BulletSim: Remove use of shapeData in ShapeCollection and rely on the available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
parent
364a7c3088
commit
39c02dcc8c
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@ -99,26 +99,12 @@ public sealed class BSCharacter : BSPhysObject
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DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
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LocalID, _size, Scale, _avatarDensity, _avatarVolume, MassRaw);
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ShapeData shapeData = new ShapeData();
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shapeData.ID = LocalID;
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shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
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shapeData.Position = _position;
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shapeData.Rotation = _orientation;
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shapeData.Velocity = _velocity;
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shapeData.Size = Scale; // capsule is a native shape but scale is not just <1,1,1>
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shapeData.Scale = Scale;
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shapeData.Mass = _mass;
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shapeData.Buoyancy = _buoyancy;
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shapeData.Static = ShapeData.numericFalse;
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shapeData.Friction = PhysicsScene.Params.avatarStandingFriction;
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shapeData.Restitution = PhysicsScene.Params.avatarRestitution;
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// do actual create at taint time
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PhysicsScene.TaintedObject("BSCharacter.create", delegate()
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{
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DetailLog("{0},BSCharacter.create,taint", LocalID);
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// New body and shape into BSBody and BSShape
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PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, shapeData, null, null, null);
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PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null);
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SetPhysicalProperties();
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});
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@ -212,6 +198,9 @@ public sealed class BSCharacter : BSPhysObject
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{
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set { BaseShape = value; }
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}
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// I want the physics engine to make an avatar capsule
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public override ShapeData.PhysicsShapeType PreferredPhysicalShape
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{ get { return ShapeData.PhysicsShapeType.SHAPE_AVATAR; } }
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public override bool Grabbed {
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set { _grabbed = value; }
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@ -68,6 +68,11 @@ public abstract class BSLinkset
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// to the physical representation is done via the tainting mechenism.
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protected object m_linksetActivityLock = new Object();
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// Some linksets have a preferred physical shape.
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// Returns SHAPE_UNKNOWN if there is no preference.
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public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
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{ get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; } }
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// We keep the prim's mass in the linkset structure since it could be dependent on other prims
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protected float m_mass;
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public float LinksetMass
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@ -1,173 +1,176 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OMV = OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public sealed class BSLinksetCompound : BSLinkset
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{
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// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
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public BSLinksetCompound(BSScene scene, BSPhysObject parent)
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{
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base.Initialize(scene, parent);
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}
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// When physical properties are changed the linkset needs to recalculate
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// its internal properties.
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// This is queued in the 'post taint' queue so the
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// refresh will happen once after all the other taints are applied.
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public override void Refresh(BSPhysObject requestor)
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{
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// Queue to happen after all the other taint processing
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PhysicsScene.PostTaintObject("BSLinksetcompound.Refresh", requestor.LocalID, delegate()
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{
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if (HasAnyChildren && IsRoot(requestor))
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RecomputeLinksetCompound();
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});
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}
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// The object is going dynamic (physical). Do any setup necessary
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// for a dynamic linkset.
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// Only the state of the passed object can be modified. The rest of the linkset
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// has not yet been fully constructed.
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// Return 'true' if any properties updated on the passed object.
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// Called at taint-time!
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public override bool MakeDynamic(BSPhysObject child)
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{
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// What is done for each object in BSPrim is what we want.
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return false;
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}
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// The object is going static (non-physical). Do any setup necessary for a static linkset.
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// Return 'true' if any properties updated on the passed object.
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// This doesn't normally happen -- OpenSim removes the objects from the physical
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// world if it is a static linkset.
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// Called at taint-time!
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public override bool MakeStatic(BSPhysObject child)
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{
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// What is done for each object in BSPrim is what we want.
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return false;
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}
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// Called at taint-time!!
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public override void UpdateProperties(BSPhysObject updated)
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{
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// Nothing to do for constraints on property updates
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}
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// Routine called when rebuilding the body of some member of the linkset.
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// Destroy all the constraints have have been made to root and set
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// up to rebuild the constraints before the next simulation step.
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// Returns 'true' of something was actually removed and would need restoring
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// Called at taint-time!!
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public override bool RemoveBodyDependencies(BSPrim child)
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{
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bool ret = false;
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DetailLog("{0},BSLinksetcompound.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
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child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"));
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// Cause the current shape to be freed and the new one to be built.
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Refresh(LinksetRoot);
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return ret;
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}
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// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
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// this routine will restore the removed constraints.
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// Called at taint-time!!
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public override void RestoreBodyDependencies(BSPrim child)
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{
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// The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
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}
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// ================================================================
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// Add a new child to the linkset.
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// Called while LinkActivity is locked.
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protected override void AddChildToLinkset(BSPhysObject child)
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{
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if (!HasChild(child))
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{
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m_children.Add(child);
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DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
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// Cause constraints and assorted properties to be recomputed before the next simulation step.
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Refresh(LinksetRoot);
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}
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return;
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}
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// Remove the specified child from the linkset.
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// Safe to call even if the child is not really in my linkset.
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protected override void RemoveChildFromLinkset(BSPhysObject child)
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{
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if (m_children.Remove(child))
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{
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DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
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child.LocalID,
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LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"),
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child.LocalID, child.PhysBody.ptr.ToString("X"));
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// See that the linkset parameters are recomputed at the end of the taint time.
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Refresh(LinksetRoot);
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}
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else
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{
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// Non-fatal occurance.
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// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
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}
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return;
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}
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// Call each of the constraints that make up this linkset and recompute the
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// various transforms and variables. Create constraints of not created yet.
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// Called before the simulation step to make sure the constraint based linkset
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// is all initialized.
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// Called at taint time!!
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private void RecomputeLinksetCompound()
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{
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float linksetMass = LinksetMass;
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LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
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// DEBUG: see of inter-linkset collisions are causing problems
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// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
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// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,set,rBody={1},linksetMass={2}",
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LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass);
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}
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}
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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||||
* * Redistributions of source code must retain the above copyright
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||||
* notice, this list of conditions and the following disclaimer.
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||||
* * Redistributions in binary form must reproduce the above copyrightD
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||||
* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OMV = OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public sealed class BSLinksetCompound : BSLinkset
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{
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// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
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public BSLinksetCompound(BSScene scene, BSPhysObject parent)
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{
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base.Initialize(scene, parent);
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}
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// When physical properties are changed the linkset needs to recalculate
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// its internal properties.
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// This is queued in the 'post taint' queue so the
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// refresh will happen once after all the other taints are applied.
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public override void Refresh(BSPhysObject requestor)
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{
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// Queue to happen after all the other taint processing
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PhysicsScene.PostTaintObject("BSLinksetcompound.Refresh", requestor.LocalID, delegate()
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{
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if (HasAnyChildren && IsRoot(requestor))
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RecomputeLinksetCompound();
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});
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}
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// The object is going dynamic (physical). Do any setup necessary
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// for a dynamic linkset.
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// Only the state of the passed object can be modified. The rest of the linkset
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// has not yet been fully constructed.
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// Return 'true' if any properties updated on the passed object.
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// Called at taint-time!
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public override bool MakeDynamic(BSPhysObject child)
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{
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// What is done for each object in BSPrim is what we want.
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return false;
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}
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// The object is going static (non-physical). Do any setup necessary for a static linkset.
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// Return 'true' if any properties updated on the passed object.
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// This doesn't normally happen -- OpenSim removes the objects from the physical
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// world if it is a static linkset.
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// Called at taint-time!
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public override bool MakeStatic(BSPhysObject child)
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{
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// What is done for each object in BSPrim is what we want.
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return false;
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}
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// Called at taint-time!!
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public override void UpdateProperties(BSPhysObject updated)
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{
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// Nothing to do for constraints on property updates
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}
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// Routine called when rebuilding the body of some member of the linkset.
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// Destroy all the constraints have have been made to root and set
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// up to rebuild the constraints before the next simulation step.
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// Returns 'true' of something was actually removed and would need restoring
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// Called at taint-time!!
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public override bool RemoveBodyDependencies(BSPrim child)
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{
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bool ret = false;
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DetailLog("{0},BSLinksetcompound.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
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child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"));
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// Cause the current shape to be freed and the new one to be built.
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Refresh(LinksetRoot);
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return ret;
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}
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// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
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// this routine will restore the removed constraints.
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// Called at taint-time!!
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public override void RestoreBodyDependencies(BSPrim child)
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{
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// The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
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}
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// ================================================================
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// Add a new child to the linkset.
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// Called while LinkActivity is locked.
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protected override void AddChildToLinkset(BSPhysObject child)
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{
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if (!HasChild(child))
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{
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m_children.Add(child);
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DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
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// Cause constraints and assorted properties to be recomputed before the next simulation step.
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Refresh(LinksetRoot);
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}
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return;
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}
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// Remove the specified child from the linkset.
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// Safe to call even if the child is not really in my linkset.
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protected override void RemoveChildFromLinkset(BSPhysObject child)
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{
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if (m_children.Remove(child))
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{
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DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
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child.LocalID,
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LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"),
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child.LocalID, child.PhysBody.ptr.ToString("X"));
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// See that the linkset parameters are recomputed at the end of the taint time.
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Refresh(LinksetRoot);
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}
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else
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{
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// Non-fatal occurance.
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// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
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}
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return;
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}
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// Call each of the constraints that make up this linkset and recompute the
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// various transforms and variables. Create constraints of not created yet.
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// Called before the simulation step to make sure the constraint based linkset
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// is all initialized.
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// Called at taint time!!
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private void RecomputeLinksetCompound()
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{
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// Release the existing shape
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PhysicsScene.Shapes.DereferenceShape(LinksetRoot.PhysShape, true, null);
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float linksetMass = LinksetMass;
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LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
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// DEBUG: see of inter-linkset collisions are causing problems
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// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
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// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,set,rBody={1},linksetMass={2}",
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LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass);
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}
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}
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}
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@ -78,6 +78,10 @@ public abstract class BSPhysObject : PhysicsActor
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// The objects base shape information. Null if not a prim type shape.
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public PrimitiveBaseShape BaseShape { get; protected set; }
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// Some types of objects have preferred physical representations.
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// Returns SHAPE_UNKNOWN if there is no preference.
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public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
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{ get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; } }
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// When the physical properties are updated, an EntityProperty holds the update values.
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// Keep the current and last EntityProperties to enable computation of differences
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@ -171,6 +171,10 @@ public sealed class BSPrim : BSPhysObject
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ForceBodyShapeRebuild(false);
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}
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}
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// Whatever the linkset wants is what I want.
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public override ShapeData.PhysicsShapeType PreferredPhysicalShape
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{ get { return Linkset.PreferredPhysicalShape; } }
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public override bool ForceBodyShapeRebuild(bool inTaintTime)
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{
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LastAssetBuildFailed = false;
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@ -1310,34 +1314,11 @@ public sealed class BSPrim : BSPhysObject
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}// end CalculateMass
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#endregion Mass Calculation
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// Copy prim's info into the BulletSim shape description structure
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public void FillShapeInfo(out ShapeData shape)
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{
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shape.ID = LocalID;
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shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
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shape.Position = _position;
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shape.Rotation = _orientation;
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shape.Velocity = _velocity;
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shape.Size = _size;
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shape.Scale = Scale;
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shape.Mass = _isPhysical ? _mass : 0f;
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shape.Buoyancy = _buoyancy;
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shape.HullKey = 0;
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shape.MeshKey = 0;
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shape.Friction = _friction;
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shape.Restitution = _restitution;
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shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
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shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
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shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue;
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}
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// Rebuild the geometry and object.
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// This is called when the shape changes so we need to recreate the mesh/hull.
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// Called at taint-time!!!
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private void CreateGeomAndObject(bool forceRebuild)
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||||
{
|
||||
ShapeData shapeData;
|
||||
FillShapeInfo(out shapeData);
|
||||
|
||||
// If this prim is part of a linkset, we must remove and restore the physical
|
||||
// links if the body is rebuilt.
|
||||
bool needToRestoreLinkset = false;
|
||||
|
@ -1346,8 +1327,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
// Updates BSBody and BSShape with the new information.
|
||||
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
|
||||
// Returns 'true' if either the body or the shape was changed.
|
||||
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
|
||||
null, delegate(BulletBody dBody)
|
||||
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody)
|
||||
{
|
||||
// Called if the current prim body is about to be destroyed.
|
||||
// Remove all the physical dependencies on the old body.
|
||||
|
|
|
@ -90,7 +90,6 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// remove the physical constraints before the body is destroyed.
|
||||
// Called at taint-time!!
|
||||
public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
|
||||
ShapeData shapeData, PrimitiveBaseShape pbs,
|
||||
ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
|
@ -101,12 +100,12 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// Do we have the correct geometry for this type of object?
|
||||
// Updates prim.BSShape with information/pointers to shape.
|
||||
// CreateGeom returns 'true' of BSShape as changed to a new shape.
|
||||
bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback);
|
||||
bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback);
|
||||
// If we had to select a new shape geometry for the object,
|
||||
// rebuild the body around it.
|
||||
// Updates prim.BSBody with information/pointers to requested body
|
||||
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
|
||||
prim.PhysShape, shapeData, bodyCallback);
|
||||
prim.PhysShape, bodyCallback);
|
||||
ret = newGeom || newBody;
|
||||
}
|
||||
DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}",
|
||||
|
@ -261,6 +260,9 @@ public sealed class BSShapeCollection : IDisposable
|
|||
case ShapeData.PhysicsShapeType.SHAPE_MESH:
|
||||
DereferenceMesh(shape, shapeCallback);
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_COMPOUND:
|
||||
DereferenceCompound(shape, shapeCallback);
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
|
||||
break;
|
||||
default:
|
||||
|
@ -317,6 +319,13 @@ public sealed class BSShapeCollection : IDisposable
|
|||
}
|
||||
}
|
||||
|
||||
// Remove a reference to a compound shape.
|
||||
// Called at taint-time.
|
||||
private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
// Compound shape is made of a bunch of meshes and natives.
|
||||
}
|
||||
|
||||
// Create the geometry information in Bullet for later use.
|
||||
// The objects needs a hull if it's physical otherwise a mesh is enough.
|
||||
// if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls,
|
||||
|
@ -325,17 +334,17 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// Info in prim.BSShape is updated to the new shape.
|
||||
// Returns 'true' if the geometry was rebuilt.
|
||||
// Called at taint-time!
|
||||
private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData,
|
||||
PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
|
||||
private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
bool haveShape = false;
|
||||
bool nativeShapePossible = true;
|
||||
PrimitiveBaseShape pbs = prim.BaseShape;
|
||||
|
||||
if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
{
|
||||
// an avatar capsule is close to a native shape (it is not shared)
|
||||
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
|
||||
ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
|
||||
ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
|
||||
ret = true;
|
||||
|
@ -359,11 +368,11 @@ public sealed class BSShapeCollection : IDisposable
|
|||
{
|
||||
haveShape = true;
|
||||
if (forceRebuild
|
||||
|| prim.Scale != shapeData.Size
|
||||
|| prim.Scale != prim.Size
|
||||
|| prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
|
||||
ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
|
||||
ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.PhysShape);
|
||||
|
@ -373,11 +382,11 @@ public sealed class BSShapeCollection : IDisposable
|
|||
{
|
||||
haveShape = true;
|
||||
if (forceRebuild
|
||||
|| prim.Scale != shapeData.Size
|
||||
|| prim.Scale != prim.Size
|
||||
|| prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
|
||||
ret = GetReferenceToNativeShape( prim, ShapeData.PhysicsShapeType.SHAPE_BOX,
|
||||
ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.PhysShape);
|
||||
|
@ -392,15 +401,15 @@ public sealed class BSShapeCollection : IDisposable
|
|||
if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects)
|
||||
{
|
||||
// Update prim.BSShape to reference a hull of this shape.
|
||||
ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback);
|
||||
ret = GetReferenceToHull(prim,shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
|
||||
shapeData.ID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
|
||||
prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback);
|
||||
ret = GetReferenceToMesh(prim, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
|
||||
shapeData.ID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
|
||||
prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
|
@ -408,44 +417,45 @@ public sealed class BSShapeCollection : IDisposable
|
|||
|
||||
// Creates a native shape and assignes it to prim.BSShape.
|
||||
// "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
|
||||
private bool GetReferenceToNativeShape(BSPhysObject prim, ShapeData shapeData,
|
||||
private bool GetReferenceToNativeShape(BSPhysObject prim,
|
||||
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
// release any previous shape
|
||||
DereferenceShape(prim.PhysShape, true, shapeCallback);
|
||||
|
||||
shapeData.Type = shapeType;
|
||||
// Bullet native objects are scaled by the Bullet engine so pass the size in
|
||||
prim.Scale = shapeData.Size;
|
||||
shapeData.Scale = shapeData.Size;
|
||||
prim.Scale = prim.Size;
|
||||
|
||||
BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey);
|
||||
BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey);
|
||||
|
||||
// Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
|
||||
DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
|
||||
shapeData.ID, newShape, shapeData.Scale);
|
||||
prim.LocalID, newShape, prim.Scale);
|
||||
|
||||
prim.PhysShape = newShape;
|
||||
return true;
|
||||
}
|
||||
|
||||
private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType,
|
||||
ShapeData shapeData, ShapeData.FixedShapeKey shapeKey)
|
||||
private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, ShapeData.PhysicsShapeType shapeType,
|
||||
ShapeData.FixedShapeKey shapeKey)
|
||||
{
|
||||
BulletShape newShape;
|
||||
// Need to make sure the passed shape information is for the native type.
|
||||
ShapeData nativeShapeData = shapeData;
|
||||
ShapeData nativeShapeData = new ShapeData();
|
||||
nativeShapeData.Type = shapeType;
|
||||
nativeShapeData.ID = prim.LocalID;
|
||||
nativeShapeData.Scale = prim.Scale;
|
||||
nativeShapeData.Size = prim.Scale;
|
||||
nativeShapeData.MeshKey = (ulong)shapeKey;
|
||||
nativeShapeData.HullKey = (ulong)shapeKey;
|
||||
|
||||
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
{
|
||||
newShape = new BulletShape(
|
||||
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, nativeShapeData.Scale)
|
||||
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
|
||||
, shapeType);
|
||||
DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", nativeShapeData.ID, nativeShapeData.Scale);
|
||||
DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -454,7 +464,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
if (newShape.ptr == IntPtr.Zero)
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
|
||||
LogHeader, nativeShapeData.ID, nativeShapeData.Type);
|
||||
LogHeader, prim.LocalID, shapeType);
|
||||
}
|
||||
newShape.shapeKey = (System.UInt64)shapeKey;
|
||||
newShape.isNativeShape = true;
|
||||
|
@ -466,13 +476,12 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// Dereferences previous shape in BSShape and adds a reference for this new shape.
|
||||
// Returns 'true' of a mesh was actually built. Otherwise .
|
||||
// Called at taint-time!
|
||||
private bool GetReferenceToMesh(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
BulletShape newShape = new BulletShape(IntPtr.Zero);
|
||||
|
||||
float lod;
|
||||
System.UInt64 newMeshKey = ComputeShapeKey(shapeData, pbs, out lod);
|
||||
System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
|
||||
|
||||
// if this new shape is the same as last time, don't recreate the mesh
|
||||
if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
|
||||
|
@ -484,9 +493,9 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// Since we're recreating new, get rid of the reference to the previous shape
|
||||
DereferenceShape(prim.PhysShape, true, shapeCallback);
|
||||
|
||||
newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod);
|
||||
newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod);
|
||||
// Take evasive action if the mesh was not constructed.
|
||||
newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs);
|
||||
newShape = VerifyMeshCreated(newShape, prim);
|
||||
|
||||
ReferenceShape(newShape);
|
||||
|
||||
|
@ -541,13 +550,12 @@ public sealed class BSShapeCollection : IDisposable
|
|||
|
||||
// See that hull shape exists in the physical world and update prim.BSShape.
|
||||
// We could be creating the hull because scale changed or whatever.
|
||||
private bool GetReferenceToHull(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
BulletShape newShape;
|
||||
|
||||
float lod;
|
||||
System.UInt64 newHullKey = ComputeShapeKey(shapeData, pbs, out lod);
|
||||
System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
|
||||
|
||||
// if the hull hasn't changed, don't rebuild it
|
||||
if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
|
||||
|
@ -559,8 +567,8 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// Remove usage of the previous shape.
|
||||
DereferenceShape(prim.PhysShape, true, shapeCallback);
|
||||
|
||||
newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod);
|
||||
newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs);
|
||||
newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod);
|
||||
newShape = VerifyMeshCreated(newShape, prim);
|
||||
|
||||
ReferenceShape(newShape);
|
||||
|
||||
|
@ -687,7 +695,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
|
||||
// Create a hash of all the shape parameters to be used as a key
|
||||
// for this particular shape.
|
||||
private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs, out float retLod)
|
||||
private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod)
|
||||
{
|
||||
// level of detail based on size and type of the object
|
||||
float lod = PhysicsScene.MeshLOD;
|
||||
|
@ -695,40 +703,40 @@ public sealed class BSShapeCollection : IDisposable
|
|||
lod = PhysicsScene.SculptLOD;
|
||||
|
||||
// Mega prims usually get more detail because one can interact with shape approximations at this size.
|
||||
float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z));
|
||||
float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z));
|
||||
if (maxAxis > PhysicsScene.MeshMegaPrimThreshold)
|
||||
lod = PhysicsScene.MeshMegaPrimLOD;
|
||||
|
||||
retLod = lod;
|
||||
return pbs.GetMeshKey(shapeData.Size, lod);
|
||||
return pbs.GetMeshKey(size, lod);
|
||||
}
|
||||
// For those who don't want the LOD
|
||||
private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs)
|
||||
private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs)
|
||||
{
|
||||
float lod;
|
||||
return ComputeShapeKey(shapeData, pbs, out lod);
|
||||
return ComputeShapeKey(size, pbs, out lod);
|
||||
}
|
||||
|
||||
// The creation of a mesh or hull can fail if an underlying asset is not available.
|
||||
// There are two cases: 1) the asset is not in the cache and it needs to be fetched;
|
||||
// and 2) the asset cannot be converted (like decompressing JPEG2000s).
|
||||
// The first case causes the asset to be fetched. The second case just requires
|
||||
// and 2) the asset cannot be converted (like failed decompression of JPEG2000s).
|
||||
// The first case causes the asset to be fetched. The second case requires
|
||||
// us to not loop forever.
|
||||
// Called after creating a physical mesh or hull. If the physical shape was created,
|
||||
// just return.
|
||||
private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs)
|
||||
private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim)
|
||||
{
|
||||
// If the shape was successfully created, nothing more to do
|
||||
if (newShape.ptr != IntPtr.Zero)
|
||||
return newShape;
|
||||
|
||||
// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
|
||||
if (pbs.SculptEntry && !prim.LastAssetBuildFailed && pbs.SculptTexture != OMV.UUID.Zero)
|
||||
if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero)
|
||||
{
|
||||
prim.LastAssetBuildFailed = true;
|
||||
BSPhysObject xprim = prim;
|
||||
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}",
|
||||
LogHeader, shapeData.ID.ToString("X"), prim.LastAssetBuildFailed);
|
||||
LogHeader, prim.LocalID, prim.LastAssetBuildFailed);
|
||||
Util.FireAndForget(delegate
|
||||
{
|
||||
RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
|
||||
|
@ -745,7 +753,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
yprim.BaseShape.SculptData = asset.Data;
|
||||
// This will cause the prim to see that the filler shape is not the right
|
||||
// one and try again to build the object.
|
||||
// No race condition with the native sphere setting since the rebuild is at taint time.
|
||||
// No race condition with the normal shape setting since the rebuild is at taint time.
|
||||
yprim.ForceBodyShapeRebuild(false);
|
||||
|
||||
});
|
||||
|
@ -757,13 +765,13 @@ public sealed class BSShapeCollection : IDisposable
|
|||
if (prim.LastAssetBuildFailed)
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}",
|
||||
LogHeader, shapeData.ID, pbs.SculptTexture);
|
||||
LogHeader, prim.LocalID, prim.BaseShape.SculptTexture);
|
||||
}
|
||||
}
|
||||
|
||||
// While we figure out the real problem, stick a simple native shape on the object.
|
||||
BulletShape fillinShape =
|
||||
BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_BOX, shapeData, ShapeData.FixedShapeKey.KEY_BOX);
|
||||
BuildPhysicalNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
|
||||
|
||||
return fillinShape;
|
||||
}
|
||||
|
@ -773,7 +781,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// Returns 'true' if an object was actually created.
|
||||
// Called at taint-time.
|
||||
private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
|
||||
ShapeData shapeData, BodyDestructionCallback bodyCallback)
|
||||
BodyDestructionCallback bodyCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
|
@ -803,16 +811,16 @@ public sealed class BSShapeCollection : IDisposable
|
|||
if (prim.IsSolid)
|
||||
{
|
||||
bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr,
|
||||
shapeData.ID, shapeData.Position, shapeData.Rotation);
|
||||
prim.LocalID, prim.ForcePosition, prim.ForceOrientation);
|
||||
DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
|
||||
}
|
||||
else
|
||||
{
|
||||
bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr,
|
||||
shapeData.ID, shapeData.Position, shapeData.Rotation);
|
||||
prim.LocalID, prim.ForcePosition, prim.ForceOrientation);
|
||||
DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
|
||||
}
|
||||
aBody = new BulletBody(shapeData.ID, bodyPtr);
|
||||
aBody = new BulletBody(prim.LocalID, bodyPtr);
|
||||
|
||||
ReferenceBody(aBody, true);
|
||||
|
||||
|
|
|
@ -194,6 +194,7 @@ public struct ShapeData
|
|||
// following defined by BulletSim
|
||||
SHAPE_GROUNDPLANE = 20,
|
||||
SHAPE_TERRAIN = 21,
|
||||
SHAPE_COMPOUND = 22,
|
||||
};
|
||||
public uint ID;
|
||||
public PhysicsShapeType Type;
|
||||
|
|
Loading…
Reference in New Issue