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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs1269
1 files changed, 622 insertions, 647 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 9c20004..38ab3de 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -24,6 +24,9 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27
28// Uncomment this it enable code to do all shape an body memory management
29// in the C# code.
27using System; 30using System;
28using System.Reflection; 31using System.Reflection;
29using System.Collections.Generic; 32using System.Collections.Generic;
@@ -36,32 +39,18 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet;
36 39
37namespace OpenSim.Region.Physics.BulletSPlugin 40namespace OpenSim.Region.Physics.BulletSPlugin
38{ 41{
42
39 [Serializable] 43 [Serializable]
40public sealed class BSPrim : PhysicsActor 44public sealed class BSPrim : BSPhysObject
41{ 45{
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43 private static readonly string LogHeader = "[BULLETS PRIM]"; 47 private static readonly string LogHeader = "[BULLETS PRIM]";
44 48
45 private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); } 49 // _size is what the user passed. Scale is what we pass to the physics engine with the mesh.
46 50 // Often Scale is unity because the meshmerizer will apply _size when creating the mesh.
47 private IMesh _mesh;
48 private PrimitiveBaseShape _pbs;
49 private ShapeData.PhysicsShapeType _shapeType;
50 private ulong _meshKey;
51 private ulong _hullKey;
52 private List<ConvexResult> _hulls;
53
54 private BSScene _scene;
55 public BSScene Scene { get { return _scene; } }
56 private String _avName;
57 private uint _localID = 0;
58
59 // _size is what the user passed. _scale is what we pass to the physics engine with the mesh.
60 // Often _scale is unity because the meshmerizer will apply _size when creating the mesh.
61 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user 51 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
62 private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer 52 // private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
63 53
64 private bool _stopped;
65 private bool _grabbed; 54 private bool _grabbed;
66 private bool _isSelected; 55 private bool _isSelected;
67 private bool _isVolumeDetect; 56 private bool _isVolumeDetect;
@@ -89,25 +78,6 @@ public sealed class BSPrim : PhysicsActor
89 private bool _kinematic; 78 private bool _kinematic;
90 private float _buoyancy; 79 private float _buoyancy;
91 80
92 // Membership in a linkset is controlled by this class.
93 private BSLinkset _linkset;
94 public BSLinkset Linkset
95 {
96 get { return _linkset; }
97 set { _linkset = value; }
98 }
99
100 private int _subscribedEventsMs = 0;
101 private int _nextCollisionOkTime = 0;
102 long _collidingStep;
103 long _collidingGroundStep;
104
105 private BulletBody m_body;
106 public BulletBody Body {
107 get { return m_body; }
108 set { m_body = value; }
109 }
110
111 private BSDynamics _vehicle; 81 private BSDynamics _vehicle;
112 82
113 private OMV.Vector3 _PIDTarget; 83 private OMV.Vector3 _PIDTarget;
@@ -122,108 +92,112 @@ public sealed class BSPrim : PhysicsActor
122 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) 92 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
123 { 93 {
124 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); 94 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
125 _localID = localID; 95 base.BaseInitialize(parent_scene, localID, primName, "BSPrim");
126 _avName = primName; 96 _physicsActorType = (int)ActorTypes.Prim;
127 _scene = parent_scene;
128 _position = pos; 97 _position = pos;
129 _size = size; 98 _size = size;
130 _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type 99 Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type
131 _orientation = rotation; 100 _orientation = rotation;
132 _buoyancy = 1f; 101 _buoyancy = 1f;
133 _velocity = OMV.Vector3.Zero; 102 _velocity = OMV.Vector3.Zero;
134 _rotationalVelocity = OMV.Vector3.Zero; 103 _rotationalVelocity = OMV.Vector3.Zero;
135 _hullKey = 0; 104 BaseShape = pbs;
136 _meshKey = 0;
137 _pbs = pbs;
138 _isPhysical = pisPhysical; 105 _isPhysical = pisPhysical;
139 _isVolumeDetect = false; 106 _isVolumeDetect = false;
140 _subscribedEventsMs = 0; 107 _friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material
141 _friction = _scene.Params.defaultFriction; // TODO: compute based on object material 108 _density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material
142 _density = _scene.Params.defaultDensity; // TODO: compute based on object material 109 _restitution = PhysicsScene.Params.defaultRestitution;
143 _restitution = _scene.Params.defaultRestitution; 110 _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness
144 _linkset = new BSLinkset(_scene, this); // a linkset of one
145 _vehicle = new BSDynamics(this); // add vehicleness
146 _mass = CalculateMass(); 111 _mass = CalculateMass();
147 // do the actual object creation at taint time 112
113 // No body or shape yet
114 BSBody = new BulletBody(LocalID, IntPtr.Zero);
115 BSShape = new BulletShape(IntPtr.Zero);
116
148 DetailLog("{0},BSPrim.constructor,call", LocalID); 117 DetailLog("{0},BSPrim.constructor,call", LocalID);
149 _scene.TaintedObject("BSPrim.create", delegate() 118 // do the actual object creation at taint time
119 PhysicsScene.TaintedObject("BSPrim.create", delegate()
150 { 120 {
151 RecreateGeomAndObject(); 121 CreateGeomAndObject(true);
152 122
153 // Get the pointer to the physical body for this object. 123 CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(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 }); 124 });
158 } 125 }
159 126
160 // called when this prim is being destroyed and we should free all the resources 127 // called when this prim is being destroyed and we should free all the resources
161 public void Destroy() 128 public override void Destroy()
162 { 129 {
163 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); 130 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
164 131
165 // Undo any links between me and any other object 132 // Undo any links between me and any other object
166 BSPrim parentBefore = _linkset.LinksetRoot; 133 BSPhysObject parentBefore = Linkset.LinksetRoot;
167 int childrenBefore = _linkset.NumberOfChildren; 134 int childrenBefore = Linkset.NumberOfChildren;
168 135
169 _linkset = _linkset.RemoveMeFromLinkset(this); 136 Linkset = Linkset.RemoveMeFromLinkset(this);
170 137
171 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", 138 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
172 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 139 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
173 140
174 // Undo any vehicle properties 141 // Undo any vehicle properties
175 this.VehicleType = (int)Vehicle.TYPE_NONE; 142 this.VehicleType = (int)Vehicle.TYPE_NONE;
176 143
177 _scene.TaintedObject("BSPrim.destroy", delegate() 144 PhysicsScene.TaintedObject("BSPrim.destroy", delegate()
178 { 145 {
179 DetailLog("{0},BSPrim.Destroy,taint,", LocalID); 146 DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
180 // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. 147 // If there are physical body and shape, release my use of same.
181 BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); 148 PhysicsScene.Shapes.DereferenceBody(BSBody, true, null);
149 PhysicsScene.Shapes.DereferenceShape(BSShape, true, null);
182 }); 150 });
183 } 151 }
184 152
185 public override bool Stopped { 153 // No one uses this property.
186 get { return _stopped; } 154 public override bool Stopped {
155 get { return false; }
187 } 156 }
188 public override OMV.Vector3 Size { 157 public override OMV.Vector3 Size {
189 get { return _size; } 158 get { return _size; }
190 set { 159 set {
191 _size = value; 160 _size = value;
192 _scene.TaintedObject("BSPrim.setSize", delegate() 161 ForceBodyShapeRebuild(false);
193 { 162 }
194 _mass = CalculateMass(); // changing size changes the mass
195 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
196 // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
197 RecreateGeomAndObject();
198 });
199 }
200 } 163 }
201 public override PrimitiveBaseShape Shape { 164 // Scale is what we set in the physics engine. It is different than 'size' in that
165 // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>.
166 public override OMV.Vector3 Scale { get; set; }
167
168 public override PrimitiveBaseShape Shape {
202 set { 169 set {
203 _pbs = value; 170 BaseShape = value;
204 _scene.TaintedObject("BSPrim.setShape", delegate() 171 ForceBodyShapeRebuild(false);
205 { 172 }
206 _mass = CalculateMass(); // changing the shape changes the mass
207 RecreateGeomAndObject();
208 });
209 }
210 } 173 }
211 public override uint LocalID { 174 public override bool ForceBodyShapeRebuild(bool inTaintTime)
212 set { _localID = value; } 175 {
213 get { return _localID; } 176 LastAssetBuildFailed = false;
177 BSScene.TaintCallback rebuildOperation = delegate()
178 {
179 _mass = CalculateMass(); // changing the shape changes the mass
180 CreateGeomAndObject(true);
181 };
182 if (inTaintTime)
183 rebuildOperation();
184 else
185 PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", rebuildOperation);
186 return true;
214 } 187 }
215 public override bool Grabbed { 188 public override bool Grabbed {
216 set { _grabbed = value; 189 set { _grabbed = value;
217 } 190 }
218 } 191 }
219 public override bool Selected { 192 public override bool Selected {
220 set { 193 set {
221 _isSelected = value; 194 _isSelected = value;
222 _scene.TaintedObject("BSPrim.setSelected", delegate() 195 PhysicsScene.TaintedObject("BSPrim.setSelected", delegate()
223 { 196 {
224 SetObjectDynamic(); 197 DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
198 SetObjectDynamic(false);
225 }); 199 });
226 } 200 }
227 } 201 }
228 public override void CrossingFailure() { return; } 202 public override void CrossingFailure() { return; }
229 203
@@ -232,158 +206,227 @@ public sealed class BSPrim : PhysicsActor
232 BSPrim parent = obj as BSPrim; 206 BSPrim parent = obj as BSPrim;
233 if (parent != null) 207 if (parent != null)
234 { 208 {
235 DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); 209 BSPhysObject parentBefore = Linkset.LinksetRoot;
236 BSPrim parentBefore = _linkset.LinksetRoot; 210 int childrenBefore = Linkset.NumberOfChildren;
237 int childrenBefore = _linkset.NumberOfChildren;
238 211
239 _linkset = parent.Linkset.AddMeToLinkset(this); 212 Linkset = parent.Linkset.AddMeToLinkset(this);
240 213
241 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", 214 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
242 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 215 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
243 } 216 }
244 return; 217 return;
245 } 218 }
246 219
247 // delink me from my linkset 220 // delink me from my linkset
248 public override void delink() { 221 public override void delink() {
249 // TODO: decide if this parent checking needs to happen at taint time 222 // TODO: decide if this parent checking needs to happen at taint time
250 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen 223 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
251 DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
252 _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString());
253 224
254 BSPrim parentBefore = _linkset.LinksetRoot; 225 BSPhysObject parentBefore = Linkset.LinksetRoot;
255 int childrenBefore = _linkset.NumberOfChildren; 226 int childrenBefore = Linkset.NumberOfChildren;
256 227
257 _linkset = _linkset.RemoveMeFromLinkset(this); 228 Linkset = Linkset.RemoveMeFromLinkset(this);
258 229
259 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", 230 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
260 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 231 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
261 return; 232 return;
262 } 233 }
263 234
264 // Set motion values to zero. 235 // Set motion values to zero.
265 // Do it to the properties so the values get set in the physics engine. 236 // Do it to the properties so the values get set in the physics engine.
266 // Push the setting of the values to the viewer. 237 // Push the setting of the values to the viewer.
267 // Called at taint time! 238 // Called at taint time!
268 public void ZeroMotion() 239 public override void ZeroMotion()
269 { 240 {
270 _velocity = OMV.Vector3.Zero; 241 _velocity = OMV.Vector3.Zero;
271 _acceleration = OMV.Vector3.Zero; 242 _acceleration = OMV.Vector3.Zero;
272 _rotationalVelocity = OMV.Vector3.Zero; 243 _rotationalVelocity = OMV.Vector3.Zero;
273 244
274 // Zero some other properties directly into the physics engine 245 // Zero some other properties directly into the physics engine
275 BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero); 246 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 } 247 }
280 248
281 public override void LockAngularMotion(OMV.Vector3 axis) 249 public override void LockAngularMotion(OMV.Vector3 axis)
282 { 250 {
283 // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); 251 DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
284 return; 252 return;
285 } 253 }
286 254
287 public override OMV.Vector3 Position { 255 public override OMV.Vector3 Position {
288 get { 256 get {
289 if (!_linkset.IsRoot(this)) 257 if (!Linkset.IsRoot(this))
290 // child prims move around based on their parent. Need to get the latest location 258 // child prims move around based on their parent. Need to get the latest location
291 _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 259 _position = BulletSimAPI.GetPosition2(BSBody.ptr);
292 260
293 // don't do the GetObjectPosition for root elements because this function is called a zillion times 261 // don't do the GetObjectPosition for root elements because this function is called a zillion times
294 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 262 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
295 return _position; 263 return _position;
296 } 264 }
297 set { 265 set {
266 // If you must push the position into the physics engine, use ForcePosition.
267 if (_position == value)
268 {
269 return;
270 }
298 _position = value; 271 _position = value;
299 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? 272 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
300 _scene.TaintedObject("BSPrim.setPosition", delegate() 273 PositionSanityCheck();
274 PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
301 { 275 {
302 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 276 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
303 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 277 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
304 }); 278 });
305 } 279 }
280 }
281 public override OMV.Vector3 ForcePosition {
282 get {
283 _position = BulletSimAPI.GetPosition2(BSBody.ptr);
284 return _position;
285 }
286 set {
287 _position = value;
288 PositionSanityCheck();
289 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
290 }
291 }
292
293 // Check that the current position is sane and, if not, modify the position to make it so.
294 // Check for being below terrain and being out of bounds.
295 // Returns 'true' of the position was made sane by some action.
296 private bool PositionSanityCheck()
297 {
298 bool ret = false;
299
300 // If totally below the ground, move the prim up
301 // TODO: figure out the right solution for this... only for dynamic objects?
302 /*
303 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
304 if (Position.Z < terrainHeight)
305 {
306 DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
307 _position.Z = terrainHeight + 2.0f;
308 ret = true;
309 }
310 */
311 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
312 {
313 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
314 if (Position.Z < waterHeight)
315 {
316 _position.Z = waterHeight;
317 ret = true;
318 }
319 }
320
321 // TODO: check for out of bounds
322 return ret;
323 }
324
325 // A version of the sanity check that also makes sure a new position value is
326 // pushed to the physics engine. This routine would be used by anyone
327 // who is not already pushing the value.
328 private bool PositionSanityCheck(bool inTaintTime)
329 {
330 bool ret = false;
331 if (PositionSanityCheck())
332 {
333 // The new position value must be pushed into the physics engine but we can't
334 // just assign to "Position" because of potential call loops.
335 BSScene.TaintCallback sanityOperation = delegate()
336 {
337 DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
338 ForcePosition = _position;
339 };
340 if (inTaintTime)
341 sanityOperation();
342 else
343 PhysicsScene.TaintedObject("BSPrim.PositionSanityCheck", sanityOperation);
344
345 ret = true;
346 }
347 return ret;
306 } 348 }
307 349
308 // Return the effective mass of the object. 350 // Return the effective mass of the object.
309 // If there are multiple items in the linkset, add them together for the root 351 // If there are multiple items in the linkset, add them together for the root
310 public override float Mass 352 public override float Mass
311 { 353 {
312 get 354 get
313 { 355 {
314 return _linkset.LinksetMass; 356 // return Linkset.LinksetMass;
357 return _mass;
315 } 358 }
316 } 359 }
317 360
318 // used when we only want this prim's mass and not the linkset thing 361 // used when we only want this prim's mass and not the linkset thing
319 public float MassRaw { get { return _mass; } } 362 public override float MassRaw { get { return _mass; } }
320 363
321 // Is this used? 364 // Is this used?
322 public override OMV.Vector3 CenterOfMass 365 public override OMV.Vector3 CenterOfMass
323 { 366 {
324 get { return _linkset.CenterOfMass; } 367 get { return Linkset.CenterOfMass; }
325 } 368 }
326 369
327 // Is this used? 370 // Is this used?
328 public override OMV.Vector3 GeometricCenter 371 public override OMV.Vector3 GeometricCenter
329 { 372 {
330 get { return _linkset.GeometricCenter; } 373 get { return Linkset.GeometricCenter; }
331 } 374 }
332 375
333 public override OMV.Vector3 Force { 376 public override OMV.Vector3 Force {
334 get { return _force; } 377 get { return _force; }
335 set { 378 set {
336 _force = value; 379 _force = value;
337 _scene.TaintedObject("BSPrim.setForce", delegate() 380 PhysicsScene.TaintedObject("BSPrim.setForce", delegate()
338 { 381 {
339 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); 382 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
340 // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); 383 BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
341 BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
342 }); 384 });
343 } 385 }
344 } 386 }
345 387
346 public override int VehicleType { 388 public override int VehicleType {
347 get { 389 get {
348 return (int)_vehicle.Type; // if we are a vehicle, return that type 390 return (int)_vehicle.Type; // if we are a vehicle, return that type
349 } 391 }
350 set { 392 set {
351 Vehicle type = (Vehicle)value; 393 Vehicle type = (Vehicle)value;
352 BSPrim vehiclePrim = this; 394
353 _scene.TaintedObject("setVehicleType", delegate() 395 // Tell the scene about the vehicle so it will get processing each frame.
396 PhysicsScene.VehicleInSceneTypeChanged(this, type);
397
398 PhysicsScene.TaintedObject("setVehicleType", delegate()
354 { 399 {
355 // Done at taint time so we're sure the physics engine is not using the variables 400 // 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. 401 // Vehicle code changes the parameters for this vehicle type.
357 _vehicle.ProcessTypeChange(type); 402 _vehicle.ProcessTypeChange(type);
358 // Tell the scene about the vehicle so it will get processing each frame.
359 _scene.VehicleInSceneTypeChanged(this, type);
360 }); 403 });
361 } 404 }
362 } 405 }
363 public override void VehicleFloatParam(int param, float value) 406 public override void VehicleFloatParam(int param, float value)
364 { 407 {
365 _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() 408 PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
366 { 409 {
367 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 410 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
368 }); 411 });
369 } 412 }
370 public override void VehicleVectorParam(int param, OMV.Vector3 value) 413 public override void VehicleVectorParam(int param, OMV.Vector3 value)
371 { 414 {
372 _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() 415 PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
373 { 416 {
374 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 417 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
375 }); 418 });
376 } 419 }
377 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) 420 public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
378 { 421 {
379 _scene.TaintedObject("BSPrim.VehicleRotationParam", delegate() 422 PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
380 { 423 {
381 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); 424 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
382 }); 425 });
383 } 426 }
384 public override void VehicleFlags(int param, bool remove) 427 public override void VehicleFlags(int param, bool remove)
385 { 428 {
386 _scene.TaintedObject("BSPrim.VehicleFlags", delegate() 429 PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate()
387 { 430 {
388 _vehicle.ProcessVehicleFlags(param, remove); 431 _vehicle.ProcessVehicleFlags(param, remove);
389 }); 432 });
@@ -391,143 +434,331 @@ public sealed class BSPrim : PhysicsActor
391 434
392 // Called each simulation step to advance vehicle characteristics. 435 // Called each simulation step to advance vehicle characteristics.
393 // Called from Scene when doing simulation step so we're in taint processing time. 436 // Called from Scene when doing simulation step so we're in taint processing time.
394 public void StepVehicle(float timeStep) 437 public override void StepVehicle(float timeStep)
395 { 438 {
396 if (IsPhysical) 439 if (IsPhysical)
440 {
397 _vehicle.Step(timeStep); 441 _vehicle.Step(timeStep);
442 }
398 } 443 }
399 444
400 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 445 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
401 public override void SetVolumeDetect(int param) { 446 public override void SetVolumeDetect(int param) {
402 bool newValue = (param != 0); 447 bool newValue = (param != 0);
403 _isVolumeDetect = newValue; 448 if (_isVolumeDetect != newValue)
404 _scene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
405 { 449 {
406 SetObjectDynamic(); 450 _isVolumeDetect = newValue;
407 }); 451 PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
408 return; 452 {
453 // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect);
454 SetObjectDynamic(true);
455 });
456 }
457 return;
409 } 458 }
410 459 public override OMV.Vector3 Velocity {
411 public override OMV.Vector3 Velocity { 460 get { return _velocity; }
412 get { return _velocity; }
413 set { 461 set {
414 _velocity = value; 462 _velocity = value;
415 _scene.TaintedObject("BSPrim.setVelocity", delegate() 463 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
416 { 464 {
417 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); 465 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
418 BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); 466 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
419 }); 467 });
420 } 468 }
469 }
470 public override OMV.Vector3 ForceVelocity {
471 get { return _velocity; }
472 set {
473 _velocity = value;
474 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
475 }
421 } 476 }
422 public override OMV.Vector3 Torque { 477 public override OMV.Vector3 Torque {
423 get { return _torque; } 478 get { return _torque; }
424 set { _torque = value; 479 set { _torque = value;
425 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); 480 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
426 } 481 }
427 } 482 }
428 public override float CollisionScore { 483 public override float CollisionScore {
429 get { return _collisionScore; } 484 get { return _collisionScore; }
430 set { _collisionScore = value; 485 set { _collisionScore = value;
431 } 486 }
432 } 487 }
433 public override OMV.Vector3 Acceleration { 488 public override OMV.Vector3 Acceleration {
434 get { return _acceleration; } 489 get { return _acceleration; }
435 set { _acceleration = value; } 490 set { _acceleration = value; }
436 } 491 }
437 public override OMV.Quaternion Orientation { 492 public override OMV.Quaternion Orientation {
438 get { 493 get {
439 if (!_linkset.IsRoot(this)) 494 if (!Linkset.IsRoot(this))
440 { 495 {
441 // Children move around because tied to parent. Get a fresh value. 496 // Children move around because tied to parent. Get a fresh value.
442 _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); 497 _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
443 } 498 }
444 return _orientation; 499 return _orientation;
445 } 500 }
446 set { 501 set {
502 if (_orientation == value)
503 return;
447 _orientation = value; 504 _orientation = value;
448 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? 505 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
449 _scene.TaintedObject("BSPrim.setOrientation", delegate() 506 PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
450 { 507 {
451 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 508 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
452 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); 509 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
453 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 510 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
454 }); 511 });
455 } 512 }
513 }
514 // Go directly to Bullet to get/set the value.
515 public override OMV.Quaternion ForceOrientation
516 {
517 get
518 {
519 _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
520 return _orientation;
521 }
522 set
523 {
524 _orientation = value;
525 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
526 }
456 } 527 }
457 public override int PhysicsActorType { 528 public override int PhysicsActorType {
458 get { return _physicsActorType; } 529 get { return _physicsActorType; }
459 set { _physicsActorType = value; 530 set { _physicsActorType = value; }
460 }
461 } 531 }
462 public override bool IsPhysical { 532 public override bool IsPhysical {
463 get { return _isPhysical; } 533 get { return _isPhysical; }
464 set { 534 set {
465 _isPhysical = value; 535 if (_isPhysical != value)
466 _scene.TaintedObject("BSPrim.setIsPhysical", delegate()
467 { 536 {
468 SetObjectDynamic(); 537 _isPhysical = value;
469 }); 538 PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate()
470 } 539 {
540 // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
541 SetObjectDynamic(true);
542 });
543 }
544 }
471 } 545 }
472 546
473 // An object is static (does not move) if selected or not physical 547 // An object is static (does not move) if selected or not physical
474 private bool IsStatic 548 public override bool IsStatic
475 { 549 {
476 get { return _isSelected || !IsPhysical; } 550 get { return _isSelected || !IsPhysical; }
477 } 551 }
478 552
479 // An object is solid if it's not phantom and if it's not doing VolumeDetect 553 // An object is solid if it's not phantom and if it's not doing VolumeDetect
480 private bool IsSolid 554 public override bool IsSolid
481 { 555 {
482 get { return !IsPhantom && !_isVolumeDetect; } 556 get { return !IsPhantom && !_isVolumeDetect; }
483 } 557 }
484 558
485 // Make gravity work if the object is physical and not selected 559 // Make gravity work if the object is physical and not selected
486 // No locking here because only called when it is safe 560 // Called at taint-time!!
487 private void SetObjectDynamic() 561 private void SetObjectDynamic(bool forceRebuild)
562 {
563 // Recreate the physical object if necessary
564 CreateGeomAndObject(forceRebuild);
565 }
566
567 // Convert the simulator's physical properties into settings on BulletSim objects.
568 // There are four flags we're interested in:
569 // IsStatic: Object does not move, otherwise the object has mass and moves
570 // isSolid: other objects bounce off of this object
571 // isVolumeDetect: other objects pass through but can generate collisions
572 // collisionEvents: whether this object returns collision events
573 private void UpdatePhysicalParameters()
574 {
575 // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape);
576
577 // Mangling all the physical properties requires the object not be in the physical world.
578 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
579 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr);
580
581 // Set up the object physicalness (does gravity and collisions move this object)
582 MakeDynamic(IsStatic);
583
584 // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters)
585 _vehicle.Refresh();
586
587 // Arrange for collision events if the simulator wants them
588 EnableCollisions(SubscribedEvents());
589
590 // Make solid or not (do things bounce off or pass through this object).
591 MakeSolid(IsSolid);
592
593 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr);
594
595 // Rebuild its shape
596 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr);
597
598 // Collision filter can be set only when the object is in the world
599 if (BSBody.collisionFilter != 0 || BSBody.collisionMask != 0)
600 {
601 BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)BSBody.collisionFilter, (uint)BSBody.collisionMask);
602 }
603
604 // Recompute any linkset parameters.
605 // When going from non-physical to physical, this re-enables the constraints that
606 // had been automatically disabled when the mass was set to zero.
607 Linkset.Refresh(this, true);
608
609 DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}",
610 LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape);
611 }
612
613 // "Making dynamic" means changing to and from static.
614 // When static, gravity does not effect the object and it is fixed in space.
615 // When dynamic, the object can fall and be pushed by others.
616 // This is independent of its 'solidness' which controls what passes through
617 // this object and what interacts with it.
618 private void MakeDynamic(bool makeStatic)
488 { 619 {
489 // RA: remove this for the moment. 620 if (makeStatic)
490 // The problem is that dynamic objects are hulls so if we are becoming physical 621 {
491 // the shape has to be checked and possibly built. 622 // Become a Bullet 'static' object type
492 // Maybe a VerifyCorrectPhysicalShape() routine? 623 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
493 // RecreateGeomAndObject(); 624 // Stop all movement
625 BulletSimAPI.ClearAllForces2(BSBody.ptr);
626 // Center of mass is at the center of the object
627 BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.ptr, _position, _orientation);
628 // Mass is zero which disables a bunch of physics stuff in Bullet
629 BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero);
630 // There is no inertia in a static object
631 BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
632 // Set collision detection parameters
633 if (PhysicsScene.Params.ccdMotionThreshold > 0f)
634 {
635 BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
636 BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
637 }
638 // There can be special things needed for implementing linksets
639 Linkset.MakeStatic(this);
640 // The activation state is 'disabled' so Bullet will not try to act on it.
641 BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION);
642 // Start it out sleeping and physical actions could wake it up.
643 // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING);
644
645 BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter;
646 BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
647 }
648 else
649 {
650 // Not a Bullet static object
651 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
652
653 // Set various physical properties so internal dynamic properties will get computed correctly as they are set
654 BulletSimAPI.SetFriction2(BSBody.ptr, PhysicsScene.Params.defaultFriction);
655 BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.defaultRestitution);
656
657 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
658 BulletSimAPI.ClearAllForces2(BSBody.ptr);
659
660 // For good measure, make sure the transform is set through to the motion state
661 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
662
663 // A dynamic object has mass
664 IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr);
665 OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass);
666 BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia);
667 BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
668
669 // Set collision detection parameters
670 if (PhysicsScene.Params.ccdMotionThreshold > 0f)
671 {
672 BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
673 BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
674 }
494 675
495 // Bullet wants static objects to have a mass of zero 676 // Various values for simulation limits
496 float mass = IsStatic ? 0f : _mass; 677 BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping);
678 BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime);
679 BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
680 BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
497 681
498 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); 682 // There might be special things needed for implementing linksets.
683 Linkset.MakeDynamic(this);
499 684
500 // recompute any linkset parameters 685 // Force activation of the object so Bullet will act on it.
501 _linkset.Refresh(this); 686 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
687 BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
688 // BulletSimAPI.Activate2(BSBody.ptr, true);
502 689
503 CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); 690 BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter;
504 // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); 691 BSBody.collisionMask = CollisionFilterGroups.ObjectMask;
692 }
693 }
694
695 // "Making solid" means that other object will not pass through this object.
696 // To make transparent, we create a Bullet ghost object.
697 // Note: This expects to be called from the UpdatePhysicalParameters() routine as
698 // the functions after this one set up the state of a possibly newly created collision body.
699 private void MakeSolid(bool makeSolid)
700 {
701 CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr);
702 if (makeSolid)
703 {
704 // Verify the previous code created the correct shape for this type of thing.
705 if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0)
706 {
707 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
708 }
709 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
710 }
711 else
712 {
713 if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0)
714 {
715 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
716 }
717 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
718 BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter;
719 BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask;
720 }
721 }
722
723 // Turn on or off the flag controlling whether collision events are returned to the simulator.
724 private void EnableCollisions(bool wantsCollisionEvents)
725 {
726 if (wantsCollisionEvents)
727 {
728 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
729 }
730 else
731 {
732 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
733 }
505 } 734 }
506 735
507 // prims don't fly 736 // prims don't fly
508 public override bool Flying { 737 public override bool Flying {
509 get { return _flying; } 738 get { return _flying; }
510 set { _flying = value; } 739 set {
740 _flying = value;
741 }
511 } 742 }
512 public override bool SetAlwaysRun { 743 public override bool SetAlwaysRun {
513 get { return _setAlwaysRun; } 744 get { return _setAlwaysRun; }
514 set { _setAlwaysRun = value; } 745 set { _setAlwaysRun = value; }
515 } 746 }
516 public override bool ThrottleUpdates { 747 public override bool ThrottleUpdates {
517 get { return _throttleUpdates; } 748 get { return _throttleUpdates; }
518 set { _throttleUpdates = value; } 749 set { _throttleUpdates = value; }
519 } 750 }
520 public override bool IsColliding { 751 public override bool IsColliding {
521 get { return (_collidingStep == _scene.SimulationStep); } 752 get { return (CollidingStep == PhysicsScene.SimulationStep); }
522 set { _isColliding = value; } 753 set { _isColliding = value; }
523 } 754 }
524 public override bool CollidingGround { 755 public override bool CollidingGround {
525 get { return (_collidingGroundStep == _scene.SimulationStep); } 756 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
526 set { _collidingGround = value; } 757 set { _collidingGround = value; }
527 } 758 }
528 public override bool CollidingObj { 759 public override bool CollidingObj {
529 get { return _collidingObj; } 760 get { return _collidingObj; }
530 set { _collidingObj = value; } 761 set { _collidingObj = value; }
531 } 762 }
532 public bool IsPhantom { 763 public bool IsPhantom {
533 get { 764 get {
@@ -537,10 +768,19 @@ public sealed class BSPrim : PhysicsActor
537 return false; 768 return false;
538 } 769 }
539 } 770 }
540 public override bool FloatOnWater { 771 public override bool FloatOnWater {
541 set { _floatOnWater = value; } 772 set {
773 _floatOnWater = value;
774 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
775 {
776 if (_floatOnWater)
777 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
778 else
779 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
780 });
781 }
542 } 782 }
543 public override OMV.Vector3 RotationalVelocity { 783 public override OMV.Vector3 RotationalVelocity {
544 get { 784 get {
545 /* 785 /*
546 OMV.Vector3 pv = OMV.Vector3.Zero; 786 OMV.Vector3 pv = OMV.Vector3.Zero;
@@ -552,58 +792,76 @@ public sealed class BSPrim : PhysicsActor
552 */ 792 */
553 793
554 return _rotationalVelocity; 794 return _rotationalVelocity;
555 } 795 }
556 set { 796 set {
557 _rotationalVelocity = value; 797 _rotationalVelocity = value;
558 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); 798 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
559 _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() 799 PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
560 { 800 {
561 // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 801 // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
562 BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); 802 BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity);
563 }); 803 });
564 } 804 }
805 }
806 public override OMV.Vector3 ForceRotationalVelocity {
807 get {
808 return _rotationalVelocity;
809 }
810 set {
811 _rotationalVelocity = value;
812 BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity);
813 }
565 } 814 }
566 public override bool Kinematic { 815 public override bool Kinematic {
567 get { return _kinematic; } 816 get { return _kinematic; }
568 set { _kinematic = value; 817 set { _kinematic = value;
569 // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); 818 // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic);
570 } 819 }
571 } 820 }
572 public override float Buoyancy { 821 public override float Buoyancy {
573 get { return _buoyancy; } 822 get { return _buoyancy; }
574 set { 823 set {
575 _buoyancy = value; 824 _buoyancy = value;
576 _scene.TaintedObject("BSPrim.setBuoyancy", delegate() 825 PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate()
577 { 826 {
578 // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 827 ForceBuoyancy = _buoyancy;
579 BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
580 }); 828 });
581 } 829 }
830 }
831 public override float ForceBuoyancy {
832 get { return _buoyancy; }
833 set {
834 _buoyancy = value;
835 // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
836 // Buoyancy is faked by changing the gravity applied to the object
837 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
838 BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav));
839 }
582 } 840 }
583 841
584 // Used for MoveTo 842 // Used for MoveTo
585 public override OMV.Vector3 PIDTarget { 843 public override OMV.Vector3 PIDTarget {
586 set { _PIDTarget = value; } 844 set { _PIDTarget = value; }
587 } 845 }
588 public override bool PIDActive { 846 public override bool PIDActive {
589 set { _usePID = value; } 847 set { _usePID = value; }
590 } 848 }
591 public override float PIDTau { 849 public override float PIDTau {
592 set { _PIDTau = value; } 850 set { _PIDTau = value; }
593 } 851 }
594 852
595 // Used for llSetHoverHeight and maybe vehicle height 853 // Used for llSetHoverHeight and maybe vehicle height
596 // Hover Height will override MoveTo target's Z 854 // Hover Height will override MoveTo target's Z
597 public override bool PIDHoverActive { 855 public override bool PIDHoverActive {
598 set { _useHoverPID = value; } 856 set { _useHoverPID = value; }
599 } 857 }
600 public override float PIDHoverHeight { 858 public override float PIDHoverHeight {
601 set { _PIDHoverHeight = value; } 859 set { _PIDHoverHeight = value; }
602 } 860 }
603 public override PIDHoverType PIDHoverType { 861 public override PIDHoverType PIDHoverType {
604 set { _PIDHoverType = value; } 862 set { _PIDHoverType = value; }
605 } 863 }
606 public override float PIDHoverTau { 864 public override float PIDHoverTau {
607 set { _PIDHoverTao = value; } 865 set { _PIDHoverTao = value; }
608 } 866 }
609 867
@@ -615,6 +873,9 @@ public sealed class BSPrim : PhysicsActor
615 873
616 private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>(); 874 private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
617 public override void AddForce(OMV.Vector3 force, bool pushforce) { 875 public override void AddForce(OMV.Vector3 force, bool pushforce) {
876 AddForce(force, pushforce, false);
877 }
878 public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
618 // for an object, doesn't matter if force is a pushforce or not 879 // for an object, doesn't matter if force is a pushforce or not
619 if (force.IsFinite()) 880 if (force.IsFinite())
620 { 881 {
@@ -624,56 +885,38 @@ public sealed class BSPrim : PhysicsActor
624 } 885 }
625 else 886 else
626 { 887 {
627 m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); 888 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
628 return; 889 return;
629 } 890 }
630 _scene.TaintedObject("BSPrim.AddForce", delegate() 891 BSScene.TaintCallback addForceOperation = delegate()
631 { 892 {
632 OMV.Vector3 fSum = OMV.Vector3.Zero; 893 OMV.Vector3 fSum = OMV.Vector3.Zero;
633 lock (m_accumulatedForces) 894 lock (m_accumulatedForces)
634 { 895 {
896 // Sum the accumulated additional forces for one big force to apply once.
635 foreach (OMV.Vector3 v in m_accumulatedForces) 897 foreach (OMV.Vector3 v in m_accumulatedForces)
636 { 898 {
637 fSum += v; 899 fSum += v;
638 } 900 }
639 m_accumulatedForces.Clear(); 901 m_accumulatedForces.Clear();
640 } 902 }
641 // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); 903 // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum);
642 BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); 904 // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object.
643 }); 905 BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum);
906 };
907 if (inTaintTime)
908 addForceOperation();
909 else
910 PhysicsScene.TaintedObject("BSPrim.AddForce", addForceOperation);
644 } 911 }
645 912
646 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 913 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
647 // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); 914 // 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); 915 // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
649 } 916 }
650 public override void SetMomentum(OMV.Vector3 momentum) { 917 public override void SetMomentum(OMV.Vector3 momentum) {
651 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); 918 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
652 } 919 }
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 920 #region Mass Calculation
678 921
679 private float CalculateMass() 922 private float CalculateMass()
@@ -682,19 +925,19 @@ public sealed class BSPrim : PhysicsActor
682 float tmp; 925 float tmp;
683 926
684 float returnMass = 0; 927 float returnMass = 0;
685 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; 928 float hollowAmount = (float)BaseShape.ProfileHollow * 2.0e-5f;
686 float hollowVolume = hollowAmount * hollowAmount; 929 float hollowVolume = hollowAmount * hollowAmount;
687 930
688 switch (_pbs.ProfileShape) 931 switch (BaseShape.ProfileShape)
689 { 932 {
690 case ProfileShape.Square: 933 case ProfileShape.Square:
691 // default box 934 // default box
692 935
693 if (_pbs.PathCurve == (byte)Extrusion.Straight) 936 if (BaseShape.PathCurve == (byte)Extrusion.Straight)
694 { 937 {
695 if (hollowAmount > 0.0) 938 if (hollowAmount > 0.0)
696 { 939 {
697 switch (_pbs.HollowShape) 940 switch (BaseShape.HollowShape)
698 { 941 {
699 case HollowShape.Square: 942 case HollowShape.Square:
700 case HollowShape.Same: 943 case HollowShape.Same:
@@ -718,19 +961,19 @@ public sealed class BSPrim : PhysicsActor
718 } 961 }
719 } 962 }
720 963
721 else if (_pbs.PathCurve == (byte)Extrusion.Curve1) 964 else if (BaseShape.PathCurve == (byte)Extrusion.Curve1)
722 { 965 {
723 //a tube 966 //a tube
724 967
725 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); 968 volume *= 0.78539816339e-2f * (float)(200 - BaseShape.PathScaleX);
726 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); 969 tmp= 1.0f -2.0e-2f * (float)(200 - BaseShape.PathScaleY);
727 volume -= volume*tmp*tmp; 970 volume -= volume*tmp*tmp;
728 971
729 if (hollowAmount > 0.0) 972 if (hollowAmount > 0.0)
730 { 973 {
731 hollowVolume *= hollowAmount; 974 hollowVolume *= hollowAmount;
732 975
733 switch (_pbs.HollowShape) 976 switch (BaseShape.HollowShape)
734 { 977 {
735 case HollowShape.Square: 978 case HollowShape.Square:
736 case HollowShape.Same: 979 case HollowShape.Same:
@@ -755,13 +998,13 @@ public sealed class BSPrim : PhysicsActor
755 998
756 case ProfileShape.Circle: 999 case ProfileShape.Circle:
757 1000
758 if (_pbs.PathCurve == (byte)Extrusion.Straight) 1001 if (BaseShape.PathCurve == (byte)Extrusion.Straight)
759 { 1002 {
760 volume *= 0.78539816339f; // elipse base 1003 volume *= 0.78539816339f; // elipse base
761 1004
762 if (hollowAmount > 0.0) 1005 if (hollowAmount > 0.0)
763 { 1006 {
764 switch (_pbs.HollowShape) 1007 switch (BaseShape.HollowShape)
765 { 1008 {
766 case HollowShape.Same: 1009 case HollowShape.Same:
767 case HollowShape.Circle: 1010 case HollowShape.Circle:
@@ -783,19 +1026,19 @@ public sealed class BSPrim : PhysicsActor
783 } 1026 }
784 } 1027 }
785 1028
786 else if (_pbs.PathCurve == (byte)Extrusion.Curve1) 1029 else if (BaseShape.PathCurve == (byte)Extrusion.Curve1)
787 { 1030 {
788 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); 1031 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - BaseShape.PathScaleX);
789 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); 1032 tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY);
790 volume *= (1.0f - tmp * tmp); 1033 volume *= (1.0f - tmp * tmp);
791 1034
792 if (hollowAmount > 0.0) 1035 if (hollowAmount > 0.0)
793 { 1036 {
794 1037
795 // calculate the hollow volume by it's shape compared to the prim shape 1038 // calculate the hollow volume by it's shape compared to the prim shape
796 hollowVolume *= hollowAmount; 1039 hollowVolume *= hollowAmount;
797 1040
798 switch (_pbs.HollowShape) 1041 switch (BaseShape.HollowShape)
799 { 1042 {
800 case HollowShape.Same: 1043 case HollowShape.Same:
801 case HollowShape.Circle: 1044 case HollowShape.Circle:
@@ -819,7 +1062,7 @@ public sealed class BSPrim : PhysicsActor
819 break; 1062 break;
820 1063
821 case ProfileShape.HalfCircle: 1064 case ProfileShape.HalfCircle:
822 if (_pbs.PathCurve == (byte)Extrusion.Curve1) 1065 if (BaseShape.PathCurve == (byte)Extrusion.Curve1)
823 { 1066 {
824 volume *= 0.52359877559829887307710723054658f; 1067 volume *= 0.52359877559829887307710723054658f;
825 } 1068 }
@@ -827,7 +1070,7 @@ public sealed class BSPrim : PhysicsActor
827 1070
828 case ProfileShape.EquilateralTriangle: 1071 case ProfileShape.EquilateralTriangle:
829 1072
830 if (_pbs.PathCurve == (byte)Extrusion.Straight) 1073 if (BaseShape.PathCurve == (byte)Extrusion.Straight)
831 { 1074 {
832 volume *= 0.32475953f; 1075 volume *= 0.32475953f;
833 1076
@@ -835,7 +1078,7 @@ public sealed class BSPrim : PhysicsActor
835 { 1078 {
836 1079
837 // calculate the hollow volume by it's shape compared to the prim shape 1080 // calculate the hollow volume by it's shape compared to the prim shape
838 switch (_pbs.HollowShape) 1081 switch (BaseShape.HollowShape)
839 { 1082 {
840 case HollowShape.Same: 1083 case HollowShape.Same:
841 case HollowShape.Triangle: 1084 case HollowShape.Triangle:
@@ -860,11 +1103,11 @@ public sealed class BSPrim : PhysicsActor
860 volume *= (1.0f - hollowVolume); 1103 volume *= (1.0f - hollowVolume);
861 } 1104 }
862 } 1105 }
863 else if (_pbs.PathCurve == (byte)Extrusion.Curve1) 1106 else if (BaseShape.PathCurve == (byte)Extrusion.Curve1)
864 { 1107 {
865 volume *= 0.32475953f; 1108 volume *= 0.32475953f;
866 volume *= 0.01f * (float)(200 - _pbs.PathScaleX); 1109 volume *= 0.01f * (float)(200 - BaseShape.PathScaleX);
867 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); 1110 tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY);
868 volume *= (1.0f - tmp * tmp); 1111 volume *= (1.0f - tmp * tmp);
869 1112
870 if (hollowAmount > 0.0) 1113 if (hollowAmount > 0.0)
@@ -872,7 +1115,7 @@ public sealed class BSPrim : PhysicsActor
872 1115
873 hollowVolume *= hollowAmount; 1116 hollowVolume *= hollowAmount;
874 1117
875 switch (_pbs.HollowShape) 1118 switch (BaseShape.HollowShape)
876 { 1119 {
877 case HollowShape.Same: 1120 case HollowShape.Same:
878 case HollowShape.Triangle: 1121 case HollowShape.Triangle:
@@ -912,26 +1155,26 @@ public sealed class BSPrim : PhysicsActor
912 float profileBegin; 1155 float profileBegin;
913 float profileEnd; 1156 float profileEnd;
914 1157
915 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) 1158 if (BaseShape.PathCurve == (byte)Extrusion.Straight || BaseShape.PathCurve == (byte)Extrusion.Flexible)
916 { 1159 {
917 taperX1 = _pbs.PathScaleX * 0.01f; 1160 taperX1 = BaseShape.PathScaleX * 0.01f;
918 if (taperX1 > 1.0f) 1161 if (taperX1 > 1.0f)
919 taperX1 = 2.0f - taperX1; 1162 taperX1 = 2.0f - taperX1;
920 taperX = 1.0f - taperX1; 1163 taperX = 1.0f - taperX1;
921 1164
922 taperY1 = _pbs.PathScaleY * 0.01f; 1165 taperY1 = BaseShape.PathScaleY * 0.01f;
923 if (taperY1 > 1.0f) 1166 if (taperY1 > 1.0f)
924 taperY1 = 2.0f - taperY1; 1167 taperY1 = 2.0f - taperY1;
925 taperY = 1.0f - taperY1; 1168 taperY = 1.0f - taperY1;
926 } 1169 }
927 else 1170 else
928 { 1171 {
929 taperX = _pbs.PathTaperX * 0.01f; 1172 taperX = BaseShape.PathTaperX * 0.01f;
930 if (taperX < 0.0f) 1173 if (taperX < 0.0f)
931 taperX = -taperX; 1174 taperX = -taperX;
932 taperX1 = 1.0f - taperX; 1175 taperX1 = 1.0f - taperX;
933 1176
934 taperY = _pbs.PathTaperY * 0.01f; 1177 taperY = BaseShape.PathTaperY * 0.01f;
935 if (taperY < 0.0f) 1178 if (taperY < 0.0f)
936 taperY = -taperY; 1179 taperY = -taperY;
937 taperY1 = 1.0f - taperY; 1180 taperY1 = 1.0f - taperY;
@@ -941,13 +1184,13 @@ public sealed class BSPrim : PhysicsActor
941 1184
942 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); 1185 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
943 1186
944 pathBegin = (float)_pbs.PathBegin * 2.0e-5f; 1187 pathBegin = (float)BaseShape.PathBegin * 2.0e-5f;
945 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; 1188 pathEnd = 1.0f - (float)BaseShape.PathEnd * 2.0e-5f;
946 volume *= (pathEnd - pathBegin); 1189 volume *= (pathEnd - pathBegin);
947 1190
948 // this is crude aproximation 1191 // this is crude aproximation
949 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; 1192 profileBegin = (float)BaseShape.ProfileBegin * 2.0e-5f;
950 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; 1193 profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f;
951 volume *= (profileEnd - profileBegin); 1194 volume *= (profileEnd - profileBegin);
952 1195
953 returnMass = _density * volume; 1196 returnMass = _density * volume;
@@ -967,296 +1210,66 @@ public sealed class BSPrim : PhysicsActor
967 if (returnMass <= 0) 1210 if (returnMass <= 0)
968 returnMass = 0.0001f; 1211 returnMass = 0.0001f;
969 1212
970 if (returnMass > _scene.MaximumObjectMass) 1213 if (returnMass > PhysicsScene.MaximumObjectMass)
971 returnMass = _scene.MaximumObjectMass; 1214 returnMass = PhysicsScene.MaximumObjectMass;
972 1215
973 return returnMass; 1216 return returnMass;
974 }// end CalculateMass 1217 }// end CalculateMass
975 #endregion Mass Calculation 1218 #endregion Mass Calculation
976 1219
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 1220 // Copy prim's info into the BulletSim shape description structure
1233 public void FillShapeInfo(out ShapeData shape) 1221 public void FillShapeInfo(out ShapeData shape)
1234 { 1222 {
1235 shape.ID = _localID; 1223 shape.ID = LocalID;
1236 shape.Type = _shapeType; 1224 shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
1237 shape.Position = _position; 1225 shape.Position = _position;
1238 shape.Rotation = _orientation; 1226 shape.Rotation = _orientation;
1239 shape.Velocity = _velocity; 1227 shape.Velocity = _velocity;
1240 shape.Scale = _scale; 1228 shape.Size = _size;
1229 shape.Scale = Scale;
1241 shape.Mass = _isPhysical ? _mass : 0f; 1230 shape.Mass = _isPhysical ? _mass : 0f;
1242 shape.Buoyancy = _buoyancy; 1231 shape.Buoyancy = _buoyancy;
1243 shape.HullKey = _hullKey; 1232 shape.HullKey = 0;
1244 shape.MeshKey = _meshKey; 1233 shape.MeshKey = 0;
1245 shape.Friction = _friction; 1234 shape.Friction = _friction;
1246 shape.Restitution = _restitution; 1235 shape.Restitution = _restitution;
1247 shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; 1236 shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
1248 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; 1237 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
1238 shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue;
1249 } 1239 }
1250
1251
1252 // Rebuild the geometry and object. 1240 // Rebuild the geometry and object.
1253 // This is called when the shape changes so we need to recreate the mesh/hull. 1241 // 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 1242 // Called at taint-time!!!
1255 private void RecreateGeomAndObject() 1243 private void CreateGeomAndObject(bool forceRebuild)
1256 { 1244 {
1257 // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); 1245 ShapeData shapeData;
1258 if (CreateGeom(true)) 1246 FillShapeInfo(out shapeData);
1259 CreateObject(); 1247
1248 // If this prim is part of a linkset, we must remove and restore the physical
1249 // links if the body is rebuilt.
1250 bool needToRestoreLinkset = false;
1251
1252 // Create the correct physical representation for this type of object.
1253 // Updates BSBody and BSShape with the new information.
1254 // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
1255 // Returns 'true' if either the body or the shape was changed.
1256 PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
1257 null, delegate(BulletBody dBody)
1258 {
1259 // Called if the current prim body is about to be destroyed.
1260 // Remove all the physical dependencies on the old body.
1261 // (Maybe someday make the changing of BSShape an event handled by BSLinkset.)
1262 needToRestoreLinkset = Linkset.RemoveBodyDependencies(this);
1263 });
1264
1265 if (needToRestoreLinkset)
1266 {
1267 // If physical body dependencies were removed, restore them
1268 Linkset.RestoreBodyDependencies(this);
1269 }
1270
1271 // Make sure the properties are set on the new object
1272 UpdatePhysicalParameters();
1260 return; 1273 return;
1261 } 1274 }
1262 1275
@@ -1277,7 +1290,7 @@ public sealed class BSPrim : PhysicsActor
1277 const float ACCELERATION_TOLERANCE = 0.01f; 1290 const float ACCELERATION_TOLERANCE = 0.01f;
1278 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; 1291 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
1279 1292
1280 public void UpdateProperties(EntityProperties entprop) 1293 public override void UpdateProperties(EntityProperties entprop)
1281 { 1294 {
1282 /* 1295 /*
1283 UpdatedProperties changed = 0; 1296 UpdatedProperties changed = 0;
@@ -1325,7 +1338,7 @@ public sealed class BSPrim : PhysicsActor
1325 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. 1338 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
1326 1339
1327 // Updates only for individual prims and for the root object of a linkset. 1340 // Updates only for individual prims and for the root object of a linkset.
1328 if (_linkset.IsRoot(this)) 1341 if (Linkset.IsRoot(this))
1329 { 1342 {
1330 // Assign to the local variables so the normal set action does not happen 1343 // Assign to the local variables so the normal set action does not happen
1331 _position = entprop.Position; 1344 _position = entprop.Position;
@@ -1334,69 +1347,31 @@ public sealed class BSPrim : PhysicsActor
1334 _acceleration = entprop.Acceleration; 1347 _acceleration = entprop.Acceleration;
1335 _rotationalVelocity = entprop.RotationalVelocity; 1348 _rotationalVelocity = entprop.RotationalVelocity;
1336 1349
1337 // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", 1350 // remember the current and last set values
1338 // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 1351 LastEntityProperties = CurrentEntityProperties;
1339 // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1352 CurrentEntityProperties = entprop;
1340 // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 1353
1354 PositionSanityCheck(true);
1355
1356 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1357 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
1358
1359 // BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG
1341 1360
1342 base.RequestPhysicsterseUpdate(); 1361 base.RequestPhysicsterseUpdate();
1343 } 1362 }
1344 /* 1363 /*
1345 else 1364 else
1346 { 1365 {
1347 // For debugging, we also report the movement of children 1366 // For debugging, report the movement of children
1348 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1367 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1349 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, 1368 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
1350 entprop.Acceleration, entprop.RotationalVelocity); 1369 entprop.Acceleration, entprop.RotationalVelocity);
1351 } 1370 }
1352 */ 1371 */
1353 }
1354
1355 // I've collided with something
1356 CollisionEventUpdate collisionCollection;
1357 public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
1358 {
1359 // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
1360
1361 // The following lines make IsColliding() and IsCollidingGround() work
1362 _collidingStep = _scene.SimulationStep;
1363 if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
1364 {
1365 _collidingGroundStep = _scene.SimulationStep;
1366 }
1367
1368 // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith);
1369 1372
1370 // if someone is subscribed to collision events.... 1373 // The linkset implimentation might want to know about this.
1371 if (_subscribedEventsMs != 0) { 1374 Linkset.UpdateProperties(this);
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 } 1375 }
1401} 1376}
1402} 1377}