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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs1115
1 files changed, 514 insertions, 601 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 9c20004..f7b68ba 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 +39,20 @@ 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); }
46
47 private IMesh _mesh;
48 private PrimitiveBaseShape _pbs; 49 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 50
59 // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. 51 // _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. 52 // 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 53 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 54 private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
63 55
64 private bool _stopped;
65 private bool _grabbed; 56 private bool _grabbed;
66 private bool _isSelected; 57 private bool _isSelected;
67 private bool _isVolumeDetect; 58 private bool _isVolumeDetect;
@@ -89,25 +80,6 @@ public sealed class BSPrim : PhysicsActor
89 private bool _kinematic; 80 private bool _kinematic;
90 private float _buoyancy; 81 private float _buoyancy;
91 82
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; 83 private BSDynamics _vehicle;
112 84
113 private OMV.Vector3 _PIDTarget; 85 private OMV.Vector3 _PIDTarget;
@@ -122,9 +94,8 @@ public sealed class BSPrim : PhysicsActor
122 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) 94 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
123 { 95 {
124 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); 96 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
125 _localID = localID; 97 base.BaseInitialize(parent_scene, localID, primName, "BSPrim");
126 _avName = primName; 98 _physicsActorType = (int)ActorTypes.Prim;
127 _scene = parent_scene;
128 _position = pos; 99 _position = pos;
129 _size = size; 100 _size = size;
130 _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type 101 _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type
@@ -132,98 +103,103 @@ public sealed class BSPrim : PhysicsActor
132 _buoyancy = 1f; 103 _buoyancy = 1f;
133 _velocity = OMV.Vector3.Zero; 104 _velocity = OMV.Vector3.Zero;
134 _rotationalVelocity = OMV.Vector3.Zero; 105 _rotationalVelocity = OMV.Vector3.Zero;
135 _hullKey = 0;
136 _meshKey = 0;
137 _pbs = pbs; 106 _pbs = pbs;
138 _isPhysical = pisPhysical; 107 _isPhysical = pisPhysical;
139 _isVolumeDetect = false; 108 _isVolumeDetect = false;
140 _subscribedEventsMs = 0; 109 _friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material
141 _friction = _scene.Params.defaultFriction; // TODO: compute based on object material 110 _density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material
142 _density = _scene.Params.defaultDensity; // TODO: compute based on object material 111 _restitution = PhysicsScene.Params.defaultRestitution;
143 _restitution = _scene.Params.defaultRestitution; 112 _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(); 113 _mass = CalculateMass();
147 // do the actual object creation at taint time 114
115 // No body or shape yet
116 BSBody = new BulletBody(LocalID, IntPtr.Zero);
117 BSShape = new BulletShape(IntPtr.Zero);
118
148 DetailLog("{0},BSPrim.constructor,call", LocalID); 119 DetailLog("{0},BSPrim.constructor,call", LocalID);
149 _scene.TaintedObject("BSPrim.create", delegate() 120 // do the actual object creation at taint time
121 PhysicsScene.TaintedObject("BSPrim.create", delegate()
150 { 122 {
151 RecreateGeomAndObject(); 123 CreateGeomAndObject(true);
152 124
153 // Get the pointer to the physical body for this object. 125 CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.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 }); 126 });
158 } 127 }
159 128
160 // called when this prim is being destroyed and we should free all the resources 129 // called when this prim is being destroyed and we should free all the resources
161 public void Destroy() 130 public override void Destroy()
162 { 131 {
163 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); 132 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
164 133
165 // Undo any links between me and any other object 134 // Undo any links between me and any other object
166 BSPrim parentBefore = _linkset.LinksetRoot; 135 BSPhysObject parentBefore = Linkset.LinksetRoot;
167 int childrenBefore = _linkset.NumberOfChildren; 136 int childrenBefore = Linkset.NumberOfChildren;
168 137
169 _linkset = _linkset.RemoveMeFromLinkset(this); 138 Linkset = Linkset.RemoveMeFromLinkset(this);
170 139
171 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", 140 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
172 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 141 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
173 142
174 // Undo any vehicle properties 143 // Undo any vehicle properties
175 this.VehicleType = (int)Vehicle.TYPE_NONE; 144 this.VehicleType = (int)Vehicle.TYPE_NONE;
176 145
177 _scene.TaintedObject("BSPrim.destroy", delegate() 146 PhysicsScene.TaintedObject("BSPrim.destroy", delegate()
178 { 147 {
179 DetailLog("{0},BSPrim.Destroy,taint,", LocalID); 148 DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
180 // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. 149 // If there are physical body and shape, release my use of same.
181 BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); 150 PhysicsScene.Shapes.DereferenceBody(BSBody, true, null);
151 PhysicsScene.Shapes.DereferenceShape(BSShape, true, null);
182 }); 152 });
183 } 153 }
184 154
185 public override bool Stopped { 155 // No one uses this property.
186 get { return _stopped; } 156 public override bool Stopped {
157 get { return false; }
187 } 158 }
188 public override OMV.Vector3 Size { 159 public override OMV.Vector3 Size {
189 get { return _size; } 160 get { return _size; }
190 set { 161 set {
191 _size = value; 162 _size = value;
192 _scene.TaintedObject("BSPrim.setSize", delegate() 163 PhysicsScene.TaintedObject("BSPrim.setSize", delegate()
193 { 164 {
194 _mass = CalculateMass(); // changing size changes the mass 165 _mass = CalculateMass(); // changing size changes the mass
195 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); 166 // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct
196 // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); 167 // scale and margins are set.
197 RecreateGeomAndObject(); 168 CreateGeomAndObject(true);
169 // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical);
198 }); 170 });
199 } 171 }
200 } 172 }
201 public override PrimitiveBaseShape Shape { 173 // Scale is what we set in the physics engine. It is different than 'size' in that
174 // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>.
175 public OMV.Vector3 Scale
176 {
177 get { return _scale; }
178 set { _scale = value; }
179 }
180 public override PrimitiveBaseShape Shape {
202 set { 181 set {
203 _pbs = value; 182 _pbs = value;
204 _scene.TaintedObject("BSPrim.setShape", delegate() 183 PhysicsScene.TaintedObject("BSPrim.setShape", delegate()
205 { 184 {
206 _mass = CalculateMass(); // changing the shape changes the mass 185 _mass = CalculateMass(); // changing the shape changes the mass
207 RecreateGeomAndObject(); 186 CreateGeomAndObject(true);
208 }); 187 });
209 } 188 }
210 }
211 public override uint LocalID {
212 set { _localID = value; }
213 get { return _localID; }
214 } 189 }
215 public override bool Grabbed { 190 public override bool Grabbed {
216 set { _grabbed = value; 191 set { _grabbed = value;
217 } 192 }
218 } 193 }
219 public override bool Selected { 194 public override bool Selected {
220 set { 195 set {
221 _isSelected = value; 196 _isSelected = value;
222 _scene.TaintedObject("BSPrim.setSelected", delegate() 197 PhysicsScene.TaintedObject("BSPrim.setSelected", delegate()
223 { 198 {
224 SetObjectDynamic(); 199 // DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
200 SetObjectDynamic(false);
225 }); 201 });
226 } 202 }
227 } 203 }
228 public override void CrossingFailure() { return; } 204 public override void CrossingFailure() { return; }
229 205
@@ -232,158 +208,222 @@ public sealed class BSPrim : PhysicsActor
232 BSPrim parent = obj as BSPrim; 208 BSPrim parent = obj as BSPrim;
233 if (parent != null) 209 if (parent != null)
234 { 210 {
235 DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); 211 BSPhysObject parentBefore = Linkset.LinksetRoot;
236 BSPrim parentBefore = _linkset.LinksetRoot; 212 int childrenBefore = Linkset.NumberOfChildren;
237 int childrenBefore = _linkset.NumberOfChildren;
238 213
239 _linkset = parent.Linkset.AddMeToLinkset(this); 214 Linkset = parent.Linkset.AddMeToLinkset(this);
240 215
241 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", 216 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
242 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 217 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
243 } 218 }
244 return; 219 return;
245 } 220 }
246 221
247 // delink me from my linkset 222 // delink me from my linkset
248 public override void delink() { 223 public override void delink() {
249 // TODO: decide if this parent checking needs to happen at taint time 224 // 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 225 // 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());
253 226
254 BSPrim parentBefore = _linkset.LinksetRoot; 227 BSPhysObject parentBefore = Linkset.LinksetRoot;
255 int childrenBefore = _linkset.NumberOfChildren; 228 int childrenBefore = Linkset.NumberOfChildren;
256
257 _linkset = _linkset.RemoveMeFromLinkset(this);
258 229
259 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", 230 Linkset = Linkset.RemoveMeFromLinkset(this);
260 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 231
261 return; 232 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
233 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
234 return;
262 } 235 }
263 236
264 // Set motion values to zero. 237 // Set motion values to zero.
265 // Do it to the properties so the values get set in the physics engine. 238 // Do it to the properties so the values get set in the physics engine.
266 // Push the setting of the values to the viewer. 239 // Push the setting of the values to the viewer.
267 // Called at taint time! 240 // Called at taint time!
268 public void ZeroMotion() 241 public override void ZeroMotion()
269 { 242 {
270 _velocity = OMV.Vector3.Zero; 243 _velocity = OMV.Vector3.Zero;
271 _acceleration = OMV.Vector3.Zero; 244 _acceleration = OMV.Vector3.Zero;
272 _rotationalVelocity = OMV.Vector3.Zero; 245 _rotationalVelocity = OMV.Vector3.Zero;
273 246
274 // Zero some other properties directly into the physics engine 247 // Zero some other properties directly into the physics engine
275 BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero); 248 BulletSimAPI.ClearForces2(BSBody.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 } 249 }
280 250
281 public override void LockAngularMotion(OMV.Vector3 axis) 251 public override void LockAngularMotion(OMV.Vector3 axis)
282 { 252 {
283 // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); 253 DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
284 return; 254 return;
285 } 255 }
286 256
287 public override OMV.Vector3 Position { 257 public override OMV.Vector3 Position {
288 get { 258 get {
289 if (!_linkset.IsRoot(this)) 259 if (!Linkset.IsRoot(this))
290 // child prims move around based on their parent. Need to get the latest location 260 // child prims move around based on their parent. Need to get the latest location
291 _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 261 _position = BulletSimAPI.GetPosition2(BSBody.ptr);
292 262
293 // don't do the GetObjectPosition for root elements because this function is called a zillion times 263 // don't do the GetObjectPosition for root elements because this function is called a zillion times
294 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 264 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
295 return _position; 265 return _position;
296 } 266 }
297 set { 267 set {
298 _position = value; 268 _position = value;
299 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? 269 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
300 _scene.TaintedObject("BSPrim.setPosition", delegate() 270 PositionSanityCheck();
271 PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
301 { 272 {
302 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 273 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
303 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 274 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
304 }); 275 });
305 } 276 }
277 }
278 public override OMV.Vector3 ForcePosition {
279 get {
280 _position = BulletSimAPI.GetPosition2(BSBody.ptr);
281 return _position;
282 }
283 set {
284 _position = value;
285 PositionSanityCheck();
286 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
287 }
288 }
289
290 // Check that the current position is sane and, if not, modify the position to make it so.
291 // Check for being below terrain and being out of bounds.
292 // Returns 'true' of the position was made sane by some action.
293 private bool PositionSanityCheck()
294 {
295 bool ret = false;
296
297 // If totally below the ground, move the prim up
298 // TODO: figure out the right solution for this... only for dynamic objects?
299 /*
300 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
301 if (Position.Z < terrainHeight)
302 {
303 DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
304 _position.Z = terrainHeight + 2.0f;
305 ret = true;
306 }
307 */
308 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
309 {
310 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
311 if (Position.Z < waterHeight)
312 {
313 _position.Z = waterHeight;
314 ret = true;
315 }
316 }
317
318 // TODO: check for out of bounds
319 return ret;
320 }
321
322 // A version of the sanity check that also makes sure a new position value is
323 // pushed back to the physics engine. This routine would be used by anyone
324 // who is not already pushing the value.
325 private bool PositionSanityCheck2(bool atTaintTime)
326 {
327 bool ret = false;
328 if (PositionSanityCheck())
329 {
330 // The new position value must be pushed into the physics engine but we can't
331 // just assign to "Position" because of potential call loops.
332 BSScene.TaintCallback sanityOperation = delegate()
333 {
334 DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
335 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
336 };
337 if (atTaintTime)
338 sanityOperation();
339 else
340 PhysicsScene.TaintedObject("BSPrim.PositionSanityCheck", sanityOperation);
341
342 ret = true;
343 }
344 return ret;
306 } 345 }
307 346
308 // Return the effective mass of the object. 347 // Return the effective mass of the object.
309 // If there are multiple items in the linkset, add them together for the root 348 // If there are multiple items in the linkset, add them together for the root
310 public override float Mass 349 public override float Mass
311 { 350 {
312 get 351 get
313 { 352 {
314 return _linkset.LinksetMass; 353 // return Linkset.LinksetMass;
354 return _mass;
315 } 355 }
316 } 356 }
317 357
318 // used when we only want this prim's mass and not the linkset thing 358 // used when we only want this prim's mass and not the linkset thing
319 public float MassRaw { get { return _mass; } } 359 public override float MassRaw { get { return _mass; } }
320 360
321 // Is this used? 361 // Is this used?
322 public override OMV.Vector3 CenterOfMass 362 public override OMV.Vector3 CenterOfMass
323 { 363 {
324 get { return _linkset.CenterOfMass; } 364 get { return Linkset.CenterOfMass; }
325 } 365 }
326 366
327 // Is this used? 367 // Is this used?
328 public override OMV.Vector3 GeometricCenter 368 public override OMV.Vector3 GeometricCenter
329 { 369 {
330 get { return _linkset.GeometricCenter; } 370 get { return Linkset.GeometricCenter; }
331 } 371 }
332 372
333 public override OMV.Vector3 Force { 373 public override OMV.Vector3 Force {
334 get { return _force; } 374 get { return _force; }
335 set { 375 set {
336 _force = value; 376 _force = value;
337 _scene.TaintedObject("BSPrim.setForce", delegate() 377 PhysicsScene.TaintedObject("BSPrim.setForce", delegate()
338 { 378 {
339 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); 379 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
340 // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); 380 BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
341 BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
342 }); 381 });
343 } 382 }
344 } 383 }
345 384
346 public override int VehicleType { 385 public override int VehicleType {
347 get { 386 get {
348 return (int)_vehicle.Type; // if we are a vehicle, return that type 387 return (int)_vehicle.Type; // if we are a vehicle, return that type
349 } 388 }
350 set { 389 set {
351 Vehicle type = (Vehicle)value; 390 Vehicle type = (Vehicle)value;
352 BSPrim vehiclePrim = this; 391
353 _scene.TaintedObject("setVehicleType", delegate() 392 // Tell the scene about the vehicle so it will get processing each frame.
393 PhysicsScene.VehicleInSceneTypeChanged(this, type);
394
395 PhysicsScene.TaintedObject("setVehicleType", delegate()
354 { 396 {
355 // Done at taint time so we're sure the physics engine is not using the variables 397 // 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. 398 // Vehicle code changes the parameters for this vehicle type.
357 _vehicle.ProcessTypeChange(type); 399 this._vehicle.ProcessTypeChange(type);
358 // Tell the scene about the vehicle so it will get processing each frame.
359 _scene.VehicleInSceneTypeChanged(this, type);
360 }); 400 });
361 } 401 }
362 } 402 }
363 public override void VehicleFloatParam(int param, float value) 403 public override void VehicleFloatParam(int param, float value)
364 { 404 {
365 _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() 405 PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
366 { 406 {
367 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 407 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
368 }); 408 });
369 } 409 }
370 public override void VehicleVectorParam(int param, OMV.Vector3 value) 410 public override void VehicleVectorParam(int param, OMV.Vector3 value)
371 { 411 {
372 _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() 412 PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
373 { 413 {
374 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 414 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
375 }); 415 });
376 } 416 }
377 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) 417 public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
378 { 418 {
379 _scene.TaintedObject("BSPrim.VehicleRotationParam", delegate() 419 PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
380 { 420 {
381 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); 421 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
382 }); 422 });
383 } 423 }
384 public override void VehicleFlags(int param, bool remove) 424 public override void VehicleFlags(int param, bool remove)
385 { 425 {
386 _scene.TaintedObject("BSPrim.VehicleFlags", delegate() 426 PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate()
387 { 427 {
388 _vehicle.ProcessVehicleFlags(param, remove); 428 _vehicle.ProcessVehicleFlags(param, remove);
389 }); 429 });
@@ -391,83 +431,106 @@ public sealed class BSPrim : PhysicsActor
391 431
392 // Called each simulation step to advance vehicle characteristics. 432 // Called each simulation step to advance vehicle characteristics.
393 // Called from Scene when doing simulation step so we're in taint processing time. 433 // Called from Scene when doing simulation step so we're in taint processing time.
394 public void StepVehicle(float timeStep) 434 public override void StepVehicle(float timeStep)
395 { 435 {
396 if (IsPhysical) 436 if (IsPhysical)
437 {
397 _vehicle.Step(timeStep); 438 _vehicle.Step(timeStep);
439 }
398 } 440 }
399 441
400 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 442 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
401 public override void SetVolumeDetect(int param) { 443 public override void SetVolumeDetect(int param) {
402 bool newValue = (param != 0); 444 bool newValue = (param != 0);
403 _isVolumeDetect = newValue; 445 if (_isVolumeDetect != newValue)
404 _scene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
405 { 446 {
406 SetObjectDynamic(); 447 _isVolumeDetect = newValue;
407 }); 448 PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
408 return; 449 {
450 // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect);
451 SetObjectDynamic(true);
452 });
453 }
454 return;
409 } 455 }
410 456
411 public override OMV.Vector3 Velocity { 457 public override OMV.Vector3 Velocity {
412 get { return _velocity; } 458 get { return _velocity; }
413 set { 459 set {
414 _velocity = value; 460 _velocity = value;
415 _scene.TaintedObject("BSPrim.setVelocity", delegate() 461 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
416 { 462 {
417 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); 463 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
418 BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); 464 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
419 }); 465 });
420 } 466 }
421 } 467 }
422 public override OMV.Vector3 Torque { 468 public override OMV.Vector3 Torque {
423 get { return _torque; } 469 get { return _torque; }
424 set { _torque = value; 470 set { _torque = value;
425 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); 471 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
426 } 472 }
427 } 473 }
428 public override float CollisionScore { 474 public override float CollisionScore {
429 get { return _collisionScore; } 475 get { return _collisionScore; }
430 set { _collisionScore = value; 476 set { _collisionScore = value;
431 } 477 }
432 } 478 }
433 public override OMV.Vector3 Acceleration { 479 public override OMV.Vector3 Acceleration {
434 get { return _acceleration; } 480 get { return _acceleration; }
435 set { _acceleration = value; } 481 set { _acceleration = value; }
436 } 482 }
437 public override OMV.Quaternion Orientation { 483 public override OMV.Quaternion Orientation {
438 get { 484 get {
439 if (!_linkset.IsRoot(this)) 485 if (!Linkset.IsRoot(this))
440 { 486 {
441 // Children move around because tied to parent. Get a fresh value. 487 // Children move around because tied to parent. Get a fresh value.
442 _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); 488 _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
443 } 489 }
444 return _orientation; 490 return _orientation;
445 } 491 }
446 set { 492 set {
447 _orientation = value; 493 _orientation = value;
448 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? 494 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
449 _scene.TaintedObject("BSPrim.setOrientation", delegate() 495 PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
450 { 496 {
451 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 497 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
452 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); 498 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
453 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 499 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
454 }); 500 });
455 } 501 }
456 } 502 }
457 public override int PhysicsActorType { 503 // Go directly to Bullet to get/set the value.
458 get { return _physicsActorType; } 504 public override OMV.Quaternion ForceOrientation
459 set { _physicsActorType = value; 505 {
460 } 506 get
507 {
508 _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
509 return _orientation;
510 }
511 set
512 {
513 _orientation = value;
514 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
515 }
461 } 516 }
462 public override bool IsPhysical { 517 public override int PhysicsActorType {
463 get { return _isPhysical; } 518 get { return _physicsActorType; }
519 set { _physicsActorType = value; }
520 }
521 public override bool IsPhysical {
522 get { return _isPhysical; }
464 set { 523 set {
465 _isPhysical = value; 524 if (_isPhysical != value)
466 _scene.TaintedObject("BSPrim.setIsPhysical", delegate()
467 { 525 {
468 SetObjectDynamic(); 526 _isPhysical = value;
469 }); 527 PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate()
470 } 528 {
529 // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
530 SetObjectDynamic(true);
531 });
532 }
533 }
471 } 534 }
472 535
473 // An object is static (does not move) if selected or not physical 536 // An object is static (does not move) if selected or not physical
@@ -477,57 +540,196 @@ public sealed class BSPrim : PhysicsActor
477 } 540 }
478 541
479 // An object is solid if it's not phantom and if it's not doing VolumeDetect 542 // An object is solid if it's not phantom and if it's not doing VolumeDetect
480 private bool IsSolid 543 public bool IsSolid
481 { 544 {
482 get { return !IsPhantom && !_isVolumeDetect; } 545 get { return !IsPhantom && !_isVolumeDetect; }
483 } 546 }
484 547
485 // Make gravity work if the object is physical and not selected 548 // Make gravity work if the object is physical and not selected
486 // No locking here because only called when it is safe 549 // Called at taint-time!!
487 private void SetObjectDynamic() 550 private void SetObjectDynamic(bool forceRebuild)
551 {
552 // Recreate the physical object if necessary
553 CreateGeomAndObject(forceRebuild);
554 }
555
556 // Convert the simulator's physical properties into settings on BulletSim objects.
557 // There are four flags we're interested in:
558 // IsStatic: Object does not move, otherwise the object has mass and moves
559 // isSolid: other objects bounce off of this object
560 // isVolumeDetect: other objects pass through but can generate collisions
561 // collisionEvents: whether this object returns collision events
562 private void UpdatePhysicalParameters()
488 { 563 {
489 // RA: remove this for the moment. 564 // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape);
490 // The problem is that dynamic objects are hulls so if we are becoming physical 565
491 // the shape has to be checked and possibly built. 566 // Mangling all the physical properties requires the object not be in the physical world.
492 // Maybe a VerifyCorrectPhysicalShape() routine? 567 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
493 // RecreateGeomAndObject(); 568 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr);
569
570 // Set up the object physicalness (does gravity and collisions move this object)
571 MakeDynamic(IsStatic);
572
573 // Update vehicle specific parameters
574 _vehicle.Refresh();
575
576 // Arrange for collision events if the simulator wants them
577 EnableCollisions(SubscribedEvents());
578
579 // Make solid or not (do things bounce off or pass through this object).
580 MakeSolid(IsSolid);
581
582 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr);
494 583
495 // Bullet wants static objects to have a mass of zero 584 // Rebuild its shape
496 float mass = IsStatic ? 0f : _mass; 585 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr);
497 586
498 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); 587 // Collision filter can be set only when the object is in the world
588 if (BSBody.collisionFilter != 0 || BSBody.collisionMask != 0)
589 {
590 BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)BSBody.collisionFilter, (uint)BSBody.collisionMask);
591 }
499 592
500 // recompute any linkset parameters 593 // Recompute any linkset parameters.
501 _linkset.Refresh(this); 594 // When going from non-physical to physical, this re-enables the constraints that
595 // had been automatically disabled when the mass was set to zero.
596 Linkset.Refresh(this);
502 597
503 CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); 598 DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}",
504 // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); 599 LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape);
600 }
601
602 // "Making dynamic" means changing to and from static.
603 // When static, gravity does not effect the object and it is fixed in space.
604 // When dynamic, the object can fall and be pushed by others.
605 // This is independent of its 'solidness' which controls what passes through
606 // this object and what interacts with it.
607 private void MakeDynamic(bool makeStatic)
608 {
609 if (makeStatic)
610 {
611 // Become a Bullet 'static' object type
612 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
613 // Stop all movement
614 BulletSimAPI.ClearAllForces2(BSBody.ptr);
615 // Center of mass is at the center of the object
616 BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.ptr, _position, _orientation);
617 // Mass is zero which disables a bunch of physics stuff in Bullet
618 BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero);
619 // There is no inertia in a static object
620 BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
621 // There can be special things needed for implementing linksets
622 Linkset.MakeStatic(this);
623 // The activation state is 'disabled' so Bullet will not try to act on it
624 BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION);
625
626 BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter;
627 BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
628 }
629 else
630 {
631 // Not a Bullet static object
632 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
633
634 // Set various physical properties so internal dynamic properties will get computed correctly as they are set
635 BulletSimAPI.SetFriction2(BSBody.ptr, PhysicsScene.Params.defaultFriction);
636 BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.defaultRestitution);
637
638 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
639 BulletSimAPI.ClearAllForces2(BSBody.ptr);
640
641 // A dynamic object has mass
642 IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr);
643 OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass);
644 BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia);
645 BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
646
647 // Various values for simulation limits
648 BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping);
649 BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime);
650 BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
651 BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
652
653 // There might be special things needed for implementing linksets.
654 Linkset.MakeDynamic(this);
655
656 // Force activation of the object so Bullet will act on it.
657 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
658 BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING);
659 BulletSimAPI.Activate2(BSBody.ptr, true);
660
661 BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter;
662 BSBody.collisionMask = CollisionFilterGroups.ObjectMask;
663 }
664 }
665
666 // "Making solid" means that other object will not pass through this object.
667 // To make transparent, we create a Bullet ghost object.
668 // Note: This expects to be called from the UpdatePhysicalParameters() routine as
669 // the functions after this one set up the state of a possibly newly created collision body.
670 private void MakeSolid(bool makeSolid)
671 {
672 CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr);
673 if (makeSolid)
674 {
675 // Verify the previous code created the correct shape for this type of thing.
676 if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0)
677 {
678 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
679 }
680 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
681 }
682 else
683 {
684 if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0)
685 {
686 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
687 }
688 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
689 BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter;
690 BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask;
691 }
692 }
693
694 // Turn on or off the flag controlling whether collision events are returned to the simulator.
695 private void EnableCollisions(bool wantsCollisionEvents)
696 {
697 if (wantsCollisionEvents)
698 {
699 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
700 }
701 else
702 {
703 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
704 }
505 } 705 }
506 706
507 // prims don't fly 707 // prims don't fly
508 public override bool Flying { 708 public override bool Flying {
509 get { return _flying; } 709 get { return _flying; }
510 set { _flying = value; } 710 set {
711 _flying = value;
712 }
511 } 713 }
512 public override bool SetAlwaysRun { 714 public override bool SetAlwaysRun {
513 get { return _setAlwaysRun; } 715 get { return _setAlwaysRun; }
514 set { _setAlwaysRun = value; } 716 set { _setAlwaysRun = value; }
515 } 717 }
516 public override bool ThrottleUpdates { 718 public override bool ThrottleUpdates {
517 get { return _throttleUpdates; } 719 get { return _throttleUpdates; }
518 set { _throttleUpdates = value; } 720 set { _throttleUpdates = value; }
519 } 721 }
520 public override bool IsColliding { 722 public override bool IsColliding {
521 get { return (_collidingStep == _scene.SimulationStep); } 723 get { return (CollidingStep == PhysicsScene.SimulationStep); }
522 set { _isColliding = value; } 724 set { _isColliding = value; }
523 } 725 }
524 public override bool CollidingGround { 726 public override bool CollidingGround {
525 get { return (_collidingGroundStep == _scene.SimulationStep); } 727 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
526 set { _collidingGround = value; } 728 set { _collidingGround = value; }
527 } 729 }
528 public override bool CollidingObj { 730 public override bool CollidingObj {
529 get { return _collidingObj; } 731 get { return _collidingObj; }
530 set { _collidingObj = value; } 732 set { _collidingObj = value; }
531 } 733 }
532 public bool IsPhantom { 734 public bool IsPhantom {
533 get { 735 get {
@@ -537,10 +739,19 @@ public sealed class BSPrim : PhysicsActor
537 return false; 739 return false;
538 } 740 }
539 } 741 }
540 public override bool FloatOnWater { 742 public override bool FloatOnWater {
541 set { _floatOnWater = value; } 743 set {
744 _floatOnWater = value;
745 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
746 {
747 if (_floatOnWater)
748 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
749 else
750 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
751 });
752 }
542 } 753 }
543 public override OMV.Vector3 RotationalVelocity { 754 public override OMV.Vector3 RotationalVelocity {
544 get { 755 get {
545 /* 756 /*
546 OMV.Vector3 pv = OMV.Vector3.Zero; 757 OMV.Vector3 pv = OMV.Vector3.Zero;
@@ -552,58 +763,60 @@ public sealed class BSPrim : PhysicsActor
552 */ 763 */
553 764
554 return _rotationalVelocity; 765 return _rotationalVelocity;
555 } 766 }
556 set { 767 set {
557 _rotationalVelocity = value; 768 _rotationalVelocity = value;
558 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); 769 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
559 _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() 770 PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
560 { 771 {
561 // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 772 // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
562 BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); 773 BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity);
563 }); 774 });
564 } 775 }
565 } 776 }
566 public override bool Kinematic { 777 public override bool Kinematic {
567 get { return _kinematic; } 778 get { return _kinematic; }
568 set { _kinematic = value; 779 set { _kinematic = value;
569 // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); 780 // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic);
570 } 781 }
571 } 782 }
572 public override float Buoyancy { 783 public override float Buoyancy {
573 get { return _buoyancy; } 784 get { return _buoyancy; }
574 set { 785 set {
575 _buoyancy = value; 786 _buoyancy = value;
576 _scene.TaintedObject("BSPrim.setBuoyancy", delegate() 787 PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate()
577 { 788 {
578 // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 789 // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
579 BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); 790 // Buoyancy is faked by changing the gravity applied to the object
791 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
792 BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav));
580 }); 793 });
581 } 794 }
582 } 795 }
583 796
584 // Used for MoveTo 797 // Used for MoveTo
585 public override OMV.Vector3 PIDTarget { 798 public override OMV.Vector3 PIDTarget {
586 set { _PIDTarget = value; } 799 set { _PIDTarget = value; }
587 } 800 }
588 public override bool PIDActive { 801 public override bool PIDActive {
589 set { _usePID = value; } 802 set { _usePID = value; }
590 } 803 }
591 public override float PIDTau { 804 public override float PIDTau {
592 set { _PIDTau = value; } 805 set { _PIDTau = value; }
593 } 806 }
594 807
595 // Used for llSetHoverHeight and maybe vehicle height 808 // Used for llSetHoverHeight and maybe vehicle height
596 // Hover Height will override MoveTo target's Z 809 // Hover Height will override MoveTo target's Z
597 public override bool PIDHoverActive { 810 public override bool PIDHoverActive {
598 set { _useHoverPID = value; } 811 set { _useHoverPID = value; }
599 } 812 }
600 public override float PIDHoverHeight { 813 public override float PIDHoverHeight {
601 set { _PIDHoverHeight = value; } 814 set { _PIDHoverHeight = value; }
602 } 815 }
603 public override PIDHoverType PIDHoverType { 816 public override PIDHoverType PIDHoverType {
604 set { _PIDHoverType = value; } 817 set { _PIDHoverType = value; }
605 } 818 }
606 public override float PIDHoverTau { 819 public override float PIDHoverTau {
607 set { _PIDHoverTao = value; } 820 set { _PIDHoverTao = value; }
608 } 821 }
609 822
@@ -624,10 +837,10 @@ public sealed class BSPrim : PhysicsActor
624 } 837 }
625 else 838 else
626 { 839 {
627 m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); 840 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
628 return; 841 return;
629 } 842 }
630 _scene.TaintedObject("BSPrim.AddForce", delegate() 843 PhysicsScene.TaintedObject("BSPrim.AddForce", delegate()
631 { 844 {
632 OMV.Vector3 fSum = OMV.Vector3.Zero; 845 OMV.Vector3 fSum = OMV.Vector3.Zero;
633 lock (m_accumulatedForces) 846 lock (m_accumulatedForces)
@@ -638,42 +851,19 @@ public sealed class BSPrim : PhysicsActor
638 } 851 }
639 m_accumulatedForces.Clear(); 852 m_accumulatedForces.Clear();
640 } 853 }
641 // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); 854 // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum);
642 BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); 855 // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object.
856 BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum);
643 }); 857 });
644 } 858 }
645 859
646 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 860 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
647 // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); 861 // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
648 // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); 862 // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
649 } 863 }
650 public override void SetMomentum(OMV.Vector3 momentum) { 864 public override void SetMomentum(OMV.Vector3 momentum) {
651 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); 865 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
652 } 866 }
653 public override void SubscribeEvents(int ms) {
654 _subscribedEventsMs = ms;
655 if (ms > 0)
656 {
657 // make sure first collision happens
658 _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
659
660 Scene.TaintedObject("BSPrim.SubscribeEvents", delegate()
661 {
662 BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
663 });
664 }
665 }
666 public override void UnSubscribeEvents() {
667 _subscribedEventsMs = 0;
668 Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate()
669 {
670 BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
671 });
672 }
673 public override bool SubscribedEvents() {
674 return (_subscribedEventsMs > 0);
675 }
676
677 #region Mass Calculation 867 #region Mass Calculation
678 868
679 private float CalculateMass() 869 private float CalculateMass()
@@ -683,8 +873,8 @@ public sealed class BSPrim : PhysicsActor
683 873
684 float returnMass = 0; 874 float returnMass = 0;
685 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; 875 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
686 float hollowVolume = hollowAmount * hollowAmount; 876 float hollowVolume = hollowAmount * hollowAmount;
687 877
688 switch (_pbs.ProfileShape) 878 switch (_pbs.ProfileShape)
689 { 879 {
690 case ProfileShape.Square: 880 case ProfileShape.Square:
@@ -720,16 +910,16 @@ public sealed class BSPrim : PhysicsActor
720 910
721 else if (_pbs.PathCurve == (byte)Extrusion.Curve1) 911 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
722 { 912 {
723 //a tube 913 //a tube
724 914
725 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); 915 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
726 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); 916 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
727 volume -= volume*tmp*tmp; 917 volume -= volume*tmp*tmp;
728 918
729 if (hollowAmount > 0.0) 919 if (hollowAmount > 0.0)
730 { 920 {
731 hollowVolume *= hollowAmount; 921 hollowVolume *= hollowAmount;
732 922
733 switch (_pbs.HollowShape) 923 switch (_pbs.HollowShape)
734 { 924 {
735 case HollowShape.Square: 925 case HollowShape.Square:
@@ -788,7 +978,7 @@ public sealed class BSPrim : PhysicsActor
788 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); 978 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
789 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); 979 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
790 volume *= (1.0f - tmp * tmp); 980 volume *= (1.0f - tmp * tmp);
791 981
792 if (hollowAmount > 0.0) 982 if (hollowAmount > 0.0)
793 { 983 {
794 984
@@ -967,296 +1157,64 @@ public sealed class BSPrim : PhysicsActor
967 if (returnMass <= 0) 1157 if (returnMass <= 0)
968 returnMass = 0.0001f; 1158 returnMass = 0.0001f;
969 1159
970 if (returnMass > _scene.MaximumObjectMass) 1160 if (returnMass > PhysicsScene.MaximumObjectMass)
971 returnMass = _scene.MaximumObjectMass; 1161 returnMass = PhysicsScene.MaximumObjectMass;
972 1162
973 return returnMass; 1163 return returnMass;
974 }// end CalculateMass 1164 }// end CalculateMass
975 #endregion Mass Calculation 1165 #endregion Mass Calculation
976 1166
977 // Create the geometry information in Bullet for later use
978 // The objects needs a hull if it's physical otherwise a mesh is enough
979 // No locking here because this is done when we know physics is not simulating
980 // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used
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 {
1094 float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
1095 ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod);
1096 // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey);
1097
1098 // if the hull hasn't changed, don't rebuild it
1099 if (newHullKey == _hullKey) return;
1100
1101 // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey);
1102
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 {
1129 convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
1130 }
1131
1132 // setup and do convex hull conversion
1133 _hulls = new List<ConvexResult>();
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
1170 convHulls[0] = (float)hullCount;
1171 int jj = 1;
1172 foreach (ConvexResult cr in _hulls)
1173 {
1174 // copy vertices for index access
1175 float3[] verts = new float3[cr.HullVertices.Count];
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 }
1194
1195 // create the hull definition in Bullet
1196 // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount);
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 1167 // Copy prim's info into the BulletSim shape description structure
1233 public void FillShapeInfo(out ShapeData shape) 1168 public void FillShapeInfo(out ShapeData shape)
1234 { 1169 {
1235 shape.ID = _localID; 1170 shape.ID = LocalID;
1236 shape.Type = _shapeType; 1171 shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
1237 shape.Position = _position; 1172 shape.Position = _position;
1238 shape.Rotation = _orientation; 1173 shape.Rotation = _orientation;
1239 shape.Velocity = _velocity; 1174 shape.Velocity = _velocity;
1240 shape.Scale = _scale; 1175 shape.Scale = _scale;
1241 shape.Mass = _isPhysical ? _mass : 0f; 1176 shape.Mass = _isPhysical ? _mass : 0f;
1242 shape.Buoyancy = _buoyancy; 1177 shape.Buoyancy = _buoyancy;
1243 shape.HullKey = _hullKey; 1178 shape.HullKey = 0;
1244 shape.MeshKey = _meshKey; 1179 shape.MeshKey = 0;
1245 shape.Friction = _friction; 1180 shape.Friction = _friction;
1246 shape.Restitution = _restitution; 1181 shape.Restitution = _restitution;
1247 shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; 1182 shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
1248 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; 1183 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
1184 shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue;
1185 shape.Size = _size;
1249 } 1186 }
1250
1251
1252 // Rebuild the geometry and object. 1187 // Rebuild the geometry and object.
1253 // This is called when the shape changes so we need to recreate the mesh/hull. 1188 // 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 1189 // Called at taint-time!!!
1255 private void RecreateGeomAndObject() 1190 private void CreateGeomAndObject(bool forceRebuild)
1256 { 1191 {
1257 // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); 1192 ShapeData shapeData;
1258 if (CreateGeom(true)) 1193 FillShapeInfo(out shapeData);
1259 CreateObject(); 1194
1195 // If this prim is part of a linkset, we must remove and restore the physical
1196 // links of the body is rebuilt.
1197 bool needToRestoreLinkset = false;
1198
1199 // Create the correct physical representation for this type of object.
1200 // Updates BSBody and BSShape with the new information.
1201 // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
1202 PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, _pbs,
1203 null, delegate(BulletBody dBody)
1204 {
1205 // Called if the current prim body is about to be destroyed.
1206 // Remove all the physical dependencies on the old body.
1207 needToRestoreLinkset = Linkset.RemoveBodyDependencies(this);
1208 });
1209
1210 if (needToRestoreLinkset)
1211 {
1212 // If physical body dependencies were removed, restore them
1213 Linkset.RestoreBodyDependencies(this);
1214 }
1215
1216 // Make sure the properties are set on the new object
1217 UpdatePhysicalParameters();
1260 return; 1218 return;
1261 } 1219 }
1262 1220
@@ -1277,7 +1235,7 @@ public sealed class BSPrim : PhysicsActor
1277 const float ACCELERATION_TOLERANCE = 0.01f; 1235 const float ACCELERATION_TOLERANCE = 0.01f;
1278 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; 1236 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
1279 1237
1280 public void UpdateProperties(EntityProperties entprop) 1238 public override void UpdateProperties(EntityProperties entprop)
1281 { 1239 {
1282 /* 1240 /*
1283 UpdatedProperties changed = 0; 1241 UpdatedProperties changed = 0;
@@ -1325,7 +1283,7 @@ public sealed class BSPrim : PhysicsActor
1325 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. 1283 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
1326 1284
1327 // Updates only for individual prims and for the root object of a linkset. 1285 // Updates only for individual prims and for the root object of a linkset.
1328 if (_linkset.IsRoot(this)) 1286 if (Linkset.IsRoot(this))
1329 { 1287 {
1330 // Assign to the local variables so the normal set action does not happen 1288 // Assign to the local variables so the normal set action does not happen
1331 _position = entprop.Position; 1289 _position = entprop.Position;
@@ -1334,69 +1292,24 @@ public sealed class BSPrim : PhysicsActor
1334 _acceleration = entprop.Acceleration; 1292 _acceleration = entprop.Acceleration;
1335 _rotationalVelocity = entprop.RotationalVelocity; 1293 _rotationalVelocity = entprop.RotationalVelocity;
1336 1294
1337 // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", 1295 PositionSanityCheck2(true);
1338 // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 1296
1339 // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1297 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1340 // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 1298 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
1299
1300 // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr);
1341 1301
1342 base.RequestPhysicsterseUpdate(); 1302 base.RequestPhysicsterseUpdate();
1343 } 1303 }
1344 /* 1304 /*
1345 else 1305 else
1346 { 1306 {
1347 // For debugging, we also report the movement of children 1307 // For debugging, we can also report the movement of children
1348 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1308 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1349 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, 1309 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
1350 entprop.Acceleration, entprop.RotationalVelocity); 1310 entprop.Acceleration, entprop.RotationalVelocity);
1351 } 1311 }
1352 */ 1312 */
1353 } 1313 }
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
1377 if (collisionCollection == null)
1378 collisionCollection = new CollisionEventUpdate();
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 }
1401} 1314}
1402} 1315}