BulletSim: Remove use of shapeData in ShapeCollection and rely on the available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.

integration
Robert Adams 2012-11-01 10:23:37 -07:00
parent 364a7c3088
commit 39c02dcc8c
7 changed files with 256 additions and 266 deletions

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@ -99,26 +99,12 @@ public sealed class BSCharacter : BSPhysObject
DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
LocalID, _size, Scale, _avatarDensity, _avatarVolume, MassRaw); LocalID, _size, Scale, _avatarDensity, _avatarVolume, MassRaw);
ShapeData shapeData = new ShapeData();
shapeData.ID = LocalID;
shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
shapeData.Position = _position;
shapeData.Rotation = _orientation;
shapeData.Velocity = _velocity;
shapeData.Size = Scale; // capsule is a native shape but scale is not just <1,1,1>
shapeData.Scale = Scale;
shapeData.Mass = _mass;
shapeData.Buoyancy = _buoyancy;
shapeData.Static = ShapeData.numericFalse;
shapeData.Friction = PhysicsScene.Params.avatarStandingFriction;
shapeData.Restitution = PhysicsScene.Params.avatarRestitution;
// do actual create at taint time // do actual create at taint time
PhysicsScene.TaintedObject("BSCharacter.create", delegate() PhysicsScene.TaintedObject("BSCharacter.create", delegate()
{ {
DetailLog("{0},BSCharacter.create,taint", LocalID); DetailLog("{0},BSCharacter.create,taint", LocalID);
// New body and shape into BSBody and BSShape // New body and shape into BSBody and BSShape
PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, shapeData, null, null, null); PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null);
SetPhysicalProperties(); SetPhysicalProperties();
}); });
@ -212,6 +198,9 @@ public sealed class BSCharacter : BSPhysObject
{ {
set { BaseShape = value; } set { BaseShape = value; }
} }
// I want the physics engine to make an avatar capsule
public override ShapeData.PhysicsShapeType PreferredPhysicalShape
{ get { return ShapeData.PhysicsShapeType.SHAPE_AVATAR; } }
public override bool Grabbed { public override bool Grabbed {
set { _grabbed = value; } set { _grabbed = value; }

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@ -68,6 +68,11 @@ public abstract class BSLinkset
// to the physical representation is done via the tainting mechenism. // to the physical representation is done via the tainting mechenism.
protected object m_linksetActivityLock = new Object(); protected object m_linksetActivityLock = new Object();
// Some linksets have a preferred physical shape.
// Returns SHAPE_UNKNOWN if there is no preference.
public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
{ get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; } }
// We keep the prim's mass in the linkset structure since it could be dependent on other prims // We keep the prim's mass in the linkset structure since it could be dependent on other prims
protected float m_mass; protected float m_mass;
public float LinksetMass public float LinksetMass

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@ -1,173 +1,176 @@
/* /*
* 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.
* *
* Redistribution and use in source and binary forms, with or without * Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met: * modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright * * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer. * notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyrightD * * Redistributions in binary form must reproduce the above copyrightD
* notice, this list of conditions and the following disclaimer in the * notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution. * documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the * * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products * names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission. * derived from this software without specific prior written permission.
* *
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/ */
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Text; using System.Text;
using OMV = OpenMetaverse; using OMV = OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin namespace OpenSim.Region.Physics.BulletSPlugin
{ {
public sealed class BSLinksetCompound : BSLinkset public sealed class BSLinksetCompound : BSLinkset
{ {
// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
public BSLinksetCompound(BSScene scene, BSPhysObject parent) public BSLinksetCompound(BSScene scene, BSPhysObject parent)
{ {
base.Initialize(scene, parent); base.Initialize(scene, parent);
} }
// When physical properties are changed the linkset needs to recalculate // When physical properties are changed the linkset needs to recalculate
// its internal properties. // its internal properties.
// This is queued in the 'post taint' queue so the // This is queued in the 'post taint' queue so the
// refresh will happen once after all the other taints are applied. // refresh will happen once after all the other taints are applied.
public override void Refresh(BSPhysObject requestor) public override void Refresh(BSPhysObject requestor)
{ {
// Queue to happen after all the other taint processing // Queue to happen after all the other taint processing
PhysicsScene.PostTaintObject("BSLinksetcompound.Refresh", requestor.LocalID, delegate() PhysicsScene.PostTaintObject("BSLinksetcompound.Refresh", requestor.LocalID, delegate()
{ {
if (HasAnyChildren && IsRoot(requestor)) if (HasAnyChildren && IsRoot(requestor))
RecomputeLinksetCompound(); RecomputeLinksetCompound();
}); });
} }
// The object is going dynamic (physical). Do any setup necessary // The object is going dynamic (physical). Do any setup necessary
// for a dynamic linkset. // for a dynamic linkset.
// Only the state of the passed object can be modified. The rest of the linkset // Only the state of the passed object can be modified. The rest of the linkset
// has not yet been fully constructed. // has not yet been fully constructed.
// Return 'true' if any properties updated on the passed object. // Return 'true' if any properties updated on the passed object.
// Called at taint-time! // Called at taint-time!
public override bool MakeDynamic(BSPhysObject child) public override bool MakeDynamic(BSPhysObject child)
{ {
// What is done for each object in BSPrim is what we want. // What is done for each object in BSPrim is what we want.
return false; return false;
} }
// The object is going static (non-physical). Do any setup necessary for a static linkset. // The object is going static (non-physical). Do any setup necessary for a static linkset.
// Return 'true' if any properties updated on the passed object. // Return 'true' if any properties updated on the passed object.
// This doesn't normally happen -- OpenSim removes the objects from the physical // This doesn't normally happen -- OpenSim removes the objects from the physical
// world if it is a static linkset. // world if it is a static linkset.
// Called at taint-time! // Called at taint-time!
public override bool MakeStatic(BSPhysObject child) public override bool MakeStatic(BSPhysObject child)
{ {
// What is done for each object in BSPrim is what we want. // What is done for each object in BSPrim is what we want.
return false; return false;
} }
// Called at taint-time!! // Called at taint-time!!
public override void UpdateProperties(BSPhysObject updated) public override void UpdateProperties(BSPhysObject updated)
{ {
// Nothing to do for constraints on property updates // Nothing to do for constraints on property updates
} }
// Routine called when rebuilding the body of some member of the linkset. // Routine called when rebuilding the body of some member of the linkset.
// Destroy all the constraints have have been made to root and set // Destroy all the constraints have have been made to root and set
// up to rebuild the constraints before the next simulation step. // up to rebuild the constraints before the next simulation step.
// Returns 'true' of something was actually removed and would need restoring // Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!! // Called at taint-time!!
public override bool RemoveBodyDependencies(BSPrim child) public override bool RemoveBodyDependencies(BSPrim child)
{ {
bool ret = false; bool ret = false;
DetailLog("{0},BSLinksetcompound.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", DetailLog("{0},BSLinksetcompound.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X")); child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"));
// Cause the current shape to be freed and the new one to be built. // Cause the current shape to be freed and the new one to be built.
Refresh(LinksetRoot); Refresh(LinksetRoot);
return ret; return ret;
} }
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
// this routine will restore the removed constraints. // this routine will restore the removed constraints.
// Called at taint-time!! // Called at taint-time!!
public override void RestoreBodyDependencies(BSPrim child) public override void RestoreBodyDependencies(BSPrim child)
{ {
// The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
} }
// ================================================================ // ================================================================
// Add a new child to the linkset. // Add a new child to the linkset.
// Called while LinkActivity is locked. // Called while LinkActivity is locked.
protected override void AddChildToLinkset(BSPhysObject child) protected override void AddChildToLinkset(BSPhysObject child)
{ {
if (!HasChild(child)) if (!HasChild(child))
{ {
m_children.Add(child); m_children.Add(child);
DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
// Cause constraints and assorted properties to be recomputed before the next simulation step. // Cause constraints and assorted properties to be recomputed before the next simulation step.
Refresh(LinksetRoot); Refresh(LinksetRoot);
} }
return; return;
} }
// Remove the specified child from the linkset. // Remove the specified child from the linkset.
// Safe to call even if the child is not really in my linkset. // Safe to call even if the child is not really in my linkset.
protected override void RemoveChildFromLinkset(BSPhysObject child) protected override void RemoveChildFromLinkset(BSPhysObject child)
{ {
if (m_children.Remove(child)) if (m_children.Remove(child))
{ {
DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
child.LocalID, child.LocalID,
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"),
child.LocalID, child.PhysBody.ptr.ToString("X")); child.LocalID, child.PhysBody.ptr.ToString("X"));
// See that the linkset parameters are recomputed at the end of the taint time. // See that the linkset parameters are recomputed at the end of the taint time.
Refresh(LinksetRoot); Refresh(LinksetRoot);
} }
else else
{ {
// Non-fatal occurance. // Non-fatal occurance.
// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
} }
return; return;
} }
// Call each of the constraints that make up this linkset and recompute the // Call each of the constraints that make up this linkset and recompute the
// various transforms and variables. Create constraints of not created yet. // various transforms and variables. Create constraints of not created yet.
// Called before the simulation step to make sure the constraint based linkset // Called before the simulation step to make sure the constraint based linkset
// is all initialized. // is all initialized.
// Called at taint time!! // Called at taint time!!
private void RecomputeLinksetCompound() private void RecomputeLinksetCompound()
{ {
float linksetMass = LinksetMass; // Release the existing shape
LinksetRoot.UpdatePhysicalMassProperties(linksetMass); PhysicsScene.Shapes.DereferenceShape(LinksetRoot.PhysShape, true, null);
// DEBUG: see of inter-linkset collisions are causing problems float linksetMass = LinksetMass;
// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,set,rBody={1},linksetMass={2}", // DEBUG: see of inter-linkset collisions are causing problems
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass); // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,set,rBody={1},linksetMass={2}",
} LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass);
}
}
}
} }

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@ -78,6 +78,10 @@ public abstract class BSPhysObject : PhysicsActor
// The objects base shape information. Null if not a prim type shape. // The objects base shape information. Null if not a prim type shape.
public PrimitiveBaseShape BaseShape { get; protected set; } public PrimitiveBaseShape BaseShape { get; protected set; }
// Some types of objects have preferred physical representations.
// Returns SHAPE_UNKNOWN if there is no preference.
public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
{ get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; } }
// When the physical properties are updated, an EntityProperty holds the update values. // When the physical properties are updated, an EntityProperty holds the update values.
// Keep the current and last EntityProperties to enable computation of differences // Keep the current and last EntityProperties to enable computation of differences

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@ -171,6 +171,10 @@ public sealed class BSPrim : BSPhysObject
ForceBodyShapeRebuild(false); ForceBodyShapeRebuild(false);
} }
} }
// Whatever the linkset wants is what I want.
public override ShapeData.PhysicsShapeType PreferredPhysicalShape
{ get { return Linkset.PreferredPhysicalShape; } }
public override bool ForceBodyShapeRebuild(bool inTaintTime) public override bool ForceBodyShapeRebuild(bool inTaintTime)
{ {
LastAssetBuildFailed = false; LastAssetBuildFailed = false;
@ -1310,34 +1314,11 @@ public sealed class BSPrim : BSPhysObject
}// end CalculateMass }// end CalculateMass
#endregion Mass Calculation #endregion Mass Calculation
// Copy prim's info into the BulletSim shape description structure
public void FillShapeInfo(out ShapeData shape)
{
shape.ID = LocalID;
shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
shape.Position = _position;
shape.Rotation = _orientation;
shape.Velocity = _velocity;
shape.Size = _size;
shape.Scale = Scale;
shape.Mass = _isPhysical ? _mass : 0f;
shape.Buoyancy = _buoyancy;
shape.HullKey = 0;
shape.MeshKey = 0;
shape.Friction = _friction;
shape.Restitution = _restitution;
shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue;
}
// 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.
// Called at taint-time!!! // Called at taint-time!!!
private void CreateGeomAndObject(bool forceRebuild) private void CreateGeomAndObject(bool forceRebuild)
{ {
ShapeData shapeData;
FillShapeInfo(out shapeData);
// If this prim is part of a linkset, we must remove and restore the physical // If this prim is part of a linkset, we must remove and restore the physical
// links if the body is rebuilt. // links if the body is rebuilt.
bool needToRestoreLinkset = false; bool needToRestoreLinkset = false;
@ -1346,8 +1327,7 @@ public sealed class BSPrim : BSPhysObject
// Updates BSBody and BSShape with the new information. // Updates BSBody and BSShape with the new information.
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
// Returns 'true' if either the body or the shape was changed. // Returns 'true' if either the body or the shape was changed.
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody)
null, delegate(BulletBody dBody)
{ {
// Called if the current prim body is about to be destroyed. // Called if the current prim body is about to be destroyed.
// Remove all the physical dependencies on the old body. // Remove all the physical dependencies on the old body.

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@ -90,7 +90,6 @@ public sealed class BSShapeCollection : IDisposable
// remove the physical constraints before the body is destroyed. // remove the physical constraints before the body is destroyed.
// Called at taint-time!! // Called at taint-time!!
public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
ShapeData shapeData, PrimitiveBaseShape pbs,
ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
{ {
bool ret = false; bool ret = false;
@ -101,12 +100,12 @@ public sealed class BSShapeCollection : IDisposable
// Do we have the correct geometry for this type of object? // Do we have the correct geometry for this type of object?
// Updates prim.BSShape with information/pointers to shape. // Updates prim.BSShape with information/pointers to shape.
// CreateGeom returns 'true' of BSShape as changed to a new 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, // If we had to select a new shape geometry for the object,
// rebuild the body around it. // rebuild the body around it.
// Updates prim.BSBody with information/pointers to requested body // Updates prim.BSBody with information/pointers to requested body
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
prim.PhysShape, shapeData, bodyCallback); prim.PhysShape, bodyCallback);
ret = newGeom || newBody; ret = newGeom || newBody;
} }
DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", 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: case ShapeData.PhysicsShapeType.SHAPE_MESH:
DereferenceMesh(shape, shapeCallback); DereferenceMesh(shape, shapeCallback);
break; break;
case ShapeData.PhysicsShapeType.SHAPE_COMPOUND:
DereferenceCompound(shape, shapeCallback);
break;
case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
break; break;
default: 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. // 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.
// if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls, // 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. // Info in prim.BSShape is updated to the new shape.
// Returns 'true' if the geometry was rebuilt. // Returns 'true' if the geometry was rebuilt.
// Called at taint-time! // Called at taint-time!
private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData, private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
{ {
bool ret = false; bool ret = false;
bool haveShape = false; bool haveShape = false;
bool nativeShapePossible = true; 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) // 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); ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
ret = true; ret = true;
@ -359,11 +368,11 @@ public sealed class BSShapeCollection : IDisposable
{ {
haveShape = true; haveShape = true;
if (forceRebuild if (forceRebuild
|| prim.Scale != shapeData.Size || prim.Scale != prim.Size
|| prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE || 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); ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.PhysShape); prim.LocalID, forceRebuild, prim.PhysShape);
@ -373,11 +382,11 @@ public sealed class BSShapeCollection : IDisposable
{ {
haveShape = true; haveShape = true;
if (forceRebuild if (forceRebuild
|| prim.Scale != shapeData.Size || prim.Scale != prim.Size
|| prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX || 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); ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.PhysShape); prim.LocalID, forceRebuild, prim.PhysShape);
@ -392,15 +401,15 @@ public sealed class BSShapeCollection : IDisposable
if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects)
{ {
// Update prim.BSShape to reference a hull of this shape. // 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}", 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 else
{ {
ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback); ret = GetReferenceToMesh(prim, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", 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; return ret;
@ -408,44 +417,45 @@ public sealed class BSShapeCollection : IDisposable
// Creates a native shape and assignes it to prim.BSShape. // Creates a native shape and assignes it to prim.BSShape.
// "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). // "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, ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
ShapeDestructionCallback shapeCallback) ShapeDestructionCallback shapeCallback)
{ {
// release any previous shape // release any previous shape
DereferenceShape(prim.PhysShape, true, shapeCallback); DereferenceShape(prim.PhysShape, true, shapeCallback);
shapeData.Type = shapeType;
// 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
prim.Scale = shapeData.Size; prim.Scale = prim.Size;
shapeData.Scale = shapeData.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. // Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
shapeData.ID, newShape, shapeData.Scale); prim.LocalID, newShape, prim.Scale);
prim.PhysShape = newShape; prim.PhysShape = newShape;
return true; return true;
} }
private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType, private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, ShapeData.PhysicsShapeType shapeType,
ShapeData shapeData, ShapeData.FixedShapeKey shapeKey) ShapeData.FixedShapeKey shapeKey)
{ {
BulletShape newShape; BulletShape newShape;
// Need to make sure the passed shape information is for the native type. // Need to make sure the passed shape information is for the native type.
ShapeData nativeShapeData = shapeData; ShapeData nativeShapeData = new ShapeData();
nativeShapeData.Type = shapeType; nativeShapeData.Type = shapeType;
nativeShapeData.ID = prim.LocalID;
nativeShapeData.Scale = prim.Scale;
nativeShapeData.Size = prim.Scale;
nativeShapeData.MeshKey = (ulong)shapeKey; nativeShapeData.MeshKey = (ulong)shapeKey;
nativeShapeData.HullKey = (ulong)shapeKey; nativeShapeData.HullKey = (ulong)shapeKey;
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
{ {
newShape = new BulletShape( newShape = new BulletShape(
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, nativeShapeData.Scale) BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
, shapeType); , shapeType);
DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", nativeShapeData.ID, nativeShapeData.Scale); DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
} }
else else
{ {
@ -454,7 +464,7 @@ public sealed class BSShapeCollection : IDisposable
if (newShape.ptr == IntPtr.Zero) if (newShape.ptr == IntPtr.Zero)
{ {
PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", 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.shapeKey = (System.UInt64)shapeKey;
newShape.isNativeShape = true; 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. // Dereferences previous shape in BSShape and adds a reference for this new shape.
// Returns 'true' of a mesh was actually built. Otherwise . // Returns 'true' of a mesh was actually built. Otherwise .
// Called at taint-time! // Called at taint-time!
private bool GetReferenceToMesh(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
ShapeDestructionCallback shapeCallback)
{ {
BulletShape newShape = new BulletShape(IntPtr.Zero); BulletShape newShape = new BulletShape(IntPtr.Zero);
float lod; 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 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) 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 // Since we're recreating new, get rid of the reference to the previous shape
DereferenceShape(prim.PhysShape, true, shapeCallback); 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. // Take evasive action if the mesh was not constructed.
newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); newShape = VerifyMeshCreated(newShape, prim);
ReferenceShape(newShape); ReferenceShape(newShape);
@ -541,13 +550,12 @@ public sealed class BSShapeCollection : IDisposable
// See that hull shape exists in the physical world and update prim.BSShape. // See that hull shape exists in the physical world and update prim.BSShape.
// We could be creating the hull because scale changed or whatever. // We could be creating the hull because scale changed or whatever.
private bool GetReferenceToHull(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
ShapeDestructionCallback shapeCallback)
{ {
BulletShape newShape; BulletShape newShape;
float lod; 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 the hull hasn't changed, don't rebuild it
if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) 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. // Remove usage of the previous shape.
DereferenceShape(prim.PhysShape, true, shapeCallback); DereferenceShape(prim.PhysShape, true, shapeCallback);
newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod);
newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); newShape = VerifyMeshCreated(newShape, prim);
ReferenceShape(newShape); 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 // Create a hash of all the shape parameters to be used as a key
// for this particular shape. // 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 // level of detail based on size and type of the object
float lod = PhysicsScene.MeshLOD; float lod = PhysicsScene.MeshLOD;
@ -695,40 +703,40 @@ public sealed class BSShapeCollection : IDisposable
lod = PhysicsScene.SculptLOD; lod = PhysicsScene.SculptLOD;
// Mega prims usually get more detail because one can interact with shape approximations at this size. // 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) if (maxAxis > PhysicsScene.MeshMegaPrimThreshold)
lod = PhysicsScene.MeshMegaPrimLOD; lod = PhysicsScene.MeshMegaPrimLOD;
retLod = lod; retLod = lod;
return pbs.GetMeshKey(shapeData.Size, lod); return pbs.GetMeshKey(size, lod);
} }
// For those who don't want the 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; 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. // 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; // 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). // and 2) the asset cannot be converted (like failed decompression of JPEG2000s).
// The first case causes the asset to be fetched. The second case just requires // The first case causes the asset to be fetched. The second case requires
// us to not loop forever. // us to not loop forever.
// Called after creating a physical mesh or hull. If the physical shape was created, // Called after creating a physical mesh or hull. If the physical shape was created,
// just return. // 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 the shape was successfully created, nothing more to do
if (newShape.ptr != IntPtr.Zero) if (newShape.ptr != IntPtr.Zero)
return newShape; return newShape;
// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset // 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; prim.LastAssetBuildFailed = true;
BSPhysObject xprim = prim; BSPhysObject xprim = prim;
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}", DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}",
LogHeader, shapeData.ID.ToString("X"), prim.LastAssetBuildFailed); LogHeader, prim.LocalID, prim.LastAssetBuildFailed);
Util.FireAndForget(delegate Util.FireAndForget(delegate
{ {
RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
@ -745,7 +753,7 @@ public sealed class BSShapeCollection : IDisposable
yprim.BaseShape.SculptData = asset.Data; yprim.BaseShape.SculptData = asset.Data;
// This will cause the prim to see that the filler shape is not the right // This will cause the prim to see that the filler shape is not the right
// one and try again to build the object. // 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); yprim.ForceBodyShapeRebuild(false);
}); });
@ -757,13 +765,13 @@ public sealed class BSShapeCollection : IDisposable
if (prim.LastAssetBuildFailed) if (prim.LastAssetBuildFailed)
{ {
PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", 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. // While we figure out the real problem, stick a simple native shape on the object.
BulletShape fillinShape = BulletShape fillinShape =
BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_BOX, shapeData, ShapeData.FixedShapeKey.KEY_BOX); BuildPhysicalNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
return fillinShape; return fillinShape;
} }
@ -773,7 +781,7 @@ public sealed class BSShapeCollection : IDisposable
// Returns 'true' if an object was actually created. // Returns 'true' if an object was actually created.
// Called at taint-time. // Called at taint-time.
private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
ShapeData shapeData, BodyDestructionCallback bodyCallback) BodyDestructionCallback bodyCallback)
{ {
bool ret = false; bool ret = false;
@ -803,16 +811,16 @@ public sealed class BSShapeCollection : IDisposable
if (prim.IsSolid) if (prim.IsSolid)
{ {
bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, 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")); DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
} }
else else
{ {
bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, 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")); 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); ReferenceBody(aBody, true);

View File

@ -194,6 +194,7 @@ public struct ShapeData
// following defined by BulletSim // following defined by BulletSim
SHAPE_GROUNDPLANE = 20, SHAPE_GROUNDPLANE = 20,
SHAPE_TERRAIN = 21, SHAPE_TERRAIN = 21,
SHAPE_COMPOUND = 22,
}; };
public uint ID; public uint ID;
public PhysicsShapeType Type; public PhysicsShapeType Type;