clockwerk-opensim – Blame information for rev 1
?pathlinks?
Rev | Author | Line No. | Line |
---|---|---|---|
1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
||
4 | * |
||
5 | * Redistribution and use in source and binary forms, with or without |
||
6 | * modification, are permitted provided that the following conditions are met: |
||
7 | * * Redistributions of source code must retain the above copyright |
||
8 | * notice, this list of conditions and the following disclaimer. |
||
9 | * * Redistributions in binary form must reproduce the above copyrightD |
||
10 | * notice, this list of conditions and the following disclaimer in the |
||
11 | * documentation and/or other materials provided with the distribution. |
||
12 | * * Neither the name of the OpenSimulator Project nor the |
||
13 | * names of its contributors may be used to endorse or promote products |
||
14 | * derived from this software without specific prior written permission. |
||
15 | * |
||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||
26 | */ |
||
27 | using System; |
||
28 | using System.Collections.Generic; |
||
29 | using System.Text; |
||
30 | using OMV = OpenMetaverse; |
||
31 | using OpenSim.Framework; |
||
32 | using OpenSim.Region.Physics.Manager; |
||
33 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; |
||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin |
||
36 | { |
||
37 | public sealed class BSShapeCollection : IDisposable |
||
38 | { |
||
39 | #pragma warning disable 414 |
||
40 | private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; |
||
41 | #pragma warning restore 414 |
||
42 | |||
43 | private BSScene m_physicsScene { get; set; } |
||
44 | |||
45 | private Object m_collectionActivityLock = new Object(); |
||
46 | |||
47 | private bool DDetail = false; |
||
48 | |||
49 | public BSShapeCollection(BSScene physScene) |
||
50 | { |
||
51 | m_physicsScene = physScene; |
||
52 | // Set the next to 'true' for very detailed shape update detailed logging (detailed details?) |
||
53 | // While detailed debugging is still active, this is better than commenting out all the |
||
54 | // DetailLog statements. When debugging slows down, this and the protected logging |
||
55 | // statements can be commented/removed. |
||
56 | DDetail = true; |
||
57 | } |
||
58 | |||
59 | public void Dispose() |
||
60 | { |
||
61 | // TODO!!!!!!!!! |
||
62 | } |
||
63 | |||
64 | // Callbacks called just before either the body or shape is destroyed. |
||
65 | // Mostly used for changing bodies out from under Linksets. |
||
66 | // Useful for other cases where parameters need saving. |
||
67 | // Passing 'null' says no callback. |
||
68 | public delegate void PhysicalDestructionCallback(BulletBody pBody, BulletShape pShape); |
||
69 | |||
70 | // Called to update/change the body and shape for an object. |
||
71 | // The object has some shape and body on it. Here we decide if that is the correct shape |
||
72 | // for the current state of the object (static/dynamic/...). |
||
73 | // If bodyCallback is not null, it is called if either the body or the shape are changed |
||
74 | // so dependencies (like constraints) can be removed before the physical object is dereferenced. |
||
75 | // Return 'true' if either the body or the shape changed. |
||
76 | // Called at taint-time. |
||
77 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback) |
||
78 | { |
||
79 | m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); |
||
80 | |||
81 | bool ret = false; |
||
82 | |||
83 | // This lock could probably be pushed down lower but building shouldn't take long |
||
84 | lock (m_collectionActivityLock) |
||
85 | { |
||
86 | // Do we have the correct geometry for this type of object? |
||
87 | // Updates prim.BSShape with information/pointers to shape. |
||
88 | // Returns 'true' of BSShape is changed to a new shape. |
||
89 | bool newGeom = CreateGeom(forceRebuild, prim, bodyCallback); |
||
90 | // If we had to select a new shape geometry for the object, |
||
91 | // rebuild the body around it. |
||
92 | // Updates prim.BSBody with information/pointers to requested body |
||
93 | // Returns 'true' if BSBody was changed. |
||
94 | bool newBody = CreateBody((newGeom || forceRebuild), prim, m_physicsScene.World, bodyCallback); |
||
95 | ret = newGeom || newBody; |
||
96 | } |
||
97 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", |
||
98 | prim.LocalID, forceRebuild, ret, prim.PhysBody, prim.PhysShape); |
||
99 | |||
100 | return ret; |
||
101 | } |
||
102 | |||
103 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim) |
||
104 | { |
||
105 | return GetBodyAndShape(forceRebuild, sim, prim, null); |
||
106 | } |
||
107 | |||
108 | // If the existing prim's shape is to be replaced, remove the tie to the existing shape |
||
109 | // before replacing it. |
||
110 | private void DereferenceExistingShape(BSPhysObject prim, PhysicalDestructionCallback shapeCallback) |
||
111 | { |
||
112 | if (prim.PhysShape.HasPhysicalShape) |
||
113 | { |
||
114 | if (shapeCallback != null) |
||
115 | shapeCallback(prim.PhysBody, prim.PhysShape.physShapeInfo); |
||
116 | prim.PhysShape.Dereference(m_physicsScene); |
||
117 | } |
||
118 | prim.PhysShape = new BSShapeNull(); |
||
119 | } |
||
120 | |||
121 | // Create the geometry information in Bullet for later use. |
||
122 | // The objects needs a hull if it's physical otherwise a mesh is enough. |
||
123 | // if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls, |
||
124 | // shared geometries will be used. If the parameters of the existing shape are the same |
||
125 | // as this request, the shape is not rebuilt. |
||
126 | // Info in prim.BSShape is updated to the new shape. |
||
127 | // Returns 'true' if the geometry was rebuilt. |
||
128 | // Called at taint-time! |
||
129 | public const int AvatarShapeCapsule = 0; |
||
130 | public const int AvatarShapeCube = 1; |
||
131 | public const int AvatarShapeOvoid = 2; |
||
132 | public const int AvatarShapeMesh = 3; |
||
133 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, PhysicalDestructionCallback shapeCallback) |
||
134 | { |
||
135 | bool ret = false; |
||
136 | bool haveShape = false; |
||
137 | bool nativeShapePossible = true; |
||
138 | PrimitiveBaseShape pbs = prim.BaseShape; |
||
139 | |||
140 | // Kludge to create the capsule for the avatar. |
||
141 | // TDOD: Remove/redo this when BSShapeAvatar is working!! |
||
142 | BSCharacter theChar = prim as BSCharacter; |
||
143 | if (theChar != null) |
||
144 | { |
||
145 | DereferenceExistingShape(prim, shapeCallback); |
||
146 | switch (BSParam.AvatarShape) |
||
147 | { |
||
148 | case AvatarShapeCapsule: |
||
149 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, |
||
150 | BSPhysicsShapeType.SHAPE_CAPSULE, FixedShapeKey.KEY_CAPSULE); |
||
151 | ret = true; |
||
152 | haveShape = true; |
||
153 | break; |
||
154 | case AvatarShapeCube: |
||
155 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, |
||
156 | BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_CAPSULE); |
||
157 | ret = true; |
||
158 | haveShape = true; |
||
159 | break; |
||
160 | case AvatarShapeOvoid: |
||
161 | // Saddly, Bullet doesn't scale spheres so this doesn't work as an avatar shape |
||
162 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, |
||
163 | BSPhysicsShapeType.SHAPE_SPHERE, FixedShapeKey.KEY_CAPSULE); |
||
164 | ret = true; |
||
165 | haveShape = true; |
||
166 | break; |
||
167 | case AvatarShapeMesh: |
||
168 | break; |
||
169 | default: |
||
170 | break; |
||
171 | } |
||
172 | } |
||
173 | |||
174 | // If the prim attributes are simple, this could be a simple Bullet native shape |
||
175 | // Native shapes work whether to object is static or physical. |
||
176 | if (!haveShape |
||
177 | && nativeShapePossible |
||
178 | && pbs != null |
||
179 | && PrimHasNoCuts(pbs) |
||
180 | && ( !pbs.SculptEntry || (pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) ) |
||
181 | ) |
||
182 | { |
||
183 | // Get the scale of any existing shape so we can see if the new shape is same native type and same size. |
||
184 | OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; |
||
185 | if (prim.PhysShape.HasPhysicalShape) |
||
186 | scaleOfExistingShape = m_physicsScene.PE.GetLocalScaling(prim.PhysShape.physShapeInfo); |
||
187 | |||
188 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", |
||
189 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.physShapeInfo.shapeType); |
||
190 | |||
191 | // It doesn't look like Bullet scales native spheres so make sure the scales are all equal |
||
192 | if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) |
||
193 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z) |
||
194 | { |
||
195 | haveShape = true; |
||
196 | if (forceRebuild |
||
197 | || prim.PhysShape.ShapeType != BSPhysicsShapeType.SHAPE_SPHERE |
||
198 | ) |
||
199 | { |
||
200 | DereferenceExistingShape(prim, shapeCallback); |
||
201 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, |
||
202 | BSPhysicsShapeType.SHAPE_SPHERE, FixedShapeKey.KEY_SPHERE); |
||
203 | ret = true; |
||
204 | } |
||
205 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},rebuilt={2},shape={3}", |
||
206 | prim.LocalID, forceRebuild, ret, prim.PhysShape); |
||
207 | } |
||
208 | // If we didn't make a sphere, maybe a box will work. |
||
209 | if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) |
||
210 | { |
||
211 | haveShape = true; |
||
212 | if (forceRebuild |
||
213 | || prim.Scale != scaleOfExistingShape |
||
214 | || prim.PhysShape.ShapeType != BSPhysicsShapeType.SHAPE_BOX |
||
215 | ) |
||
216 | { |
||
217 | DereferenceExistingShape(prim, shapeCallback); |
||
218 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, |
||
219 | BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); |
||
220 | ret = true; |
||
221 | } |
||
222 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},rebuilt={2},shape={3}", |
||
223 | prim.LocalID, forceRebuild, ret, prim.PhysShape); |
||
224 | } |
||
225 | } |
||
226 | |||
227 | // If a simple shape is not happening, create a mesh and possibly a hull. |
||
228 | if (!haveShape && pbs != null) |
||
229 | { |
||
230 | ret = CreateGeomMeshOrHull(prim, shapeCallback); |
||
231 | } |
||
232 | |||
233 | return ret; |
||
234 | } |
||
235 | |||
236 | // return 'true' if this shape description does not include any cutting or twisting. |
||
237 | public static bool PrimHasNoCuts(PrimitiveBaseShape pbs) |
||
238 | { |
||
239 | return pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 |
||
240 | && pbs.ProfileHollow == 0 |
||
241 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 |
||
242 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 |
||
243 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 |
||
244 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 |
||
245 | && pbs.PathShearX == 0 && pbs.PathShearY == 0; |
||
246 | } |
||
247 | |||
248 | // return 'true' if the prim's shape was changed. |
||
249 | private bool CreateGeomMeshOrHull(BSPhysObject prim, PhysicalDestructionCallback shapeCallback) |
||
250 | { |
||
251 | |||
252 | bool ret = false; |
||
253 | // Note that if it's a native shape, the check for physical/non-physical is not |
||
254 | // made. Native shapes work in either case. |
||
255 | if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) |
||
256 | { |
||
257 | // Use a simple, single mesh convex hull shape if the object is simple enough |
||
258 | BSShape potentialHull = null; |
||
259 | |||
260 | PrimitiveBaseShape pbs = prim.BaseShape; |
||
261 | // Use a simple, one section convex shape for prims that are probably convex (no cuts or twists) |
||
262 | if (BSParam.ShouldUseSingleConvexHullForPrims |
||
263 | && pbs != null |
||
264 | && !pbs.SculptEntry |
||
265 | && PrimHasNoCuts(pbs) |
||
266 | ) |
||
267 | { |
||
268 | potentialHull = BSShapeConvexHull.GetReference(m_physicsScene, false /* forceRebuild */, prim); |
||
269 | } |
||
270 | // Use the GImpact shape if it is a prim that has some concaveness |
||
271 | if (potentialHull == null |
||
272 | && BSParam.ShouldUseGImpactShapeForPrims |
||
273 | && pbs != null |
||
274 | && !pbs.SculptEntry |
||
275 | ) |
||
276 | { |
||
277 | potentialHull = BSShapeGImpact.GetReference(m_physicsScene, false /* forceRebuild */, prim); |
||
278 | } |
||
279 | // If not any of the simple cases, just make a hull |
||
280 | if (potentialHull == null) |
||
281 | { |
||
282 | potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); |
||
283 | } |
||
284 | |||
285 | // If the current shape is not what is on the prim at the moment, time to change. |
||
286 | if (!prim.PhysShape.HasPhysicalShape |
||
287 | || potentialHull.ShapeType != prim.PhysShape.ShapeType |
||
288 | || potentialHull.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey) |
||
289 | { |
||
290 | DereferenceExistingShape(prim, shapeCallback); |
||
291 | prim.PhysShape = potentialHull; |
||
292 | ret = true; |
||
293 | } |
||
294 | else |
||
295 | { |
||
296 | // The current shape on the prim is the correct one. We don't need the potential reference. |
||
297 | potentialHull.Dereference(m_physicsScene); |
||
298 | } |
||
299 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1}", prim.LocalID, prim.PhysShape); |
||
300 | } |
||
301 | else |
||
302 | { |
||
303 | // Non-physical objects should be just meshes. |
||
304 | BSShape potentialMesh = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); |
||
305 | // If the current shape is not what is on the prim at the moment, time to change. |
||
306 | if (!prim.PhysShape.HasPhysicalShape |
||
307 | || potentialMesh.ShapeType != prim.PhysShape.ShapeType |
||
308 | || potentialMesh.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey) |
||
309 | { |
||
310 | DereferenceExistingShape(prim, shapeCallback); |
||
311 | prim.PhysShape = potentialMesh; |
||
312 | ret = true; |
||
313 | } |
||
314 | else |
||
315 | { |
||
316 | // We don't need this reference to the mesh that is already being using. |
||
317 | potentialMesh.Dereference(m_physicsScene); |
||
318 | } |
||
319 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1}", prim.LocalID, prim.PhysShape); |
||
320 | } |
||
321 | return ret; |
||
322 | } |
||
323 | |||
324 | // Track another user of a body. |
||
325 | // We presume the caller has allocated the body. |
||
326 | // Bodies only have one user so the body is just put into the world if not already there. |
||
327 | private void ReferenceBody(BulletBody body) |
||
328 | { |
||
329 | lock (m_collectionActivityLock) |
||
330 | { |
||
331 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); |
||
332 | if (!m_physicsScene.PE.IsInWorld(m_physicsScene.World, body)) |
||
333 | { |
||
334 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, body); |
||
335 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); |
||
336 | } |
||
337 | } |
||
338 | } |
||
339 | |||
340 | // Release the usage of a body. |
||
341 | // Called when releasing use of a BSBody. BSShape is handled separately. |
||
342 | // Called in taint time. |
||
343 | public void DereferenceBody(BulletBody body, PhysicalDestructionCallback bodyCallback ) |
||
344 | { |
||
345 | if (!body.HasPhysicalBody) |
||
346 | return; |
||
347 | |||
348 | m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody"); |
||
349 | |||
350 | lock (m_collectionActivityLock) |
||
351 | { |
||
352 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); |
||
353 | // If the caller needs to know the old body is going away, pass the event up. |
||
354 | if (bodyCallback != null) |
||
355 | bodyCallback(body, null); |
||
356 | |||
357 | // Removing an object not in the world is a NOOP |
||
358 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, body); |
||
359 | |||
360 | // Zero any reference to the shape so it is not freed when the body is deleted. |
||
361 | m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, body, null); |
||
362 | |||
363 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, body); |
||
364 | } |
||
365 | } |
||
366 | |||
367 | // Create a body object in Bullet. |
||
368 | // Updates prim.BSBody with the information about the new body if one is created. |
||
369 | // Returns 'true' if an object was actually created. |
||
370 | // Called at taint-time. |
||
371 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, PhysicalDestructionCallback bodyCallback) |
||
372 | { |
||
373 | bool ret = false; |
||
374 | |||
375 | // the mesh, hull or native shape must have already been created in Bullet |
||
376 | bool mustRebuild = !prim.PhysBody.HasPhysicalBody; |
||
377 | |||
378 | // If there is an existing body, verify it's of an acceptable type. |
||
379 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. |
||
380 | if (!mustRebuild) |
||
381 | { |
||
382 | CollisionObjectTypes bodyType = (CollisionObjectTypes)m_physicsScene.PE.GetBodyType(prim.PhysBody); |
||
383 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY |
||
384 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) |
||
385 | { |
||
386 | // If the collisionObject is not the correct type for solidness, rebuild what's there |
||
387 | mustRebuild = true; |
||
388 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,forceRebuildBecauseChangingBodyType,bodyType={1}", prim.LocalID, bodyType); |
||
389 | } |
||
390 | } |
||
391 | |||
392 | if (mustRebuild || forceRebuild) |
||
393 | { |
||
394 | // Free any old body |
||
395 | DereferenceBody(prim.PhysBody, bodyCallback); |
||
396 | |||
397 | BulletBody aBody; |
||
398 | if (prim.IsSolid) |
||
399 | { |
||
400 | aBody = m_physicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); |
||
401 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,rigid,body={1}", prim.LocalID, aBody); |
||
402 | } |
||
403 | else |
||
404 | { |
||
405 | aBody = m_physicsScene.PE.CreateGhostFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); |
||
406 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody); |
||
407 | } |
||
408 | |||
409 | ReferenceBody(aBody); |
||
410 | |||
411 | prim.PhysBody = aBody; |
||
412 | |||
413 | ret = true; |
||
414 | } |
||
415 | |||
416 | return ret; |
||
417 | } |
||
418 | |||
419 | private void DetailLog(string msg, params Object[] args) |
||
420 | { |
||
421 | if (m_physicsScene.PhysicsLogging.Enabled) |
||
422 | m_physicsScene.DetailLog(msg, args); |
||
423 | } |
||
424 | } |
||
425 | } |