コード例 #1
0
ファイル: BSShapes.cs プロジェクト: justasabc/opensim75grid
    // Get a reference to a physical shape. Create if it doesn't exist
    public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
    {
        BSShape ret = null;

        if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
        {
            // an avatar capsule is close to a native shape (it is not shared)
            ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE,
                                        FixedShapeKey.KEY_CAPSULE);
            physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
        }

        // Compound shapes are handled special as they are rebuilt from scratch.
        // This isn't too great a hardship since most of the child shapes will already been created.
        if (ret == null  && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
        {
            // Getting a reference to a compound shape gets you the compound shape with the root prim shape added
            ret = BSShapeCompound.GetReference(prim);
            physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret);
        }

        if (ret == null)
            ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim);

        return ret;
    }
コード例 #2
0
ファイル: BSShapes.cs プロジェクト: justasabc/wifi
        // Get a reference to a physical shape. Create if it doesn't exist
        public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
        {
            BSShape ret = null;

            if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
            {
                // an avatar capsule is close to a native shape (it is not shared)
                ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE,
                                                 FixedShapeKey.KEY_CAPSULE);
                physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
            }

            // Compound shapes are handled special as they are rebuilt from scratch.
            // This isn't too great a hardship since most of the child shapes will already been created.
            if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
            {
                // Getting a reference to a compound shape gets you the compound shape with the root prim shape added
                ret = BSShapeCompound.GetReference(prim);
                physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret);
            }

            if (ret == null)
            {
                ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim);
            }

            return(ret);
        }
コード例 #3
0
ファイル: BSShapes.cs プロジェクト: justasabc/opensim75grid
 // Make this reference to the physical shape go away since native shapes are not shared.
 public override void Dereference(BSScene physicsScene)
 {
     // Native shapes are not tracked and are released immediately
     physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
     BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr);
     ptr = null;
     // Garbage collection will free up this instance.
 }
コード例 #4
0
ファイル: BSShapes.cs プロジェクト: justasabc/opensim75grid
    private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
                    BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
    {
        ShapeData nativeShapeData = new ShapeData();
        nativeShapeData.Type = shapeType;
        nativeShapeData.ID = prim.LocalID;
        nativeShapeData.Scale = prim.Scale;
        nativeShapeData.Size = prim.Scale;
        nativeShapeData.MeshKey = (ulong)shapeKey;
        nativeShapeData.HullKey = (ulong)shapeKey;

       
        if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
        {
            ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
            physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
        }
        else
        {
            ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData);
        }
        if (ptr == null)
        {
            physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
                                    LogHeader, prim.LocalID, shapeType);
        }
        type = shapeType;
        key = (UInt64)shapeKey;
    }
コード例 #5
0
    // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
    // Return 'true' if successfully created.
    public static bool ConvertHeightmapToMesh(
                                BSScene physicsScene,
                                float[] heightMap, int sizeX, int sizeY,    // parameters of incoming heightmap
                                float extentX, float extentY,               // zero based range for output vertices
                                Vector3 extentBase,                         // base to be added to all vertices
                                float magnification,                        // number of vertices to create between heightMap coords
                                out int indicesCountO, out int[] indicesO,
                                out int verticesCountO, out float[] verticesO)
    {
        bool ret = false;

        int indicesCount = 0;
        int verticesCount = 0;
        int[] indices = new int[0];
        float[] vertices = new float[0];

        // Simple mesh creation which assumes magnification == 1.
        // TODO: do a more general solution that scales, adds new vertices and smoothes the result.

        // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop
        //    from zero to <= sizeX). The triangle indices are then generated as two triangles
        //    per heightmap point. There are sizeX by sizeY of these squares. The extra row and
        //    column of vertices are used to complete the triangles of the last row and column
        //    of the heightmap.
        try
        {
            // One vertice per heightmap value plus the vertices off the top and bottom edge.
            int totalVertices = (sizeX + 1) * (sizeY + 1);
            vertices = new float[totalVertices * 3];
            int totalIndices = sizeX * sizeY * 6;
            indices = new int[totalIndices];

            float magX = (float)sizeX / extentX;
            float magY = (float)sizeY / extentY;
            physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}",
                                    BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY);
            float minHeight = float.MaxValue;
            // Note that sizeX+1 vertices are created since there is land between this and the next region.
            for (int yy = 0; yy <= sizeY; yy++)
            {
                for (int xx = 0; xx <= sizeX; xx++)     // Hint: the "<=" means we go around sizeX + 1 times
                {
                    int offset = yy * sizeX + xx;
                    // Extend the height with the height from the last row or column
                    if (yy == sizeY) offset -= sizeX;
                    if (xx == sizeX) offset -= 1;
                    float height = heightMap[offset];
                    minHeight = Math.Min(minHeight, height);
                    vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
                    vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
                    vertices[verticesCount + 2] = height + extentBase.Z;
                    verticesCount += 3;
                }
            }
            verticesCount = verticesCount / 3;

            for (int yy = 0; yy < sizeY; yy++)
            {
                for (int xx = 0; xx < sizeX; xx++)
                {
                    int offset = yy * (sizeX + 1) + xx;
                    // Each vertices is presumed to be the upper left corner of a box of two triangles
                    indices[indicesCount + 0] = offset;
                    indices[indicesCount + 1] = offset + 1;
                    indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column
                    indices[indicesCount + 3] = offset + 1;
                    indices[indicesCount + 4] = offset + sizeX + 2;
                    indices[indicesCount + 5] = offset + sizeX + 1;
                    indicesCount += 6;
                }
            }

            ret = true;
        }
        catch (Exception e)
        {
            physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
                                                LogHeader, physicsScene.RegionName, extentBase, e);
        }

        indicesCountO = indicesCount;
        indicesO = indices;
        verticesCountO = verticesCount;
        verticesO = vertices;

        return ret;
    }
コード例 #6
0
        // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
        // Return 'true' if successfully created.
        public static bool ConvertHeightmapToMesh(
            BSScene physicsScene,
            float[] heightMap, int sizeX, int sizeY,                        // parameters of incoming heightmap
            float extentX, float extentY,                                   // zero based range for output vertices
            Vector3 extentBase,                                             // base to be added to all vertices
            float magnification,                                            // number of vertices to create between heightMap coords
            out int indicesCountO, out int[] indicesO,
            out int verticesCountO, out float[] verticesO)
        {
            bool ret = false;

            int indicesCount  = 0;
            int verticesCount = 0;

            int[]   indices  = new int[0];
            float[] vertices = new float[0];

            // Simple mesh creation which assumes magnification == 1.
            // TODO: do a more general solution that scales, adds new vertices and smoothes the result.

            // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop
            //    from zero to <= sizeX). The triangle indices are then generated as two triangles
            //    per heightmap point. There are sizeX by sizeY of these squares. The extra row and
            //    column of vertices are used to complete the triangles of the last row and column
            //    of the heightmap.
            try
            {
                // One vertice per heightmap value plus the vertices off the top and bottom edge.
                int totalVertices = (sizeX + 1) * (sizeY + 1);
                vertices = new float[totalVertices * 3];
                int totalIndices = sizeX * sizeY * 6;
                indices = new int[totalIndices];

                float magX = (float)sizeX / extentX;
                float magY = (float)sizeY / extentY;
                physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}",
                                       BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY);
                float minHeight = float.MaxValue;
                // Note that sizeX+1 vertices are created since there is land between this and the next region.
                for (int yy = 0; yy <= sizeY; yy++)
                {
                    for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times
                    {
                        int offset = yy * sizeX + xx;
                        // Extend the height with the height from the last row or column
                        if (yy == sizeY)
                        {
                            offset -= sizeX;
                        }
                        if (xx == sizeX)
                        {
                            offset -= 1;
                        }
                        float height = heightMap[offset];
                        minHeight = Math.Min(minHeight, height);
                        vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
                        vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
                        vertices[verticesCount + 2] = height + extentBase.Z;
                        verticesCount += 3;
                    }
                }
                verticesCount = verticesCount / 3;

                for (int yy = 0; yy < sizeY; yy++)
                {
                    for (int xx = 0; xx < sizeX; xx++)
                    {
                        int offset = yy * (sizeX + 1) + xx;
                        // Each vertices is presumed to be the upper left corner of a box of two triangles
                        indices[indicesCount + 0] = offset;
                        indices[indicesCount + 1] = offset + 1;
                        indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column
                        indices[indicesCount + 3] = offset + 1;
                        indices[indicesCount + 4] = offset + sizeX + 2;
                        indices[indicesCount + 5] = offset + sizeX + 1;
                        indicesCount += 6;
                    }
                }

                ret = true;
            }
            catch (Exception e)
            {
                physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
                                                LogHeader, physicsScene.RegionName, extentBase, e);
            }

            indicesCountO  = indicesCount;
            indicesO       = indices;
            verticesCountO = verticesCount;
            verticesO      = vertices;

            return(ret);
        }