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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs1364
1 files changed, 703 insertions, 661 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 9c20004..aaa0d93 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -24,6 +24,9 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 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. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27
28// Uncomment this it enable code to do all shape an body memory management
29// in the C# code.
27using System; 30using System;
28using System.Reflection; 31using System.Reflection;
29using System.Collections.Generic; 32using System.Collections.Generic;
@@ -36,32 +39,18 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet;
36 39
37namespace OpenSim.Region.Physics.BulletSPlugin 40namespace OpenSim.Region.Physics.BulletSPlugin
38{ 41{
42
39 [Serializable] 43 [Serializable]
40public sealed class BSPrim : PhysicsActor 44public sealed class BSPrim : BSPhysObject
41{ 45{
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43 private static readonly string LogHeader = "[BULLETS PRIM]"; 47 private static readonly string LogHeader = "[BULLETS PRIM]";
44 48
45 private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); } 49 // _size is what the user passed. Scale is what we pass to the physics engine with the mesh.
46 50 // Often Scale is unity because the meshmerizer will apply _size when creating the mesh.
47 private IMesh _mesh;
48 private PrimitiveBaseShape _pbs;
49 private ShapeData.PhysicsShapeType _shapeType;
50 private ulong _meshKey;
51 private ulong _hullKey;
52 private List<ConvexResult> _hulls;
53
54 private BSScene _scene;
55 public BSScene Scene { get { return _scene; } }
56 private String _avName;
57 private uint _localID = 0;
58
59 // _size is what the user passed. _scale is what we pass to the physics engine with the mesh.
60 // Often _scale is unity because the meshmerizer will apply _size when creating the mesh.
61 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user 51 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
62 private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer 52 // private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
63 53
64 private bool _stopped;
65 private bool _grabbed; 54 private bool _grabbed;
66 private bool _isSelected; 55 private bool _isSelected;
67 private bool _isVolumeDetect; 56 private bool _isVolumeDetect;
@@ -89,25 +78,6 @@ public sealed class BSPrim : PhysicsActor
89 private bool _kinematic; 78 private bool _kinematic;
90 private float _buoyancy; 79 private float _buoyancy;
91 80
92 // Membership in a linkset is controlled by this class.
93 private BSLinkset _linkset;
94 public BSLinkset Linkset
95 {
96 get { return _linkset; }
97 set { _linkset = value; }
98 }
99
100 private int _subscribedEventsMs = 0;
101 private int _nextCollisionOkTime = 0;
102 long _collidingStep;
103 long _collidingGroundStep;
104
105 private BulletBody m_body;
106 public BulletBody Body {
107 get { return m_body; }
108 set { m_body = value; }
109 }
110
111 private BSDynamics _vehicle; 81 private BSDynamics _vehicle;
112 82
113 private OMV.Vector3 _PIDTarget; 83 private OMV.Vector3 _PIDTarget;
@@ -122,108 +92,112 @@ public sealed class BSPrim : PhysicsActor
122 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) 92 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
123 { 93 {
124 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); 94 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
125 _localID = localID; 95 base.BaseInitialize(parent_scene, localID, primName, "BSPrim");
126 _avName = primName; 96 _physicsActorType = (int)ActorTypes.Prim;
127 _scene = parent_scene;
128 _position = pos; 97 _position = pos;
129 _size = size; 98 _size = size;
130 _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type 99 Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type
131 _orientation = rotation; 100 _orientation = rotation;
132 _buoyancy = 1f; 101 _buoyancy = 1f;
133 _velocity = OMV.Vector3.Zero; 102 _velocity = OMV.Vector3.Zero;
134 _rotationalVelocity = OMV.Vector3.Zero; 103 _rotationalVelocity = OMV.Vector3.Zero;
135 _hullKey = 0; 104 BaseShape = pbs;
136 _meshKey = 0;
137 _pbs = pbs;
138 _isPhysical = pisPhysical; 105 _isPhysical = pisPhysical;
139 _isVolumeDetect = false; 106 _isVolumeDetect = false;
140 _subscribedEventsMs = 0; 107 _friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material
141 _friction = _scene.Params.defaultFriction; // TODO: compute based on object material 108 _density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material
142 _density = _scene.Params.defaultDensity; // TODO: compute based on object material 109 _restitution = PhysicsScene.Params.defaultRestitution;
143 _restitution = _scene.Params.defaultRestitution; 110 _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness
144 _linkset = new BSLinkset(_scene, this); // a linkset of one
145 _vehicle = new BSDynamics(this); // add vehicleness
146 _mass = CalculateMass(); 111 _mass = CalculateMass();
147 // do the actual object creation at taint time 112
113 // No body or shape yet
114 PhysBody = new BulletBody(LocalID, IntPtr.Zero);
115 PhysShape = new BulletShape(IntPtr.Zero);
116
148 DetailLog("{0},BSPrim.constructor,call", LocalID); 117 DetailLog("{0},BSPrim.constructor,call", LocalID);
149 _scene.TaintedObject("BSPrim.create", delegate() 118 // do the actual object creation at taint time
119 PhysicsScene.TaintedObject("BSPrim.create", delegate()
150 { 120 {
151 RecreateGeomAndObject(); 121 CreateGeomAndObject(true);
152 122
153 // Get the pointer to the physical body for this object. 123 CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr);
154 // At the moment, we're still letting BulletSim manage the creation and destruction
155 // of the object. Someday we'll move that into the C# code.
156 m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
157 }); 124 });
158 } 125 }
159 126
160 // called when this prim is being destroyed and we should free all the resources 127 // called when this prim is being destroyed and we should free all the resources
161 public void Destroy() 128 public override void Destroy()
162 { 129 {
163 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); 130 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
164 131
165 // Undo any links between me and any other object 132 // Undo any links between me and any other object
166 BSPrim parentBefore = _linkset.LinksetRoot; 133 BSPhysObject parentBefore = Linkset.LinksetRoot;
167 int childrenBefore = _linkset.NumberOfChildren; 134 int childrenBefore = Linkset.NumberOfChildren;
168 135
169 _linkset = _linkset.RemoveMeFromLinkset(this); 136 Linkset = Linkset.RemoveMeFromLinkset(this);
170 137
171 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", 138 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
172 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 139 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
173 140
174 // Undo any vehicle properties 141 // Undo any vehicle properties
175 this.VehicleType = (int)Vehicle.TYPE_NONE; 142 this.VehicleType = (int)Vehicle.TYPE_NONE;
176 143
177 _scene.TaintedObject("BSPrim.destroy", delegate() 144 PhysicsScene.TaintedObject("BSPrim.destroy", delegate()
178 { 145 {
179 DetailLog("{0},BSPrim.Destroy,taint,", LocalID); 146 DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
180 // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. 147 // If there are physical body and shape, release my use of same.
181 BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); 148 PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null);
149 PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null);
182 }); 150 });
183 } 151 }
184 152
185 public override bool Stopped { 153 // No one uses this property.
186 get { return _stopped; } 154 public override bool Stopped {
155 get { return false; }
187 } 156 }
188 public override OMV.Vector3 Size { 157 public override OMV.Vector3 Size {
189 get { return _size; } 158 get { return _size; }
190 set { 159 set {
191 _size = value; 160 _size = value;
192 _scene.TaintedObject("BSPrim.setSize", delegate() 161 ForceBodyShapeRebuild(false);
193 { 162 }
194 _mass = CalculateMass(); // changing size changes the mass
195 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
196 // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
197 RecreateGeomAndObject();
198 });
199 }
200 } 163 }
201 public override PrimitiveBaseShape Shape { 164 // Scale is what we set in the physics engine. It is different than 'size' in that
165 // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>.
166 public override OMV.Vector3 Scale { get; set; }
167
168 public override PrimitiveBaseShape Shape {
202 set { 169 set {
203 _pbs = value; 170 BaseShape = value;
204 _scene.TaintedObject("BSPrim.setShape", delegate() 171 ForceBodyShapeRebuild(false);
205 { 172 }
206 _mass = CalculateMass(); // changing the shape changes the mass
207 RecreateGeomAndObject();
208 });
209 }
210 } 173 }
211 public override uint LocalID { 174 // Whatever the linkset wants is what I want.
212 set { _localID = value; } 175 public override ShapeData.PhysicsShapeType PreferredPhysicalShape
213 get { return _localID; } 176 { get { return Linkset.PreferredPhysicalShape(this); } }
177
178 public override bool ForceBodyShapeRebuild(bool inTaintTime)
179 {
180 LastAssetBuildFailed = false;
181 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate()
182 {
183 _mass = CalculateMass(); // changing the shape changes the mass
184 CreateGeomAndObject(true);
185 });
186 return true;
214 } 187 }
215 public override bool Grabbed { 188 public override bool Grabbed {
216 set { _grabbed = value; 189 set { _grabbed = value;
217 } 190 }
218 } 191 }
219 public override bool Selected { 192 public override bool Selected {
220 set { 193 set {
221 _isSelected = value; 194 _isSelected = value;
222 _scene.TaintedObject("BSPrim.setSelected", delegate() 195 PhysicsScene.TaintedObject("BSPrim.setSelected", delegate()
223 { 196 {
224 SetObjectDynamic(); 197 DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
198 SetObjectDynamic(false);
225 }); 199 });
226 } 200 }
227 } 201 }
228 public override void CrossingFailure() { return; } 202 public override void CrossingFailure() { return; }
229 203
@@ -232,158 +206,255 @@ public sealed class BSPrim : PhysicsActor
232 BSPrim parent = obj as BSPrim; 206 BSPrim parent = obj as BSPrim;
233 if (parent != null) 207 if (parent != null)
234 { 208 {
235 DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); 209 BSPhysObject parentBefore = Linkset.LinksetRoot;
236 BSPrim parentBefore = _linkset.LinksetRoot; 210 int childrenBefore = Linkset.NumberOfChildren;
237 int childrenBefore = _linkset.NumberOfChildren;
238 211
239 _linkset = parent.Linkset.AddMeToLinkset(this); 212 Linkset = parent.Linkset.AddMeToLinkset(this);
240 213
241 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", 214 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
242 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 215 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
243 } 216 }
244 return; 217 return;
245 } 218 }
246 219
247 // delink me from my linkset 220 // delink me from my linkset
248 public override void delink() { 221 public override void delink() {
249 // TODO: decide if this parent checking needs to happen at taint time 222 // TODO: decide if this parent checking needs to happen at taint time
250 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen 223 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
251 DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
252 _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString());
253 224
254 BSPrim parentBefore = _linkset.LinksetRoot; 225 BSPhysObject parentBefore = Linkset.LinksetRoot;
255 int childrenBefore = _linkset.NumberOfChildren; 226 int childrenBefore = Linkset.NumberOfChildren;
256
257 _linkset = _linkset.RemoveMeFromLinkset(this);
258 227
259 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", 228 Linkset = Linkset.RemoveMeFromLinkset(this);
260 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 229
261 return; 230 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
231 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
232 return;
262 } 233 }
263 234
264 // Set motion values to zero. 235 // Set motion values to zero.
265 // Do it to the properties so the values get set in the physics engine. 236 // Do it to the properties so the values get set in the physics engine.
266 // Push the setting of the values to the viewer. 237 // Push the setting of the values to the viewer.
267 // Called at taint time! 238 // Called at taint time!
268 public void ZeroMotion() 239 public override void ZeroMotion()
269 { 240 {
270 _velocity = OMV.Vector3.Zero; 241 _velocity = OMV.Vector3.Zero;
271 _acceleration = OMV.Vector3.Zero; 242 _acceleration = OMV.Vector3.Zero;
272 _rotationalVelocity = OMV.Vector3.Zero; 243 _rotationalVelocity = OMV.Vector3.Zero;
273 244
274 // Zero some other properties directly into the physics engine 245 // Zero some other properties in the physics engine
275 BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero); 246 BulletSimAPI.ClearAllForces2(PhysBody.ptr);
276 BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero);
277 BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
278 BulletSimAPI.ClearForces2(Body.Ptr);
279 } 247 }
280 248
281 public override void LockAngularMotion(OMV.Vector3 axis) 249 public override void LockAngularMotion(OMV.Vector3 axis)
282 { 250 {
283 // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); 251 DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
284 return; 252 return;
285 } 253 }
286 254
287 public override OMV.Vector3 Position { 255 public override OMV.Vector3 RawPosition
288 get { 256 {
289 if (!_linkset.IsRoot(this)) 257 get { return _position; }
290 // child prims move around based on their parent. Need to get the latest location 258 set { _position = value; }
291 _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 259 }
260 public override OMV.Vector3 Position {
261 get {
262 // child prims move around based on their parent. Need to get the latest location
263 if (!Linkset.IsRoot(this))
264 _position = Linkset.Position(this);
292 265
293 // don't do the GetObjectPosition for root elements because this function is called a zillion times 266 // don't do the GetObjectPosition for root elements because this function is called a zillion times
294 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 267 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
295 return _position; 268 return _position;
296 } 269 }
297 set { 270 set {
271 // If you must push the position into the physics engine, use ForcePosition.
272 if (_position == value)
273 {
274 return;
275 }
298 _position = value; 276 _position = value;
299 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? 277 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
300 _scene.TaintedObject("BSPrim.setPosition", delegate() 278 PositionSanityCheck();
279 PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
301 { 280 {
302 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 281 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
303 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 282 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
283 ActivateIfPhysical(false);
284 });
285 }
286 }
287 public override OMV.Vector3 ForcePosition {
288 get {
289 _position = BulletSimAPI.GetPosition2(PhysBody.ptr);
290 return _position;
291 }
292 set {
293 _position = value;
294 PositionSanityCheck();
295 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
296 ActivateIfPhysical(false);
297 }
298 }
299
300 // Check that the current position is sane and, if not, modify the position to make it so.
301 // Check for being below terrain and being out of bounds.
302 // Returns 'true' of the position was made sane by some action.
303 private bool PositionSanityCheck()
304 {
305 bool ret = false;
306
307 // If totally below the ground, move the prim up
308 // TODO: figure out the right solution for this... only for dynamic objects?
309 /*
310 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
311 if (Position.Z < terrainHeight)
312 {
313 DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
314 _position.Z = terrainHeight + 2.0f;
315 ret = true;
316 }
317 */
318 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
319 {
320 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
321 // TODO: a floating motor so object will bob in the water
322 if (Position.Z < waterHeight)
323 {
324 _position.Z = waterHeight;
325 ret = true;
326 }
327 }
328
329 // TODO: check for out of bounds
330 return ret;
331 }
332
333 // A version of the sanity check that also makes sure a new position value is
334 // pushed to the physics engine. This routine would be used by anyone
335 // who is not already pushing the value.
336 private bool PositionSanityCheck(bool inTaintTime)
337 {
338 bool ret = false;
339 if (PositionSanityCheck())
340 {
341 // The new position value must be pushed into the physics engine but we can't
342 // just assign to "Position" because of potential call loops.
343 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck", delegate()
344 {
345 DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
346 ForcePosition = _position;
304 }); 347 });
305 } 348 ret = true;
349 }
350 return ret;
306 } 351 }
307 352
308 // Return the effective mass of the object. 353 // Return the effective mass of the object.
309 // If there are multiple items in the linkset, add them together for the root 354 // If there are multiple items in the linkset, add them together for the root
310 public override float Mass 355 public override float Mass
311 { 356 {
312 get 357 get
313 { 358 {
314 return _linkset.LinksetMass; 359 return Linkset.LinksetMass;
360 // return _mass;
315 } 361 }
316 } 362 }
317 363
318 // used when we only want this prim's mass and not the linkset thing 364 // used when we only want this prim's mass and not the linkset thing
319 public float MassRaw { get { return _mass; } } 365 public override float RawMass {
366 get { return _mass; }
367 }
368 // Set the physical mass to the passed mass.
369 // Note that this does not change _mass!
370 public override void UpdatePhysicalMassProperties(float physMass)
371 {
372 if (IsStatic)
373 {
374 BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, OMV.Vector3.Zero);
375 BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
376 }
377 else
378 {
379 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
380 BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
381 // center of mass is at the zero of the object
382 BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation);
383 // BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
384 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, localInertia);
385 }
386 }
320 387
321 // Is this used? 388 // Is this used?
322 public override OMV.Vector3 CenterOfMass 389 public override OMV.Vector3 CenterOfMass
323 { 390 {
324 get { return _linkset.CenterOfMass; } 391 get { return Linkset.CenterOfMass; }
325 } 392 }
326 393
327 // Is this used? 394 // Is this used?
328 public override OMV.Vector3 GeometricCenter 395 public override OMV.Vector3 GeometricCenter
329 { 396 {
330 get { return _linkset.GeometricCenter; } 397 get { return Linkset.GeometricCenter; }
331 } 398 }
332 399
333 public override OMV.Vector3 Force { 400 public override OMV.Vector3 Force {
334 get { return _force; } 401 get { return _force; }
335 set { 402 set {
336 _force = value; 403 _force = value;
337 _scene.TaintedObject("BSPrim.setForce", delegate() 404 PhysicsScene.TaintedObject("BSPrim.setForce", delegate()
338 { 405 {
339 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); 406 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
340 // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); 407 BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
341 BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
342 }); 408 });
343 } 409 }
344 } 410 }
345 411
346 public override int VehicleType { 412 public override int VehicleType {
347 get { 413 get {
348 return (int)_vehicle.Type; // if we are a vehicle, return that type 414 return (int)_vehicle.Type; // if we are a vehicle, return that type
349 } 415 }
350 set { 416 set {
351 Vehicle type = (Vehicle)value; 417 Vehicle type = (Vehicle)value;
352 BSPrim vehiclePrim = this; 418
353 _scene.TaintedObject("setVehicleType", delegate() 419 // Tell the scene about the vehicle so it will get processing each frame.
420 PhysicsScene.VehicleInSceneTypeChanged(this, type);
421
422 PhysicsScene.TaintedObject("setVehicleType", delegate()
354 { 423 {
355 // Done at taint time so we're sure the physics engine is not using the variables 424 // Done at taint time so we're sure the physics engine is not using the variables
356 // Vehicle code changes the parameters for this vehicle type. 425 // Vehicle code changes the parameters for this vehicle type.
357 _vehicle.ProcessTypeChange(type); 426 _vehicle.ProcessTypeChange(type);
358 // Tell the scene about the vehicle so it will get processing each frame. 427 ActivateIfPhysical(false);
359 _scene.VehicleInSceneTypeChanged(this, type);
360 }); 428 });
361 } 429 }
362 } 430 }
363 public override void VehicleFloatParam(int param, float value) 431 public override void VehicleFloatParam(int param, float value)
364 { 432 {
365 _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() 433 PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
366 { 434 {
367 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 435 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
436 ActivateIfPhysical(false);
368 }); 437 });
369 } 438 }
370 public override void VehicleVectorParam(int param, OMV.Vector3 value) 439 public override void VehicleVectorParam(int param, OMV.Vector3 value)
371 { 440 {
372 _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() 441 PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
373 { 442 {
374 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 443 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
444 ActivateIfPhysical(false);
375 }); 445 });
376 } 446 }
377 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) 447 public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
378 { 448 {
379 _scene.TaintedObject("BSPrim.VehicleRotationParam", delegate() 449 PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
380 { 450 {
381 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); 451 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
452 ActivateIfPhysical(false);
382 }); 453 });
383 } 454 }
384 public override void VehicleFlags(int param, bool remove) 455 public override void VehicleFlags(int param, bool remove)
385 { 456 {
386 _scene.TaintedObject("BSPrim.VehicleFlags", delegate() 457 PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate()
387 { 458 {
388 _vehicle.ProcessVehicleFlags(param, remove); 459 _vehicle.ProcessVehicleFlags(param, remove);
389 }); 460 });
@@ -391,143 +462,355 @@ public sealed class BSPrim : PhysicsActor
391 462
392 // Called each simulation step to advance vehicle characteristics. 463 // Called each simulation step to advance vehicle characteristics.
393 // Called from Scene when doing simulation step so we're in taint processing time. 464 // Called from Scene when doing simulation step so we're in taint processing time.
394 public void StepVehicle(float timeStep) 465 public override void StepVehicle(float timeStep)
395 { 466 {
396 if (IsPhysical) 467 if (IsPhysical && _vehicle.IsActive)
468 {
397 _vehicle.Step(timeStep); 469 _vehicle.Step(timeStep);
470 /* // TEST TEST DEBUG DEBUG -- trying to reduce the extra action of Bullet simulation step
471 PhysicsScene.PostTaintObject("BSPrim.StepVehicles", LocalID, delegate()
472 {
473 // This resets the interpolation values and recomputes the tensor variables
474 BulletSimAPI.SetCenterOfMassByPosRot2(BSBody.ptr, ForcePosition, ForceOrientation);
475 });
476 */
477 }
398 } 478 }
399 479
400 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 480 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
401 public override void SetVolumeDetect(int param) { 481 public override void SetVolumeDetect(int param) {
402 bool newValue = (param != 0); 482 bool newValue = (param != 0);
403 _isVolumeDetect = newValue; 483 if (_isVolumeDetect != newValue)
404 _scene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
405 { 484 {
406 SetObjectDynamic(); 485 _isVolumeDetect = newValue;
407 }); 486 PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
408 return; 487 {
488 // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect);
489 SetObjectDynamic(true);
490 });
491 }
492 return;
409 } 493 }
410 494 public override OMV.Vector3 Velocity {
411 public override OMV.Vector3 Velocity { 495 get { return _velocity; }
412 get { return _velocity; }
413 set { 496 set {
414 _velocity = value; 497 _velocity = value;
415 _scene.TaintedObject("BSPrim.setVelocity", delegate() 498 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
416 { 499 {
417 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); 500 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
418 BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); 501 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
419 }); 502 });
420 } 503 }
504 }
505 public override OMV.Vector3 ForceVelocity {
506 get { return _velocity; }
507 set {
508 _velocity = value;
509 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
510 }
421 } 511 }
422 public override OMV.Vector3 Torque { 512 public override OMV.Vector3 Torque {
423 get { return _torque; } 513 get { return _torque; }
424 set { _torque = value; 514 set {
515 _torque = value;
516 AddAngularForce(_torque, false, false);
425 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); 517 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
426 } 518 }
427 } 519 }
428 public override float CollisionScore { 520 public override float CollisionScore {
429 get { return _collisionScore; } 521 get { return _collisionScore; }
430 set { _collisionScore = value; 522 set { _collisionScore = value;
431 } 523 }
432 } 524 }
433 public override OMV.Vector3 Acceleration { 525 public override OMV.Vector3 Acceleration {
434 get { return _acceleration; } 526 get { return _acceleration; }
435 set { _acceleration = value; } 527 set { _acceleration = value; }
436 } 528 }
437 public override OMV.Quaternion Orientation { 529 public override OMV.Quaternion RawOrientation
530 {
531 get { return _orientation; }
532 set { _orientation = value; }
533 }
534 public override OMV.Quaternion Orientation {
438 get { 535 get {
439 if (!_linkset.IsRoot(this)) 536 // Children move around because tied to parent. Get a fresh value.
537 if (!Linkset.IsRoot(this))
440 { 538 {
441 // Children move around because tied to parent. Get a fresh value. 539 _orientation = Linkset.Orientation(this);
442 _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID);
443 } 540 }
444 return _orientation; 541 return _orientation;
445 } 542 }
446 set { 543 set {
544 if (_orientation == value)
545 return;
447 _orientation = value; 546 _orientation = value;
448 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? 547 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
449 _scene.TaintedObject("BSPrim.setOrientation", delegate() 548 PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
450 { 549 {
451 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 550 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
452 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); 551 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
453 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 552 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
454 }); 553 });
455 } 554 }
456 } 555 }
457 public override int PhysicsActorType { 556 // Go directly to Bullet to get/set the value.
458 get { return _physicsActorType; } 557 public override OMV.Quaternion ForceOrientation
459 set { _physicsActorType = value; 558 {
460 } 559 get
560 {
561 _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
562 return _orientation;
563 }
564 set
565 {
566 _orientation = value;
567 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
568 }
461 } 569 }
462 public override bool IsPhysical { 570 public override int PhysicsActorType {
463 get { return _isPhysical; } 571 get { return _physicsActorType; }
572 set { _physicsActorType = value; }
573 }
574 public override bool IsPhysical {
575 get { return _isPhysical; }
464 set { 576 set {
465 _isPhysical = value; 577 if (_isPhysical != value)
466 _scene.TaintedObject("BSPrim.setIsPhysical", delegate()
467 { 578 {
468 SetObjectDynamic(); 579 _isPhysical = value;
469 }); 580 PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate()
470 } 581 {
582 // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
583 SetObjectDynamic(true);
584 // whether phys-to-static or static-to-phys, the object is not moving.
585 ZeroMotion();
586 });
587 }
588 }
471 } 589 }
472 590
473 // An object is static (does not move) if selected or not physical 591 // An object is static (does not move) if selected or not physical
474 private bool IsStatic 592 public override bool IsStatic
475 { 593 {
476 get { return _isSelected || !IsPhysical; } 594 get { return _isSelected || !IsPhysical; }
477 } 595 }
478 596
479 // An object is solid if it's not phantom and if it's not doing VolumeDetect 597 // An object is solid if it's not phantom and if it's not doing VolumeDetect
480 private bool IsSolid 598 public override bool IsSolid
481 { 599 {
482 get { return !IsPhantom && !_isVolumeDetect; } 600 get { return !IsPhantom && !_isVolumeDetect; }
483 } 601 }
484 602
485 // Make gravity work if the object is physical and not selected 603 // Make gravity work if the object is physical and not selected
486 // No locking here because only called when it is safe 604 // Called at taint-time!!
487 private void SetObjectDynamic() 605 private void SetObjectDynamic(bool forceRebuild)
606 {
607 // Recreate the physical object if necessary
608 CreateGeomAndObject(forceRebuild);
609 }
610
611 // Convert the simulator's physical properties into settings on BulletSim objects.
612 // There are four flags we're interested in:
613 // IsStatic: Object does not move, otherwise the object has mass and moves
614 // isSolid: other objects bounce off of this object
615 // isVolumeDetect: other objects pass through but can generate collisions
616 // collisionEvents: whether this object returns collision events
617 private void UpdatePhysicalParameters()
618 {
619 // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape);
620
621 // Mangling all the physical properties requires the object not be in the physical world.
622 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
623 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
624
625 // Set up the object physicalness (does gravity and collisions move this object)
626 MakeDynamic(IsStatic);
627
628 // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters)
629 _vehicle.Refresh();
630
631 // Arrange for collision events if the simulator wants them
632 EnableCollisions(SubscribedEvents());
633
634 // Make solid or not (do things bounce off or pass through this object).
635 MakeSolid(IsSolid);
636
637 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
638
639 // Rebuild its shape
640 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
641
642 // Collision filter can be set only when the object is in the world
643 if (PhysBody.collisionFilter != 0 || PhysBody.collisionMask != 0)
644 {
645 BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask);
646 }
647
648 // Recompute any linkset parameters.
649 // When going from non-physical to physical, this re-enables the constraints that
650 // had been automatically disabled when the mass was set to zero.
651 Linkset.Refresh(this);
652
653 DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}",
654 LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape);
655 }
656
657 // "Making dynamic" means changing to and from static.
658 // When static, gravity does not effect the object and it is fixed in space.
659 // When dynamic, the object can fall and be pushed by others.
660 // This is independent of its 'solidness' which controls what passes through
661 // this object and what interacts with it.
662 private void MakeDynamic(bool makeStatic)
488 { 663 {
489 // RA: remove this for the moment. 664 if (makeStatic)
490 // The problem is that dynamic objects are hulls so if we are becoming physical 665 {
491 // the shape has to be checked and possibly built. 666 // Become a Bullet 'static' object type
492 // Maybe a VerifyCorrectPhysicalShape() routine? 667 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
493 // RecreateGeomAndObject(); 668 // Stop all movement
669 ZeroMotion();
670 // Center of mass is at the center of the object
671 BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
672 // Mass is zero which disables a bunch of physics stuff in Bullet
673 UpdatePhysicalMassProperties(0f);
674 // Set collision detection parameters
675 if (PhysicsScene.Params.ccdMotionThreshold > 0f)
676 {
677 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
678 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
679 }
680 // There can be special things needed for implementing linksets
681 Linkset.MakeStatic(this);
682 // The activation state is 'disabled' so Bullet will not try to act on it.
683 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
684 // Start it out sleeping and physical actions could wake it up.
685 // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING);
686
687 PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter;
688 PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
689 }
690 else
691 {
692 // Not a Bullet static object
693 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
694
695 // Set various physical properties so internal dynamic properties will get computed correctly as they are set
696 BulletSimAPI.SetFriction2(PhysBody.ptr, PhysicsScene.Params.defaultFriction);
697 BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.defaultRestitution);
698
699 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
700 // Since this can be called multiple times, only zero forces when becoming physical
701 // BulletSimAPI.ClearAllForces2(BSBody.ptr);
494 702
495 // Bullet wants static objects to have a mass of zero 703 // For good measure, make sure the transform is set through to the motion state
496 float mass = IsStatic ? 0f : _mass; 704 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
497 705
498 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); 706 // Center of mass is at the center of the object
707 BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
708
709 // A dynamic object has mass
710 UpdatePhysicalMassProperties(RawMass);
711
712 // Set collision detection parameters
713 if (PhysicsScene.Params.ccdMotionThreshold > 0f)
714 {
715 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
716 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
717 }
718
719 // Various values for simulation limits
720 BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping);
721 BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime);
722 BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
723 BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
724
725 // There might be special things needed for implementing linksets.
726 Linkset.MakeDynamic(this);
727
728 // Force activation of the object so Bullet will act on it.
729 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
730 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG);
731 // BulletSimAPI.Activate2(BSBody.ptr, true);
732
733 PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter;
734 PhysBody.collisionMask = CollisionFilterGroups.ObjectMask;
735 }
736 }
737
738 // "Making solid" means that other object will not pass through this object.
739 // To make transparent, we create a Bullet ghost object.
740 // Note: This expects to be called from the UpdatePhysicalParameters() routine as
741 // the functions after this one set up the state of a possibly newly created collision body.
742 private void MakeSolid(bool makeSolid)
743 {
744 CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr);
745 if (makeSolid)
746 {
747 // Verify the previous code created the correct shape for this type of thing.
748 if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0)
749 {
750 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
751 }
752 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
753 }
754 else
755 {
756 if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0)
757 {
758 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
759 }
760 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
761 PhysBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter;
762 PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask;
763 }
764 }
499 765
500 // recompute any linkset parameters 766 // Enable physical actions. Bullet will keep sleeping non-moving physical objects so
501 _linkset.Refresh(this); 767 // they need waking up when parameters are changed.
768 // Called in taint-time!!
769 private void ActivateIfPhysical(bool forceIt)
770 {
771 if (IsPhysical)
772 BulletSimAPI.Activate2(PhysBody.ptr, forceIt);
773 }
502 774
503 CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); 775 // Turn on or off the flag controlling whether collision events are returned to the simulator.
504 // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); 776 private void EnableCollisions(bool wantsCollisionEvents)
777 {
778 if (wantsCollisionEvents)
779 {
780 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
781 }
782 else
783 {
784 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
785 }
505 } 786 }
506 787
507 // prims don't fly 788 // prims don't fly
508 public override bool Flying { 789 public override bool Flying {
509 get { return _flying; } 790 get { return _flying; }
510 set { _flying = value; } 791 set {
792 _flying = value;
793 }
511 } 794 }
512 public override bool SetAlwaysRun { 795 public override bool SetAlwaysRun {
513 get { return _setAlwaysRun; } 796 get { return _setAlwaysRun; }
514 set { _setAlwaysRun = value; } 797 set { _setAlwaysRun = value; }
515 } 798 }
516 public override bool ThrottleUpdates { 799 public override bool ThrottleUpdates {
517 get { return _throttleUpdates; } 800 get { return _throttleUpdates; }
518 set { _throttleUpdates = value; } 801 set { _throttleUpdates = value; }
519 } 802 }
520 public override bool IsColliding { 803 public override bool IsColliding {
521 get { return (_collidingStep == _scene.SimulationStep); } 804 get { return (CollidingStep == PhysicsScene.SimulationStep); }
522 set { _isColliding = value; } 805 set { _isColliding = value; }
523 } 806 }
524 public override bool CollidingGround { 807 public override bool CollidingGround {
525 get { return (_collidingGroundStep == _scene.SimulationStep); } 808 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
526 set { _collidingGround = value; } 809 set { _collidingGround = value; }
527 } 810 }
528 public override bool CollidingObj { 811 public override bool CollidingObj {
529 get { return _collidingObj; } 812 get { return _collidingObj; }
530 set { _collidingObj = value; } 813 set { _collidingObj = value; }
531 } 814 }
532 public bool IsPhantom { 815 public bool IsPhantom {
533 get { 816 get {
@@ -537,10 +820,19 @@ public sealed class BSPrim : PhysicsActor
537 return false; 820 return false;
538 } 821 }
539 } 822 }
540 public override bool FloatOnWater { 823 public override bool FloatOnWater {
541 set { _floatOnWater = value; } 824 set {
825 _floatOnWater = value;
826 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
827 {
828 if (_floatOnWater)
829 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
830 else
831 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
832 });
833 }
542 } 834 }
543 public override OMV.Vector3 RotationalVelocity { 835 public override OMV.Vector3 RotationalVelocity {
544 get { 836 get {
545 /* 837 /*
546 OMV.Vector3 pv = OMV.Vector3.Zero; 838 OMV.Vector3 pv = OMV.Vector3.Zero;
@@ -552,58 +844,76 @@ public sealed class BSPrim : PhysicsActor
552 */ 844 */
553 845
554 return _rotationalVelocity; 846 return _rotationalVelocity;
555 } 847 }
556 set { 848 set {
557 _rotationalVelocity = value; 849 _rotationalVelocity = value;
558 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); 850 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
559 _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() 851 PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
560 { 852 {
561 // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 853 DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
562 BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); 854 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
563 }); 855 });
564 } 856 }
857 }
858 public override OMV.Vector3 ForceRotationalVelocity {
859 get {
860 return _rotationalVelocity;
861 }
862 set {
863 _rotationalVelocity = value;
864 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
865 }
565 } 866 }
566 public override bool Kinematic { 867 public override bool Kinematic {
567 get { return _kinematic; } 868 get { return _kinematic; }
568 set { _kinematic = value; 869 set { _kinematic = value;
569 // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); 870 // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic);
570 } 871 }
571 } 872 }
572 public override float Buoyancy { 873 public override float Buoyancy {
573 get { return _buoyancy; } 874 get { return _buoyancy; }
574 set { 875 set {
575 _buoyancy = value; 876 _buoyancy = value;
576 _scene.TaintedObject("BSPrim.setBuoyancy", delegate() 877 PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate()
577 { 878 {
578 // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 879 ForceBuoyancy = _buoyancy;
579 BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
580 }); 880 });
581 } 881 }
882 }
883 public override float ForceBuoyancy {
884 get { return _buoyancy; }
885 set {
886 _buoyancy = value;
887 // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
888 // Buoyancy is faked by changing the gravity applied to the object
889 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
890 BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
891 }
582 } 892 }
583 893
584 // Used for MoveTo 894 // Used for MoveTo
585 public override OMV.Vector3 PIDTarget { 895 public override OMV.Vector3 PIDTarget {
586 set { _PIDTarget = value; } 896 set { _PIDTarget = value; }
587 } 897 }
588 public override bool PIDActive { 898 public override bool PIDActive {
589 set { _usePID = value; } 899 set { _usePID = value; }
590 } 900 }
591 public override float PIDTau { 901 public override float PIDTau {
592 set { _PIDTau = value; } 902 set { _PIDTau = value; }
593 } 903 }
594 904
595 // Used for llSetHoverHeight and maybe vehicle height 905 // Used for llSetHoverHeight and maybe vehicle height
596 // Hover Height will override MoveTo target's Z 906 // Hover Height will override MoveTo target's Z
597 public override bool PIDHoverActive { 907 public override bool PIDHoverActive {
598 set { _useHoverPID = value; } 908 set { _useHoverPID = value; }
599 } 909 }
600 public override float PIDHoverHeight { 910 public override float PIDHoverHeight {
601 set { _PIDHoverHeight = value; } 911 set { _PIDHoverHeight = value; }
602 } 912 }
603 public override PIDHoverType PIDHoverType { 913 public override PIDHoverType PIDHoverType {
604 set { _PIDHoverType = value; } 914 set { _PIDHoverType = value; }
605 } 915 }
606 public override float PIDHoverTau { 916 public override float PIDHoverTau {
607 set { _PIDHoverTao = value; } 917 set { _PIDHoverTao = value; }
608 } 918 }
609 919
@@ -615,6 +925,9 @@ public sealed class BSPrim : PhysicsActor
615 925
616 private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>(); 926 private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
617 public override void AddForce(OMV.Vector3 force, bool pushforce) { 927 public override void AddForce(OMV.Vector3 force, bool pushforce) {
928 AddForce(force, pushforce, false);
929 }
930 public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
618 // for an object, doesn't matter if force is a pushforce or not 931 // for an object, doesn't matter if force is a pushforce or not
619 if (force.IsFinite()) 932 if (force.IsFinite())
620 { 933 {
@@ -624,56 +937,78 @@ public sealed class BSPrim : PhysicsActor
624 } 937 }
625 else 938 else
626 { 939 {
627 m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); 940 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
628 return; 941 return;
629 } 942 }
630 _scene.TaintedObject("BSPrim.AddForce", delegate() 943 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
631 { 944 {
632 OMV.Vector3 fSum = OMV.Vector3.Zero; 945 OMV.Vector3 fSum = OMV.Vector3.Zero;
633 lock (m_accumulatedForces) 946 lock (m_accumulatedForces)
634 { 947 {
948 // Sum the accumulated additional forces for one big force to apply once.
635 foreach (OMV.Vector3 v in m_accumulatedForces) 949 foreach (OMV.Vector3 v in m_accumulatedForces)
636 { 950 {
637 fSum += v; 951 fSum += v;
638 } 952 }
639 m_accumulatedForces.Clear(); 953 m_accumulatedForces.Clear();
640 } 954 }
641 // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); 955 DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum);
642 BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); 956 if (fSum != OMV.Vector3.Zero)
957 BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum);
643 }); 958 });
644 } 959 }
645 960
646 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 961 private List<OMV.Vector3> m_accumulatedAngularForces = new List<OMV.Vector3>();
647 // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); 962 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
648 // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); 963 AddAngularForce(force, pushforce, false);
649 } 964 }
650 public override void SetMomentum(OMV.Vector3 momentum) { 965 public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime)
651 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); 966 {
652 } 967 if (force.IsFinite())
653 public override void SubscribeEvents(int ms) {
654 _subscribedEventsMs = ms;
655 if (ms > 0)
656 { 968 {
657 // make sure first collision happens 969 // _force += force;
658 _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; 970 lock (m_accumulatedAngularForces)
659 971 m_accumulatedAngularForces.Add(new OMV.Vector3(force));
660 Scene.TaintedObject("BSPrim.SubscribeEvents", delegate()
661 {
662 BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
663 });
664 } 972 }
665 } 973 else
666 public override void UnSubscribeEvents() {
667 _subscribedEventsMs = 0;
668 Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate()
669 { 974 {
670 BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 975 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
976 return;
977 }
978 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
979 {
980 OMV.Vector3 fSum = OMV.Vector3.Zero;
981 lock (m_accumulatedAngularForces)
982 {
983 // Sum the accumulated additional forces for one big force to apply once.
984 foreach (OMV.Vector3 v in m_accumulatedAngularForces)
985 {
986 fSum += v;
987 }
988 m_accumulatedAngularForces.Clear();
989 }
990 DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum);
991 if (fSum != OMV.Vector3.Zero)
992 {
993 BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum);
994 _torque = fSum;
995 }
671 }); 996 });
672 } 997 }
673 public override bool SubscribedEvents() { 998 // A torque impulse.
674 return (_subscribedEventsMs > 0); 999 public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime)
1000 {
1001 OMV.Vector3 applyImpulse = impulse;
1002 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
1003 {
1004 DetailLog("{0},BSPrim.ApplyTorqueImpulse,taint,tImpulse={1}", LocalID, applyImpulse);
1005 BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse);
1006 });
675 } 1007 }
676 1008
1009 public override void SetMomentum(OMV.Vector3 momentum) {
1010 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
1011 }
677 #region Mass Calculation 1012 #region Mass Calculation
678 1013
679 private float CalculateMass() 1014 private float CalculateMass()
@@ -682,19 +1017,19 @@ public sealed class BSPrim : PhysicsActor
682 float tmp; 1017 float tmp;
683 1018
684 float returnMass = 0; 1019 float returnMass = 0;
685 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; 1020 float hollowAmount = (float)BaseShape.ProfileHollow * 2.0e-5f;
686 float hollowVolume = hollowAmount * hollowAmount; 1021 float hollowVolume = hollowAmount * hollowAmount;
687 1022
688 switch (_pbs.ProfileShape) 1023 switch (BaseShape.ProfileShape)
689 { 1024 {
690 case ProfileShape.Square: 1025 case ProfileShape.Square:
691 // default box 1026 // default box
692 1027
693 if (_pbs.PathCurve == (byte)Extrusion.Straight) 1028 if (BaseShape.PathCurve == (byte)Extrusion.Straight)
694 { 1029 {
695 if (hollowAmount > 0.0) 1030 if (hollowAmount > 0.0)
696 { 1031 {
697 switch (_pbs.HollowShape) 1032 switch (BaseShape.HollowShape)
698 { 1033 {
699 case HollowShape.Square: 1034 case HollowShape.Square:
700 case HollowShape.Same: 1035 case HollowShape.Same:
@@ -718,19 +1053,19 @@ public sealed class BSPrim : PhysicsActor
718 } 1053 }
719 } 1054 }
720 1055
721 else if (_pbs.PathCurve == (byte)Extrusion.Curve1) 1056 else if (BaseShape.PathCurve == (byte)Extrusion.Curve1)
722 { 1057 {
723 //a tube 1058 //a tube
724 1059
725 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); 1060 volume *= 0.78539816339e-2f * (float)(200 - BaseShape.PathScaleX);
726 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); 1061 tmp= 1.0f -2.0e-2f * (float)(200 - BaseShape.PathScaleY);
727 volume -= volume*tmp*tmp; 1062 volume -= volume*tmp*tmp;
728 1063
729 if (hollowAmount > 0.0) 1064 if (hollowAmount > 0.0)
730 { 1065 {
731 hollowVolume *= hollowAmount; 1066 hollowVolume *= hollowAmount;
732 1067
733 switch (_pbs.HollowShape) 1068 switch (BaseShape.HollowShape)
734 { 1069 {
735 case HollowShape.Square: 1070 case HollowShape.Square:
736 case HollowShape.Same: 1071 case HollowShape.Same:
@@ -755,13 +1090,13 @@ public sealed class BSPrim : PhysicsActor
755 1090
756 case ProfileShape.Circle: 1091 case ProfileShape.Circle:
757 1092
758 if (_pbs.PathCurve == (byte)Extrusion.Straight) 1093 if (BaseShape.PathCurve == (byte)Extrusion.Straight)
759 { 1094 {
760 volume *= 0.78539816339f; // elipse base 1095 volume *= 0.78539816339f; // elipse base
761 1096
762 if (hollowAmount > 0.0) 1097 if (hollowAmount > 0.0)
763 { 1098 {
764 switch (_pbs.HollowShape) 1099 switch (BaseShape.HollowShape)
765 { 1100 {
766 case HollowShape.Same: 1101 case HollowShape.Same:
767 case HollowShape.Circle: 1102 case HollowShape.Circle:
@@ -783,19 +1118,19 @@ public sealed class BSPrim : PhysicsActor
783 } 1118 }
784 } 1119 }
785 1120
786 else if (_pbs.PathCurve == (byte)Extrusion.Curve1) 1121 else if (BaseShape.PathCurve == (byte)Extrusion.Curve1)
787 { 1122 {
788 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); 1123 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - BaseShape.PathScaleX);
789 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); 1124 tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY);
790 volume *= (1.0f - tmp * tmp); 1125 volume *= (1.0f - tmp * tmp);
791 1126
792 if (hollowAmount > 0.0) 1127 if (hollowAmount > 0.0)
793 { 1128 {
794 1129
795 // calculate the hollow volume by it's shape compared to the prim shape 1130 // calculate the hollow volume by it's shape compared to the prim shape
796 hollowVolume *= hollowAmount; 1131 hollowVolume *= hollowAmount;
797 1132
798 switch (_pbs.HollowShape) 1133 switch (BaseShape.HollowShape)
799 { 1134 {
800 case HollowShape.Same: 1135 case HollowShape.Same:
801 case HollowShape.Circle: 1136 case HollowShape.Circle:
@@ -819,7 +1154,7 @@ public sealed class BSPrim : PhysicsActor
819 break; 1154 break;
820 1155
821 case ProfileShape.HalfCircle: 1156 case ProfileShape.HalfCircle:
822 if (_pbs.PathCurve == (byte)Extrusion.Curve1) 1157 if (BaseShape.PathCurve == (byte)Extrusion.Curve1)
823 { 1158 {
824 volume *= 0.52359877559829887307710723054658f; 1159 volume *= 0.52359877559829887307710723054658f;
825 } 1160 }
@@ -827,7 +1162,7 @@ public sealed class BSPrim : PhysicsActor
827 1162
828 case ProfileShape.EquilateralTriangle: 1163 case ProfileShape.EquilateralTriangle:
829 1164
830 if (_pbs.PathCurve == (byte)Extrusion.Straight) 1165 if (BaseShape.PathCurve == (byte)Extrusion.Straight)
831 { 1166 {
832 volume *= 0.32475953f; 1167 volume *= 0.32475953f;
833 1168
@@ -835,7 +1170,7 @@ public sealed class BSPrim : PhysicsActor
835 { 1170 {
836 1171
837 // calculate the hollow volume by it's shape compared to the prim shape 1172 // calculate the hollow volume by it's shape compared to the prim shape
838 switch (_pbs.HollowShape) 1173 switch (BaseShape.HollowShape)
839 { 1174 {
840 case HollowShape.Same: 1175 case HollowShape.Same:
841 case HollowShape.Triangle: 1176 case HollowShape.Triangle:
@@ -860,11 +1195,11 @@ public sealed class BSPrim : PhysicsActor
860 volume *= (1.0f - hollowVolume); 1195 volume *= (1.0f - hollowVolume);
861 } 1196 }
862 } 1197 }
863 else if (_pbs.PathCurve == (byte)Extrusion.Curve1) 1198 else if (BaseShape.PathCurve == (byte)Extrusion.Curve1)
864 { 1199 {
865 volume *= 0.32475953f; 1200 volume *= 0.32475953f;
866 volume *= 0.01f * (float)(200 - _pbs.PathScaleX); 1201 volume *= 0.01f * (float)(200 - BaseShape.PathScaleX);
867 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); 1202 tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY);
868 volume *= (1.0f - tmp * tmp); 1203 volume *= (1.0f - tmp * tmp);
869 1204
870 if (hollowAmount > 0.0) 1205 if (hollowAmount > 0.0)
@@ -872,7 +1207,7 @@ public sealed class BSPrim : PhysicsActor
872 1207
873 hollowVolume *= hollowAmount; 1208 hollowVolume *= hollowAmount;
874 1209
875 switch (_pbs.HollowShape) 1210 switch (BaseShape.HollowShape)
876 { 1211 {
877 case HollowShape.Same: 1212 case HollowShape.Same:
878 case HollowShape.Triangle: 1213 case HollowShape.Triangle:
@@ -912,26 +1247,26 @@ public sealed class BSPrim : PhysicsActor
912 float profileBegin; 1247 float profileBegin;
913 float profileEnd; 1248 float profileEnd;
914 1249
915 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) 1250 if (BaseShape.PathCurve == (byte)Extrusion.Straight || BaseShape.PathCurve == (byte)Extrusion.Flexible)
916 { 1251 {
917 taperX1 = _pbs.PathScaleX * 0.01f; 1252 taperX1 = BaseShape.PathScaleX * 0.01f;
918 if (taperX1 > 1.0f) 1253 if (taperX1 > 1.0f)
919 taperX1 = 2.0f - taperX1; 1254 taperX1 = 2.0f - taperX1;
920 taperX = 1.0f - taperX1; 1255 taperX = 1.0f - taperX1;
921 1256
922 taperY1 = _pbs.PathScaleY * 0.01f; 1257 taperY1 = BaseShape.PathScaleY * 0.01f;
923 if (taperY1 > 1.0f) 1258 if (taperY1 > 1.0f)
924 taperY1 = 2.0f - taperY1; 1259 taperY1 = 2.0f - taperY1;
925 taperY = 1.0f - taperY1; 1260 taperY = 1.0f - taperY1;
926 } 1261 }
927 else 1262 else
928 { 1263 {
929 taperX = _pbs.PathTaperX * 0.01f; 1264 taperX = BaseShape.PathTaperX * 0.01f;
930 if (taperX < 0.0f) 1265 if (taperX < 0.0f)
931 taperX = -taperX; 1266 taperX = -taperX;
932 taperX1 = 1.0f - taperX; 1267 taperX1 = 1.0f - taperX;
933 1268
934 taperY = _pbs.PathTaperY * 0.01f; 1269 taperY = BaseShape.PathTaperY * 0.01f;
935 if (taperY < 0.0f) 1270 if (taperY < 0.0f)
936 taperY = -taperY; 1271 taperY = -taperY;
937 taperY1 = 1.0f - taperY; 1272 taperY1 = 1.0f - taperY;
@@ -941,20 +1276,18 @@ public sealed class BSPrim : PhysicsActor
941 1276
942 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); 1277 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
943 1278
944 pathBegin = (float)_pbs.PathBegin * 2.0e-5f; 1279 pathBegin = (float)BaseShape.PathBegin * 2.0e-5f;
945 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; 1280 pathEnd = 1.0f - (float)BaseShape.PathEnd * 2.0e-5f;
946 volume *= (pathEnd - pathBegin); 1281 volume *= (pathEnd - pathBegin);
947 1282
948 // this is crude aproximation 1283 // this is crude aproximation
949 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; 1284 profileBegin = (float)BaseShape.ProfileBegin * 2.0e-5f;
950 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; 1285 profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f;
951 volume *= (profileEnd - profileBegin); 1286 volume *= (profileEnd - profileBegin);
952 1287
953 returnMass = _density * volume; 1288 returnMass = _density * volume;
954 1289
955 /* 1290 /* Comment out code that computes the mass of the linkset. That is done in the Linkset class.
956 * This change means each object keeps its own mass and the Mass property
957 * will return the sum if we're part of a linkset.
958 if (IsRootOfLinkset) 1291 if (IsRootOfLinkset)
959 { 1292 {
960 foreach (BSPrim prim in _childrenPrims) 1293 foreach (BSPrim prim in _childrenPrims)
@@ -967,296 +1300,42 @@ public sealed class BSPrim : PhysicsActor
967 if (returnMass <= 0) 1300 if (returnMass <= 0)
968 returnMass = 0.0001f; 1301 returnMass = 0.0001f;
969 1302
970 if (returnMass > _scene.MaximumObjectMass) 1303 if (returnMass > PhysicsScene.MaximumObjectMass)
971 returnMass = _scene.MaximumObjectMass; 1304 returnMass = PhysicsScene.MaximumObjectMass;
972 1305
973 return returnMass; 1306 return returnMass;
974 }// end CalculateMass 1307 }// end CalculateMass
975 #endregion Mass Calculation 1308 #endregion Mass Calculation
976 1309
977 // Create the geometry information in Bullet for later use 1310 // Rebuild the geometry and object.
978 // The objects needs a hull if it's physical otherwise a mesh is enough 1311 // This is called when the shape changes so we need to recreate the mesh/hull.
979 // No locking here because this is done when we know physics is not simulating 1312 // Called at taint-time!!!
980 // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used 1313 private void CreateGeomAndObject(bool forceRebuild)
981 // Returns 'true' if the geometry was rebuilt
982 private bool CreateGeom(bool forceRebuild)
983 {
984 // the mesher thought this was too simple to mesh. Use a native Bullet collision shape.
985 bool ret = false;
986 if (!_scene.NeedsMeshing(_pbs))
987 {
988 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
989 {
990 // if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
991 // {
992 // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
993 if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
994 {
995 // DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
996 _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
997 // Bullet native objects are scaled by the Bullet engine so pass the size in
998 _scale = _size;
999 // TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
1000 ret = true;
1001 }
1002 // }
1003 }
1004 else
1005 {
1006 // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
1007 if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
1008 {
1009 // DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
1010 _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
1011 _scale = _size;
1012 // TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
1013 ret = true;
1014 }
1015 }
1016 }
1017 else
1018 {
1019 if (IsPhysical)
1020 {
1021 if (forceRebuild || _hullKey == 0)
1022 {
1023 // physical objects require a hull for interaction.
1024 // This will create the mesh if it doesn't already exist
1025 CreateGeomHull();
1026 ret = true;
1027 }
1028 }
1029 else
1030 {
1031 if (forceRebuild || _meshKey == 0)
1032 {
1033 // Static (non-physical) objects only need a mesh for bumping into
1034 CreateGeomMesh();
1035 ret = true;
1036 }
1037 }
1038 }
1039 return ret;
1040 }
1041
1042 // No locking here because this is done when we know physics is not simulating
1043 private void CreateGeomMesh()
1044 {
1045 float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
1046 ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod);
1047 // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey);
1048
1049 // if this new shape is the same as last time, don't recreate the mesh
1050 if (_meshKey == newMeshKey) return;
1051
1052 // DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
1053 // Since we're recreating new, get rid of any previously generated shape
1054 if (_meshKey != 0)
1055 {
1056 // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
1057 // DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
1058 BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
1059 _mesh = null;
1060 _meshKey = 0;
1061 }
1062
1063 _meshKey = newMeshKey;
1064 // always pass false for physicalness as this creates some sort of bounding box which we don't need
1065 _mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, lod, false);
1066
1067 int[] indices = _mesh.getIndexListAsInt();
1068 List<OMV.Vector3> vertices = _mesh.getVertexList();
1069
1070 float[] verticesAsFloats = new float[vertices.Count * 3];
1071 int vi = 0;
1072 foreach (OMV.Vector3 vv in vertices)
1073 {
1074 verticesAsFloats[vi++] = vv.X;
1075 verticesAsFloats[vi++] = vv.Y;
1076 verticesAsFloats[vi++] = vv.Z;
1077 }
1078
1079 // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
1080 // LogHeader, _localID, _meshKey, indices.Length, vertices.Count);
1081 BulletSimAPI.CreateMesh(_scene.WorldID, _meshKey, indices.GetLength(0), indices,
1082 vertices.Count, verticesAsFloats);
1083
1084 _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
1085 // meshes are already scaled by the meshmerizer
1086 _scale = new OMV.Vector3(1f, 1f, 1f);
1087 // DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
1088 return;
1089 }
1090
1091 // No locking here because this is done when we know physics is not simulating
1092 private void CreateGeomHull()
1093 { 1314 {
1094 float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; 1315 // If this prim is part of a linkset, we must remove and restore the physical
1095 ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); 1316 // links if the body is rebuilt.
1096 // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); 1317 bool needToRestoreLinkset = false;
1097 1318
1098 // if the hull hasn't changed, don't rebuild it 1319 // Create the correct physical representation for this type of object.
1099 if (newHullKey == _hullKey) return; 1320 // Updates BSBody and BSShape with the new information.
1100 1321 // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
1101 // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); 1322 // Returns 'true' if either the body or the shape was changed.
1102 1323 PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody)
1103 // Since we're recreating new, get rid of any previously generated shape
1104 if (_hullKey != 0)
1105 {
1106 // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
1107 // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey);
1108 BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
1109 _hullKey = 0;
1110 }
1111
1112 _hullKey = newHullKey;
1113
1114 // Make sure the underlying mesh exists and is correct
1115 CreateGeomMesh();
1116
1117 int[] indices = _mesh.getIndexListAsInt();
1118 List<OMV.Vector3> vertices = _mesh.getVertexList();
1119
1120 //format conversion from IMesh format to DecompDesc format
1121 List<int> convIndices = new List<int>();
1122 List<float3> convVertices = new List<float3>();
1123 for (int ii = 0; ii < indices.GetLength(0); ii++)
1124 {
1125 convIndices.Add(indices[ii]);
1126 }
1127 foreach (OMV.Vector3 vv in vertices)
1128 { 1324 {
1129 convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); 1325 // Called if the current prim body is about to be destroyed.
1130 } 1326 // Remove all the physical dependencies on the old body.
1131 1327 // (Maybe someday make the changing of BSShape an event handled by BSLinkset.)
1132 // setup and do convex hull conversion 1328 needToRestoreLinkset = Linkset.RemoveBodyDependencies(this);
1133 _hulls = new List<ConvexResult>(); 1329 });
1134 DecompDesc dcomp = new DecompDesc();
1135 dcomp.mIndices = convIndices;
1136 dcomp.mVertices = convVertices;
1137 ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
1138 // create the hull into the _hulls variable
1139 convexBuilder.process(dcomp);
1140
1141 // Convert the vertices and indices for passing to unmanaged.
1142 // The hull information is passed as a large floating point array.
1143 // The format is:
1144 // convHulls[0] = number of hulls
1145 // convHulls[1] = number of vertices in first hull
1146 // convHulls[2] = hull centroid X coordinate
1147 // convHulls[3] = hull centroid Y coordinate
1148 // convHulls[4] = hull centroid Z coordinate
1149 // convHulls[5] = first hull vertex X
1150 // convHulls[6] = first hull vertex Y
1151 // convHulls[7] = first hull vertex Z
1152 // convHulls[8] = second hull vertex X
1153 // ...
1154 // convHulls[n] = number of vertices in second hull
1155 // convHulls[n+1] = second hull centroid X coordinate
1156 // ...
1157 //
1158 // TODO: is is very inefficient. Someday change the convex hull generator to return
1159 // data structures that do not need to be converted in order to pass to Bullet.
1160 // And maybe put the values directly into pinned memory rather than marshaling.
1161 int hullCount = _hulls.Count;
1162 int totalVertices = 1; // include one for the count of the hulls
1163 foreach (ConvexResult cr in _hulls)
1164 {
1165 totalVertices += 4; // add four for the vertex count and centroid
1166 totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
1167 }
1168 float[] convHulls = new float[totalVertices];
1169 1330
1170 convHulls[0] = (float)hullCount; 1331 if (needToRestoreLinkset)
1171 int jj = 1;
1172 foreach (ConvexResult cr in _hulls)
1173 { 1332 {
1174 // copy vertices for index access 1333 // If physical body dependencies were removed, restore them
1175 float3[] verts = new float3[cr.HullVertices.Count]; 1334 Linkset.RestoreBodyDependencies(this);
1176 int kk = 0;
1177 foreach (float3 ff in cr.HullVertices)
1178 {
1179 verts[kk++] = ff;
1180 }
1181
1182 // add to the array one hull's worth of data
1183 convHulls[jj++] = cr.HullIndices.Count;
1184 convHulls[jj++] = 0f; // centroid x,y,z
1185 convHulls[jj++] = 0f;
1186 convHulls[jj++] = 0f;
1187 foreach (int ind in cr.HullIndices)
1188 {
1189 convHulls[jj++] = verts[ind].x;
1190 convHulls[jj++] = verts[ind].y;
1191 convHulls[jj++] = verts[ind].z;
1192 }
1193 } 1335 }
1194 1336
1195 // create the hull definition in Bullet 1337 // Make sure the properties are set on the new object
1196 // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); 1338 UpdatePhysicalParameters();
1197 BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls);
1198 _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
1199 // meshes are already scaled by the meshmerizer
1200 _scale = new OMV.Vector3(1f, 1f, 1f);
1201 // DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
1202 return;
1203 }
1204
1205 // Callback from convex hull creater with a newly created hull.
1206 // Just add it to the collection of hulls for this shape.
1207 private void HullReturn(ConvexResult result)
1208 {
1209 _hulls.Add(result);
1210 return;
1211 }
1212
1213 // Create an object in Bullet if it has not already been created
1214 // No locking here because this is done when the physics engine is not simulating
1215 // Returns 'true' if an object was actually created.
1216 private bool CreateObject()
1217 {
1218 // this routine is called when objects are rebuilt.
1219
1220 // the mesh or hull must have already been created in Bullet
1221 ShapeData shape;
1222 FillShapeInfo(out shape);
1223 // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
1224 bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
1225
1226 // the CreateObject() may have recreated the rigid body. Make sure we have the latest.
1227 Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
1228
1229 return ret;
1230 }
1231
1232 // Copy prim's info into the BulletSim shape description structure
1233 public void FillShapeInfo(out ShapeData shape)
1234 {
1235 shape.ID = _localID;
1236 shape.Type = _shapeType;
1237 shape.Position = _position;
1238 shape.Rotation = _orientation;
1239 shape.Velocity = _velocity;
1240 shape.Scale = _scale;
1241 shape.Mass = _isPhysical ? _mass : 0f;
1242 shape.Buoyancy = _buoyancy;
1243 shape.HullKey = _hullKey;
1244 shape.MeshKey = _meshKey;
1245 shape.Friction = _friction;
1246 shape.Restitution = _restitution;
1247 shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
1248 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
1249 }
1250
1251
1252 // Rebuild the geometry and object.
1253 // This is called when the shape changes so we need to recreate the mesh/hull.
1254 // No locking here because this is done when the physics engine is not simulating
1255 private void RecreateGeomAndObject()
1256 {
1257 // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID);
1258 if (CreateGeom(true))
1259 CreateObject();
1260 return; 1339 return;
1261 } 1340 }
1262 1341
@@ -1277,7 +1356,7 @@ public sealed class BSPrim : PhysicsActor
1277 const float ACCELERATION_TOLERANCE = 0.01f; 1356 const float ACCELERATION_TOLERANCE = 0.01f;
1278 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; 1357 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
1279 1358
1280 public void UpdateProperties(EntityProperties entprop) 1359 public override void UpdateProperties(EntityProperties entprop)
1281 { 1360 {
1282 /* 1361 /*
1283 UpdatedProperties changed = 0; 1362 UpdatedProperties changed = 0;
@@ -1325,7 +1404,7 @@ public sealed class BSPrim : PhysicsActor
1325 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. 1404 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
1326 1405
1327 // Updates only for individual prims and for the root object of a linkset. 1406 // Updates only for individual prims and for the root object of a linkset.
1328 if (_linkset.IsRoot(this)) 1407 if (Linkset.IsRoot(this))
1329 { 1408 {
1330 // Assign to the local variables so the normal set action does not happen 1409 // Assign to the local variables so the normal set action does not happen
1331 _position = entprop.Position; 1410 _position = entprop.Position;
@@ -1334,69 +1413,32 @@ public sealed class BSPrim : PhysicsActor
1334 _acceleration = entprop.Acceleration; 1413 _acceleration = entprop.Acceleration;
1335 _rotationalVelocity = entprop.RotationalVelocity; 1414 _rotationalVelocity = entprop.RotationalVelocity;
1336 1415
1337 // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", 1416 // remember the current and last set values
1338 // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 1417 LastEntityProperties = CurrentEntityProperties;
1339 // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1418 CurrentEntityProperties = entprop;
1340 // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 1419
1420 PositionSanityCheck(true);
1421
1422 OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation;
1423 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}",
1424 LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity);
1425
1426 // BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG
1341 1427
1342 base.RequestPhysicsterseUpdate(); 1428 base.RequestPhysicsterseUpdate();
1343 } 1429 }
1344 /* 1430 /*
1345 else 1431 else
1346 { 1432 {
1347 // For debugging, we also report the movement of children 1433 // For debugging, report the movement of children
1348 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1434 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1349 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, 1435 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
1350 entprop.Acceleration, entprop.RotationalVelocity); 1436 entprop.Acceleration, entprop.RotationalVelocity);
1351 } 1437 }
1352 */ 1438 */
1353 }
1354
1355 // I've collided with something
1356 CollisionEventUpdate collisionCollection;
1357 public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
1358 {
1359 // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
1360
1361 // The following lines make IsColliding() and IsCollidingGround() work
1362 _collidingStep = _scene.SimulationStep;
1363 if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
1364 {
1365 _collidingGroundStep = _scene.SimulationStep;
1366 }
1367
1368 // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith);
1369
1370 // if someone is subscribed to collision events....
1371 if (_subscribedEventsMs != 0) {
1372 // throttle the collisions to the number of milliseconds specified in the subscription
1373 int nowTime = _scene.SimulationNowTime;
1374 if (nowTime >= _nextCollisionOkTime) {
1375 _nextCollisionOkTime = nowTime + _subscribedEventsMs;
1376 1439
1377 if (collisionCollection == null) 1440 // The linkset implimentation might want to know about this.
1378 collisionCollection = new CollisionEventUpdate(); 1441 Linkset.UpdateProperties(this);
1379 collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
1380 }
1381 }
1382 }
1383
1384 // The scene is telling us it's time to pass our collected collisions into the simulator
1385 public void SendCollisions()
1386 {
1387 if (collisionCollection != null && collisionCollection.Count > 0)
1388 {
1389 base.SendCollisionUpdate(collisionCollection);
1390 // The collisionCollection structure is passed around in the simulator.
1391 // Make sure we don't have a handle to that one and that a new one is used next time.
1392 collisionCollection = null;
1393 }
1394 }
1395
1396 // Invoke the detailed logger and output something if it's enabled.
1397 private void DetailLog(string msg, params Object[] args)
1398 {
1399 Scene.PhysicsLogging.Write(msg, args);
1400 } 1442 }
1401} 1443}
1402} 1444}