initial support for meshies physics. Must set ini option UseMeshiesPhysicsMesh = true to enable. See file OpenSimDefaults.ini for example.
parent
6df4ca7de1
commit
7fa3335fd5
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@ -40,6 +40,7 @@ using log4net;
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using Nini.Config;
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using System.Reflection;
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using System.IO;
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using ComponentAce.Compression.Libs.zlib;
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namespace OpenSim.Region.Physics.Meshing
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{
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@ -74,6 +75,7 @@ namespace OpenSim.Region.Physics.Meshing
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private bool cacheSculptMaps = true;
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private string decodedSculptMapPath = null;
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private bool useMeshiesPhysicsMesh = false;
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private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
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@ -85,6 +87,7 @@ namespace OpenSim.Region.Physics.Meshing
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decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
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cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
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useMeshiesPhysicsMesh = start_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
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try
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{
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@ -268,73 +271,121 @@ namespace OpenSim.Region.Physics.Meshing
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{
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if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
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{
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// add code for mesh physics proxy generation here
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m_log.Debug("[MESH]: mesh proxy generation not implemented yet ");
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if (!useMeshiesPhysicsMesh)
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return null;
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m_log.Debug("[MESH]: experimental mesh proxy generation");
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OSD meshOsd;
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if (primShape.SculptData.Length > 0)
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{
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m_log.Debug("[MESH]: asset data length: " + primShape.SculptData.Length.ToString());
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byte[] header = Util.StringToBytes256("<? LLSD/Binary ?>");
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////dump to debugging file
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//string filename = System.IO.Path.Combine(decodedSculptMapPath, "mesh_" + primShape.SculptTexture.ToString());
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//BinaryWriter writer = new BinaryWriter(File.Open(filename, FileMode.Create));
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//writer.Write(primShape.SculptData);
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//writer.Close();
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}
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else
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if (primShape.SculptData.Length <= 0)
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{
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m_log.Error("[MESH]: asset data is zero length");
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return null;
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}
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try
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long start = 0;
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using (MemoryStream data = new MemoryStream(primShape.SculptData))
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{
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meshOsd = OSDParser.DeserializeLLSDBinary(primShape.SculptData, true);
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}
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catch (Exception e)
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{
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m_log.Error("[MESH]: exception decoding mesh asset: " + e.ToString());
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return null;
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meshOsd = (OSDMap)OSDParser.DeserializeLLSDBinary(data, true);
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start = data.Position;
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}
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if (meshOsd is OSDMap)
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{
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OSDMap map = (OSDMap)meshOsd;
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//foreach (string name in map.Keys)
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// m_log.Debug("[MESH]: key:" + name + " value:" + map[name].AsString());
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OSDMap physicsParms = (OSDMap)map["physics_shape"];
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int physOffset = physicsParms["offset"].AsInteger();
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int physOffset = physicsParms["offset"].AsInteger() + (int)start;
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int physSize = physicsParms["size"].AsInteger();
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if (physOffset < 0 || physSize == 0)
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return null; // no mesh data in asset
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m_log.Debug("[MESH]: physOffset:" + physOffset.ToString() + " physSize:" + physSize.ToString());
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//MemoryStream ms = new MemoryStream(primShape.SculptData, physOffset, physSize);
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//GZipStream gzStream = new GZipStream(ms, CompressionMode.Decompress);
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OSD decodedMeshOsd = new OSD();
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byte[] meshBytes = new byte[physSize];
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System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
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byte[] decompressed = new byte[physSize * 5];
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try
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{
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{
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string filename = System.IO.Path.Combine(decodedSculptMapPath, "meshInput_" + primShape.SculptTexture.ToString());
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using (FileStream fs = new FileStream(filename, FileMode.Create))
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{
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fs.Write(meshBytes, 0, meshBytes.Length);
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}
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}
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//int maxSize = physSize * 5; // arbitrary guess
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//byte[] readBuffer = new byte[maxSize];
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using (MemoryStream inMs = new MemoryStream(meshBytes))
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{
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using (MemoryStream outMs = new MemoryStream())
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{
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using (ZOutputStream zOut = new ZOutputStream(outMs))
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{
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byte[] readBuffer = new byte[2048];
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int readLen = 0;
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while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
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{
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zOut.Write(readBuffer, 0, readLen);
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}
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zOut.Flush();
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outMs.Seek(0, SeekOrigin.Begin);
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//int bytesRead = gzStream.Read(readBuffer, 0, maxSize);
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byte[] decompressedBuf = outMs.GetBuffer();
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//OSD physMeshOsd = OSDParser.DeserializeLLSDBinary(readBuffer);
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decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf, true);
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}
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}
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}
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}
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catch (Exception e)
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{
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m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
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return null;
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}
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OSDArray decodedMeshOsdArray = null;
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// physics_shape is an array of OSDMaps, one for each submesh
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if (decodedMeshOsd is OSDArray)
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{
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decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
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foreach (OSD subMeshOsd in decodedMeshOsdArray)
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{
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if (subMeshOsd is OSDMap)
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{
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OSDMap subMeshMap = (OSDMap)subMeshOsd;
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OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshMap["PositionDomain"])["Max"].AsVector3();
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OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshMap["PositionDomain"])["Min"].AsVector3();
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byte[] posBytes = subMeshMap["Position"].AsBinary();
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for (int i = 0; i < posBytes.Length; i += 6)
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{
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ushort uX = Utils.BytesToUInt16(posBytes, i);
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ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
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ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
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Coord c = new Coord(
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Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
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Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
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Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
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coords.Add(c);
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}
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byte[] triangleBytes = subMeshMap["TriangleList"].AsBinary();
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for (int i = 0; i < triangleBytes.Length; i += 6)
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{
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ushort v1 = Utils.BytesToUInt16(triangleBytes, i);
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ushort v2 = Utils.BytesToUInt16(triangleBytes, i + 2);
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ushort v3 = Utils.BytesToUInt16(triangleBytes, i + 4);
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Face f = new Face(v1, v2, v3);
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faces.Add(f);
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}
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}
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}
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}
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}
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//just bail out for now until mesh code is finished
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return null;
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}
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else
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{
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@ -147,6 +147,12 @@
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; to false if you have compatibility problems.
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;CacheSculptMaps = true
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; if you use Meshmerizer and want collisions for meshies, setting this to true
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; will cause OpenSim to attempt to decode meshies assets, extract the physics
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; mesh, and use it for collisions. This is currently experimental code and enabling
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; it may cause unexpected physics problems.
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;UseMeshiesPhysicsMesh = false
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; Choose one of the physics engines below
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; OpenDynamicsEngine is by some distance the most developed physics engine
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; basicphysics effectively does not model physics at all, making all objects phantom
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Binary file not shown.
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@ -587,7 +587,6 @@
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<ReferencePath>../../../../bin/</ReferencePath>
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<Reference name="System"/>
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<Reference name="System.Drawing"/>
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<Reference name="System.IO.Compression;"/>
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<Reference name="CSJ2K" path="../../../../bin/"/>
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<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
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<Reference name="OpenMetaverse" path="../../../../bin/"/>
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@ -597,6 +596,7 @@
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<Reference name="OpenSim.Framework.Console"/>
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<Reference name="OpenSim.Region.Physics.Manager"/>
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<Reference name="log4net" path="../../../../bin/"/>
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<Reference name="zlib.net" path="../../../../bin/"/>
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<Files>
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<Match pattern="*.cs" recurse="true"/>
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