diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 1387 |
1 files changed, 729 insertions, 658 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 9c20004..500c84a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -24,6 +24,7 @@ | |||
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 | |||
27 | using System; | 28 | using System; |
28 | using System.Reflection; | 29 | using System.Reflection; |
29 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
@@ -36,32 +37,18 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet; | |||
36 | 37 | ||
37 | namespace OpenSim.Region.Physics.BulletSPlugin | 38 | namespace OpenSim.Region.Physics.BulletSPlugin |
38 | { | 39 | { |
40 | |||
39 | [Serializable] | 41 | [Serializable] |
40 | public sealed class BSPrim : PhysicsActor | 42 | public sealed class BSPrim : BSPhysObject |
41 | { | 43 | { |
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 45 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
44 | 46 | ||
45 | private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); } | 47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. |
46 | 48 | // Often Scale is unity because the meshmerizer will apply _size when creating the mesh. | |
47 | private IMesh _mesh; | ||
48 | private PrimitiveBaseShape _pbs; | ||
49 | private ShapeData.PhysicsShapeType _shapeType; | ||
50 | private ulong _meshKey; | ||
51 | private ulong _hullKey; | ||
52 | private List<ConvexResult> _hulls; | ||
53 | |||
54 | private BSScene _scene; | ||
55 | public BSScene Scene { get { return _scene; } } | ||
56 | private String _avName; | ||
57 | private uint _localID = 0; | ||
58 | |||
59 | // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. | ||
60 | // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. | ||
61 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | 49 | 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 | 50 | // private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer |
63 | 51 | ||
64 | private bool _stopped; | ||
65 | private bool _grabbed; | 52 | private bool _grabbed; |
66 | private bool _isSelected; | 53 | private bool _isSelected; |
67 | private bool _isVolumeDetect; | 54 | private bool _isVolumeDetect; |
@@ -89,25 +76,6 @@ public sealed class BSPrim : PhysicsActor | |||
89 | private bool _kinematic; | 76 | private bool _kinematic; |
90 | private float _buoyancy; | 77 | private float _buoyancy; |
91 | 78 | ||
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; | 79 | private BSDynamics _vehicle; |
112 | 80 | ||
113 | private OMV.Vector3 _PIDTarget; | 81 | private OMV.Vector3 _PIDTarget; |
@@ -120,110 +88,114 @@ public sealed class BSPrim : PhysicsActor | |||
120 | 88 | ||
121 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | 89 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, |
122 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 90 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
91 | : base(parent_scene, localID, primName, "BSPrim") | ||
123 | { | 92 | { |
124 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 93 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
125 | _localID = localID; | 94 | _physicsActorType = (int)ActorTypes.Prim; |
126 | _avName = primName; | ||
127 | _scene = parent_scene; | ||
128 | _position = pos; | 95 | _position = pos; |
129 | _size = size; | 96 | _size = size; |
130 | _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type | 97 | Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type |
131 | _orientation = rotation; | 98 | _orientation = rotation; |
132 | _buoyancy = 1f; | 99 | _buoyancy = 1f; |
133 | _velocity = OMV.Vector3.Zero; | 100 | _velocity = OMV.Vector3.Zero; |
134 | _rotationalVelocity = OMV.Vector3.Zero; | 101 | _rotationalVelocity = OMV.Vector3.Zero; |
135 | _hullKey = 0; | 102 | BaseShape = pbs; |
136 | _meshKey = 0; | ||
137 | _pbs = pbs; | ||
138 | _isPhysical = pisPhysical; | 103 | _isPhysical = pisPhysical; |
139 | _isVolumeDetect = false; | 104 | _isVolumeDetect = false; |
140 | _subscribedEventsMs = 0; | 105 | _friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material |
141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 106 | _density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material |
142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 107 | _restitution = PhysicsScene.Params.defaultRestitution; |
143 | _restitution = _scene.Params.defaultRestitution; | 108 | _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(); | 109 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 110 | |
111 | // No body or shape yet | ||
112 | PhysBody = new BulletBody(LocalID, IntPtr.Zero); | ||
113 | PhysShape = new BulletShape(IntPtr.Zero); | ||
114 | |||
148 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 115 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
149 | _scene.TaintedObject("BSPrim.create", delegate() | 116 | // do the actual object creation at taint time |
117 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | ||
150 | { | 118 | { |
151 | RecreateGeomAndObject(); | 119 | CreateGeomAndObject(true); |
152 | 120 | ||
153 | // Get the pointer to the physical body for this object. | 121 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.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 | }); | 122 | }); |
158 | } | 123 | } |
159 | 124 | ||
160 | // called when this prim is being destroyed and we should free all the resources | 125 | // called when this prim is being destroyed and we should free all the resources |
161 | public void Destroy() | 126 | public override void Destroy() |
162 | { | 127 | { |
163 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | 128 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); |
164 | 129 | ||
165 | // Undo any links between me and any other object | 130 | // Undo any links between me and any other object |
166 | BSPrim parentBefore = _linkset.LinksetRoot; | 131 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
167 | int childrenBefore = _linkset.NumberOfChildren; | 132 | int childrenBefore = Linkset.NumberOfChildren; |
168 | 133 | ||
169 | _linkset = _linkset.RemoveMeFromLinkset(this); | 134 | Linkset = Linkset.RemoveMeFromLinkset(this); |
170 | 135 | ||
171 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", | 136 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", |
172 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 137 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
173 | 138 | ||
174 | // Undo any vehicle properties | 139 | // Undo any vehicle properties |
175 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 140 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
176 | 141 | ||
177 | _scene.TaintedObject("BSPrim.destroy", delegate() | 142 | PhysicsScene.TaintedObject("BSPrim.destroy", delegate() |
178 | { | 143 | { |
179 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 144 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
180 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. | 145 | // If there are physical body and shape, release my use of same. |
181 | BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); | 146 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); |
147 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); | ||
182 | }); | 148 | }); |
183 | } | 149 | } |
184 | 150 | ||
185 | public override bool Stopped { | 151 | // No one uses this property. |
186 | get { return _stopped; } | 152 | public override bool Stopped { |
153 | get { return false; } | ||
187 | } | 154 | } |
188 | public override OMV.Vector3 Size { | 155 | public override OMV.Vector3 Size { |
189 | get { return _size; } | 156 | get { return _size; } |
190 | set { | 157 | set { |
191 | _size = value; | 158 | _size = value; |
192 | _scene.TaintedObject("BSPrim.setSize", delegate() | 159 | ForceBodyShapeRebuild(false); |
193 | { | 160 | } |
194 | _mass = CalculateMass(); // changing size changes the mass | ||
195 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | ||
196 | // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | ||
197 | RecreateGeomAndObject(); | ||
198 | }); | ||
199 | } | ||
200 | } | 161 | } |
201 | public override PrimitiveBaseShape Shape { | 162 | // Scale is what we set in the physics engine. It is different than 'size' in that |
163 | // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. | ||
164 | public override OMV.Vector3 Scale { get; set; } | ||
165 | |||
166 | public override PrimitiveBaseShape Shape { | ||
202 | set { | 167 | set { |
203 | _pbs = value; | 168 | BaseShape = value; |
204 | _scene.TaintedObject("BSPrim.setShape", delegate() | 169 | ForceBodyShapeRebuild(false); |
205 | { | 170 | } |
206 | _mass = CalculateMass(); // changing the shape changes the mass | ||
207 | RecreateGeomAndObject(); | ||
208 | }); | ||
209 | } | ||
210 | } | 171 | } |
211 | public override uint LocalID { | 172 | // Whatever the linkset wants is what I want. |
212 | set { _localID = value; } | 173 | public override ShapeData.PhysicsShapeType PreferredPhysicalShape |
213 | get { return _localID; } | 174 | { get { return Linkset.PreferredPhysicalShape(this); } } |
175 | |||
176 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | ||
177 | { | ||
178 | LastAssetBuildFailed = false; | ||
179 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() | ||
180 | { | ||
181 | _mass = CalculateMass(); // changing the shape changes the mass | ||
182 | CreateGeomAndObject(true); | ||
183 | }); | ||
184 | return true; | ||
214 | } | 185 | } |
215 | public override bool Grabbed { | 186 | public override bool Grabbed { |
216 | set { _grabbed = value; | 187 | set { _grabbed = value; |
217 | } | 188 | } |
218 | } | 189 | } |
219 | public override bool Selected { | 190 | public override bool Selected { |
220 | set { | 191 | set { |
221 | _isSelected = value; | 192 | _isSelected = value; |
222 | _scene.TaintedObject("BSPrim.setSelected", delegate() | 193 | PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() |
223 | { | 194 | { |
224 | SetObjectDynamic(); | 195 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); |
196 | SetObjectDynamic(false); | ||
225 | }); | 197 | }); |
226 | } | 198 | } |
227 | } | 199 | } |
228 | public override void CrossingFailure() { return; } | 200 | public override void CrossingFailure() { return; } |
229 | 201 | ||
@@ -232,158 +204,269 @@ public sealed class BSPrim : PhysicsActor | |||
232 | BSPrim parent = obj as BSPrim; | 204 | BSPrim parent = obj as BSPrim; |
233 | if (parent != null) | 205 | if (parent != null) |
234 | { | 206 | { |
235 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); | 207 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
236 | BSPrim parentBefore = _linkset.LinksetRoot; | 208 | int childrenBefore = Linkset.NumberOfChildren; |
237 | int childrenBefore = _linkset.NumberOfChildren; | ||
238 | 209 | ||
239 | _linkset = parent.Linkset.AddMeToLinkset(this); | 210 | Linkset = parent.Linkset.AddMeToLinkset(this); |
240 | 211 | ||
241 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | 212 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", |
242 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 213 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
243 | } | 214 | } |
244 | return; | 215 | return; |
245 | } | 216 | } |
246 | 217 | ||
247 | // delink me from my linkset | 218 | // delink me from my linkset |
248 | public override void delink() { | 219 | public override void delink() { |
249 | // TODO: decide if this parent checking needs to happen at taint time | 220 | // 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 | 221 | // 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 | 222 | ||
254 | BSPrim parentBefore = _linkset.LinksetRoot; | 223 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
255 | int childrenBefore = _linkset.NumberOfChildren; | 224 | int childrenBefore = Linkset.NumberOfChildren; |
256 | 225 | ||
257 | _linkset = _linkset.RemoveMeFromLinkset(this); | 226 | Linkset = Linkset.RemoveMeFromLinkset(this); |
258 | 227 | ||
259 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | 228 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", |
260 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 229 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
261 | return; | 230 | return; |
262 | } | 231 | } |
263 | 232 | ||
264 | // Set motion values to zero. | 233 | // Set motion values to zero. |
265 | // Do it to the properties so the values get set in the physics engine. | 234 | // Do it to the properties so the values get set in the physics engine. |
266 | // Push the setting of the values to the viewer. | 235 | // Push the setting of the values to the viewer. |
267 | // Called at taint time! | 236 | // Called at taint time! |
268 | public void ZeroMotion() | 237 | public override void ZeroMotion(bool inTaintTime) |
269 | { | 238 | { |
270 | _velocity = OMV.Vector3.Zero; | 239 | _velocity = OMV.Vector3.Zero; |
271 | _acceleration = OMV.Vector3.Zero; | 240 | _acceleration = OMV.Vector3.Zero; |
272 | _rotationalVelocity = OMV.Vector3.Zero; | 241 | _rotationalVelocity = OMV.Vector3.Zero; |
273 | 242 | ||
274 | // Zero some other properties directly into the physics engine | 243 | // Zero some other properties in the physics engine |
275 | BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero); | 244 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() |
276 | BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero); | 245 | { |
277 | BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | 246 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); |
278 | BulletSimAPI.ClearForces2(Body.Ptr); | 247 | }); |
248 | } | ||
249 | public override void ZeroAngularMotion(bool inTaintTime) | ||
250 | { | ||
251 | _rotationalVelocity = OMV.Vector3.Zero; | ||
252 | // Zero some other properties in the physics engine | ||
253 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | ||
254 | { | ||
255 | BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
256 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
257 | }); | ||
279 | } | 258 | } |
280 | 259 | ||
281 | public override void LockAngularMotion(OMV.Vector3 axis) | 260 | public override void LockAngularMotion(OMV.Vector3 axis) |
282 | { | 261 | { |
283 | // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 262 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
284 | return; | 263 | return; |
285 | } | 264 | } |
286 | 265 | ||
287 | public override OMV.Vector3 Position { | 266 | public override OMV.Vector3 RawPosition |
288 | get { | 267 | { |
289 | if (!_linkset.IsRoot(this)) | 268 | get { return _position; } |
290 | // child prims move around based on their parent. Need to get the latest location | 269 | set { _position = value; } |
291 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 270 | } |
271 | public override OMV.Vector3 Position { | ||
272 | get { | ||
273 | // child prims move around based on their parent. Need to get the latest location | ||
274 | if (!Linkset.IsRoot(this)) | ||
275 | _position = Linkset.Position(this); | ||
292 | 276 | ||
293 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 277 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
294 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 278 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
295 | return _position; | 279 | return _position; |
296 | } | 280 | } |
297 | set { | 281 | set { |
282 | // If you must push the position into the physics engine, use ForcePosition. | ||
283 | if (_position == value) | ||
284 | { | ||
285 | return; | ||
286 | } | ||
298 | _position = value; | 287 | _position = value; |
299 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 288 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
300 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 289 | PositionSanityCheck(); |
290 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | ||
301 | { | 291 | { |
302 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 292 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
303 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 293 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
294 | ActivateIfPhysical(false); | ||
304 | }); | 295 | }); |
305 | } | 296 | } |
297 | } | ||
298 | public override OMV.Vector3 ForcePosition { | ||
299 | get { | ||
300 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); | ||
301 | return _position; | ||
302 | } | ||
303 | set { | ||
304 | _position = value; | ||
305 | PositionSanityCheck(); | ||
306 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
307 | ActivateIfPhysical(false); | ||
308 | } | ||
309 | } | ||
310 | |||
311 | // Check that the current position is sane and, if not, modify the position to make it so. | ||
312 | // Check for being below terrain and being out of bounds. | ||
313 | // Returns 'true' of the position was made sane by some action. | ||
314 | private bool PositionSanityCheck() | ||
315 | { | ||
316 | bool ret = false; | ||
317 | |||
318 | // If totally below the ground, move the prim up | ||
319 | // TODO: figure out the right solution for this... only for dynamic objects? | ||
320 | /* | ||
321 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | ||
322 | if (Position.Z < terrainHeight) | ||
323 | { | ||
324 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | ||
325 | _position.Z = terrainHeight + 2.0f; | ||
326 | ret = true; | ||
327 | } | ||
328 | */ | ||
329 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | ||
330 | { | ||
331 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); | ||
332 | // TODO: a floating motor so object will bob in the water | ||
333 | if (Position.Z < waterHeight) | ||
334 | { | ||
335 | _position.Z = waterHeight; | ||
336 | ret = true; | ||
337 | } | ||
338 | } | ||
339 | |||
340 | // TODO: check for out of bounds | ||
341 | return ret; | ||
342 | } | ||
343 | |||
344 | // A version of the sanity check that also makes sure a new position value is | ||
345 | // pushed to the physics engine. This routine would be used by anyone | ||
346 | // who is not already pushing the value. | ||
347 | private bool PositionSanityCheck(bool inTaintTime) | ||
348 | { | ||
349 | bool ret = false; | ||
350 | if (PositionSanityCheck()) | ||
351 | { | ||
352 | // The new position value must be pushed into the physics engine but we can't | ||
353 | // just assign to "Position" because of potential call loops. | ||
354 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck", delegate() | ||
355 | { | ||
356 | DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
357 | ForcePosition = _position; | ||
358 | }); | ||
359 | ret = true; | ||
360 | } | ||
361 | return ret; | ||
306 | } | 362 | } |
307 | 363 | ||
308 | // Return the effective mass of the object. | 364 | // Return the effective mass of the object. |
309 | // If there are multiple items in the linkset, add them together for the root | 365 | // If there are multiple items in the linkset, add them together for the root |
310 | public override float Mass | 366 | public override float Mass |
311 | { | 367 | { |
312 | get | 368 | get |
313 | { | 369 | { |
314 | return _linkset.LinksetMass; | 370 | return Linkset.LinksetMass; |
371 | // return _mass; | ||
315 | } | 372 | } |
316 | } | 373 | } |
317 | 374 | ||
318 | // used when we only want this prim's mass and not the linkset thing | 375 | // used when we only want this prim's mass and not the linkset thing |
319 | public float MassRaw { get { return _mass; } } | 376 | public override float RawMass { |
377 | get { return _mass; } | ||
378 | } | ||
379 | // Set the physical mass to the passed mass. | ||
380 | // Note that this does not change _mass! | ||
381 | public override void UpdatePhysicalMassProperties(float physMass) | ||
382 | { | ||
383 | if (IsStatic) | ||
384 | { | ||
385 | Inertia = OMV.Vector3.Zero; | ||
386 | BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia); | ||
387 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | ||
388 | } | ||
389 | else | ||
390 | { | ||
391 | Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | ||
392 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); | ||
393 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | ||
394 | // center of mass is at the zero of the object | ||
395 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); | ||
396 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, Inertia); | ||
397 | } | ||
398 | } | ||
320 | 399 | ||
321 | // Is this used? | 400 | // Is this used? |
322 | public override OMV.Vector3 CenterOfMass | 401 | public override OMV.Vector3 CenterOfMass |
323 | { | 402 | { |
324 | get { return _linkset.CenterOfMass; } | 403 | get { return Linkset.CenterOfMass; } |
325 | } | 404 | } |
326 | 405 | ||
327 | // Is this used? | 406 | // Is this used? |
328 | public override OMV.Vector3 GeometricCenter | 407 | public override OMV.Vector3 GeometricCenter |
329 | { | 408 | { |
330 | get { return _linkset.GeometricCenter; } | 409 | get { return Linkset.GeometricCenter; } |
331 | } | 410 | } |
332 | 411 | ||
333 | public override OMV.Vector3 Force { | 412 | public override OMV.Vector3 Force { |
334 | get { return _force; } | 413 | get { return _force; } |
335 | set { | 414 | set { |
336 | _force = value; | 415 | _force = value; |
337 | _scene.TaintedObject("BSPrim.setForce", delegate() | 416 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() |
338 | { | 417 | { |
339 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 418 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
340 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 419 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
341 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); | ||
342 | }); | 420 | }); |
343 | } | 421 | } |
344 | } | 422 | } |
345 | 423 | ||
346 | public override int VehicleType { | 424 | public override int VehicleType { |
347 | get { | 425 | get { |
348 | return (int)_vehicle.Type; // if we are a vehicle, return that type | 426 | return (int)_vehicle.Type; // if we are a vehicle, return that type |
349 | } | 427 | } |
350 | set { | 428 | set { |
351 | Vehicle type = (Vehicle)value; | 429 | Vehicle type = (Vehicle)value; |
352 | BSPrim vehiclePrim = this; | 430 | |
353 | _scene.TaintedObject("setVehicleType", delegate() | 431 | // Tell the scene about the vehicle so it will get processing each frame. |
432 | PhysicsScene.VehicleInSceneTypeChanged(this, type); | ||
433 | |||
434 | PhysicsScene.TaintedObject("setVehicleType", delegate() | ||
354 | { | 435 | { |
355 | // Done at taint time so we're sure the physics engine is not using the variables | 436 | // 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. | 437 | // Vehicle code changes the parameters for this vehicle type. |
357 | _vehicle.ProcessTypeChange(type); | 438 | _vehicle.ProcessTypeChange(type); |
358 | // Tell the scene about the vehicle so it will get processing each frame. | 439 | ActivateIfPhysical(false); |
359 | _scene.VehicleInSceneTypeChanged(this, type); | ||
360 | }); | 440 | }); |
361 | } | 441 | } |
362 | } | 442 | } |
363 | public override void VehicleFloatParam(int param, float value) | 443 | public override void VehicleFloatParam(int param, float value) |
364 | { | 444 | { |
365 | _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 445 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
366 | { | 446 | { |
367 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 447 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); |
448 | ActivateIfPhysical(false); | ||
368 | }); | 449 | }); |
369 | } | 450 | } |
370 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 451 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
371 | { | 452 | { |
372 | _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 453 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
373 | { | 454 | { |
374 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 455 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); |
456 | ActivateIfPhysical(false); | ||
375 | }); | 457 | }); |
376 | } | 458 | } |
377 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 459 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
378 | { | 460 | { |
379 | _scene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 461 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
380 | { | 462 | { |
381 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 463 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); |
464 | ActivateIfPhysical(false); | ||
382 | }); | 465 | }); |
383 | } | 466 | } |
384 | public override void VehicleFlags(int param, bool remove) | 467 | public override void VehicleFlags(int param, bool remove) |
385 | { | 468 | { |
386 | _scene.TaintedObject("BSPrim.VehicleFlags", delegate() | 469 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
387 | { | 470 | { |
388 | _vehicle.ProcessVehicleFlags(param, remove); | 471 | _vehicle.ProcessVehicleFlags(param, remove); |
389 | }); | 472 | }); |
@@ -391,143 +474,356 @@ public sealed class BSPrim : PhysicsActor | |||
391 | 474 | ||
392 | // Called each simulation step to advance vehicle characteristics. | 475 | // Called each simulation step to advance vehicle characteristics. |
393 | // Called from Scene when doing simulation step so we're in taint processing time. | 476 | // Called from Scene when doing simulation step so we're in taint processing time. |
394 | public void StepVehicle(float timeStep) | 477 | public override void StepVehicle(float timeStep) |
395 | { | 478 | { |
396 | if (IsPhysical) | 479 | if (IsPhysical && _vehicle.IsActive) |
480 | { | ||
397 | _vehicle.Step(timeStep); | 481 | _vehicle.Step(timeStep); |
482 | /* // TEST TEST DEBUG DEBUG -- trying to reduce the extra action of Bullet simulation step | ||
483 | PhysicsScene.PostTaintObject("BSPrim.StepVehicles", LocalID, delegate() | ||
484 | { | ||
485 | // This resets the interpolation values and recomputes the tensor variables | ||
486 | BulletSimAPI.SetCenterOfMassByPosRot2(BSBody.ptr, ForcePosition, ForceOrientation); | ||
487 | }); | ||
488 | */ | ||
489 | } | ||
398 | } | 490 | } |
399 | 491 | ||
400 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 492 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
401 | public override void SetVolumeDetect(int param) { | 493 | public override void SetVolumeDetect(int param) { |
402 | bool newValue = (param != 0); | 494 | bool newValue = (param != 0); |
403 | _isVolumeDetect = newValue; | 495 | if (_isVolumeDetect != newValue) |
404 | _scene.TaintedObject("BSPrim.SetVolumeDetect", delegate() | ||
405 | { | 496 | { |
406 | SetObjectDynamic(); | 497 | _isVolumeDetect = newValue; |
407 | }); | 498 | PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() |
408 | return; | 499 | { |
500 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | ||
501 | SetObjectDynamic(true); | ||
502 | }); | ||
503 | } | ||
504 | return; | ||
409 | } | 505 | } |
410 | 506 | public override OMV.Vector3 Velocity { | |
411 | public override OMV.Vector3 Velocity { | 507 | get { return _velocity; } |
412 | get { return _velocity; } | ||
413 | set { | 508 | set { |
414 | _velocity = value; | 509 | _velocity = value; |
415 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 510 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() |
416 | { | 511 | { |
417 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 512 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
418 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 513 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); |
419 | }); | 514 | }); |
420 | } | 515 | } |
516 | } | ||
517 | public override OMV.Vector3 ForceVelocity { | ||
518 | get { return _velocity; } | ||
519 | set { | ||
520 | _velocity = value; | ||
521 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | ||
522 | } | ||
421 | } | 523 | } |
422 | public override OMV.Vector3 Torque { | 524 | public override OMV.Vector3 Torque { |
423 | get { return _torque; } | 525 | get { return _torque; } |
424 | set { _torque = value; | 526 | set { |
527 | _torque = value; | ||
528 | AddAngularForce(_torque, false, false); | ||
425 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 529 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
426 | } | 530 | } |
427 | } | 531 | } |
428 | public override float CollisionScore { | 532 | public override float CollisionScore { |
429 | get { return _collisionScore; } | 533 | get { return _collisionScore; } |
430 | set { _collisionScore = value; | 534 | set { _collisionScore = value; |
431 | } | 535 | } |
432 | } | 536 | } |
433 | public override OMV.Vector3 Acceleration { | 537 | public override OMV.Vector3 Acceleration { |
434 | get { return _acceleration; } | 538 | get { return _acceleration; } |
435 | set { _acceleration = value; } | 539 | set { _acceleration = value; } |
436 | } | 540 | } |
437 | public override OMV.Quaternion Orientation { | 541 | public override OMV.Quaternion RawOrientation |
542 | { | ||
543 | get { return _orientation; } | ||
544 | set { _orientation = value; } | ||
545 | } | ||
546 | public override OMV.Quaternion Orientation { | ||
438 | get { | 547 | get { |
439 | if (!_linkset.IsRoot(this)) | 548 | // Children move around because tied to parent. Get a fresh value. |
549 | if (!Linkset.IsRoot(this)) | ||
440 | { | 550 | { |
441 | // Children move around because tied to parent. Get a fresh value. | 551 | _orientation = Linkset.Orientation(this); |
442 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); | ||
443 | } | 552 | } |
444 | return _orientation; | 553 | return _orientation; |
445 | } | 554 | } |
446 | set { | 555 | set { |
556 | if (_orientation == value) | ||
557 | return; | ||
447 | _orientation = value; | 558 | _orientation = value; |
448 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? | 559 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? |
449 | _scene.TaintedObject("BSPrim.setOrientation", delegate() | 560 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() |
450 | { | 561 | { |
451 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 562 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
452 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 563 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
453 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 564 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
454 | }); | 565 | }); |
455 | } | 566 | } |
456 | } | 567 | } |
457 | public override int PhysicsActorType { | 568 | // Go directly to Bullet to get/set the value. |
458 | get { return _physicsActorType; } | 569 | public override OMV.Quaternion ForceOrientation |
459 | set { _physicsActorType = value; | 570 | { |
460 | } | 571 | get |
572 | { | ||
573 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); | ||
574 | return _orientation; | ||
575 | } | ||
576 | set | ||
577 | { | ||
578 | _orientation = value; | ||
579 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
580 | } | ||
581 | } | ||
582 | public override int PhysicsActorType { | ||
583 | get { return _physicsActorType; } | ||
584 | set { _physicsActorType = value; } | ||
461 | } | 585 | } |
462 | public override bool IsPhysical { | 586 | public override bool IsPhysical { |
463 | get { return _isPhysical; } | 587 | get { return _isPhysical; } |
464 | set { | 588 | set { |
465 | _isPhysical = value; | 589 | if (_isPhysical != value) |
466 | _scene.TaintedObject("BSPrim.setIsPhysical", delegate() | ||
467 | { | 590 | { |
468 | SetObjectDynamic(); | 591 | _isPhysical = value; |
469 | }); | 592 | PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() |
470 | } | 593 | { |
594 | // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | ||
595 | SetObjectDynamic(true); | ||
596 | // whether phys-to-static or static-to-phys, the object is not moving. | ||
597 | ZeroMotion(true); | ||
598 | }); | ||
599 | } | ||
600 | } | ||
471 | } | 601 | } |
472 | 602 | ||
473 | // An object is static (does not move) if selected or not physical | 603 | // An object is static (does not move) if selected or not physical |
474 | private bool IsStatic | 604 | public override bool IsStatic |
475 | { | 605 | { |
476 | get { return _isSelected || !IsPhysical; } | 606 | get { return _isSelected || !IsPhysical; } |
477 | } | 607 | } |
478 | 608 | ||
479 | // An object is solid if it's not phantom and if it's not doing VolumeDetect | 609 | // An object is solid if it's not phantom and if it's not doing VolumeDetect |
480 | private bool IsSolid | 610 | public override bool IsSolid |
481 | { | 611 | { |
482 | get { return !IsPhantom && !_isVolumeDetect; } | 612 | get { return !IsPhantom && !_isVolumeDetect; } |
483 | } | 613 | } |
484 | 614 | ||
485 | // Make gravity work if the object is physical and not selected | 615 | // Make gravity work if the object is physical and not selected |
486 | // No locking here because only called when it is safe | 616 | // Called at taint-time!! |
487 | private void SetObjectDynamic() | 617 | private void SetObjectDynamic(bool forceRebuild) |
618 | { | ||
619 | // Recreate the physical object if necessary | ||
620 | CreateGeomAndObject(forceRebuild); | ||
621 | } | ||
622 | |||
623 | // Convert the simulator's physical properties into settings on BulletSim objects. | ||
624 | // There are four flags we're interested in: | ||
625 | // IsStatic: Object does not move, otherwise the object has mass and moves | ||
626 | // isSolid: other objects bounce off of this object | ||
627 | // isVolumeDetect: other objects pass through but can generate collisions | ||
628 | // collisionEvents: whether this object returns collision events | ||
629 | private void UpdatePhysicalParameters() | ||
488 | { | 630 | { |
489 | // RA: remove this for the moment. | 631 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); |
490 | // The problem is that dynamic objects are hulls so if we are becoming physical | 632 | |
491 | // the shape has to be checked and possibly built. | 633 | // Mangling all the physical properties requires the object not be in the physical world. |
492 | // Maybe a VerifyCorrectPhysicalShape() routine? | 634 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). |
493 | // RecreateGeomAndObject(); | 635 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
636 | |||
637 | // Set up the object physicalness (does gravity and collisions move this object) | ||
638 | MakeDynamic(IsStatic); | ||
639 | |||
640 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) | ||
641 | _vehicle.Refresh(); | ||
642 | |||
643 | // Arrange for collision events if the simulator wants them | ||
644 | EnableCollisions(SubscribedEvents()); | ||
645 | |||
646 | // Make solid or not (do things bounce off or pass through this object). | ||
647 | MakeSolid(IsSolid); | ||
648 | |||
649 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
650 | |||
651 | // Rebuild its shape | ||
652 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
653 | |||
654 | // Collision filter can be set only when the object is in the world | ||
655 | if (PhysBody.collisionFilter != 0 || PhysBody.collisionMask != 0) | ||
656 | { | ||
657 | BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask); | ||
658 | } | ||
659 | |||
660 | // Recompute any linkset parameters. | ||
661 | // When going from non-physical to physical, this re-enables the constraints that | ||
662 | // had been automatically disabled when the mass was set to zero. | ||
663 | // For compound based linksets, this enables and disables interactions of the children. | ||
664 | Linkset.Refresh(this); | ||
665 | |||
666 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", | ||
667 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape); | ||
668 | } | ||
494 | 669 | ||
495 | // Bullet wants static objects to have a mass of zero | 670 | // "Making dynamic" means changing to and from static. |
496 | float mass = IsStatic ? 0f : _mass; | 671 | // When static, gravity does not effect the object and it is fixed in space. |
672 | // When dynamic, the object can fall and be pushed by others. | ||
673 | // This is independent of its 'solidness' which controls what passes through | ||
674 | // this object and what interacts with it. | ||
675 | private void MakeDynamic(bool makeStatic) | ||
676 | { | ||
677 | if (makeStatic) | ||
678 | { | ||
679 | // Become a Bullet 'static' object type | ||
680 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
681 | // Stop all movement | ||
682 | ZeroMotion(true); | ||
683 | // Center of mass is at the center of the object | ||
684 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); | ||
685 | // Mass is zero which disables a bunch of physics stuff in Bullet | ||
686 | UpdatePhysicalMassProperties(0f); | ||
687 | // Set collision detection parameters | ||
688 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | ||
689 | { | ||
690 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | ||
691 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | ||
692 | } | ||
693 | // There can be special things needed for implementing linksets | ||
694 | Linkset.MakeStatic(this); | ||
695 | // The activation state is 'disabled' so Bullet will not try to act on it. | ||
696 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
697 | // Start it out sleeping and physical actions could wake it up. | ||
698 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); | ||
699 | |||
700 | PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; | ||
701 | PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask; | ||
702 | } | ||
703 | else | ||
704 | { | ||
705 | // Not a Bullet static object | ||
706 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
497 | 707 | ||
498 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 708 | // Set various physical properties so internal dynamic properties will get computed correctly as they are set |
709 | BulletSimAPI.SetFriction2(PhysBody.ptr, PhysicsScene.Params.defaultFriction); | ||
710 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.defaultRestitution); | ||
711 | |||
712 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | ||
713 | // Since this can be called multiple times, only zero forces when becoming physical | ||
714 | // BulletSimAPI.ClearAllForces2(BSBody.ptr); | ||
715 | |||
716 | // For good measure, make sure the transform is set through to the motion state | ||
717 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
718 | |||
719 | // Center of mass is at the center of the object | ||
720 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); | ||
721 | |||
722 | // A dynamic object has mass | ||
723 | UpdatePhysicalMassProperties(RawMass); | ||
724 | |||
725 | // Set collision detection parameters | ||
726 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | ||
727 | { | ||
728 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | ||
729 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | ||
730 | } | ||
731 | |||
732 | // Various values for simulation limits | ||
733 | BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); | ||
734 | BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime); | ||
735 | BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | ||
736 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | ||
737 | |||
738 | // There might be special things needed for implementing linksets. | ||
739 | Linkset.MakeDynamic(this); | ||
740 | |||
741 | // Force activation of the object so Bullet will act on it. | ||
742 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | ||
743 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); | ||
744 | // BulletSimAPI.Activate2(BSBody.ptr, true); | ||
745 | |||
746 | PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter; | ||
747 | PhysBody.collisionMask = CollisionFilterGroups.ObjectMask; | ||
748 | } | ||
749 | } | ||
750 | |||
751 | // "Making solid" means that other object will not pass through this object. | ||
752 | // To make transparent, we create a Bullet ghost object. | ||
753 | // Note: This expects to be called from the UpdatePhysicalParameters() routine as | ||
754 | // the functions after this one set up the state of a possibly newly created collision body. | ||
755 | private void MakeSolid(bool makeSolid) | ||
756 | { | ||
757 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr); | ||
758 | if (makeSolid) | ||
759 | { | ||
760 | // Verify the previous code created the correct shape for this type of thing. | ||
761 | if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) | ||
762 | { | ||
763 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
764 | } | ||
765 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
766 | } | ||
767 | else | ||
768 | { | ||
769 | if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0) | ||
770 | { | ||
771 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
772 | } | ||
773 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
774 | PhysBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; | ||
775 | PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; | ||
776 | } | ||
777 | } | ||
499 | 778 | ||
500 | // recompute any linkset parameters | 779 | // Enable physical actions. Bullet will keep sleeping non-moving physical objects so |
501 | _linkset.Refresh(this); | 780 | // they need waking up when parameters are changed. |
781 | // Called in taint-time!! | ||
782 | private void ActivateIfPhysical(bool forceIt) | ||
783 | { | ||
784 | if (IsPhysical) | ||
785 | BulletSimAPI.Activate2(PhysBody.ptr, forceIt); | ||
786 | } | ||
502 | 787 | ||
503 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | 788 | // 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); | 789 | private void EnableCollisions(bool wantsCollisionEvents) |
790 | { | ||
791 | if (wantsCollisionEvents) | ||
792 | { | ||
793 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
794 | } | ||
795 | else | ||
796 | { | ||
797 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
798 | } | ||
505 | } | 799 | } |
506 | 800 | ||
507 | // prims don't fly | 801 | // prims don't fly |
508 | public override bool Flying { | 802 | public override bool Flying { |
509 | get { return _flying; } | 803 | get { return _flying; } |
510 | set { _flying = value; } | 804 | set { |
805 | _flying = value; | ||
806 | } | ||
511 | } | 807 | } |
512 | public override bool SetAlwaysRun { | 808 | public override bool SetAlwaysRun { |
513 | get { return _setAlwaysRun; } | 809 | get { return _setAlwaysRun; } |
514 | set { _setAlwaysRun = value; } | 810 | set { _setAlwaysRun = value; } |
515 | } | 811 | } |
516 | public override bool ThrottleUpdates { | 812 | public override bool ThrottleUpdates { |
517 | get { return _throttleUpdates; } | 813 | get { return _throttleUpdates; } |
518 | set { _throttleUpdates = value; } | 814 | set { _throttleUpdates = value; } |
519 | } | 815 | } |
520 | public override bool IsColliding { | 816 | public override bool IsColliding { |
521 | get { return (_collidingStep == _scene.SimulationStep); } | 817 | get { return (CollidingStep == PhysicsScene.SimulationStep); } |
522 | set { _isColliding = value; } | 818 | set { _isColliding = value; } |
523 | } | 819 | } |
524 | public override bool CollidingGround { | 820 | public override bool CollidingGround { |
525 | get { return (_collidingGroundStep == _scene.SimulationStep); } | 821 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } |
526 | set { _collidingGround = value; } | 822 | set { _collidingGround = value; } |
527 | } | 823 | } |
528 | public override bool CollidingObj { | 824 | public override bool CollidingObj { |
529 | get { return _collidingObj; } | 825 | get { return _collidingObj; } |
530 | set { _collidingObj = value; } | 826 | set { _collidingObj = value; } |
531 | } | 827 | } |
532 | public bool IsPhantom { | 828 | public bool IsPhantom { |
533 | get { | 829 | get { |
@@ -537,10 +833,19 @@ public sealed class BSPrim : PhysicsActor | |||
537 | return false; | 833 | return false; |
538 | } | 834 | } |
539 | } | 835 | } |
540 | public override bool FloatOnWater { | 836 | public override bool FloatOnWater { |
541 | set { _floatOnWater = value; } | 837 | set { |
838 | _floatOnWater = value; | ||
839 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | ||
840 | { | ||
841 | if (_floatOnWater) | ||
842 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
843 | else | ||
844 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
845 | }); | ||
846 | } | ||
542 | } | 847 | } |
543 | public override OMV.Vector3 RotationalVelocity { | 848 | public override OMV.Vector3 RotationalVelocity { |
544 | get { | 849 | get { |
545 | /* | 850 | /* |
546 | OMV.Vector3 pv = OMV.Vector3.Zero; | 851 | OMV.Vector3 pv = OMV.Vector3.Zero; |
@@ -552,58 +857,76 @@ public sealed class BSPrim : PhysicsActor | |||
552 | */ | 857 | */ |
553 | 858 | ||
554 | return _rotationalVelocity; | 859 | return _rotationalVelocity; |
555 | } | 860 | } |
556 | set { | 861 | set { |
557 | _rotationalVelocity = value; | 862 | _rotationalVelocity = value; |
558 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 863 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
559 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 864 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
560 | { | 865 | { |
561 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 866 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
562 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 867 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); |
563 | }); | 868 | }); |
564 | } | 869 | } |
565 | } | 870 | } |
566 | public override bool Kinematic { | 871 | public override OMV.Vector3 ForceRotationalVelocity { |
567 | get { return _kinematic; } | 872 | get { |
568 | set { _kinematic = value; | 873 | return _rotationalVelocity; |
874 | } | ||
875 | set { | ||
876 | _rotationalVelocity = value; | ||
877 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
878 | } | ||
879 | } | ||
880 | public override bool Kinematic { | ||
881 | get { return _kinematic; } | ||
882 | set { _kinematic = value; | ||
569 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); | 883 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); |
570 | } | 884 | } |
571 | } | 885 | } |
572 | public override float Buoyancy { | 886 | public override float Buoyancy { |
573 | get { return _buoyancy; } | 887 | get { return _buoyancy; } |
574 | set { | 888 | set { |
575 | _buoyancy = value; | 889 | _buoyancy = value; |
576 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 890 | PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() |
577 | { | 891 | { |
578 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 892 | ForceBuoyancy = _buoyancy; |
579 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | ||
580 | }); | 893 | }); |
581 | } | 894 | } |
895 | } | ||
896 | public override float ForceBuoyancy { | ||
897 | get { return _buoyancy; } | ||
898 | set { | ||
899 | _buoyancy = value; | ||
900 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
901 | // Buoyancy is faked by changing the gravity applied to the object | ||
902 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
903 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
904 | } | ||
582 | } | 905 | } |
583 | 906 | ||
584 | // Used for MoveTo | 907 | // Used for MoveTo |
585 | public override OMV.Vector3 PIDTarget { | 908 | public override OMV.Vector3 PIDTarget { |
586 | set { _PIDTarget = value; } | 909 | set { _PIDTarget = value; } |
587 | } | 910 | } |
588 | public override bool PIDActive { | 911 | public override bool PIDActive { |
589 | set { _usePID = value; } | 912 | set { _usePID = value; } |
590 | } | 913 | } |
591 | public override float PIDTau { | 914 | public override float PIDTau { |
592 | set { _PIDTau = value; } | 915 | set { _PIDTau = value; } |
593 | } | 916 | } |
594 | 917 | ||
595 | // Used for llSetHoverHeight and maybe vehicle height | 918 | // Used for llSetHoverHeight and maybe vehicle height |
596 | // Hover Height will override MoveTo target's Z | 919 | // Hover Height will override MoveTo target's Z |
597 | public override bool PIDHoverActive { | 920 | public override bool PIDHoverActive { |
598 | set { _useHoverPID = value; } | 921 | set { _useHoverPID = value; } |
599 | } | 922 | } |
600 | public override float PIDHoverHeight { | 923 | public override float PIDHoverHeight { |
601 | set { _PIDHoverHeight = value; } | 924 | set { _PIDHoverHeight = value; } |
602 | } | 925 | } |
603 | public override PIDHoverType PIDHoverType { | 926 | public override PIDHoverType PIDHoverType { |
604 | set { _PIDHoverType = value; } | 927 | set { _PIDHoverType = value; } |
605 | } | 928 | } |
606 | public override float PIDHoverTau { | 929 | public override float PIDHoverTau { |
607 | set { _PIDHoverTao = value; } | 930 | set { _PIDHoverTao = value; } |
608 | } | 931 | } |
609 | 932 | ||
@@ -615,6 +938,9 @@ public sealed class BSPrim : PhysicsActor | |||
615 | 938 | ||
616 | private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>(); | 939 | private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>(); |
617 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | 940 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
941 | AddForce(force, pushforce, false); | ||
942 | } | ||
943 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | ||
618 | // for an object, doesn't matter if force is a pushforce or not | 944 | // for an object, doesn't matter if force is a pushforce or not |
619 | if (force.IsFinite()) | 945 | if (force.IsFinite()) |
620 | { | 946 | { |
@@ -624,56 +950,87 @@ public sealed class BSPrim : PhysicsActor | |||
624 | } | 950 | } |
625 | else | 951 | else |
626 | { | 952 | { |
627 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); | 953 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); |
628 | return; | 954 | return; |
629 | } | 955 | } |
630 | _scene.TaintedObject("BSPrim.AddForce", delegate() | 956 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
631 | { | 957 | { |
632 | OMV.Vector3 fSum = OMV.Vector3.Zero; | 958 | OMV.Vector3 fSum = OMV.Vector3.Zero; |
633 | lock (m_accumulatedForces) | 959 | lock (m_accumulatedForces) |
634 | { | 960 | { |
961 | // Sum the accumulated additional forces for one big force to apply once. | ||
635 | foreach (OMV.Vector3 v in m_accumulatedForces) | 962 | foreach (OMV.Vector3 v in m_accumulatedForces) |
636 | { | 963 | { |
637 | fSum += v; | 964 | fSum += v; |
638 | } | 965 | } |
639 | m_accumulatedForces.Clear(); | 966 | m_accumulatedForces.Clear(); |
640 | } | 967 | } |
641 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 968 | DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum); |
642 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); | 969 | if (fSum != OMV.Vector3.Zero) |
970 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum); | ||
643 | }); | 971 | }); |
644 | } | 972 | } |
645 | 973 | ||
646 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 974 | public void ApplyForceImpulse(OMV.Vector3 impulse, bool inTaintTime) |
647 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 975 | { |
648 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 976 | OMV.Vector3 applyImpulse = impulse; |
977 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyForceImpulse", delegate() | ||
978 | { | ||
979 | DetailLog("{0},BSPrim.ApplyForceImpulse,taint,tImpulse={1}", LocalID, applyImpulse); | ||
980 | BulletSimAPI.ApplyCentralImpulse2(PhysBody.ptr, applyImpulse); | ||
981 | }); | ||
649 | } | 982 | } |
650 | public override void SetMomentum(OMV.Vector3 momentum) { | 983 | |
651 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 984 | private List<OMV.Vector3> m_accumulatedAngularForces = new List<OMV.Vector3>(); |
985 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | ||
986 | AddAngularForce(force, pushforce, false); | ||
652 | } | 987 | } |
653 | public override void SubscribeEvents(int ms) { | 988 | public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) |
654 | _subscribedEventsMs = ms; | 989 | { |
655 | if (ms > 0) | 990 | if (force.IsFinite()) |
656 | { | 991 | { |
657 | // make sure first collision happens | 992 | // _force += force; |
658 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | 993 | lock (m_accumulatedAngularForces) |
659 | 994 | m_accumulatedAngularForces.Add(new OMV.Vector3(force)); | |
660 | Scene.TaintedObject("BSPrim.SubscribeEvents", delegate() | ||
661 | { | ||
662 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
663 | }); | ||
664 | } | 995 | } |
665 | } | 996 | else |
666 | public override void UnSubscribeEvents() { | ||
667 | _subscribedEventsMs = 0; | ||
668 | Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate() | ||
669 | { | 997 | { |
670 | BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 998 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); |
999 | return; | ||
1000 | } | ||
1001 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() | ||
1002 | { | ||
1003 | OMV.Vector3 fSum = OMV.Vector3.Zero; | ||
1004 | lock (m_accumulatedAngularForces) | ||
1005 | { | ||
1006 | // Sum the accumulated additional forces for one big force to apply once. | ||
1007 | foreach (OMV.Vector3 v in m_accumulatedAngularForces) | ||
1008 | { | ||
1009 | fSum += v; | ||
1010 | } | ||
1011 | m_accumulatedAngularForces.Clear(); | ||
1012 | } | ||
1013 | DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum); | ||
1014 | if (fSum != OMV.Vector3.Zero) | ||
1015 | { | ||
1016 | BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum); | ||
1017 | _torque = fSum; | ||
1018 | } | ||
671 | }); | 1019 | }); |
672 | } | 1020 | } |
673 | public override bool SubscribedEvents() { | 1021 | // A torque impulse. |
674 | return (_subscribedEventsMs > 0); | 1022 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) |
1023 | { | ||
1024 | OMV.Vector3 applyImpulse = impulse; | ||
1025 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | ||
1026 | { | ||
1027 | BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); | ||
1028 | }); | ||
675 | } | 1029 | } |
676 | 1030 | ||
1031 | public override void SetMomentum(OMV.Vector3 momentum) { | ||
1032 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | ||
1033 | } | ||
677 | #region Mass Calculation | 1034 | #region Mass Calculation |
678 | 1035 | ||
679 | private float CalculateMass() | 1036 | private float CalculateMass() |
@@ -682,19 +1039,19 @@ public sealed class BSPrim : PhysicsActor | |||
682 | float tmp; | 1039 | float tmp; |
683 | 1040 | ||
684 | float returnMass = 0; | 1041 | float returnMass = 0; |
685 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; | 1042 | float hollowAmount = (float)BaseShape.ProfileHollow * 2.0e-5f; |
686 | float hollowVolume = hollowAmount * hollowAmount; | 1043 | float hollowVolume = hollowAmount * hollowAmount; |
687 | 1044 | ||
688 | switch (_pbs.ProfileShape) | 1045 | switch (BaseShape.ProfileShape) |
689 | { | 1046 | { |
690 | case ProfileShape.Square: | 1047 | case ProfileShape.Square: |
691 | // default box | 1048 | // default box |
692 | 1049 | ||
693 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | 1050 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) |
694 | { | 1051 | { |
695 | if (hollowAmount > 0.0) | 1052 | if (hollowAmount > 0.0) |
696 | { | 1053 | { |
697 | switch (_pbs.HollowShape) | 1054 | switch (BaseShape.HollowShape) |
698 | { | 1055 | { |
699 | case HollowShape.Square: | 1056 | case HollowShape.Square: |
700 | case HollowShape.Same: | 1057 | case HollowShape.Same: |
@@ -718,19 +1075,19 @@ public sealed class BSPrim : PhysicsActor | |||
718 | } | 1075 | } |
719 | } | 1076 | } |
720 | 1077 | ||
721 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | 1078 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) |
722 | { | 1079 | { |
723 | //a tube | 1080 | //a tube |
724 | 1081 | ||
725 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); | 1082 | volume *= 0.78539816339e-2f * (float)(200 - BaseShape.PathScaleX); |
726 | tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); | 1083 | tmp= 1.0f -2.0e-2f * (float)(200 - BaseShape.PathScaleY); |
727 | volume -= volume*tmp*tmp; | 1084 | volume -= volume*tmp*tmp; |
728 | 1085 | ||
729 | if (hollowAmount > 0.0) | 1086 | if (hollowAmount > 0.0) |
730 | { | 1087 | { |
731 | hollowVolume *= hollowAmount; | 1088 | hollowVolume *= hollowAmount; |
732 | 1089 | ||
733 | switch (_pbs.HollowShape) | 1090 | switch (BaseShape.HollowShape) |
734 | { | 1091 | { |
735 | case HollowShape.Square: | 1092 | case HollowShape.Square: |
736 | case HollowShape.Same: | 1093 | case HollowShape.Same: |
@@ -755,13 +1112,13 @@ public sealed class BSPrim : PhysicsActor | |||
755 | 1112 | ||
756 | case ProfileShape.Circle: | 1113 | case ProfileShape.Circle: |
757 | 1114 | ||
758 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | 1115 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) |
759 | { | 1116 | { |
760 | volume *= 0.78539816339f; // elipse base | 1117 | volume *= 0.78539816339f; // elipse base |
761 | 1118 | ||
762 | if (hollowAmount > 0.0) | 1119 | if (hollowAmount > 0.0) |
763 | { | 1120 | { |
764 | switch (_pbs.HollowShape) | 1121 | switch (BaseShape.HollowShape) |
765 | { | 1122 | { |
766 | case HollowShape.Same: | 1123 | case HollowShape.Same: |
767 | case HollowShape.Circle: | 1124 | case HollowShape.Circle: |
@@ -783,19 +1140,19 @@ public sealed class BSPrim : PhysicsActor | |||
783 | } | 1140 | } |
784 | } | 1141 | } |
785 | 1142 | ||
786 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | 1143 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) |
787 | { | 1144 | { |
788 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); | 1145 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - BaseShape.PathScaleX); |
789 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | 1146 | tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); |
790 | volume *= (1.0f - tmp * tmp); | 1147 | volume *= (1.0f - tmp * tmp); |
791 | 1148 | ||
792 | if (hollowAmount > 0.0) | 1149 | if (hollowAmount > 0.0) |
793 | { | 1150 | { |
794 | 1151 | ||
795 | // calculate the hollow volume by it's shape compared to the prim shape | 1152 | // calculate the hollow volume by it's shape compared to the prim shape |
796 | hollowVolume *= hollowAmount; | 1153 | hollowVolume *= hollowAmount; |
797 | 1154 | ||
798 | switch (_pbs.HollowShape) | 1155 | switch (BaseShape.HollowShape) |
799 | { | 1156 | { |
800 | case HollowShape.Same: | 1157 | case HollowShape.Same: |
801 | case HollowShape.Circle: | 1158 | case HollowShape.Circle: |
@@ -819,7 +1176,7 @@ public sealed class BSPrim : PhysicsActor | |||
819 | break; | 1176 | break; |
820 | 1177 | ||
821 | case ProfileShape.HalfCircle: | 1178 | case ProfileShape.HalfCircle: |
822 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | 1179 | if (BaseShape.PathCurve == (byte)Extrusion.Curve1) |
823 | { | 1180 | { |
824 | volume *= 0.52359877559829887307710723054658f; | 1181 | volume *= 0.52359877559829887307710723054658f; |
825 | } | 1182 | } |
@@ -827,7 +1184,7 @@ public sealed class BSPrim : PhysicsActor | |||
827 | 1184 | ||
828 | case ProfileShape.EquilateralTriangle: | 1185 | case ProfileShape.EquilateralTriangle: |
829 | 1186 | ||
830 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | 1187 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) |
831 | { | 1188 | { |
832 | volume *= 0.32475953f; | 1189 | volume *= 0.32475953f; |
833 | 1190 | ||
@@ -835,7 +1192,7 @@ public sealed class BSPrim : PhysicsActor | |||
835 | { | 1192 | { |
836 | 1193 | ||
837 | // calculate the hollow volume by it's shape compared to the prim shape | 1194 | // calculate the hollow volume by it's shape compared to the prim shape |
838 | switch (_pbs.HollowShape) | 1195 | switch (BaseShape.HollowShape) |
839 | { | 1196 | { |
840 | case HollowShape.Same: | 1197 | case HollowShape.Same: |
841 | case HollowShape.Triangle: | 1198 | case HollowShape.Triangle: |
@@ -860,11 +1217,11 @@ public sealed class BSPrim : PhysicsActor | |||
860 | volume *= (1.0f - hollowVolume); | 1217 | volume *= (1.0f - hollowVolume); |
861 | } | 1218 | } |
862 | } | 1219 | } |
863 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | 1220 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) |
864 | { | 1221 | { |
865 | volume *= 0.32475953f; | 1222 | volume *= 0.32475953f; |
866 | volume *= 0.01f * (float)(200 - _pbs.PathScaleX); | 1223 | volume *= 0.01f * (float)(200 - BaseShape.PathScaleX); |
867 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | 1224 | tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); |
868 | volume *= (1.0f - tmp * tmp); | 1225 | volume *= (1.0f - tmp * tmp); |
869 | 1226 | ||
870 | if (hollowAmount > 0.0) | 1227 | if (hollowAmount > 0.0) |
@@ -872,7 +1229,7 @@ public sealed class BSPrim : PhysicsActor | |||
872 | 1229 | ||
873 | hollowVolume *= hollowAmount; | 1230 | hollowVolume *= hollowAmount; |
874 | 1231 | ||
875 | switch (_pbs.HollowShape) | 1232 | switch (BaseShape.HollowShape) |
876 | { | 1233 | { |
877 | case HollowShape.Same: | 1234 | case HollowShape.Same: |
878 | case HollowShape.Triangle: | 1235 | case HollowShape.Triangle: |
@@ -912,26 +1269,26 @@ public sealed class BSPrim : PhysicsActor | |||
912 | float profileBegin; | 1269 | float profileBegin; |
913 | float profileEnd; | 1270 | float profileEnd; |
914 | 1271 | ||
915 | if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) | 1272 | if (BaseShape.PathCurve == (byte)Extrusion.Straight || BaseShape.PathCurve == (byte)Extrusion.Flexible) |
916 | { | 1273 | { |
917 | taperX1 = _pbs.PathScaleX * 0.01f; | 1274 | taperX1 = BaseShape.PathScaleX * 0.01f; |
918 | if (taperX1 > 1.0f) | 1275 | if (taperX1 > 1.0f) |
919 | taperX1 = 2.0f - taperX1; | 1276 | taperX1 = 2.0f - taperX1; |
920 | taperX = 1.0f - taperX1; | 1277 | taperX = 1.0f - taperX1; |
921 | 1278 | ||
922 | taperY1 = _pbs.PathScaleY * 0.01f; | 1279 | taperY1 = BaseShape.PathScaleY * 0.01f; |
923 | if (taperY1 > 1.0f) | 1280 | if (taperY1 > 1.0f) |
924 | taperY1 = 2.0f - taperY1; | 1281 | taperY1 = 2.0f - taperY1; |
925 | taperY = 1.0f - taperY1; | 1282 | taperY = 1.0f - taperY1; |
926 | } | 1283 | } |
927 | else | 1284 | else |
928 | { | 1285 | { |
929 | taperX = _pbs.PathTaperX * 0.01f; | 1286 | taperX = BaseShape.PathTaperX * 0.01f; |
930 | if (taperX < 0.0f) | 1287 | if (taperX < 0.0f) |
931 | taperX = -taperX; | 1288 | taperX = -taperX; |
932 | taperX1 = 1.0f - taperX; | 1289 | taperX1 = 1.0f - taperX; |
933 | 1290 | ||
934 | taperY = _pbs.PathTaperY * 0.01f; | 1291 | taperY = BaseShape.PathTaperY * 0.01f; |
935 | if (taperY < 0.0f) | 1292 | if (taperY < 0.0f) |
936 | taperY = -taperY; | 1293 | taperY = -taperY; |
937 | taperY1 = 1.0f - taperY; | 1294 | taperY1 = 1.0f - taperY; |
@@ -941,20 +1298,18 @@ public sealed class BSPrim : PhysicsActor | |||
941 | 1298 | ||
942 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | 1299 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); |
943 | 1300 | ||
944 | pathBegin = (float)_pbs.PathBegin * 2.0e-5f; | 1301 | pathBegin = (float)BaseShape.PathBegin * 2.0e-5f; |
945 | pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; | 1302 | pathEnd = 1.0f - (float)BaseShape.PathEnd * 2.0e-5f; |
946 | volume *= (pathEnd - pathBegin); | 1303 | volume *= (pathEnd - pathBegin); |
947 | 1304 | ||
948 | // this is crude aproximation | 1305 | // this is crude aproximation |
949 | profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; | 1306 | profileBegin = (float)BaseShape.ProfileBegin * 2.0e-5f; |
950 | profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; | 1307 | profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f; |
951 | volume *= (profileEnd - profileBegin); | 1308 | volume *= (profileEnd - profileBegin); |
952 | 1309 | ||
953 | returnMass = _density * volume; | 1310 | returnMass = _density * volume; |
954 | 1311 | ||
955 | /* | 1312 | /* Comment out code that computes the mass of the linkset. That is done in the Linkset class. |
956 | * This change means each object keeps its own mass and the Mass property | ||
957 | * will return the sum if we're part of a linkset. | ||
958 | if (IsRootOfLinkset) | 1313 | if (IsRootOfLinkset) |
959 | { | 1314 | { |
960 | foreach (BSPrim prim in _childrenPrims) | 1315 | foreach (BSPrim prim in _childrenPrims) |
@@ -967,296 +1322,49 @@ public sealed class BSPrim : PhysicsActor | |||
967 | if (returnMass <= 0) | 1322 | if (returnMass <= 0) |
968 | returnMass = 0.0001f; | 1323 | returnMass = 0.0001f; |
969 | 1324 | ||
970 | if (returnMass > _scene.MaximumObjectMass) | 1325 | if (returnMass > PhysicsScene.MaximumObjectMass) |
971 | returnMass = _scene.MaximumObjectMass; | 1326 | returnMass = PhysicsScene.MaximumObjectMass; |
972 | 1327 | ||
973 | return returnMass; | 1328 | return returnMass; |
974 | }// end CalculateMass | 1329 | }// end CalculateMass |
975 | #endregion Mass Calculation | 1330 | #endregion Mass Calculation |
976 | 1331 | ||
977 | // Create the geometry information in Bullet for later use | 1332 | // Rebuild the geometry and object. |
978 | // The objects needs a hull if it's physical otherwise a mesh is enough | 1333 | // This is called when the shape changes so we need to recreate the mesh/hull. |
979 | // No locking here because this is done when we know physics is not simulating | 1334 | // Called at taint-time!!! |
980 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used | 1335 | private void CreateGeomAndObject(bool forceRebuild) |
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 | { | 1336 | { |
1094 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1337 | // If this prim is part of a linkset, we must remove and restore the physical |
1095 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1338 | // links if the body is rebuilt. |
1096 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); | 1339 | bool needToRestoreLinkset = false; |
1097 | 1340 | bool needToRestoreVehicle = false; | |
1098 | // if the hull hasn't changed, don't rebuild it | 1341 | |
1099 | if (newHullKey == _hullKey) return; | 1342 | // Create the correct physical representation for this type of object. |
1100 | 1343 | // Updates PhysBody and PhysShape with the new information. | |
1101 | // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1344 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. |
1102 | 1345 | // Returns 'true' if either the body or the shape was changed. | |
1103 | // Since we're recreating new, get rid of any previously generated shape | 1346 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody) |
1104 | if (_hullKey != 0) | ||
1105 | { | 1347 | { |
1106 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1348 | // Called if the current prim body is about to be destroyed. |
1107 | // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); | 1349 | // Remove all the physical dependencies on the old body. |
1108 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1350 | // (Maybe someday make the changing of BSShape an event handled by BSLinkset.) |
1109 | _hullKey = 0; | 1351 | needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); |
1110 | } | 1352 | needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this); |
1111 | 1353 | }); | |
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 | 1354 | ||
1132 | // setup and do convex hull conversion | 1355 | if (needToRestoreLinkset) |
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 | { | 1356 | { |
1165 | totalVertices += 4; // add four for the vertex count and centroid | 1357 | // If physical body dependencies were removed, restore them |
1166 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | 1358 | Linkset.RestoreBodyDependencies(this); |
1167 | } | 1359 | } |
1168 | float[] convHulls = new float[totalVertices]; | 1360 | if (needToRestoreVehicle) |
1169 | |||
1170 | convHulls[0] = (float)hullCount; | ||
1171 | int jj = 1; | ||
1172 | foreach (ConvexResult cr in _hulls) | ||
1173 | { | 1361 | { |
1174 | // copy vertices for index access | 1362 | // If physical body dependencies were removed, restore them |
1175 | float3[] verts = new float3[cr.HullVertices.Count]; | 1363 | _vehicle.RestoreBodyDependencies(this); |
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 | } | 1364 | } |
1194 | 1365 | ||
1195 | // create the hull definition in Bullet | 1366 | // Make sure the properties are set on the new object |
1196 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); | 1367 | UpdatePhysicalParameters(); |
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 | ||
1233 | public void FillShapeInfo(out ShapeData shape) | ||
1234 | { | ||
1235 | shape.ID = _localID; | ||
1236 | shape.Type = _shapeType; | ||
1237 | shape.Position = _position; | ||
1238 | shape.Rotation = _orientation; | ||
1239 | shape.Velocity = _velocity; | ||
1240 | shape.Scale = _scale; | ||
1241 | shape.Mass = _isPhysical ? _mass : 0f; | ||
1242 | shape.Buoyancy = _buoyancy; | ||
1243 | shape.HullKey = _hullKey; | ||
1244 | shape.MeshKey = _meshKey; | ||
1245 | shape.Friction = _friction; | ||
1246 | shape.Restitution = _restitution; | ||
1247 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; | ||
1248 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | ||
1249 | } | ||
1250 | |||
1251 | |||
1252 | // Rebuild the geometry and object. | ||
1253 | // 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 | ||
1255 | private void RecreateGeomAndObject() | ||
1256 | { | ||
1257 | // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); | ||
1258 | if (CreateGeom(true)) | ||
1259 | CreateObject(); | ||
1260 | return; | 1368 | return; |
1261 | } | 1369 | } |
1262 | 1370 | ||
@@ -1277,7 +1385,7 @@ public sealed class BSPrim : PhysicsActor | |||
1277 | const float ACCELERATION_TOLERANCE = 0.01f; | 1385 | const float ACCELERATION_TOLERANCE = 0.01f; |
1278 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; | 1386 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; |
1279 | 1387 | ||
1280 | public void UpdateProperties(EntityProperties entprop) | 1388 | public override void UpdateProperties(EntityProperties entprop) |
1281 | { | 1389 | { |
1282 | /* | 1390 | /* |
1283 | UpdatedProperties changed = 0; | 1391 | UpdatedProperties changed = 0; |
@@ -1325,7 +1433,7 @@ public sealed class BSPrim : PhysicsActor | |||
1325 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. | 1433 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. |
1326 | 1434 | ||
1327 | // Updates only for individual prims and for the root object of a linkset. | 1435 | // Updates only for individual prims and for the root object of a linkset. |
1328 | if (_linkset.IsRoot(this)) | 1436 | if (Linkset.IsRoot(this)) |
1329 | { | 1437 | { |
1330 | // Assign to the local variables so the normal set action does not happen | 1438 | // Assign to the local variables so the normal set action does not happen |
1331 | _position = entprop.Position; | 1439 | _position = entprop.Position; |
@@ -1334,69 +1442,32 @@ public sealed class BSPrim : PhysicsActor | |||
1334 | _acceleration = entprop.Acceleration; | 1442 | _acceleration = entprop.Acceleration; |
1335 | _rotationalVelocity = entprop.RotationalVelocity; | 1443 | _rotationalVelocity = entprop.RotationalVelocity; |
1336 | 1444 | ||
1337 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", | 1445 | // remember the current and last set values |
1338 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1446 | LastEntityProperties = CurrentEntityProperties; |
1339 | // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1447 | CurrentEntityProperties = entprop; |
1340 | // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1448 | |
1449 | PositionSanityCheck(true); | ||
1450 | |||
1451 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; | ||
1452 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", | ||
1453 | LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity); | ||
1454 | |||
1455 | // BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG | ||
1341 | 1456 | ||
1342 | base.RequestPhysicsterseUpdate(); | 1457 | base.RequestPhysicsterseUpdate(); |
1343 | } | 1458 | } |
1344 | /* | 1459 | /* |
1345 | else | 1460 | else |
1346 | { | 1461 | { |
1347 | // For debugging, we also report the movement of children | 1462 | // For debugging, report the movement of children |
1348 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1463 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1349 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 1464 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
1350 | entprop.Acceleration, entprop.RotationalVelocity); | 1465 | entprop.Acceleration, entprop.RotationalVelocity); |
1351 | } | 1466 | } |
1352 | */ | 1467 | */ |
1353 | } | ||
1354 | |||
1355 | // I've collided with something | ||
1356 | CollisionEventUpdate collisionCollection; | ||
1357 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
1358 | { | ||
1359 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | ||
1360 | |||
1361 | // The following lines make IsColliding() and IsCollidingGround() work | ||
1362 | _collidingStep = _scene.SimulationStep; | ||
1363 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | ||
1364 | { | ||
1365 | _collidingGroundStep = _scene.SimulationStep; | ||
1366 | } | ||
1367 | |||
1368 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | ||
1369 | |||
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 | 1468 | ||
1377 | if (collisionCollection == null) | 1469 | // The linkset implimentation might want to know about this. |
1378 | collisionCollection = new CollisionEventUpdate(); | 1470 | Linkset.UpdateProperties(this); |
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 | } | 1471 | } |
1401 | } | 1472 | } |
1402 | } | 1473 | } |