diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 196 |
1 files changed, 118 insertions, 78 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6d0af63..481a8db 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -136,11 +136,11 @@ public sealed class BSPrim : BSPhysObject | |||
136 | Linkset = new BSLinkset(Scene, this); // a linkset of one | 136 | Linkset = new BSLinkset(Scene, this); // a linkset of one |
137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness | 137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
138 | _mass = CalculateMass(); | 138 | _mass = CalculateMass(); |
139 | // do the actual object creation at taint time | ||
140 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 139 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
140 | // do the actual object creation at taint time | ||
141 | _scene.TaintedObject("BSPrim.create", delegate() | 141 | _scene.TaintedObject("BSPrim.create", delegate() |
142 | { | 142 | { |
143 | RecreateGeomAndObject(); | 143 | CreateGeomAndObject(true); |
144 | 144 | ||
145 | // Get the pointer to the physical body for this object. | 145 | // Get the pointer to the physical body for this object. |
146 | // At the moment, we're still letting BulletSim manage the creation and destruction | 146 | // At the moment, we're still letting BulletSim manage the creation and destruction |
@@ -186,9 +186,10 @@ public sealed class BSPrim : BSPhysObject | |||
186 | _scene.TaintedObject("BSPrim.setSize", delegate() | 186 | _scene.TaintedObject("BSPrim.setSize", delegate() |
187 | { | 187 | { |
188 | _mass = CalculateMass(); // changing size changes the mass | 188 | _mass = CalculateMass(); // changing size changes the mass |
189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 189 | // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct |
190 | DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 190 | // scale and margins are set. |
191 | RecreateGeomAndObject(); | 191 | CreateGeomAndObject(true); |
192 | DetailLog("{0}: BSPrim.setSize: size={1}, scale={2}, mass={3}, physical={4}", LocalID, _size, _scale, _mass, IsPhysical); | ||
192 | }); | 193 | }); |
193 | } | 194 | } |
194 | } | 195 | } |
@@ -198,7 +199,7 @@ public sealed class BSPrim : BSPhysObject | |||
198 | _scene.TaintedObject("BSPrim.setShape", delegate() | 199 | _scene.TaintedObject("BSPrim.setShape", delegate() |
199 | { | 200 | { |
200 | _mass = CalculateMass(); // changing the shape changes the mass | 201 | _mass = CalculateMass(); // changing the shape changes the mass |
201 | RecreateGeomAndObject(); | 202 | CreateGeomAndObject(false); |
202 | }); | 203 | }); |
203 | } | 204 | } |
204 | } | 205 | } |
@@ -279,7 +280,7 @@ public sealed class BSPrim : BSPhysObject | |||
279 | get { | 280 | get { |
280 | if (!Linkset.IsRoot(this)) | 281 | if (!Linkset.IsRoot(this)) |
281 | // child prims move around based on their parent. Need to get the latest location | 282 | // child prims move around based on their parent. Need to get the latest location |
282 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 283 | _position = BulletSimAPI.GetPosition2(BSBody.Ptr); |
283 | 284 | ||
284 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 285 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
285 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 286 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
@@ -291,7 +292,7 @@ public sealed class BSPrim : BSPhysObject | |||
291 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 292 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
292 | { | 293 | { |
293 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 294 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
294 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 295 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
295 | }); | 296 | }); |
296 | } | 297 | } |
297 | } | 298 | } |
@@ -302,7 +303,8 @@ public sealed class BSPrim : BSPhysObject | |||
302 | { | 303 | { |
303 | get | 304 | get |
304 | { | 305 | { |
305 | return Linkset.LinksetMass; | 306 | // return Linkset.LinksetMass; |
307 | return _mass; | ||
306 | } | 308 | } |
307 | } | 309 | } |
308 | 310 | ||
@@ -328,7 +330,6 @@ public sealed class BSPrim : BSPhysObject | |||
328 | _scene.TaintedObject("BSPrim.setForce", delegate() | 330 | _scene.TaintedObject("BSPrim.setForce", delegate() |
329 | { | 331 | { |
330 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 332 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
331 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
332 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); | 333 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); |
333 | }); | 334 | }); |
334 | } | 335 | } |
@@ -406,7 +407,7 @@ public sealed class BSPrim : BSPhysObject | |||
406 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 407 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
407 | { | 408 | { |
408 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 409 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
409 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 410 | BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, _velocity); |
410 | }); | 411 | }); |
411 | } | 412 | } |
412 | } | 413 | } |
@@ -430,7 +431,7 @@ public sealed class BSPrim : BSPhysObject | |||
430 | if (!Linkset.IsRoot(this)) | 431 | if (!Linkset.IsRoot(this)) |
431 | { | 432 | { |
432 | // Children move around because tied to parent. Get a fresh value. | 433 | // Children move around because tied to parent. Get a fresh value. |
433 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); | 434 | _orientation = BulletSimAPI.GetOrientation2(BSBody.Ptr); |
434 | } | 435 | } |
435 | return _orientation; | 436 | return _orientation; |
436 | } | 437 | } |
@@ -441,7 +442,7 @@ public sealed class BSPrim : BSPhysObject | |||
441 | { | 442 | { |
442 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 443 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
443 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 444 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
444 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 445 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
445 | }); | 446 | }); |
446 | } | 447 | } |
447 | } | 448 | } |
@@ -483,31 +484,37 @@ public sealed class BSPrim : BSPhysObject | |||
483 | { | 484 | { |
484 | // If it's becoming dynamic, it will need hullness | 485 | // If it's becoming dynamic, it will need hullness |
485 | VerifyCorrectPhysicalShape(); | 486 | VerifyCorrectPhysicalShape(); |
487 | UpdatePhysicalParameters(); | ||
488 | } | ||
486 | 489 | ||
490 | private void UpdatePhysicalParameters() | ||
491 | { | ||
492 | /* | ||
487 | // Bullet wants static objects to have a mass of zero | 493 | // Bullet wants static objects to have a mass of zero |
488 | float mass = IsStatic ? 0f : _mass; | 494 | float mass = IsStatic ? 0f : _mass; |
489 | 495 | ||
490 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 496 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); |
491 | /* | 497 | */ |
492 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); | 498 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); |
493 | 499 | ||
494 | // Set up the object physicalness (static or dynamic) | 500 | // Set up the object physicalness (does gravity and collisions move this object) |
495 | MakeDynamic(); | 501 | MakeDynamic(IsStatic); |
496 | 502 | ||
497 | // Make solid or not and arrange for collisions, etc | 503 | // Make solid or not (do things bounce off or pass through this object) |
498 | MakeSolid(); | 504 | MakeSolid(IsSolid); |
499 | 505 | ||
500 | m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); | 506 | // Arrange for collisions events if the simulator wants them |
507 | EnableCollisions(SubscribedEvents()); | ||
501 | 508 | ||
502 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); | 509 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); |
503 | */ | ||
504 | 510 | ||
505 | // Recompute any linkset parameters. | 511 | // Recompute any linkset parameters. |
506 | // When going from non-physical to physical, this re-enables the constraints that | 512 | // When going from non-physical to physical, this re-enables the constraints that |
507 | // had been automatically disabled when the mass was set to zero. | 513 | // had been automatically disabled when the mass was set to zero. |
508 | Linkset.Refresh(this); | 514 | Linkset.Refresh(this); |
509 | 515 | ||
510 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags); | 516 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,static={1},solid={2},mass={3}, cf={4}", |
517 | LocalID, IsStatic, IsSolid, _mass, m_currentCollisionFlags); | ||
511 | } | 518 | } |
512 | 519 | ||
513 | // "Making dynamic" means changing to and from static. | 520 | // "Making dynamic" means changing to and from static. |
@@ -515,12 +522,12 @@ public sealed class BSPrim : BSPhysObject | |||
515 | // When dynamic, the object can fall and be pushed by others. | 522 | // When dynamic, the object can fall and be pushed by others. |
516 | // This is independent of its 'solidness' which controls what passes through | 523 | // This is independent of its 'solidness' which controls what passes through |
517 | // this object and what interacts with it. | 524 | // this object and what interacts with it. |
518 | private void MakeDynamic() | 525 | private void MakeDynamic(bool makeStatic) |
519 | { | 526 | { |
520 | if (IsStatic) | 527 | if (makeStatic) |
521 | { | 528 | { |
522 | // Become a Bullet 'static' object type | 529 | // Become a Bullet 'static' object type |
523 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 530 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
524 | // Stop all movement | 531 | // Stop all movement |
525 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); | 532 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); |
526 | // Mass is zero which disables a bunch of physics stuff in Bullet | 533 | // Mass is zero which disables a bunch of physics stuff in Bullet |
@@ -533,12 +540,11 @@ public sealed class BSPrim : BSPhysObject | |||
533 | else | 540 | else |
534 | { | 541 | { |
535 | // Not a Bullet static object | 542 | // Not a Bullet static object |
536 | BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 543 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
537 | // A dynamic object has mass | 544 | // A dynamic object has mass |
538 | BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero); | ||
539 | // The shape is interesting and has mass and a center of gravity | ||
540 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); | 545 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); |
541 | BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero); | 546 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass); |
547 | BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia); | ||
542 | // Inertia is based on our new mass | 548 | // Inertia is based on our new mass |
543 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); | 549 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); |
544 | // Force activation of the object so Bullet will act on it. | 550 | // Force activation of the object so Bullet will act on it. |
@@ -546,8 +552,31 @@ public sealed class BSPrim : BSPhysObject | |||
546 | } | 552 | } |
547 | } | 553 | } |
548 | 554 | ||
549 | private void MakeSolid() | 555 | // "Making solid" means that other object will not pass through this object. |
556 | private void MakeSolid(bool makeSolid) | ||
550 | { | 557 | { |
558 | if (makeSolid) | ||
559 | { | ||
560 | // Easy in Bullet -- just remove the object flag that controls collision response | ||
561 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
562 | } | ||
563 | else | ||
564 | { | ||
565 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
566 | } | ||
567 | } | ||
568 | |||
569 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | ||
570 | private void EnableCollisions(bool wantsCollisionEvents) | ||
571 | { | ||
572 | if (wantsCollisionEvents) | ||
573 | { | ||
574 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
575 | } | ||
576 | else | ||
577 | { | ||
578 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
579 | } | ||
551 | } | 580 | } |
552 | 581 | ||
553 | // prims don't fly | 582 | // prims don't fly |
@@ -607,7 +636,7 @@ public sealed class BSPrim : BSPhysObject | |||
607 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 636 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
608 | { | 637 | { |
609 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 638 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
610 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 639 | BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, _rotationalVelocity); |
611 | }); | 640 | }); |
612 | } | 641 | } |
613 | } | 642 | } |
@@ -624,7 +653,10 @@ public sealed class BSPrim : BSPhysObject | |||
624 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 653 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
625 | { | 654 | { |
626 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 655 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
627 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 656 | // Buoyancy is faked by changing the gravity applied to the object |
657 | float grav = Scene.Params.gravity * (1f - _buoyancy); | ||
658 | BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); | ||
659 | // BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | ||
628 | }); | 660 | }); |
629 | } | 661 | } |
630 | } | 662 | } |
@@ -686,8 +718,8 @@ public sealed class BSPrim : BSPhysObject | |||
686 | } | 718 | } |
687 | m_accumulatedForces.Clear(); | 719 | m_accumulatedForces.Clear(); |
688 | } | 720 | } |
689 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 721 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); |
690 | // For unknown reason, "ApplyCentralForce" is really additive. | 722 | // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. |
691 | BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); | 723 | BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); |
692 | }); | 724 | }); |
693 | } | 725 | } |
@@ -1030,29 +1062,36 @@ public sealed class BSPrim : BSPhysObject | |||
1030 | // Returns 'true' if the geometry was rebuilt | 1062 | // Returns 'true' if the geometry was rebuilt |
1031 | private bool CreateGeom(bool forceRebuild) | 1063 | private bool CreateGeom(bool forceRebuild) |
1032 | { | 1064 | { |
1033 | // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. | ||
1034 | bool ret = false; | 1065 | bool ret = false; |
1035 | if (!_scene.NeedsMeshing(_pbs)) | 1066 | bool haveShape = false; |
1067 | |||
1068 | // If the prim attributes are simple, this could be a simple Bullet native shape | ||
1069 | if ((_pbs.SculptEntry && !Scene.ShouldMeshSculptedPrim) | ||
1070 | || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 | ||
1071 | && _pbs.ProfileHollow == 0 | ||
1072 | && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 | ||
1073 | && _pbs.PathBegin == 0 && _pbs.PathEnd == 0 | ||
1074 | && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0 | ||
1075 | && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100 | ||
1076 | && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) ) | ||
1036 | { | 1077 | { |
1037 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | 1078 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) |
1038 | { | 1079 | { |
1039 | // if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | 1080 | haveShape = true; |
1040 | // { | 1081 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
1041 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 1082 | { |
1042 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 1083 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
1043 | { | 1084 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
1044 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 1085 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
1045 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 1086 | _scale = _size; |
1046 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 1087 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
1047 | _scale = _size; | 1088 | ret = true; |
1048 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1089 | } |
1049 | ret = true; | ||
1050 | } | ||
1051 | // } | ||
1052 | } | 1090 | } |
1053 | else | 1091 | else |
1054 | { | 1092 | { |
1055 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1093 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1094 | haveShape = true; | ||
1056 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1095 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1057 | { | 1096 | { |
1058 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1097 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
@@ -1063,16 +1102,16 @@ public sealed class BSPrim : BSPhysObject | |||
1063 | } | 1102 | } |
1064 | } | 1103 | } |
1065 | } | 1104 | } |
1066 | else | 1105 | // If a simple shape isn't happening, create a mesh and possibly a hull |
1106 | if (!haveShape) | ||
1067 | { | 1107 | { |
1068 | if (IsPhysical) | 1108 | if (IsPhysical) |
1069 | { | 1109 | { |
1070 | if (forceRebuild || _hullKey == 0) | 1110 | if (forceRebuild || _hullKey == 0) |
1071 | { | 1111 | { |
1072 | // physical objects require a hull for interaction. | 1112 | // physical objects require a hull for interaction. |
1073 | // This will create the mesh if it doesn't already exist | 1113 | // This also creates the mesh if it doesn't already exist |
1074 | CreateGeomHull(); | 1114 | ret = CreateGeomHull(); |
1075 | ret = true; | ||
1076 | } | 1115 | } |
1077 | } | 1116 | } |
1078 | else | 1117 | else |
@@ -1080,8 +1119,7 @@ public sealed class BSPrim : BSPhysObject | |||
1080 | if (forceRebuild || _meshKey == 0) | 1119 | if (forceRebuild || _meshKey == 0) |
1081 | { | 1120 | { |
1082 | // Static (non-physical) objects only need a mesh for bumping into | 1121 | // Static (non-physical) objects only need a mesh for bumping into |
1083 | CreateGeomMesh(); | 1122 | ret = CreateGeomMesh(); |
1084 | ret = true; | ||
1085 | } | 1123 | } |
1086 | } | 1124 | } |
1087 | } | 1125 | } |
@@ -1089,7 +1127,8 @@ public sealed class BSPrim : BSPhysObject | |||
1089 | } | 1127 | } |
1090 | 1128 | ||
1091 | // No locking here because this is done when we know physics is not simulating | 1129 | // No locking here because this is done when we know physics is not simulating |
1092 | private void CreateGeomMesh() | 1130 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
1131 | private bool CreateGeomMesh() | ||
1093 | { | 1132 | { |
1094 | // level of detail based on size and type of the object | 1133 | // level of detail based on size and type of the object |
1095 | float lod = _scene.MeshLOD; | 1134 | float lod = _scene.MeshLOD; |
@@ -1103,7 +1142,7 @@ public sealed class BSPrim : BSPhysObject | |||
1103 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1142 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
1104 | 1143 | ||
1105 | // if this new shape is the same as last time, don't recreate the mesh | 1144 | // if this new shape is the same as last time, don't recreate the mesh |
1106 | if (_meshKey == newMeshKey) return; | 1145 | if (_meshKey == newMeshKey) return false; |
1107 | 1146 | ||
1108 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1147 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1109 | // Since we're recreating new, get rid of any previously generated shape | 1148 | // Since we're recreating new, get rid of any previously generated shape |
@@ -1140,19 +1179,19 @@ public sealed class BSPrim : BSPhysObject | |||
1140 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1179 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1141 | // meshes are already scaled by the meshmerizer | 1180 | // meshes are already scaled by the meshmerizer |
1142 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1181 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1143 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1182 | return true; |
1144 | return; | ||
1145 | } | 1183 | } |
1146 | 1184 | ||
1147 | // No locking here because this is done when we know physics is not simulating | 1185 | // No locking here because this is done when we know physics is not simulating |
1148 | private void CreateGeomHull() | 1186 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
1187 | private bool CreateGeomHull() | ||
1149 | { | 1188 | { |
1150 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1189 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; |
1151 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1190 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1152 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); | 1191 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); |
1153 | 1192 | ||
1154 | // if the hull hasn't changed, don't rebuild it | 1193 | // if the hull hasn't changed, don't rebuild it |
1155 | if (newHullKey == _hullKey) return; | 1194 | if (newHullKey == _hullKey) return false; |
1156 | 1195 | ||
1157 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1196 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1158 | 1197 | ||
@@ -1255,7 +1294,7 @@ public sealed class BSPrim : BSPhysObject | |||
1255 | // meshes are already scaled by the meshmerizer | 1294 | // meshes are already scaled by the meshmerizer |
1256 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1295 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1257 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1296 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1258 | return; | 1297 | return true; |
1259 | } | 1298 | } |
1260 | 1299 | ||
1261 | // Callback from convex hull creater with a newly created hull. | 1300 | // Callback from convex hull creater with a newly created hull. |
@@ -1268,20 +1307,12 @@ public sealed class BSPrim : BSPhysObject | |||
1268 | 1307 | ||
1269 | private void VerifyCorrectPhysicalShape() | 1308 | private void VerifyCorrectPhysicalShape() |
1270 | { | 1309 | { |
1271 | if (IsStatic) | 1310 | if (!IsStatic) |
1272 | { | ||
1273 | // if static, we don't need a hull so, if there is one, rebuild without it | ||
1274 | if (_hullKey != 0) | ||
1275 | { | ||
1276 | RecreateGeomAndObject(); | ||
1277 | } | ||
1278 | } | ||
1279 | else | ||
1280 | { | 1311 | { |
1281 | // if not static, it will need a hull to efficiently collide with things | 1312 | // if not static, it will need a hull to efficiently collide with things |
1282 | if (_hullKey == 0) | 1313 | if (_hullKey == 0) |
1283 | { | 1314 | { |
1284 | RecreateGeomAndObject(); | 1315 | CreateGeomAndObject(false); |
1285 | } | 1316 | } |
1286 | 1317 | ||
1287 | } | 1318 | } |
@@ -1300,8 +1331,9 @@ public sealed class BSPrim : BSPhysObject | |||
1300 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); | 1331 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); |
1301 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); | 1332 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); |
1302 | 1333 | ||
1303 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. | 1334 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. |
1304 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 1335 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
1336 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | ||
1305 | 1337 | ||
1306 | return ret; | 1338 | return ret; |
1307 | } | 1339 | } |
@@ -1325,15 +1357,20 @@ public sealed class BSPrim : BSPhysObject | |||
1325 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | 1357 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; |
1326 | } | 1358 | } |
1327 | 1359 | ||
1328 | |||
1329 | // Rebuild the geometry and object. | 1360 | // Rebuild the geometry and object. |
1330 | // This is called when the shape changes so we need to recreate the mesh/hull. | 1361 | // This is called when the shape changes so we need to recreate the mesh/hull. |
1331 | // No locking here because this is done when the physics engine is not simulating | 1362 | // No locking here because this is done when the physics engine is not simulating |
1332 | private void RecreateGeomAndObject() | 1363 | private void CreateGeomAndObject(bool forceRebuild) |
1333 | { | 1364 | { |
1334 | // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); | 1365 | // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, _localID, forceRebuild); |
1335 | if (CreateGeom(true)) | 1366 | // Create the geometry that will make up the object |
1367 | if (CreateGeom(forceRebuild)) | ||
1368 | { | ||
1369 | // Create the object and place it into the world | ||
1336 | CreateObject(); | 1370 | CreateObject(); |
1371 | // Make sure the properties are set on the new object | ||
1372 | UpdatePhysicalParameters(); | ||
1373 | } | ||
1337 | return; | 1374 | return; |
1338 | } | 1375 | } |
1339 | 1376 | ||
@@ -1430,9 +1467,10 @@ public sealed class BSPrim : BSPhysObject | |||
1430 | // I've collided with something | 1467 | // I've collided with something |
1431 | // Called at taint time from within the Step() function | 1468 | // Called at taint time from within the Step() function |
1432 | CollisionEventUpdate collisionCollection; | 1469 | CollisionEventUpdate collisionCollection; |
1433 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1470 | public override bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1434 | { | 1471 | { |
1435 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 1472 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
1473 | bool ret = false; | ||
1436 | 1474 | ||
1437 | // The following lines make IsColliding() and IsCollidingGround() work | 1475 | // The following lines make IsColliding() and IsCollidingGround() work |
1438 | _collidingStep = _scene.SimulationStep; | 1476 | _collidingStep = _scene.SimulationStep; |
@@ -1446,7 +1484,7 @@ public sealed class BSPrim : BSPhysObject | |||
1446 | // prims in the same linkset cannot collide with each other | 1484 | // prims in the same linkset cannot collide with each other |
1447 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | 1485 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) |
1448 | { | 1486 | { |
1449 | return; | 1487 | return ret; |
1450 | } | 1488 | } |
1451 | 1489 | ||
1452 | // if someone has subscribed for collision events.... | 1490 | // if someone has subscribed for collision events.... |
@@ -1459,8 +1497,10 @@ public sealed class BSPrim : BSPhysObject | |||
1459 | if (collisionCollection == null) | 1497 | if (collisionCollection == null) |
1460 | collisionCollection = new CollisionEventUpdate(); | 1498 | collisionCollection = new CollisionEventUpdate(); |
1461 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 1499 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
1500 | ret = true; | ||
1462 | } | 1501 | } |
1463 | } | 1502 | } |
1503 | return ret; | ||
1464 | } | 1504 | } |
1465 | 1505 | ||
1466 | // The scene is telling us it's time to pass our collected collisions into the simulator | 1506 | // The scene is telling us it's time to pass our collected collisions into the simulator |