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authorRobert Adams2012-08-24 12:58:42 -0700
committerRobert Adams2012-08-31 11:41:12 -0700
commit7b6987ce83d16871f6070f3cc7d56280ad3d5dbe (patch)
treed996f2e9871d0d8bba505d9f581c7f42a8f040b3 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentBulletSim: add new interface for mesh, hull and terrain creation that will mo... (diff)
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BulletSim: unify physical objects under BSPhysObjects. Now BSScene and BSLinkset only know of BSPhysObject's and there is only one list to search in BSScene.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs84
1 files changed, 36 insertions, 48 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index d3f1e9c..036fd4f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -37,7 +37,7 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet;
37namespace OpenSim.Region.Physics.BulletSPlugin 37namespace OpenSim.Region.Physics.BulletSPlugin
38{ 38{
39 [Serializable] 39 [Serializable]
40public sealed class BSPrim : PhysicsActor 40public sealed class BSPrim : BSPhysObject
41{ 41{
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43 private static readonly string LogHeader = "[BULLETS PRIM]"; 43 private static readonly string LogHeader = "[BULLETS PRIM]";
@@ -88,23 +88,14 @@ public sealed class BSPrim : PhysicsActor
88 private float _buoyancy; 88 private float _buoyancy;
89 89
90 // Membership in a linkset is controlled by this class. 90 // Membership in a linkset is controlled by this class.
91 private BSLinkset _linkset; 91 public override BSLinkset Linkset { get; set; }
92 public BSLinkset Linkset
93 {
94 get { return _linkset; }
95 set { _linkset = value; }
96 }
97 92
98 private int _subscribedEventsMs = 0; 93 private int _subscribedEventsMs = 0;
99 private int _nextCollisionOkTime = 0; 94 private int _nextCollisionOkTime = 0;
100 long _collidingStep; 95 long _collidingStep;
101 long _collidingGroundStep; 96 long _collidingGroundStep;
102 97
103 private BulletBody m_body; 98 public override BulletBody Body { get; set; }
104 public BulletBody Body {
105 get { return m_body; }
106 set { m_body = value; }
107 }
108 99
109 private BSDynamics _vehicle; 100 private BSDynamics _vehicle;
110 101
@@ -139,7 +130,7 @@ public sealed class BSPrim : PhysicsActor
139 _friction = _scene.Params.defaultFriction; // TODO: compute based on object material 130 _friction = _scene.Params.defaultFriction; // TODO: compute based on object material
140 _density = _scene.Params.defaultDensity; // TODO: compute based on object material 131 _density = _scene.Params.defaultDensity; // TODO: compute based on object material
141 _restitution = _scene.Params.defaultRestitution; 132 _restitution = _scene.Params.defaultRestitution;
142 _linkset = new BSLinkset(Scene, this); // a linkset of one 133 Linkset = new BSLinkset(Scene, this); // a linkset of one
143 _vehicle = new BSDynamics(Scene, this); // add vehicleness 134 _vehicle = new BSDynamics(Scene, this); // add vehicleness
144 _mass = CalculateMass(); 135 _mass = CalculateMass();
145 // do the actual object creation at taint time 136 // do the actual object creation at taint time
@@ -151,23 +142,23 @@ public sealed class BSPrim : PhysicsActor
151 // Get the pointer to the physical body for this object. 142 // Get the pointer to the physical body for this object.
152 // At the moment, we're still letting BulletSim manage the creation and destruction 143 // At the moment, we're still letting BulletSim manage the creation and destruction
153 // of the object. Someday we'll move that into the C# code. 144 // of the object. Someday we'll move that into the C# code.
154 m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); 145 Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
155 }); 146 });
156 } 147 }
157 148
158 // called when this prim is being destroyed and we should free all the resources 149 // called when this prim is being destroyed and we should free all the resources
159 public void Destroy() 150 public override void Destroy()
160 { 151 {
161 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); 152 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
162 153
163 // Undo any links between me and any other object 154 // Undo any links between me and any other object
164 BSPrim parentBefore = _linkset.LinksetRoot; 155 BSPhysObject parentBefore = Linkset.LinksetRoot;
165 int childrenBefore = _linkset.NumberOfChildren; 156 int childrenBefore = Linkset.NumberOfChildren;
166 157
167 _linkset = _linkset.RemoveMeFromLinkset(this); 158 Linkset = Linkset.RemoveMeFromLinkset(this);
168 159
169 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", 160 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
170 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 161 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
171 162
172 // Undo any vehicle properties 163 // Undo any vehicle properties
173 this.VehicleType = (int)Vehicle.TYPE_NONE; 164 this.VehicleType = (int)Vehicle.TYPE_NONE;
@@ -230,13 +221,13 @@ public sealed class BSPrim : PhysicsActor
230 BSPrim parent = obj as BSPrim; 221 BSPrim parent = obj as BSPrim;
231 if (parent != null) 222 if (parent != null)
232 { 223 {
233 BSPrim parentBefore = _linkset.LinksetRoot; 224 BSPhysObject parentBefore = Linkset.LinksetRoot;
234 int childrenBefore = _linkset.NumberOfChildren; 225 int childrenBefore = Linkset.NumberOfChildren;
235 226
236 _linkset = parent.Linkset.AddMeToLinkset(this); 227 Linkset = parent.Linkset.AddMeToLinkset(this);
237 228
238 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", 229 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
239 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 230 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
240 } 231 }
241 return; 232 return;
242 } 233 }
@@ -246,13 +237,13 @@ public sealed class BSPrim : PhysicsActor
246 // TODO: decide if this parent checking needs to happen at taint time 237 // TODO: decide if this parent checking needs to happen at taint time
247 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen 238 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
248 239
249 BSPrim parentBefore = _linkset.LinksetRoot; 240 BSPhysObject parentBefore = Linkset.LinksetRoot;
250 int childrenBefore = _linkset.NumberOfChildren; 241 int childrenBefore = Linkset.NumberOfChildren;
251 242
252 _linkset = _linkset.RemoveMeFromLinkset(this); 243 Linkset = Linkset.RemoveMeFromLinkset(this);
253 244
254 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", 245 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
255 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 246 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
256 return; 247 return;
257 } 248 }
258 249
@@ -260,7 +251,7 @@ public sealed class BSPrim : PhysicsActor
260 // Do it to the properties so the values get set in the physics engine. 251 // Do it to the properties so the values get set in the physics engine.
261 // Push the setting of the values to the viewer. 252 // Push the setting of the values to the viewer.
262 // Called at taint time! 253 // Called at taint time!
263 public void ZeroMotion() 254 public override void ZeroMotion()
264 { 255 {
265 _velocity = OMV.Vector3.Zero; 256 _velocity = OMV.Vector3.Zero;
266 _acceleration = OMV.Vector3.Zero; 257 _acceleration = OMV.Vector3.Zero;
@@ -281,7 +272,7 @@ public sealed class BSPrim : PhysicsActor
281 272
282 public override OMV.Vector3 Position { 273 public override OMV.Vector3 Position {
283 get { 274 get {
284 if (!_linkset.IsRoot(this)) 275 if (!Linkset.IsRoot(this))
285 // child prims move around based on their parent. Need to get the latest location 276 // child prims move around based on their parent. Need to get the latest location
286 _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 277 _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
287 278
@@ -306,23 +297,23 @@ public sealed class BSPrim : PhysicsActor
306 { 297 {
307 get 298 get
308 { 299 {
309 return _linkset.LinksetMass; 300 return Linkset.LinksetMass;
310 } 301 }
311 } 302 }
312 303
313 // used when we only want this prim's mass and not the linkset thing 304 // used when we only want this prim's mass and not the linkset thing
314 public float MassRaw { get { return _mass; } } 305 public override float MassRaw { get { return _mass; } }
315 306
316 // Is this used? 307 // Is this used?
317 public override OMV.Vector3 CenterOfMass 308 public override OMV.Vector3 CenterOfMass
318 { 309 {
319 get { return _linkset.CenterOfMass; } 310 get { return Linkset.CenterOfMass; }
320 } 311 }
321 312
322 // Is this used? 313 // Is this used?
323 public override OMV.Vector3 GeometricCenter 314 public override OMV.Vector3 GeometricCenter
324 { 315 {
325 get { return _linkset.GeometricCenter; } 316 get { return Linkset.GeometricCenter; }
326 } 317 }
327 318
328 public override OMV.Vector3 Force { 319 public override OMV.Vector3 Force {
@@ -431,7 +422,7 @@ public sealed class BSPrim : PhysicsActor
431 } 422 }
432 public override OMV.Quaternion Orientation { 423 public override OMV.Quaternion Orientation {
433 get { 424 get {
434 if (!_linkset.IsRoot(this)) 425 if (!Linkset.IsRoot(this))
435 { 426 {
436 // Children move around because tied to parent. Get a fresh value. 427 // Children move around because tied to parent. Get a fresh value.
437 _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); 428 _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID);
@@ -490,7 +481,7 @@ public sealed class BSPrim : PhysicsActor
490 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); 481 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
491 482
492 // recompute any linkset parameters 483 // recompute any linkset parameters
493 _linkset.Refresh(this); 484 Linkset.Refresh(this);
494 485
495 CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); 486 CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
496 DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); 487 DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
@@ -1299,7 +1290,7 @@ public sealed class BSPrim : PhysicsActor
1299 const float ACCELERATION_TOLERANCE = 0.01f; 1290 const float ACCELERATION_TOLERANCE = 0.01f;
1300 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; 1291 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
1301 1292
1302 public void UpdateProperties(EntityProperties entprop) 1293 public override void UpdateProperties(EntityProperties entprop)
1303 { 1294 {
1304 /* 1295 /*
1305 UpdatedProperties changed = 0; 1296 UpdatedProperties changed = 0;
@@ -1347,7 +1338,7 @@ public sealed class BSPrim : PhysicsActor
1347 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. 1338 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
1348 1339
1349 // Updates only for individual prims and for the root object of a linkset. 1340 // Updates only for individual prims and for the root object of a linkset.
1350 if (_linkset.IsRoot(this)) 1341 if (Linkset.IsRoot(this))
1351 { 1342 {
1352 // Assign to the local variables so the normal set action does not happen 1343 // Assign to the local variables so the normal set action does not happen
1353 _position = entprop.Position; 1344 _position = entprop.Position;
@@ -1375,7 +1366,7 @@ public sealed class BSPrim : PhysicsActor
1375 // I've collided with something 1366 // I've collided with something
1376 // Called at taint time from within the Step() function 1367 // Called at taint time from within the Step() function
1377 CollisionEventUpdate collisionCollection; 1368 CollisionEventUpdate collisionCollection;
1378 public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) 1369 public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
1379 { 1370 {
1380 // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); 1371 // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
1381 1372
@@ -1387,18 +1378,15 @@ public sealed class BSPrim : PhysicsActor
1387 } 1378 }
1388 1379
1389 // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); 1380 // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith);
1390 BSPrim collidingWithPrim; 1381
1391 if (_scene.Prims.TryGetValue(collidingWith, out collidingWithPrim)) 1382 // prims in the same linkset cannot collide with each other
1383 if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
1392 { 1384 {
1393 // prims in the same linkset cannot collide with each other 1385 return;
1394 if (this.Linkset.LinksetID == collidingWithPrim.Linkset.LinksetID)
1395 {
1396 return;
1397 }
1398 } 1386 }
1399 1387
1400 // if someone is subscribed to collision events.... 1388 // if someone has subscribed for collision events....
1401 if (_subscribedEventsMs != 0) { 1389 if (SubscribedEvents()) {
1402 // throttle the collisions to the number of milliseconds specified in the subscription 1390 // throttle the collisions to the number of milliseconds specified in the subscription
1403 int nowTime = _scene.SimulationNowTime; 1391 int nowTime = _scene.SimulationNowTime;
1404 if (nowTime >= _nextCollisionOkTime) { 1392 if (nowTime >= _nextCollisionOkTime) {
@@ -1412,7 +1400,7 @@ public sealed class BSPrim : PhysicsActor
1412 } 1400 }
1413 1401
1414 // The scene is telling us it's time to pass our collected collisions into the simulator 1402 // The scene is telling us it's time to pass our collected collisions into the simulator
1415 public void SendCollisions() 1403 public override void SendCollisions()
1416 { 1404 {
1417 if (collisionCollection != null && collisionCollection.Count > 0) 1405 if (collisionCollection != null && collisionCollection.Count > 0)
1418 { 1406 {