* Moves the Meshmerizer to a separate plugin
* Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....afrisby
parent
43ea37b5a0
commit
cb07ba0d68
|
@ -54,6 +54,7 @@ namespace OpenSim
|
|||
private const string DEFAULT_PRIM_BACKUP_FILENAME = "prim-backup.xml";
|
||||
|
||||
public string m_physicsEngine;
|
||||
public string m_meshEngineName;
|
||||
public string m_scriptEngine;
|
||||
public bool m_sandbox;
|
||||
public bool user_accounts;
|
||||
|
@ -210,6 +211,7 @@ namespace OpenSim
|
|||
{
|
||||
m_sandbox = !startupConfig.GetBoolean("gridmode", false);
|
||||
m_physicsEngine = startupConfig.GetString("physics", "basicphysics");
|
||||
m_meshEngineName = startupConfig.GetString("meshing", "Meshmerizer");
|
||||
m_verbose = startupConfig.GetBoolean("verbose", true);
|
||||
m_permissions = startupConfig.GetBoolean("serverside_object_permissions", false);
|
||||
|
||||
|
@ -404,7 +406,7 @@ namespace OpenSim
|
|||
|
||||
protected override PhysicsScene GetPhysicsScene()
|
||||
{
|
||||
return GetPhysicsScene(m_physicsEngine);
|
||||
return GetPhysicsScene(m_physicsEngine, m_meshEngineName);
|
||||
}
|
||||
|
||||
private class SimStatusHandler : IStreamedRequestHandler
|
||||
|
@ -767,4 +769,4 @@ namespace OpenSim
|
|||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,6 +29,7 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using System.Net;
|
||||
using libsecondlife;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Communications;
|
||||
using OpenSim.Framework.Communications.Cache;
|
||||
|
@ -89,12 +90,12 @@ namespace OpenSim.Region.ClientStack
|
|||
protected abstract PhysicsScene GetPhysicsScene();
|
||||
protected abstract StorageManager CreateStorageManager(RegionInfo regionInfo);
|
||||
|
||||
protected PhysicsScene GetPhysicsScene(string engine)
|
||||
protected PhysicsScene GetPhysicsScene(string engine, string meshEngine)
|
||||
{
|
||||
PhysicsPluginManager physicsPluginManager;
|
||||
physicsPluginManager = new PhysicsPluginManager();
|
||||
physicsPluginManager.LoadPlugins();
|
||||
return physicsPluginManager.GetPhysicsScene(engine);
|
||||
return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
|
||||
}
|
||||
|
||||
protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer)
|
||||
|
@ -150,4 +151,4 @@ namespace OpenSim.Region.ClientStack
|
|||
protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
|
||||
AgentCircuitManager circuitManager);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -182,7 +182,7 @@ namespace SimpleApp
|
|||
|
||||
protected override PhysicsScene GetPhysicsScene()
|
||||
{
|
||||
return GetPhysicsScene("basicphysics");
|
||||
return GetPhysicsScene("basicphysics", "Meshmerizer");
|
||||
}
|
||||
|
||||
#region conscmd_callback Members
|
||||
|
@ -206,4 +206,4 @@ namespace SimpleApp
|
|||
app.Run();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -70,6 +70,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
|||
{
|
||||
}
|
||||
|
||||
public override void Initialise(IMesher meshmerizer)
|
||||
{
|
||||
// Does nothing right now
|
||||
}
|
||||
|
||||
public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
|
||||
{
|
||||
BasicActor act = new BasicActor();
|
||||
|
@ -274,4 +279,4 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
|||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -64,6 +64,7 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using MonoXnaCompactMaths;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using XnaDevRu.BulletX;
|
||||
using XnaDevRu.BulletX.Dynamics;
|
||||
|
@ -74,15 +75,6 @@ using BoxShape=XnaDevRu.BulletX.BoxShape;
|
|||
|
||||
namespace OpenSim.Region.Physics.BulletXPlugin
|
||||
{
|
||||
/// <summary>
|
||||
/// This class is only here for compilations reasons
|
||||
/// </summary>
|
||||
public class Mesh
|
||||
{
|
||||
public Mesh()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// BulletXConversions are called now BulletXMaths
|
||||
|
@ -268,6 +260,65 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// Class to detect and debug collisions
|
||||
// Mainly used for debugging purposes
|
||||
class CollisionDispatcherLocal : CollisionDispatcher
|
||||
{
|
||||
|
||||
BulletXScene relatedScene;
|
||||
|
||||
public CollisionDispatcherLocal(BulletXScene s)
|
||||
: base()
|
||||
{
|
||||
relatedScene=s;
|
||||
}
|
||||
|
||||
public override bool NeedsCollision(CollisionObject bodyA, CollisionObject bodyB)
|
||||
{
|
||||
RigidBody rb;
|
||||
BulletXCharacter bxcA=null;
|
||||
BulletXPrim bxpA = null;
|
||||
Type t = bodyA.GetType();
|
||||
if (t==typeof(RigidBody)) {
|
||||
rb = (RigidBody)bodyA;
|
||||
relatedScene._characters.TryGetValue(rb, out bxcA);
|
||||
relatedScene._prims.TryGetValue(rb, out bxpA);
|
||||
}
|
||||
String nameA;
|
||||
if (bxcA != null)
|
||||
nameA = bxcA._name;
|
||||
else if (bxpA != null)
|
||||
nameA = bxpA._name;
|
||||
else
|
||||
nameA = "null";
|
||||
|
||||
BulletXCharacter bxcB = null;
|
||||
BulletXPrim bxpB = null;
|
||||
t = bodyB.GetType();
|
||||
if (t == typeof(RigidBody))
|
||||
{
|
||||
rb = (RigidBody)bodyB;
|
||||
relatedScene._characters.TryGetValue(rb, out bxcB);
|
||||
relatedScene._prims.TryGetValue(rb, out bxpB);
|
||||
}
|
||||
String nameB;
|
||||
if (bxcB != null)
|
||||
nameB = bxcB._name;
|
||||
else if (bxpB != null)
|
||||
nameB = bxpB._name;
|
||||
else
|
||||
nameB = "null";
|
||||
|
||||
bool needsCollision=base.NeedsCollision(bodyA, bodyB);
|
||||
|
||||
MainLog.Instance.Debug("BulletX", "A collision was detected between {0} and {1} --> {2}", nameA, nameB, needsCollision);
|
||||
|
||||
|
||||
return needsCollision;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// PhysicsScene Class for BulletX
|
||||
/// </summary>
|
||||
|
@ -294,8 +345,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
private const int simulationSubSteps = 10;
|
||||
//private float[] _heightmap;
|
||||
private BulletXPlanet _simFlatPlanet;
|
||||
private List<BulletXCharacter> _characters = new List<BulletXCharacter>();
|
||||
private List<BulletXPrim> _prims = new List<BulletXPrim>();
|
||||
internal Dictionary<RigidBody, BulletXCharacter> _characters = new Dictionary<RigidBody, BulletXCharacter>();
|
||||
internal Dictionary<RigidBody, BulletXPrim> _prims = new Dictionary<RigidBody, BulletXPrim>();
|
||||
|
||||
public IMesher mesher;
|
||||
|
||||
|
||||
public static float Gravity
|
||||
{
|
||||
|
@ -334,7 +388,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
|
||||
public BulletXScene()
|
||||
{
|
||||
cDispatcher = new CollisionDispatcher();
|
||||
cDispatcher = new CollisionDispatcherLocal(this);
|
||||
Vector3 worldMinDim = new Vector3((float) minXY, (float) minXY, (float) minZ);
|
||||
Vector3 worldMaxDim = new Vector3((float) maxXY, (float) maxXY, (float) maxZ);
|
||||
opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles);
|
||||
|
@ -348,6 +402,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
//this._heightmap = new float[65536];
|
||||
}
|
||||
|
||||
public override void Initialise(IMesher meshmerizer)
|
||||
{
|
||||
mesher = meshmerizer;
|
||||
}
|
||||
|
||||
|
||||
public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
|
||||
{
|
||||
PhysicsVector pos = new PhysicsVector();
|
||||
|
@ -358,7 +418,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
lock (BulletXLock)
|
||||
{
|
||||
newAv = new BulletXCharacter(avName, this, pos);
|
||||
_characters.Add(newAv);
|
||||
_characters.Add(newAv.RigidBody, newAv);
|
||||
}
|
||||
return newAv;
|
||||
}
|
||||
|
@ -379,7 +439,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
((BulletXCharacter) actor).RigidBody.ActivationState = ActivationState.DisableSimulation;
|
||||
AddForgottenRigidBody(((BulletXCharacter) actor).RigidBody);
|
||||
}
|
||||
_characters.Remove((BulletXCharacter) actor);
|
||||
_characters.Remove(((BulletXCharacter)actor).RigidBody);
|
||||
}
|
||||
GC.Collect();
|
||||
}
|
||||
|
@ -405,7 +465,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
}
|
||||
else
|
||||
{
|
||||
Mesh mesh = null;
|
||||
IMesh mesh = mesher.CreateMesh(primName, pbs, size);
|
||||
result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
|
||||
}
|
||||
break;
|
||||
|
@ -419,13 +479,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
}
|
||||
|
||||
public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation,
|
||||
Mesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
|
||||
IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
|
||||
{
|
||||
BulletXPrim newPrim = null;
|
||||
lock (BulletXLock)
|
||||
{
|
||||
newPrim = new BulletXPrim(name, this, position, size, rotation, mesh, pbs, isPhysical);
|
||||
_prims.Add(newPrim);
|
||||
_prims.Add(newPrim.RigidBody, newPrim);
|
||||
}
|
||||
return newPrim;
|
||||
}
|
||||
|
@ -446,7 +506,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
((BulletXPrim) prim).RigidBody.ActivationState = ActivationState.DisableSimulation;
|
||||
AddForgottenRigidBody(((BulletXPrim) prim).RigidBody);
|
||||
}
|
||||
_prims.Remove((BulletXPrim) prim);
|
||||
_prims.Remove(((BulletXPrim) prim).RigidBody);
|
||||
}
|
||||
GC.Collect();
|
||||
}
|
||||
|
@ -470,11 +530,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
|
||||
private void MoveAllObjects(float timeStep)
|
||||
{
|
||||
foreach (BulletXCharacter actor in _characters)
|
||||
foreach (BulletXCharacter actor in _characters.Values)
|
||||
{
|
||||
actor.Move(timeStep);
|
||||
}
|
||||
foreach (BulletXPrim prim in _prims)
|
||||
foreach (BulletXPrim prim in _prims.Values)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
@ -482,14 +542,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
private void ValidateHeightForAll()
|
||||
{
|
||||
float _height;
|
||||
foreach (BulletXCharacter actor in _characters)
|
||||
foreach (BulletXCharacter actor in _characters.Values)
|
||||
{
|
||||
//_height = HeightValue(actor.RigidBodyPosition);
|
||||
_height = _simFlatPlanet.HeightValue(actor.RigidBodyPosition);
|
||||
actor.ValidateHeight(_height);
|
||||
//if (_simFlatPlanet.heightIsNotValid(actor.RigidBodyPosition, out _height)) actor.ValidateHeight(_height);
|
||||
}
|
||||
foreach (BulletXPrim prim in _prims)
|
||||
foreach (BulletXPrim prim in _prims.Values)
|
||||
{
|
||||
//_height = HeightValue(prim.RigidBodyPosition);
|
||||
_height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition);
|
||||
|
@ -510,11 +570,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
{
|
||||
//UpdatePosition > UpdateKinetics.
|
||||
//Not only position will be updated, also velocity cause acceleration.
|
||||
foreach (BulletXCharacter actor in _characters)
|
||||
foreach (BulletXCharacter actor in _characters.Values)
|
||||
{
|
||||
actor.UpdateKinetics();
|
||||
}
|
||||
foreach (BulletXPrim prim in _prims)
|
||||
foreach (BulletXPrim prim in _prims.Values)
|
||||
{
|
||||
prim.UpdateKinetics();
|
||||
}
|
||||
|
@ -646,9 +706,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
protected PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
|
||||
protected RigidBody rigidBody;
|
||||
private Boolean iscolliding = false;
|
||||
internal string _name;
|
||||
|
||||
public BulletXActor()
|
||||
public BulletXActor(String name)
|
||||
{
|
||||
_name = name;
|
||||
}
|
||||
|
||||
public override PhysicsVector Position
|
||||
|
@ -847,6 +909,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
}
|
||||
public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
|
||||
PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation)
|
||||
: base(avName)
|
||||
{
|
||||
//This fields will be removed. They're temporal
|
||||
float _sizeX = 0.5f;
|
||||
|
@ -1016,14 +1079,15 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
private bool m_lastUpdateSent = false;
|
||||
|
||||
public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size,
|
||||
AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
|
||||
AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
|
||||
: this(primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs, isPhysical)
|
||||
{
|
||||
}
|
||||
public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
|
||||
PhysicsVector size,
|
||||
PhysicsVector acceleration, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs,
|
||||
PhysicsVector acceleration, AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs,
|
||||
bool isPhysical)
|
||||
: base(primName)
|
||||
{
|
||||
if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) throw new Exception("Size 0");
|
||||
if (rotation.Norm == 0f) rotation = AxiomQuaternion.Identity;
|
||||
|
@ -1037,7 +1101,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
|
||||
_parent_scene = parent_scene;
|
||||
|
||||
CreateRigidBody(parent_scene, pos, size);
|
||||
CreateRigidBody(parent_scene, mesh, pos, size);
|
||||
}
|
||||
|
||||
public override PhysicsVector Position
|
||||
|
@ -1191,7 +1255,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
}
|
||||
|
||||
#region Methods for updating values of RigidBody
|
||||
internal protected void CreateRigidBody(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size)
|
||||
internal protected void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, PhysicsVector pos, PhysicsVector size)
|
||||
{
|
||||
//For RigidBody Constructor. The next values might change
|
||||
float _linearDamping = 0.0f;
|
||||
|
@ -1204,7 +1268,26 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
{
|
||||
_startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos);
|
||||
//For now all prims are boxes
|
||||
CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(size) / 2.0f);
|
||||
CollisionShape _collisionShape;
|
||||
if (mesh == null)
|
||||
{
|
||||
_collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(size) / 2.0f);
|
||||
} else {
|
||||
int iVertexCount = mesh.getVertexList().Count;
|
||||
int[] indices = mesh.getIndexListAsInt();
|
||||
Vector3[] v3Vertices = new Vector3[iVertexCount];
|
||||
for (int i = 0; i < iVertexCount; i++)
|
||||
{
|
||||
PhysicsVector v=mesh.getVertexList()[i];
|
||||
if (v != null) // Note, null has special meaning. See meshing code for details
|
||||
v3Vertices[i] = BulletXMaths.PhysicsVectorToXnaVector3(v);
|
||||
else
|
||||
v3Vertices[i] = MonoXnaCompactMaths.Vector3.Zero;
|
||||
}
|
||||
TriangleIndexVertexArray triMesh = new TriangleIndexVertexArray(indices, v3Vertices);
|
||||
|
||||
_collisionShape = new XnaDevRu.BulletX.TriangleMeshShape(triMesh);
|
||||
}
|
||||
DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
|
||||
Vector3 _localInertia = new Vector3();
|
||||
if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0
|
||||
|
@ -1231,7 +1314,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
|||
rigidBody.ActivationState = ActivationState.DisableSimulation;
|
||||
this._parent_scene.AddForgottenRigidBody(rigidBody);
|
||||
}
|
||||
CreateRigidBody(this._parent_scene, this._position, size);
|
||||
CreateRigidBody(this._parent_scene, null, this._position, size); // Note, null for the meshing definitely is wrong. It's here for the moment to apease the compiler
|
||||
if (_physical) Speed();//Static objects don't have linear velocity
|
||||
ReOrient();
|
||||
GC.Collect();
|
||||
|
|
|
@ -0,0 +1,161 @@
|
|||
/*
|
||||
Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru
|
||||
Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/*
|
||||
|
||||
This file contains a class TriangleIndexVertexArray. I tried using the class with the same name
|
||||
from the BulletX implementation and found it unusable for the purpose of using triangle meshes
|
||||
within BulletX as the implementation was painfully incomplete.
|
||||
The attempt to derive from the original class failed as viable members were hidden.
|
||||
Fiddling around with BulletX itself was not my intention.
|
||||
So I copied the class to the BulletX-plugin and modified it.
|
||||
If you want to fiddle around with it it's up to you to move all this to BulletX.
|
||||
If someone someday implements the missing functionality in BulletX, feel free to remove this class.
|
||||
It's just an ugly hack.
|
||||
|
||||
*/
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using MonoXnaCompactMaths;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletXPlugin
|
||||
{
|
||||
/// <summary>
|
||||
/// IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements
|
||||
/// instead of the number of indices, we pass the number of triangles
|
||||
/// </summary>
|
||||
public struct IndexedMesh
|
||||
{
|
||||
private int _numTriangles;
|
||||
private int[] _triangleIndexBase;
|
||||
private int _triangleIndexStride;
|
||||
private int _numVertices;
|
||||
private Vector3[] _vertexBase;
|
||||
private int _vertexStride;
|
||||
|
||||
public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride)
|
||||
{
|
||||
_numTriangles = numTriangleIndices;
|
||||
_triangleIndexBase = triangleIndexBase;
|
||||
_triangleIndexStride = triangleIndexStride;
|
||||
_vertexBase = vertexBase;
|
||||
_numVertices = numVertices;
|
||||
_vertexStride = vertexStride;
|
||||
}
|
||||
|
||||
public IndexedMesh(int[] triangleIndexBase, Vector3[] vertexBase)
|
||||
{
|
||||
_numTriangles = triangleIndexBase.Length;
|
||||
_triangleIndexBase = triangleIndexBase;
|
||||
_triangleIndexStride = 32;
|
||||
_vertexBase = vertexBase;
|
||||
_numVertices = vertexBase.Length;
|
||||
_vertexStride = 24;
|
||||
}
|
||||
|
||||
public int TriangleCount { get { return _numTriangles; } set { _numTriangles = value; } }
|
||||
public int[] TriangleIndexBase { get { return _triangleIndexBase; } set { _triangleIndexBase = value; } }
|
||||
public int TriangleIndexStride { get { return _triangleIndexStride; } set { _triangleIndexStride = value; } }
|
||||
public int VertexCount { get { return _numVertices; } set { _numVertices = value; } }
|
||||
public Vector3[] VertexBase { get { return _vertexBase; } set { _vertexBase = value; } }
|
||||
public int VertexStride { get { return _vertexStride; } set { _vertexStride = value; } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays.
|
||||
/// Additional meshes can be added using addIndexedMesh
|
||||
/// </summary>
|
||||
public class TriangleIndexVertexArray : XnaDevRu.BulletX.StridingMeshInterface
|
||||
{
|
||||
List<IndexedMesh> _indexedMeshes = new List<IndexedMesh>();
|
||||
|
||||
public TriangleIndexVertexArray() { }
|
||||
|
||||
public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride)
|
||||
{
|
||||
IndexedMesh mesh = new IndexedMesh();
|
||||
mesh.TriangleCount = numTriangleIndices;
|
||||
mesh.TriangleIndexBase = triangleIndexBase;
|
||||
mesh.TriangleIndexStride = triangleIndexStride;
|
||||
mesh.VertexBase = vertexBase;
|
||||
mesh.VertexCount = numVertices;
|
||||
mesh.VertexStride = vertexStride;
|
||||
|
||||
AddIndexedMesh(mesh);
|
||||
}
|
||||
|
||||
public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase)
|
||||
: this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24) { }
|
||||
|
||||
public void AddIndexedMesh(IndexedMesh indexedMesh)
|
||||
{
|
||||
_indexedMeshes.Add(indexedMesh);
|
||||
}
|
||||
|
||||
public override void GetLockedVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart)
|
||||
{
|
||||
throw new Exception("The method or operation is not implemented.");
|
||||
}
|
||||
|
||||
public override void GetLockedReadOnlyVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart)
|
||||
{
|
||||
IndexedMesh m = _indexedMeshes[0];
|
||||
Vector3[] vertexBase = m.VertexBase;
|
||||
verts = new List<Vector3>();
|
||||
foreach (Vector3 v in vertexBase)
|
||||
{
|
||||
verts.Add(v);
|
||||
}
|
||||
int[] indexBase = m.TriangleIndexBase;
|
||||
indicies = new List<int>();
|
||||
foreach (int i in indexBase)
|
||||
{
|
||||
indicies.Add(i);
|
||||
}
|
||||
numfaces = vertexBase.GetLength(0);
|
||||
}
|
||||
|
||||
public override void UnLockVertexBase(int subpart)
|
||||
{
|
||||
throw new Exception("The method or operation is not implemented.");
|
||||
}
|
||||
|
||||
public override void UnLockReadOnlyVertexBase(int subpart)
|
||||
{
|
||||
}
|
||||
|
||||
public override int SubPartsCount()
|
||||
{
|
||||
return _indexedMeshes.Count;
|
||||
}
|
||||
|
||||
public override void PreallocateVertices(int numverts)
|
||||
{
|
||||
throw new Exception("The method or operation is not implemented.");
|
||||
}
|
||||
|
||||
public override void PreallocateIndices(int numindices)
|
||||
{
|
||||
throw new Exception("The method or operation is not implemented.");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,26 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using OpenSim.Framework;
|
||||
|
||||
namespace OpenSim.Region.Physics.Manager
|
||||
{
|
||||
public interface IMesher
|
||||
{
|
||||
IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size);
|
||||
}
|
||||
|
||||
public interface IVertex {
|
||||
}
|
||||
|
||||
public interface IMesh
|
||||
{
|
||||
List<PhysicsVector> getVertexList();
|
||||
int[] getIndexListAsInt();
|
||||
int[] getIndexListAsIntLocked();
|
||||
float[] getVertexListAsFloatLocked();
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -30,6 +30,7 @@ using System.Collections.Generic;
|
|||
using System.IO;
|
||||
using System.Reflection;
|
||||
using OpenSim.Framework.Console;
|
||||
using Nini.Config;
|
||||
|
||||
namespace OpenSim.Region.Physics.Manager
|
||||
{
|
||||
|
@ -38,28 +39,50 @@ namespace OpenSim.Region.Physics.Manager
|
|||
/// </summary>
|
||||
public class PhysicsPluginManager
|
||||
{
|
||||
private Dictionary<string, IPhysicsPlugin> _plugins = new Dictionary<string, IPhysicsPlugin>();
|
||||
private Dictionary<string, IPhysicsPlugin> _PhysPlugins = new Dictionary<string, IPhysicsPlugin>();
|
||||
private Dictionary<string, IMeshingPlugin> _MeshPlugins = new Dictionary<string, IMeshingPlugin>();
|
||||
|
||||
public PhysicsPluginManager()
|
||||
{
|
||||
}
|
||||
|
||||
public PhysicsScene GetPhysicsScene(string engineName)
|
||||
public PhysicsScene GetPhysicsScene(string physEngineName, string meshEngineName)
|
||||
{
|
||||
if (String.IsNullOrEmpty(engineName))
|
||||
|
||||
if (String.IsNullOrEmpty(physEngineName))
|
||||
{
|
||||
return PhysicsScene.Null;
|
||||
}
|
||||
|
||||
if (_plugins.ContainsKey(engineName))
|
||||
if (String.IsNullOrEmpty(meshEngineName))
|
||||
{
|
||||
MainLog.Instance.Verbose("PHYSICS", "creating " + engineName);
|
||||
return _plugins[engineName].GetScene();
|
||||
return PhysicsScene.Null;
|
||||
}
|
||||
|
||||
|
||||
IMesher meshEngine = null;
|
||||
if (_MeshPlugins.ContainsKey(meshEngineName))
|
||||
{
|
||||
MainLog.Instance.Verbose("PHYSICS", "creating meshing engine " + meshEngineName);
|
||||
meshEngine = _MeshPlugins[meshEngineName].GetMesher();
|
||||
}
|
||||
else
|
||||
{
|
||||
MainLog.Instance.Warn("PHYSICS", "couldn't find physicsEngine: {0}", engineName);
|
||||
throw new ArgumentException(String.Format("couldn't find physicsEngine: {0}", engineName));
|
||||
MainLog.Instance.Warn("PHYSICS", "couldn't find meshingEngine: {0}", meshEngineName);
|
||||
throw new ArgumentException(String.Format("couldn't find meshingEngine: {0}", meshEngineName));
|
||||
}
|
||||
|
||||
if (_PhysPlugins.ContainsKey(physEngineName))
|
||||
{
|
||||
MainLog.Instance.Verbose("PHYSICS", "creating " + physEngineName);
|
||||
PhysicsScene result = _PhysPlugins[physEngineName].GetScene();
|
||||
result.Initialise(meshEngine);
|
||||
return result;
|
||||
}
|
||||
else
|
||||
{
|
||||
MainLog.Instance.Warn("PHYSICS", "couldn't find physicsEngine: {0}", physEngineName);
|
||||
throw new ArgumentException(String.Format("couldn't find physicsEngine: {0}", physEngineName));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -85,18 +108,29 @@ namespace OpenSim.Region.Physics.Manager
|
|||
{
|
||||
if (!pluginType.IsAbstract)
|
||||
{
|
||||
Type typeInterface = pluginType.GetInterface("IPhysicsPlugin", true);
|
||||
Type physTypeInterface = pluginType.GetInterface("IPhysicsPlugin", true);
|
||||
|
||||
if (typeInterface != null)
|
||||
if (physTypeInterface != null)
|
||||
{
|
||||
IPhysicsPlugin plug =
|
||||
(IPhysicsPlugin) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
|
||||
plug.Init();
|
||||
_plugins.Add(plug.GetName(), plug);
|
||||
_PhysPlugins.Add(plug.GetName(), plug);
|
||||
MainLog.Instance.Verbose("PHYSICS", "Added physics engine: " + plug.GetName());
|
||||
}
|
||||
|
||||
typeInterface = null;
|
||||
Type meshTypeInterface = pluginType.GetInterface("IMeshingPlugin", true);
|
||||
|
||||
if (meshTypeInterface != null)
|
||||
{
|
||||
IMeshingPlugin plug =
|
||||
(IMeshingPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
|
||||
_MeshPlugins.Add(plug.GetName(), plug);
|
||||
MainLog.Instance.Verbose("PHYSICS", "Added meshing engine: " + plug.GetName());
|
||||
}
|
||||
|
||||
physTypeInterface = null;
|
||||
meshTypeInterface = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -127,4 +161,11 @@ namespace OpenSim.Region.Physics.Manager
|
|||
string GetName();
|
||||
void Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
public interface IMeshingPlugin
|
||||
{
|
||||
string GetName();
|
||||
IMesher GetMesher();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -28,6 +28,7 @@
|
|||
using Axiom.Math;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.Manager
|
||||
{
|
||||
|
@ -38,6 +39,8 @@ namespace OpenSim.Region.Physics.Manager
|
|||
get { return new NullPhysicsScene(); }
|
||||
}
|
||||
|
||||
public abstract void Initialise(IMesher meshmerizer);
|
||||
|
||||
public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position);
|
||||
|
||||
public abstract void RemoveAvatar(PhysicsActor actor);
|
||||
|
@ -63,6 +66,12 @@ namespace OpenSim.Region.Physics.Manager
|
|||
{
|
||||
private static int m_workIndicator;
|
||||
|
||||
|
||||
public override void Initialise(IMesher meshmerizer)
|
||||
{
|
||||
// Does nothing right now
|
||||
}
|
||||
|
||||
public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
|
||||
{
|
||||
MainLog.Instance.Verbose("NullPhysicsScene : AddAvatar({0})", position);
|
||||
|
@ -123,4 +132,4 @@ namespace OpenSim.Region.Physics.Manager
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,83 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenSim.Region.Physics.Meshing
|
||||
{
|
||||
class Extruder
|
||||
{
|
||||
public float startParameter;
|
||||
public float stopParameter;
|
||||
public Manager.PhysicsVector size;
|
||||
|
||||
public Mesh Extrude(Mesh m)
|
||||
{
|
||||
// Currently only works for iSteps=1;
|
||||
Mesh result = new Mesh();
|
||||
|
||||
Mesh workingPlus = m.Clone();
|
||||
Mesh workingMinus = m.Clone();
|
||||
|
||||
foreach (Vertex v in workingPlus.vertices)
|
||||
{
|
||||
if (v == null)
|
||||
continue;
|
||||
|
||||
v.Z = +.5f;
|
||||
v.X *= size.X;
|
||||
v.Y *= size.Y;
|
||||
v.Z *= size.Z;
|
||||
}
|
||||
|
||||
foreach (Vertex v in workingMinus.vertices)
|
||||
{
|
||||
if (v == null)
|
||||
continue;
|
||||
|
||||
v.Z = -.5f;
|
||||
v.X *= size.X;
|
||||
v.Y *= size.Y;
|
||||
v.Z *= size.Z;
|
||||
}
|
||||
|
||||
foreach (Triangle t in workingMinus.triangles)
|
||||
{
|
||||
t.invertNormal();
|
||||
}
|
||||
|
||||
result.Append(workingMinus);
|
||||
result.Append(workingPlus);
|
||||
|
||||
int iLastNull = 0;
|
||||
for (int i = 0; i < workingPlus.vertices.Count; i++)
|
||||
{
|
||||
int iNext = (i + 1);
|
||||
|
||||
if (workingPlus.vertices[i] == null) // Can't make a simplex here
|
||||
{
|
||||
iLastNull = i+1;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (i == workingPlus.vertices.Count-1) // End of list
|
||||
{
|
||||
iNext = iLastNull;
|
||||
}
|
||||
|
||||
if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment
|
||||
{
|
||||
iNext = iLastNull;
|
||||
}
|
||||
|
||||
Triangle tSide;
|
||||
tSide = new Triangle(workingPlus.vertices[i], workingMinus.vertices[i], workingPlus.vertices[iNext]);
|
||||
result.Add(tSide);
|
||||
|
||||
tSide = new Triangle(workingPlus.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]);
|
||||
result.Add(tSide);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,306 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSim Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* 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
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Globalization;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
using OpenSim.Region.Physics.Meshing;
|
||||
|
||||
public class Vertex : PhysicsVector, IComparable<Vertex>
|
||||
{
|
||||
public Vertex(float x, float y, float z)
|
||||
: base(x, y, z)
|
||||
{
|
||||
}
|
||||
|
||||
public Vertex(PhysicsVector v)
|
||||
: base(v.X, v.Y, v.Z)
|
||||
{
|
||||
}
|
||||
|
||||
public Vertex Clone()
|
||||
{
|
||||
return new Vertex(X, Y, Z);
|
||||
}
|
||||
|
||||
public static Vertex FromAngle(double angle)
|
||||
{
|
||||
return new Vertex((float)Math.Cos(angle), (float)Math.Sin(angle), 0.0f);
|
||||
}
|
||||
|
||||
|
||||
public virtual bool Equals(Vertex v, float tolerance)
|
||||
{
|
||||
PhysicsVector diff = this - v;
|
||||
float d = diff.length();
|
||||
if (d < tolerance)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
public int CompareTo(Vertex other)
|
||||
{
|
||||
if (X < other.X)
|
||||
return -1;
|
||||
|
||||
if (X > other.X)
|
||||
return 1;
|
||||
|
||||
if (Y < other.Y)
|
||||
return -1;
|
||||
|
||||
if (Y > other.Y)
|
||||
return 1;
|
||||
|
||||
if (Z < other.Z)
|
||||
return -1;
|
||||
|
||||
if (Z > other.Z)
|
||||
return 1;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
public static bool operator >(Vertex me, Vertex other)
|
||||
{
|
||||
return me.CompareTo(other) > 0;
|
||||
}
|
||||
|
||||
public static bool operator <(Vertex me, Vertex other)
|
||||
{
|
||||
return me.CompareTo(other) < 0;
|
||||
}
|
||||
public String ToRaw()
|
||||
{
|
||||
// Why this stuff with the number formatter?
|
||||
// Well, the raw format uses the english/US notation of numbers
|
||||
// where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1.
|
||||
// The german notation uses these characters exactly vice versa!
|
||||
// The Float.ToString() routine is a localized one, giving different results depending on the country
|
||||
// settings your machine works with. Unusable for a machine readable file format :-(
|
||||
NumberFormatInfo nfi = new NumberFormatInfo();
|
||||
nfi.NumberDecimalSeparator = ".";
|
||||
nfi.NumberDecimalDigits = 3;
|
||||
|
||||
String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi);
|
||||
|
||||
return s1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public class Triangle
|
||||
{
|
||||
public Vertex v1;
|
||||
public Vertex v2;
|
||||
public Vertex v3;
|
||||
|
||||
private float radius_square;
|
||||
private float cx;
|
||||
private float cy;
|
||||
|
||||
public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
|
||||
{
|
||||
v1 = _v1;
|
||||
v2 = _v2;
|
||||
v3 = _v3;
|
||||
|
||||
CalcCircle();
|
||||
}
|
||||
|
||||
public bool isInCircle(float x, float y)
|
||||
{
|
||||
float dx, dy;
|
||||
float dd;
|
||||
|
||||
dx = x - cx;
|
||||
dy = y - cy;
|
||||
|
||||
dd = dx*dx + dy*dy;
|
||||
if (dd < radius_square)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool isDegraded()
|
||||
{
|
||||
// This means, the vertices of this triangle are somewhat strange.
|
||||
// They either line up or at least two of them are identical
|
||||
return (radius_square == 0.0);
|
||||
}
|
||||
|
||||
private void CalcCircle()
|
||||
{
|
||||
// Calculate the center and the radius of a circle given by three points p1, p2, p3
|
||||
// It is assumed, that the triangles vertices are already set correctly
|
||||
double p1x, p2x, p1y, p2y, p3x, p3y;
|
||||
|
||||
// Deviation of this routine:
|
||||
// A circle has the general equation (M-p)^2=r^2, where M and p are vectors
|
||||
// this gives us three equations f(p)=r^2, each for one point p1, p2, p3
|
||||
// putting respectively two equations together gives two equations
|
||||
// f(p1)=f(p2) and f(p1)=f(p3)
|
||||
// bringing all constant terms to one side brings them to the form
|
||||
// M*v1=c1 resp.M*v2=c2 where v1=(p1-p2) and v2=(p1-p3) (still vectors)
|
||||
// and c1, c2 are scalars (Naming conventions like the variables below)
|
||||
// Now using the equations that are formed by the components of the vectors
|
||||
// and isolate Mx lets you make one equation that only holds My
|
||||
// The rest is straight forward and eaasy :-)
|
||||
//
|
||||
|
||||
/* helping variables for temporary results */
|
||||
double c1, c2;
|
||||
double v1x, v1y, v2x, v2y;
|
||||
|
||||
double z, n;
|
||||
|
||||
double rx, ry;
|
||||
|
||||
// Readout the three points, the triangle consists of
|
||||
p1x = v1.X;
|
||||
p1y = v1.Y;
|
||||
|
||||
p2x = v2.X;
|
||||
p2y = v2.Y;
|
||||
|
||||
p3x = v3.X;
|
||||
p3y = v3.Y;
|
||||
|
||||
/* calc helping values first */
|
||||
c1 = (p1x*p1x + p1y*p1y - p2x*p2x - p2y*p2y)/2;
|
||||
c2 = (p1x*p1x + p1y*p1y - p3x*p3x - p3y*p3y)/2;
|
||||
|
||||
v1x = p1x - p2x;
|
||||
v1y = p1y - p2y;
|
||||
|
||||
v2x = p1x - p3x;
|
||||
v2y = p1y - p3y;
|
||||
|
||||
z = (c1*v2x - c2*v1x);
|
||||
n = (v1y*v2x - v2y*v1x);
|
||||
|
||||
if (n == 0.0) // This is no triangle, i.e there are (at least) two points at the same location
|
||||
{
|
||||
radius_square = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
cy = (float) (z/n);
|
||||
|
||||
if (v2x != 0.0)
|
||||
{
|
||||
cx = (float) ((c2 - v2y*cy)/v2x);
|
||||
}
|
||||
else if (v1x != 0.0)
|
||||
{
|
||||
cx = (float) ((c1 - v1y*cy)/v1x);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Assert(false, "Malformed triangle"); /* Both terms zero means nothing good */
|
||||
}
|
||||
|
||||
rx = (p1x - cx);
|
||||
ry = (p1y - cy);
|
||||
|
||||
radius_square = (float) (rx*rx + ry*ry);
|
||||
}
|
||||
|
||||
public List<Simplex> GetSimplices()
|
||||
{
|
||||
List<Simplex> result = new List<Simplex>();
|
||||
Simplex s1 = new Simplex(v1, v2);
|
||||
Simplex s2 = new Simplex(v2, v3);
|
||||
Simplex s3 = new Simplex(v3, v1);
|
||||
|
||||
result.Add(s1);
|
||||
result.Add(s2);
|
||||
result.Add(s3);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public override String ToString()
|
||||
{
|
||||
NumberFormatInfo nfi = new NumberFormatInfo();
|
||||
nfi.CurrencyDecimalDigits = 2;
|
||||
nfi.CurrencyDecimalSeparator = ".";
|
||||
|
||||
String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
|
||||
String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
|
||||
String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
|
||||
|
||||
return s1 + ";" + s2 + ";" + s3;
|
||||
}
|
||||
|
||||
public PhysicsVector getNormal()
|
||||
{
|
||||
// Vertices
|
||||
|
||||
// Vectors for edges
|
||||
PhysicsVector e1;
|
||||
PhysicsVector e2;
|
||||
|
||||
e1 = new PhysicsVector(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
|
||||
e2 = new PhysicsVector(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
|
||||
|
||||
// Cross product for normal
|
||||
PhysicsVector n = PhysicsVector.cross(e1, e2);
|
||||
|
||||
// Length
|
||||
float l = n.length();
|
||||
|
||||
// Normalized "normal"
|
||||
n = n / l;
|
||||
|
||||
return n;
|
||||
}
|
||||
|
||||
public void invertNormal()
|
||||
{
|
||||
Vertex vt;
|
||||
vt = v1;
|
||||
v1 = v2;
|
||||
v2 = vt;
|
||||
}
|
||||
|
||||
// Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
|
||||
// debugging purposes
|
||||
public String ToStringRaw()
|
||||
{
|
||||
String output = v1.ToRaw() + " " + v2.ToRaw() + " " +v3.ToRaw();
|
||||
return output;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,213 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.Meshing
|
||||
{
|
||||
public class Mesh : IMesh
|
||||
{
|
||||
public List<Vertex> vertices;
|
||||
public List<Triangle> triangles;
|
||||
|
||||
public float[] normals;
|
||||
|
||||
public Mesh()
|
||||
{
|
||||
vertices = new List<Vertex>();
|
||||
triangles = new List<Triangle>();
|
||||
}
|
||||
|
||||
public Mesh Clone()
|
||||
{
|
||||
Mesh result = new Mesh();
|
||||
|
||||
foreach (Vertex v in vertices)
|
||||
{
|
||||
if (v == null)
|
||||
result.vertices.Add(null);
|
||||
else
|
||||
result.vertices.Add(v.Clone());
|
||||
}
|
||||
|
||||
foreach (Triangle t in triangles)
|
||||
{
|
||||
int iV1, iV2, iV3;
|
||||
iV1 = this.vertices.IndexOf(t.v1);
|
||||
iV2 = this.vertices.IndexOf(t.v2);
|
||||
iV3 = this.vertices.IndexOf(t.v3);
|
||||
|
||||
Triangle newT = new Triangle(result.vertices[iV1], result.vertices[iV2], result.vertices[iV3]);
|
||||
result.Add(newT);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void Add(Triangle triangle)
|
||||
{
|
||||
int i;
|
||||
i = vertices.IndexOf(triangle.v1);
|
||||
if (i < 0)
|
||||
throw new ArgumentException("Vertex v1 not known to mesh");
|
||||
i = vertices.IndexOf(triangle.v2);
|
||||
if (i < 0)
|
||||
throw new ArgumentException("Vertex v2 not known to mesh");
|
||||
i = vertices.IndexOf(triangle.v3);
|
||||
if (i < 0)
|
||||
throw new ArgumentException("Vertex v3 not known to mesh");
|
||||
|
||||
triangles.Add(triangle);
|
||||
}
|
||||
|
||||
public void Add(Vertex v)
|
||||
{
|
||||
vertices.Add(v);
|
||||
}
|
||||
|
||||
public void Remove(Vertex v)
|
||||
{
|
||||
int i;
|
||||
|
||||
// First, remove all triangles that are build on v
|
||||
for (i = 0; i < triangles.Count; i++)
|
||||
{
|
||||
Triangle t = triangles[i];
|
||||
if (t.v1 == v || t.v2 == v || t.v3 == v)
|
||||
{
|
||||
triangles.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
// Second remove v itself
|
||||
vertices.Remove(v);
|
||||
}
|
||||
|
||||
public void RemoveTrianglesOutside(SimpleHull hull)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < triangles.Count; i++)
|
||||
{
|
||||
Triangle t = triangles[i];
|
||||
Vertex v1 = t.v1;
|
||||
Vertex v2 = t.v2;
|
||||
Vertex v3 = t.v3;
|
||||
PhysicsVector m = v1 + v2 + v3;
|
||||
m /= 3.0f;
|
||||
if (!hull.IsPointIn(new Vertex(m)))
|
||||
{
|
||||
triangles.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void Add(List<Vertex> lv)
|
||||
{
|
||||
foreach (Vertex v in lv)
|
||||
{
|
||||
vertices.Add(v);
|
||||
}
|
||||
}
|
||||
|
||||
public List<PhysicsVector> getVertexList()
|
||||
{
|
||||
List<PhysicsVector> result = new List<PhysicsVector>();
|
||||
foreach (Vertex v in vertices)
|
||||
{
|
||||
result.Add(v);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public float[] getVertexListAsFloatLocked()
|
||||
{
|
||||
float[] result = new float[vertices.Count * 3];
|
||||
for (int i = 0; i < vertices.Count; i++)
|
||||
{
|
||||
Vertex v = vertices[i];
|
||||
if (v == null)
|
||||
continue;
|
||||
result[3 * i + 0] = v.X;
|
||||
result[3 * i + 1] = v.Y;
|
||||
result[3 * i + 2] = v.Z;
|
||||
}
|
||||
GCHandle.Alloc(result, GCHandleType.Pinned);
|
||||
return result;
|
||||
}
|
||||
|
||||
public int[] getIndexListAsInt()
|
||||
{
|
||||
int[] result = new int[triangles.Count * 3];
|
||||
for (int i = 0; i < triangles.Count; i++)
|
||||
{
|
||||
Triangle t = triangles[i];
|
||||
result[3 * i + 0] = vertices.IndexOf(t.v1);
|
||||
result[3 * i + 1] = vertices.IndexOf(t.v2);
|
||||
result[3 * i + 2] = vertices.IndexOf(t.v3);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public int[] getIndexListAsIntLocked()
|
||||
{
|
||||
int[] result = getIndexListAsInt();
|
||||
GCHandle.Alloc(result, GCHandleType.Pinned);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
public void Append(Mesh newMesh)
|
||||
{
|
||||
foreach (Vertex v in newMesh.vertices)
|
||||
vertices.Add(v);
|
||||
|
||||
foreach (Triangle t in newMesh.triangles)
|
||||
Add(t);
|
||||
|
||||
}
|
||||
|
||||
// Do a linear transformation of mesh.
|
||||
public void TransformLinear(float[,] matrix, float[] offset)
|
||||
{
|
||||
foreach (Vertex v in vertices)
|
||||
{
|
||||
if (v == null)
|
||||
continue;
|
||||
float x, y, z;
|
||||
x = v.X * matrix[0, 0] + v.Y * matrix[1, 0] + v.Z * matrix[2, 0];
|
||||
y = v.X * matrix[0, 1] + v.Y * matrix[1, 1] + v.Z * matrix[2, 1];
|
||||
z = v.X * matrix[0, 2] + v.Y * matrix[1, 2] + v.Z * matrix[2, 2];
|
||||
v.X = x + offset[0];
|
||||
v.Y = y + offset[1];
|
||||
v.Z = z + offset[2];
|
||||
}
|
||||
}
|
||||
|
||||
public void DumpRaw(String path, String name, String title)
|
||||
{
|
||||
if (path == null)
|
||||
return;
|
||||
String fileName = name + "_" + title + ".raw";
|
||||
String completePath = Path.Combine(path, fileName);
|
||||
StreamWriter sw = new StreamWriter(completePath);
|
||||
foreach (Triangle t in triangles)
|
||||
{
|
||||
String s = t.ToStringRaw();
|
||||
sw.WriteLine(s);
|
||||
}
|
||||
sw.Close();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,393 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSim Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* 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
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Globalization;
|
||||
using System.Diagnostics;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.InteropServices;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.Meshing
|
||||
{
|
||||
|
||||
public class MeshmerizerPlugin : IMeshingPlugin
|
||||
{
|
||||
public MeshmerizerPlugin()
|
||||
{
|
||||
}
|
||||
|
||||
public string GetName()
|
||||
{
|
||||
return "Meshmerizer";
|
||||
}
|
||||
|
||||
public IMesher GetMesher()
|
||||
{
|
||||
return new Meshmerizer();
|
||||
}
|
||||
}
|
||||
|
||||
public class Meshmerizer : IMesher
|
||||
{
|
||||
// Setting baseDir to a path will enable the dumping of raw files
|
||||
// raw files can be imported by blender so a visual inspection of the results can be done
|
||||
// const string baseDir = "rawFiles";
|
||||
const string baseDir = null;
|
||||
|
||||
static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu)
|
||||
{
|
||||
// p1, p2, points on the straight
|
||||
// r1, r2, directional vectors of the straight. Not necessarily of length 1!
|
||||
// note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points,
|
||||
// thus allowing to decide whether an intersection is between two points
|
||||
|
||||
float r1x = r1.X;
|
||||
float r1y = r1.Y;
|
||||
float r2x = r2.X;
|
||||
float r2y = r2.Y;
|
||||
|
||||
float denom = r1y*r2x - r1x*r2y;
|
||||
|
||||
if (denom == 0.0)
|
||||
{
|
||||
lambda = Single.NaN;
|
||||
mu = Single.NaN;
|
||||
return;
|
||||
}
|
||||
|
||||
float p1x = p1.X;
|
||||
float p1y = p1.Y;
|
||||
float p2x = p2.X;
|
||||
float p2y = p2.Y;
|
||||
lambda = (-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x) / denom;
|
||||
mu = (-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x) / denom;
|
||||
|
||||
}
|
||||
|
||||
private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v)
|
||||
{
|
||||
List<Triangle> influenced = new List<Triangle>();
|
||||
foreach (Triangle t in triangles)
|
||||
{
|
||||
if (t.isInCircle(v.X, v.Y))
|
||||
{
|
||||
influenced.Add(t);
|
||||
}
|
||||
}
|
||||
return influenced;
|
||||
}
|
||||
|
||||
|
||||
private static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles)
|
||||
{
|
||||
// This is a variant of the delaunay algorithm
|
||||
// each time a new vertex is inserted, all triangles that are influenced by it are deleted
|
||||
// and replaced by new ones including the new vertex
|
||||
// It is not very time efficient but easy to implement.
|
||||
|
||||
int iCurrentVertex;
|
||||
int iMaxVertex = vertices.Count;
|
||||
for (iCurrentVertex = usedForSeed; iCurrentVertex < iMaxVertex; iCurrentVertex++)
|
||||
{
|
||||
// Background: A triangle mesh fulfills the delaunay condition if (iff!)
|
||||
// each circumlocutory circle (i.e. the circle that touches all three corners)
|
||||
// of each triangle is empty of other vertices.
|
||||
// Obviously a single (seeding) triangle fulfills this condition.
|
||||
// If we now add one vertex, we need to reconstruct all triangles, that
|
||||
// do not fulfill this condition with respect to the new triangle
|
||||
|
||||
// Find the triangles that are influenced by the new vertex
|
||||
Vertex v=vertices[iCurrentVertex];
|
||||
if (v == null)
|
||||
continue; // Null is polygon stop marker. Ignore it
|
||||
List<Triangle> influencedTriangles=FindInfluencedTriangles(triangles, v);
|
||||
|
||||
List<Simplex> simplices = new List<Simplex>();
|
||||
|
||||
// Reconstruction phase. First step, dissolve each triangle into it's simplices,
|
||||
// i.e. it's "border lines"
|
||||
// Goal is to find "inner" borders and delete them, while the hull gets conserved.
|
||||
// Inner borders are special in the way that they always come twice, which is how we detect them
|
||||
foreach (Triangle t in influencedTriangles)
|
||||
{
|
||||
List<Simplex> newSimplices = t.GetSimplices();
|
||||
simplices.AddRange(newSimplices);
|
||||
triangles.Remove(t);
|
||||
}
|
||||
// Now sort the simplices. That will make identical ones reside side by side in the list
|
||||
simplices.Sort();
|
||||
|
||||
// Look for duplicate simplices here.
|
||||
// Remember, they are directly side by side in the list right now,
|
||||
// So we only check directly neighbours
|
||||
int iSimplex;
|
||||
List<Simplex> innerSimplices = new List<Simplex>();
|
||||
for (iSimplex = 1; iSimplex < simplices.Count; iSimplex++) // Startindex=1, so we can refer backwards
|
||||
{
|
||||
if (simplices[iSimplex - 1].CompareTo(simplices[iSimplex]) == 0)
|
||||
{
|
||||
innerSimplices.Add(simplices[iSimplex - 1]);
|
||||
innerSimplices.Add(simplices[iSimplex]);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Simplex s in innerSimplices)
|
||||
{
|
||||
simplices.Remove(s);
|
||||
}
|
||||
|
||||
// each simplex still in the list belongs to the hull of the region in question
|
||||
// The new vertex (yes, we still deal with verices here :-) ) forms a triangle
|
||||
// with each of these simplices. Build the new triangles and add them to the list
|
||||
foreach (Simplex s in simplices)
|
||||
{
|
||||
Triangle t = new Triangle(s.v1, s.v2, vertices[iCurrentVertex]);
|
||||
if (!t.isDegraded())
|
||||
{
|
||||
triangles.Add(t);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
|
||||
// Builds the z (+ and -) surfaces of a box shaped prim
|
||||
{
|
||||
UInt16 hollowFactor = primShape.ProfileHollow;
|
||||
UInt16 profileBegin = primShape.ProfileBegin;
|
||||
UInt16 profileEnd = primShape.ProfileEnd;
|
||||
|
||||
// Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface
|
||||
// of a block are basically the same
|
||||
// They may be warped differently but the shape is identical
|
||||
// So we only create one surface as a model and derive both plus and minus surface of the block from it
|
||||
// This is done in a model space where the block spans from -.5 to +.5 in X and Y
|
||||
// The mapping to Scene space is done later during the "extrusion" phase
|
||||
|
||||
// Base
|
||||
Vertex MM = new Vertex(-0.5f, -0.5f, 0.0f);
|
||||
Vertex PM = new Vertex(+0.5f, -0.5f, 0.0f);
|
||||
Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f);
|
||||
Vertex PP = new Vertex(+0.5f, +0.5f, 0.0f);
|
||||
|
||||
Meshing.SimpleHull outerHull = new SimpleHull();
|
||||
outerHull.AddVertex(MM);
|
||||
outerHull.AddVertex(PM);
|
||||
outerHull.AddVertex(PP);
|
||||
outerHull.AddVertex(MP);
|
||||
|
||||
// Deal with cuts now
|
||||
if ((profileBegin != 0) || (profileEnd != 0))
|
||||
{
|
||||
double fProfileBeginAngle = profileBegin / 50000.0 * 360.0; // In degree, for easier debugging and understanding
|
||||
fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
|
||||
double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0
|
||||
fProfileEndAngle -= (90.0 + 45.0);
|
||||
if (fProfileBeginAngle < fProfileEndAngle)
|
||||
fProfileEndAngle -= 360.0;
|
||||
|
||||
// Note, that we don't want to cut out a triangle, even if this is a
|
||||
// good approximation for small cuts. Indeed we want to cut out an arc
|
||||
// and we approximate this arc by a polygon chain
|
||||
// Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space
|
||||
// So it can easily be subtracted from the outer hull
|
||||
int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5); // how many steps do we need with approximately 45 degree
|
||||
double dStepWidth=(fProfileBeginAngle-fProfileEndAngle)/iSteps;
|
||||
|
||||
Vertex origin = new Vertex(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull
|
||||
SimpleHull cutHull = new SimpleHull();
|
||||
cutHull.AddVertex(origin);
|
||||
for (int i=0; i<iSteps; i++) {
|
||||
double angle=fProfileBeginAngle-i*dStepWidth; // we count against the angle orientation!!!!
|
||||
Vertex v = Vertex.FromAngle(angle * Math.PI / 180.0);
|
||||
cutHull.AddVertex(v);
|
||||
}
|
||||
Vertex legEnd = Vertex.FromAngle(fProfileEndAngle * Math.PI / 180.0); // Calculated separately to avoid errors
|
||||
cutHull.AddVertex(legEnd);
|
||||
|
||||
MainLog.Instance.Debug("Starting cutting of the hollow shape from the prim {1}", 0, primName);
|
||||
SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
|
||||
|
||||
outerHull = cuttedHull;
|
||||
}
|
||||
|
||||
// Deal with the hole here
|
||||
if (hollowFactor > 0)
|
||||
{
|
||||
float hollowFactorF = (float) hollowFactor/(float) 50000;
|
||||
Vertex IMM = new Vertex(-0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f);
|
||||
Vertex IPM = new Vertex(+0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f);
|
||||
Vertex IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f);
|
||||
Vertex IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f);
|
||||
|
||||
SimpleHull holeHull = new SimpleHull();
|
||||
|
||||
holeHull.AddVertex(IMM);
|
||||
holeHull.AddVertex(IMP);
|
||||
holeHull.AddVertex(IPP);
|
||||
holeHull.AddVertex(IPM);
|
||||
|
||||
SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull);
|
||||
|
||||
outerHull = hollowedHull;
|
||||
|
||||
}
|
||||
|
||||
Mesh m = new Mesh();
|
||||
|
||||
Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f);
|
||||
Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f);
|
||||
Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f);
|
||||
|
||||
m.Add(Seed1);
|
||||
m.Add(Seed2);
|
||||
m.Add(Seed3);
|
||||
|
||||
m.Add(new Triangle(Seed1, Seed2, Seed3));
|
||||
m.Add(outerHull.getVertices());
|
||||
|
||||
InsertVertices(m.vertices, 3, m.triangles);
|
||||
m.DumpRaw(baseDir, primName, "Proto first Mesh");
|
||||
|
||||
m.Remove(Seed1);
|
||||
m.Remove(Seed2);
|
||||
m.Remove(Seed3);
|
||||
m.DumpRaw(baseDir, primName, "Proto seeds removed");
|
||||
|
||||
m.RemoveTrianglesOutside(outerHull);
|
||||
m.DumpRaw(baseDir, primName, "Proto outsides removed");
|
||||
|
||||
foreach (Triangle t in m.triangles)
|
||||
{
|
||||
PhysicsVector n = t.getNormal();
|
||||
if (n.Z < 0.0)
|
||||
t.invertNormal();
|
||||
}
|
||||
|
||||
Extruder extr = new Extruder();
|
||||
|
||||
extr.size = size;
|
||||
|
||||
Mesh result = extr.Extrude(m);
|
||||
result.DumpRaw(baseDir, primName, "Z extruded");
|
||||
return result;
|
||||
}
|
||||
|
||||
public static void CalcNormals(Mesh mesh)
|
||||
{
|
||||
int iTriangles = mesh.triangles.Count;
|
||||
|
||||
mesh.normals = new float[iTriangles*3];
|
||||
|
||||
int i = 0;
|
||||
foreach (Triangle t in mesh.triangles)
|
||||
{
|
||||
float ux, uy, uz;
|
||||
float vx, vy, vz;
|
||||
float wx, wy, wz;
|
||||
|
||||
ux = t.v1.X;
|
||||
uy = t.v1.Y;
|
||||
uz = t.v1.Z;
|
||||
|
||||
vx = t.v2.X;
|
||||
vy = t.v2.Y;
|
||||
vz = t.v2.Z;
|
||||
|
||||
wx = t.v3.X;
|
||||
wy = t.v3.Y;
|
||||
wz = t.v3.Z;
|
||||
|
||||
|
||||
// Vectors for edges
|
||||
float e1x, e1y, e1z;
|
||||
float e2x, e2y, e2z;
|
||||
|
||||
e1x = ux - vx;
|
||||
e1y = uy - vy;
|
||||
e1z = uz - vz;
|
||||
|
||||
e2x = ux - wx;
|
||||
e2y = uy - wy;
|
||||
e2z = uz - wz;
|
||||
|
||||
|
||||
// Cross product for normal
|
||||
float nx, ny, nz;
|
||||
nx = e1y*e2z - e1z*e2y;
|
||||
ny = e1z*e2x - e1x*e2z;
|
||||
nz = e1x*e2y - e1y*e2x;
|
||||
|
||||
// Length
|
||||
float l = (float) Math.Sqrt(nx*nx + ny*ny + nz*nz);
|
||||
|
||||
// Normalized "normal"
|
||||
nx /= l;
|
||||
ny /= l;
|
||||
nz /= l;
|
||||
|
||||
mesh.normals[i] = nx;
|
||||
mesh.normals[i + 1] = ny;
|
||||
mesh.normals[i + 2] = nz;
|
||||
|
||||
i += 3;
|
||||
}
|
||||
}
|
||||
|
||||
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
|
||||
{
|
||||
Mesh mesh = null;
|
||||
|
||||
switch (primShape.ProfileShape)
|
||||
{
|
||||
case ProfileShape.Square:
|
||||
mesh=CreateBoxMesh(primName, primShape, size);
|
||||
CalcNormals(mesh);
|
||||
break;
|
||||
default:
|
||||
mesh = CreateBoxMesh(primName, primShape, size);
|
||||
CalcNormals(mesh);
|
||||
//Set default mesh to cube otherwise it'll return
|
||||
// null and crash on the 'setMesh' method in the physics plugins.
|
||||
//mesh = null;
|
||||
break;
|
||||
}
|
||||
|
||||
return mesh;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,363 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using OpenSim.Framework.Console;
|
||||
|
||||
namespace OpenSim.Region.Physics.Meshing
|
||||
{
|
||||
// A simple hull is a set of vertices building up to simplices that border a region
|
||||
// The word simple referes to the fact, that this class assumes, that all simplices
|
||||
// do not intersect
|
||||
// Simple hulls can be added and subtracted.
|
||||
// Vertices can be checked to lie inside a hull
|
||||
// Also note, that the sequence of the vertices is important and defines if the region that
|
||||
// is defined by the hull lies inside or outside the simplex chain
|
||||
public class SimpleHull
|
||||
{
|
||||
List<Vertex> vertices = new List<Vertex>();
|
||||
List<Vertex> holeVertices = new List<Vertex>(); // Only used, when the hull is hollow
|
||||
|
||||
// Adds a vertex to the end of the list
|
||||
public void AddVertex(Vertex v) {
|
||||
vertices.Add(v);
|
||||
}
|
||||
|
||||
override public String ToString()
|
||||
{
|
||||
String result="";
|
||||
foreach (Vertex v in vertices)
|
||||
{
|
||||
result += "b:" + v.ToString() + "\n";
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
public List<Vertex> getVertices() {
|
||||
List<Vertex> newVertices = new List<Vertex>();
|
||||
|
||||
newVertices.AddRange(vertices);
|
||||
newVertices.Add(null);
|
||||
newVertices.AddRange(holeVertices);
|
||||
|
||||
return newVertices;
|
||||
}
|
||||
|
||||
public SimpleHull Clone()
|
||||
{
|
||||
SimpleHull result = new SimpleHull();
|
||||
foreach (Vertex v in vertices)
|
||||
{
|
||||
result.AddVertex(v.Clone());
|
||||
}
|
||||
|
||||
foreach (Vertex v in this.holeVertices)
|
||||
{
|
||||
result.holeVertices.Add(v.Clone());
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public bool IsPointIn(Vertex v1)
|
||||
{
|
||||
int iCounter=0;
|
||||
List<Simplex> simplices=buildSimplexList();
|
||||
foreach (Simplex s in simplices)
|
||||
{
|
||||
// Send a ray along the positive X-Direction
|
||||
// Note, that this direction must correlate with the "below" interpretation
|
||||
// of handling for the special cases below
|
||||
Manager.PhysicsVector intersection = s.RayIntersect(v1, new Manager.PhysicsVector(1.0f, 0.0f, 0.0f), true);
|
||||
|
||||
if (intersection == null)
|
||||
continue; // No intersection. Done. More tests to follow otherwise
|
||||
|
||||
// Did we hit the end of a simplex?
|
||||
// Then this can be one of two special cases:
|
||||
// 1. we go through a border exactly at a joint
|
||||
// 2. we have just marginally touched a corner
|
||||
// 3. we can slide along a border
|
||||
// Solution: If the other vertex is "below" the ray, we don't count it
|
||||
// Thus corners pointing down are counted twice, corners pointing up are not counted
|
||||
// borders are counted once
|
||||
if (intersection.IsIdentical(s.v1, 0.001f)) {
|
||||
if (s.v2.Y < v1.Y)
|
||||
continue;
|
||||
}
|
||||
// Do this for the other vertex two
|
||||
if (intersection.IsIdentical(s.v2, 0.001f)) {
|
||||
if (s.v1.Y<v1.Y)
|
||||
continue;
|
||||
}
|
||||
iCounter++;
|
||||
}
|
||||
|
||||
return iCounter % 2 == 1; // Point is inside if the number of intersections is odd
|
||||
}
|
||||
|
||||
public bool containsPointsFrom(SimpleHull otherHull)
|
||||
{
|
||||
foreach (Vertex v in otherHull.vertices)
|
||||
{
|
||||
if (IsPointIn(v))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
List<Simplex> buildSimplexList() {
|
||||
|
||||
List<Simplex> result = new List<Simplex>();
|
||||
|
||||
// Not asserted but assumed: at least three vertices
|
||||
for (int i=0; i<vertices.Count-1; i++) {
|
||||
Simplex s=new Simplex(vertices[i], vertices[i+1]);
|
||||
result.Add(s);
|
||||
}
|
||||
Simplex s1=new Simplex(vertices[vertices.Count-1], vertices[0]);
|
||||
result.Add(s1);
|
||||
|
||||
if (holeVertices.Count==0)
|
||||
return result;
|
||||
|
||||
// Same here. At least three vertices in hole assumed
|
||||
for (int i = 0; i < holeVertices.Count - 1; i++)
|
||||
{
|
||||
Simplex s = new Simplex(holeVertices[i], holeVertices[i + 1]);
|
||||
result.Add(s);
|
||||
}
|
||||
|
||||
s1 = new Simplex(holeVertices[holeVertices.Count - 1], holeVertices[0]);
|
||||
result.Add(s1);
|
||||
return result;
|
||||
}
|
||||
|
||||
bool InsertVertex(Vertex v, int iAfter)
|
||||
{
|
||||
vertices.Insert(iAfter + 1, v);
|
||||
return true;
|
||||
}
|
||||
|
||||
Vertex getNextVertex(Vertex currentVertex)
|
||||
{
|
||||
int iCurrentIndex;
|
||||
iCurrentIndex = vertices.IndexOf(currentVertex);
|
||||
|
||||
// Error handling for iCurrentIndex==-1 should go here (and probably never will)
|
||||
|
||||
iCurrentIndex++;
|
||||
if (iCurrentIndex == vertices.Count)
|
||||
iCurrentIndex = 0;
|
||||
|
||||
return vertices[iCurrentIndex];
|
||||
}
|
||||
|
||||
public Vertex FindVertex(Vertex vBase, float tolerance) {
|
||||
foreach (Vertex v in vertices) {
|
||||
if (v.IsIdentical(vBase, tolerance))
|
||||
return v;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void FindIntersection(Simplex s, ref Vertex Intersection, ref Vertex nextVertex)
|
||||
{
|
||||
Vertex bestIntersection=null;
|
||||
float distToV1=Single.PositiveInfinity;
|
||||
Simplex bestIntersectingSimplex=null;
|
||||
|
||||
List<Simplex> simple = buildSimplexList();
|
||||
foreach (Simplex sTest in simple)
|
||||
{
|
||||
Manager.PhysicsVector vvTemp = Simplex.Intersect(sTest, s, -.001f, -.001f, 0.999f, .999f);
|
||||
|
||||
Vertex vTemp=null;
|
||||
if (vvTemp != null)
|
||||
vTemp = new Vertex(vvTemp);
|
||||
|
||||
if (vTemp!=null) {
|
||||
|
||||
Manager.PhysicsVector diff=(s.v1-vTemp);
|
||||
float distTemp=diff.length();
|
||||
|
||||
if (bestIntersection==null || distTemp<distToV1) {
|
||||
bestIntersection=vTemp;
|
||||
distToV1=distTemp;
|
||||
bestIntersectingSimplex = sTest;
|
||||
}
|
||||
|
||||
} // end if vTemp
|
||||
|
||||
} // end foreach
|
||||
|
||||
Intersection = bestIntersection;
|
||||
if (bestIntersectingSimplex != null)
|
||||
nextVertex = bestIntersectingSimplex.v2;
|
||||
else
|
||||
nextVertex = null;
|
||||
}
|
||||
|
||||
|
||||
public static SimpleHull SubtractHull(SimpleHull baseHull, SimpleHull otherHull)
|
||||
{
|
||||
|
||||
SimpleHull baseHullClone = baseHull.Clone();
|
||||
SimpleHull otherHullClone = otherHull.Clone();
|
||||
bool intersects = false;
|
||||
|
||||
MainLog.Instance.Debug("State before intersection detection");
|
||||
MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString());
|
||||
MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString());
|
||||
|
||||
{
|
||||
int iBase, iOther;
|
||||
|
||||
// Insert into baseHull
|
||||
for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++)
|
||||
{
|
||||
int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count;
|
||||
Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]);
|
||||
|
||||
for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++)
|
||||
{
|
||||
int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count;
|
||||
Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]);
|
||||
|
||||
Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, 0.001f, -.001f, 0.999f, 1.001f);
|
||||
if (intersect != null)
|
||||
{
|
||||
Vertex vIntersect = new Vertex(intersect);
|
||||
baseHullClone.vertices.Insert(iBase + 1, vIntersect);
|
||||
sBase.v2 = vIntersect;
|
||||
intersects = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
MainLog.Instance.Debug("State after intersection detection for the base hull");
|
||||
MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString());
|
||||
|
||||
{
|
||||
int iOther, iBase;
|
||||
|
||||
// Insert into otherHull
|
||||
for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++)
|
||||
{
|
||||
int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count;
|
||||
Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]);
|
||||
|
||||
for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++)
|
||||
{
|
||||
int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count;
|
||||
Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]);
|
||||
|
||||
Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, -.001f, 0.001f, 1.001f, 0.999f);
|
||||
if (intersect != null)
|
||||
{
|
||||
Vertex vIntersect = new Vertex(intersect);
|
||||
otherHullClone.vertices.Insert(iOther + 1, vIntersect);
|
||||
sOther.v2 = vIntersect;
|
||||
intersects = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
MainLog.Instance.Debug("State after intersection detection for the base hull");
|
||||
MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString());
|
||||
|
||||
|
||||
bool otherIsInBase = baseHullClone.containsPointsFrom(otherHullClone);
|
||||
if (!intersects && otherIsInBase)
|
||||
{
|
||||
// We have a hole here
|
||||
baseHullClone.holeVertices = otherHullClone.vertices;
|
||||
return baseHullClone;
|
||||
}
|
||||
|
||||
|
||||
SimpleHull result = new SimpleHull();
|
||||
|
||||
// Find a good starting Simplex from baseHull
|
||||
// A good starting simplex is one that is outside otherHull
|
||||
// Such a simplex must exist, otherwise the result will be empty
|
||||
Vertex baseStartVertex = null;
|
||||
{
|
||||
int iBase;
|
||||
for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++)
|
||||
{
|
||||
int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count;
|
||||
Vertex center = new Vertex((baseHullClone.vertices[iBase] + baseHullClone.vertices[iBaseNext]) / 2.0f);
|
||||
bool isOutside = !otherHullClone.IsPointIn(center);
|
||||
if (isOutside)
|
||||
{
|
||||
baseStartVertex = baseHullClone.vertices[iBaseNext];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition.
|
||||
// In otherwords, subtractHull completely embraces baseHull
|
||||
{
|
||||
return result;
|
||||
}
|
||||
|
||||
// The simplex that *starts* with baseStartVertex is outside the cutting hull,
|
||||
// so we can start our walk with the next vertex without loosing a branch
|
||||
Vertex V1 = baseStartVertex;
|
||||
bool onBase = true;
|
||||
|
||||
// And here is how we do the magic :-)
|
||||
// Start on the base hull.
|
||||
// Walk the vertices in the positive direction
|
||||
// For each vertex check, whether it is a vertex shared with the other hull
|
||||
// if this is the case, switch over to walking the other vertex list.
|
||||
// Note: The other hull *must* go backwards to our starting point (via several orther vertices)
|
||||
// Thus it is important that the cutting hull has the inverse directional sense than the
|
||||
// base hull!!!!!!!!! (means if base goes CW around it's center cutting hull must go CCW)
|
||||
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
result.AddVertex(V1);
|
||||
Vertex nextVertex = null;
|
||||
if (onBase)
|
||||
{
|
||||
nextVertex = otherHullClone.FindVertex(V1, 0.001f);
|
||||
}
|
||||
else
|
||||
{
|
||||
nextVertex = baseHullClone.FindVertex(V1, 0.001f);
|
||||
}
|
||||
|
||||
if (nextVertex != null) // A node that represents an intersection
|
||||
{
|
||||
V1 = nextVertex; // Needed to find the next vertex on the other hull
|
||||
onBase = !onBase;
|
||||
}
|
||||
|
||||
if (onBase)
|
||||
V1 = baseHullClone.getNextVertex(V1);
|
||||
else
|
||||
V1 = otherHullClone.getNextVertex(V1);
|
||||
|
||||
if (V1 == baseStartVertex)
|
||||
done = true;
|
||||
}
|
||||
|
||||
MainLog.Instance.Debug("The resulting Hull is:\n{1}", 0, result.ToString());
|
||||
|
||||
return result;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,198 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.Meshing
|
||||
{
|
||||
// A simplex is a section of a straight line.
|
||||
// It is defined by its endpoints, i.e. by two vertices
|
||||
// Operation on vertices are
|
||||
public class Simplex : IComparable<Simplex>
|
||||
{
|
||||
public Vertex v1;
|
||||
public Vertex v2;
|
||||
|
||||
public Simplex(Vertex _v1, Vertex _v2)
|
||||
{
|
||||
v1 = _v1;
|
||||
v2 = _v2;
|
||||
}
|
||||
|
||||
public int CompareTo(Simplex other)
|
||||
{
|
||||
|
||||
Vertex lv1, lv2, ov1, ov2, temp;
|
||||
|
||||
lv1 = v1;
|
||||
lv2 = v2;
|
||||
ov1 = other.v1;
|
||||
ov2 = other.v2;
|
||||
|
||||
if (lv1 > lv2)
|
||||
{
|
||||
temp = lv1;
|
||||
lv1 = lv2;
|
||||
lv2 = temp;
|
||||
}
|
||||
|
||||
if (ov1 > ov2)
|
||||
{
|
||||
temp = ov1;
|
||||
ov1 = ov2;
|
||||
ov2 = temp;
|
||||
}
|
||||
|
||||
if (lv1 > ov1)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
if (lv1 < ov1)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (lv2 > ov2)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
if (lv2 < ov2)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
private static void intersectParameter(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu)
|
||||
{
|
||||
// Intersects two straights
|
||||
// p1, p2, points on the straight
|
||||
// r1, r2, directional vectors of the straight. Not necessarily of length 1!
|
||||
// note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points,
|
||||
// thus allowing to decide whether an intersection is between two points
|
||||
|
||||
float r1x = r1.X;
|
||||
float r1y = r1.Y;
|
||||
float r2x = r2.X;
|
||||
float r2y = r2.Y;
|
||||
|
||||
float denom = r1y*r2x - r1x*r2y;
|
||||
|
||||
float p1x = p1.X;
|
||||
float p1y = p1.Y;
|
||||
float p2x = p2.X;
|
||||
float p2y = p2.Y;
|
||||
|
||||
float z1=-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x;
|
||||
float z2=-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x;
|
||||
|
||||
if (denom == 0.0f) // Means the straights are parallel. Either no intersection or an infinite number of them
|
||||
{
|
||||
if (z1==0.0f) {// Means they are identical -> many, many intersections
|
||||
lambda = Single.NaN;
|
||||
mu = Single.NaN;
|
||||
} else {
|
||||
lambda = Single.PositiveInfinity;
|
||||
mu = Single.PositiveInfinity;
|
||||
}
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
lambda = z1 / denom;
|
||||
mu = z2 / denom;
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Intersects the simplex with another one.
|
||||
// the borders are used to deal with float inaccuracies
|
||||
// As a rule of thumb, the borders are
|
||||
// lowerBorder1 : 0.0
|
||||
// lowerBorder2 : 0.0
|
||||
// upperBorder1 : 1.0
|
||||
// upperBorder2 : 1.0
|
||||
// Set these to values near the given parameters (e.g. 0.001 instead of 1 to exclude simplex starts safely, or to -0.001 to include them safely)
|
||||
public static PhysicsVector Intersect(
|
||||
Simplex s1,
|
||||
Simplex s2,
|
||||
float lowerBorder1,
|
||||
float lowerBorder2,
|
||||
float upperBorder1,
|
||||
float upperBorder2)
|
||||
{
|
||||
PhysicsVector firstSimplexDirection = s1.v2 - s1.v1;
|
||||
PhysicsVector secondSimplexDirection = s2.v2 - s2.v1;
|
||||
|
||||
float lambda = 0.0f;
|
||||
float mu = 0.0f;
|
||||
|
||||
// Give us the parameters of an intersection. This subroutine does *not* take the constraints
|
||||
// (intersection must be between v1 and v2 and it must be in the positive direction of the ray)
|
||||
// into account. We do that afterwards.
|
||||
intersectParameter(s1.v1, firstSimplexDirection, s2.v1, secondSimplexDirection, ref lambda, ref mu);
|
||||
|
||||
if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel.
|
||||
return null;
|
||||
|
||||
if (Single.IsNaN(lambda)) // Special case. many, many intersections.
|
||||
return null;
|
||||
|
||||
if (lambda > upperBorder1) // We're behind v2
|
||||
return null;
|
||||
|
||||
if (lambda < lowerBorder1)
|
||||
return null;
|
||||
|
||||
if (mu < lowerBorder2) // outside simplex 2
|
||||
return null;
|
||||
|
||||
if (mu > upperBorder2) // outside simplex 2
|
||||
return null;
|
||||
|
||||
return s1.v1 + lambda * firstSimplexDirection;
|
||||
|
||||
}
|
||||
|
||||
// Intersects the simplex with a ray. The ray is defined as all p=origin + lambda*direction
|
||||
// where lambda >= 0
|
||||
public PhysicsVector RayIntersect(Vertex origin, PhysicsVector direction, bool bEndsIncluded)
|
||||
{
|
||||
PhysicsVector simplexDirection = v2 - v1;
|
||||
|
||||
float lambda = 0.0f;
|
||||
float mu = 0.0f;
|
||||
|
||||
// Give us the parameters of an intersection. This subroutine does *not* take the constraints
|
||||
// (intersection must be between v1 and v2 and it must be in the positive direction of the ray)
|
||||
// into account. We do that afterwards.
|
||||
intersectParameter(v1, simplexDirection, origin, direction, ref lambda, ref mu);
|
||||
|
||||
if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel.
|
||||
return null;
|
||||
|
||||
if (Single.IsNaN(lambda)) // Special case. many, many intersections.
|
||||
return null;
|
||||
|
||||
if (mu < 0.0) // We're on the wrong side of the ray
|
||||
return null;
|
||||
|
||||
if (lambda > 1.0) // We're behind v2
|
||||
return null;
|
||||
|
||||
if (lambda == 1.0 && !bEndsIncluded)
|
||||
return null; // The end of the simplices are not included
|
||||
|
||||
if (lambda < 0.0f) // we're before v1;
|
||||
return null;
|
||||
|
||||
return this.v1 + lambda * simplexDirection;
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -32,7 +32,7 @@ using Axiom.Math;
|
|||
using Ode.NET;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Region.Physics.OdePlugin.Meshing;
|
||||
//using OpenSim.Region.Physics.OdePlugin.Meshing;
|
||||
|
||||
namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
|
@ -98,6 +98,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public IntPtr space;
|
||||
public static Object OdeLock = new Object();
|
||||
|
||||
public IMesher mesher;
|
||||
|
||||
public OdeScene()
|
||||
{
|
||||
nearCallback = near;
|
||||
|
@ -137,6 +139,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
}
|
||||
|
||||
public override void Initialise(IMesher meshmerizer)
|
||||
{
|
||||
mesher = meshmerizer;
|
||||
}
|
||||
|
||||
|
||||
// This function blatantly ripped off from BoxStack.cs
|
||||
private void near(IntPtr space, IntPtr g1, IntPtr g2)
|
||||
{
|
||||
|
@ -308,7 +316,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
|
||||
Mesh mesh, PrimitiveBaseShape pbs, bool isphysical)
|
||||
IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
|
||||
{
|
||||
PhysicsVector pos = new PhysicsVector();
|
||||
pos.X = position.X;
|
||||
|
@ -409,11 +417,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
return this.AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||
PhysicsVector size, Quaternion rotation, bool isPhysical)
|
||||
{
|
||||
PhysicsActor result;
|
||||
Mesh mesh = null;
|
||||
IMesh mesh = null;
|
||||
|
||||
switch (pbs.ProfileShape)
|
||||
{
|
||||
|
@ -421,7 +430,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
/// support simple box & hollow box now; later, more shapes
|
||||
if (needsMeshing(pbs))
|
||||
{
|
||||
mesh = Meshmerizer.CreateMesh(primName, pbs, size);
|
||||
mesh = mesher.CreateMesh(primName, pbs, size);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -931,7 +940,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private PhysicsVector _acceleration;
|
||||
public Quaternion _orientation;
|
||||
|
||||
private Mesh _mesh;
|
||||
private IMesh _mesh;
|
||||
private PrimitiveBaseShape _pbs;
|
||||
private OdeScene _parent_scene;
|
||||
public IntPtr prim_geom;
|
||||
|
@ -953,7 +962,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
|
||||
public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size,
|
||||
Quaternion rotation, Mesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
|
||||
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
|
||||
{
|
||||
|
||||
|
||||
|
@ -1036,15 +1045,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
Body = (IntPtr)0;
|
||||
}
|
||||
}
|
||||
public void setMesh(OdeScene parent_scene, Mesh mesh)
|
||||
public void setMesh(OdeScene parent_scene, IMesh mesh)
|
||||
{
|
||||
//Kill Body so that mesh can re-make the geom
|
||||
if (IsPhysical && Body != (IntPtr)0)
|
||||
{
|
||||
disableBody();
|
||||
}
|
||||
float[] vertexList = mesh.getVertexListAsFloat(); // Note, that vertextList is pinned in memory
|
||||
int[] indexList = mesh.getIndexListAsInt(); // Also pinned, needs release after usage
|
||||
float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
|
||||
int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
|
||||
int VertexCount = vertexList.GetLength(0)/3;
|
||||
int IndexCount = indexList.GetLength(0);
|
||||
|
||||
|
@ -1169,7 +1178,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
|
||||
// Don't need to re-enable body.. it's done in SetMesh
|
||||
Mesh mesh = Meshmerizer.CreateMesh(oldname, _pbs, _size);
|
||||
IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
|
||||
// createmesh returns null when it's a shape that isn't a cube.
|
||||
if (mesh != null)
|
||||
setMesh(_parent_scene, mesh);
|
||||
|
@ -1218,7 +1227,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// Construction of new prim
|
||||
if (this._parent_scene.needsMeshing(_pbs))
|
||||
{
|
||||
Mesh mesh = Meshmerizer.CreateMesh(oldname, _pbs, _size);
|
||||
IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
|
||||
setMesh(_parent_scene, mesh);
|
||||
} else {
|
||||
prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
|
||||
|
|
|
@ -84,6 +84,12 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
scene = mySdk.CreateScene();
|
||||
}
|
||||
|
||||
public override void Initialise(IMesher meshmerizer)
|
||||
{
|
||||
// Does nothing right now
|
||||
}
|
||||
|
||||
|
||||
public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
|
||||
{
|
||||
Vec3 pos = new Vec3();
|
||||
|
|
37
prebuild.xml
37
prebuild.xml
|
@ -251,7 +251,8 @@
|
|||
<Reference name="Axiom.MathLib.dll" localCopy="false"/>
|
||||
<Reference name="OpenSim.Framework" localCopy="false"/>
|
||||
<Reference name="OpenSim.Framework.Console" localCopy="false"/>
|
||||
<Files>
|
||||
<Reference name="Nini.dll" />
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="false"/>
|
||||
</Files>
|
||||
</Project>
|
||||
|
@ -346,8 +347,9 @@
|
|||
<Reference name="System" localCopy="false"/>
|
||||
<Reference name="libsecondlife.dll"/>
|
||||
<Reference name="Axiom.MathLib.dll" localCopy="false"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager" localCopy="false"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Console" localCopy="false"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager" localCopy="false"/>
|
||||
<Reference name="Modified.XnaDevRu.BulletX.dll" localCopy="false" />
|
||||
<Reference name="MonoXnaCompactMaths.dll" localCopy="false" />
|
||||
|
||||
|
@ -356,6 +358,30 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project name="OpenSim.Region.Physics.Meshing" path="OpenSim/Region/Physics/Meshing" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="System" localCopy="false"/>
|
||||
<Reference name="libsecondlife.dll"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager" localCopy="false"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true"/>
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
|
||||
<!-- Terrain engine -->
|
||||
<Project name="OpenSim.Region.Terrain.BasicTerrain" path="OpenSim/Region/Terrain.BasicTerrain" type="Library">
|
||||
|
@ -564,8 +590,10 @@
|
|||
<Reference name="OpenSim.Region.Communications.Local"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="XMLRPC.dll"/>
|
||||
<Reference name="Nini.dll" />
|
||||
|
||||
<Files>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true"/>
|
||||
</Files>
|
||||
</Project>
|
||||
|
@ -1108,3 +1136,4 @@
|
|||
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue