BulletSim: add Bullet HACD library invocation. Turned off by default as not
totally debugged. Updated DLLs and SOs with more debugged HACD library code.user_profiles
parent
17fd075f39
commit
59135c9a31
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@ -86,6 +86,7 @@ public static class BSParam
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public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
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public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
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public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
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public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
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public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
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public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
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public static bool ShouldUseBulletHACD { get; set; }
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public static float TerrainImplementation { get; private set; }
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public static float TerrainImplementation { get; private set; }
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public static int TerrainMeshMagnification { get; private set; }
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public static int TerrainMeshMagnification { get; private set; }
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@ -149,6 +150,15 @@ public static class BSParam
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public static float CSHullVolumeConservationThresholdPercent { get; private set; }
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public static float CSHullVolumeConservationThresholdPercent { get; private set; }
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public static int CSHullMaxVertices { get; private set; }
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public static int CSHullMaxVertices { get; private set; }
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public static float CSHullMaxSkinWidth { get; private set; }
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public static float CSHullMaxSkinWidth { get; private set; }
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public static float BHullMaxVerticesPerHull { get; private set; } // 100
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public static float BHullMinClusters { get; private set; } // 2
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public static float BHullCompacityWeight { get; private set; } // 0.1
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public static float BHullVolumeWeight { get; private set; } // 0.0
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public static float BHullConcavity { get; private set; } // 100
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public static bool BHullAddExtraDistPoints { get; private set; } // false
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public static bool BHullAddNeighboursDistPoints { get; private set; } // false
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public static bool BHullAddFacesPoints { get; private set; } // false
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public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false
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// Linkset implementation parameters
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// Linkset implementation parameters
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public static float LinksetImplementation { get; private set; }
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public static float LinksetImplementation { get; private set; }
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@ -325,6 +335,10 @@ public static class BSParam
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true,
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true,
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(s) => { return ShouldRemoveZeroWidthTriangles; },
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(s) => { return ShouldRemoveZeroWidthTriangles; },
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(s,v) => { ShouldRemoveZeroWidthTriangles = v; } ),
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(s,v) => { ShouldRemoveZeroWidthTriangles = v; } ),
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new ParameterDefn<bool>("ShouldUseBulletHACD", "If true, use the Bullet version of HACD",
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false,
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(s) => { return ShouldUseBulletHACD; },
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(s,v) => { ShouldUseBulletHACD = v; } ),
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new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
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new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
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5,
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5,
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@ -663,10 +677,47 @@ public static class BSParam
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(s) => { return CSHullMaxVertices; },
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(s) => { return CSHullMaxVertices; },
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(s,v) => { CSHullMaxVertices = v; } ),
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(s,v) => { CSHullMaxVertices = v; } ),
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new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
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new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
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0,
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0f,
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(s) => { return CSHullMaxSkinWidth; },
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(s) => { return CSHullMaxSkinWidth; },
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(s,v) => { CSHullMaxSkinWidth = v; } ),
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(s,v) => { CSHullMaxSkinWidth = v; } ),
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new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull",
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100f,
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(s) => { return BHullMaxVerticesPerHull; },
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(s,v) => { BHullMaxVerticesPerHull = v; } ),
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new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh",
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2f,
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(s) => { return BHullMinClusters; },
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(s,v) => { BHullMinClusters = v; } ),
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new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls",
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2f,
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(s) => { return BHullCompacityWeight; },
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(s,v) => { BHullCompacityWeight = v; } ),
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new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull",
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0.1f,
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(s) => { return BHullVolumeWeight; },
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(s,v) => { BHullVolumeWeight = v; } ),
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new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be",
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100f,
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(s) => { return BHullConcavity; },
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(s,v) => { BHullConcavity = v; } ),
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new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors",
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false,
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(s) => { return BHullAddExtraDistPoints; },
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(s,v) => { BHullAddExtraDistPoints = v; } ),
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new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls",
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false,
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(s) => { return BHullAddNeighboursDistPoints; },
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(s,v) => { BHullAddNeighboursDistPoints = v; } ),
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new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces",
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false,
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(s) => { return BHullAddFacesPoints; },
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(s,v) => { BHullAddFacesPoints = v; } ),
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new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin",
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false,
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(s) => { return BHullShouldAdjustCollisionMargin; },
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(s,v) => { BHullShouldAdjustCollisionMargin = v; } ),
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new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
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new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
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(float)BSLinkset.LinksetImplementation.Compound,
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(float)BSLinkset.LinksetImplementation.Compound,
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(s) => { return LinksetImplementation; },
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(s) => { return LinksetImplementation; },
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@ -316,6 +316,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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break;
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break;
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case "bulletxna":
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case "bulletxna":
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ret = new BSAPIXNA(engineName, this);
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ret = new BSAPIXNA(engineName, this);
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BSParam.ShouldUseBulletHACD = false;
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break;
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break;
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}
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}
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@ -720,7 +720,7 @@ public sealed class BSShapeCollection : IDisposable
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// Remove usage of the previous shape.
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// Remove usage of the previous shape.
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DereferenceShape(prim.PhysShape, shapeCallback);
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DereferenceShape(prim.PhysShape, shapeCallback);
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newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod);
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newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod);
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// It might not have been created if we're waiting for an asset.
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// It might not have been created if we're waiting for an asset.
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newShape = VerifyMeshCreated(newShape, prim);
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newShape = VerifyMeshCreated(newShape, prim);
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@ -731,7 +731,7 @@ public sealed class BSShapeCollection : IDisposable
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}
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}
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List<ConvexResult> m_hulls;
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List<ConvexResult> m_hulls;
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private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
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private BulletShape CreatePhysicalHull(BSPhysObject prim, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
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{
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{
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BulletShape newShape = new BulletShape();
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BulletShape newShape = new BulletShape();
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@ -744,13 +744,50 @@ public sealed class BSShapeCollection : IDisposable
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newShape = hullDesc.shape.Clone();
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newShape = hullDesc.shape.Clone();
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}
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}
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else
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else
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{
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if (BSParam.ShouldUseBulletHACD)
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{
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DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID);
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MeshDesc meshDesc;
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if (!Meshes.TryGetValue(newHullKey, out meshDesc))
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{
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// That's odd because the mesh should have been created before the hull
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// but, since it doesn't exist, create it.
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newShape = CreatePhysicalMesh(prim, newHullKey, prim.BaseShape, prim.Size, lod);
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DetailLog("{0},BSShapeCollection.CreatePhysicalHull,noMeshBuiltNew,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
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if (newShape.HasPhysicalShape)
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{
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ReferenceShape(newShape);
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Meshes.TryGetValue(newHullKey, out meshDesc);
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}
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}
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if (meshDesc.shape.HasPhysicalShape)
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{
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HACDParams parms;
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parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull;
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parms.minClusters = BSParam.BHullMinClusters;
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parms.compacityWeight = BSParam.BHullCompacityWeight;
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parms.volumeWeight = BSParam.BHullVolumeWeight;
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parms.concavity = BSParam.BHullConcavity;
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parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints);
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parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints);
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parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints);
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parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin);
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DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
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newShape = PhysicsScene.PE.BuildHullShapeFromMesh(PhysicsScene.World, meshDesc.shape, parms);
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DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
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}
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DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
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}
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if (!newShape.HasPhysicalShape)
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{
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{
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// Build a new hull in the physical world.
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// Build a new hull in the physical world.
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// Pass true for physicalness as this prevents the creation of bounding box which is not needed
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// Pass true for physicalness as this prevents the creation of bounding box which is not needed
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IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */);
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IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */);
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if (meshData != null)
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if (meshData != null)
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{
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{
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int[] indices = meshData.getIndexListAsInt();
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int[] indices = meshData.getIndexListAsInt();
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List<OMV.Vector3> vertices = meshData.getVertexList();
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List<OMV.Vector3> vertices = meshData.getVertexList();
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@ -852,8 +889,8 @@ public sealed class BSShapeCollection : IDisposable
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newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls);
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newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls);
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}
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}
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}
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}
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newShape.shapeKey = newHullKey;
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newShape.shapeKey = newHullKey;
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}
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return newShape;
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return newShape;
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}
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}
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