BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, UInt64 newHullKey,
            PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
        {
            BulletShape newShape = new BulletShape();
            IMesh meshData;
            List<List<OMV.Vector3>> allHulls = null;

            lock (physicsScene.mesher)
            {
                // Pass true for physicalness as this prevents the creation of bounding box which is not needed
                meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */,
                    false /* shouldCache */);

                // If we should use the asset's hull info, fetch it out of the locked mesher
                if (meshData != null && BSParam.ShouldUseAssetHulls)
                {
                    Meshmerizer realMesher = physicsScene.mesher as Meshmerizer;
                    if (realMesher != null)
                    {
                        allHulls = realMesher.GetConvexHulls(size);
                    }
                    if (allHulls == null)
                    {
                        physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID);
                    }
                }
            }

            // If there is hull data in the mesh asset, build the hull from that
            if (allHulls != null && BSParam.ShouldUseAssetHulls)
            {
                int hullCount = allHulls.Count;
                shapeInfo.HullCount = hullCount;
                int totalVertices = 1; // include one for the count of the hulls
                // Using the structure described for HACD hulls, create the memory structure
                //      to pass the hull data to the creater.
                foreach (List<OMV.Vector3> hullVerts in allHulls)
                {
                    totalVertices += 4; // add four for the vertex count and centroid
                    totalVertices += hullVerts.Count*3; // one vertex is three dimensions
                }
                float[] convHulls = new float[totalVertices];

                convHulls[0] = (float) hullCount;
                int jj = 1;
                int hullIndex = 0;
                foreach (List<OMV.Vector3> hullVerts in allHulls)
                {
                    convHulls[jj + 0] = hullVerts.Count;
                    convHulls[jj + 1] = 0f; // centroid x,y,z
                    convHulls[jj + 2] = 0f;
                    convHulls[jj + 3] = 0f;
                    jj += 4;
                    foreach (OMV.Vector3 oneVert in hullVerts)
                    {
                        convHulls[jj + 0] = oneVert.X;
                        convHulls[jj + 1] = oneVert.Y;
                        convHulls[jj + 2] = oneVert.Z;
                        jj += 3;
                    }
                    shapeInfo.SetVerticesPerHull(hullIndex, hullVerts.Count);
                    hullIndex++;
                }

                // create the hull data structure in Bullet
                newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
                physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,AssetHulls,hulls={1},totVert={2},shape={3}",
                    prim.LocalID, hullCount, totalVertices, newShape);
            }

            // If no hull specified in the asset and we should use Bullet's HACD approximation...
            if (!newShape.HasPhysicalShape && 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,bulletHACD,entry", prim.LocalID);
                var meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);

                if (meshShape.physShapeInfo.HasPhysicalShape)
                {
                    HACDParams parms = new HACDParams();
                    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);
                    parms.whichHACD = 0; // Use the HACD routine that comes with Bullet

                    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,shape={1}", prim.LocalID,
                        newShape);

                    // Now done with the mesh shape.
                    shapeInfo.HullCount = 1;
                    BSShapeMesh maybeMesh = meshShape as BSShapeMesh;
                    if (maybeMesh != null)
                        shapeInfo.SetVerticesPerHull(0, maybeMesh.shapeInfo.Vertices);
                    meshShape.Dereference(physicsScene);
                }
                physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID,
                    newShape.HasPhysicalShape);
            }

            // If no other hull specifications, use our HACD hull approximation.
            if (!newShape.HasPhysicalShape && 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();

                //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]);
                }

// greythane - use the integer array instead of OS type vertex list
//                List<OMV.Vector3> vertices = meshData.getVertexList();
//                foreach (OMV.Vector3 vv in vertices)
//                {
//                    convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
//                }
                var vertices = meshData.getVertexListAsFloat();
                var vertexCount = vertices.Length / 3;
                for (int i = 0; i < vertexCount; i++)
                {
                    convVertices.Add(new float3(vertices[3 * i + 0], vertices[3 * i + 1], vertices[3 * i + 2]));
                }

                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.Length, 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;
        }
Example #2
0
 public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms);
 public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms)
 {
     /* TODO */
     return null;
 }
 public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms);
 public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms)
 {
     BulletWorldUnman worldu = world as BulletWorldUnman;
     BulletShapeUnman shapeu = meshShape as BulletShapeUnman;
     return new BulletShapeUnman(
         BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr, parms),
         BSPhysicsShapeType.SHAPE_HULL);
 }
 public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape, HACDParams parms);