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author | Diva Canto | 2015-08-30 20:06:53 -0700 |
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committer | Diva Canto | 2015-08-30 20:06:53 -0700 |
commit | 1d6b33bc2da3b312cff1d1802a73aacdf72b0385 (patch) | |
tree | 393736b501aac3b31eb0810bb72d926c7f14fbf8 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | Moved instantiation of SceneCommunicationService object to inside the scene c... (diff) | |
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Major renaming of Physics dlls / folders. No functional changes, just renames.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 620 |
1 files changed, 0 insertions, 620 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs deleted file mode 100755 index 90da7a6..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ /dev/null | |||
@@ -1,620 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
36 | { | ||
37 | /* | ||
38 | * Class to wrap all objects. | ||
39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims | ||
40 | * unless the difference is significant. | ||
41 | * | ||
42 | * Variables in the physicsl objects are in three forms: | ||
43 | * VariableName: used by the simulator and performs taint operations, etc | ||
44 | * RawVariableName: direct reference to the BulletSim storage for the variable value | ||
45 | * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. | ||
46 | * The last one should only be referenced in taint-time. | ||
47 | */ | ||
48 | |||
49 | /* | ||
50 | * As of 20121221, the following are the call sequences (going down) for different script physical functions: | ||
51 | * llApplyImpulse llApplyRotImpulse llSetTorque llSetForce | ||
52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce | ||
53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse | ||
54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v | ||
55 | * BS.ApplyCentralForce BS.ApplyTorque | ||
56 | */ | ||
57 | |||
58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. | ||
59 | public enum UpdatedProperties : uint | ||
60 | { | ||
61 | Position = 1 << 0, | ||
62 | Orientation = 1 << 1, | ||
63 | Velocity = 1 << 2, | ||
64 | Acceleration = 1 << 3, | ||
65 | RotationalVelocity = 1 << 4, | ||
66 | EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity, | ||
67 | } | ||
68 | public abstract class BSPhysObject : PhysicsActor | ||
69 | { | ||
70 | protected BSPhysObject() | ||
71 | { | ||
72 | } | ||
73 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | ||
74 | { | ||
75 | IsInitialized = false; | ||
76 | |||
77 | PhysScene = parentScene; | ||
78 | LocalID = localID; | ||
79 | PhysObjectName = name; | ||
80 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. | ||
81 | TypeName = typeName; | ||
82 | |||
83 | // Oddity if object is destroyed and recreated very quickly it could still have the old body. | ||
84 | if (!PhysBody.HasPhysicalBody) | ||
85 | PhysBody = new BulletBody(localID); | ||
86 | |||
87 | // Clean out anything that might be in the physical actor list. | ||
88 | // Again, a workaround for destroying and recreating an object very quickly. | ||
89 | PhysicalActors.Dispose(); | ||
90 | |||
91 | UserSetCenterOfMassDisplacement = null; | ||
92 | |||
93 | PrimAssetState = PrimAssetCondition.Unknown; | ||
94 | |||
95 | // Initialize variables kept in base. | ||
96 | // Beware that these cause taints to be queued whch can cause race conditions on startup. | ||
97 | GravModifier = 1.0f; | ||
98 | Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); | ||
99 | HoverActive = false; | ||
100 | |||
101 | // Default material type. Also sets Friction, Restitution and Density. | ||
102 | SetMaterial((int)MaterialAttributes.Material.Wood); | ||
103 | |||
104 | CollisionsLastTickStep = -1; | ||
105 | |||
106 | SubscribedEventsMs = 0; | ||
107 | // Crazy values that will never be true | ||
108 | CollidingStep = BSScene.NotASimulationStep; | ||
109 | CollidingGroundStep = BSScene.NotASimulationStep; | ||
110 | CollisionAccumulation = BSScene.NotASimulationStep; | ||
111 | ColliderIsMoving = false; | ||
112 | CollisionScore = 0; | ||
113 | |||
114 | // All axis free. | ||
115 | LockedLinearAxis = LockedAxisFree; | ||
116 | LockedAngularAxis = LockedAxisFree; | ||
117 | } | ||
118 | |||
119 | // Tell the object to clean up. | ||
120 | public virtual void Destroy() | ||
121 | { | ||
122 | PhysicalActors.Enable(false); | ||
123 | PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate() | ||
124 | { | ||
125 | PhysicalActors.Dispose(); | ||
126 | }); | ||
127 | } | ||
128 | |||
129 | public BSScene PhysScene { get; protected set; } | ||
130 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor | ||
131 | public string PhysObjectName { get; protected set; } | ||
132 | public string TypeName { get; protected set; } | ||
133 | |||
134 | // Set to 'true' when the object is completely initialized. | ||
135 | // This mostly prevents property updates and collisions until the object is completely here. | ||
136 | public bool IsInitialized { get; protected set; } | ||
137 | |||
138 | // Set to 'true' if an object (mesh/linkset/sculpty) is not completely constructed. | ||
139 | // This test is used to prevent some updates to the object when it only partially exists. | ||
140 | // There are several reasons and object might be incomplete: | ||
141 | // Its underlying mesh/sculpty is an asset which must be fetched from the asset store | ||
142 | // It is a linkset who is being added to or removed from | ||
143 | // It is changing state (static to physical, for instance) which requires rebuilding | ||
144 | // This is a computed value based on the underlying physical object construction | ||
145 | abstract public bool IsIncomplete { get; } | ||
146 | |||
147 | // Return the object mass without calculating it or having side effects | ||
148 | public abstract float RawMass { get; } | ||
149 | // Set the raw mass but also update physical mass properties (inertia, ...) | ||
150 | // 'inWorld' true if the object has already been added to the dynamic world. | ||
151 | public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld); | ||
152 | |||
153 | // The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy. | ||
154 | public virtual OMV.Vector3 Gravity { get; set; } | ||
155 | // The last value calculated for the prim's inertia | ||
156 | public OMV.Vector3 Inertia { get; set; } | ||
157 | |||
158 | // Reference to the physical body (btCollisionObject) of this object | ||
159 | public BulletBody PhysBody = new BulletBody(0); | ||
160 | // Reference to the physical shape (btCollisionShape) of this object | ||
161 | public BSShape PhysShape = new BSShapeNull(); | ||
162 | |||
163 | // The physical representation of the prim might require an asset fetch. | ||
164 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. | ||
165 | public enum PrimAssetCondition | ||
166 | { | ||
167 | Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched | ||
168 | } | ||
169 | public PrimAssetCondition PrimAssetState { get; set; } | ||
170 | public virtual bool AssetFailed() | ||
171 | { | ||
172 | return ( (this.PrimAssetState == PrimAssetCondition.FailedAssetFetch) | ||
173 | || (this.PrimAssetState == PrimAssetCondition.FailedMeshing) ); | ||
174 | } | ||
175 | |||
176 | // The objects base shape information. Null if not a prim type shape. | ||
177 | public PrimitiveBaseShape BaseShape { get; protected set; } | ||
178 | |||
179 | // When the physical properties are updated, an EntityProperty holds the update values. | ||
180 | // Keep the current and last EntityProperties to enable computation of differences | ||
181 | // between the current update and the previous values. | ||
182 | public EntityProperties CurrentEntityProperties { get; set; } | ||
183 | public EntityProperties LastEntityProperties { get; set; } | ||
184 | |||
185 | public virtual OMV.Vector3 Scale { get; set; } | ||
186 | |||
187 | // It can be confusing for an actor to know if it should move or update an object | ||
188 | // depeneding on the setting of 'selected', 'physical, ... | ||
189 | // This flag is the true test -- if true, the object is being acted on in the physical world | ||
190 | public abstract bool IsPhysicallyActive { get; } | ||
191 | |||
192 | // Detailed state of the object. | ||
193 | public abstract bool IsSolid { get; } | ||
194 | public abstract bool IsStatic { get; } | ||
195 | public abstract bool IsSelected { get; } | ||
196 | public abstract bool IsVolumeDetect { get; } | ||
197 | |||
198 | // Materialness | ||
199 | public MaterialAttributes.Material Material { get; private set; } | ||
200 | public override void SetMaterial(int material) | ||
201 | { | ||
202 | Material = (MaterialAttributes.Material)material; | ||
203 | |||
204 | // Setting the material sets the material attributes also. | ||
205 | // TODO: decide if this is necessary -- the simulator does this. | ||
206 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); | ||
207 | Friction = matAttrib.friction; | ||
208 | Restitution = matAttrib.restitution; | ||
209 | Density = matAttrib.density; | ||
210 | // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); | ||
211 | } | ||
212 | |||
213 | public override float Density | ||
214 | { | ||
215 | get | ||
216 | { | ||
217 | return base.Density; | ||
218 | } | ||
219 | set | ||
220 | { | ||
221 | DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value); | ||
222 | base.Density = value; | ||
223 | } | ||
224 | } | ||
225 | |||
226 | // Stop all physical motion. | ||
227 | public abstract void ZeroMotion(bool inTaintTime); | ||
228 | public abstract void ZeroAngularMotion(bool inTaintTime); | ||
229 | |||
230 | // Update the physical location and motion of the object. Called with data from Bullet. | ||
231 | public abstract void UpdateProperties(EntityProperties entprop); | ||
232 | |||
233 | public virtual OMV.Vector3 RawPosition { get; set; } | ||
234 | public abstract OMV.Vector3 ForcePosition { get; set; } | ||
235 | |||
236 | public virtual OMV.Quaternion RawOrientation { get; set; } | ||
237 | public abstract OMV.Quaternion ForceOrientation { get; set; } | ||
238 | |||
239 | public virtual OMV.Vector3 RawVelocity { get; set; } | ||
240 | public abstract OMV.Vector3 ForceVelocity { get; set; } | ||
241 | |||
242 | public OMV.Vector3 RawForce { get; set; } | ||
243 | public OMV.Vector3 RawTorque { get; set; } | ||
244 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) | ||
245 | { | ||
246 | AddAngularForce(force, pushforce, false); | ||
247 | } | ||
248 | public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); | ||
249 | public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); | ||
250 | |||
251 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } | ||
252 | |||
253 | public abstract float ForceBuoyancy { get; set; } | ||
254 | |||
255 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } | ||
256 | |||
257 | public override bool PIDActive | ||
258 | { | ||
259 | get { return MoveToTargetActive; } | ||
260 | set { MoveToTargetActive = value; } | ||
261 | } | ||
262 | |||
263 | public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } } | ||
264 | public override float PIDTau { set { MoveToTargetTau = value; } } | ||
265 | |||
266 | public bool MoveToTargetActive { get; set; } | ||
267 | public OMV.Vector3 MoveToTargetTarget { get; set; } | ||
268 | public float MoveToTargetTau { get; set; } | ||
269 | |||
270 | // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z | ||
271 | public override bool PIDHoverActive { set { HoverActive = value; } } | ||
272 | public override float PIDHoverHeight { set { HoverHeight = value; } } | ||
273 | public override PIDHoverType PIDHoverType { set { HoverType = value; } } | ||
274 | public override float PIDHoverTau { set { HoverTau = value; } } | ||
275 | |||
276 | public bool HoverActive { get; set; } | ||
277 | public float HoverHeight { get; set; } | ||
278 | public PIDHoverType HoverType { get; set; } | ||
279 | public float HoverTau { get; set; } | ||
280 | |||
281 | // For RotLookAt | ||
282 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
283 | public override bool APIDActive { set { return; } } | ||
284 | public override float APIDStrength { set { return; } } | ||
285 | public override float APIDDamping { set { return; } } | ||
286 | |||
287 | // The current velocity forward | ||
288 | public virtual float ForwardSpeed | ||
289 | { | ||
290 | get | ||
291 | { | ||
292 | OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); | ||
293 | return characterOrientedVelocity.X; | ||
294 | } | ||
295 | } | ||
296 | // The forward speed we are trying to achieve (TargetVelocity) | ||
297 | public virtual float TargetVelocitySpeed | ||
298 | { | ||
299 | get | ||
300 | { | ||
301 | OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); | ||
302 | return characterOrientedVelocity.X; | ||
303 | } | ||
304 | } | ||
305 | |||
306 | // The user can optionally set the center of mass. The user's setting will override any | ||
307 | // computed center-of-mass (like in linksets). | ||
308 | // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass. | ||
309 | public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; } | ||
310 | |||
311 | public OMV.Vector3 LockedLinearAxis; // zero means locked. one means free. | ||
312 | public OMV.Vector3 LockedAngularAxis; // zero means locked. one means free. | ||
313 | public const float FreeAxis = 1f; | ||
314 | public const float LockedAxis = 0f; | ||
315 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free | ||
316 | |||
317 | // If an axis is locked (flagged above) then the limits of that axis are specified here. | ||
318 | // Linear axis limits are relative to the object's starting coordinates. | ||
319 | // Angular limits are limited to -PI to +PI | ||
320 | public OMV.Vector3 LockedLinearAxisLow; | ||
321 | public OMV.Vector3 LockedLinearAxisHigh; | ||
322 | public OMV.Vector3 LockedAngularAxisLow; | ||
323 | public OMV.Vector3 LockedAngularAxisHigh; | ||
324 | |||
325 | // Enable physical actions. Bullet will keep sleeping non-moving physical objects so | ||
326 | // they need waking up when parameters are changed. | ||
327 | // Called in taint-time!! | ||
328 | public void ActivateIfPhysical(bool forceIt) | ||
329 | { | ||
330 | if (PhysBody.HasPhysicalBody) | ||
331 | { | ||
332 | if (IsPhysical) | ||
333 | { | ||
334 | // Physical objects might need activating | ||
335 | PhysScene.PE.Activate(PhysBody, forceIt); | ||
336 | } | ||
337 | else | ||
338 | { | ||
339 | // Clear the collision cache since we've changed some properties. | ||
340 | PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody); | ||
341 | } | ||
342 | } | ||
343 | } | ||
344 | |||
345 | // 'actors' act on the physical object to change or constrain its motion. These can range from | ||
346 | // hovering to complex vehicle motion. | ||
347 | // May be called at non-taint time as this just adds the actor to the action list and the real | ||
348 | // work is done during the simulation step. | ||
349 | // Note that, if the actor is already in the list and we are disabling same, the actor is just left | ||
350 | // in the list disabled. | ||
351 | public delegate BSActor CreateActor(); | ||
352 | public void EnableActor(bool enableActor, string actorName, CreateActor creator) | ||
353 | { | ||
354 | lock (PhysicalActors) | ||
355 | { | ||
356 | BSActor theActor; | ||
357 | if (PhysicalActors.TryGetActor(actorName, out theActor)) | ||
358 | { | ||
359 | // The actor already exists so just turn it on or off | ||
360 | DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor); | ||
361 | theActor.Enabled = enableActor; | ||
362 | } | ||
363 | else | ||
364 | { | ||
365 | // The actor does not exist. If it should, create it. | ||
366 | if (enableActor) | ||
367 | { | ||
368 | DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName); | ||
369 | theActor = creator(); | ||
370 | PhysicalActors.Add(actorName, theActor); | ||
371 | theActor.Enabled = true; | ||
372 | } | ||
373 | else | ||
374 | { | ||
375 | DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName); | ||
376 | } | ||
377 | } | ||
378 | } | ||
379 | } | ||
380 | |||
381 | #region Collisions | ||
382 | |||
383 | // Requested number of milliseconds between collision events. Zero means disabled. | ||
384 | protected int SubscribedEventsMs { get; set; } | ||
385 | // Given subscription, the time that a collision may be passed up | ||
386 | protected int NextCollisionOkTime { get; set; } | ||
387 | // The simulation step that last had a collision | ||
388 | protected long CollidingStep { get; set; } | ||
389 | // The simulation step that last had a collision with the ground | ||
390 | protected long CollidingGroundStep { get; set; } | ||
391 | // The simulation step that last collided with an object | ||
392 | protected long CollidingObjectStep { get; set; } | ||
393 | // The collision flags we think are set in Bullet | ||
394 | protected CollisionFlags CurrentCollisionFlags { get; set; } | ||
395 | // On a collision, check the collider and remember if the last collider was moving | ||
396 | // Used to modify the standing of avatars (avatars on stationary things stand still) | ||
397 | public bool ColliderIsMoving; | ||
398 | // 'true' if the last collider was a volume detect object | ||
399 | public bool ColliderIsVolumeDetect; | ||
400 | // Used by BSCharacter to manage standing (and not slipping) | ||
401 | public bool IsStationary; | ||
402 | |||
403 | // Count of collisions for this object | ||
404 | protected long CollisionAccumulation { get; set; } | ||
405 | |||
406 | public override bool IsColliding { | ||
407 | get { return (CollidingStep == PhysScene.SimulationStep); } | ||
408 | set { | ||
409 | if (value) | ||
410 | CollidingStep = PhysScene.SimulationStep; | ||
411 | else | ||
412 | CollidingStep = BSScene.NotASimulationStep; | ||
413 | } | ||
414 | } | ||
415 | // Complex objects (like linksets) need to know if there is a collision on any part of | ||
416 | // their shape. 'IsColliding' has an existing definition of reporting a collision on | ||
417 | // only this specific prim or component of linksets. | ||
418 | // 'HasSomeCollision' is defined as reporting if there is a collision on any part of | ||
419 | // the complex body that this prim is the root of. | ||
420 | public virtual bool HasSomeCollision | ||
421 | { | ||
422 | get { return IsColliding; } | ||
423 | set { IsColliding = value; } | ||
424 | } | ||
425 | public override bool CollidingGround { | ||
426 | get { return (CollidingGroundStep == PhysScene.SimulationStep); } | ||
427 | set | ||
428 | { | ||
429 | if (value) | ||
430 | CollidingGroundStep = PhysScene.SimulationStep; | ||
431 | else | ||
432 | CollidingGroundStep = BSScene.NotASimulationStep; | ||
433 | } | ||
434 | } | ||
435 | public override bool CollidingObj { | ||
436 | get { return (CollidingObjectStep == PhysScene.SimulationStep); } | ||
437 | set { | ||
438 | if (value) | ||
439 | CollidingObjectStep = PhysScene.SimulationStep; | ||
440 | else | ||
441 | CollidingObjectStep = BSScene.NotASimulationStep; | ||
442 | } | ||
443 | } | ||
444 | |||
445 | // The collisions that have been collected for the next collision reporting (throttled by subscription) | ||
446 | protected CollisionEventUpdate CollisionCollection = new CollisionEventUpdate(); | ||
447 | // This is the collision collection last reported to the Simulator. | ||
448 | public CollisionEventUpdate CollisionsLastReported = new CollisionEventUpdate(); | ||
449 | // Remember the collisions recorded in the last tick for fancy collision checking | ||
450 | // (like a BSCharacter walking up stairs). | ||
451 | public CollisionEventUpdate CollisionsLastTick = new CollisionEventUpdate(); | ||
452 | private long CollisionsLastTickStep = -1; | ||
453 | |||
454 | // The simulation step is telling this object about a collision. | ||
455 | // Return 'true' if a collision was processed and should be sent up. | ||
456 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. | ||
457 | // Called at taint time from within the Step() function | ||
458 | public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | ||
459 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | ||
460 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
461 | { | ||
462 | bool ret = false; | ||
463 | |||
464 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work | ||
465 | CollidingStep = PhysScene.SimulationStep; | ||
466 | if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID) | ||
467 | { | ||
468 | CollidingGroundStep = PhysScene.SimulationStep; | ||
469 | } | ||
470 | else | ||
471 | { | ||
472 | CollidingObjectStep = PhysScene.SimulationStep; | ||
473 | } | ||
474 | |||
475 | CollisionAccumulation++; | ||
476 | |||
477 | // For movement tests, remember if we are colliding with an object that is moving. | ||
478 | ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; | ||
479 | ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false; | ||
480 | |||
481 | // Make a collection of the collisions that happened the last simulation tick. | ||
482 | // This is different than the collection created for sending up to the simulator as it is cleared every tick. | ||
483 | if (CollisionsLastTickStep != PhysScene.SimulationStep) | ||
484 | { | ||
485 | CollisionsLastTick = new CollisionEventUpdate(); | ||
486 | CollisionsLastTickStep = PhysScene.SimulationStep; | ||
487 | } | ||
488 | CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
489 | |||
490 | // If someone has subscribed for collision events log the collision so it will be reported up | ||
491 | if (SubscribedEvents()) { | ||
492 | lock (PhysScene.CollisionLock) | ||
493 | { | ||
494 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
495 | } | ||
496 | DetailLog("{0},{1}.Collision.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}", | ||
497 | LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving); | ||
498 | |||
499 | ret = true; | ||
500 | } | ||
501 | return ret; | ||
502 | } | ||
503 | |||
504 | // Send the collected collisions into the simulator. | ||
505 | // Called at taint time from within the Step() function thus no locking problems | ||
506 | // with CollisionCollection and ObjectsWithNoMoreCollisions. | ||
507 | // Called with BSScene.CollisionLock locked to protect the collision lists. | ||
508 | // Return 'true' if there were some actual collisions passed up | ||
509 | public virtual bool SendCollisions() | ||
510 | { | ||
511 | bool ret = true; | ||
512 | |||
513 | // If no collisions this call but there were collisions last call, force the collision | ||
514 | // event to be happen right now so quick collision_end. | ||
515 | bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); | ||
516 | |||
517 | // throttle the collisions to the number of milliseconds specified in the subscription | ||
518 | if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) | ||
519 | { | ||
520 | NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs; | ||
521 | |||
522 | // We are called if we previously had collisions. If there are no collisions | ||
523 | // this time, send up one last empty event so OpenSim can sense collision end. | ||
524 | if (CollisionCollection.Count == 0) | ||
525 | { | ||
526 | // If I have no collisions this time, remove me from the list of objects with collisions. | ||
527 | ret = false; | ||
528 | } | ||
529 | |||
530 | DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); | ||
531 | base.SendCollisionUpdate(CollisionCollection); | ||
532 | |||
533 | // Remember the collisions from this tick for some collision specific processing. | ||
534 | CollisionsLastReported = CollisionCollection; | ||
535 | |||
536 | // The CollisionCollection instance is passed around in the simulator. | ||
537 | // Make sure we don't have a handle to that one and that a new one is used for next time. | ||
538 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | ||
539 | // a race condition is created for the other users of this instance. | ||
540 | CollisionCollection = new CollisionEventUpdate(); | ||
541 | } | ||
542 | return ret; | ||
543 | } | ||
544 | |||
545 | // Subscribe for collision events. | ||
546 | // Parameter is the millisecond rate the caller wishes collision events to occur. | ||
547 | public override void SubscribeEvents(int ms) { | ||
548 | // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); | ||
549 | SubscribedEventsMs = ms; | ||
550 | if (ms > 0) | ||
551 | { | ||
552 | // make sure first collision happens | ||
553 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | ||
554 | |||
555 | PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate() | ||
556 | { | ||
557 | if (PhysBody.HasPhysicalBody) | ||
558 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
559 | }); | ||
560 | } | ||
561 | else | ||
562 | { | ||
563 | // Subscribing for zero or less is the same as unsubscribing | ||
564 | UnSubscribeEvents(); | ||
565 | } | ||
566 | } | ||
567 | public override void UnSubscribeEvents() { | ||
568 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | ||
569 | SubscribedEventsMs = 0; | ||
570 | PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate() | ||
571 | { | ||
572 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | ||
573 | if (PhysBody.HasPhysicalBody) | ||
574 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
575 | }); | ||
576 | } | ||
577 | // Return 'true' if the simulator wants collision events | ||
578 | public override bool SubscribedEvents() { | ||
579 | return (SubscribedEventsMs > 0); | ||
580 | } | ||
581 | // Because 'CollisionScore' is called many times while sorting, it should not be recomputed | ||
582 | // each time called. So this is built to be light weight for each collision and to do | ||
583 | // all the processing when the user asks for the info. | ||
584 | public void ComputeCollisionScore() | ||
585 | { | ||
586 | // Scale the collision count by the time since the last collision. | ||
587 | // The "+1" prevents dividing by zero. | ||
588 | long timeAgo = PhysScene.SimulationStep - CollidingStep + 1; | ||
589 | CollisionScore = CollisionAccumulation / timeAgo; | ||
590 | } | ||
591 | public override float CollisionScore { get; set; } | ||
592 | |||
593 | #endregion // Collisions | ||
594 | |||
595 | #region Per Simulation Step actions | ||
596 | |||
597 | public BSActorCollection PhysicalActors = new BSActorCollection(); | ||
598 | |||
599 | // When an update to the physical properties happens, this event is fired to let | ||
600 | // different actors to modify the update before it is passed around | ||
601 | public delegate void PreUpdatePropertyAction(ref EntityProperties entprop); | ||
602 | public event PreUpdatePropertyAction OnPreUpdateProperty; | ||
603 | protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop) | ||
604 | { | ||
605 | PreUpdatePropertyAction actions = OnPreUpdateProperty; | ||
606 | if (actions != null) | ||
607 | actions(ref entprop); | ||
608 | } | ||
609 | |||
610 | #endregion // Per Simulation Step actions | ||
611 | |||
612 | // High performance detailed logging routine used by the physical objects. | ||
613 | protected void DetailLog(string msg, params Object[] args) | ||
614 | { | ||
615 | if (PhysScene.PhysicsLogging.Enabled) | ||
616 | PhysScene.DetailLog(msg, args); | ||
617 | } | ||
618 | |||
619 | } | ||
620 | } | ||