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-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 386 |
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diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs deleted file mode 100755 index e7cb3e0..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ /dev/null | |||
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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 two (and certainly the last one) should be referenced only 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 | public abstract class BSPhysObject : PhysicsActor | ||
59 | { | ||
60 | protected BSPhysObject() | ||
61 | { | ||
62 | } | ||
63 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | ||
64 | { | ||
65 | PhysicsScene = parentScene; | ||
66 | LocalID = localID; | ||
67 | PhysObjectName = name; | ||
68 | TypeName = typeName; | ||
69 | |||
70 | // We don't have any physical representation yet. | ||
71 | PhysBody = new BulletBody(localID); | ||
72 | PhysShape = new BulletShape(); | ||
73 | |||
74 | // A linkset of just me | ||
75 | Linkset = BSLinkset.Factory(PhysicsScene, this); | ||
76 | LastAssetBuildFailed = false; | ||
77 | |||
78 | // Default material type | ||
79 | Material = MaterialAttributes.Material.Wood; | ||
80 | |||
81 | CollisionCollection = new CollisionEventUpdate(); | ||
82 | SubscribedEventsMs = 0; | ||
83 | CollidingStep = 0; | ||
84 | CollidingGroundStep = 0; | ||
85 | } | ||
86 | |||
87 | // Tell the object to clean up. | ||
88 | public virtual void Destroy() | ||
89 | { | ||
90 | UnRegisterAllPreStepActions(); | ||
91 | } | ||
92 | |||
93 | public BSScene PhysicsScene { get; protected set; } | ||
94 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor | ||
95 | public string PhysObjectName { get; protected set; } | ||
96 | public string TypeName { get; protected set; } | ||
97 | |||
98 | public BSLinkset Linkset { get; set; } | ||
99 | public BSLinksetInfo LinksetInfo { get; set; } | ||
100 | |||
101 | // Return the object mass without calculating it or having side effects | ||
102 | public abstract float RawMass { get; } | ||
103 | // Set the raw mass but also update physical mass properties (inertia, ...) | ||
104 | // 'inWorld' true if the object has already been added to the dynamic world. | ||
105 | public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld); | ||
106 | |||
107 | // The last value calculated for the prim's inertia | ||
108 | public OMV.Vector3 Inertia { get; set; } | ||
109 | |||
110 | // Reference to the physical body (btCollisionObject) of this object | ||
111 | public BulletBody PhysBody; | ||
112 | // Reference to the physical shape (btCollisionShape) of this object | ||
113 | public BulletShape PhysShape; | ||
114 | |||
115 | // 'true' if the mesh's underlying asset failed to build. | ||
116 | // This will keep us from looping after the first time the build failed. | ||
117 | public bool LastAssetBuildFailed { get; set; } | ||
118 | |||
119 | // The objects base shape information. Null if not a prim type shape. | ||
120 | public PrimitiveBaseShape BaseShape { get; protected set; } | ||
121 | // Some types of objects have preferred physical representations. | ||
122 | // Returns SHAPE_UNKNOWN if there is no preference. | ||
123 | public virtual BSPhysicsShapeType PreferredPhysicalShape | ||
124 | { | ||
125 | get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } | ||
126 | } | ||
127 | |||
128 | // When the physical properties are updated, an EntityProperty holds the update values. | ||
129 | // Keep the current and last EntityProperties to enable computation of differences | ||
130 | // between the current update and the previous values. | ||
131 | public EntityProperties CurrentEntityProperties { get; set; } | ||
132 | public EntityProperties LastEntityProperties { get; set; } | ||
133 | |||
134 | public virtual OMV.Vector3 Scale { get; set; } | ||
135 | public abstract bool IsSolid { get; } | ||
136 | public abstract bool IsStatic { get; } | ||
137 | |||
138 | // Materialness | ||
139 | public MaterialAttributes.Material Material { get; private set; } | ||
140 | public override void SetMaterial(int material) | ||
141 | { | ||
142 | Material = (MaterialAttributes.Material)material; | ||
143 | } | ||
144 | |||
145 | // Stop all physical motion. | ||
146 | public abstract void ZeroMotion(bool inTaintTime); | ||
147 | public abstract void ZeroAngularMotion(bool inTaintTime); | ||
148 | |||
149 | // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured. | ||
150 | public virtual void StepVehicle(float timeStep) { } | ||
151 | |||
152 | // Update the physical location and motion of the object. Called with data from Bullet. | ||
153 | public abstract void UpdateProperties(EntityProperties entprop); | ||
154 | |||
155 | public abstract OMV.Vector3 RawPosition { get; set; } | ||
156 | public abstract OMV.Vector3 ForcePosition { get; set; } | ||
157 | |||
158 | public abstract OMV.Quaternion RawOrientation { get; set; } | ||
159 | public abstract OMV.Quaternion ForceOrientation { get; set; } | ||
160 | |||
161 | // The system is telling us the velocity it wants to move at. | ||
162 | // protected OMV.Vector3 m_targetVelocity; // use the definition in PhysicsActor | ||
163 | public override OMV.Vector3 TargetVelocity | ||
164 | { | ||
165 | get { return m_targetVelocity; } | ||
166 | set | ||
167 | { | ||
168 | m_targetVelocity = value; | ||
169 | Velocity = value; | ||
170 | } | ||
171 | } | ||
172 | public abstract OMV.Vector3 ForceVelocity { get; set; } | ||
173 | |||
174 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } | ||
175 | |||
176 | public abstract float ForceBuoyancy { get; set; } | ||
177 | |||
178 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } | ||
179 | |||
180 | #region Collisions | ||
181 | |||
182 | // Requested number of milliseconds between collision events. Zero means disabled. | ||
183 | protected int SubscribedEventsMs { get; set; } | ||
184 | // Given subscription, the time that a collision may be passed up | ||
185 | protected int NextCollisionOkTime { get; set; } | ||
186 | // The simulation step that last had a collision | ||
187 | protected long CollidingStep { get; set; } | ||
188 | // The simulation step that last had a collision with the ground | ||
189 | protected long CollidingGroundStep { get; set; } | ||
190 | // The simulation step that last collided with an object | ||
191 | protected long CollidingObjectStep { get; set; } | ||
192 | // The collision flags we think are set in Bullet | ||
193 | protected CollisionFlags CurrentCollisionFlags { get; set; } | ||
194 | |||
195 | public override bool IsColliding { | ||
196 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | ||
197 | set { | ||
198 | if (value) | ||
199 | CollidingStep = PhysicsScene.SimulationStep; | ||
200 | else | ||
201 | CollidingStep = 0; | ||
202 | } | ||
203 | } | ||
204 | public override bool CollidingGround { | ||
205 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } | ||
206 | set | ||
207 | { | ||
208 | if (value) | ||
209 | CollidingGroundStep = PhysicsScene.SimulationStep; | ||
210 | else | ||
211 | CollidingGroundStep = 0; | ||
212 | } | ||
213 | } | ||
214 | public override bool CollidingObj { | ||
215 | get { return (CollidingObjectStep == PhysicsScene.SimulationStep); } | ||
216 | set { | ||
217 | if (value) | ||
218 | CollidingObjectStep = PhysicsScene.SimulationStep; | ||
219 | else | ||
220 | CollidingObjectStep = 0; | ||
221 | } | ||
222 | } | ||
223 | |||
224 | // The collisions that have been collected this tick | ||
225 | protected CollisionEventUpdate CollisionCollection; | ||
226 | |||
227 | // The simulation step is telling this object about a collision. | ||
228 | // Return 'true' if a collision was processed and should be sent up. | ||
229 | // Called at taint time from within the Step() function | ||
230 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | ||
231 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
232 | { | ||
233 | bool ret = false; | ||
234 | |||
235 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work | ||
236 | CollidingStep = PhysicsScene.SimulationStep; | ||
237 | if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) | ||
238 | { | ||
239 | CollidingGroundStep = PhysicsScene.SimulationStep; | ||
240 | } | ||
241 | else | ||
242 | { | ||
243 | CollidingObjectStep = PhysicsScene.SimulationStep; | ||
244 | } | ||
245 | |||
246 | // prims in the same linkset cannot collide with each other | ||
247 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | ||
248 | { | ||
249 | return ret; | ||
250 | } | ||
251 | |||
252 | // if someone has subscribed for collision events.... | ||
253 | if (SubscribedEvents()) { | ||
254 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
255 | DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", | ||
256 | LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); | ||
257 | |||
258 | ret = true; | ||
259 | } | ||
260 | return ret; | ||
261 | } | ||
262 | |||
263 | // Send the collected collisions into the simulator. | ||
264 | // Called at taint time from within the Step() function thus no locking problems | ||
265 | // with CollisionCollection and ObjectsWithNoMoreCollisions. | ||
266 | // Return 'true' if there were some actual collisions passed up | ||
267 | public virtual bool SendCollisions() | ||
268 | { | ||
269 | bool ret = true; | ||
270 | // If the 'no collision' call, force it to happen right now so quick collision_end | ||
271 | bool force = (CollisionCollection.Count == 0); | ||
272 | |||
273 | // throttle the collisions to the number of milliseconds specified in the subscription | ||
274 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) | ||
275 | { | ||
276 | NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; | ||
277 | |||
278 | // We are called if we previously had collisions. If there are no collisions | ||
279 | // this time, send up one last empty event so OpenSim can sense collision end. | ||
280 | if (CollisionCollection.Count == 0) | ||
281 | { | ||
282 | // If I have no collisions this time, remove me from the list of objects with collisions. | ||
283 | ret = false; | ||
284 | } | ||
285 | |||
286 | // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); | ||
287 | base.SendCollisionUpdate(CollisionCollection); | ||
288 | |||
289 | // The CollisionCollection instance is passed around in the simulator. | ||
290 | // Make sure we don't have a handle to that one and that a new one is used for next time. | ||
291 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | ||
292 | // a race condition is created for the other users of this instance. | ||
293 | CollisionCollection = new CollisionEventUpdate(); | ||
294 | } | ||
295 | return ret; | ||
296 | } | ||
297 | |||
298 | // Subscribe for collision events. | ||
299 | // Parameter is the millisecond rate the caller wishes collision events to occur. | ||
300 | public override void SubscribeEvents(int ms) { | ||
301 | // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); | ||
302 | SubscribedEventsMs = ms; | ||
303 | if (ms > 0) | ||
304 | { | ||
305 | // make sure first collision happens | ||
306 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | ||
307 | |||
308 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | ||
309 | { | ||
310 | if (PhysBody.HasPhysicalBody) | ||
311 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
312 | }); | ||
313 | } | ||
314 | else | ||
315 | { | ||
316 | // Subscribing for zero or less is the same as unsubscribing | ||
317 | UnSubscribeEvents(); | ||
318 | } | ||
319 | } | ||
320 | public override void UnSubscribeEvents() { | ||
321 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | ||
322 | SubscribedEventsMs = 0; | ||
323 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | ||
324 | { | ||
325 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | ||
326 | if (PhysBody.HasPhysicalBody) | ||
327 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
328 | }); | ||
329 | } | ||
330 | // Return 'true' if the simulator wants collision events | ||
331 | public override bool SubscribedEvents() { | ||
332 | return (SubscribedEventsMs > 0); | ||
333 | } | ||
334 | |||
335 | #endregion // Collisions | ||
336 | |||
337 | #region Per Simulation Step actions | ||
338 | // There are some actions that must be performed for a physical object before each simulation step. | ||
339 | // These actions are optional so, rather than scanning all the physical objects and asking them | ||
340 | // if they have anything to do, a physical object registers for an event call before the step is performed. | ||
341 | // This bookkeeping makes it easy to add, remove and clean up after all these registrations. | ||
342 | private Dictionary<string, BSScene.PreStepAction> RegisteredActions = new Dictionary<string, BSScene.PreStepAction>(); | ||
343 | protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) | ||
344 | { | ||
345 | string identifier = op + "-" + id.ToString(); | ||
346 | RegisteredActions[identifier] = actn; | ||
347 | PhysicsScene.BeforeStep += actn; | ||
348 | DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); | ||
349 | } | ||
350 | |||
351 | // Unregister a pre step action. Safe to call if the action has not been registered. | ||
352 | protected void UnRegisterPreStepAction(string op, uint id) | ||
353 | { | ||
354 | string identifier = op + "-" + id.ToString(); | ||
355 | bool removed = false; | ||
356 | if (RegisteredActions.ContainsKey(identifier)) | ||
357 | { | ||
358 | PhysicsScene.BeforeStep -= RegisteredActions[identifier]; | ||
359 | RegisteredActions.Remove(identifier); | ||
360 | removed = true; | ||
361 | } | ||
362 | DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); | ||
363 | } | ||
364 | |||
365 | protected void UnRegisterAllPreStepActions() | ||
366 | { | ||
367 | foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredActions) | ||
368 | { | ||
369 | PhysicsScene.BeforeStep -= kvp.Value; | ||
370 | } | ||
371 | RegisteredActions.Clear(); | ||
372 | DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); | ||
373 | } | ||
374 | |||
375 | |||
376 | #endregion // Per Simulation Step actions | ||
377 | |||
378 | // High performance detailed logging routine used by the physical objects. | ||
379 | protected void DetailLog(string msg, params Object[] args) | ||
380 | { | ||
381 | if (PhysicsScene.PhysicsLogging.Enabled) | ||
382 | PhysicsScene.DetailLog(msg, args); | ||
383 | } | ||
384 | |||
385 | } | ||
386 | } | ||