Example #1
0
        public override void Initialise(IMesher meshmerizer, IScene scene)
        {
            Scene                = scene;
            mesher               = meshmerizer;
            _taintOperations     = new List <TaintCallbackEntry>();
            _postTaintOperations = new Dictionary <string, TaintCallbackEntry>();
            _postStepOperations  = new List <TaintCallbackEntry>();
            PhysObjects          = new Dictionary <uint, BSPhysObject>();
            Shapes               = new BSShapeCollection(this);

            // Allocate pinned memory to pass parameters.
            UnmanagedParams = new ConfigurationParameters[1];

            // Set default values for physics parameters plus any overrides from the ini file
            GetInitialParameterValues(scene.Config);

            // Get the connection to the physics engine (could be native or one of many DLLs)
            PE = SelectUnderlyingBulletEngine(BulletEngineName);

            // Enable very detailed logging.
            // By creating an empty logger when not logging, the log message invocation code
            //     can be left in and every call doesn't have to check for null.

            /*if (m_physicsLoggingEnabled)
             * {
             * PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
             * PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages.
             * }
             * else
             * {
             * PhysicsLogging = new Logging.LogWriter();
             * }*/

            // Allocate memory for returning of the updates and collisions from the physics engine
            m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
            m_updateArray    = new EntityProperties[m_maxUpdatesPerFrame];

            // The bounding box for the simulated world. The origin is 0,0,0 unless we're
            //    a child in a mega-region.
            // Bullet actually doesn't care about the extents of the simulated
            //    area. It tracks active objects no matter where they are.
            Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);

            World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray,
                                  m_maxUpdatesPerFrame, ref m_updateArray);

            Constraints = new BSConstraintCollection(World);

            TerrainManager = new BSTerrainManager(this);
            TerrainManager.CreateInitialGroundPlaneAndTerrain();

            MainConsole.Instance.WarnFormat("{0} Linksets implemented with {1}", LogHeader,
                                            (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);

            InTaintTime   = false;
            m_initialized = true;
        }
Example #2
0
        public override void Dispose()
        {
            // MainConsole.Instance.DebugFormat("{0}: Dispose()", LogHeader);

            // make sure no stepping happens while we're deleting stuff
            m_initialized = false;

            foreach (KeyValuePair <uint, BSPhysObject> kvp in PhysObjects)
            {
                kvp.Value.Destroy();
            }
            PhysObjects.Clear();

            // Now that the prims are all cleaned up, there should be no constraints left
            if (Constraints != null)
            {
                Constraints.Dispose();
                Constraints = null;
            }

            if (Shapes != null)
            {
                Shapes.Dispose();
                Shapes = null;
            }

            if (TerrainManager != null)
            {
                TerrainManager.ReleaseGroundPlaneAndTerrain();
                TerrainManager.Dispose();
                TerrainManager = null;
            }

            // Anything left in the unmanaged code should be cleaned out
            PE.Shutdown(World);
        }
        public override void Dispose()
        {
            // MainConsole.Instance.DebugFormat("{0}: Dispose()", LogHeader);

            // make sure no stepping happens while we're deleting stuff
            m_initialized = false;

            foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
            {
                kvp.Value.Destroy();
            }
            PhysObjects.Clear();

            // Now that the prims are all cleaned up, there should be no constraints left
            if (Constraints != null)
            {
                Constraints.Dispose();
                Constraints = null;
            }

            if (Shapes != null)
            {
                Shapes.Dispose();
                Shapes = null;
            }

            if (TerrainManager != null)
            {
                TerrainManager.ReleaseGroundPlaneAndTerrain();
                TerrainManager.Dispose();
                TerrainManager = null;
            }

            // Anything left in the unmanaged code should be cleaned out
            PE.Shutdown(World);
        }
        public override void Initialise(IMesher meshmerizer, IScene scene)
        {
            Scene = scene;
            mesher = meshmerizer;
            _taintOperations = new List<TaintCallbackEntry>();
            _postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
            _postStepOperations = new List<TaintCallbackEntry>();
            PhysObjects = new Dictionary<uint, BSPhysObject>();
            Shapes = new BSShapeCollection(this);

            // Allocate pinned memory to pass parameters.
            UnmanagedParams = new ConfigurationParameters[1];

            // Set default values for physics parameters plus any overrides from the ini file
            GetInitialParameterValues(scene.Config);

            // Get the connection to the physics engine (could be native or one of many DLLs)
            PE = SelectUnderlyingBulletEngine(BulletEngineName);

            // Enable very detailed logging.
            // By creating an empty logger when not logging, the log message invocation code
            //     can be left in and every call doesn't have to check for null.
            /*if (m_physicsLoggingEnabled)
            {
            PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
            PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages.
            }
            else
            {
            PhysicsLogging = new Logging.LogWriter();
            }*/

            // Allocate memory for returning of the updates and collisions from the physics engine
            m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
            m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];

            // The bounding box for the simulated world. The origin is 0,0,0 unless we're
            //    a child in a mega-region.
            // Bullet actually doesn't care about the extents of the simulated
            //    area. It tracks active objects no matter where they are.
            Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);

            World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray,
                m_maxUpdatesPerFrame, ref m_updateArray);

            Constraints = new BSConstraintCollection(World);

            TerrainManager = new BSTerrainManager(this);
            TerrainManager.CreateInitialGroundPlaneAndTerrain();

            MainConsole.Instance.WarnFormat("{0} Linksets implemented with {1}", LogHeader,
                (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);

            InTaintTime = false;
            m_initialized = true;
        }
Example #5
0
    private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey,
                                           PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
    {
        BulletShape newShape = new BulletShape();
        IntPtr      hullPtr  = IntPtr.Zero;

        if (BSParam.ShouldUseBulletHACD)
        {
            // Build the hull shape from an existing mesh shape.
            // The mesh should have already been created in Bullet.
            physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID);
            BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);

            if (meshShape.physShapeInfo.HasPhysicalShape)
            {
                HACDParams parms;
                parms.maxVerticesPerHull          = BSParam.BHullMaxVerticesPerHull;
                parms.minClusters                 = BSParam.BHullMinClusters;
                parms.compacityWeight             = BSParam.BHullCompacityWeight;
                parms.volumeWeight                = BSParam.BHullVolumeWeight;
                parms.concavity                   = BSParam.BHullConcavity;
                parms.addExtraDistPoints          = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints);
                parms.addNeighboursDistPoints     = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints);
                parms.addFacesPoints              = BSParam.NumericBool(BSParam.BHullAddFacesPoints);
                parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin);

                physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
                newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);
                physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);

                // Now done with the mesh shape.
                meshShape.Dereference(physicsScene);
            }
            physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
        }
        if (!newShape.HasPhysicalShape)
        {
            // Build a new hull in the physical world using the C# HACD algorigthm.
            // Pass true for physicalness as this prevents the creation of bounding box which is not needed
            IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */);
            if (meshData != null)
            {
                if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
                {
                    // Release the fetched asset data once it has been used.
                    pbs.SculptData      = new byte[0];
                    prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
                }

                int[] indices = meshData.getIndexListAsInt();
                List <OMV.Vector3> vertices = meshData.getVertexList();

                //format conversion from IMesh format to DecompDesc format
                List <int>    convIndices  = new List <int>();
                List <float3> convVertices = new List <float3>();
                for (int ii = 0; ii < indices.GetLength(0); ii++)
                {
                    convIndices.Add(indices[ii]);
                }
                foreach (OMV.Vector3 vv in vertices)
                {
                    convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
                }

                uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit;
                if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes)
                {
                    // Simple primitive shapes we know are convex so they are better implemented with
                    //    fewer hulls.
                    // Check for simple shape (prim without cuts) and reduce split parameter if so.
                    if (BSShapeCollection.PrimHasNoCuts(pbs))
                    {
                        maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes;
                    }
                }

                // setup and do convex hull conversion
                m_hulls = new List <ConvexResult>();
                DecompDesc dcomp = new DecompDesc();
                dcomp.mIndices     = convIndices;
                dcomp.mVertices    = convVertices;
                dcomp.mDepth       = maxDepthSplit;
                dcomp.mCpercent    = BSParam.CSHullConcavityThresholdPercent;
                dcomp.mPpercent    = BSParam.CSHullVolumeConservationThresholdPercent;
                dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices;
                dcomp.mSkinWidth   = BSParam.CSHullMaxSkinWidth;
                ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
                // create the hull into the _hulls variable
                convexBuilder.process(dcomp);

                physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}",
                                       BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count);

                // Convert the vertices and indices for passing to unmanaged.
                // The hull information is passed as a large floating point array.
                // The format is:
                //  convHulls[0] = number of hulls
                //  convHulls[1] = number of vertices in first hull
                //  convHulls[2] = hull centroid X coordinate
                //  convHulls[3] = hull centroid Y coordinate
                //  convHulls[4] = hull centroid Z coordinate
                //  convHulls[5] = first hull vertex X
                //  convHulls[6] = first hull vertex Y
                //  convHulls[7] = first hull vertex Z
                //  convHulls[8] = second hull vertex X
                //  ...
                //  convHulls[n] = number of vertices in second hull
                //  convHulls[n+1] = second hull centroid X coordinate
                //  ...
                //
                // TODO: is is very inefficient. Someday change the convex hull generator to return
                //   data structures that do not need to be converted in order to pass to Bullet.
                //   And maybe put the values directly into pinned memory rather than marshaling.
                int hullCount     = m_hulls.Count;
                int totalVertices = 1;          // include one for the count of the hulls
                foreach (ConvexResult cr in m_hulls)
                {
                    totalVertices += 4;                         // add four for the vertex count and centroid
                    totalVertices += cr.HullIndices.Count * 3;  // we pass just triangles
                }
                float[] convHulls = new float[totalVertices];

                convHulls[0] = (float)hullCount;
                int jj = 1;
                foreach (ConvexResult cr in m_hulls)
                {
                    // copy vertices for index access
                    float3[] verts = new float3[cr.HullVertices.Count];
                    int      kk    = 0;
                    foreach (float3 ff in cr.HullVertices)
                    {
                        verts[kk++] = ff;
                    }

                    // add to the array one hull's worth of data
                    convHulls[jj++] = cr.HullIndices.Count;
                    convHulls[jj++] = 0f;   // centroid x,y,z
                    convHulls[jj++] = 0f;
                    convHulls[jj++] = 0f;
                    foreach (int ind in cr.HullIndices)
                    {
                        convHulls[jj++] = verts[ind].x;
                        convHulls[jj++] = verts[ind].y;
                        convHulls[jj++] = verts[ind].z;
                    }
                }
                // create the hull data structure in Bullet
                newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
            }
            newShape.shapeKey = newHullKey;
        }
        return(newShape);
    }