diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 385 |
1 files changed, 189 insertions, 196 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 6bb88c7..0704591 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -38,12 +38,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
38 | * Class to wrap all objects. | 38 | * Class to wrap all objects. |
39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims | 39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims |
40 | * unless the difference is significant. | 40 | * unless the difference is significant. |
41 | * | 41 | * |
42 | * Variables in the physicsl objects are in three forms: | 42 | * Variables in the physicsl objects are in three forms: |
43 | * VariableName: used by the simulator and performs taint operations, etc | 43 | * VariableName: used by the simulator and performs taint operations, etc |
44 | * RawVariableName: direct reference to the BulletSim storage for the variable value | 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. | 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. | 46 | * The last one should only be referenced in taint-time. |
47 | */ | 47 | */ |
48 | 48 | ||
49 | /* | 49 | /* |
@@ -52,7 +52,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce | 52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce |
53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse | 53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse |
54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v | 54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v |
55 | * BS.ApplyCentralForce BS.ApplyTorque | 55 | * BS.ApplyCentralForce BS.ApplyTorque |
56 | */ | 56 | */ |
57 | 57 | ||
58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. | 58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. |
@@ -72,19 +72,25 @@ public abstract class BSPhysObject : PhysicsActor | |||
72 | } | 72 | } |
73 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | 73 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) |
74 | { | 74 | { |
75 | PhysicsScene = parentScene; | 75 | PhysScene = parentScene; |
76 | LocalID = localID; | 76 | LocalID = localID; |
77 | PhysObjectName = name; | 77 | PhysObjectName = name; |
78 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. | 78 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. |
79 | TypeName = typeName; | 79 | TypeName = typeName; |
80 | 80 | ||
81 | // The collection of things that push me around | ||
82 | PhysicalActors = new BSActorCollection(PhysScene); | ||
83 | |||
81 | // Initialize variables kept in base. | 84 | // Initialize variables kept in base. |
82 | GravModifier = 1.0f; | 85 | GravModifier = 1.0f; |
83 | Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); | 86 | Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); |
87 | HoverActive = false; | ||
84 | 88 | ||
85 | // We don't have any physical representation yet. | 89 | // We don't have any physical representation yet. |
86 | PhysBody = new BulletBody(localID); | 90 | PhysBody = new BulletBody(localID); |
87 | PhysShape = new BulletShape(); | 91 | PhysShape = new BSShapeNull(); |
92 | |||
93 | UserSetCenterOfMassDisplacement = null; | ||
88 | 94 | ||
89 | PrimAssetState = PrimAssetCondition.Unknown; | 95 | PrimAssetState = PrimAssetCondition.Unknown; |
90 | 96 | ||
@@ -92,26 +98,34 @@ public abstract class BSPhysObject : PhysicsActor | |||
92 | SetMaterial((int)MaterialAttributes.Material.Wood); | 98 | SetMaterial((int)MaterialAttributes.Material.Wood); |
93 | 99 | ||
94 | CollisionCollection = new CollisionEventUpdate(); | 100 | CollisionCollection = new CollisionEventUpdate(); |
95 | CollisionsLastTick = CollisionCollection; | 101 | CollisionsLastReported = CollisionCollection; |
102 | CollisionsLastTick = new CollisionEventUpdate(); | ||
103 | CollisionsLastTickStep = -1; | ||
104 | |||
96 | SubscribedEventsMs = 0; | 105 | SubscribedEventsMs = 0; |
97 | CollidingStep = 0; | 106 | // Crazy values that will never be true |
98 | CollidingGroundStep = 0; | 107 | CollidingStep = BSScene.NotASimulationStep; |
99 | CollisionAccumulation = 0; | 108 | CollidingGroundStep = BSScene.NotASimulationStep; |
109 | CollisionAccumulation = BSScene.NotASimulationStep; | ||
100 | ColliderIsMoving = false; | 110 | ColliderIsMoving = false; |
101 | CollisionScore = 0; | 111 | CollisionScore = 0; |
102 | 112 | ||
103 | // All axis free. | 113 | // All axis free. |
104 | LockedAxis = LockedAxisFree; | 114 | LockedLinearAxis = LockedAxisFree; |
115 | LockedAngularAxis = LockedAxisFree; | ||
105 | } | 116 | } |
106 | 117 | ||
107 | // Tell the object to clean up. | 118 | // Tell the object to clean up. |
108 | public virtual void Destroy() | 119 | public virtual void Destroy() |
109 | { | 120 | { |
110 | UnRegisterAllPreStepActions(); | 121 | PhysicalActors.Enable(false); |
111 | UnRegisterAllPostStepActions(); | 122 | PhysScene.TaintedObject("BSPhysObject.Destroy", delegate() |
123 | { | ||
124 | PhysicalActors.Dispose(); | ||
125 | }); | ||
112 | } | 126 | } |
113 | 127 | ||
114 | public BSScene PhysicsScene { get; protected set; } | 128 | public BSScene PhysScene { get; protected set; } |
115 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor | 129 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor |
116 | public string PhysObjectName { get; protected set; } | 130 | public string PhysObjectName { get; protected set; } |
117 | public string TypeName { get; protected set; } | 131 | public string TypeName { get; protected set; } |
@@ -131,26 +145,19 @@ public abstract class BSPhysObject : PhysicsActor | |||
131 | // Reference to the physical body (btCollisionObject) of this object | 145 | // Reference to the physical body (btCollisionObject) of this object |
132 | public BulletBody PhysBody; | 146 | public BulletBody PhysBody; |
133 | // Reference to the physical shape (btCollisionShape) of this object | 147 | // Reference to the physical shape (btCollisionShape) of this object |
134 | public BulletShape PhysShape; | 148 | public BSShape PhysShape; |
135 | 149 | ||
136 | // The physical representation of the prim might require an asset fetch. | 150 | // The physical representation of the prim might require an asset fetch. |
137 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. | 151 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. |
138 | public enum PrimAssetCondition | 152 | public enum PrimAssetCondition |
139 | { | 153 | { |
140 | Unknown, Waiting, Failed, Fetched | 154 | Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched |
141 | } | 155 | } |
142 | public PrimAssetCondition PrimAssetState { get; set; } | 156 | public PrimAssetCondition PrimAssetState { get; set; } |
143 | 157 | ||
144 | // The objects base shape information. Null if not a prim type shape. | 158 | // The objects base shape information. Null if not a prim type shape. |
145 | public PrimitiveBaseShape BaseShape { get; protected set; } | 159 | public PrimitiveBaseShape BaseShape { get; protected set; } |
146 | 160 | ||
147 | // Some types of objects have preferred physical representations. | ||
148 | // Returns SHAPE_UNKNOWN if there is no preference. | ||
149 | public virtual BSPhysicsShapeType PreferredPhysicalShape | ||
150 | { | ||
151 | get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } | ||
152 | } | ||
153 | |||
154 | // When the physical properties are updated, an EntityProperty holds the update values. | 161 | // When the physical properties are updated, an EntityProperty holds the update values. |
155 | // Keep the current and last EntityProperties to enable computation of differences | 162 | // Keep the current and last EntityProperties to enable computation of differences |
156 | // between the current update and the previous values. | 163 | // between the current update and the previous values. |
@@ -176,11 +183,25 @@ public abstract class BSPhysObject : PhysicsActor | |||
176 | Material = (MaterialAttributes.Material)material; | 183 | Material = (MaterialAttributes.Material)material; |
177 | 184 | ||
178 | // Setting the material sets the material attributes also. | 185 | // Setting the material sets the material attributes also. |
186 | // TODO: decide if this is necessary -- the simulator does this. | ||
179 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); | 187 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); |
180 | Friction = matAttrib.friction; | 188 | Friction = matAttrib.friction; |
181 | Restitution = matAttrib.restitution; | 189 | Restitution = matAttrib.restitution; |
182 | Density = matAttrib.density / BSParam.DensityScaleFactor; | 190 | Density = matAttrib.density; |
183 | DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); | 191 | // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); |
192 | } | ||
193 | |||
194 | public override float Density | ||
195 | { | ||
196 | get | ||
197 | { | ||
198 | return base.Density; | ||
199 | } | ||
200 | set | ||
201 | { | ||
202 | DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value); | ||
203 | base.Density = value; | ||
204 | } | ||
184 | } | 205 | } |
185 | 206 | ||
186 | // Stop all physical motion. | 207 | // Stop all physical motion. |
@@ -190,21 +211,55 @@ public abstract class BSPhysObject : PhysicsActor | |||
190 | // Update the physical location and motion of the object. Called with data from Bullet. | 211 | // Update the physical location and motion of the object. Called with data from Bullet. |
191 | public abstract void UpdateProperties(EntityProperties entprop); | 212 | public abstract void UpdateProperties(EntityProperties entprop); |
192 | 213 | ||
193 | public abstract OMV.Vector3 RawPosition { get; set; } | 214 | public virtual OMV.Vector3 RawPosition { get; set; } |
194 | public abstract OMV.Vector3 ForcePosition { get; set; } | 215 | public abstract OMV.Vector3 ForcePosition { get; set; } |
195 | 216 | ||
196 | public abstract OMV.Quaternion RawOrientation { get; set; } | 217 | public virtual OMV.Quaternion RawOrientation { get; set; } |
197 | public abstract OMV.Quaternion ForceOrientation { get; set; } | 218 | public abstract OMV.Quaternion ForceOrientation { get; set; } |
198 | 219 | ||
199 | public abstract OMV.Vector3 RawVelocity { get; set; } | 220 | public OMV.Vector3 RawVelocity { get; set; } |
200 | public abstract OMV.Vector3 ForceVelocity { get; set; } | 221 | public abstract OMV.Vector3 ForceVelocity { get; set; } |
201 | 222 | ||
223 | public OMV.Vector3 RawForce { get; set; } | ||
224 | public OMV.Vector3 RawTorque { get; set; } | ||
225 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) | ||
226 | { | ||
227 | AddAngularForce(force, pushforce, false); | ||
228 | } | ||
229 | public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); | ||
230 | public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); | ||
231 | |||
202 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } | 232 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } |
203 | 233 | ||
204 | public abstract float ForceBuoyancy { get; set; } | 234 | public abstract float ForceBuoyancy { get; set; } |
205 | 235 | ||
206 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } | 236 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } |
207 | 237 | ||
238 | public override bool PIDActive { set { MoveToTargetActive = value; } } | ||
239 | public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } } | ||
240 | public override float PIDTau { set { MoveToTargetTau = value; } } | ||
241 | |||
242 | public bool MoveToTargetActive { get; set; } | ||
243 | public OMV.Vector3 MoveToTargetTarget { get; set; } | ||
244 | public float MoveToTargetTau { get; set; } | ||
245 | |||
246 | // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z | ||
247 | public override bool PIDHoverActive { set { HoverActive = value; } } | ||
248 | public override float PIDHoverHeight { set { HoverHeight = value; } } | ||
249 | public override PIDHoverType PIDHoverType { set { HoverType = value; } } | ||
250 | public override float PIDHoverTau { set { HoverTau = value; } } | ||
251 | |||
252 | public bool HoverActive { get; set; } | ||
253 | public float HoverHeight { get; set; } | ||
254 | public PIDHoverType HoverType { get; set; } | ||
255 | public float HoverTau { get; set; } | ||
256 | |||
257 | // For RotLookAt | ||
258 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
259 | public override bool APIDActive { set { return; } } | ||
260 | public override float APIDStrength { set { return; } } | ||
261 | public override float APIDDamping { set { return; } } | ||
262 | |||
208 | // The current velocity forward | 263 | // The current velocity forward |
209 | public virtual float ForwardSpeed | 264 | public virtual float ForwardSpeed |
210 | { | 265 | { |
@@ -226,10 +281,58 @@ public abstract class BSPhysObject : PhysicsActor | |||
226 | 281 | ||
227 | // The user can optionally set the center of mass. The user's setting will override any | 282 | // The user can optionally set the center of mass. The user's setting will override any |
228 | // computed center-of-mass (like in linksets). | 283 | // computed center-of-mass (like in linksets). |
229 | public OMV.Vector3? UserSetCenterOfMass { get; set; } | 284 | // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass. |
285 | public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; } | ||
286 | |||
287 | public OMV.Vector3 LockedLinearAxis { get; set; } // zero means locked. one means free. | ||
288 | public OMV.Vector3 LockedAngularAxis { get; set; } // zero means locked. one means free. | ||
289 | public const float FreeAxis = 1f; | ||
290 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free | ||
291 | |||
292 | // Enable physical actions. Bullet will keep sleeping non-moving physical objects so | ||
293 | // they need waking up when parameters are changed. | ||
294 | // Called in taint-time!! | ||
295 | public void ActivateIfPhysical(bool forceIt) | ||
296 | { | ||
297 | if (IsPhysical && PhysBody.HasPhysicalBody) | ||
298 | PhysScene.PE.Activate(PhysBody, forceIt); | ||
299 | } | ||
230 | 300 | ||
231 | public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. | 301 | // 'actors' act on the physical object to change or constrain its motion. These can range from |
232 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free | 302 | // hovering to complex vehicle motion. |
303 | // May be called at non-taint time as this just adds the actor to the action list and the real | ||
304 | // work is done during the simulation step. | ||
305 | // Note that, if the actor is already in the list and we are disabling same, the actor is just left | ||
306 | // in the list disabled. | ||
307 | public delegate BSActor CreateActor(); | ||
308 | public void EnableActor(bool enableActor, string actorName, CreateActor creator) | ||
309 | { | ||
310 | lock (PhysicalActors) | ||
311 | { | ||
312 | BSActor theActor; | ||
313 | if (PhysicalActors.TryGetActor(actorName, out theActor)) | ||
314 | { | ||
315 | // The actor already exists so just turn it on or off | ||
316 | DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor); | ||
317 | theActor.Enabled = enableActor; | ||
318 | } | ||
319 | else | ||
320 | { | ||
321 | // The actor does not exist. If it should, create it. | ||
322 | if (enableActor) | ||
323 | { | ||
324 | DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName); | ||
325 | theActor = creator(); | ||
326 | PhysicalActors.Add(actorName, theActor); | ||
327 | theActor.Enabled = true; | ||
328 | } | ||
329 | else | ||
330 | { | ||
331 | DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName); | ||
332 | } | ||
333 | } | ||
334 | } | ||
335 | } | ||
233 | 336 | ||
234 | #region Collisions | 337 | #region Collisions |
235 | 338 | ||
@@ -247,64 +350,80 @@ public abstract class BSPhysObject : PhysicsActor | |||
247 | protected CollisionFlags CurrentCollisionFlags { get; set; } | 350 | protected CollisionFlags CurrentCollisionFlags { get; set; } |
248 | // On a collision, check the collider and remember if the last collider was moving | 351 | // On a collision, check the collider and remember if the last collider was moving |
249 | // Used to modify the standing of avatars (avatars on stationary things stand still) | 352 | // Used to modify the standing of avatars (avatars on stationary things stand still) |
250 | protected bool ColliderIsMoving; | 353 | public bool ColliderIsMoving; |
354 | // Used by BSCharacter to manage standing (and not slipping) | ||
355 | public bool IsStationary; | ||
251 | 356 | ||
252 | // Count of collisions for this object | 357 | // Count of collisions for this object |
253 | protected long CollisionAccumulation { get; set; } | 358 | protected long CollisionAccumulation { get; set; } |
254 | 359 | ||
255 | public override bool IsColliding { | 360 | public override bool IsColliding { |
256 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | 361 | get { return (CollidingStep == PhysScene.SimulationStep); } |
257 | set { | 362 | set { |
258 | if (value) | 363 | if (value) |
259 | CollidingStep = PhysicsScene.SimulationStep; | 364 | CollidingStep = PhysScene.SimulationStep; |
260 | else | 365 | else |
261 | CollidingStep = 0; | 366 | CollidingStep = BSScene.NotASimulationStep; |
262 | } | 367 | } |
263 | } | 368 | } |
369 | // Complex objects (like linksets) need to know if there is a collision on any part of | ||
370 | // their shape. 'IsColliding' has an existing definition of reporting a collision on | ||
371 | // only this specific prim or component of linksets. | ||
372 | // 'HasSomeCollision' is defined as reporting if there is a collision on any part of | ||
373 | // the complex body that this prim is the root of. | ||
374 | public virtual bool HasSomeCollision | ||
375 | { | ||
376 | get { return IsColliding; } | ||
377 | set { IsColliding = value; } | ||
378 | } | ||
264 | public override bool CollidingGround { | 379 | public override bool CollidingGround { |
265 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } | 380 | get { return (CollidingGroundStep == PhysScene.SimulationStep); } |
266 | set | 381 | set |
267 | { | 382 | { |
268 | if (value) | 383 | if (value) |
269 | CollidingGroundStep = PhysicsScene.SimulationStep; | 384 | CollidingGroundStep = PhysScene.SimulationStep; |
270 | else | 385 | else |
271 | CollidingGroundStep = 0; | 386 | CollidingGroundStep = BSScene.NotASimulationStep; |
272 | } | 387 | } |
273 | } | 388 | } |
274 | public override bool CollidingObj { | 389 | public override bool CollidingObj { |
275 | get { return (CollidingObjectStep == PhysicsScene.SimulationStep); } | 390 | get { return (CollidingObjectStep == PhysScene.SimulationStep); } |
276 | set { | 391 | set { |
277 | if (value) | 392 | if (value) |
278 | CollidingObjectStep = PhysicsScene.SimulationStep; | 393 | CollidingObjectStep = PhysScene.SimulationStep; |
279 | else | 394 | else |
280 | CollidingObjectStep = 0; | 395 | CollidingObjectStep = BSScene.NotASimulationStep; |
281 | } | 396 | } |
282 | } | 397 | } |
283 | 398 | ||
284 | // The collisions that have been collected this tick | 399 | // The collisions that have been collected for the next collision reporting (throttled by subscription) |
285 | protected CollisionEventUpdate CollisionCollection; | 400 | protected CollisionEventUpdate CollisionCollection; |
286 | // Remember collisions from last tick for fancy collision based actions | 401 | // This is the collision collection last reported to the Simulator. |
402 | public CollisionEventUpdate CollisionsLastReported; | ||
403 | // Remember the collisions recorded in the last tick for fancy collision checking | ||
287 | // (like a BSCharacter walking up stairs). | 404 | // (like a BSCharacter walking up stairs). |
288 | protected CollisionEventUpdate CollisionsLastTick; | 405 | public CollisionEventUpdate CollisionsLastTick; |
406 | private long CollisionsLastTickStep = -1; | ||
289 | 407 | ||
290 | // The simulation step is telling this object about a collision. | 408 | // The simulation step is telling this object about a collision. |
291 | // Return 'true' if a collision was processed and should be sent up. | 409 | // Return 'true' if a collision was processed and should be sent up. |
292 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. | 410 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. |
293 | // Called at taint time from within the Step() function | 411 | // Called at taint time from within the Step() function |
412 | public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | ||
294 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | 413 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, |
295 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 414 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
296 | { | 415 | { |
297 | bool ret = false; | 416 | bool ret = false; |
298 | 417 | ||
299 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work | 418 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work |
300 | CollidingStep = PhysicsScene.SimulationStep; | 419 | CollidingStep = PhysScene.SimulationStep; |
301 | if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) | 420 | if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID) |
302 | { | 421 | { |
303 | CollidingGroundStep = PhysicsScene.SimulationStep; | 422 | CollidingGroundStep = PhysScene.SimulationStep; |
304 | } | 423 | } |
305 | else | 424 | else |
306 | { | 425 | { |
307 | CollidingObjectStep = PhysicsScene.SimulationStep; | 426 | CollidingObjectStep = PhysScene.SimulationStep; |
308 | } | 427 | } |
309 | 428 | ||
310 | CollisionAccumulation++; | 429 | CollisionAccumulation++; |
@@ -312,6 +431,15 @@ public abstract class BSPhysObject : PhysicsActor | |||
312 | // For movement tests, remember if we are colliding with an object that is moving. | 431 | // For movement tests, remember if we are colliding with an object that is moving. |
313 | ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; | 432 | ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; |
314 | 433 | ||
434 | // Make a collection of the collisions that happened the last simulation tick. | ||
435 | // This is different than the collection created for sending up to the simulator as it is cleared every tick. | ||
436 | if (CollisionsLastTickStep != PhysScene.SimulationStep) | ||
437 | { | ||
438 | CollisionsLastTick = new CollisionEventUpdate(); | ||
439 | CollisionsLastTickStep = PhysScene.SimulationStep; | ||
440 | } | ||
441 | CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
442 | |||
315 | // If someone has subscribed for collision events log the collision so it will be reported up | 443 | // If someone has subscribed for collision events log the collision so it will be reported up |
316 | if (SubscribedEvents()) { | 444 | if (SubscribedEvents()) { |
317 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 445 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
@@ -332,12 +460,12 @@ public abstract class BSPhysObject : PhysicsActor | |||
332 | bool ret = true; | 460 | bool ret = true; |
333 | 461 | ||
334 | // If the 'no collision' call, force it to happen right now so quick collision_end | 462 | // If the 'no collision' call, force it to happen right now so quick collision_end |
335 | bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0); | 463 | bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); |
336 | 464 | ||
337 | // throttle the collisions to the number of milliseconds specified in the subscription | 465 | // throttle the collisions to the number of milliseconds specified in the subscription |
338 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) | 466 | if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) |
339 | { | 467 | { |
340 | NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; | 468 | NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs; |
341 | 469 | ||
342 | // We are called if we previously had collisions. If there are no collisions | 470 | // We are called if we previously had collisions. If there are no collisions |
343 | // this time, send up one last empty event so OpenSim can sense collision end. | 471 | // this time, send up one last empty event so OpenSim can sense collision end. |
@@ -351,11 +479,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
351 | base.SendCollisionUpdate(CollisionCollection); | 479 | base.SendCollisionUpdate(CollisionCollection); |
352 | 480 | ||
353 | // Remember the collisions from this tick for some collision specific processing. | 481 | // Remember the collisions from this tick for some collision specific processing. |
354 | CollisionsLastTick = CollisionCollection; | 482 | CollisionsLastReported = CollisionCollection; |
355 | 483 | ||
356 | // The CollisionCollection instance is passed around in the simulator. | 484 | // The CollisionCollection instance is passed around in the simulator. |
357 | // Make sure we don't have a handle to that one and that a new one is used for next time. | 485 | // Make sure we don't have a handle to that one and that a new one is used for next time. |
358 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | 486 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, |
359 | // a race condition is created for the other users of this instance. | 487 | // a race condition is created for the other users of this instance. |
360 | CollisionCollection = new CollisionEventUpdate(); | 488 | CollisionCollection = new CollisionEventUpdate(); |
361 | } | 489 | } |
@@ -372,10 +500,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
372 | // make sure first collision happens | 500 | // make sure first collision happens |
373 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | 501 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); |
374 | 502 | ||
375 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | 503 | PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate() |
376 | { | 504 | { |
377 | if (PhysBody.HasPhysicalBody) | 505 | if (PhysBody.HasPhysicalBody) |
378 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 506 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
379 | }); | 507 | }); |
380 | } | 508 | } |
381 | else | 509 | else |
@@ -387,11 +515,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
387 | public override void UnSubscribeEvents() { | 515 | public override void UnSubscribeEvents() { |
388 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | 516 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); |
389 | SubscribedEventsMs = 0; | 517 | SubscribedEventsMs = 0; |
390 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | 518 | PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() |
391 | { | 519 | { |
392 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | 520 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. |
393 | if (PhysBody.HasPhysicalBody) | 521 | if (PhysBody.HasPhysicalBody) |
394 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 522 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
395 | }); | 523 | }); |
396 | } | 524 | } |
397 | // Return 'true' if the simulator wants collision events | 525 | // Return 'true' if the simulator wants collision events |
@@ -405,7 +533,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
405 | { | 533 | { |
406 | // Scale the collision count by the time since the last collision. | 534 | // Scale the collision count by the time since the last collision. |
407 | // The "+1" prevents dividing by zero. | 535 | // The "+1" prevents dividing by zero. |
408 | long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1; | 536 | long timeAgo = PhysScene.SimulationStep - CollidingStep + 1; |
409 | CollisionScore = CollisionAccumulation / timeAgo; | 537 | CollisionScore = CollisionAccumulation / timeAgo; |
410 | } | 538 | } |
411 | public override float CollisionScore { get; set; } | 539 | public override float CollisionScore { get; set; } |
@@ -413,103 +541,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
413 | #endregion // Collisions | 541 | #endregion // Collisions |
414 | 542 | ||
415 | #region Per Simulation Step actions | 543 | #region Per Simulation Step actions |
416 | // There are some actions that must be performed for a physical object before each simulation step. | ||
417 | // These actions are optional so, rather than scanning all the physical objects and asking them | ||
418 | // if they have anything to do, a physical object registers for an event call before the step is performed. | ||
419 | // This bookkeeping makes it easy to add, remove and clean up after all these registrations. | ||
420 | private Dictionary<string, BSScene.PreStepAction> RegisteredPrestepActions = new Dictionary<string, BSScene.PreStepAction>(); | ||
421 | private Dictionary<string, BSScene.PostStepAction> RegisteredPoststepActions = new Dictionary<string, BSScene.PostStepAction>(); | ||
422 | protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) | ||
423 | { | ||
424 | string identifier = op + "-" + id.ToString(); | ||
425 | 544 | ||
426 | lock (RegisteredPrestepActions) | 545 | public BSActorCollection PhysicalActors; |
427 | { | ||
428 | // Clean out any existing action | ||
429 | UnRegisterPreStepAction(op, id); | ||
430 | RegisteredPrestepActions[identifier] = actn; | ||
431 | PhysicsScene.BeforeStep += actn; | ||
432 | } | ||
433 | DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); | ||
434 | } | ||
435 | |||
436 | // Unregister a pre step action. Safe to call if the action has not been registered. | ||
437 | // Returns 'true' if an action was actually removed | ||
438 | protected bool UnRegisterPreStepAction(string op, uint id) | ||
439 | { | ||
440 | string identifier = op + "-" + id.ToString(); | ||
441 | bool removed = false; | ||
442 | lock (RegisteredPrestepActions) | ||
443 | { | ||
444 | if (RegisteredPrestepActions.ContainsKey(identifier)) | ||
445 | { | ||
446 | PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier]; | ||
447 | RegisteredPrestepActions.Remove(identifier); | ||
448 | removed = true; | ||
449 | } | ||
450 | } | ||
451 | DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); | ||
452 | return removed; | ||
453 | } | ||
454 | |||
455 | protected void UnRegisterAllPreStepActions() | ||
456 | { | ||
457 | lock (RegisteredPrestepActions) | ||
458 | { | ||
459 | foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredPrestepActions) | ||
460 | { | ||
461 | PhysicsScene.BeforeStep -= kvp.Value; | ||
462 | } | ||
463 | RegisteredPrestepActions.Clear(); | ||
464 | } | ||
465 | DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); | ||
466 | } | ||
467 | |||
468 | protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn) | ||
469 | { | ||
470 | string identifier = op + "-" + id.ToString(); | ||
471 | |||
472 | lock (RegisteredPoststepActions) | ||
473 | { | ||
474 | // Clean out any existing action | ||
475 | UnRegisterPostStepAction(op, id); | ||
476 | RegisteredPoststepActions[identifier] = actn; | ||
477 | PhysicsScene.AfterStep += actn; | ||
478 | } | ||
479 | DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier); | ||
480 | } | ||
481 | |||
482 | // Unregister a pre step action. Safe to call if the action has not been registered. | ||
483 | // Returns 'true' if an action was actually removed. | ||
484 | protected bool UnRegisterPostStepAction(string op, uint id) | ||
485 | { | ||
486 | string identifier = op + "-" + id.ToString(); | ||
487 | bool removed = false; | ||
488 | lock (RegisteredPoststepActions) | ||
489 | { | ||
490 | if (RegisteredPoststepActions.ContainsKey(identifier)) | ||
491 | { | ||
492 | PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier]; | ||
493 | RegisteredPoststepActions.Remove(identifier); | ||
494 | removed = true; | ||
495 | } | ||
496 | } | ||
497 | DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed); | ||
498 | return removed; | ||
499 | } | ||
500 | |||
501 | protected void UnRegisterAllPostStepActions() | ||
502 | { | ||
503 | lock (RegisteredPoststepActions) | ||
504 | { | ||
505 | foreach (KeyValuePair<string, BSScene.PostStepAction> kvp in RegisteredPoststepActions) | ||
506 | { | ||
507 | PhysicsScene.AfterStep -= kvp.Value; | ||
508 | } | ||
509 | RegisteredPoststepActions.Clear(); | ||
510 | } | ||
511 | DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID); | ||
512 | } | ||
513 | 546 | ||
514 | // When an update to the physical properties happens, this event is fired to let | 547 | // When an update to the physical properties happens, this event is fired to let |
515 | // different actors to modify the update before it is passed around | 548 | // different actors to modify the update before it is passed around |
@@ -522,53 +555,13 @@ public abstract class BSPhysObject : PhysicsActor | |||
522 | actions(ref entprop); | 555 | actions(ref entprop); |
523 | } | 556 | } |
524 | 557 | ||
525 | private Dictionary<string, PreUpdatePropertyAction> RegisteredPreUpdatePropertyActions = new Dictionary<string, PreUpdatePropertyAction>(); | ||
526 | public void RegisterPreUpdatePropertyAction(string identifier, PreUpdatePropertyAction actn) | ||
527 | { | ||
528 | lock (RegisteredPreUpdatePropertyActions) | ||
529 | { | ||
530 | // Clean out any existing action | ||
531 | UnRegisterPreUpdatePropertyAction(identifier); | ||
532 | RegisteredPreUpdatePropertyActions[identifier] = actn; | ||
533 | OnPreUpdateProperty += actn; | ||
534 | } | ||
535 | DetailLog("{0},BSPhysObject.RegisterPreUpdatePropertyAction,id={1}", LocalID, identifier); | ||
536 | } | ||
537 | public bool UnRegisterPreUpdatePropertyAction(string identifier) | ||
538 | { | ||
539 | bool removed = false; | ||
540 | lock (RegisteredPreUpdatePropertyActions) | ||
541 | { | ||
542 | if (RegisteredPreUpdatePropertyActions.ContainsKey(identifier)) | ||
543 | { | ||
544 | OnPreUpdateProperty -= RegisteredPreUpdatePropertyActions[identifier]; | ||
545 | RegisteredPreUpdatePropertyActions.Remove(identifier); | ||
546 | removed = true; | ||
547 | } | ||
548 | } | ||
549 | DetailLog("{0},BSPhysObject.UnRegisterPreUpdatePropertyAction,id={1},removed={2}", LocalID, identifier, removed); | ||
550 | return removed; | ||
551 | } | ||
552 | public void UnRegisterAllPreUpdatePropertyActions() | ||
553 | { | ||
554 | lock (RegisteredPreUpdatePropertyActions) | ||
555 | { | ||
556 | foreach (KeyValuePair<string, PreUpdatePropertyAction> kvp in RegisteredPreUpdatePropertyActions) | ||
557 | { | ||
558 | OnPreUpdateProperty -= kvp.Value; | ||
559 | } | ||
560 | RegisteredPreUpdatePropertyActions.Clear(); | ||
561 | } | ||
562 | DetailLog("{0},BSPhysObject.UnRegisterAllPreUpdatePropertyAction,", LocalID); | ||
563 | } | ||
564 | |||
565 | #endregion // Per Simulation Step actions | 558 | #endregion // Per Simulation Step actions |
566 | 559 | ||
567 | // High performance detailed logging routine used by the physical objects. | 560 | // High performance detailed logging routine used by the physical objects. |
568 | protected void DetailLog(string msg, params Object[] args) | 561 | protected void DetailLog(string msg, params Object[] args) |
569 | { | 562 | { |
570 | if (PhysicsScene.PhysicsLogging.Enabled) | 563 | if (PhysScene.PhysicsLogging.Enabled) |
571 | PhysicsScene.DetailLog(msg, args); | 564 | PhysScene.DetailLog(msg, args); |
572 | } | 565 | } |
573 | 566 | ||
574 | } | 567 | } |