aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs238
1 files changed, 238 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
new file mode 100755
index 0000000..538f905
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -0,0 +1,238 @@
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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OMV = OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34
35namespace OpenSim.Region.Physics.BulletSPlugin
36{
37// Class to wrap all objects.
38// The rest of BulletSim doesn't need to keep checking for avatars or prims
39// unless the difference is significant.
40public abstract class BSPhysObject : PhysicsActor
41{
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;
48
49 Linkset = BSLinkset.Factory(PhysicsScene, this);
50 LastAssetBuildFailed = false;
51
52 CollisionCollection = new CollisionEventUpdate();
53 SubscribedEventsMs = 0;
54 CollidingStep = 0;
55 CollidingGroundStep = 0;
56 }
57
58 public BSScene PhysicsScene { get; protected set; }
59 // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
60 public string PhysObjectName { get; protected set; }
61 public string TypeName { get; protected set; }
62
63 public BSLinkset Linkset { get; set; }
64
65 // Return the object mass without calculating it or having side effects
66 public abstract float MassRaw { get; }
67
68 // Reference to the physical body (btCollisionObject) of this object
69 public BulletBody BSBody;
70 // Reference to the physical shape (btCollisionShape) of this object
71 public BulletShape BSShape;
72
73 // 'true' if the mesh's underlying asset failed to build.
74 // This will keep us from looping after the first time the build failed.
75 public bool LastAssetBuildFailed { get; set; }
76
77 // The objects base shape information. Null if not a prim type shape.
78 public PrimitiveBaseShape BaseShape { get; protected set; }
79
80 // When the physical properties are updated, an EntityProperty holds the update values.
81 // Keep the current and last EntityProperties to enable computation of differences
82 // between the current update and the previous values.
83 public EntityProperties CurrentEntityProperties { get; set; }
84 public EntityProperties LastEntityProperties { get; set; }
85
86 public abstract OMV.Vector3 Scale { get; set; }
87 public abstract bool IsSolid { get; }
88 public abstract bool IsStatic { get; }
89
90 // Stop all physical motion.
91 public abstract void ZeroMotion();
92
93 // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
94 public virtual void StepVehicle(float timeStep) { }
95
96 // Update the physical location and motion of the object. Called with data from Bullet.
97 public abstract void UpdateProperties(EntityProperties entprop);
98
99 // Tell the object to clean up.
100 public abstract void Destroy();
101
102 public abstract OMV.Vector3 ForcePosition { get; set; }
103
104 public abstract OMV.Quaternion ForceOrientation { get; set; }
105
106 public abstract OMV.Vector3 ForceVelocity { get; set; }
107
108 public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
109
110 public abstract float ForceBuoyancy { get; set; }
111
112 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
113
114 #region Collisions
115
116 // Requested number of milliseconds between collision events. Zero means disabled.
117 protected int SubscribedEventsMs { get; set; }
118 // Given subscription, the time that a collision may be passed up
119 protected int NextCollisionOkTime { get; set; }
120 // The simulation step that last had a collision
121 protected long CollidingStep { get; set; }
122 // The simulation step that last had a collision with the ground
123 protected long CollidingGroundStep { get; set; }
124 // The collision flags we think are set in Bullet
125 protected CollisionFlags CurrentCollisionFlags { get; set; }
126
127 // The collisions that have been collected this tick
128 protected CollisionEventUpdate CollisionCollection;
129
130 // The simulation step is telling this object about a collision.
131 // Return 'true' if a collision was processed and should be sent up.
132 // Called at taint time from within the Step() function
133 public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
134 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
135 {
136 bool ret = false;
137
138 // The following lines make IsColliding() and IsCollidingGround() work
139 CollidingStep = PhysicsScene.SimulationStep;
140 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
141 {
142 CollidingGroundStep = PhysicsScene.SimulationStep;
143 }
144
145 // prims in the same linkset cannot collide with each other
146 if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
147 {
148 return ret;
149 }
150
151 // if someone has subscribed for collision events....
152 if (SubscribedEvents()) {
153 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
154 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
155 LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
156
157 ret = true;
158 }
159 return ret;
160 }
161
162 // Send the collected collisions into the simulator.
163 // Called at taint time from within the Step() function thus no locking problems
164 // with CollisionCollection and ObjectsWithNoMoreCollisions.
165 // Return 'true' if there were some actual collisions passed up
166 public virtual bool SendCollisions()
167 {
168 bool ret = true;
169 // If the 'no collision' call, force it to happen right now so quick collision_end
170 bool force = CollisionCollection.Count == 0;
171
172 // throttle the collisions to the number of milliseconds specified in the subscription
173 if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
174 {
175 NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs;
176
177 // We are called if we previously had collisions. If there are no collisions
178 // this time, send up one last empty event so OpenSim can sense collision end.
179 if (CollisionCollection.Count == 0)
180 {
181 // If I have no collisions this time, remove me from the list of objects with collisions.
182 ret = false;
183 }
184
185 // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
186 base.SendCollisionUpdate(CollisionCollection);
187
188 // The collisionCollection structure is passed around in the simulator.
189 // Make sure we don't have a handle to that one and that a new one is used for next time.
190 CollisionCollection = new CollisionEventUpdate();
191 }
192 return ret;
193 }
194
195 // Subscribe for collision events.
196 // Parameter is the millisecond rate the caller wishes collision events to occur.
197 public override void SubscribeEvents(int ms) {
198 // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
199 SubscribedEventsMs = ms;
200 if (ms > 0)
201 {
202 // make sure first collision happens
203 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
204
205 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
206 {
207 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
208 });
209 }
210 else
211 {
212 // Subscribing for zero or less is the same as unsubscribing
213 UnSubscribeEvents();
214 }
215 }
216 public override void UnSubscribeEvents() {
217 // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
218 SubscribedEventsMs = 0;
219 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
220 {
221 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
222 });
223 }
224 // Return 'true' if the simulator wants collision events
225 public override bool SubscribedEvents() {
226 return (SubscribedEventsMs > 0);
227 }
228
229 #endregion // Collisions
230
231 // High performance detailed logging routine used by the physical objects.
232 protected void DetailLog(string msg, params Object[] args)
233 {
234 if (PhysicsScene.PhysicsLogging.Enabled)
235 PhysicsScene.DetailLog(msg, args);
236 }
237}
238}