diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 250 |
1 files changed, 158 insertions, 92 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6d0af63..26a581f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -136,11 +136,11 @@ public sealed class BSPrim : BSPhysObject | |||
136 | Linkset = new BSLinkset(Scene, this); // a linkset of one | 136 | Linkset = new BSLinkset(Scene, this); // a linkset of one |
137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness | 137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
138 | _mass = CalculateMass(); | 138 | _mass = CalculateMass(); |
139 | // do the actual object creation at taint time | ||
140 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 139 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
140 | // do the actual object creation at taint time | ||
141 | _scene.TaintedObject("BSPrim.create", delegate() | 141 | _scene.TaintedObject("BSPrim.create", delegate() |
142 | { | 142 | { |
143 | RecreateGeomAndObject(); | 143 | CreateGeomAndObject(true); |
144 | 144 | ||
145 | // Get the pointer to the physical body for this object. | 145 | // Get the pointer to the physical body for this object. |
146 | // At the moment, we're still letting BulletSim manage the creation and destruction | 146 | // At the moment, we're still letting BulletSim manage the creation and destruction |
@@ -186,9 +186,10 @@ public sealed class BSPrim : BSPhysObject | |||
186 | _scene.TaintedObject("BSPrim.setSize", delegate() | 186 | _scene.TaintedObject("BSPrim.setSize", delegate() |
187 | { | 187 | { |
188 | _mass = CalculateMass(); // changing size changes the mass | 188 | _mass = CalculateMass(); // changing size changes the mass |
189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 189 | // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct |
190 | DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 190 | // scale and margins are set. |
191 | RecreateGeomAndObject(); | 191 | CreateGeomAndObject(true); |
192 | DetailLog("{0}: BSPrim.setSize: size={1}, scale={2}, mass={3}, physical={4}", LocalID, _size, _scale, _mass, IsPhysical); | ||
192 | }); | 193 | }); |
193 | } | 194 | } |
194 | } | 195 | } |
@@ -198,7 +199,7 @@ public sealed class BSPrim : BSPhysObject | |||
198 | _scene.TaintedObject("BSPrim.setShape", delegate() | 199 | _scene.TaintedObject("BSPrim.setShape", delegate() |
199 | { | 200 | { |
200 | _mass = CalculateMass(); // changing the shape changes the mass | 201 | _mass = CalculateMass(); // changing the shape changes the mass |
201 | RecreateGeomAndObject(); | 202 | CreateGeomAndObject(false); |
202 | }); | 203 | }); |
203 | } | 204 | } |
204 | } | 205 | } |
@@ -279,7 +280,7 @@ public sealed class BSPrim : BSPhysObject | |||
279 | get { | 280 | get { |
280 | if (!Linkset.IsRoot(this)) | 281 | if (!Linkset.IsRoot(this)) |
281 | // child prims move around based on their parent. Need to get the latest location | 282 | // child prims move around based on their parent. Need to get the latest location |
282 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 283 | _position = BulletSimAPI.GetPosition2(BSBody.Ptr); |
283 | 284 | ||
284 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 285 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
285 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 286 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
@@ -291,7 +292,7 @@ public sealed class BSPrim : BSPhysObject | |||
291 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 292 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
292 | { | 293 | { |
293 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 294 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
294 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 295 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
295 | }); | 296 | }); |
296 | } | 297 | } |
297 | } | 298 | } |
@@ -302,7 +303,8 @@ public sealed class BSPrim : BSPhysObject | |||
302 | { | 303 | { |
303 | get | 304 | get |
304 | { | 305 | { |
305 | return Linkset.LinksetMass; | 306 | // return Linkset.LinksetMass; |
307 | return _mass; | ||
306 | } | 308 | } |
307 | } | 309 | } |
308 | 310 | ||
@@ -328,7 +330,6 @@ public sealed class BSPrim : BSPhysObject | |||
328 | _scene.TaintedObject("BSPrim.setForce", delegate() | 330 | _scene.TaintedObject("BSPrim.setForce", delegate() |
329 | { | 331 | { |
330 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 332 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
331 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
332 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); | 333 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); |
333 | }); | 334 | }); |
334 | } | 335 | } |
@@ -345,7 +346,7 @@ public sealed class BSPrim : BSPhysObject | |||
345 | { | 346 | { |
346 | // Done at taint time so we're sure the physics engine is not using the variables | 347 | // Done at taint time so we're sure the physics engine is not using the variables |
347 | // Vehicle code changes the parameters for this vehicle type. | 348 | // Vehicle code changes the parameters for this vehicle type. |
348 | _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); | 349 | _vehicle.ProcessTypeChange(type); |
349 | // Tell the scene about the vehicle so it will get processing each frame. | 350 | // Tell the scene about the vehicle so it will get processing each frame. |
350 | _scene.VehicleInSceneTypeChanged(this, type); | 351 | _scene.VehicleInSceneTypeChanged(this, type); |
351 | }); | 352 | }); |
@@ -355,14 +356,14 @@ public sealed class BSPrim : BSPhysObject | |||
355 | { | 356 | { |
356 | _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 357 | _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
357 | { | 358 | { |
358 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 359 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); |
359 | }); | 360 | }); |
360 | } | 361 | } |
361 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 362 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
362 | { | 363 | { |
363 | _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 364 | _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
364 | { | 365 | { |
365 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 366 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); |
366 | }); | 367 | }); |
367 | } | 368 | } |
368 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 369 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
@@ -406,7 +407,7 @@ public sealed class BSPrim : BSPhysObject | |||
406 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 407 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
407 | { | 408 | { |
408 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 409 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
409 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 410 | BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, _velocity); |
410 | }); | 411 | }); |
411 | } | 412 | } |
412 | } | 413 | } |
@@ -430,7 +431,7 @@ public sealed class BSPrim : BSPhysObject | |||
430 | if (!Linkset.IsRoot(this)) | 431 | if (!Linkset.IsRoot(this)) |
431 | { | 432 | { |
432 | // Children move around because tied to parent. Get a fresh value. | 433 | // Children move around because tied to parent. Get a fresh value. |
433 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); | 434 | _orientation = BulletSimAPI.GetOrientation2(BSBody.Ptr); |
434 | } | 435 | } |
435 | return _orientation; | 436 | return _orientation; |
436 | } | 437 | } |
@@ -441,7 +442,7 @@ public sealed class BSPrim : BSPhysObject | |||
441 | { | 442 | { |
442 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 443 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
443 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 444 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
444 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 445 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
445 | }); | 446 | }); |
446 | } | 447 | } |
447 | } | 448 | } |
@@ -483,31 +484,37 @@ public sealed class BSPrim : BSPhysObject | |||
483 | { | 484 | { |
484 | // If it's becoming dynamic, it will need hullness | 485 | // If it's becoming dynamic, it will need hullness |
485 | VerifyCorrectPhysicalShape(); | 486 | VerifyCorrectPhysicalShape(); |
487 | UpdatePhysicalParameters(); | ||
488 | } | ||
486 | 489 | ||
490 | private void UpdatePhysicalParameters() | ||
491 | { | ||
492 | /* | ||
487 | // Bullet wants static objects to have a mass of zero | 493 | // Bullet wants static objects to have a mass of zero |
488 | float mass = IsStatic ? 0f : _mass; | 494 | float mass = IsStatic ? 0f : _mass; |
489 | 495 | ||
490 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 496 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); |
491 | /* | 497 | */ |
492 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); | 498 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); |
493 | 499 | ||
494 | // Set up the object physicalness (static or dynamic) | 500 | // Set up the object physicalness (does gravity and collisions move this object) |
495 | MakeDynamic(); | 501 | MakeDynamic(IsStatic); |
496 | 502 | ||
497 | // Make solid or not and arrange for collisions, etc | 503 | // Make solid or not (do things bounce off or pass through this object) |
498 | MakeSolid(); | 504 | MakeSolid(IsSolid); |
499 | 505 | ||
500 | m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); | 506 | // Arrange for collisions events if the simulator wants them |
507 | EnableCollisions(SubscribedEvents()); | ||
501 | 508 | ||
502 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); | 509 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); |
503 | */ | ||
504 | 510 | ||
505 | // Recompute any linkset parameters. | 511 | // Recompute any linkset parameters. |
506 | // When going from non-physical to physical, this re-enables the constraints that | 512 | // When going from non-physical to physical, this re-enables the constraints that |
507 | // had been automatically disabled when the mass was set to zero. | 513 | // had been automatically disabled when the mass was set to zero. |
508 | Linkset.Refresh(this); | 514 | Linkset.Refresh(this); |
509 | 515 | ||
510 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags); | 516 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,static={1},solid={2},mass={3}, cf={4}", |
517 | LocalID, IsStatic, IsSolid, _mass, m_currentCollisionFlags); | ||
511 | } | 518 | } |
512 | 519 | ||
513 | // "Making dynamic" means changing to and from static. | 520 | // "Making dynamic" means changing to and from static. |
@@ -515,39 +522,84 @@ public sealed class BSPrim : BSPhysObject | |||
515 | // When dynamic, the object can fall and be pushed by others. | 522 | // When dynamic, the object can fall and be pushed by others. |
516 | // This is independent of its 'solidness' which controls what passes through | 523 | // This is independent of its 'solidness' which controls what passes through |
517 | // this object and what interacts with it. | 524 | // this object and what interacts with it. |
518 | private void MakeDynamic() | 525 | private void MakeDynamic(bool makeStatic) |
519 | { | 526 | { |
520 | if (IsStatic) | 527 | if (makeStatic) |
521 | { | 528 | { |
522 | // Become a Bullet 'static' object type | 529 | // Become a Bullet 'static' object type |
523 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 530 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
524 | // Stop all movement | 531 | // Stop all movement |
525 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); | 532 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); |
533 | // Center of mass is at the center of the object | ||
534 | BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.Ptr, _position, _orientation); | ||
526 | // Mass is zero which disables a bunch of physics stuff in Bullet | 535 | // Mass is zero which disables a bunch of physics stuff in Bullet |
527 | BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero); | 536 | BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero); |
528 | // There is no inertia in a static object | 537 | // There is no inertia in a static object |
529 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); | 538 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); |
539 | // There can be special things needed for implementing linksets | ||
540 | Linkset.MakeStatic(this); | ||
530 | // The activation state is 'sleeping' so Bullet will not try to act on it | 541 | // The activation state is 'sleeping' so Bullet will not try to act on it |
531 | BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); | 542 | BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); |
532 | } | 543 | } |
533 | else | 544 | else |
534 | { | 545 | { |
535 | // Not a Bullet static object | 546 | // Not a Bullet static object |
536 | BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 547 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
548 | |||
549 | // Set various physical properties so internal things will get computed correctly as they are set | ||
550 | BulletSimAPI.SetFriction2(BSBody.Ptr, Scene.Params.defaultFriction); | ||
551 | BulletSimAPI.SetRestitution2(BSBody.Ptr, Scene.Params.defaultRestitution); | ||
552 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | ||
553 | BulletSimAPI.SetInterpolationLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); | ||
554 | BulletSimAPI.SetInterpolationAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); | ||
555 | BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
556 | |||
537 | // A dynamic object has mass | 557 | // A dynamic object has mass |
538 | BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero); | ||
539 | // The shape is interesting and has mass and a center of gravity | ||
540 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); | 558 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); |
541 | BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero); | 559 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Linkset.LinksetMass); |
560 | BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia); | ||
542 | // Inertia is based on our new mass | 561 | // Inertia is based on our new mass |
543 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); | 562 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); |
563 | |||
564 | // Various values for simulation limits | ||
565 | BulletSimAPI.SetDamping2(BSBody.Ptr, Scene.Params.linearDamping, Scene.Params.angularDamping); | ||
566 | BulletSimAPI.SetDeactivationTime2(BSBody.Ptr, Scene.Params.deactivationTime); | ||
567 | BulletSimAPI.SetSleepingThresholds2(BSBody.Ptr, Scene.Params.linearSleepingThreshold, Scene.Params.angularSleepingThreshold); | ||
568 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.Ptr, Scene.Params.contactProcessingThreshold); | ||
569 | |||
570 | // There can be special things needed for implementing linksets | ||
571 | Linkset.MakeDynamic(this); | ||
572 | |||
544 | // Force activation of the object so Bullet will act on it. | 573 | // Force activation of the object so Bullet will act on it. |
545 | BulletSimAPI.Activate2(BSBody.Ptr, true); | 574 | BulletSimAPI.Activate2(BSBody.Ptr, true); |
546 | } | 575 | } |
547 | } | 576 | } |
548 | 577 | ||
549 | private void MakeSolid() | 578 | // "Making solid" means that other object will not pass through this object. |
579 | private void MakeSolid(bool makeSolid) | ||
550 | { | 580 | { |
581 | if (makeSolid) | ||
582 | { | ||
583 | // Easy in Bullet -- just remove the object flag that controls collision response | ||
584 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
585 | } | ||
586 | else | ||
587 | { | ||
588 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
589 | } | ||
590 | } | ||
591 | |||
592 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | ||
593 | private void EnableCollisions(bool wantsCollisionEvents) | ||
594 | { | ||
595 | if (wantsCollisionEvents) | ||
596 | { | ||
597 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
598 | } | ||
599 | else | ||
600 | { | ||
601 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
602 | } | ||
551 | } | 603 | } |
552 | 604 | ||
553 | // prims don't fly | 605 | // prims don't fly |
@@ -607,7 +659,7 @@ public sealed class BSPrim : BSPhysObject | |||
607 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 659 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
608 | { | 660 | { |
609 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 661 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
610 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 662 | BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, _rotationalVelocity); |
611 | }); | 663 | }); |
612 | } | 664 | } |
613 | } | 665 | } |
@@ -624,7 +676,10 @@ public sealed class BSPrim : BSPhysObject | |||
624 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 676 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
625 | { | 677 | { |
626 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 678 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
627 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 679 | // Buoyancy is faked by changing the gravity applied to the object |
680 | float grav = Scene.Params.gravity * (1f - _buoyancy); | ||
681 | BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); | ||
682 | // BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | ||
628 | }); | 683 | }); |
629 | } | 684 | } |
630 | } | 685 | } |
@@ -686,8 +741,8 @@ public sealed class BSPrim : BSPhysObject | |||
686 | } | 741 | } |
687 | m_accumulatedForces.Clear(); | 742 | m_accumulatedForces.Clear(); |
688 | } | 743 | } |
689 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 744 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); |
690 | // For unknown reason, "ApplyCentralForce" is really additive. | 745 | // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. |
691 | BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); | 746 | BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); |
692 | }); | 747 | }); |
693 | } | 748 | } |
@@ -1023,36 +1078,44 @@ public sealed class BSPrim : BSPhysObject | |||
1023 | }// end CalculateMass | 1078 | }// end CalculateMass |
1024 | #endregion Mass Calculation | 1079 | #endregion Mass Calculation |
1025 | 1080 | ||
1026 | // Create the geometry information in Bullet for later use | 1081 | // Create the geometry information in Bullet for later use. |
1027 | // The objects needs a hull if it's physical otherwise a mesh is enough | 1082 | // The objects needs a hull if it's physical otherwise a mesh is enough. |
1028 | // No locking here because this is done when we know physics is not simulating | 1083 | // No locking here because this is done when we know physics is not simulating. |
1029 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used | 1084 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. |
1030 | // Returns 'true' if the geometry was rebuilt | 1085 | // Returns 'true' if the geometry was rebuilt. |
1086 | // Called at taint-time! | ||
1031 | private bool CreateGeom(bool forceRebuild) | 1087 | private bool CreateGeom(bool forceRebuild) |
1032 | { | 1088 | { |
1033 | // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. | ||
1034 | bool ret = false; | 1089 | bool ret = false; |
1035 | if (!_scene.NeedsMeshing(_pbs)) | 1090 | bool haveShape = false; |
1091 | |||
1092 | // If the prim attributes are simple, this could be a simple Bullet native shape | ||
1093 | if ((_pbs.SculptEntry && !Scene.ShouldMeshSculptedPrim) | ||
1094 | || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 | ||
1095 | && _pbs.ProfileHollow == 0 | ||
1096 | && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 | ||
1097 | && _pbs.PathBegin == 0 && _pbs.PathEnd == 0 | ||
1098 | && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0 | ||
1099 | && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100 | ||
1100 | && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) ) | ||
1036 | { | 1101 | { |
1037 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | 1102 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) |
1038 | { | 1103 | { |
1039 | // if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | 1104 | haveShape = true; |
1040 | // { | 1105 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
1041 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 1106 | { |
1042 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 1107 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
1043 | { | 1108 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
1044 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 1109 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
1045 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 1110 | _scale = _size; |
1046 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 1111 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
1047 | _scale = _size; | 1112 | ret = true; |
1048 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1113 | } |
1049 | ret = true; | ||
1050 | } | ||
1051 | // } | ||
1052 | } | 1114 | } |
1053 | else | 1115 | else |
1054 | { | 1116 | { |
1055 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1117 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1118 | haveShape = true; | ||
1056 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1119 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1057 | { | 1120 | { |
1058 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1121 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
@@ -1063,16 +1126,16 @@ public sealed class BSPrim : BSPhysObject | |||
1063 | } | 1126 | } |
1064 | } | 1127 | } |
1065 | } | 1128 | } |
1066 | else | 1129 | // If a simple shape isn't happening, create a mesh and possibly a hull |
1130 | if (!haveShape) | ||
1067 | { | 1131 | { |
1068 | if (IsPhysical) | 1132 | if (IsPhysical) |
1069 | { | 1133 | { |
1070 | if (forceRebuild || _hullKey == 0) | 1134 | if (forceRebuild || _hullKey == 0) |
1071 | { | 1135 | { |
1072 | // physical objects require a hull for interaction. | 1136 | // physical objects require a hull for interaction. |
1073 | // This will create the mesh if it doesn't already exist | 1137 | // This also creates the mesh if it doesn't already exist |
1074 | CreateGeomHull(); | 1138 | ret = CreateGeomHull(); |
1075 | ret = true; | ||
1076 | } | 1139 | } |
1077 | } | 1140 | } |
1078 | else | 1141 | else |
@@ -1080,8 +1143,7 @@ public sealed class BSPrim : BSPhysObject | |||
1080 | if (forceRebuild || _meshKey == 0) | 1143 | if (forceRebuild || _meshKey == 0) |
1081 | { | 1144 | { |
1082 | // Static (non-physical) objects only need a mesh for bumping into | 1145 | // Static (non-physical) objects only need a mesh for bumping into |
1083 | CreateGeomMesh(); | 1146 | ret = CreateGeomMesh(); |
1084 | ret = true; | ||
1085 | } | 1147 | } |
1086 | } | 1148 | } |
1087 | } | 1149 | } |
@@ -1089,7 +1151,9 @@ public sealed class BSPrim : BSPhysObject | |||
1089 | } | 1151 | } |
1090 | 1152 | ||
1091 | // No locking here because this is done when we know physics is not simulating | 1153 | // No locking here because this is done when we know physics is not simulating |
1092 | private void CreateGeomMesh() | 1154 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
1155 | // Called at taint-time! | ||
1156 | private bool CreateGeomMesh() | ||
1093 | { | 1157 | { |
1094 | // level of detail based on size and type of the object | 1158 | // level of detail based on size and type of the object |
1095 | float lod = _scene.MeshLOD; | 1159 | float lod = _scene.MeshLOD; |
@@ -1103,7 +1167,7 @@ public sealed class BSPrim : BSPhysObject | |||
1103 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1167 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
1104 | 1168 | ||
1105 | // if this new shape is the same as last time, don't recreate the mesh | 1169 | // if this new shape is the same as last time, don't recreate the mesh |
1106 | if (_meshKey == newMeshKey) return; | 1170 | if (_meshKey == newMeshKey) return false; |
1107 | 1171 | ||
1108 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1172 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1109 | // Since we're recreating new, get rid of any previously generated shape | 1173 | // Since we're recreating new, get rid of any previously generated shape |
@@ -1140,19 +1204,19 @@ public sealed class BSPrim : BSPhysObject | |||
1140 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1204 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1141 | // meshes are already scaled by the meshmerizer | 1205 | // meshes are already scaled by the meshmerizer |
1142 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1206 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1143 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1207 | return true; |
1144 | return; | ||
1145 | } | 1208 | } |
1146 | 1209 | ||
1147 | // No locking here because this is done when we know physics is not simulating | 1210 | // No locking here because this is done when we know physics is not simulating |
1148 | private void CreateGeomHull() | 1211 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
1212 | private bool CreateGeomHull() | ||
1149 | { | 1213 | { |
1150 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1214 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; |
1151 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1215 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1152 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); | 1216 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); |
1153 | 1217 | ||
1154 | // if the hull hasn't changed, don't rebuild it | 1218 | // if the hull hasn't changed, don't rebuild it |
1155 | if (newHullKey == _hullKey) return; | 1219 | if (newHullKey == _hullKey) return false; |
1156 | 1220 | ||
1157 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1221 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1158 | 1222 | ||
@@ -1255,7 +1319,7 @@ public sealed class BSPrim : BSPhysObject | |||
1255 | // meshes are already scaled by the meshmerizer | 1319 | // meshes are already scaled by the meshmerizer |
1256 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1320 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1257 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1321 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1258 | return; | 1322 | return true; |
1259 | } | 1323 | } |
1260 | 1324 | ||
1261 | // Callback from convex hull creater with a newly created hull. | 1325 | // Callback from convex hull creater with a newly created hull. |
@@ -1268,20 +1332,12 @@ public sealed class BSPrim : BSPhysObject | |||
1268 | 1332 | ||
1269 | private void VerifyCorrectPhysicalShape() | 1333 | private void VerifyCorrectPhysicalShape() |
1270 | { | 1334 | { |
1271 | if (IsStatic) | 1335 | if (!IsStatic) |
1272 | { | ||
1273 | // if static, we don't need a hull so, if there is one, rebuild without it | ||
1274 | if (_hullKey != 0) | ||
1275 | { | ||
1276 | RecreateGeomAndObject(); | ||
1277 | } | ||
1278 | } | ||
1279 | else | ||
1280 | { | 1336 | { |
1281 | // if not static, it will need a hull to efficiently collide with things | 1337 | // if not static, it will need a hull to efficiently collide with things |
1282 | if (_hullKey == 0) | 1338 | if (_hullKey == 0) |
1283 | { | 1339 | { |
1284 | RecreateGeomAndObject(); | 1340 | CreateGeomAndObject(false); |
1285 | } | 1341 | } |
1286 | 1342 | ||
1287 | } | 1343 | } |
@@ -1300,8 +1356,9 @@ public sealed class BSPrim : BSPhysObject | |||
1300 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); | 1356 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); |
1301 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); | 1357 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); |
1302 | 1358 | ||
1303 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. | 1359 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. |
1304 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 1360 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
1361 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | ||
1305 | 1362 | ||
1306 | return ret; | 1363 | return ret; |
1307 | } | 1364 | } |
@@ -1325,15 +1382,20 @@ public sealed class BSPrim : BSPhysObject | |||
1325 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | 1382 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; |
1326 | } | 1383 | } |
1327 | 1384 | ||
1328 | |||
1329 | // Rebuild the geometry and object. | 1385 | // Rebuild the geometry and object. |
1330 | // This is called when the shape changes so we need to recreate the mesh/hull. | 1386 | // This is called when the shape changes so we need to recreate the mesh/hull. |
1331 | // No locking here because this is done when the physics engine is not simulating | 1387 | // No locking here because this is done when the physics engine is not simulating |
1332 | private void RecreateGeomAndObject() | 1388 | private void CreateGeomAndObject(bool forceRebuild) |
1333 | { | 1389 | { |
1334 | // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); | 1390 | // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, _localID, forceRebuild); |
1335 | if (CreateGeom(true)) | 1391 | // Create the geometry that will make up the object |
1392 | if (CreateGeom(forceRebuild)) | ||
1393 | { | ||
1394 | // Create the object and place it into the world | ||
1336 | CreateObject(); | 1395 | CreateObject(); |
1396 | // Make sure the properties are set on the new object | ||
1397 | UpdatePhysicalParameters(); | ||
1398 | } | ||
1337 | return; | 1399 | return; |
1338 | } | 1400 | } |
1339 | 1401 | ||
@@ -1414,12 +1476,14 @@ public sealed class BSPrim : BSPhysObject | |||
1414 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1476 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1415 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1477 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1416 | 1478 | ||
1479 | // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr); | ||
1480 | |||
1417 | base.RequestPhysicsterseUpdate(); | 1481 | base.RequestPhysicsterseUpdate(); |
1418 | } | 1482 | } |
1419 | /* | 1483 | /* |
1420 | else | 1484 | else |
1421 | { | 1485 | { |
1422 | // For debugging, we also report the movement of children | 1486 | // For debugging, we can also report the movement of children |
1423 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1487 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1424 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 1488 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
1425 | entprop.Acceleration, entprop.RotationalVelocity); | 1489 | entprop.Acceleration, entprop.RotationalVelocity); |
@@ -1430,15 +1494,15 @@ public sealed class BSPrim : BSPhysObject | |||
1430 | // I've collided with something | 1494 | // I've collided with something |
1431 | // Called at taint time from within the Step() function | 1495 | // Called at taint time from within the Step() function |
1432 | CollisionEventUpdate collisionCollection; | 1496 | CollisionEventUpdate collisionCollection; |
1433 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1497 | public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1434 | { | 1498 | { |
1435 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 1499 | bool ret = false; |
1436 | 1500 | ||
1437 | // The following lines make IsColliding() and IsCollidingGround() work | 1501 | // The following lines make IsColliding() and IsCollidingGround() work |
1438 | _collidingStep = _scene.SimulationStep; | 1502 | _collidingStep = Scene.SimulationStep; |
1439 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | 1503 | if (collidingWith <= Scene.TerrainManager.HighestTerrainID) |
1440 | { | 1504 | { |
1441 | _collidingGroundStep = _scene.SimulationStep; | 1505 | _collidingGroundStep = Scene.SimulationStep; |
1442 | } | 1506 | } |
1443 | 1507 | ||
1444 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | 1508 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); |
@@ -1446,21 +1510,23 @@ public sealed class BSPrim : BSPhysObject | |||
1446 | // prims in the same linkset cannot collide with each other | 1510 | // prims in the same linkset cannot collide with each other |
1447 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | 1511 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) |
1448 | { | 1512 | { |
1449 | return; | 1513 | return ret; |
1450 | } | 1514 | } |
1451 | 1515 | ||
1452 | // if someone has subscribed for collision events.... | 1516 | // if someone has subscribed for collision events.... |
1453 | if (SubscribedEvents()) { | 1517 | if (SubscribedEvents()) { |
1454 | // throttle the collisions to the number of milliseconds specified in the subscription | 1518 | // throttle the collisions to the number of milliseconds specified in the subscription |
1455 | int nowTime = _scene.SimulationNowTime; | 1519 | int nowTime = Scene.SimulationNowTime; |
1456 | if (nowTime >= _nextCollisionOkTime) { | 1520 | if (nowTime >= _nextCollisionOkTime) { |
1457 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | 1521 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; |
1458 | 1522 | ||
1459 | if (collisionCollection == null) | 1523 | if (collisionCollection == null) |
1460 | collisionCollection = new CollisionEventUpdate(); | 1524 | collisionCollection = new CollisionEventUpdate(); |
1461 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 1525 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
1526 | ret = true; | ||
1462 | } | 1527 | } |
1463 | } | 1528 | } |
1529 | return ret; | ||
1464 | } | 1530 | } |
1465 | 1531 | ||
1466 | // The scene is telling us it's time to pass our collected collisions into the simulator | 1532 | // The scene is telling us it's time to pass our collected collisions into the simulator |