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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 1267 |
1 files changed, 1267 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs new file mode 100644 index 0000000..cc414e9 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -0,0 +1,1267 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Reflection; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Xml; | ||
31 | using log4net; | ||
32 | using OMV = OpenMetaverse; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | ||
36 | |||
37 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
38 | { | ||
39 | [Serializable] | ||
40 | public sealed class BSPrim : PhysicsActor | ||
41 | { | ||
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | ||
44 | |||
45 | private IMesh _mesh; | ||
46 | private PrimitiveBaseShape _pbs; | ||
47 | private ShapeData.PhysicsShapeType _shapeType; | ||
48 | private ulong _hullKey; | ||
49 | private List<ConvexResult> _hulls; | ||
50 | |||
51 | private BSScene _scene; | ||
52 | private String _avName; | ||
53 | private uint _localID = 0; | ||
54 | |||
55 | private OMV.Vector3 _size; | ||
56 | private OMV.Vector3 _scale; | ||
57 | private bool _stopped; | ||
58 | private bool _grabbed; | ||
59 | private bool _isSelected; | ||
60 | private bool _isVolumeDetect; | ||
61 | private OMV.Vector3 _position; | ||
62 | private float _mass; | ||
63 | private float _density; | ||
64 | private OMV.Vector3 _force; | ||
65 | private OMV.Vector3 _velocity; | ||
66 | private OMV.Vector3 _torque; | ||
67 | private float _collisionScore; | ||
68 | private OMV.Vector3 _acceleration; | ||
69 | private OMV.Quaternion _orientation; | ||
70 | private int _physicsActorType; | ||
71 | private bool _isPhysical; | ||
72 | private bool _flying; | ||
73 | private float _friction; | ||
74 | private float _restitution; | ||
75 | private bool _setAlwaysRun; | ||
76 | private bool _throttleUpdates; | ||
77 | private bool _isColliding; | ||
78 | private bool _collidingGround; | ||
79 | private bool _collidingObj; | ||
80 | private bool _floatOnWater; | ||
81 | private OMV.Vector3 _rotationalVelocity; | ||
82 | private bool _kinematic; | ||
83 | private float _buoyancy; | ||
84 | private OMV.Vector3 _angularVelocity; | ||
85 | |||
86 | private List<BSPrim> _childrenPrims; | ||
87 | private BSPrim _parentPrim; | ||
88 | |||
89 | private int _subscribedEventsMs = 0; | ||
90 | private int _lastCollisionTime = 0; | ||
91 | long _collidingStep; | ||
92 | long _collidingGroundStep; | ||
93 | |||
94 | private BSDynamics _vehicle; | ||
95 | |||
96 | private OMV.Vector3 _PIDTarget; | ||
97 | private bool _usePID; | ||
98 | private float _PIDTau; | ||
99 | private bool _useHoverPID; | ||
100 | private float _PIDHoverHeight; | ||
101 | private PIDHoverType _PIDHoverType; | ||
102 | private float _PIDHoverTao; | ||
103 | |||
104 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | ||
105 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | ||
106 | { | ||
107 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | ||
108 | _localID = localID; | ||
109 | _avName = primName; | ||
110 | _scene = parent_scene; | ||
111 | _position = pos; | ||
112 | _size = size; | ||
113 | _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type | ||
114 | _orientation = rotation; | ||
115 | _buoyancy = 1f; | ||
116 | _velocity = OMV.Vector3.Zero; | ||
117 | _rotationalVelocity = OMV.Vector3.Zero; | ||
118 | _angularVelocity = OMV.Vector3.Zero; | ||
119 | _hullKey = 0; | ||
120 | _pbs = pbs; | ||
121 | _isPhysical = pisPhysical; | ||
122 | _isVolumeDetect = false; | ||
123 | _subscribedEventsMs = 0; | ||
124 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | ||
125 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | ||
126 | _restitution = _scene.Params.defaultRestitution; | ||
127 | _parentPrim = null; // not a child or a parent | ||
128 | _vehicle = new BSDynamics(this); // add vehicleness | ||
129 | _childrenPrims = new List<BSPrim>(); | ||
130 | if (_isPhysical) | ||
131 | _mass = CalculateMass(); | ||
132 | else | ||
133 | _mass = 0f; | ||
134 | // do the actual object creation at taint time | ||
135 | _scene.TaintedObject(delegate() | ||
136 | { | ||
137 | RecreateGeomAndObject(); | ||
138 | }); | ||
139 | } | ||
140 | |||
141 | // called when this prim is being destroyed and we should free all the resources | ||
142 | public void Destroy() | ||
143 | { | ||
144 | // m_log.DebugFormat("{0}: Destroy", LogHeader); | ||
145 | // Undo any vehicle properties | ||
146 | _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); | ||
147 | _scene.RemoveVehiclePrim(this); // just to make sure | ||
148 | _scene.TaintedObject(delegate() | ||
149 | { | ||
150 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | ||
151 | }); | ||
152 | } | ||
153 | |||
154 | public override bool Stopped { | ||
155 | get { return _stopped; } | ||
156 | } | ||
157 | public override OMV.Vector3 Size { | ||
158 | get { return _size; } | ||
159 | set { | ||
160 | _size = value; | ||
161 | _scene.TaintedObject(delegate() | ||
162 | { | ||
163 | if (_isPhysical) _mass = CalculateMass(); // changing size changes the mass | ||
164 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, _mass, _isPhysical); | ||
165 | RecreateGeomAndObject(); | ||
166 | }); | ||
167 | } | ||
168 | } | ||
169 | public override PrimitiveBaseShape Shape { | ||
170 | set { | ||
171 | _pbs = value; | ||
172 | _scene.TaintedObject(delegate() | ||
173 | { | ||
174 | if (_isPhysical) _mass = CalculateMass(); // changing the shape changes the mass | ||
175 | RecreateGeomAndObject(); | ||
176 | }); | ||
177 | } | ||
178 | } | ||
179 | public override uint LocalID { | ||
180 | set { _localID = value; } | ||
181 | get { return _localID; } | ||
182 | } | ||
183 | public override bool Grabbed { | ||
184 | set { _grabbed = value; | ||
185 | } | ||
186 | } | ||
187 | public override bool Selected { | ||
188 | set { | ||
189 | _isSelected = value; | ||
190 | _scene.TaintedObject(delegate() | ||
191 | { | ||
192 | SetObjectDynamic(); | ||
193 | }); | ||
194 | } | ||
195 | } | ||
196 | public override void CrossingFailure() { return; } | ||
197 | |||
198 | // link me to the specified parent | ||
199 | public override void link(PhysicsActor obj) { | ||
200 | BSPrim parent = (BSPrim)obj; | ||
201 | // m_log.DebugFormat("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID); | ||
202 | // TODO: decide if this parent checking needs to happen at taint time | ||
203 | if (_parentPrim == null) | ||
204 | { | ||
205 | if (parent != null) | ||
206 | { | ||
207 | // I don't have a parent so I am joining a linkset | ||
208 | parent.AddChildToLinkset(this); | ||
209 | } | ||
210 | } | ||
211 | else | ||
212 | { | ||
213 | // I already have a parent, is parenting changing? | ||
214 | if (parent != _parentPrim) | ||
215 | { | ||
216 | if (parent == null) | ||
217 | { | ||
218 | // we are being removed from a linkset | ||
219 | _parentPrim.RemoveChildFromLinkset(this); | ||
220 | } | ||
221 | else | ||
222 | { | ||
223 | // asking to reparent a prim should not happen | ||
224 | m_log.ErrorFormat("{0}: Reparenting a prim. ", LogHeader); | ||
225 | } | ||
226 | } | ||
227 | } | ||
228 | return; | ||
229 | } | ||
230 | |||
231 | // delink me from my linkset | ||
232 | public override void delink() { | ||
233 | // TODO: decide if this parent checking needs to happen at taint time | ||
234 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | ||
235 | // m_log.DebugFormat("{0}: delink {1}/{2}", LogHeader, _avName, _localID); | ||
236 | if (_parentPrim != null) | ||
237 | { | ||
238 | _parentPrim.RemoveChildFromLinkset(this); | ||
239 | } | ||
240 | return; | ||
241 | } | ||
242 | |||
243 | // I am the root of a linkset and a new child is being added | ||
244 | public void AddChildToLinkset(BSPrim pchild) | ||
245 | { | ||
246 | BSPrim child = pchild; | ||
247 | _scene.TaintedObject(delegate() | ||
248 | { | ||
249 | if (!_childrenPrims.Contains(child)) | ||
250 | { | ||
251 | _childrenPrims.Add(child); | ||
252 | child.ParentPrim = this; // the child has gained a parent | ||
253 | RecreateGeomAndObject(); // rebuild my shape with the new child added | ||
254 | } | ||
255 | }); | ||
256 | return; | ||
257 | } | ||
258 | |||
259 | // I am the root of a linkset and one of my children is being removed. | ||
260 | // Safe to call even if the child is not really in my linkset. | ||
261 | public void RemoveChildFromLinkset(BSPrim pchild) | ||
262 | { | ||
263 | BSPrim child = pchild; | ||
264 | _scene.TaintedObject(delegate() | ||
265 | { | ||
266 | if (_childrenPrims.Contains(child)) | ||
267 | { | ||
268 | BulletSimAPI.RemoveConstraint(_scene.WorldID, child.LocalID, this.LocalID); | ||
269 | _childrenPrims.Remove(child); | ||
270 | child.ParentPrim = null; // the child has lost its parent | ||
271 | RecreateGeomAndObject(); // rebuild my shape with the child removed | ||
272 | } | ||
273 | else | ||
274 | { | ||
275 | m_log.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset"); | ||
276 | } | ||
277 | }); | ||
278 | return; | ||
279 | } | ||
280 | |||
281 | public BSPrim ParentPrim | ||
282 | { | ||
283 | set { _parentPrim = value; } | ||
284 | } | ||
285 | |||
286 | public ulong HullKey | ||
287 | { | ||
288 | get { return _hullKey; } | ||
289 | } | ||
290 | |||
291 | // return true if we are the root of a linkset (there are children to manage) | ||
292 | public bool IsRootOfLinkset | ||
293 | { | ||
294 | get { return (_parentPrim == null && _childrenPrims.Count != 0); } | ||
295 | } | ||
296 | |||
297 | // Set motion values to zero. | ||
298 | // Do it to the properties so the values get set in the physics engine. | ||
299 | // Push the setting of the values to the viewer. | ||
300 | private void ZeroMotion() | ||
301 | { | ||
302 | Velocity = OMV.Vector3.Zero; | ||
303 | _acceleration = OMV.Vector3.Zero; | ||
304 | RotationalVelocity = OMV.Vector3.Zero; | ||
305 | base.RequestPhysicsterseUpdate(); | ||
306 | } | ||
307 | |||
308 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | ||
309 | |||
310 | public override OMV.Vector3 Position { | ||
311 | get { | ||
312 | // don't do the following GetObjectPosition because this function is called a zillion times | ||
313 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | ||
314 | return _position; | ||
315 | } | ||
316 | set { | ||
317 | _position = value; | ||
318 | _scene.TaintedObject(delegate() | ||
319 | { | ||
320 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | ||
321 | // m_log.DebugFormat("{0}: setPosition: id={1}, position={2}", LogHeader, _localID, _position); | ||
322 | }); | ||
323 | } | ||
324 | } | ||
325 | public override float Mass { | ||
326 | get { return _mass; } | ||
327 | } | ||
328 | public override OMV.Vector3 Force { | ||
329 | get { return _force; } | ||
330 | set { | ||
331 | _force = value; | ||
332 | _scene.TaintedObject(delegate() | ||
333 | { | ||
334 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
335 | }); | ||
336 | } | ||
337 | } | ||
338 | |||
339 | public override int VehicleType { | ||
340 | get { | ||
341 | return (int)_vehicle.Type; // if we are a vehicle, return that type | ||
342 | } | ||
343 | set { | ||
344 | Vehicle type = (Vehicle)value; | ||
345 | _vehicle.ProcessTypeChange(type); | ||
346 | _scene.TaintedObject(delegate() | ||
347 | { | ||
348 | if (type == Vehicle.TYPE_NONE) | ||
349 | { | ||
350 | _scene.RemoveVehiclePrim(this); | ||
351 | } | ||
352 | else | ||
353 | { | ||
354 | // make it so the scene will call us each tick to do vehicle things | ||
355 | _scene.AddVehiclePrim(this); | ||
356 | } | ||
357 | return; | ||
358 | }); | ||
359 | } | ||
360 | } | ||
361 | public override void VehicleFloatParam(int param, float value) | ||
362 | { | ||
363 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | ||
364 | } | ||
365 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | ||
366 | { | ||
367 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | ||
368 | } | ||
369 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | ||
370 | { | ||
371 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
372 | } | ||
373 | public override void VehicleFlags(int param, bool remove) | ||
374 | { | ||
375 | _vehicle.ProcessVehicleFlags(param, remove); | ||
376 | } | ||
377 | // Called each simulation step to advance vehicle characteristics | ||
378 | public void StepVehicle(float timeStep) | ||
379 | { | ||
380 | _vehicle.Step(timeStep, _scene); | ||
381 | } | ||
382 | |||
383 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | ||
384 | public override void SetVolumeDetect(int param) { | ||
385 | bool newValue = (param != 0); | ||
386 | if (_isVolumeDetect != newValue) | ||
387 | { | ||
388 | _isVolumeDetect = newValue; | ||
389 | _scene.TaintedObject(delegate() | ||
390 | { | ||
391 | SetObjectDynamic(); | ||
392 | }); | ||
393 | } | ||
394 | return; | ||
395 | } | ||
396 | |||
397 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } | ||
398 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } | ||
399 | public override OMV.Vector3 Velocity { | ||
400 | get { return _velocity; } | ||
401 | set { _velocity = value; | ||
402 | _scene.TaintedObject(delegate() | ||
403 | { | ||
404 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | ||
405 | }); | ||
406 | } | ||
407 | } | ||
408 | public override OMV.Vector3 Torque { | ||
409 | get { return _torque; } | ||
410 | set { _torque = value; | ||
411 | } | ||
412 | } | ||
413 | public override float CollisionScore { | ||
414 | get { return _collisionScore; } | ||
415 | set { _collisionScore = value; | ||
416 | } | ||
417 | } | ||
418 | public override OMV.Vector3 Acceleration { | ||
419 | get { return _acceleration; } | ||
420 | } | ||
421 | public override OMV.Quaternion Orientation { | ||
422 | get { return _orientation; } | ||
423 | set { | ||
424 | _orientation = value; | ||
425 | // m_log.DebugFormat("{0}: set orientation: id={1}, ori={2}", LogHeader, LocalID, _orientation); | ||
426 | _scene.TaintedObject(delegate() | ||
427 | { | ||
428 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | ||
429 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | ||
430 | }); | ||
431 | } | ||
432 | } | ||
433 | public override int PhysicsActorType { | ||
434 | get { return _physicsActorType; } | ||
435 | set { _physicsActorType = value; | ||
436 | } | ||
437 | } | ||
438 | public override bool IsPhysical { | ||
439 | get { return _isPhysical; } | ||
440 | set { | ||
441 | _isPhysical = value; | ||
442 | _scene.TaintedObject(delegate() | ||
443 | { | ||
444 | SetObjectDynamic(); | ||
445 | }); | ||
446 | } | ||
447 | } | ||
448 | |||
449 | // An object is static (does not move) if selected or not physical | ||
450 | private bool IsStatic | ||
451 | { | ||
452 | get { return _isSelected || !IsPhysical; } | ||
453 | } | ||
454 | |||
455 | // An object is solid if it's not phantom and if it's not doing VolumeDetect | ||
456 | private bool IsSolid | ||
457 | { | ||
458 | get { return !IsPhantom && !_isVolumeDetect; } | ||
459 | } | ||
460 | |||
461 | // make gravity work if the object is physical and not selected | ||
462 | // no locking here because only called when it is safe | ||
463 | private void SetObjectDynamic() | ||
464 | { | ||
465 | // non-physical things work best with a mass of zero | ||
466 | _mass = IsStatic ? 0f : CalculateMass(); | ||
467 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass); | ||
468 | // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}, mass={4}", LogHeader, _localID, IsStatic, IsSolid, _mass); | ||
469 | } | ||
470 | |||
471 | // prims don't fly | ||
472 | public override bool Flying { | ||
473 | get { return _flying; } | ||
474 | set { _flying = value; } | ||
475 | } | ||
476 | public override bool SetAlwaysRun { | ||
477 | get { return _setAlwaysRun; } | ||
478 | set { _setAlwaysRun = value; } | ||
479 | } | ||
480 | public override bool ThrottleUpdates { | ||
481 | get { return _throttleUpdates; } | ||
482 | set { _throttleUpdates = value; } | ||
483 | } | ||
484 | public override bool IsColliding { | ||
485 | get { return (_collidingStep == _scene.SimulationStep); } | ||
486 | set { _isColliding = value; } | ||
487 | } | ||
488 | public override bool CollidingGround { | ||
489 | get { return (_collidingGroundStep == _scene.SimulationStep); } | ||
490 | set { _collidingGround = value; } | ||
491 | } | ||
492 | public override bool CollidingObj { | ||
493 | get { return _collidingObj; } | ||
494 | set { _collidingObj = value; } | ||
495 | } | ||
496 | public bool IsPhantom { | ||
497 | get { | ||
498 | // SceneObjectPart removes phantom objects from the physics scene | ||
499 | // so, although we could implement touching and such, we never | ||
500 | // are invoked as a phantom object | ||
501 | return false; | ||
502 | } | ||
503 | } | ||
504 | public override bool FloatOnWater { | ||
505 | set { _floatOnWater = value; } | ||
506 | } | ||
507 | public override OMV.Vector3 RotationalVelocity { | ||
508 | get { return _rotationalVelocity; } | ||
509 | set { _rotationalVelocity = value; | ||
510 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | ||
511 | _scene.TaintedObject(delegate() | ||
512 | { | ||
513 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | ||
514 | }); | ||
515 | } | ||
516 | } | ||
517 | public OMV.Vector3 AngularVelocity { | ||
518 | get { return _angularVelocity; } | ||
519 | set { _angularVelocity = value; } | ||
520 | } | ||
521 | public override bool Kinematic { | ||
522 | get { return _kinematic; } | ||
523 | set { _kinematic = value; | ||
524 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); | ||
525 | } | ||
526 | } | ||
527 | public override float Buoyancy { | ||
528 | get { return _buoyancy; } | ||
529 | set { _buoyancy = value; | ||
530 | _scene.TaintedObject(delegate() | ||
531 | { | ||
532 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | ||
533 | }); | ||
534 | } | ||
535 | } | ||
536 | |||
537 | // Used for MoveTo | ||
538 | public override OMV.Vector3 PIDTarget { | ||
539 | set { _PIDTarget = value; } | ||
540 | } | ||
541 | public override bool PIDActive { | ||
542 | set { _usePID = value; } | ||
543 | } | ||
544 | public override float PIDTau { | ||
545 | set { _PIDTau = value; } | ||
546 | } | ||
547 | |||
548 | // Used for llSetHoverHeight and maybe vehicle height | ||
549 | // Hover Height will override MoveTo target's Z | ||
550 | public override bool PIDHoverActive { | ||
551 | set { _useHoverPID = value; } | ||
552 | } | ||
553 | public override float PIDHoverHeight { | ||
554 | set { _PIDHoverHeight = value; } | ||
555 | } | ||
556 | public override PIDHoverType PIDHoverType { | ||
557 | set { _PIDHoverType = value; } | ||
558 | } | ||
559 | public override float PIDHoverTau { | ||
560 | set { _PIDHoverTao = value; } | ||
561 | } | ||
562 | |||
563 | // For RotLookAt | ||
564 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
565 | public override bool APIDActive { set { return; } } | ||
566 | public override float APIDStrength { set { return; } } | ||
567 | public override float APIDDamping { set { return; } } | ||
568 | |||
569 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | ||
570 | if (force.IsFinite()) | ||
571 | { | ||
572 | _force.X += force.X; | ||
573 | _force.Y += force.Y; | ||
574 | _force.Z += force.Z; | ||
575 | } | ||
576 | else | ||
577 | { | ||
578 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); | ||
579 | } | ||
580 | _scene.TaintedObject(delegate() | ||
581 | { | ||
582 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
583 | }); | ||
584 | } | ||
585 | |||
586 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | ||
587 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | ||
588 | } | ||
589 | public override void SetMomentum(OMV.Vector3 momentum) { | ||
590 | } | ||
591 | public override void SubscribeEvents(int ms) { | ||
592 | _subscribedEventsMs = ms; | ||
593 | _lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen | ||
594 | } | ||
595 | public override void UnSubscribeEvents() { | ||
596 | _subscribedEventsMs = 0; | ||
597 | } | ||
598 | public override bool SubscribedEvents() { | ||
599 | return (_subscribedEventsMs > 0); | ||
600 | } | ||
601 | |||
602 | #region Mass Calculation | ||
603 | |||
604 | private float CalculateMass() | ||
605 | { | ||
606 | float volume = _size.X * _size.Y * _size.Z; // default | ||
607 | float tmp; | ||
608 | |||
609 | float returnMass = 0; | ||
610 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; | ||
611 | float hollowVolume = hollowAmount * hollowAmount; | ||
612 | |||
613 | switch (_pbs.ProfileShape) | ||
614 | { | ||
615 | case ProfileShape.Square: | ||
616 | // default box | ||
617 | |||
618 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
619 | { | ||
620 | if (hollowAmount > 0.0) | ||
621 | { | ||
622 | switch (_pbs.HollowShape) | ||
623 | { | ||
624 | case HollowShape.Square: | ||
625 | case HollowShape.Same: | ||
626 | break; | ||
627 | |||
628 | case HollowShape.Circle: | ||
629 | |||
630 | hollowVolume *= 0.78539816339f; | ||
631 | break; | ||
632 | |||
633 | case HollowShape.Triangle: | ||
634 | |||
635 | hollowVolume *= (0.5f * .5f); | ||
636 | break; | ||
637 | |||
638 | default: | ||
639 | hollowVolume = 0; | ||
640 | break; | ||
641 | } | ||
642 | volume *= (1.0f - hollowVolume); | ||
643 | } | ||
644 | } | ||
645 | |||
646 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
647 | { | ||
648 | //a tube | ||
649 | |||
650 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); | ||
651 | tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); | ||
652 | volume -= volume*tmp*tmp; | ||
653 | |||
654 | if (hollowAmount > 0.0) | ||
655 | { | ||
656 | hollowVolume *= hollowAmount; | ||
657 | |||
658 | switch (_pbs.HollowShape) | ||
659 | { | ||
660 | case HollowShape.Square: | ||
661 | case HollowShape.Same: | ||
662 | break; | ||
663 | |||
664 | case HollowShape.Circle: | ||
665 | hollowVolume *= 0.78539816339f;; | ||
666 | break; | ||
667 | |||
668 | case HollowShape.Triangle: | ||
669 | hollowVolume *= 0.5f * 0.5f; | ||
670 | break; | ||
671 | default: | ||
672 | hollowVolume = 0; | ||
673 | break; | ||
674 | } | ||
675 | volume *= (1.0f - hollowVolume); | ||
676 | } | ||
677 | } | ||
678 | |||
679 | break; | ||
680 | |||
681 | case ProfileShape.Circle: | ||
682 | |||
683 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
684 | { | ||
685 | volume *= 0.78539816339f; // elipse base | ||
686 | |||
687 | if (hollowAmount > 0.0) | ||
688 | { | ||
689 | switch (_pbs.HollowShape) | ||
690 | { | ||
691 | case HollowShape.Same: | ||
692 | case HollowShape.Circle: | ||
693 | break; | ||
694 | |||
695 | case HollowShape.Square: | ||
696 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
697 | break; | ||
698 | |||
699 | case HollowShape.Triangle: | ||
700 | hollowVolume *= .5f * 1.27323954473516f; | ||
701 | break; | ||
702 | |||
703 | default: | ||
704 | hollowVolume = 0; | ||
705 | break; | ||
706 | } | ||
707 | volume *= (1.0f - hollowVolume); | ||
708 | } | ||
709 | } | ||
710 | |||
711 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
712 | { | ||
713 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); | ||
714 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
715 | volume *= (1.0f - tmp * tmp); | ||
716 | |||
717 | if (hollowAmount > 0.0) | ||
718 | { | ||
719 | |||
720 | // calculate the hollow volume by it's shape compared to the prim shape | ||
721 | hollowVolume *= hollowAmount; | ||
722 | |||
723 | switch (_pbs.HollowShape) | ||
724 | { | ||
725 | case HollowShape.Same: | ||
726 | case HollowShape.Circle: | ||
727 | break; | ||
728 | |||
729 | case HollowShape.Square: | ||
730 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
731 | break; | ||
732 | |||
733 | case HollowShape.Triangle: | ||
734 | hollowVolume *= .5f * 1.27323954473516f; | ||
735 | break; | ||
736 | |||
737 | default: | ||
738 | hollowVolume = 0; | ||
739 | break; | ||
740 | } | ||
741 | volume *= (1.0f - hollowVolume); | ||
742 | } | ||
743 | } | ||
744 | break; | ||
745 | |||
746 | case ProfileShape.HalfCircle: | ||
747 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
748 | { | ||
749 | volume *= 0.52359877559829887307710723054658f; | ||
750 | } | ||
751 | break; | ||
752 | |||
753 | case ProfileShape.EquilateralTriangle: | ||
754 | |||
755 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
756 | { | ||
757 | volume *= 0.32475953f; | ||
758 | |||
759 | if (hollowAmount > 0.0) | ||
760 | { | ||
761 | |||
762 | // calculate the hollow volume by it's shape compared to the prim shape | ||
763 | switch (_pbs.HollowShape) | ||
764 | { | ||
765 | case HollowShape.Same: | ||
766 | case HollowShape.Triangle: | ||
767 | hollowVolume *= .25f; | ||
768 | break; | ||
769 | |||
770 | case HollowShape.Square: | ||
771 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
772 | break; | ||
773 | |||
774 | case HollowShape.Circle: | ||
775 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
776 | // Cyllinder hollow volume calculation | ||
777 | |||
778 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
779 | break; | ||
780 | |||
781 | default: | ||
782 | hollowVolume = 0; | ||
783 | break; | ||
784 | } | ||
785 | volume *= (1.0f - hollowVolume); | ||
786 | } | ||
787 | } | ||
788 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
789 | { | ||
790 | volume *= 0.32475953f; | ||
791 | volume *= 0.01f * (float)(200 - _pbs.PathScaleX); | ||
792 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
793 | volume *= (1.0f - tmp * tmp); | ||
794 | |||
795 | if (hollowAmount > 0.0) | ||
796 | { | ||
797 | |||
798 | hollowVolume *= hollowAmount; | ||
799 | |||
800 | switch (_pbs.HollowShape) | ||
801 | { | ||
802 | case HollowShape.Same: | ||
803 | case HollowShape.Triangle: | ||
804 | hollowVolume *= .25f; | ||
805 | break; | ||
806 | |||
807 | case HollowShape.Square: | ||
808 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
809 | break; | ||
810 | |||
811 | case HollowShape.Circle: | ||
812 | |||
813 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
814 | break; | ||
815 | |||
816 | default: | ||
817 | hollowVolume = 0; | ||
818 | break; | ||
819 | } | ||
820 | volume *= (1.0f - hollowVolume); | ||
821 | } | ||
822 | } | ||
823 | break; | ||
824 | |||
825 | default: | ||
826 | break; | ||
827 | } | ||
828 | |||
829 | |||
830 | |||
831 | float taperX1; | ||
832 | float taperY1; | ||
833 | float taperX; | ||
834 | float taperY; | ||
835 | float pathBegin; | ||
836 | float pathEnd; | ||
837 | float profileBegin; | ||
838 | float profileEnd; | ||
839 | |||
840 | if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) | ||
841 | { | ||
842 | taperX1 = _pbs.PathScaleX * 0.01f; | ||
843 | if (taperX1 > 1.0f) | ||
844 | taperX1 = 2.0f - taperX1; | ||
845 | taperX = 1.0f - taperX1; | ||
846 | |||
847 | taperY1 = _pbs.PathScaleY * 0.01f; | ||
848 | if (taperY1 > 1.0f) | ||
849 | taperY1 = 2.0f - taperY1; | ||
850 | taperY = 1.0f - taperY1; | ||
851 | } | ||
852 | else | ||
853 | { | ||
854 | taperX = _pbs.PathTaperX * 0.01f; | ||
855 | if (taperX < 0.0f) | ||
856 | taperX = -taperX; | ||
857 | taperX1 = 1.0f - taperX; | ||
858 | |||
859 | taperY = _pbs.PathTaperY * 0.01f; | ||
860 | if (taperY < 0.0f) | ||
861 | taperY = -taperY; | ||
862 | taperY1 = 1.0f - taperY; | ||
863 | |||
864 | } | ||
865 | |||
866 | |||
867 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | ||
868 | |||
869 | pathBegin = (float)_pbs.PathBegin * 2.0e-5f; | ||
870 | pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; | ||
871 | volume *= (pathEnd - pathBegin); | ||
872 | |||
873 | // this is crude aproximation | ||
874 | profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; | ||
875 | profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; | ||
876 | volume *= (profileEnd - profileBegin); | ||
877 | |||
878 | returnMass = _density * volume; | ||
879 | |||
880 | if (IsRootOfLinkset) | ||
881 | { | ||
882 | foreach (BSPrim prim in _childrenPrims) | ||
883 | { | ||
884 | returnMass += prim.CalculateMass(); | ||
885 | } | ||
886 | } | ||
887 | |||
888 | if (returnMass <= 0) | ||
889 | returnMass = 0.0001f; | ||
890 | |||
891 | if (returnMass > _scene.MaximumObjectMass) | ||
892 | returnMass = _scene.MaximumObjectMass; | ||
893 | |||
894 | return returnMass; | ||
895 | }// end CalculateMass | ||
896 | #endregion Mass Calculation | ||
897 | |||
898 | // Create the geometry information in Bullet for later use | ||
899 | // No locking here because this is done when we know physics is not simulating | ||
900 | private void CreateGeom() | ||
901 | { | ||
902 | // Since we're recreating new, get rid of any previously generated shape | ||
903 | if (_hullKey != 0) | ||
904 | { | ||
905 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | ||
906 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | ||
907 | _hullKey = 0; | ||
908 | _hulls.Clear(); | ||
909 | } | ||
910 | |||
911 | if (_mesh == null) | ||
912 | { | ||
913 | // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. | ||
914 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | ||
915 | { | ||
916 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | ||
917 | { | ||
918 | // m_log.DebugFormat("{0}: CreateGeom: mesh null. Defaulting to sphere of size {1}", LogHeader, _size); | ||
919 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | ||
920 | // Bullet native objects are scaled by the Bullet engine so pass the size in | ||
921 | _scale = _size; | ||
922 | } | ||
923 | } | ||
924 | else | ||
925 | { | ||
926 | // m_log.DebugFormat("{0}: CreateGeom: mesh null. Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size); | ||
927 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | ||
928 | _scale = _size; | ||
929 | } | ||
930 | } | ||
931 | else | ||
932 | { | ||
933 | int[] indices = _mesh.getIndexListAsInt(); | ||
934 | List<OMV.Vector3> vertices = _mesh.getVertexList(); | ||
935 | |||
936 | //format conversion from IMesh format to DecompDesc format | ||
937 | List<int> convIndices = new List<int>(); | ||
938 | List<float3> convVertices = new List<float3>(); | ||
939 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
940 | { | ||
941 | convIndices.Add(indices[ii]); | ||
942 | } | ||
943 | foreach (OMV.Vector3 vv in vertices) | ||
944 | { | ||
945 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
946 | } | ||
947 | |||
948 | // setup and do convex hull conversion | ||
949 | _hulls = new List<ConvexResult>(); | ||
950 | DecompDesc dcomp = new DecompDesc(); | ||
951 | dcomp.mIndices = convIndices; | ||
952 | dcomp.mVertices = convVertices; | ||
953 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
954 | // create the hull into the _hulls variable | ||
955 | convexBuilder.process(dcomp); | ||
956 | |||
957 | // Convert the vertices and indices for passing to unmanaged | ||
958 | // The hull information is passed as a large floating point array. | ||
959 | // The format is: | ||
960 | // convHulls[0] = number of hulls | ||
961 | // convHulls[1] = number of vertices in first hull | ||
962 | // convHulls[2] = hull centroid X coordinate | ||
963 | // convHulls[3] = hull centroid Y coordinate | ||
964 | // convHulls[4] = hull centroid Z coordinate | ||
965 | // convHulls[5] = first hull vertex X | ||
966 | // convHulls[6] = first hull vertex Y | ||
967 | // convHulls[7] = first hull vertex Z | ||
968 | // convHulls[8] = second hull vertex X | ||
969 | // ... | ||
970 | // convHulls[n] = number of vertices in second hull | ||
971 | // convHulls[n+1] = second hull centroid X coordinate | ||
972 | // ... | ||
973 | // | ||
974 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
975 | // data structures that do not need to be converted in order to pass to Bullet. | ||
976 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
977 | int hullCount = _hulls.Count; | ||
978 | int totalVertices = 1; // include one for the count of the hulls | ||
979 | foreach (ConvexResult cr in _hulls) | ||
980 | { | ||
981 | totalVertices += 4; // add four for the vertex count and centroid | ||
982 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
983 | } | ||
984 | float[] convHulls = new float[totalVertices]; | ||
985 | |||
986 | convHulls[0] = (float)hullCount; | ||
987 | int jj = 1; | ||
988 | foreach (ConvexResult cr in _hulls) | ||
989 | { | ||
990 | // copy vertices for index access | ||
991 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
992 | int kk = 0; | ||
993 | foreach (float3 ff in cr.HullVertices) | ||
994 | { | ||
995 | verts[kk++] = ff; | ||
996 | } | ||
997 | |||
998 | // add to the array one hull's worth of data | ||
999 | convHulls[jj++] = cr.HullIndices.Count; | ||
1000 | convHulls[jj++] = 0f; // centroid x,y,z | ||
1001 | convHulls[jj++] = 0f; | ||
1002 | convHulls[jj++] = 0f; | ||
1003 | foreach (int ind in cr.HullIndices) | ||
1004 | { | ||
1005 | convHulls[jj++] = verts[ind].x; | ||
1006 | convHulls[jj++] = verts[ind].y; | ||
1007 | convHulls[jj++] = verts[ind].z; | ||
1008 | } | ||
1009 | } | ||
1010 | |||
1011 | // create the hull definition in Bullet | ||
1012 | _hullKey = (ulong)_pbs.GetHashCode(); | ||
1013 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); | ||
1014 | BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls); | ||
1015 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | ||
1016 | // meshes are already scaled by the meshmerizer | ||
1017 | _scale = new OMV.Vector3(1f, 1f, 1f); | ||
1018 | } | ||
1019 | return; | ||
1020 | } | ||
1021 | |||
1022 | // Callback from convex hull creater with a newly created hull. | ||
1023 | // Just add it to the collection of hulls for this shape. | ||
1024 | private void HullReturn(ConvexResult result) | ||
1025 | { | ||
1026 | _hulls.Add(result); | ||
1027 | return; | ||
1028 | } | ||
1029 | |||
1030 | // Create an object in Bullet | ||
1031 | // No locking here because this is done when the physics engine is not simulating | ||
1032 | private void CreateObject() | ||
1033 | { | ||
1034 | if (IsRootOfLinkset) | ||
1035 | { | ||
1036 | // Create a linkset around this object | ||
1037 | // CreateLinksetWithCompoundHull(); | ||
1038 | CreateLinksetWithConstraints(); | ||
1039 | } | ||
1040 | else | ||
1041 | { | ||
1042 | // simple object | ||
1043 | ShapeData shape; | ||
1044 | FillShapeInfo(out shape); | ||
1045 | BulletSimAPI.CreateObject(_scene.WorldID, shape); | ||
1046 | } | ||
1047 | } | ||
1048 | |||
1049 | // Create a linkset by creating a compound hull at the root prim that consists of all | ||
1050 | // the children. | ||
1051 | // NOTE: This does not allow proper collisions with the children prims so it is not a workable solution | ||
1052 | void CreateLinksetWithCompoundHull() | ||
1053 | { | ||
1054 | // If I am the root prim of a linkset, replace my physical shape with all the | ||
1055 | // pieces of the children. | ||
1056 | // All of the children should have called CreateGeom so they have a hull | ||
1057 | // in the physics engine already. Here we pull together all of those hulls | ||
1058 | // into one shape. | ||
1059 | int totalPrimsInLinkset = _childrenPrims.Count + 1; | ||
1060 | // m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, totalPrimsInLinkset); | ||
1061 | ShapeData[] shapes = new ShapeData[totalPrimsInLinkset]; | ||
1062 | FillShapeInfo(out shapes[0]); | ||
1063 | int ii = 1; | ||
1064 | foreach (BSPrim prim in _childrenPrims) | ||
1065 | { | ||
1066 | // m_log.DebugFormat("{0}: CreateLinkset: adding prim {1}", LogHeader, prim.LocalID); | ||
1067 | prim.FillShapeInfo(out shapes[ii]); | ||
1068 | ii++; | ||
1069 | } | ||
1070 | BulletSimAPI.CreateLinkset(_scene.WorldID, totalPrimsInLinkset, shapes); | ||
1071 | } | ||
1072 | |||
1073 | // Copy prim's info into the BulletSim shape description structure | ||
1074 | public void FillShapeInfo(out ShapeData shape) | ||
1075 | { | ||
1076 | shape.ID = _localID; | ||
1077 | shape.Type = _shapeType; | ||
1078 | shape.Position = _position; | ||
1079 | shape.Rotation = _orientation; | ||
1080 | shape.Velocity = _velocity; | ||
1081 | shape.Scale = _scale; | ||
1082 | shape.Mass = _isPhysical ? _mass : 0f; | ||
1083 | shape.Buoyancy = _buoyancy; | ||
1084 | shape.MeshKey = _hullKey; | ||
1085 | shape.Friction = _friction; | ||
1086 | shape.Restitution = _restitution; | ||
1087 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; | ||
1088 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | ||
1089 | } | ||
1090 | |||
1091 | // Create the linkset by putting constraints between the objects of the set so they cannot move | ||
1092 | // relative to each other. | ||
1093 | // TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added | ||
1094 | void CreateLinksetWithConstraints() | ||
1095 | { | ||
1096 | // m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1); | ||
1097 | |||
1098 | // remove any constraints that might be in place | ||
1099 | foreach (BSPrim prim in _childrenPrims) | ||
1100 | { | ||
1101 | // m_log.DebugFormat("{0}: CreateObject: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID); | ||
1102 | BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID); | ||
1103 | } | ||
1104 | // create constraints between the root prim and each of the children | ||
1105 | foreach (BSPrim prim in _childrenPrims) | ||
1106 | { | ||
1107 | // m_log.DebugFormat("{0}: CreateObject: AddConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID); | ||
1108 | |||
1109 | // Zero motion for children so they don't interpolate | ||
1110 | prim.ZeroMotion(); | ||
1111 | |||
1112 | // relative position normalized to the root prim | ||
1113 | OMV.Vector3 childRelativePosition = (prim._position - this._position) * OMV.Quaternion.Inverse(this._orientation); | ||
1114 | |||
1115 | // relative rotation of the child to the parent | ||
1116 | OMV.Quaternion relativeRotation = OMV.Quaternion.Inverse(prim._orientation) * this._orientation; | ||
1117 | |||
1118 | // this is a constraint that allows no freedom of movement between the two objects | ||
1119 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
1120 | BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID, | ||
1121 | childRelativePosition, | ||
1122 | relativeRotation, | ||
1123 | OMV.Vector3.Zero, | ||
1124 | OMV.Quaternion.Identity, | ||
1125 | OMV.Vector3.Zero, OMV.Vector3.Zero, | ||
1126 | OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
1127 | } | ||
1128 | } | ||
1129 | |||
1130 | // Rebuild the geometry and object. | ||
1131 | // This is called when the shape changes so we need to recreate the mesh/hull. | ||
1132 | // No locking here because this is done when the physics engine is not simulating | ||
1133 | private void RecreateGeomAndObject() | ||
1134 | { | ||
1135 | // If this object is complex or we are the root of a linkset, build a mesh. | ||
1136 | // The root of a linkset must be a mesh so we can create the linked compound object. | ||
1137 | // if (_scene.NeedsMeshing(_pbs) || IsRootOfLinkset ) | ||
1138 | if (_scene.NeedsMeshing(_pbs)) // linksets with constraints don't need a root mesh | ||
1139 | { | ||
1140 | // m_log.DebugFormat("{0}: RecreateGeomAndObject: creating mesh", LogHeader); | ||
1141 | _mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, _scene.MeshLOD, _isPhysical); | ||
1142 | } | ||
1143 | else | ||
1144 | { | ||
1145 | // implement the shape with a Bullet native shape. | ||
1146 | _mesh = null; | ||
1147 | } | ||
1148 | CreateGeom(); | ||
1149 | CreateObject(); | ||
1150 | return; | ||
1151 | } | ||
1152 | |||
1153 | // The physics engine says that properties have updated. Update same and inform | ||
1154 | // the world that things have changed. | ||
1155 | // TODO: do we really need to check for changed? Maybe just copy values and call RequestPhysicsterseUpdate() | ||
1156 | enum UpdatedProperties { | ||
1157 | Position = 1 << 0, | ||
1158 | Rotation = 1 << 1, | ||
1159 | Velocity = 1 << 2, | ||
1160 | Acceleration = 1 << 3, | ||
1161 | RotationalVel = 1 << 4 | ||
1162 | } | ||
1163 | |||
1164 | const float ROTATION_TOLERANCE = 0.01f; | ||
1165 | const float VELOCITY_TOLERANCE = 0.001f; | ||
1166 | const float POSITION_TOLERANCE = 0.05f; | ||
1167 | const float ACCELERATION_TOLERANCE = 0.01f; | ||
1168 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; | ||
1169 | const bool SHOULD_DAMP_UPDATES = false; | ||
1170 | |||
1171 | public void UpdateProperties(EntityProperties entprop) | ||
1172 | { | ||
1173 | UpdatedProperties changed = 0; | ||
1174 | if (SHOULD_DAMP_UPDATES) | ||
1175 | { | ||
1176 | // assign to the local variables so the normal set action does not happen | ||
1177 | // if (_position != entprop.Position) | ||
1178 | if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE)) | ||
1179 | { | ||
1180 | _position = entprop.Position; | ||
1181 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, pos = {2}", LogHeader, LocalID, _position); | ||
1182 | changed |= UpdatedProperties.Position; | ||
1183 | } | ||
1184 | // if (_orientation != entprop.Rotation) | ||
1185 | if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE)) | ||
1186 | { | ||
1187 | _orientation = entprop.Rotation; | ||
1188 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, rot = {2}", LogHeader, LocalID, _orientation); | ||
1189 | changed |= UpdatedProperties.Rotation; | ||
1190 | } | ||
1191 | // if (_velocity != entprop.Velocity) | ||
1192 | if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE)) | ||
1193 | { | ||
1194 | _velocity = entprop.Velocity; | ||
1195 | // m_log.DebugFormat("{0}: UpdateProperties: velocity = {1}", LogHeader, _velocity); | ||
1196 | changed |= UpdatedProperties.Velocity; | ||
1197 | } | ||
1198 | // if (_acceleration != entprop.Acceleration) | ||
1199 | if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE)) | ||
1200 | { | ||
1201 | _acceleration = entprop.Acceleration; | ||
1202 | // m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration); | ||
1203 | changed |= UpdatedProperties.Acceleration; | ||
1204 | } | ||
1205 | // if (_rotationalVelocity != entprop.RotationalVelocity) | ||
1206 | if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE)) | ||
1207 | { | ||
1208 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1209 | // m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity); | ||
1210 | changed |= UpdatedProperties.RotationalVel; | ||
1211 | } | ||
1212 | if (changed != 0) | ||
1213 | { | ||
1214 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
1215 | // Only update the position of single objects and linkset roots | ||
1216 | if (this._parentPrim == null) | ||
1217 | { | ||
1218 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
1219 | base.RequestPhysicsterseUpdate(); | ||
1220 | } | ||
1221 | } | ||
1222 | } | ||
1223 | else | ||
1224 | { | ||
1225 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. | ||
1226 | |||
1227 | // Only updates only for individual prims and for the root object of a linkset. | ||
1228 | if (this._parentPrim == null) | ||
1229 | { | ||
1230 | // Assign to the local variables so the normal set action does not happen | ||
1231 | _position = entprop.Position; | ||
1232 | _orientation = entprop.Rotation; | ||
1233 | _velocity = entprop.Velocity; | ||
1234 | _acceleration = entprop.Acceleration; | ||
1235 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1236 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
1237 | base.RequestPhysicsterseUpdate(); | ||
1238 | } | ||
1239 | } | ||
1240 | } | ||
1241 | |||
1242 | // I've collided with something | ||
1243 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
1244 | { | ||
1245 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | ||
1246 | |||
1247 | // The following lines make IsColliding() and IsCollidingGround() work | ||
1248 | _collidingStep = _scene.SimulationStep; | ||
1249 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | ||
1250 | { | ||
1251 | _collidingGroundStep = _scene.SimulationStep; | ||
1252 | } | ||
1253 | |||
1254 | if (_subscribedEventsMs == 0) return; // nothing in the object is waiting for collision events | ||
1255 | // throttle the collisions to the number of milliseconds specified in the subscription | ||
1256 | int nowTime = _scene.SimulationNowTime; | ||
1257 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; | ||
1258 | _lastCollisionTime = nowTime; | ||
1259 | |||
1260 | // create the event for the collision | ||
1261 | Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>(); | ||
1262 | contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
1263 | CollisionEventUpdate args = new CollisionEventUpdate(LocalID, (int)type, 1, contactPoints); | ||
1264 | base.SendCollisionUpdate(args); | ||
1265 | } | ||
1266 | } | ||
1267 | } | ||