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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs1157
1 files changed, 554 insertions, 603 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 9c20004..6a4365c 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -24,6 +24,9 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27
28// Uncomment this it enable code to do all shape an body memory management
29// in the C# code.
27using System; 30using System;
28using System.Reflection; 31using System.Reflection;
29using System.Collections.Generic; 32using System.Collections.Generic;
@@ -36,32 +39,20 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet;
36 39
37namespace OpenSim.Region.Physics.BulletSPlugin 40namespace OpenSim.Region.Physics.BulletSPlugin
38{ 41{
42
39 [Serializable] 43 [Serializable]
40public sealed class BSPrim : PhysicsActor 44public sealed class BSPrim : BSPhysObject
41{ 45{
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43 private static readonly string LogHeader = "[BULLETS PRIM]"; 47 private static readonly string LogHeader = "[BULLETS PRIM]";
44 48
45 private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); }
46
47 private IMesh _mesh;
48 private PrimitiveBaseShape _pbs; 49 private PrimitiveBaseShape _pbs;
49 private ShapeData.PhysicsShapeType _shapeType;
50 private ulong _meshKey;
51 private ulong _hullKey;
52 private List<ConvexResult> _hulls;
53
54 private BSScene _scene;
55 public BSScene Scene { get { return _scene; } }
56 private String _avName;
57 private uint _localID = 0;
58 50
59 // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. 51 // _size is what the user passed. _scale is what we pass to the physics engine with the mesh.
60 // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. 52 // Often _scale is unity because the meshmerizer will apply _size when creating the mesh.
61 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user 53 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
62 private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer 54 private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
63 55
64 private bool _stopped;
65 private bool _grabbed; 56 private bool _grabbed;
66 private bool _isSelected; 57 private bool _isSelected;
67 private bool _isVolumeDetect; 58 private bool _isVolumeDetect;
@@ -89,25 +80,6 @@ public sealed class BSPrim : PhysicsActor
89 private bool _kinematic; 80 private bool _kinematic;
90 private float _buoyancy; 81 private float _buoyancy;
91 82
92 // Membership in a linkset is controlled by this class.
93 private BSLinkset _linkset;
94 public BSLinkset Linkset
95 {
96 get { return _linkset; }
97 set { _linkset = value; }
98 }
99
100 private int _subscribedEventsMs = 0;
101 private int _nextCollisionOkTime = 0;
102 long _collidingStep;
103 long _collidingGroundStep;
104
105 private BulletBody m_body;
106 public BulletBody Body {
107 get { return m_body; }
108 set { m_body = value; }
109 }
110
111 private BSDynamics _vehicle; 83 private BSDynamics _vehicle;
112 84
113 private OMV.Vector3 _PIDTarget; 85 private OMV.Vector3 _PIDTarget;
@@ -122,9 +94,8 @@ public sealed class BSPrim : PhysicsActor
122 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) 94 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
123 { 95 {
124 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); 96 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
125 _localID = localID; 97 base.BaseInitialize(parent_scene, localID, primName, "BSPrim");
126 _avName = primName; 98 _physicsActorType = (int)ActorTypes.Prim;
127 _scene = parent_scene;
128 _position = pos; 99 _position = pos;
129 _size = size; 100 _size = size;
130 _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type 101 _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type
@@ -132,98 +103,103 @@ public sealed class BSPrim : PhysicsActor
132 _buoyancy = 1f; 103 _buoyancy = 1f;
133 _velocity = OMV.Vector3.Zero; 104 _velocity = OMV.Vector3.Zero;
134 _rotationalVelocity = OMV.Vector3.Zero; 105 _rotationalVelocity = OMV.Vector3.Zero;
135 _hullKey = 0;
136 _meshKey = 0;
137 _pbs = pbs; 106 _pbs = pbs;
138 _isPhysical = pisPhysical; 107 _isPhysical = pisPhysical;
139 _isVolumeDetect = false; 108 _isVolumeDetect = false;
140 _subscribedEventsMs = 0; 109 _friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material
141 _friction = _scene.Params.defaultFriction; // TODO: compute based on object material 110 _density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material
142 _density = _scene.Params.defaultDensity; // TODO: compute based on object material 111 _restitution = PhysicsScene.Params.defaultRestitution;
143 _restitution = _scene.Params.defaultRestitution; 112 _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness
144 _linkset = new BSLinkset(_scene, this); // a linkset of one
145 _vehicle = new BSDynamics(this); // add vehicleness
146 _mass = CalculateMass(); 113 _mass = CalculateMass();
147 // do the actual object creation at taint time 114
115 // No body or shape yet
116 BSBody = new BulletBody(LocalID, IntPtr.Zero);
117 BSShape = new BulletShape(IntPtr.Zero);
118
148 DetailLog("{0},BSPrim.constructor,call", LocalID); 119 DetailLog("{0},BSPrim.constructor,call", LocalID);
149 _scene.TaintedObject("BSPrim.create", delegate() 120 // do the actual object creation at taint time
121 PhysicsScene.TaintedObject("BSPrim.create", delegate()
150 { 122 {
151 RecreateGeomAndObject(); 123 CreateGeomAndObject(true);
152 124
153 // Get the pointer to the physical body for this object. 125 CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.ptr);
154 // At the moment, we're still letting BulletSim manage the creation and destruction
155 // of the object. Someday we'll move that into the C# code.
156 m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
157 }); 126 });
158 } 127 }
159 128
160 // called when this prim is being destroyed and we should free all the resources 129 // called when this prim is being destroyed and we should free all the resources
161 public void Destroy() 130 public override void Destroy()
162 { 131 {
163 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); 132 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
164 133
165 // Undo any links between me and any other object 134 // Undo any links between me and any other object
166 BSPrim parentBefore = _linkset.LinksetRoot; 135 BSPhysObject parentBefore = Linkset.LinksetRoot;
167 int childrenBefore = _linkset.NumberOfChildren; 136 int childrenBefore = Linkset.NumberOfChildren;
168 137
169 _linkset = _linkset.RemoveMeFromLinkset(this); 138 Linkset = Linkset.RemoveMeFromLinkset(this);
170 139
171 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", 140 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
172 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 141 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
173 142
174 // Undo any vehicle properties 143 // Undo any vehicle properties
175 this.VehicleType = (int)Vehicle.TYPE_NONE; 144 this.VehicleType = (int)Vehicle.TYPE_NONE;
176 145
177 _scene.TaintedObject("BSPrim.destroy", delegate() 146 PhysicsScene.TaintedObject("BSPrim.destroy", delegate()
178 { 147 {
179 DetailLog("{0},BSPrim.Destroy,taint,", LocalID); 148 DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
180 // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. 149 // If there are physical body and shape, release my use of same.
181 BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); 150 PhysicsScene.Shapes.DereferenceBody(BSBody, true, null);
151 PhysicsScene.Shapes.DereferenceShape(BSShape, true, null);
182 }); 152 });
183 } 153 }
184 154
185 public override bool Stopped { 155 // No one uses this property.
186 get { return _stopped; } 156 public override bool Stopped {
157 get { return false; }
187 } 158 }
188 public override OMV.Vector3 Size { 159 public override OMV.Vector3 Size {
189 get { return _size; } 160 get { return _size; }
190 set { 161 set {
191 _size = value; 162 _size = value;
192 _scene.TaintedObject("BSPrim.setSize", delegate() 163 PhysicsScene.TaintedObject("BSPrim.setSize", delegate()
193 { 164 {
194 _mass = CalculateMass(); // changing size changes the mass 165 _mass = CalculateMass(); // changing size changes the mass
195 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); 166 // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct
196 // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); 167 // scale and margins are set.
197 RecreateGeomAndObject(); 168 CreateGeomAndObject(true);
169 // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical);
198 }); 170 });
199 } 171 }
172 }
173 // Scale is what we set in the physics engine. It is different than 'size' in that
174 // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>.
175 public OMV.Vector3 Scale
176 {
177 get { return _scale; }
178 set { _scale = value; }
200 } 179 }
201 public override PrimitiveBaseShape Shape { 180 public override PrimitiveBaseShape Shape {
202 set { 181 set {
203 _pbs = value; 182 _pbs = value;
204 _scene.TaintedObject("BSPrim.setShape", delegate() 183 PhysicsScene.TaintedObject("BSPrim.setShape", delegate()
205 { 184 {
206 _mass = CalculateMass(); // changing the shape changes the mass 185 _mass = CalculateMass(); // changing the shape changes the mass
207 RecreateGeomAndObject(); 186 CreateGeomAndObject(true);
208 }); 187 });
209 } 188 }
210 }
211 public override uint LocalID {
212 set { _localID = value; }
213 get { return _localID; }
214 } 189 }
215 public override bool Grabbed { 190 public override bool Grabbed {
216 set { _grabbed = value; 191 set { _grabbed = value;
217 } 192 }
218 } 193 }
219 public override bool Selected { 194 public override bool Selected {
220 set { 195 set {
221 _isSelected = value; 196 _isSelected = value;
222 _scene.TaintedObject("BSPrim.setSelected", delegate() 197 PhysicsScene.TaintedObject("BSPrim.setSelected", delegate()
223 { 198 {
224 SetObjectDynamic(); 199 DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
200 SetObjectDynamic(false);
225 }); 201 });
226 } 202 }
227 } 203 }
228 public override void CrossingFailure() { return; } 204 public override void CrossingFailure() { return; }
229 205
@@ -232,158 +208,227 @@ public sealed class BSPrim : PhysicsActor
232 BSPrim parent = obj as BSPrim; 208 BSPrim parent = obj as BSPrim;
233 if (parent != null) 209 if (parent != null)
234 { 210 {
235 DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); 211 BSPhysObject parentBefore = Linkset.LinksetRoot;
236 BSPrim parentBefore = _linkset.LinksetRoot; 212 int childrenBefore = Linkset.NumberOfChildren;
237 int childrenBefore = _linkset.NumberOfChildren;
238 213
239 _linkset = parent.Linkset.AddMeToLinkset(this); 214 Linkset = parent.Linkset.AddMeToLinkset(this);
240 215
241 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", 216 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
242 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 217 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
243 } 218 }
244 return; 219 return;
245 } 220 }
246 221
247 // delink me from my linkset 222 // delink me from my linkset
248 public override void delink() { 223 public override void delink() {
249 // TODO: decide if this parent checking needs to happen at taint time 224 // TODO: decide if this parent checking needs to happen at taint time
250 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen 225 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
251 DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
252 _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString());
253 226
254 BSPrim parentBefore = _linkset.LinksetRoot; 227 BSPhysObject parentBefore = Linkset.LinksetRoot;
255 int childrenBefore = _linkset.NumberOfChildren; 228 int childrenBefore = Linkset.NumberOfChildren;
256 229
257 _linkset = _linkset.RemoveMeFromLinkset(this); 230 Linkset = Linkset.RemoveMeFromLinkset(this);
258 231
259 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", 232 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
260 LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); 233 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
261 return; 234 return;
262 } 235 }
263 236
264 // Set motion values to zero. 237 // Set motion values to zero.
265 // Do it to the properties so the values get set in the physics engine. 238 // Do it to the properties so the values get set in the physics engine.
266 // Push the setting of the values to the viewer. 239 // Push the setting of the values to the viewer.
267 // Called at taint time! 240 // Called at taint time!
268 public void ZeroMotion() 241 public override void ZeroMotion()
269 { 242 {
270 _velocity = OMV.Vector3.Zero; 243 _velocity = OMV.Vector3.Zero;
271 _acceleration = OMV.Vector3.Zero; 244 _acceleration = OMV.Vector3.Zero;
272 _rotationalVelocity = OMV.Vector3.Zero; 245 _rotationalVelocity = OMV.Vector3.Zero;
273 246
274 // Zero some other properties directly into the physics engine 247 // Zero some other properties directly into the physics engine
275 BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero); 248 BulletSimAPI.ClearForces2(BSBody.ptr);
276 BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero);
277 BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
278 BulletSimAPI.ClearForces2(Body.Ptr);
279 } 249 }
280 250
281 public override void LockAngularMotion(OMV.Vector3 axis) 251 public override void LockAngularMotion(OMV.Vector3 axis)
282 { 252 {
283 // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); 253 DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
284 return; 254 return;
285 } 255 }
286 256
287 public override OMV.Vector3 Position { 257 public override OMV.Vector3 Position {
288 get { 258 get {
289 if (!_linkset.IsRoot(this)) 259 if (!Linkset.IsRoot(this))
290 // child prims move around based on their parent. Need to get the latest location 260 // child prims move around based on their parent. Need to get the latest location
291 _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 261 _position = BulletSimAPI.GetPosition2(BSBody.ptr);
292 262
293 // don't do the GetObjectPosition for root elements because this function is called a zillion times 263 // don't do the GetObjectPosition for root elements because this function is called a zillion times
294 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 264 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
295 return _position; 265 return _position;
296 } 266 }
297 set { 267 set {
268 // If you must push the position into the physics engine, use ForcePosition.
269 if (_position == value)
270 {
271 return;
272 }
298 _position = value; 273 _position = value;
299 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? 274 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
300 _scene.TaintedObject("BSPrim.setPosition", delegate() 275 PositionSanityCheck();
276 PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
301 { 277 {
302 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 278 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
303 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 279 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
304 }); 280 });
305 } 281 }
282 }
283 public override OMV.Vector3 ForcePosition {
284 get {
285 _position = BulletSimAPI.GetPosition2(BSBody.ptr);
286 return _position;
287 }
288 set {
289 _position = value;
290 PositionSanityCheck();
291 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
292 }
293 }
294
295 // Check that the current position is sane and, if not, modify the position to make it so.
296 // Check for being below terrain and being out of bounds.
297 // Returns 'true' of the position was made sane by some action.
298 private bool PositionSanityCheck()
299 {
300 bool ret = false;
301
302 // If totally below the ground, move the prim up
303 // TODO: figure out the right solution for this... only for dynamic objects?
304 /*
305 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
306 if (Position.Z < terrainHeight)
307 {
308 DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
309 _position.Z = terrainHeight + 2.0f;
310 ret = true;
311 }
312 */
313 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
314 {
315 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
316 if (Position.Z < waterHeight)
317 {
318 _position.Z = waterHeight;
319 ret = true;
320 }
321 }
322
323 // TODO: check for out of bounds
324 return ret;
325 }
326
327 // A version of the sanity check that also makes sure a new position value is
328 // pushed back to the physics engine. This routine would be used by anyone
329 // who is not already pushing the value.
330 private bool PositionSanityCheck2(bool inTaintTime)
331 {
332 bool ret = false;
333 if (PositionSanityCheck())
334 {
335 // The new position value must be pushed into the physics engine but we can't
336 // just assign to "Position" because of potential call loops.
337 BSScene.TaintCallback sanityOperation = delegate()
338 {
339 DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
340 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
341 };
342 if (inTaintTime)
343 sanityOperation();
344 else
345 PhysicsScene.TaintedObject("BSPrim.PositionSanityCheck", sanityOperation);
346
347 ret = true;
348 }
349 return ret;
306 } 350 }
307 351
308 // Return the effective mass of the object. 352 // Return the effective mass of the object.
309 // If there are multiple items in the linkset, add them together for the root 353 // If there are multiple items in the linkset, add them together for the root
310 public override float Mass 354 public override float Mass
311 { 355 {
312 get 356 get
313 { 357 {
314 return _linkset.LinksetMass; 358 // return Linkset.LinksetMass;
359 return _mass;
315 } 360 }
316 } 361 }
317 362
318 // used when we only want this prim's mass and not the linkset thing 363 // used when we only want this prim's mass and not the linkset thing
319 public float MassRaw { get { return _mass; } } 364 public override float MassRaw { get { return _mass; } }
320 365
321 // Is this used? 366 // Is this used?
322 public override OMV.Vector3 CenterOfMass 367 public override OMV.Vector3 CenterOfMass
323 { 368 {
324 get { return _linkset.CenterOfMass; } 369 get { return Linkset.CenterOfMass; }
325 } 370 }
326 371
327 // Is this used? 372 // Is this used?
328 public override OMV.Vector3 GeometricCenter 373 public override OMV.Vector3 GeometricCenter
329 { 374 {
330 get { return _linkset.GeometricCenter; } 375 get { return Linkset.GeometricCenter; }
331 } 376 }
332 377
333 public override OMV.Vector3 Force { 378 public override OMV.Vector3 Force {
334 get { return _force; } 379 get { return _force; }
335 set { 380 set {
336 _force = value; 381 _force = value;
337 _scene.TaintedObject("BSPrim.setForce", delegate() 382 PhysicsScene.TaintedObject("BSPrim.setForce", delegate()
338 { 383 {
339 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); 384 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
340 // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); 385 BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
341 BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
342 }); 386 });
343 } 387 }
344 } 388 }
345 389
346 public override int VehicleType { 390 public override int VehicleType {
347 get { 391 get {
348 return (int)_vehicle.Type; // if we are a vehicle, return that type 392 return (int)_vehicle.Type; // if we are a vehicle, return that type
349 } 393 }
350 set { 394 set {
351 Vehicle type = (Vehicle)value; 395 Vehicle type = (Vehicle)value;
352 BSPrim vehiclePrim = this; 396
353 _scene.TaintedObject("setVehicleType", delegate() 397 // Tell the scene about the vehicle so it will get processing each frame.
398 PhysicsScene.VehicleInSceneTypeChanged(this, type);
399
400 PhysicsScene.TaintedObject("setVehicleType", delegate()
354 { 401 {
355 // Done at taint time so we're sure the physics engine is not using the variables 402 // 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. 403 // Vehicle code changes the parameters for this vehicle type.
357 _vehicle.ProcessTypeChange(type); 404 this._vehicle.ProcessTypeChange(type);
358 // Tell the scene about the vehicle so it will get processing each frame.
359 _scene.VehicleInSceneTypeChanged(this, type);
360 }); 405 });
361 } 406 }
362 } 407 }
363 public override void VehicleFloatParam(int param, float value) 408 public override void VehicleFloatParam(int param, float value)
364 { 409 {
365 _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() 410 PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
366 { 411 {
367 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 412 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
368 }); 413 });
369 } 414 }
370 public override void VehicleVectorParam(int param, OMV.Vector3 value) 415 public override void VehicleVectorParam(int param, OMV.Vector3 value)
371 { 416 {
372 _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() 417 PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
373 { 418 {
374 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 419 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
375 }); 420 });
376 } 421 }
377 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) 422 public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
378 { 423 {
379 _scene.TaintedObject("BSPrim.VehicleRotationParam", delegate() 424 PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
380 { 425 {
381 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); 426 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
382 }); 427 });
383 } 428 }
384 public override void VehicleFlags(int param, bool remove) 429 public override void VehicleFlags(int param, bool remove)
385 { 430 {
386 _scene.TaintedObject("BSPrim.VehicleFlags", delegate() 431 PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate()
387 { 432 {
388 _vehicle.ProcessVehicleFlags(param, remove); 433 _vehicle.ProcessVehicleFlags(param, remove);
389 }); 434 });
@@ -391,83 +436,114 @@ public sealed class BSPrim : PhysicsActor
391 436
392 // Called each simulation step to advance vehicle characteristics. 437 // Called each simulation step to advance vehicle characteristics.
393 // Called from Scene when doing simulation step so we're in taint processing time. 438 // Called from Scene when doing simulation step so we're in taint processing time.
394 public void StepVehicle(float timeStep) 439 public override void StepVehicle(float timeStep)
395 { 440 {
396 if (IsPhysical) 441 if (IsPhysical)
442 {
397 _vehicle.Step(timeStep); 443 _vehicle.Step(timeStep);
444 }
398 } 445 }
399 446
400 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 447 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
401 public override void SetVolumeDetect(int param) { 448 public override void SetVolumeDetect(int param) {
402 bool newValue = (param != 0); 449 bool newValue = (param != 0);
403 _isVolumeDetect = newValue; 450 if (_isVolumeDetect != newValue)
404 _scene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
405 { 451 {
406 SetObjectDynamic(); 452 _isVolumeDetect = newValue;
407 }); 453 PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
408 return; 454 {
455 // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect);
456 SetObjectDynamic(true);
457 });
458 }
459 return;
409 } 460 }
410 461 public override OMV.Vector3 Velocity {
411 public override OMV.Vector3 Velocity { 462 get { return _velocity; }
412 get { return _velocity; }
413 set { 463 set {
414 _velocity = value; 464 _velocity = value;
415 _scene.TaintedObject("BSPrim.setVelocity", delegate() 465 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
416 { 466 {
417 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); 467 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
418 BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); 468 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
419 }); 469 });
420 } 470 }
421 } 471 }
422 public override OMV.Vector3 Torque { 472 public override OMV.Vector3 ForceVelocity {
423 get { return _torque; } 473 get { return _velocity; }
424 set { _torque = value; 474 set {
475 _velocity = value;
476 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
477 }
478 }
479 public override OMV.Vector3 Torque {
480 get { return _torque; }
481 set { _torque = value;
425 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); 482 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
426 } 483 }
427 } 484 }
428 public override float CollisionScore { 485 public override float CollisionScore {
429 get { return _collisionScore; } 486 get { return _collisionScore; }
430 set { _collisionScore = value; 487 set { _collisionScore = value;
431 } 488 }
432 } 489 }
433 public override OMV.Vector3 Acceleration { 490 public override OMV.Vector3 Acceleration {
434 get { return _acceleration; } 491 get { return _acceleration; }
435 set { _acceleration = value; } 492 set { _acceleration = value; }
436 } 493 }
437 public override OMV.Quaternion Orientation { 494 public override OMV.Quaternion Orientation {
438 get { 495 get {
439 if (!_linkset.IsRoot(this)) 496 if (!Linkset.IsRoot(this))
440 { 497 {
441 // Children move around because tied to parent. Get a fresh value. 498 // Children move around because tied to parent. Get a fresh value.
442 _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); 499 _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
443 } 500 }
444 return _orientation; 501 return _orientation;
445 } 502 }
446 set { 503 set {
504 if (_orientation == value)
505 return;
447 _orientation = value; 506 _orientation = value;
448 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? 507 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
449 _scene.TaintedObject("BSPrim.setOrientation", delegate() 508 PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
450 { 509 {
451 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 510 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
452 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); 511 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
453 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 512 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
454 }); 513 });
455 } 514 }
515 }
516 // Go directly to Bullet to get/set the value.
517 public override OMV.Quaternion ForceOrientation
518 {
519 get
520 {
521 _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
522 return _orientation;
523 }
524 set
525 {
526 _orientation = value;
527 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
528 }
456 } 529 }
457 public override int PhysicsActorType { 530 public override int PhysicsActorType {
458 get { return _physicsActorType; } 531 get { return _physicsActorType; }
459 set { _physicsActorType = value; 532 set { _physicsActorType = value; }
460 }
461 } 533 }
462 public override bool IsPhysical { 534 public override bool IsPhysical {
463 get { return _isPhysical; } 535 get { return _isPhysical; }
464 set { 536 set {
465 _isPhysical = value; 537 if (_isPhysical != value)
466 _scene.TaintedObject("BSPrim.setIsPhysical", delegate()
467 { 538 {
468 SetObjectDynamic(); 539 _isPhysical = value;
469 }); 540 PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate()
470 } 541 {
542 // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
543 SetObjectDynamic(true);
544 });
545 }
546 }
471 } 547 }
472 548
473 // An object is static (does not move) if selected or not physical 549 // An object is static (does not move) if selected or not physical
@@ -477,57 +553,201 @@ public sealed class BSPrim : PhysicsActor
477 } 553 }
478 554
479 // An object is solid if it's not phantom and if it's not doing VolumeDetect 555 // An object is solid if it's not phantom and if it's not doing VolumeDetect
480 private bool IsSolid 556 public bool IsSolid
481 { 557 {
482 get { return !IsPhantom && !_isVolumeDetect; } 558 get { return !IsPhantom && !_isVolumeDetect; }
483 } 559 }
484 560
485 // Make gravity work if the object is physical and not selected 561 // Make gravity work if the object is physical and not selected
486 // No locking here because only called when it is safe 562 // Called at taint-time!!
487 private void SetObjectDynamic() 563 private void SetObjectDynamic(bool forceRebuild)
564 {
565 // Recreate the physical object if necessary
566 CreateGeomAndObject(forceRebuild);
567 }
568
569 // Convert the simulator's physical properties into settings on BulletSim objects.
570 // There are four flags we're interested in:
571 // IsStatic: Object does not move, otherwise the object has mass and moves
572 // isSolid: other objects bounce off of this object
573 // isVolumeDetect: other objects pass through but can generate collisions
574 // collisionEvents: whether this object returns collision events
575 private void UpdatePhysicalParameters()
576 {
577 // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape);
578
579 // Mangling all the physical properties requires the object not be in the physical world.
580 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
581 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr);
582
583 // Set up the object physicalness (does gravity and collisions move this object)
584 MakeDynamic(IsStatic);
585
586 // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters)
587 _vehicle.Refresh();
588
589 // Arrange for collision events if the simulator wants them
590 EnableCollisions(SubscribedEvents());
591
592 // Make solid or not (do things bounce off or pass through this object).
593 MakeSolid(IsSolid);
594
595 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr);
596
597 // Rebuild its shape
598 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr);
599
600 // Collision filter can be set only when the object is in the world
601 if (BSBody.collisionFilter != 0 || BSBody.collisionMask != 0)
602 {
603 BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)BSBody.collisionFilter, (uint)BSBody.collisionMask);
604 }
605
606 // Recompute any linkset parameters.
607 // When going from non-physical to physical, this re-enables the constraints that
608 // had been automatically disabled when the mass was set to zero.
609 Linkset.Refresh(this, true);
610
611 DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}",
612 LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape);
613 }
614
615 // "Making dynamic" means changing to and from static.
616 // When static, gravity does not effect the object and it is fixed in space.
617 // When dynamic, the object can fall and be pushed by others.
618 // This is independent of its 'solidness' which controls what passes through
619 // this object and what interacts with it.
620 private void MakeDynamic(bool makeStatic)
488 { 621 {
489 // RA: remove this for the moment. 622 if (makeStatic)
490 // The problem is that dynamic objects are hulls so if we are becoming physical 623 {
491 // the shape has to be checked and possibly built. 624 // Become a Bullet 'static' object type
492 // Maybe a VerifyCorrectPhysicalShape() routine? 625 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
493 // RecreateGeomAndObject(); 626 // Stop all movement
627 BulletSimAPI.ClearAllForces2(BSBody.ptr);
628 // Center of mass is at the center of the object
629 BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.ptr, _position, _orientation);
630 // Mass is zero which disables a bunch of physics stuff in Bullet
631 BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero);
632 // There is no inertia in a static object
633 BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
634 // There can be special things needed for implementing linksets
635 Linkset.MakeStatic(this);
636 // The activation state is 'disabled' so Bullet will not try to act on it.
637 BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION);
638 // Start it out sleeping and physical actions could wake it up.
639 // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING);
640
641 BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter;
642 BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
643 }
644 else
645 {
646 // Not a Bullet static object
647 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
648
649 // Set various physical properties so internal dynamic properties will get computed correctly as they are set
650 BulletSimAPI.SetFriction2(BSBody.ptr, PhysicsScene.Params.defaultFriction);
651 BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.defaultRestitution);
652
653 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
654 BulletSimAPI.ClearAllForces2(BSBody.ptr);
655
656 // For good measure, make sure the transform is set through to the motion state
657 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
658
659 // A dynamic object has mass
660 IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr);
661 OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass);
662 BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia);
663 BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
494 664
495 // Bullet wants static objects to have a mass of zero 665 // Various values for simulation limits
496 float mass = IsStatic ? 0f : _mass; 666 BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping);
667 BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime);
668 BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
669 BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
497 670
498 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); 671 // There might be special things needed for implementing linksets.
672 Linkset.MakeDynamic(this);
673
674 // Force activation of the object so Bullet will act on it.
675 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
676 BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
677 // BulletSimAPI.Activate2(BSBody.ptr, true);
678
679 BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter;
680 BSBody.collisionMask = CollisionFilterGroups.ObjectMask;
681 }
682 }
499 683
500 // recompute any linkset parameters 684 // "Making solid" means that other object will not pass through this object.
501 _linkset.Refresh(this); 685 // To make transparent, we create a Bullet ghost object.
686 // Note: This expects to be called from the UpdatePhysicalParameters() routine as
687 // the functions after this one set up the state of a possibly newly created collision body.
688 private void MakeSolid(bool makeSolid)
689 {
690 CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr);
691 if (makeSolid)
692 {
693 // Verify the previous code created the correct shape for this type of thing.
694 if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0)
695 {
696 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
697 }
698 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
699 }
700 else
701 {
702 if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0)
703 {
704 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
705 }
706 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
707 BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter;
708 BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask;
709 }
710 }
502 711
503 CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); 712 // Turn on or off the flag controlling whether collision events are returned to the simulator.
504 // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); 713 private void EnableCollisions(bool wantsCollisionEvents)
714 {
715 if (wantsCollisionEvents)
716 {
717 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
718 }
719 else
720 {
721 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
722 }
505 } 723 }
506 724
507 // prims don't fly 725 // prims don't fly
508 public override bool Flying { 726 public override bool Flying {
509 get { return _flying; } 727 get { return _flying; }
510 set { _flying = value; } 728 set {
729 _flying = value;
730 }
511 } 731 }
512 public override bool SetAlwaysRun { 732 public override bool SetAlwaysRun {
513 get { return _setAlwaysRun; } 733 get { return _setAlwaysRun; }
514 set { _setAlwaysRun = value; } 734 set { _setAlwaysRun = value; }
515 } 735 }
516 public override bool ThrottleUpdates { 736 public override bool ThrottleUpdates {
517 get { return _throttleUpdates; } 737 get { return _throttleUpdates; }
518 set { _throttleUpdates = value; } 738 set { _throttleUpdates = value; }
519 } 739 }
520 public override bool IsColliding { 740 public override bool IsColliding {
521 get { return (_collidingStep == _scene.SimulationStep); } 741 get { return (CollidingStep == PhysicsScene.SimulationStep); }
522 set { _isColliding = value; } 742 set { _isColliding = value; }
523 } 743 }
524 public override bool CollidingGround { 744 public override bool CollidingGround {
525 get { return (_collidingGroundStep == _scene.SimulationStep); } 745 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
526 set { _collidingGround = value; } 746 set { _collidingGround = value; }
527 } 747 }
528 public override bool CollidingObj { 748 public override bool CollidingObj {
529 get { return _collidingObj; } 749 get { return _collidingObj; }
530 set { _collidingObj = value; } 750 set { _collidingObj = value; }
531 } 751 }
532 public bool IsPhantom { 752 public bool IsPhantom {
533 get { 753 get {
@@ -537,10 +757,19 @@ public sealed class BSPrim : PhysicsActor
537 return false; 757 return false;
538 } 758 }
539 } 759 }
540 public override bool FloatOnWater { 760 public override bool FloatOnWater {
541 set { _floatOnWater = value; } 761 set {
762 _floatOnWater = value;
763 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
764 {
765 if (_floatOnWater)
766 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
767 else
768 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
769 });
770 }
542 } 771 }
543 public override OMV.Vector3 RotationalVelocity { 772 public override OMV.Vector3 RotationalVelocity {
544 get { 773 get {
545 /* 774 /*
546 OMV.Vector3 pv = OMV.Vector3.Zero; 775 OMV.Vector3 pv = OMV.Vector3.Zero;
@@ -552,58 +781,69 @@ public sealed class BSPrim : PhysicsActor
552 */ 781 */
553 782
554 return _rotationalVelocity; 783 return _rotationalVelocity;
555 } 784 }
556 set { 785 set {
557 _rotationalVelocity = value; 786 _rotationalVelocity = value;
558 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); 787 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
559 _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() 788 PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
560 { 789 {
561 // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 790 // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
562 BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); 791 BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity);
563 }); 792 });
564 } 793 }
794 }
795 public override OMV.Vector3 ForceRotationalVelocity {
796 get {
797 return _rotationalVelocity;
798 }
799 set {
800 _rotationalVelocity = value;
801 BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity);
802 }
565 } 803 }
566 public override bool Kinematic { 804 public override bool Kinematic {
567 get { return _kinematic; } 805 get { return _kinematic; }
568 set { _kinematic = value; 806 set { _kinematic = value;
569 // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); 807 // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic);
570 } 808 }
571 } 809 }
572 public override float Buoyancy { 810 public override float Buoyancy {
573 get { return _buoyancy; } 811 get { return _buoyancy; }
574 set { 812 set {
575 _buoyancy = value; 813 _buoyancy = value;
576 _scene.TaintedObject("BSPrim.setBuoyancy", delegate() 814 PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate()
577 { 815 {
578 // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 816 // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
579 BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); 817 // Buoyancy is faked by changing the gravity applied to the object
818 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
819 BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav));
580 }); 820 });
581 } 821 }
582 } 822 }
583 823
584 // Used for MoveTo 824 // Used for MoveTo
585 public override OMV.Vector3 PIDTarget { 825 public override OMV.Vector3 PIDTarget {
586 set { _PIDTarget = value; } 826 set { _PIDTarget = value; }
587 } 827 }
588 public override bool PIDActive { 828 public override bool PIDActive {
589 set { _usePID = value; } 829 set { _usePID = value; }
590 } 830 }
591 public override float PIDTau { 831 public override float PIDTau {
592 set { _PIDTau = value; } 832 set { _PIDTau = value; }
593 } 833 }
594 834
595 // Used for llSetHoverHeight and maybe vehicle height 835 // Used for llSetHoverHeight and maybe vehicle height
596 // Hover Height will override MoveTo target's Z 836 // Hover Height will override MoveTo target's Z
597 public override bool PIDHoverActive { 837 public override bool PIDHoverActive {
598 set { _useHoverPID = value; } 838 set { _useHoverPID = value; }
599 } 839 }
600 public override float PIDHoverHeight { 840 public override float PIDHoverHeight {
601 set { _PIDHoverHeight = value; } 841 set { _PIDHoverHeight = value; }
602 } 842 }
603 public override PIDHoverType PIDHoverType { 843 public override PIDHoverType PIDHoverType {
604 set { _PIDHoverType = value; } 844 set { _PIDHoverType = value; }
605 } 845 }
606 public override float PIDHoverTau { 846 public override float PIDHoverTau {
607 set { _PIDHoverTao = value; } 847 set { _PIDHoverTao = value; }
608 } 848 }
609 849
@@ -615,6 +855,9 @@ public sealed class BSPrim : PhysicsActor
615 855
616 private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>(); 856 private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
617 public override void AddForce(OMV.Vector3 force, bool pushforce) { 857 public override void AddForce(OMV.Vector3 force, bool pushforce) {
858 AddForce(force, pushforce, false);
859 }
860 public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
618 // for an object, doesn't matter if force is a pushforce or not 861 // for an object, doesn't matter if force is a pushforce or not
619 if (force.IsFinite()) 862 if (force.IsFinite())
620 { 863 {
@@ -624,56 +867,38 @@ public sealed class BSPrim : PhysicsActor
624 } 867 }
625 else 868 else
626 { 869 {
627 m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); 870 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
628 return; 871 return;
629 } 872 }
630 _scene.TaintedObject("BSPrim.AddForce", delegate() 873 BSScene.TaintCallback addForceOperation = delegate()
631 { 874 {
632 OMV.Vector3 fSum = OMV.Vector3.Zero; 875 OMV.Vector3 fSum = OMV.Vector3.Zero;
633 lock (m_accumulatedForces) 876 lock (m_accumulatedForces)
634 { 877 {
878 // Sum the accumulated additional forces for one big force to apply once.
635 foreach (OMV.Vector3 v in m_accumulatedForces) 879 foreach (OMV.Vector3 v in m_accumulatedForces)
636 { 880 {
637 fSum += v; 881 fSum += v;
638 } 882 }
639 m_accumulatedForces.Clear(); 883 m_accumulatedForces.Clear();
640 } 884 }
641 // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); 885 // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum);
642 BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); 886 // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object.
643 }); 887 BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum);
888 };
889 if (inTaintTime)
890 addForceOperation();
891 else
892 PhysicsScene.TaintedObject("BSPrim.AddForce", addForceOperation);
644 } 893 }
645 894
646 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 895 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
647 // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); 896 // 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); 897 // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
649 } 898 }
650 public override void SetMomentum(OMV.Vector3 momentum) { 899 public override void SetMomentum(OMV.Vector3 momentum) {
651 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); 900 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
652 } 901 }
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 902 #region Mass Calculation
678 903
679 private float CalculateMass() 904 private float CalculateMass()
@@ -683,8 +908,8 @@ public sealed class BSPrim : PhysicsActor
683 908
684 float returnMass = 0; 909 float returnMass = 0;
685 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; 910 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
686 float hollowVolume = hollowAmount * hollowAmount; 911 float hollowVolume = hollowAmount * hollowAmount;
687 912
688 switch (_pbs.ProfileShape) 913 switch (_pbs.ProfileShape)
689 { 914 {
690 case ProfileShape.Square: 915 case ProfileShape.Square:
@@ -720,16 +945,16 @@ public sealed class BSPrim : PhysicsActor
720 945
721 else if (_pbs.PathCurve == (byte)Extrusion.Curve1) 946 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
722 { 947 {
723 //a tube 948 //a tube
724 949
725 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); 950 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
726 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); 951 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
727 volume -= volume*tmp*tmp; 952 volume -= volume*tmp*tmp;
728 953
729 if (hollowAmount > 0.0) 954 if (hollowAmount > 0.0)
730 { 955 {
731 hollowVolume *= hollowAmount; 956 hollowVolume *= hollowAmount;
732 957
733 switch (_pbs.HollowShape) 958 switch (_pbs.HollowShape)
734 { 959 {
735 case HollowShape.Square: 960 case HollowShape.Square:
@@ -788,7 +1013,7 @@ public sealed class BSPrim : PhysicsActor
788 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); 1013 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
789 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); 1014 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
790 volume *= (1.0f - tmp * tmp); 1015 volume *= (1.0f - tmp * tmp);
791 1016
792 if (hollowAmount > 0.0) 1017 if (hollowAmount > 0.0)
793 { 1018 {
794 1019
@@ -967,296 +1192,65 @@ public sealed class BSPrim : PhysicsActor
967 if (returnMass <= 0) 1192 if (returnMass <= 0)
968 returnMass = 0.0001f; 1193 returnMass = 0.0001f;
969 1194
970 if (returnMass > _scene.MaximumObjectMass) 1195 if (returnMass > PhysicsScene.MaximumObjectMass)
971 returnMass = _scene.MaximumObjectMass; 1196 returnMass = PhysicsScene.MaximumObjectMass;
972 1197
973 return returnMass; 1198 return returnMass;
974 }// end CalculateMass 1199 }// end CalculateMass
975 #endregion Mass Calculation 1200 #endregion Mass Calculation
976 1201
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 1202 // Copy prim's info into the BulletSim shape description structure
1233 public void FillShapeInfo(out ShapeData shape) 1203 public void FillShapeInfo(out ShapeData shape)
1234 { 1204 {
1235 shape.ID = _localID; 1205 shape.ID = LocalID;
1236 shape.Type = _shapeType; 1206 shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
1237 shape.Position = _position; 1207 shape.Position = _position;
1238 shape.Rotation = _orientation; 1208 shape.Rotation = _orientation;
1239 shape.Velocity = _velocity; 1209 shape.Velocity = _velocity;
1240 shape.Scale = _scale; 1210 shape.Scale = _scale;
1241 shape.Mass = _isPhysical ? _mass : 0f; 1211 shape.Mass = _isPhysical ? _mass : 0f;
1242 shape.Buoyancy = _buoyancy; 1212 shape.Buoyancy = _buoyancy;
1243 shape.HullKey = _hullKey; 1213 shape.HullKey = 0;
1244 shape.MeshKey = _meshKey; 1214 shape.MeshKey = 0;
1245 shape.Friction = _friction; 1215 shape.Friction = _friction;
1246 shape.Restitution = _restitution; 1216 shape.Restitution = _restitution;
1247 shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; 1217 shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
1248 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; 1218 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
1219 shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue;
1220 shape.Size = _size;
1249 } 1221 }
1250
1251
1252 // Rebuild the geometry and object. 1222 // Rebuild the geometry and object.
1253 // This is called when the shape changes so we need to recreate the mesh/hull. 1223 // 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 1224 // Called at taint-time!!!
1255 private void RecreateGeomAndObject() 1225 private void CreateGeomAndObject(bool forceRebuild)
1256 { 1226 {
1257 // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); 1227 ShapeData shapeData;
1258 if (CreateGeom(true)) 1228 FillShapeInfo(out shapeData);
1259 CreateObject(); 1229
1230 // If this prim is part of a linkset, we must remove and restore the physical
1231 // links of the body is rebuilt.
1232 bool needToRestoreLinkset = false;
1233
1234 // Create the correct physical representation for this type of object.
1235 // Updates BSBody and BSShape with the new information.
1236 // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
1237 PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, _pbs,
1238 null, delegate(BulletBody dBody)
1239 {
1240 // Called if the current prim body is about to be destroyed.
1241 // Remove all the physical dependencies on the old body.
1242 // (Maybe someday make the changing of BSShape an event handled by BSLinkset.)
1243 needToRestoreLinkset = Linkset.RemoveBodyDependencies(this);
1244 });
1245
1246 if (needToRestoreLinkset)
1247 {
1248 // If physical body dependencies were removed, restore them
1249 Linkset.RestoreBodyDependencies(this);
1250 }
1251
1252 // Make sure the properties are set on the new object
1253 UpdatePhysicalParameters();
1260 return; 1254 return;
1261 } 1255 }
1262 1256
@@ -1277,7 +1271,7 @@ public sealed class BSPrim : PhysicsActor
1277 const float ACCELERATION_TOLERANCE = 0.01f; 1271 const float ACCELERATION_TOLERANCE = 0.01f;
1278 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; 1272 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
1279 1273
1280 public void UpdateProperties(EntityProperties entprop) 1274 public override void UpdateProperties(EntityProperties entprop)
1281 { 1275 {
1282 /* 1276 /*
1283 UpdatedProperties changed = 0; 1277 UpdatedProperties changed = 0;
@@ -1325,7 +1319,7 @@ public sealed class BSPrim : PhysicsActor
1325 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. 1319 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
1326 1320
1327 // Updates only for individual prims and for the root object of a linkset. 1321 // Updates only for individual prims and for the root object of a linkset.
1328 if (_linkset.IsRoot(this)) 1322 if (Linkset.IsRoot(this))
1329 { 1323 {
1330 // Assign to the local variables so the normal set action does not happen 1324 // Assign to the local variables so the normal set action does not happen
1331 _position = entprop.Position; 1325 _position = entprop.Position;
@@ -1334,69 +1328,26 @@ public sealed class BSPrim : PhysicsActor
1334 _acceleration = entprop.Acceleration; 1328 _acceleration = entprop.Acceleration;
1335 _rotationalVelocity = entprop.RotationalVelocity; 1329 _rotationalVelocity = entprop.RotationalVelocity;
1336 1330
1337 // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", 1331 PositionSanityCheck2(true);
1338 // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 1332
1339 // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1333 Linkset.UpdateProperties(this);
1340 // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 1334
1335 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1336 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
1337
1338 // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr);
1341 1339
1342 base.RequestPhysicsterseUpdate(); 1340 base.RequestPhysicsterseUpdate();
1343 } 1341 }
1344 /* 1342 /*
1345 else 1343 else
1346 { 1344 {
1347 // For debugging, we also report the movement of children 1345 // For debugging, report the movement of children
1348 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1346 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1349 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, 1347 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
1350 entprop.Acceleration, entprop.RotationalVelocity); 1348 entprop.Acceleration, entprop.RotationalVelocity);
1351 } 1349 }
1352 */ 1350 */
1353 } 1351 }
1354
1355 // I've collided with something
1356 CollisionEventUpdate collisionCollection;
1357 public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
1358 {
1359 // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
1360
1361 // The following lines make IsColliding() and IsCollidingGround() work
1362 _collidingStep = _scene.SimulationStep;
1363 if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
1364 {
1365 _collidingGroundStep = _scene.SimulationStep;
1366 }
1367
1368 // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith);
1369
1370 // if someone is subscribed to collision events....
1371 if (_subscribedEventsMs != 0) {
1372 // throttle the collisions to the number of milliseconds specified in the subscription
1373 int nowTime = _scene.SimulationNowTime;
1374 if (nowTime >= _nextCollisionOkTime) {
1375 _nextCollisionOkTime = nowTime + _subscribedEventsMs;
1376
1377 if (collisionCollection == null)
1378 collisionCollection = new CollisionEventUpdate();
1379 collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
1380 }
1381 }
1382 }
1383
1384 // The scene is telling us it's time to pass our collected collisions into the simulator
1385 public void SendCollisions()
1386 {
1387 if (collisionCollection != null && collisionCollection.Count > 0)
1388 {
1389 base.SendCollisionUpdate(collisionCollection);
1390 // The collisionCollection structure is passed around in the simulator.
1391 // Make sure we don't have a handle to that one and that a new one is used next time.
1392 collisionCollection = null;
1393 }
1394 }
1395
1396 // Invoke the detailed logger and output something if it's enabled.
1397 private void DetailLog(string msg, params Object[] args)
1398 {
1399 Scene.PhysicsLogging.Write(msg, args);
1400 }
1401} 1352}
1402} 1353}