Ejemplo n.º 1
0
    // Loop through all the known hulls and return the description based on the physical address.
    public static bool TryGetConvexHullByPtr(BulletShape pShape, out BSShapeConvexHull outHull)
    {
        bool ret = false;
        BSShapeConvexHull foundDesc = null;
        lock (ConvexHulls)
        {
            foreach (BSShapeConvexHull sh in ConvexHulls.Values)
            {
                if (sh.physShapeInfo.ReferenceSame(pShape))
                {
                    foundDesc = sh;
                    ret = true;
                    break;
                }

            }
        }
        outHull = foundDesc;
        return ret;
    }
Ejemplo n.º 2
0
    public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
    {
        float lod;
        System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);

        physicsScene.DetailLog("{0},BSShapeConvexHull,getReference,newKey={1},size={2},lod={3}",
                                prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod);

        BSShapeConvexHull retConvexHull = null;
        lock (ConvexHulls)
        {
            if (ConvexHulls.TryGetValue(newMeshKey, out retConvexHull))
            {
                // The mesh has already been created. Return a new reference to same.
                retConvexHull.IncrementReference();
            }
            else
            {
                retConvexHull = new BSShapeConvexHull(new BulletShape());
                BulletShape convexShape = null;

                // Get a handle to a mesh to build the hull from
                BSShape baseMesh = BSShapeMesh.GetReference(physicsScene, false /* forceRebuild */, prim);
                if (baseMesh.physShapeInfo.isNativeShape)
                {
                    // We get here if the mesh was not creatable. Could be waiting for an asset from the disk.
                    // In the short term, we return the native shape and a later ForceBodyShapeRebuild should
                    //     get back to this code with a buildable mesh.
                    // TODO: not sure the temp native shape is freed when the mesh is rebuilt. When does this get freed?
                    convexShape = baseMesh.physShapeInfo;
                }
                else
                {
                    convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo);
                    convexShape.shapeKey = newMeshKey;
                    ConvexHulls.Add(convexShape.shapeKey, retConvexHull);
                    physicsScene.DetailLog("{0},BSShapeConvexHull.GetReference,addingNewlyCreatedShape,shape={1}",
                                        BSScene.DetailLogZero, convexShape);
                }

                // Done with the base mesh
                baseMesh.Dereference(physicsScene);

                retConvexHull.physShapeInfo = convexShape;
            }
        }
        return retConvexHull;
    }