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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs108
1 files changed, 93 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 027c786..a113530 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -95,12 +95,16 @@ public abstract class BSPhysObject : PhysicsActor
95 SubscribedEventsMs = 0; 95 SubscribedEventsMs = 0;
96 CollidingStep = 0; 96 CollidingStep = 0;
97 CollidingGroundStep = 0; 97 CollidingGroundStep = 0;
98 CollisionAccumulation = 0;
99 ColliderIsMoving = false;
100 CollisionScore = 0;
98 } 101 }
99 102
100 // Tell the object to clean up. 103 // Tell the object to clean up.
101 public virtual void Destroy() 104 public virtual void Destroy()
102 { 105 {
103 UnRegisterAllPreStepActions(); 106 UnRegisterAllPreStepActions();
107 UnRegisterAllPostStepActions();
104 } 108 }
105 109
106 public BSScene PhysicsScene { get; protected set; } 110 public BSScene PhysicsScene { get; protected set; }
@@ -174,13 +178,14 @@ public abstract class BSPhysObject : PhysicsActor
174 public abstract OMV.Vector3 RawPosition { get; set; } 178 public abstract OMV.Vector3 RawPosition { get; set; }
175 public abstract OMV.Vector3 ForcePosition { get; set; } 179 public abstract OMV.Vector3 ForcePosition { get; set; }
176 180
177 // Position is what the simulator thinks the positions of the prim is. 181 // 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is.
178 // Because Bullet needs the zero coordinate to be the center of mass of the linkset, 182 // Because Bullet needs the zero coordinate to be the center of mass of the linkset,
179 // sometimes it is necessary to displace the position the physics engine thinks 183 // sometimes it is necessary to displace the position the physics engine thinks
180 // the position is. PositionDisplacement must be added and removed from the 184 // the position is. PositionDisplacement must be added and removed from the
181 // position as the simulator position is stored and fetched from the physics 185 // position as the simulator position is stored and fetched from the physics
182 // engine. 186 // engine. Similar to OrientationDisplacement.
183 public virtual OMV.Vector3 PositionDisplacement { get; set; } 187 public virtual OMV.Vector3 PositionDisplacement { get; set; }
188 public virtual OMV.Quaternion OrientationDisplacement { get; set; }
184 189
185 public abstract OMV.Quaternion RawOrientation { get; set; } 190 public abstract OMV.Quaternion RawOrientation { get; set; }
186 public abstract OMV.Quaternion ForceOrientation { get; set; } 191 public abstract OMV.Quaternion ForceOrientation { get; set; }
@@ -237,6 +242,12 @@ public abstract class BSPhysObject : PhysicsActor
237 protected long CollidingObjectStep { get; set; } 242 protected long CollidingObjectStep { get; set; }
238 // The collision flags we think are set in Bullet 243 // The collision flags we think are set in Bullet
239 protected CollisionFlags CurrentCollisionFlags { get; set; } 244 protected CollisionFlags CurrentCollisionFlags { get; set; }
245 // On a collision, check the collider and remember if the last collider was moving
246 // Used to modify the standing of avatars (avatars on stationary things stand still)
247 protected bool ColliderIsMoving;
248
249 // Count of collisions for this object
250 protected long CollisionAccumulation { get; set; }
240 251
241 public override bool IsColliding { 252 public override bool IsColliding {
242 get { return (CollidingStep == PhysicsScene.SimulationStep); } 253 get { return (CollidingStep == PhysicsScene.SimulationStep); }
@@ -299,7 +310,12 @@ public abstract class BSPhysObject : PhysicsActor
299 return ret; 310 return ret;
300 } 311 }
301 312
302 // if someone has subscribed for collision events.... 313 CollisionAccumulation++;
314
315 // For movement tests, remember if we are colliding with an object that is moving.
316 ColliderIsMoving = collidee != null ? collidee.RawVelocity != OMV.Vector3.Zero : false;
317
318 // If someone has subscribed for collision events log the collision so it will be reported up
303 if (SubscribedEvents()) { 319 if (SubscribedEvents()) {
304 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 320 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
305 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", 321 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
@@ -385,6 +401,17 @@ public abstract class BSPhysObject : PhysicsActor
385 public override bool SubscribedEvents() { 401 public override bool SubscribedEvents() {
386 return (SubscribedEventsMs > 0); 402 return (SubscribedEventsMs > 0);
387 } 403 }
404 // Because 'CollisionScore' is called many times while sorting, it should not be recomputed
405 // each time called. So this is built to be light weight for each collision and to do
406 // all the processing when the user asks for the info.
407 public void ComputeCollisionScore()
408 {
409 // Scale the collision count by the time since the last collision.
410 // The "+1" prevents dividing by zero.
411 long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1;
412 CollisionScore = CollisionAccumulation / timeAgo;
413 }
414 public override float CollisionScore { get; set; }
388 415
389 #endregion // Collisions 416 #endregion // Collisions
390 417
@@ -393,52 +420,103 @@ public abstract class BSPhysObject : PhysicsActor
393 // These actions are optional so, rather than scanning all the physical objects and asking them 420 // These actions are optional so, rather than scanning all the physical objects and asking them
394 // if they have anything to do, a physical object registers for an event call before the step is performed. 421 // if they have anything to do, a physical object registers for an event call before the step is performed.
395 // This bookkeeping makes it easy to add, remove and clean up after all these registrations. 422 // This bookkeeping makes it easy to add, remove and clean up after all these registrations.
396 private Dictionary<string, BSScene.PreStepAction> RegisteredActions = new Dictionary<string, BSScene.PreStepAction>(); 423 private Dictionary<string, BSScene.PreStepAction> RegisteredPrestepActions = new Dictionary<string, BSScene.PreStepAction>();
424 private Dictionary<string, BSScene.PostStepAction> RegisteredPoststepActions = new Dictionary<string, BSScene.PostStepAction>();
397 protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) 425 protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn)
398 { 426 {
399 string identifier = op + "-" + id.ToString(); 427 string identifier = op + "-" + id.ToString();
400 428
401 lock (RegisteredActions) 429 lock (RegisteredPrestepActions)
402 { 430 {
403 // Clean out any existing action 431 // Clean out any existing action
404 UnRegisterPreStepAction(op, id); 432 UnRegisterPreStepAction(op, id);
405 433
406 RegisteredActions[identifier] = actn; 434 RegisteredPrestepActions[identifier] = actn;
435
436 PhysicsScene.BeforeStep += actn;
407 } 437 }
408 PhysicsScene.BeforeStep += actn;
409 DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); 438 DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier);
410 } 439 }
411 440
412 // Unregister a pre step action. Safe to call if the action has not been registered. 441 // Unregister a pre step action. Safe to call if the action has not been registered.
413 protected void UnRegisterPreStepAction(string op, uint id) 442 // Returns 'true' if an action was actually removed
443 protected bool UnRegisterPreStepAction(string op, uint id)
414 { 444 {
415 string identifier = op + "-" + id.ToString(); 445 string identifier = op + "-" + id.ToString();
416 bool removed = false; 446 bool removed = false;
417 lock (RegisteredActions) 447 lock (RegisteredPrestepActions)
418 { 448 {
419 if (RegisteredActions.ContainsKey(identifier)) 449 if (RegisteredPrestepActions.ContainsKey(identifier))
420 { 450 {
421 PhysicsScene.BeforeStep -= RegisteredActions[identifier]; 451 PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier];
422 RegisteredActions.Remove(identifier); 452 RegisteredPrestepActions.Remove(identifier);
423 removed = true; 453 removed = true;
424 } 454 }
425 } 455 }
426 DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); 456 DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed);
457 return removed;
427 } 458 }
428 459
429 protected void UnRegisterAllPreStepActions() 460 protected void UnRegisterAllPreStepActions()
430 { 461 {
431 lock (RegisteredActions) 462 lock (RegisteredPrestepActions)
432 { 463 {
433 foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredActions) 464 foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredPrestepActions)
434 { 465 {
435 PhysicsScene.BeforeStep -= kvp.Value; 466 PhysicsScene.BeforeStep -= kvp.Value;
436 } 467 }
437 RegisteredActions.Clear(); 468 RegisteredPrestepActions.Clear();
438 } 469 }
439 DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); 470 DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID);
440 } 471 }
472
473 protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn)
474 {
475 string identifier = op + "-" + id.ToString();
441 476
477 lock (RegisteredPoststepActions)
478 {
479 // Clean out any existing action
480 UnRegisterPostStepAction(op, id);
481
482 RegisteredPoststepActions[identifier] = actn;
483
484 PhysicsScene.AfterStep += actn;
485 }
486 DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier);
487 }
488
489 // Unregister a pre step action. Safe to call if the action has not been registered.
490 // Returns 'true' if an action was actually removed.
491 protected bool UnRegisterPostStepAction(string op, uint id)
492 {
493 string identifier = op + "-" + id.ToString();
494 bool removed = false;
495 lock (RegisteredPoststepActions)
496 {
497 if (RegisteredPoststepActions.ContainsKey(identifier))
498 {
499 PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier];
500 RegisteredPoststepActions.Remove(identifier);
501 removed = true;
502 }
503 }
504 DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed);
505 return removed;
506 }
507
508 protected void UnRegisterAllPostStepActions()
509 {
510 lock (RegisteredPoststepActions)
511 {
512 foreach (KeyValuePair<string, BSScene.PostStepAction> kvp in RegisteredPoststepActions)
513 {
514 PhysicsScene.AfterStep -= kvp.Value;
515 }
516 RegisteredPoststepActions.Clear();
517 }
518 DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID);
519 }
442 520
443 #endregion // Per Simulation Step actions 521 #endregion // Per Simulation Step actions
444 522