BulletSim: add locking around Meshmerizer use to eliminate possible race
condition when extracting the convex hulls.user_profiles
parent
5efce21abc
commit
29b3b44fab
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@ -441,10 +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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@ -576,55 +580,67 @@ public class BSShapeHull : BSShape
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BulletShape newShape = new BulletShape();
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BulletShape newShape = new BulletShape();
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newShape.shapeKey = newHullKey;
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newShape.shapeKey = newHullKey;
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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 = null;
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IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */);
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List<List<OMV.Vector3>> allHulls = null;
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lock (physicsScene.mesher)
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// If there is hull data in the mesh asset, build the hull from that
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if (meshData != null && BSParam.ShouldUseAssetHulls)
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{
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{
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Meshmerizer realMesher = physicsScene.mesher as Meshmerizer;
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// Pass true for physicalness as this prevents the creation of bounding box which is not needed
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if (realMesher != null)
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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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{
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List<List<OMV.Vector3>> allHulls = realMesher.GetConvexHulls(size);
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Meshmerizer realMesher = physicsScene.mesher as Meshmerizer;
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if (allHulls != null)
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if (realMesher != null)
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{
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{
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int hullCount = allHulls.Count;
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allHulls = realMesher.GetConvexHulls(size);
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int totalVertices = 1; // include one for the count of the hulls
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}
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// Using the structure described for HACD hulls, create the memory sturcture
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if (allHulls == null)
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// to pass the hull data to the creater.
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{
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foreach (List<OMV.Vector3> hullVerts in allHulls)
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID);
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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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}
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}
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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 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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if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD)
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{
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{
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@ -655,120 +671,116 @@ public class BSShapeHull : BSShape
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}
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}
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,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 no hull specified, use our HACD hull approximation.
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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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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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// data structures that do not need to be converted in order to pass to Bullet.
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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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int totalVertices = 1; // include one for the count of the hulls
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foreach (ConvexResult cr in m_hulls)
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{
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totalVertices += 4; // add four for the vertex count and centroid
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totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
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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 (ConvexResult cr in m_hulls)
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{
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// copy vertices for index access
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float3[] verts = new float3[cr.HullVertices.Count];
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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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verts[kk++] = ff;
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}
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// add to the array one hull's worth of data
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convHulls[jj++] = cr.HullIndices.Count;
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convHulls[jj++] = 0f; // centroid x,y,z
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convHulls[jj++] = 0f;
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convHulls[jj++] = 0f;
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foreach (int ind in cr.HullIndices)
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{
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convHulls[jj++] = verts[ind].x;
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convHulls[jj++] = verts[ind].y;
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convHulls[jj++] = verts[ind].z;
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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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}
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}
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newShape.shapeKey = newHullKey;
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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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// data structures that do not need to be converted in order to pass to Bullet.
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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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int totalVertices = 1; // include one for the count of the hulls
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foreach (ConvexResult cr in m_hulls)
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{
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totalVertices += 4; // add four for the vertex count and centroid
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totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
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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 (ConvexResult cr in m_hulls)
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{
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// copy vertices for index access
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float3[] verts = new float3[cr.HullVertices.Count];
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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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verts[kk++] = ff;
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}
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// add to the array one hull's worth of data
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convHulls[jj++] = cr.HullIndices.Count;
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convHulls[jj++] = 0f; // centroid x,y,z
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convHulls[jj++] = 0f;
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convHulls[jj++] = 0f;
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foreach (int ind in cr.HullIndices)
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{
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|
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;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue