private void RecreateWeldedShape(HkShape thisShape)
        {
            if (RigidBody == null || RigidBody.IsDisposed)
            {
                Debug.Fail("Missing rigid body");
                MyTrace.Send(TraceWindow.Analytics, "Recreating welded shape without RB", string.Format("{0},{1}", Entity.MarkedForClose, WeldInfo.Children.Count));
                return;
            }

            ProfilerShort.Begin("RecreateWeldedShape");
            //me.Tranform.Translation = Entity.PositionComp.LocalAABB.Center;

            if (WeldInfo.Children.Count == 0)
            {
                RigidBody.SetShape(thisShape);
                if (RigidBody2 != null)
                    RigidBody2.SetShape(thisShape);
            }
            else
            {
                ProfilerShort.Begin("Create shapes");
                //m_tmpElements.Add(WeldInfo.MassElement);
                m_tmpShapeList.Add(thisShape);
                foreach (var child in WeldInfo.Children)
                {
                    var transformShape = new HkTransformShape(child.WeldedRigidBody.GetShape(), ref child.WeldInfo.Transform);
                    HkShape.SetUserData(transformShape, child.WeldedRigidBody);
                    m_tmpShapeList.Add(transformShape);
                    //m_tmpElements.Add(child.WeldInfo.MassElement);
                }
                //var list = new HkListShape(m_tmpShapeList.ToArray(), HkReferencePolicy.None);
                var list = new HkSmartListShape(0);
                foreach (var shape in m_tmpShapeList)
                    list.AddShape(shape);
                RigidBody.SetShape(list);
                if (RigidBody2 != null)
                    RigidBody2.SetShape(list);
                list.Base.RemoveReference();

                WeldedMarkBreakable();

                for (int i = 1; i < m_tmpShapeList.Count; i++)
                    m_tmpShapeList[i].RemoveReference();
                m_tmpShapeList.Clear();
                ProfilerShort.End();

                ProfilerShort.Begin("CalcMassProps");
                UpdateMassProps();
                //m_tmpElements.Clear();
                ProfilerShort.End();
            }
            ProfilerShort.End();
        }
示例#2
0
        public void Weld(MyPhysicsBody other, bool recreateShape = true)
        {
            if (other.WeldInfo.Parent == this) //already welded to this
            {
                return;
            }

            if (other.IsWelded && !IsWelded)
            {
                other.Weld(this);
                return;
            }

            if (IsWelded)
            {
                WeldInfo.Parent.Weld(other);
                return;
            }
            if (other.WeldInfo.Children.Count > 0)
            {
                Debug.Fail("Welding other welded gorup");
                other.UnweldAll(false); //they should end in same group and get welded
            }
            ProfilerShort.Begin("Weld");
            HkShape thisShape;
            bool    firstWelded = WeldInfo.Children.Count == 0;

            if (firstWelded)
            {
                //RemoveConstraints(RigidBody);
                WeldedRigidBody = RigidBody;
                thisShape       = RigidBody.GetShape();
                if (HavokWorld != null)
                {
                    HavokWorld.RemoveRigidBody(WeldedRigidBody);
                }
                RigidBody = HkRigidBody.Clone(WeldedRigidBody);
                if (HavokWorld != null)
                {
                    HavokWorld.AddRigidBody(RigidBody);
                }
                HkShape.SetUserData(thisShape, RigidBody);
                Entity.OnPhysicsChanged += WeldedEntity_OnPhysicsChanged;
                WeldInfo.UpdateMassProps(RigidBody);
                //Entity.OnClose += Entity_OnClose;
            }
            else
            {
                thisShape = GetShape();
            }

            other.Deactivate();

            var transform = other.Entity.WorldMatrix * Entity.WorldMatrixInvScaled;

            other.WeldInfo.Transform = transform;
            other.WeldInfo.UpdateMassProps(other.RigidBody);
            Debug.Assert(other.WeldedRigidBody == null);
            other.WeldedRigidBody = other.RigidBody;
            other.RigidBody       = RigidBody;
            other.WeldInfo.Parent = this;
            other.ClusterObjectID = ClusterObjectID;
            WeldInfo.Children.Add(other);

            //if(recreateShape)
            //    RecreateWeldedShape(thisShape);

            ProfilerShort.BeginNextBlock("OnPhysicsChanged");
            //(other.Entity as MyEntity).RaisePhysicsChanged();
            //other.Entity.OnPhysicsChanged += WeldedEntity_OnPhysicsChanged;
            //Debug.Assert(other.m_constraints.Count == 0, "Constraints left in welded body");
            ProfilerShort.BeginNextBlock("RemoveConstraints");
            ProfilerShort.End();
            OnWelded(other);
            other.OnWelded(this);
        }
示例#3
0
        internal unsafe HkBvCompressedMeshShape CreateShape(VrVoxelMesh mesh, int lod)
        {
            HkBvCompressedMeshShape shape;

            if (((mesh == null) || (mesh.TriangleCount == 0)) || (mesh.VertexCount == 0))
            {
                return((HkBvCompressedMeshShape)HkShape.Empty);
            }
            using (MyUtils.ReuseCollection <int>(ref m_indexListCached))
            {
                using (MyUtils.ReuseCollection <Vector3>(ref m_vertexListCached))
                {
                    using (MyUtils.ReuseCollection <byte>(ref m_materialListCached))
                    {
                        List <int>     indexListCached    = m_indexListCached;
                        List <Vector3> vertexListCached   = m_vertexListCached;
                        List <byte>    materialListCached = m_materialListCached;
                        vertexListCached.EnsureCapacity <Vector3>(mesh.VertexCount);
                        indexListCached.EnsureCapacity <int>(mesh.TriangleCount * 3);
                        materialListCached.EnsureCapacity <byte>(mesh.TriangleCount);
                        int index = 0;
                        while (true)
                        {
                            if (index >= mesh.TriangleCount)
                            {
                                float          scale    = mesh.Scale;
                                VrVoxelVertex *vertices = mesh.Vertices;
                                Vector3        vector   = (Vector3)((mesh.Start * scale) - (this.m_voxelMap.StorageMin * 1f));
                                int            num4     = 0;
                                while (true)
                                {
                                    if (num4 >= mesh.VertexCount)
                                    {
                                        uint userData = 0xfffffffe;
                                        int  num5     = 0;
                                        while (true)
                                        {
                                            if (num5 >= mesh.TriangleCount)
                                            {
                                                int[] pinned numArray;
                                                try
                                                {
                                                    int *numPtr;
                                                    byte[] pinned buffer;
                                                    if (((numArray = indexListCached.GetInternalArray <int>()) == null) || (numArray.Length == 0))
                                                    {
                                                        numPtr = null;
                                                    }
                                                    else
                                                    {
                                                        numPtr = numArray;
                                                    }
                                                    try
                                                    {
                                                        byte *numPtr2;
                                                        Vector3[] pinned vectorArray;
                                                        if (((buffer = materialListCached.GetInternalArray <byte>()) == null) || (buffer.Length == 0))
                                                        {
                                                            numPtr2 = null;
                                                        }
                                                        else
                                                        {
                                                            numPtr2 = buffer;
                                                        }
                                                        try
                                                        {
                                                            Vector3 *vectorPtr;
                                                            if (((vectorArray = vertexListCached.GetInternalArray <Vector3>()) == null) || (vectorArray.Length == 0))
                                                            {
                                                                vectorPtr = null;
                                                            }
                                                            else
                                                            {
                                                                vectorPtr = vectorArray;
                                                            }
                                                            float physicsConvexRadius = MyPerGameSettings.PhysicsConvexRadius;
                                                            if (userData == -2)
                                                            {
                                                                userData = uint.MaxValue;
                                                            }
                                                            HkBvCompressedMeshShape local1 = new HkBvCompressedMeshShape(vectorPtr, vertexListCached.Count, numPtr, indexListCached.Count, numPtr2, materialListCached.Count, HkWeldingType.None, physicsConvexRadius);
                                                            HkShape.SetUserData((HkShape)local1, userData);
                                                            shape = local1;
                                                        }
                                                        finally
                                                        {
                                                            vectorArray = null;
                                                        }
                                                    }
                                                    finally
                                                    {
                                                        buffer = null;
                                                    }
                                                }
                                                finally
                                                {
                                                    numArray = null;
                                                }
                                                break;
                                            }
                                            VrVoxelTriangle triangle = mesh.Triangles[num5];
                                            byte            material = vertices[triangle.V0].Material;
                                            if (userData == -2)
                                            {
                                                userData = material;
                                            }
                                            else if (userData != material)
                                            {
                                                userData = uint.MaxValue;
                                            }
                                            materialListCached.Add(material);
                                            num5++;
                                        }
                                        break;
                                    }
                                    vertexListCached.Add((vertices[num4].Position * scale) + vector);
                                    num4++;
                                }
                                break;
                            }
                            indexListCached.Add(mesh.Triangles[index].V0);
                            indexListCached.Add(mesh.Triangles[index].V2);
                            indexListCached.Add(mesh.Triangles[index].V1);
                            index++;
                        }
                    }
                }
            }
            return(shape);
        }