777 lines
28 KiB
C#
777 lines
28 KiB
C#
/*
|
|
* 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 OpenSimulator 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.Reflection;
|
|
using System.IO;
|
|
using System.Diagnostics;
|
|
using System.Threading;
|
|
using log4net;
|
|
using Nini.Config;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Region.Physics.Manager;
|
|
using OpenMetaverse;
|
|
using BulletDotNET;
|
|
|
|
namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
|
{
|
|
public class BulletDotNETScene : PhysicsScene
|
|
{
|
|
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
|
|
// private string m_sceneIdentifier = string.Empty;
|
|
|
|
private List<BulletDotNETCharacter> m_characters = new List<BulletDotNETCharacter>();
|
|
private Dictionary<uint, BulletDotNETCharacter> m_charactersLocalID = new Dictionary<uint, BulletDotNETCharacter>();
|
|
private List<BulletDotNETPrim> m_prims = new List<BulletDotNETPrim>();
|
|
private Dictionary<uint, BulletDotNETPrim> m_primsLocalID = new Dictionary<uint, BulletDotNETPrim>();
|
|
private List<BulletDotNETPrim> m_activePrims = new List<BulletDotNETPrim>();
|
|
private List<PhysicsActor> m_taintedActors = new List<PhysicsActor>();
|
|
private btDiscreteDynamicsWorld m_world;
|
|
private btAxisSweep3 m_broadphase;
|
|
private btCollisionConfiguration m_collisionConfiguration;
|
|
private btConstraintSolver m_solver;
|
|
private btCollisionDispatcher m_dispatcher;
|
|
private btHeightfieldTerrainShape m_terrainShape;
|
|
public btRigidBody TerrainBody;
|
|
private btVector3 m_terrainPosition;
|
|
private btVector3 m_gravity;
|
|
public btMotionState m_terrainMotionState;
|
|
public btTransform m_terrainTransform;
|
|
public btVector3 VectorZero;
|
|
public btQuaternion QuatIdentity;
|
|
public btTransform TransZero;
|
|
|
|
public float geomDefaultDensity = 10.000006836f;
|
|
|
|
private float avPIDD = 65f;
|
|
private float avPIDP = 21f;
|
|
private float avCapRadius = 0.37f;
|
|
private float avStandupTensor = 2000000f;
|
|
private float avDensity = 80f;
|
|
private float avHeightFudgeFactor = 0.52f;
|
|
private float avMovementDivisorWalk = 1.8f;
|
|
private float avMovementDivisorRun = 0.8f;
|
|
|
|
// private float minimumGroundFlightOffset = 3f;
|
|
|
|
public bool meshSculptedPrim = true;
|
|
|
|
public float meshSculptLOD = 32;
|
|
public float MeshSculptphysicalLOD = 16;
|
|
|
|
public float bodyPIDD = 35f;
|
|
public float bodyPIDG = 25;
|
|
internal int geomCrossingFailuresBeforeOutofbounds = 4;
|
|
|
|
public float bodyMotorJointMaxforceTensor = 2;
|
|
|
|
public int bodyFramesAutoDisable = 20;
|
|
|
|
public float WorldTimeStep = 10f/60f;
|
|
public const float WorldTimeComp = 1/60f;
|
|
public float gravityz = -9.8f;
|
|
|
|
private float[] _origheightmap; // Used for Fly height. Kitto Flora
|
|
private bool usingGImpactAlgorithm = false;
|
|
|
|
// private IConfigSource m_config;
|
|
private readonly btVector3 worldAabbMin = new btVector3(-10f, -10f, 0);
|
|
private readonly btVector3 worldAabbMax = new btVector3((int)Constants.RegionSize + 10f, (int)Constants.RegionSize + 10f, 9000);
|
|
|
|
public IMesher mesher;
|
|
private ContactAddedCallbackHandler m_CollisionInterface;
|
|
|
|
public BulletDotNETScene(string sceneIdentifier)
|
|
{
|
|
// m_sceneIdentifier = sceneIdentifier;
|
|
VectorZero = new btVector3(0, 0, 0);
|
|
QuatIdentity = new btQuaternion(0, 0, 0, 1);
|
|
TransZero = new btTransform(QuatIdentity, VectorZero);
|
|
m_gravity = new btVector3(0, 0, gravityz);
|
|
_origheightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
|
|
|
|
}
|
|
|
|
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
|
{
|
|
mesher = meshmerizer;
|
|
// m_config = config;
|
|
/*
|
|
if (Environment.OSVersion.Platform == PlatformID.Unix)
|
|
{
|
|
m_log.Fatal("[BulletDotNET]: This configuration is not supported on *nix currently");
|
|
Thread.Sleep(5000);
|
|
Environment.Exit(0);
|
|
}
|
|
*/
|
|
m_broadphase = new btAxisSweep3(worldAabbMin, worldAabbMax, 16000);
|
|
m_collisionConfiguration = new btDefaultCollisionConfiguration();
|
|
m_solver = new btSequentialImpulseConstraintSolver();
|
|
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
|
|
m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
|
|
m_world.setGravity(m_gravity);
|
|
EnableCollisionInterface();
|
|
|
|
|
|
}
|
|
|
|
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
|
|
{
|
|
BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP,
|
|
avCapRadius, avStandupTensor, avDensity,
|
|
avHeightFudgeFactor, avMovementDivisorWalk,
|
|
avMovementDivisorRun);
|
|
try
|
|
{
|
|
m_characters.Add(chr);
|
|
m_charactersLocalID.Add(chr.m_localID, chr);
|
|
}
|
|
catch
|
|
{
|
|
// noop if it's already there
|
|
m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate avatar localID");
|
|
}
|
|
AddPhysicsActorTaint(chr);
|
|
return chr;
|
|
}
|
|
|
|
public override void RemoveAvatar(PhysicsActor actor)
|
|
{
|
|
BulletDotNETCharacter chr = (BulletDotNETCharacter) actor;
|
|
|
|
m_charactersLocalID.Remove(chr.m_localID);
|
|
m_characters.Remove(chr);
|
|
m_world.removeRigidBody(chr.Body);
|
|
m_world.removeCollisionObject(chr.Body);
|
|
|
|
chr.Remove();
|
|
AddPhysicsActorTaint(chr);
|
|
//chr = null;
|
|
}
|
|
|
|
public override void RemovePrim(PhysicsActor prim)
|
|
{
|
|
if (prim is BulletDotNETPrim)
|
|
{
|
|
|
|
BulletDotNETPrim p = (BulletDotNETPrim)prim;
|
|
|
|
p.setPrimForRemoval();
|
|
AddPhysicsActorTaint(prim);
|
|
//RemovePrimThreadLocked(p);
|
|
|
|
}
|
|
}
|
|
|
|
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
|
|
IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
|
|
{
|
|
Vector3 pos = position;
|
|
//pos.X = position.X;
|
|
//pos.Y = position.Y;
|
|
//pos.Z = position.Z;
|
|
Vector3 siz = Vector3.Zero;
|
|
siz.X = size.X;
|
|
siz.Y = size.Y;
|
|
siz.Z = size.Z;
|
|
Quaternion rot = rotation;
|
|
|
|
BulletDotNETPrim newPrim;
|
|
|
|
newPrim = new BulletDotNETPrim(name, this, pos, siz, rot, mesh, pbs, isphysical);
|
|
|
|
//lock (m_prims)
|
|
// m_prims.Add(newPrim);
|
|
|
|
|
|
return newPrim;
|
|
}
|
|
|
|
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
|
{
|
|
PhysicsActor result;
|
|
IMesh mesh = null;
|
|
|
|
//switch (pbs.ProfileShape)
|
|
//{
|
|
// case ProfileShape.Square:
|
|
// //support simple box & hollow box now; later, more shapes
|
|
// if (needsMeshing(pbs))
|
|
// {
|
|
// mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
|
|
// }
|
|
|
|
// break;
|
|
//}
|
|
|
|
if (needsMeshing(pbs))
|
|
mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
|
|
|
|
result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
|
|
|
|
return result;
|
|
}
|
|
|
|
public override void AddPhysicsActorTaint(PhysicsActor prim)
|
|
{
|
|
lock (m_taintedActors)
|
|
{
|
|
if (!m_taintedActors.Contains(prim))
|
|
{
|
|
m_taintedActors.Add(prim);
|
|
}
|
|
}
|
|
}
|
|
internal void SetUsingGImpact()
|
|
{
|
|
if (!usingGImpactAlgorithm)
|
|
btGImpactCollisionAlgorithm.registerAlgorithm(m_dispatcher);
|
|
usingGImpactAlgorithm = true;
|
|
}
|
|
|
|
public override float Simulate(float timeStep)
|
|
{
|
|
|
|
lock (m_taintedActors)
|
|
{
|
|
foreach (PhysicsActor act in m_taintedActors)
|
|
{
|
|
if (act is BulletDotNETCharacter)
|
|
((BulletDotNETCharacter) act).ProcessTaints(timeStep);
|
|
if (act is BulletDotNETPrim)
|
|
((BulletDotNETPrim)act).ProcessTaints(timeStep);
|
|
}
|
|
m_taintedActors.Clear();
|
|
}
|
|
|
|
lock (m_characters)
|
|
{
|
|
foreach (BulletDotNETCharacter chr in m_characters)
|
|
{
|
|
chr.Move(timeStep);
|
|
}
|
|
}
|
|
|
|
lock (m_prims)
|
|
{
|
|
foreach (BulletDotNETPrim prim in m_prims)
|
|
{
|
|
if (prim != null)
|
|
prim.Move(timeStep);
|
|
}
|
|
}
|
|
float steps = m_world.stepSimulation(timeStep, 10, WorldTimeComp);
|
|
|
|
foreach (BulletDotNETCharacter chr in m_characters)
|
|
{
|
|
chr.UpdatePositionAndVelocity();
|
|
}
|
|
|
|
foreach (BulletDotNETPrim prm in m_activePrims)
|
|
{
|
|
/*
|
|
if (prm != null)
|
|
if (prm.Body != null)
|
|
*/
|
|
prm.UpdatePositionAndVelocity();
|
|
}
|
|
if (m_CollisionInterface != null)
|
|
{
|
|
List<BulletDotNETPrim> primsWithCollisions = new List<BulletDotNETPrim>();
|
|
List<BulletDotNETCharacter> charactersWithCollisions = new List<BulletDotNETCharacter>();
|
|
|
|
// get the collisions that happened this tick
|
|
List<BulletDotNET.ContactAddedCallbackHandler.ContactInfo> collisions = m_CollisionInterface.GetContactList();
|
|
// passed back the localID of the prim so we can associate the prim
|
|
foreach (BulletDotNET.ContactAddedCallbackHandler.ContactInfo ci in collisions)
|
|
{
|
|
// ContactPoint = { contactPoint, contactNormal, penetrationDepth }
|
|
ContactPoint contact = new ContactPoint(new Vector3(ci.pX, ci.pY, ci.pZ),
|
|
new Vector3(ci.nX, ci.nY, ci.nZ), ci.depth);
|
|
|
|
ProcessContact(ci.contact, ci.contactWith, contact, ref primsWithCollisions, ref charactersWithCollisions);
|
|
ProcessContact(ci.contactWith, ci.contact, contact, ref primsWithCollisions, ref charactersWithCollisions);
|
|
|
|
}
|
|
m_CollisionInterface.Clear();
|
|
// for those prims and characters that had collisions cause collision events
|
|
foreach (BulletDotNETPrim bdnp in primsWithCollisions)
|
|
{
|
|
bdnp.SendCollisions();
|
|
}
|
|
foreach (BulletDotNETCharacter bdnc in charactersWithCollisions)
|
|
{
|
|
bdnc.SendCollisions();
|
|
}
|
|
}
|
|
return steps;
|
|
}
|
|
|
|
private void ProcessContact(uint cont, uint contWith, ContactPoint contact,
|
|
ref List<BulletDotNETPrim> primsWithCollisions,
|
|
ref List<BulletDotNETCharacter> charactersWithCollisions)
|
|
{
|
|
BulletDotNETPrim bdnp;
|
|
// collisions with a normal prim?
|
|
if (m_primsLocalID.TryGetValue(cont, out bdnp))
|
|
{
|
|
// Added collision event to the prim. This creates a pile of events
|
|
// that will be sent to any subscribed listeners.
|
|
bdnp.AddCollision(contWith, contact);
|
|
if (!primsWithCollisions.Contains(bdnp))
|
|
{
|
|
primsWithCollisions.Add(bdnp);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
BulletDotNETCharacter bdnc;
|
|
// if not a prim, maybe it's one of the characters
|
|
if (m_charactersLocalID.TryGetValue(cont, out bdnc))
|
|
{
|
|
bdnc.AddCollision(contWith, contact);
|
|
if (!charactersWithCollisions.Contains(bdnc))
|
|
{
|
|
charactersWithCollisions.Add(bdnc);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void GetResults()
|
|
{
|
|
|
|
}
|
|
|
|
public override void SetTerrain(float[] heightMap)
|
|
{
|
|
if (m_terrainShape != null)
|
|
DeleteTerrain();
|
|
|
|
float hfmax = -9000;
|
|
float hfmin = 90000;
|
|
|
|
for (int i = 0; i <heightMap.Length;i++)
|
|
{
|
|
if (Single.IsNaN(heightMap[i]) || Single.IsInfinity(heightMap[i]))
|
|
{
|
|
heightMap[i] = 0f;
|
|
}
|
|
|
|
hfmin = (heightMap[i] < hfmin) ? heightMap[i] : hfmin;
|
|
hfmax = (heightMap[i] > hfmax) ? heightMap[i] : hfmax;
|
|
}
|
|
// store this for later reference.
|
|
// Note, we're storing it after we check it for anomolies above
|
|
_origheightmap = heightMap;
|
|
|
|
hfmin = 0;
|
|
hfmax = 256;
|
|
|
|
m_terrainShape = new btHeightfieldTerrainShape((int)Constants.RegionSize, (int)Constants.RegionSize, heightMap,
|
|
1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z,
|
|
(int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false);
|
|
float AabbCenterX = Constants.RegionSize/2f;
|
|
float AabbCenterY = Constants.RegionSize/2f;
|
|
|
|
float AabbCenterZ = 0;
|
|
float temphfmin, temphfmax;
|
|
|
|
temphfmin = hfmin;
|
|
temphfmax = hfmax;
|
|
|
|
if (temphfmin < 0)
|
|
{
|
|
temphfmax = 0 - temphfmin;
|
|
temphfmin = 0 - temphfmin;
|
|
}
|
|
else if (temphfmin > 0)
|
|
{
|
|
temphfmax = temphfmax + (0 - temphfmin);
|
|
//temphfmin = temphfmin + (0 - temphfmin);
|
|
}
|
|
AabbCenterZ = temphfmax/2f;
|
|
|
|
if (m_terrainPosition == null)
|
|
{
|
|
m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
|
|
}
|
|
else
|
|
{
|
|
try
|
|
{
|
|
m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ);
|
|
}
|
|
catch (ObjectDisposedException)
|
|
{
|
|
m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
|
|
}
|
|
}
|
|
if (m_terrainMotionState != null)
|
|
{
|
|
m_terrainMotionState.Dispose();
|
|
m_terrainMotionState = null;
|
|
}
|
|
m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition);
|
|
m_terrainMotionState = new btDefaultMotionState(m_terrainTransform);
|
|
TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape);
|
|
TerrainBody.setUserPointer((IntPtr)0);
|
|
m_world.addRigidBody(TerrainBody);
|
|
|
|
|
|
}
|
|
|
|
public override void SetWaterLevel(float baseheight)
|
|
{
|
|
|
|
}
|
|
|
|
public override void DeleteTerrain()
|
|
{
|
|
if (TerrainBody != null)
|
|
{
|
|
m_world.removeRigidBody(TerrainBody);
|
|
}
|
|
|
|
if (m_terrainShape != null)
|
|
{
|
|
m_terrainShape.Dispose();
|
|
m_terrainShape = null;
|
|
}
|
|
|
|
if (m_terrainMotionState != null)
|
|
{
|
|
m_terrainMotionState.Dispose();
|
|
m_terrainMotionState = null;
|
|
}
|
|
|
|
if (m_terrainTransform != null)
|
|
{
|
|
m_terrainTransform.Dispose();
|
|
m_terrainTransform = null;
|
|
}
|
|
|
|
if (m_terrainPosition != null)
|
|
{
|
|
m_terrainPosition.Dispose();
|
|
m_terrainPosition = null;
|
|
}
|
|
}
|
|
|
|
public override void Dispose()
|
|
{
|
|
disposeAllBodies();
|
|
m_world.Dispose();
|
|
m_broadphase.Dispose();
|
|
((btDefaultCollisionConfiguration) m_collisionConfiguration).Dispose();
|
|
((btSequentialImpulseConstraintSolver) m_solver).Dispose();
|
|
worldAabbMax.Dispose();
|
|
worldAabbMin.Dispose();
|
|
VectorZero.Dispose();
|
|
QuatIdentity.Dispose();
|
|
m_gravity.Dispose();
|
|
VectorZero = null;
|
|
QuatIdentity = null;
|
|
}
|
|
|
|
public override Dictionary<uint, float> GetTopColliders()
|
|
{
|
|
return new Dictionary<uint, float>();
|
|
}
|
|
|
|
public btDiscreteDynamicsWorld getBulletWorld()
|
|
{
|
|
return m_world;
|
|
}
|
|
|
|
private void disposeAllBodies()
|
|
{
|
|
lock (m_prims)
|
|
{
|
|
m_primsLocalID.Clear();
|
|
foreach (BulletDotNETPrim prim in m_prims)
|
|
{
|
|
if (prim.Body != null)
|
|
m_world.removeRigidBody(prim.Body);
|
|
|
|
prim.Dispose();
|
|
}
|
|
m_prims.Clear();
|
|
|
|
foreach (BulletDotNETCharacter chr in m_characters)
|
|
{
|
|
if (chr.Body != null)
|
|
m_world.removeRigidBody(chr.Body);
|
|
chr.Dispose();
|
|
}
|
|
m_characters.Clear();
|
|
}
|
|
}
|
|
|
|
public override bool IsThreaded
|
|
{
|
|
get { return false; }
|
|
}
|
|
|
|
internal void addCollisionEventReporting(PhysicsActor bulletDotNETCharacter)
|
|
{
|
|
//TODO: FIXME:
|
|
}
|
|
|
|
internal void remCollisionEventReporting(PhysicsActor bulletDotNETCharacter)
|
|
{
|
|
//TODO: FIXME:
|
|
}
|
|
|
|
internal void AddRigidBody(btRigidBody Body)
|
|
{
|
|
m_world.addRigidBody(Body);
|
|
}
|
|
[Obsolete("bad!")]
|
|
internal void removeFromWorld(btRigidBody body)
|
|
{
|
|
|
|
m_world.removeRigidBody(body);
|
|
}
|
|
|
|
internal void removeFromWorld(BulletDotNETPrim prm ,btRigidBody body)
|
|
{
|
|
lock (m_prims)
|
|
{
|
|
if (m_prims.Contains(prm))
|
|
{
|
|
m_world.removeRigidBody(body);
|
|
}
|
|
remActivePrim(prm);
|
|
m_primsLocalID.Remove(prm.m_localID);
|
|
m_prims.Remove(prm);
|
|
}
|
|
|
|
}
|
|
|
|
internal float GetWaterLevel()
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
// Recovered for use by fly height. Kitto Flora
|
|
public float GetTerrainHeightAtXY(float x, float y)
|
|
{
|
|
// Teravus: Kitto, this code causes recurring errors that stall physics permenantly unless
|
|
// the values are checked, so checking below.
|
|
// Is there any reason that we don't do this in ScenePresence?
|
|
// The only physics engine that benefits from it in the physics plugin is this one
|
|
|
|
if (x > (int)Constants.RegionSize || y > (int)Constants.RegionSize ||
|
|
x < 0.001f || y < 0.001f)
|
|
return 0;
|
|
|
|
return _origheightmap[(int)y * Constants.RegionSize + (int)x];
|
|
}
|
|
// End recovered. Kitto Flora
|
|
|
|
/// <summary>
|
|
/// Routine to figure out if we need to mesh this prim with our mesher
|
|
/// </summary>
|
|
/// <param name="pbs"></param>
|
|
/// <returns></returns>
|
|
public bool needsMeshing(PrimitiveBaseShape pbs)
|
|
{
|
|
// most of this is redundant now as the mesher will return null if it cant mesh a prim
|
|
// but we still need to check for sculptie meshing being enabled so this is the most
|
|
// convenient place to do it for now...
|
|
|
|
// //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
|
|
// //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
|
|
int iPropertiesNotSupportedDefault = 0;
|
|
|
|
if (pbs.SculptEntry && !meshSculptedPrim)
|
|
{
|
|
#if SPAM
|
|
m_log.Warn("NonMesh");
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
// if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
|
|
if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
|
|
|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
|
|
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
|
|
{
|
|
|
|
if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
|
|
&& pbs.ProfileHollow == 0
|
|
&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
|
|
&& pbs.PathBegin == 0 && pbs.PathEnd == 0
|
|
&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
|
|
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
|
|
&& pbs.PathShearX == 0 && pbs.PathShearY == 0)
|
|
{
|
|
#if SPAM
|
|
m_log.Warn("NonMesh");
|
|
#endif
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (pbs.ProfileHollow != 0)
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
// test for torus
|
|
if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
|
|
{
|
|
if (pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
}
|
|
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
|
|
{
|
|
if (pbs.PathCurve == (byte)Extrusion.Straight)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
|
|
// ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
|
|
else if (pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
}
|
|
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
|
|
{
|
|
if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
}
|
|
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
|
|
{
|
|
if (pbs.PathCurve == (byte)Extrusion.Straight)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
else if (pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
}
|
|
|
|
|
|
if (iPropertiesNotSupportedDefault == 0)
|
|
{
|
|
#if SPAM
|
|
m_log.Warn("NonMesh");
|
|
#endif
|
|
return false;
|
|
}
|
|
#if SPAM
|
|
m_log.Debug("Mesh");
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
internal void addActivePrim(BulletDotNETPrim pPrim)
|
|
{
|
|
lock (m_activePrims)
|
|
{
|
|
if (!m_activePrims.Contains(pPrim))
|
|
{
|
|
m_activePrims.Add(pPrim);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void remActivePrim(BulletDotNETPrim pDeactivatePrim)
|
|
{
|
|
lock (m_activePrims)
|
|
{
|
|
m_activePrims.Remove(pDeactivatePrim);
|
|
}
|
|
}
|
|
|
|
internal void AddPrimToScene(BulletDotNETPrim pPrim)
|
|
{
|
|
lock (m_prims)
|
|
{
|
|
if (!m_prims.Contains(pPrim))
|
|
{
|
|
try
|
|
{
|
|
m_prims.Add(pPrim);
|
|
m_primsLocalID.Add(pPrim.m_localID, pPrim);
|
|
}
|
|
catch
|
|
{
|
|
// noop if it's already there
|
|
m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate prim localID");
|
|
}
|
|
m_world.addRigidBody(pPrim.Body);
|
|
// m_log.Debug("[PHYSICS] added prim to scene");
|
|
}
|
|
}
|
|
}
|
|
internal void EnableCollisionInterface()
|
|
{
|
|
if (m_CollisionInterface == null)
|
|
{
|
|
m_CollisionInterface = new ContactAddedCallbackHandler(m_world);
|
|
// m_world.SetCollisionAddedCallback(m_CollisionInterface);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
}
|
|
}
|