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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 */
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/*
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 */
48public abstract class BSPhysObject : PhysicsActor
49{
50 protected BSPhysObject()
51 {
52 }
53 protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
54 {
55 PhysicsScene = parentScene;
56 LocalID = localID;
57 PhysObjectName = name;
58 TypeName = typeName;
59
60 Linkset = BSLinkset.Factory(PhysicsScene, this);
61 LastAssetBuildFailed = false;
62
63 CollisionCollection = new CollisionEventUpdate();
64 SubscribedEventsMs = 0;
65 CollidingStep = 0;
66 CollidingGroundStep = 0;
67 }
68
69 public BSScene PhysicsScene { get; protected set; }
70 // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
71 public string PhysObjectName { get; protected set; }
72 public string TypeName { get; protected set; }
73
74 public BSLinkset Linkset { get; set; }
75
76 // Return the object mass without calculating it or having side effects
77 public abstract float RawMass { get; }
78 // Set the raw mass but also update physical mass properties (inertia, ...)
79 public abstract void UpdatePhysicalMassProperties(float mass);
80
81 // The last value calculated for the prim's inertia
82 public OMV.Vector3 Inertia { get; set; }
83
84 // Reference to the physical body (btCollisionObject) of this object
85 public BulletBody PhysBody;
86 // Reference to the physical shape (btCollisionShape) of this object
87 public BulletShape PhysShape;
88
89 // 'true' if the mesh's underlying asset failed to build.
90 // This will keep us from looping after the first time the build failed.
91 public bool LastAssetBuildFailed { get; set; }
92
93 // The objects base shape information. Null if not a prim type shape.
94 public PrimitiveBaseShape BaseShape { get; protected set; }
95 // Some types of objects have preferred physical representations.
96 // Returns SHAPE_UNKNOWN if there is no preference.
97 public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
98 {
99 get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; }
100 }
101
102 // When the physical properties are updated, an EntityProperty holds the update values.
103 // Keep the current and last EntityProperties to enable computation of differences
104 // between the current update and the previous values.
105 public EntityProperties CurrentEntityProperties { get; set; }
106 public EntityProperties LastEntityProperties { get; set; }
107
108 public abstract OMV.Vector3 Scale { get; set; }
109 public abstract bool IsSolid { get; }
110 public abstract bool IsStatic { get; }
111
112 // Stop all physical motion.
113 public abstract void ZeroMotion(bool inTaintTime);
114 public abstract void ZeroAngularMotion(bool inTaintTime);
115
116 // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
117 public virtual void StepVehicle(float timeStep) { }
118
119 // Update the physical location and motion of the object. Called with data from Bullet.
120 public abstract void UpdateProperties(EntityProperties entprop);
121
122 // Tell the object to clean up.
123 public abstract void Destroy();
124
125 public abstract OMV.Vector3 RawPosition { get; set; }
126 public abstract OMV.Vector3 ForcePosition { get; set; }
127
128 public abstract OMV.Quaternion RawOrientation { get; set; }
129 public abstract OMV.Quaternion ForceOrientation { get; set; }
130
131 public abstract OMV.Vector3 ForceVelocity { get; set; }
132
133 public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
134
135 public abstract float ForceBuoyancy { get; set; }
136
137 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
138
139 #region Collisions
140
141 // Requested number of milliseconds between collision events. Zero means disabled.
142 protected int SubscribedEventsMs { get; set; }
143 // Given subscription, the time that a collision may be passed up
144 protected int NextCollisionOkTime { get; set; }
145 // The simulation step that last had a collision
146 protected long CollidingStep { get; set; }
147 // The simulation step that last had a collision with the ground
148 protected long CollidingGroundStep { get; set; }
149 // The collision flags we think are set in Bullet
150 protected CollisionFlags CurrentCollisionFlags { get; set; }
151
152 // The collisions that have been collected this tick
153 protected CollisionEventUpdate CollisionCollection;
154
155 // The simulation step is telling this object about a collision.
156 // Return 'true' if a collision was processed and should be sent up.
157 // Called at taint time from within the Step() function
158 public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
159 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
160 {
161 bool ret = false;
162
163 // The following lines make IsColliding() and IsCollidingGround() work
164 CollidingStep = PhysicsScene.SimulationStep;
165 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
166 {
167 CollidingGroundStep = PhysicsScene.SimulationStep;
168 }
169
170 // prims in the same linkset cannot collide with each other
171 if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
172 {
173 return ret;
174 }
175
176 // if someone has subscribed for collision events....
177 if (SubscribedEvents()) {
178 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
179 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
180 LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
181
182 ret = true;
183 }
184 return ret;
185 }
186
187 // Send the collected collisions into the simulator.
188 // Called at taint time from within the Step() function thus no locking problems
189 // with CollisionCollection and ObjectsWithNoMoreCollisions.
190 // Return 'true' if there were some actual collisions passed up
191 public virtual bool SendCollisions()
192 {
193 bool ret = true;
194 // If the 'no collision' call, force it to happen right now so quick collision_end
195 bool force = CollisionCollection.Count == 0;
196
197 // throttle the collisions to the number of milliseconds specified in the subscription
198 if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
199 {
200 NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs;
201
202 // We are called if we previously had collisions. If there are no collisions
203 // this time, send up one last empty event so OpenSim can sense collision end.
204 if (CollisionCollection.Count == 0)
205 {
206 // If I have no collisions this time, remove me from the list of objects with collisions.
207 ret = false;
208 }
209
210 // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
211 base.SendCollisionUpdate(CollisionCollection);
212
213 // The collisionCollection structure is passed around in the simulator.
214 // Make sure we don't have a handle to that one and that a new one is used for next time.
215 CollisionCollection = new CollisionEventUpdate();
216 }
217 return ret;
218 }
219
220 // Subscribe for collision events.
221 // Parameter is the millisecond rate the caller wishes collision events to occur.
222 public override void SubscribeEvents(int ms) {
223 // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
224 SubscribedEventsMs = ms;
225 if (ms > 0)
226 {
227 // make sure first collision happens
228 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
229
230 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
231 {
232 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
233 });
234 }
235 else
236 {
237 // Subscribing for zero or less is the same as unsubscribing
238 UnSubscribeEvents();
239 }
240 }
241 public override void UnSubscribeEvents() {
242 // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
243 SubscribedEventsMs = 0;
244 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
245 {
246 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
247 });
248 }
249 // Return 'true' if the simulator wants collision events
250 public override bool SubscribedEvents() {
251 return (SubscribedEventsMs > 0);
252 }
253
254 #endregion // Collisions
255
256 // High performance detailed logging routine used by the physical objects.
257 protected void DetailLog(string msg, params Object[] args)
258 {
259 if (PhysicsScene.PhysicsLogging.Enabled)
260 PhysicsScene.DetailLog(msg, args);
261 }
262}
263}