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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs161
1 files changed, 153 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 3fe71e1..d9b738b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -1,4 +1,4 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
@@ -39,26 +39,171 @@ namespace OpenSim.Region.Physics.BulletSPlugin
39// unless the difference is significant. 39// unless the difference is significant.
40public abstract class BSPhysObject : PhysicsActor 40public abstract class BSPhysObject : PhysicsActor
41{ 41{
42 public abstract BSLinkset Linkset { get; set; } 42 protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
43 {
44 PhysicsScene = parentScene;
45 LocalID = localID;
46 PhysObjectName = name;
47 TypeName = typeName;
43 48
44 public abstract bool Collide(uint collidingWith, BSPhysObject collidee, 49 Linkset = new BSLinkset(PhysicsScene, this);
45 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
46 public abstract void SendCollisions();
47 50
48 // Return the object mass without calculating it or side effects 51 CollisionCollection = new CollisionEventUpdate();
52 SubscribedEventsMs = 0;
53 CollidingStep = 0;
54 CollidingGroundStep = 0;
55 }
56
57 public BSScene PhysicsScene { get; protected set; }
58 // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
59 public string PhysObjectName { get; protected set; }
60 public string TypeName { get; protected set; }
61
62 public BSLinkset Linkset { get; set; }
63
64 // Return the object mass without calculating it or having side effects
49 public abstract float MassRaw { get; } 65 public abstract float MassRaw { get; }
50 66
51 // Reference to the physical body (btCollisionObject) of this object 67 // Reference to the physical body (btCollisionObject) of this object
52 public abstract BulletBody BSBody { get; set; } 68 public BulletBody BSBody;
53 // Reference to the physical shape (btCollisionShape) of this object 69 // Reference to the physical shape (btCollisionShape) of this object
54 public abstract BulletShape BSShape { get; set; } 70 public BulletShape BSShape;
55 71
72 // Stop all physical motion.
56 public abstract void ZeroMotion(); 73 public abstract void ZeroMotion();
57 74
75 // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
58 public virtual void StepVehicle(float timeStep) { } 76 public virtual void StepVehicle(float timeStep) { }
59 77
78 // Update the physical location and motion of the object. Called with data from Bullet.
60 public abstract void UpdateProperties(EntityProperties entprop); 79 public abstract void UpdateProperties(EntityProperties entprop);
61 80
81 // Tell the object to clean up.
62 public abstract void Destroy(); 82 public abstract void Destroy();
83
84 #region Collisions
85
86 // Requested number of milliseconds between collision events. Zero means disabled.
87 protected int SubscribedEventsMs { get; set; }
88 // Given subscription, the time that a collision may be passed up
89 protected int NextCollisionOkTime { get; set; }
90 // The simulation step that last had a collision
91 protected long CollidingStep { get; set; }
92 // The simulation step that last had a collision with the ground
93 protected long CollidingGroundStep { get; set; }
94 // The collision flags we think are set in Bullet
95 protected CollisionFlags CurrentCollisionFlags { get; set; }
96
97 // The collisions that have been collected this tick
98 protected CollisionEventUpdate CollisionCollection;
99
100 // The simulation step is telling this object about a collision.
101 // Return 'true' if a collision was processed and should be sent up.
102 // Called at taint time from within the Step() function
103 public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
104 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
105 {
106 bool ret = false;
107
108 // The following lines make IsColliding() and IsCollidingGround() work
109 CollidingStep = PhysicsScene.SimulationStep;
110 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
111 {
112 CollidingGroundStep = PhysicsScene.SimulationStep;
113 }
114
115 // prims in the same linkset cannot collide with each other
116 if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
117 {
118 return ret;
119 }
120
121 // if someone has subscribed for collision events....
122 if (SubscribedEvents()) {
123 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
124 // DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
125 // LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
126
127 ret = true;
128 }
129 return ret;
130 }
131
132 // Routine to send the collected collisions into the simulator.
133 // Also handles removal of this from the collection of objects with collisions if
134 // there are no collisions from this object. Mechanism is create one last
135 // collision event to make collision_end work.
136 // Called at taint time from within the Step() function thus no locking problems
137 // with CollisionCollection and ObjectsWithNoMoreCollisions.
138 // Return 'true' if there were some actual collisions passed up
139 public virtual bool SendCollisions()
140 {
141 bool ret = true;
142
143 // throttle the collisions to the number of milliseconds specified in the subscription
144 int nowTime = PhysicsScene.SimulationNowTime;
145 if (nowTime >= NextCollisionOkTime)
146 {
147 NextCollisionOkTime = nowTime + SubscribedEventsMs;
148
149 // We are called if we previously had collisions. If there are no collisions
150 // this time, send up one last empty event so OpenSim can sense collision end.
151 if (CollisionCollection.Count == 0)
152 {
153 // If I have no collisions this time, remove me from the list of objects with collisions.
154 ret = false;
155 }
156
157 // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
158 base.SendCollisionUpdate(CollisionCollection);
159
160 // The collisionCollection structure is passed around in the simulator.
161 // Make sure we don't have a handle to that one and that a new one is used for next time.
162 CollisionCollection = new CollisionEventUpdate();
163 }
164 return ret;
165 }
166
167 // Subscribe for collision events.
168 // Parameter is the millisecond rate the caller wishes collision events to occur.
169 public override void SubscribeEvents(int ms) {
170 // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
171 SubscribedEventsMs = ms;
172 if (ms > 0)
173 {
174 // make sure first collision happens
175 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
176
177 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
178 {
179 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
180 });
181 }
182 else
183 {
184 // Subscribing for zero or less is the same as unsubscribing
185 UnSubscribeEvents();
186 }
187 }
188 public override void UnSubscribeEvents() {
189 // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
190 SubscribedEventsMs = 0;
191 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
192 {
193 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
194 });
195 }
196 // Return 'true' if the simulator wants collision events
197 public override bool SubscribedEvents() {
198 return (SubscribedEventsMs > 0);
199 }
200
201 #endregion // Collisions
202
203 // High performance detailed logging routine used by the physical objects.
204 protected void DetailLog(string msg, params Object[] args)
205 {
206 PhysicsScene.PhysicsLogging.Write(msg, args);
207 }
63} 208}
64} 209}