Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/Physics/BulletSPlugin/BSShapes.csavinationmerge
commit
e2e839a0cd
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@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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public new void Initialise(IConfigSource config)
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{
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string umanmod = config.Configs["Modules"].GetString("UserManagementModule", Name);
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string umanmod = config.Configs["Modules"].GetString("UserManagementModule", null);
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if (umanmod == Name)
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{
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m_Enabled = true;
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@ -2197,7 +2197,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!userExposed)
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dupe.IsAttachment = true;
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dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
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dupe.m_sittingAvatars = new List<UUID>();
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if (!userExposed)
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{
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@ -2159,6 +2159,7 @@ namespace OpenSim.Region.Framework.Scenes
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// safeguard actual copy is done in sog.copy
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dupe.KeyframeMotion = null;
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dupe.PayPrice = (int[])PayPrice.Clone();
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dupe.DynAttrs.CopyFrom(DynAttrs);
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@ -373,7 +373,7 @@ public static class BSParam
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true ),
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new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
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false ),
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new ParameterDefn<bool>("UseAssetHulls", "If true, use hull if specified in the mesh asset info",
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new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info",
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false ),
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new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
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@ -441,12 +441,16 @@ public class BSShapeMesh : BSShape
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{
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BulletShape newShape = new BulletShape();
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IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
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IMesh meshData = null;
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lock (physicsScene.mesher)
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{
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meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
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false, // say it is not physical so a bounding box is not built
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false, // do not cache the mesh and do not use previously built versions
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false,
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false
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);
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}
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if (meshData != null)
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{
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@ -578,17 +582,30 @@ public class BSShapeHull : BSShape
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BulletShape newShape = new BulletShape();
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newShape.shapeKey = newHullKey;
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IMesh meshData = null;
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List<List<OMV.Vector3>> allHulls = null;
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lock (physicsScene.mesher)
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{
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// Pass true for physicalness as this prevents the creation of bounding box which is not needed
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IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false);
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meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false);
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// If there is hull data in the mesh asset, build the hull from that
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// If we should use the asset's hull info, fetch it out of the locked mesher
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if (meshData != null && BSParam.ShouldUseAssetHulls)
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{
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Meshmerizer realMesher = physicsScene.mesher as Meshmerizer;
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if (realMesher != null)
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{
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List<List<OMV.Vector3>> allHulls = realMesher.GetConvexHulls(size);
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if (allHulls != null)
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allHulls = realMesher.GetConvexHulls(size);
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}
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if (allHulls == null)
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{
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID);
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}
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}
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}
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// If there is hull data in the mesh asset, build the hull from that
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if (allHulls != null && BSParam.ShouldUseAssetHulls)
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{
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int hullCount = allHulls.Count;
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int totalVertices = 1; // include one for the count of the hulls
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@ -621,15 +638,17 @@ public class BSShapeHull : BSShape
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// create the hull data structure in Bullet
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newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}",
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prim.LocalID, hullCount, totalVertices, newShape);
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}
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}
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}
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// If no hull specified in the asset and we should use Bullet's HACD approximation...
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if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD)
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{
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// Build the hull shape from an existing mesh shape.
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// The mesh should have already been created in Bullet.
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID);
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID);
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BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);
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if (meshShape.physShapeInfo.HasPhysicalShape)
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@ -647,18 +666,16 @@ public class BSShapeHull : BSShape
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
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newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape);
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// Now done with the mesh shape.
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meshShape.Dereference(physicsScene);
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}
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
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physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
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}
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// If no hull specified, use our HACD hull approximation.
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if (!newShape.HasPhysicalShape)
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{
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// Build a new hull in the physical world using the C# HACD algorigthm.
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if (meshData != null)
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// If no other hull specifications, use our HACD hull approximation.
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if (!newShape.HasPhysicalShape && meshData != null)
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{
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if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
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{
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@ -767,8 +784,6 @@ public class BSShapeHull : BSShape
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// create the hull data structure in Bullet
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newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
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}
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newShape.shapeKey = newHullKey;
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}
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return newShape;
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}
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// Callback from convex hull creater with a newly created hull.
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@ -64,6 +64,7 @@ namespace OpenSim.Region.Physics.Meshing
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public class Meshmerizer : IMesher
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static string LogHeader = "[MESH]";
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// Setting baseDir to a path will enable the dumping of raw files
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// raw files can be imported by blender so a visual inspection of the results can be done
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@ -72,6 +73,8 @@ namespace OpenSim.Region.Physics.Meshing
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#else
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private const string baseDir = null; //"rawFiles";
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#endif
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// If 'true', lots of DEBUG logging of asset parsing details
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private bool debugDetail = true;
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private bool cacheSculptMaps = true;
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private string decodedSculptMapPath = null;
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@ -80,6 +83,7 @@ namespace OpenSim.Region.Physics.Meshing
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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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private List<List<Vector3>> mConvexHulls = null;
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private List<Vector3> mBoundingHull = null;
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private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
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@ -321,6 +325,9 @@ namespace OpenSim.Region.Physics.Meshing
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faces = new List<Face>();
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OSD meshOsd = null;
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mConvexHulls = null;
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mBoundingHull = null;
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if (primShape.SculptData.Length <= 0)
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{
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// XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this
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@ -357,27 +364,67 @@ namespace OpenSim.Region.Physics.Meshing
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OSDMap physicsParms = null;
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OSDMap map = (OSDMap)meshOsd;
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if (map.ContainsKey("physics_shape"))
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{
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physicsParms = (OSDMap)map["physics_shape"]; // old asset format
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if (debugDetail) m_log.DebugFormat("{0} prim='{1}': using 'physics_shape' mesh data", LogHeader, primName);
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}
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else if (map.ContainsKey("physics_mesh"))
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{
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physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
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if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'physics_mesh' mesh data", LogHeader, primName);
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}
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else if (map.ContainsKey("medium_lod"))
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{
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physicsParms = (OSDMap)map["medium_lod"]; // if no physics mesh, try to fall back to medium LOD display mesh
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if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'medium_lod' mesh data", LogHeader, primName);
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}
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else if (map.ContainsKey("high_lod"))
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{
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physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :)
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if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'high_lod' mesh data", LogHeader, primName);
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}
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if (map.ContainsKey("physics_convex"))
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{ // pull this out also in case physics engine can use it
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try
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{
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OSDMap convexBlock = (OSDMap)map["physics_convex"];
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if (convexBlock.ContainsKey("HullList"))
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{
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byte[] hullList = convexBlock["HullList"].AsBinary();
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Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f);
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if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3();
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Vector3 max = new Vector3(0.5f, 0.5f, 0.5f);
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if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3();
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List<Vector3> boundingHull = null;
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if (convexBlock.ContainsKey("BoundingVerts"))
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{
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// decompress and decode bounding hull points
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byte[] boundingVertsBytes = DecompressOsd(convexBlock["BoundingVerts"].AsBinary()).AsBinary();
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boundingHull = new List<Vector3>();
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for (int i = 0; i < boundingVertsBytes.Length;)
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{
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ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2;
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ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2;
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ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2;
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Vector3 pos = new Vector3(
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Utils.UInt16ToFloat(uX, min.X, max.X),
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Utils.UInt16ToFloat(uY, min.Y, max.Y),
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Utils.UInt16ToFloat(uZ, min.Z, max.Z)
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);
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boundingHull.Add(pos);
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}
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mBoundingHull = boundingHull;
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if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed bounding hull. nHulls={2}", LogHeader, primName, mBoundingHull.Count);
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}
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if (convexBlock.ContainsKey("HullList"))
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{
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byte[] hullList = convexBlock["HullList"].AsBinary();
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// decompress and decode hull points
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byte[] posBytes = DecompressOsd(convexBlock["Positions"].AsBinary()).AsBinary();
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@ -408,11 +455,16 @@ namespace OpenSim.Region.Physics.Meshing
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}
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mConvexHulls = hulls;
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if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count);
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}
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else
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{
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if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName);
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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.WarnFormat("[MESH]: exception decoding convex block: {0}", e.Message);
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m_log.WarnFormat("{0} exception decoding convex block: {1}", LogHeader, e);
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}
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}
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@ -438,7 +490,7 @@ namespace OpenSim.Region.Physics.Meshing
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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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m_log.ErrorFormat("{0} prim='{1}': exception decoding physical mesh: {2}", LogHeader, primName, e);
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return false;
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}
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@ -455,6 +507,9 @@ namespace OpenSim.Region.Physics.Meshing
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if (subMeshOsd is OSDMap)
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AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
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}
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if (debugDetail)
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m_log.DebugFormat("{0} {1}: mesh decoded. offset={2}, size={3}, nCoords={4}, nFaces={5}",
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LogHeader, primName, physOffset, physSize, coords.Count, faces.Count);
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}
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}
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@ -772,6 +827,23 @@ namespace OpenSim.Region.Physics.Meshing
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return true;
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}
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/// <summary>
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/// temporary prototype code - please do not use until the interface has been finalized!
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/// </summary>
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/// <param name="size">value to scale the hull points by</param>
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/// <returns>a list of vertices in the bounding hull if it exists and has been successfully decoded, otherwise null</returns>
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public List<Vector3> GetBoundingHull(Vector3 size)
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{
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if (mBoundingHull == null)
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return null;
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List<Vector3> verts = new List<Vector3>();
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foreach (var vert in mBoundingHull)
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verts.Add(vert * size);
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return verts;
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}
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/// <summary>
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/// temporary prototype code - please do not use until the interface has been finalized!
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/// </summary>
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Reference in New Issue