; _restitution = PhysicsScene.Params.defaultRestitution;
_vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness
_mass = CalculateMass(); _mass = CalculateMass();
// No body or shape yet
BSBody = new BulletBody(LocalID, IntPtr.Zero);
BSShape = new BulletShape(IntPtr.Zero);
DetailLog("{0},BSPrim.constructor,call", LocalID); DetailLog("{0},BSPrim.constructor,call", LocalID);
// do the actual object creation at taint time // do the actual object creation at taint time
PhysicsScene.TaintedObject("BSPrim.create", delegate() PhysicsScene.TaintedObject("BSPrim.create", delegate()
{ {
CreateGeomAndObject(true); CreateGeomAndObject(true);
// Get the pointer to the physical body for this object.
// At the moment, we're still letting BulletSim manage the creation and destruction
// of the object. Someday we'll move that into the C# code.
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID));
BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr));
CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr);
}); });
} }
@ -168,17 +168,24 @@ public sealed class BSPrim : BSPhysObject
// Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct
// scale and margins are set. // scale and margins are set.
CreateGeomAndObject(true); CreateGeomAndObject(true);
DetailLog("{0}: BSPrim.setSize: size={1}, scale={2}, mass={3}, physical={4}", LocalID, _size, _scale, _mass, IsPhysical); DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical);
}); });
} }
} }
// Scale is what we set in the physics engine. It is different than 'size' in that
// 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>.
public OMV.Vector3 Scale
{
get { return _scale; }
set { _scale = value; }
}
public override PrimitiveBaseShape Shape { public override PrimitiveBaseShape Shape {
set { set {
_pbs = value; _pbs = value;
PhysicsScene.TaintedObject("BSPrim.setShape", delegate() PhysicsScene.TaintedObject("BSPrim.setShape", delegate()
{ {
_mass = CalculateMass(); // changing the shape changes the mass _mass = CalculateMass(); // changing the shape changes the mass
CreateGeomAndObject(false); CreateGeomAndObject(true);
}); });
} }
} }
@ -191,7 +198,7 @@ public sealed class BSPrim : BSPhysObject
_isSelected = value; _isSelected = value;
PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() PhysicsScene.TaintedObject("BSPrim.setSelected", delegate()
{ {
SetObjectDynamic(); SetObjectDynamic(false);
}); });
} }
} }
@ -371,7 +378,7 @@ public sealed class BSPrim : BSPhysObject
PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
{ {
DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect);
SetObjectDynamic(); SetObjectDynamic(true);
}); });
return; return;
} }
@ -433,7 +440,7 @@ public sealed class BSPrim : BSPhysObject
PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate()
{ {
DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
SetObjectDynamic(); SetObjectDynamic(true);
}); });
} }
} }
@ -445,7 +452,7 @@ public sealed class BSPrim : BSPhysObject
} }
// An object is solid if it's not phantom and if it's not doing VolumeDetect // An object is solid if it's not phantom and if it's not doing VolumeDetect
private bool IsSolid public bool IsSolid
{ {
get { return !IsPhantom && !_isVolumeDetect; } get { return !IsPhantom && !_isVolumeDetect; }
} }
@ -457,21 +464,23 @@ public sealed class BSPrim : BSPhysObject
// isSolid: other objects bounce off of this object // isSolid: other objects bounce off of this object
// isVolumeDetect: other objects pass through but can generate collisions // isVolumeDetect: other objects pass through but can generate collisions
// collisionEvents: whether this object returns collision events // collisionEvents: whether this object returns collision events
private void SetObjectDynamic() private void SetObjectDynamic(bool forceRebuild)
{ {
#if CSHARP_BODY_MANAGEMENT
// Recreate the physical object if necessary
CreateGeomAndObject(forceRebuild);
#else
// If it's becoming dynamic, it will need hullness // If it's becoming dynamic, it will need hullness
VerifyCorrectPhysicalShape(); VerifyCorrectPhysicalShape();
UpdatePhysicalParameters(); UpdatePhysicalParameters();
#endif // CSHARP_BODY_MANAGEMENT
} }
private void UpdatePhysicalParameters() private void UpdatePhysicalParameters()
{ {
/* DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape);
// Bullet wants static objects to have a mass of zero
float mass = IsStatic ? 0f : _mass;
BulletSimAPI.SetObjectProperties(Scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); // Mangling all the physical properties requires the object to be out of the physical world
*/
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr);
// Make solid or not (do things bounce off or pass through this object) // Make solid or not (do things bounce off or pass through this object)
@ -517,8 +526,8 @@ public sealed class BSPrim : BSPhysObject
// There can be special things needed for implementing linksets // There can be special things needed for implementing linksets
Linkset.MakeStatic(this); Linkset.MakeStatic(this);
// The activation state is 'sleeping' so Bullet will not try to act on it // The activation state is 'sleeping' so Bullet will not try to act on it
// BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING);
BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.DISABLE_SIMULATION); // BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.DISABLE_SIMULATION);
} }
else else
{ {
@ -560,8 +569,8 @@ public sealed class BSPrim : BSPhysObject
// the functions after this one set up the state of a possibly newly created collision body. // the functions after this one set up the state of a possibly newly created collision body.
private void MakeSolid(bool makeSolid) private void MakeSolid(bool makeSolid)
{ {
#if !CSHARP_BODY_MANAGEMENT
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.Ptr); CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.Ptr);
/*
if (makeSolid) if (makeSolid)
{ {
if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0)
@ -569,11 +578,16 @@ public sealed class BSPrim : BSPhysObject
// Solid things are made out of rigid bodies. Remove this old body from the world // Solid things are made out of rigid bodies. Remove this old body from the world
// and use this shape in a new rigid body. // and use this shape in a new rigid body.
BulletBody oldBody = BSBody; BulletBody oldBody = BSBody;
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); // Zero out the pointer to the shape in the old body so the shape will not get freed
BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); BSShape.Ptr = BulletSimAPI.GetCollisionShape2(oldBody.Ptr);
BulletSimAPI.SetCollisionShape2(PhysicsScene.World.Ptr, oldBody.Ptr, IntPtr.Zero);
// Get rid of the old body and remove it from BulletSim's object list
BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID);
// Create the new body with the shape
BSBody = new BulletBody(LocalID, BulletSimAPI.CreateBodyFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation)); BSBody = new BulletBody(LocalID, BulletSimAPI.CreateBodyFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation));
BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, oldBody.Ptr); BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); DetailLog("{0},BSPrim.MakeSolid:rigidBody,body={1},shape={2}", LocalID, BSBody, BSShape);
} }
} }
else else
@ -583,23 +597,20 @@ public sealed class BSPrim : BSPhysObject
// Non-solid things are made out of ghost objects. Remove this old body from the world // Non-solid things are made out of ghost objects. Remove this old body from the world
// and use this shape in a new rigid body. // and use this shape in a new rigid body.
BulletBody oldBody = BSBody; BulletBody oldBody = BSBody;
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr);
BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); // Zero out the pointer to the shape in the old body so the shape will not get freed
BSShape.Ptr = BulletSimAPI.GetCollisionShape2(oldBody.Ptr);
BulletSimAPI.SetCollisionShape2(PhysicsScene.World.Ptr, oldBody.Ptr, IntPtr.Zero);
// Get rid of the old body and remove it from BulletSim's object list
BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID);
BSBody = new BulletBody(LocalID, BSBody = new BulletBody(LocalID,
BulletSimAPI.CreateGhostFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation)); BulletSimAPI.CreateGhostFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation));
if (BSBody.Ptr == IntPtr.Zero) CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
{ DetailLog("{0},BSPrim.MakeGhostBody,body={1},shape={2}", LocalID, BSBody, BSShape);
m_log.ErrorFormat("{0} BSPrim.MakeSolid: failed creation of ghost object. LocalID=[1}", LogHeader, LocalID);
BSBody = oldBody;
}
else
{
BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, oldBody.Ptr);
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, BSBody.Ptr);
} }
} }
} #endif
*/
} }
// Turn on or off the flag controlling whether collision events are returned to the simulator. // Turn on or off the flag controlling whether collision events are returned to the simulator.
@ -1067,6 +1078,7 @@ public sealed class BSPrim : BSPhysObject
}// end CalculateMass }// end CalculateMass
#endregion Mass Calculation #endregion Mass Calculation
#if !CSHARP_BODY_MANAGEMENT
// Create the geometry information in Bullet for later use. // Create the geometry information in Bullet for later use.
// The objects needs a hull if it's physical otherwise a mesh is enough. // The objects needs a hull if it's physical otherwise a mesh is enough.
// No locking here because this is done when we know physics is not simulating. // No locking here because this is done when we know physics is not simulating.
@ -1095,6 +1107,7 @@ public sealed class BSPrim : BSPhysObject
{ {
DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
_meshKey = (ulong)ShapeData.FixedShapeKey.KEY_SPHERE;
// Bullet native objects are scaled by the Bullet engine so pass the size in // Bullet native objects are scaled by the Bullet engine so pass the size in
_scale = _size; _scale = _size;
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before? // TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
@ -1109,6 +1122,7 @@ public sealed class BSPrim : BSPhysObject
{ {
DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
_meshKey = (ulong)ShapeData.FixedShapeKey.KEY_BOX;
_scale = _size; _scale = _size;
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before? // TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
ret = true; ret = true;
@ -1136,6 +1150,7 @@ public sealed class BSPrim : BSPhysObject
} }
} }
} }
return ret; return ret;
} }
@ -1345,12 +1360,9 @@ public sealed class BSPrim : BSPhysObject
// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, LocalID, shape.Type); // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, LocalID, shape.Type);
bool ret = BulletSimAPI.CreateObject(PhysicsScene.WorldID, shape); bool ret = BulletSimAPI.CreateObject(PhysicsScene.WorldID, shape);
// the CreateObject() may have recreated the rigid body. Make sure we have the latest address.
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID));
BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr));
return ret; return ret;
} }
#endif // !CSHARP_BODY_MANAGEMENT
// Copy prim's info into the BulletSim shape description structure // Copy prim's info into the BulletSim shape description structure
public void FillShapeInfo(out ShapeData shape) public void FillShapeInfo(out ShapeData shape)
@ -1369,22 +1381,45 @@ public sealed class BSPrim : BSPhysObject
shape.Restitution = _restitution; shape.Restitution = _restitution;
shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue;
shape.Size = _size;
} }
// Rebuild the geometry and object. // Rebuild the geometry and object.
// This is called when the shape changes so we need to recreate the mesh/hull. // This is called when the shape changes so we need to recreate the mesh/hull.
// No locking here because this is done when the physics engine is not simulating // No locking here because this is done when the physics engine is not simulating
private void CreateGeomAndObject(bool forceRebuild) private void CreateGeomAndObject(bool forceRebuild)
{ {
#if CSHARP_BODY_MANAGEMENT
ShapeData shapeData;
FillShapeInfo(out shapeData);
// Create the correct physical representation for this type of object.
// Updates BSBody and BSShape with the new information.
if (PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs))
{
// Make sure the properties are set on the new object
UpdatePhysicalParameters();
}
#else
// m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, LocalID, forceRebuild); // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, LocalID, forceRebuild);
// Create the geometry that will make up the object // Create the geometry that will make up the object
if (CreateGeom(forceRebuild)) if (CreateGeom(forceRebuild))
{ {
// Create the object and place it into the world // Create the object and place it into the world
CreateObject(); CreateObject();
// the CreateObject() may have recreated the rigid body. Make sure we have the latest address.
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID));
BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr), _shapeType);
BSShape.shapeKey = _meshKey;
DetailLog("{0},BSPrim.CreateGeomAndObject,body={1},shape={2}", LocalID, BSBody, BSShape);
// Make sure the properties are set on the new object // Make sure the properties are set on the new object
UpdatePhysicalParameters(); UpdatePhysicalParameters();
} }
#endif // CSHARP_BODY_MANAGEMENT
return; return;
} }

View File

@ -1,4 +1,4 @@
/* /*
* Copyright (c) Contributors, http://opensimulator.org/ * Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders. * See CONTRIBUTORS.TXT for a full list of copyright holders.
* *
@ -28,6 +28,9 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Text; using System.Text;
using OMV = OpenMetaverse; using OMV = OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Physics.ConvexDecompositionDotNet;
namespace OpenSim.Region.Physics.BulletSPlugin namespace OpenSim.Region.Physics.BulletSPlugin
{ {
@ -35,6 +38,26 @@ public class BSShapeCollection : IDisposable
{ {
protected BSScene PhysicsScene { get; set; } protected BSScene PhysicsScene { get; set; }
private Object m_shapeActivityLock = new Object();
private struct MeshDesc
{
public IntPtr Ptr;
public int referenceCount;
public DateTime lastReferenced;
public IMesh meshData;
}
private struct HullDesc
{
public IntPtr Ptr;
public int referenceCount;
public DateTime lastReferenced;
}
private Dictionary<ulong, MeshDesc> Meshes = new Dictionary<ulong, MeshDesc>();
private Dictionary<ulong, HullDesc> Hulls = new Dictionary<ulong, HullDesc>();
public BSShapeCollection(BSScene physScene) public BSShapeCollection(BSScene physScene)
{ {
PhysicsScene = physScene; PhysicsScene = physScene;
@ -44,6 +67,27 @@ public class BSShapeCollection : IDisposable
{ {
} }
// Called to update/change the body and shape for an object.
// First checks the shape and updates that if necessary then makes
// sure the body is of the right type.
// Return 'true' if either the body or the shape changed.
// Called at taint-time!!
public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
{
bool ret = false;
// Do we have the correct geometry for this type of object?
if (CreateGeom(forceRebuild, prim, shapeData, pbs))
{
// If we had to select a new shape geometry for the object,
// rebuild the body around it.
CreateObject(true, prim, PhysicsScene.World, prim.BSShape, shapeData);
ret = true;
}
return ret;
}
// Track another user of a body // Track another user of a body
public void ReferenceBody(BulletBody shape) public void ReferenceBody(BulletBody shape)
{ {
@ -57,12 +101,445 @@ public class BSShapeCollection : IDisposable
// Track another user of the shape // Track another user of the shape
public void ReferenceShape(BulletShape shape) public void ReferenceShape(BulletShape shape)
{ {
ReferenceShape(shape, null);
}
// Track the datastructures and use count for a shape.
// When creating a hull, this is called first to reference the mesh
// and then again to reference the hull.
// Meshes and hulls for the same shape have the same hash key.
private void ReferenceShape(BulletShape shape, IMesh meshData)
{
switch (shape.type)
{
case ShapeData.PhysicsShapeType.SHAPE_MESH:
MeshDesc meshDesc;
if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
{
// There is an existing instance of this mesh.
meshDesc.referenceCount++;
}
else
{
// This is a new reference to a mesh
meshDesc.Ptr = shape.Ptr;
meshDesc.meshData = meshData;
meshDesc.referenceCount = 1;
}
meshDesc.lastReferenced = System.DateTime.Now;
Meshes[shape.shapeKey] = meshDesc;
break;
case ShapeData.PhysicsShapeType.SHAPE_HULL:
HullDesc hullDesc;
if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
{
// There is an existing instance of this mesh.
hullDesc.referenceCount++;
}
else
{
// This is a new reference to a mesh
hullDesc.Ptr = shape.Ptr;
hullDesc.referenceCount = 1;
}
hullDesc.lastReferenced = System.DateTime.Now;
Hulls[shape.shapeKey] = hullDesc;
break;
default:
break;
}
} }
// Release the usage of a shape // Release the usage of a shape
public void DereferenceShape(BulletShape shape) public void DereferenceShape(BulletShape shape)
{ {
switch (shape.type)
{
case ShapeData.PhysicsShapeType.SHAPE_HULL:
DereferenceHull(shape);
// Hulls also include a mesh
DereferenceMesh(shape);
break;
case ShapeData.PhysicsShapeType.SHAPE_MESH:
DereferenceMesh(shape);
break;
default:
break;
} }
}
// Count down the reference count for a mesh shape
private void DereferenceMesh(BulletShape shape)
{
MeshDesc meshDesc;
if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
{
meshDesc.referenceCount--;
// TODO: release the Bullet storage
meshDesc.lastReferenced = System.DateTime.Now;
Meshes[shape.shapeKey] = meshDesc;
}
}
// Count down the reference count for a hull shape
private void DereferenceHull(BulletShape shape)
{
HullDesc hullDesc;
if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
{
hullDesc.referenceCount--;
// TODO: release the Bullet storage (aging old entries?)
hullDesc.lastReferenced = System.DateTime.Now;
Hulls[shape.shapeKey] = hullDesc;
}
}
// Create the geometry information in Bullet for later use.
// The objects needs a hull if it's physical otherwise a mesh is enough.
// No locking here because this is done when we know physics is not simulating.
// if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used.
// Returns 'true' if the geometry was rebuilt.
// Called at taint-time!
private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
{
bool ret = false;
bool haveShape = false;
bool nativeShapePossible = true;
BulletShape newShape = new BulletShape(IntPtr.Zero);
// If the object is dynamic, it must have a hull shape
if (prim.IsPhysical)
nativeShapePossible = false;
// If the prim attributes are simple, this could be a simple Bullet native shape
if (nativeShapePossible
&& ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim)
|| (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
&& pbs.ProfileHollow == 0
&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
&& pbs.PathBegin == 0 && pbs.PathEnd == 0
&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
&& pbs.PathShearX == 0 && pbs.PathShearY == 0) ) )
{
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
{
haveShape = true;
if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
{
DetailLog("{0},BSShapeCollection.CreateGeom,sphere (force={1}", prim.LocalID, forceRebuild);
newShape = AddNativeShapeToPrim(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE);
ret = true;
}
}
else
{
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
haveShape = true;
if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX))
{
DetailLog("{0},BSShapeCollection.CreateGeom,box (force={1})", prim.LocalID, forceRebuild);
newShape = AddNativeShapeToPrim(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX);
ret = true;
}
}
}
// If a simple shape isn't happening, create a mesh and possibly a hull
if (!haveShape)
{
if (prim.IsPhysical)
{
if (forceRebuild || !Hulls.ContainsKey(prim.BSShape.shapeKey))
{
// physical objects require a hull for interaction.
// This also creates the mesh if it doesn't already exist
ret = CreateGeomHull(prim, shapeData, pbs);
}
}
else
{
if (forceRebuild || !Meshes.ContainsKey(prim.BSShape.shapeKey))
{
// Static (non-physical) objects only need a mesh for bumping into
ret = CreateGeomMesh(prim, shapeData, pbs);
}
}
}
return ret;
}
private BulletShape AddNativeShapeToPrim(BSPrim prim, ShapeData shapeData, ShapeData.PhysicsShapeType shapeType)
{
BulletShape newShape;
// Bullet native objects are scaled by the Bullet engine so pass the size in
prim.Scale = shapeData.Size;
// release any previous shape
DereferenceShape(prim.BSShape);
MeshDesc existingShapeDesc;
if (Meshes.TryGetValue(shapeData.MeshKey, out existingShapeDesc))
{
// If there is an existing allocated shape, use it
newShape = new BulletShape(existingShapeDesc.Ptr, shapeType);
}
else
{
// Shape of this discriptioin is not allocated. Create new.
newShape = new BulletShape(
BulletSimAPI.BuildNativeShape2(PhysicsScene.World.Ptr,
(float)shapeType,
PhysicsScene.Params.collisionMargin,
prim.Scale),
shapeType);
}
newShape.shapeKey = shapeData.MeshKey;
ReferenceShape(newShape);
prim.BSShape = newShape;
return newShape;
}
// No locking here because this is done when we know physics is not simulating
// Returns 'true' of a mesh was actually rebuild (we could also have one of these specs).
// Called at taint-time!
private bool CreateGeomMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
{
BulletShape newShape = new BulletShape(IntPtr.Zero);
// level of detail based on size and type of the object
float lod = PhysicsScene.MeshLOD;
if (pbs.SculptEntry)
lod = PhysicsScene.SculptLOD;
float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z));
if (maxAxis > PhysicsScene.MeshMegaPrimThreshold)
lod = PhysicsScene.MeshMegaPrimLOD;
ulong newMeshKey = (ulong)pbs.GetMeshKey(shapeData.Size, lod);
// m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _meshKey, newMeshKey);
// if this new shape is the same as last time, don't recreate the mesh
if (prim.BSShape.shapeKey == newMeshKey) return false;
DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,key={1}", prim.LocalID, newMeshKey);
// Since we're recreating new, get rid of the reference to the previous shape
DereferenceShape(prim.BSShape);
IMesh meshData = null;
IntPtr meshPtr;
MeshDesc meshDesc;
if (Meshes.TryGetValue(newMeshKey, out meshDesc))
{
// If the mesh has already been built just use it.
meshPtr = meshDesc.Ptr;
}
else
{
// always pass false for physicalness as this creates some sort of bounding box which we don't need
meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, shapeData.Size, lod, false);
int[] indices = meshData.getIndexListAsInt();
List<OMV.Vector3> vertices = meshData.getVertexList();
float[] verticesAsFloats = new float[vertices.Count * 3];
int vi = 0;
foreach (OMV.Vector3 vv in vertices)
{
verticesAsFloats[vi++] = vv.X;
verticesAsFloats[vi++] = vv.Y;
verticesAsFloats[vi++] = vv.Z;
}
// m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
// LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count);
meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.Ptr,
indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
}
newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH);
newShape.shapeKey = newMeshKey;
ReferenceShape(newShape, meshData);
// meshes are already scaled by the meshmerizer
prim.Scale = new OMV.Vector3(1f, 1f, 1f);
prim.BSShape = newShape;
return true; // 'true' means a new shape has been added to this prim
}
// No locking here because this is done when we know physics is not simulating
// Returns 'true' of a mesh was actually rebuild (we could also have one of these specs).
List<ConvexResult> m_hulls;
private bool CreateGeomHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
{
BulletShape newShape;
float lod = pbs.SculptEntry ? PhysicsScene.SculptLOD : PhysicsScene.MeshLOD;
ulong newHullKey = (ulong)pbs.GetMeshKey(shapeData.Size, lod);
// m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _hullKey, newHullKey);
// if the hull hasn't changed, don't rebuild it
if (newHullKey == prim.BSShape.shapeKey) return false;
DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", prim.LocalID, newHullKey, newHullKey);
// remove references to any previous shape
DereferenceShape(prim.BSShape);
// Make sure the underlying mesh exists and is correct
// Since we're in the hull code, we know CreateGeomMesh() will not create a native shape.
CreateGeomMesh(prim, shapeData, pbs);
MeshDesc meshDesc = Meshes[newHullKey];
IntPtr hullPtr;
HullDesc hullDesc;
if (Hulls.TryGetValue(newHullKey, out hullDesc))
{
hullPtr = hullDesc.Ptr;
}
else
{
int[] indices = meshDesc.meshData.getIndexListAsInt();
List<OMV.Vector3> vertices = meshDesc.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));
}
// setup and do convex hull conversion
m_hulls = new List<ConvexResult>();
DecompDesc dcomp = new DecompDesc();
dcomp.mIndices = convIndices;
dcomp.mVertices = convVertices;
ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
// create the hull into the _hulls variable
convexBuilder.process(dcomp);
// 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
// m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, LocalID, _hullKey, hullCount);
hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.Ptr, hullCount, convHulls);
}
newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL);
newShape.shapeKey = newHullKey;
ReferenceShape(newShape);
// meshes are already scaled by the meshmerizer
prim.Scale = new OMV.Vector3(1f, 1f, 1f);
prim.BSShape = newShape;
return true; // 'true' means a new shape has been added to this prim
}
// Callback from convex hull creater with a newly created hull.
// Just add it to the collection of hulls for this shape.
private void HullReturn(ConvexResult result)
{
m_hulls.Add(result);
return;
}
// Create an object in Bullet if it has not already been created
// No locking here because this is done when the physics engine is not simulating
// Returns 'true' if an object was actually created.
private bool CreateObject(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, ShapeData shapeData)
{
// the mesh or hull must have already been created in Bullet
// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, LocalID, shape.Type);
DereferenceBody(prim.BSBody);
BulletBody aBody;
IntPtr bodyPtr = IntPtr.Zero;
if (prim.IsSolid)
{
bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.Ptr, shape.Ptr, shapeData.Position, shapeData.Rotation);
}
else
{
bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.Ptr, shape.Ptr, shapeData.Position, shapeData.Rotation);
}
aBody = new BulletBody(shapeData.ID, bodyPtr);
ReferenceBody(aBody);
prim.BSBody = aBody;
return true;
}
private void DetailLog(string msg, params Object[] args)
{
PhysicsScene.PhysicsLogging.Write(msg, args);
}

View File

@ -40,7 +40,9 @@ public struct BulletSim
{ {
public BulletSim(uint worldId, BSScene bss, IntPtr xx) public BulletSim(uint worldId, BSScene bss, IntPtr xx)
{ {
worldID = worldId; scene = bss; Ptr = xx; worldID = worldId;
scene = bss;
Ptr = xx;
} }
public uint worldID; public uint worldID;
// The scene is only in here so very low level routines have a handle to print debug/error messages // The scene is only in here so very low level routines have a handle to print debug/error messages
@ -58,6 +60,16 @@ public struct BulletBody
} }
public IntPtr Ptr; public IntPtr Ptr;
public uint ID; public uint ID;
public override string ToString()
{
StringBuilder buff = new StringBuilder();
buff.Append("<id=");
buff.Append(ID.ToString());
buff.Append(",p=");
buff.Append(Ptr.ToString("X"));
buff.Append(">");
return buff.ToString();
}
} }
public struct BulletShape public struct BulletShape
@ -66,17 +78,29 @@ public struct BulletShape
{ {
Ptr = xx; Ptr = xx;
type=ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; type=ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
hashKey = 0; shapeKey = 0;
} }
public BulletShape(IntPtr xx, ShapeData.PhysicsShapeType typ) public BulletShape(IntPtr xx, ShapeData.PhysicsShapeType typ)
{ {
Ptr = xx; Ptr = xx;
type = typ; type = typ;
hashKey = 0; shapeKey = 0;
} }
public IntPtr Ptr; public IntPtr Ptr;
public ShapeData.PhysicsShapeType type; public ShapeData.PhysicsShapeType type;
public ulong hashKey; public ulong shapeKey;
public override string ToString()
{
StringBuilder buff = new StringBuilder();
buff.Append("<p=");
buff.Append(Ptr.ToString("X"));
buff.Append(",s=");
buff.Append(type.ToString());
buff.Append(",k=");
buff.Append(shapeKey.ToString("X"));
buff.Append(">");
return buff.ToString();
}
} }
// An allocated Bullet btConstraint // An allocated Bullet btConstraint
@ -155,10 +179,21 @@ public struct ShapeData
public float Restitution; public float Restitution;
public float Collidable; // true of things bump into this public float Collidable; // true of things bump into this
public float Static; // true if a static object. Otherwise gravity, etc. public float Static; // true if a static object. Otherwise gravity, etc.
public float Solid; // true if object cannot be passed through
public Vector3 Size;
// note that bools are passed as floats since bool size changes by language and architecture // note that bools are passed as floats since bool size changes by language and architecture
public const float numericTrue = 1f; public const float numericTrue = 1f;
public const float numericFalse = 0f; public const float numericFalse = 0f;
// The native shapes have predefined shape hash keys
public enum FixedShapeKey : ulong
{
KEY_BOX = 1,
KEY_SPHERE = 2,
KEY_CONE = 3,
KEY_CYLINDER = 4,
}
} }
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct SweepHit public struct SweepHit