diff options
Diffstat (limited to '')
27 files changed, 1404 insertions, 9873 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs deleted file mode 100755 index 30a7bee..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ /dev/null | |||
@@ -1,1622 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.IO; | ||
30 | using System.Text; | ||
31 | |||
32 | using OpenSim.Framework; | ||
33 | |||
34 | using OpenMetaverse; | ||
35 | |||
36 | using BulletXNA; | ||
37 | using BulletXNA.LinearMath; | ||
38 | using BulletXNA.BulletCollision; | ||
39 | using BulletXNA.BulletDynamics; | ||
40 | using BulletXNA.BulletCollision.CollisionDispatch; | ||
41 | |||
42 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
43 | { | ||
44 | public sealed class BSAPIXNA : BSAPITemplate | ||
45 | { | ||
46 | private sealed class BulletWorldXNA : BulletWorld | ||
47 | { | ||
48 | public DiscreteDynamicsWorld world; | ||
49 | public BulletWorldXNA(uint id, BSScene physScene, DiscreteDynamicsWorld xx) | ||
50 | : base(id, physScene) | ||
51 | { | ||
52 | world = xx; | ||
53 | } | ||
54 | } | ||
55 | |||
56 | private sealed class BulletBodyXNA : BulletBody | ||
57 | { | ||
58 | public CollisionObject body; | ||
59 | public RigidBody rigidBody { get { return RigidBody.Upcast(body); } } | ||
60 | |||
61 | public BulletBodyXNA(uint id, CollisionObject xx) | ||
62 | : base(id) | ||
63 | { | ||
64 | body = xx; | ||
65 | } | ||
66 | public override bool HasPhysicalBody | ||
67 | { | ||
68 | get { return body != null; } | ||
69 | } | ||
70 | public override void Clear() | ||
71 | { | ||
72 | body = null; | ||
73 | } | ||
74 | public override string AddrString | ||
75 | { | ||
76 | get { return "XNARigidBody"; } | ||
77 | } | ||
78 | } | ||
79 | |||
80 | private sealed class BulletShapeXNA : BulletShape | ||
81 | { | ||
82 | public CollisionShape shape; | ||
83 | public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) | ||
84 | : base() | ||
85 | { | ||
86 | shape = xx; | ||
87 | type = typ; | ||
88 | } | ||
89 | public override bool HasPhysicalShape | ||
90 | { | ||
91 | get { return shape != null; } | ||
92 | } | ||
93 | public override void Clear() | ||
94 | { | ||
95 | shape = null; | ||
96 | } | ||
97 | public override BulletShape Clone() | ||
98 | { | ||
99 | return new BulletShapeXNA(shape, type); | ||
100 | } | ||
101 | public override bool ReferenceSame(BulletShape other) | ||
102 | { | ||
103 | BulletShapeXNA otheru = other as BulletShapeXNA; | ||
104 | return (otheru != null) && (this.shape == otheru.shape); | ||
105 | |||
106 | } | ||
107 | public override string AddrString | ||
108 | { | ||
109 | get { return "XNACollisionShape"; } | ||
110 | } | ||
111 | } | ||
112 | private sealed class BulletConstraintXNA : BulletConstraint | ||
113 | { | ||
114 | public TypedConstraint constrain; | ||
115 | public BulletConstraintXNA(TypedConstraint xx) : base() | ||
116 | { | ||
117 | constrain = xx; | ||
118 | } | ||
119 | |||
120 | public override void Clear() | ||
121 | { | ||
122 | constrain = null; | ||
123 | } | ||
124 | public override bool HasPhysicalConstraint { get { return constrain != null; } } | ||
125 | |||
126 | // Used for log messages for a unique display of the memory/object allocated to this instance | ||
127 | public override string AddrString | ||
128 | { | ||
129 | get { return "XNAConstraint"; } | ||
130 | } | ||
131 | } | ||
132 | |||
133 | private static int m_collisionsThisFrame; | ||
134 | private BSScene PhysicsScene { get; set; } | ||
135 | |||
136 | public override string BulletEngineName { get { return "BulletXNA"; } } | ||
137 | public override string BulletEngineVersion { get; protected set; } | ||
138 | |||
139 | public BSAPIXNA(string paramName, BSScene physScene) | ||
140 | { | ||
141 | PhysicsScene = physScene; | ||
142 | } | ||
143 | |||
144 | /// <summary> | ||
145 | /// | ||
146 | /// </summary> | ||
147 | /// <param name="p"></param> | ||
148 | /// <param name="p_2"></param> | ||
149 | public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody) | ||
150 | { | ||
151 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
152 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
153 | world.RemoveRigidBody(body); | ||
154 | return true; | ||
155 | } | ||
156 | |||
157 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) | ||
158 | { | ||
159 | /* TODO */ | ||
160 | return false; | ||
161 | } | ||
162 | |||
163 | public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain) | ||
164 | { | ||
165 | /* TODO */ | ||
166 | return false; | ||
167 | } | ||
168 | |||
169 | public override void SetRestitution(BulletBody pBody, float pRestitution) | ||
170 | { | ||
171 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
172 | body.SetRestitution(pRestitution); | ||
173 | } | ||
174 | |||
175 | public override int GetShapeType(BulletShape pShape) | ||
176 | { | ||
177 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
178 | return (int)shape.GetShapeType(); | ||
179 | } | ||
180 | public override void SetMargin(BulletShape pShape, float pMargin) | ||
181 | { | ||
182 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
183 | shape.SetMargin(pMargin); | ||
184 | } | ||
185 | |||
186 | public override float GetMargin(BulletShape pShape) | ||
187 | { | ||
188 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
189 | return shape.GetMargin(); | ||
190 | } | ||
191 | |||
192 | public override void SetLocalScaling(BulletShape pShape, Vector3 pScale) | ||
193 | { | ||
194 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
195 | IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
196 | shape.SetLocalScaling(ref vec); | ||
197 | |||
198 | } | ||
199 | |||
200 | public override void SetContactProcessingThreshold(BulletBody pBody, float contactprocessingthreshold) | ||
201 | { | ||
202 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
203 | body.SetContactProcessingThreshold(contactprocessingthreshold); | ||
204 | } | ||
205 | |||
206 | public override void SetCcdMotionThreshold(BulletBody pBody, float pccdMotionThreashold) | ||
207 | { | ||
208 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
209 | body.SetCcdMotionThreshold(pccdMotionThreashold); | ||
210 | } | ||
211 | |||
212 | public override void SetCcdSweptSphereRadius(BulletBody pBody, float pCcdSweptSphereRadius) | ||
213 | { | ||
214 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
215 | body.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); | ||
216 | } | ||
217 | |||
218 | public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor) | ||
219 | { | ||
220 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
221 | body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); | ||
222 | } | ||
223 | |||
224 | public override CollisionFlags AddToCollisionFlags(BulletBody pBody, CollisionFlags pcollisionFlags) | ||
225 | { | ||
226 | CollisionObject body = ((BulletBodyXNA)pBody).body; | ||
227 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | ||
228 | existingcollisionFlags |= pcollisionFlags; | ||
229 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
230 | return (CollisionFlags) (uint) existingcollisionFlags; | ||
231 | } | ||
232 | |||
233 | public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) | ||
234 | { | ||
235 | // Bullet resets several variables when an object is added to the world. In particular, | ||
236 | // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic | ||
237 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | ||
238 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
239 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
240 | |||
241 | IndexedMatrix origPos = body.GetWorldTransform(); | ||
242 | IndexedVector3 origGrav = body.GetGravity(); | ||
243 | |||
244 | //if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE)) | ||
245 | |||
246 | world.AddRigidBody(body); | ||
247 | |||
248 | body.SetWorldTransform(origPos); | ||
249 | body.SetGravity(origGrav); | ||
250 | |||
251 | pBody.ApplyCollisionMask(pWorld.physicsScene); | ||
252 | |||
253 | //if (body.GetBroadphaseHandle() != null) | ||
254 | // world.UpdateSingleAabb(body); | ||
255 | return true; | ||
256 | } | ||
257 | |||
258 | public override void ForceActivationState(BulletBody pBody, ActivationState pActivationState) | ||
259 | { | ||
260 | CollisionObject body = ((BulletBodyXNA)pBody).body; | ||
261 | body.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); | ||
262 | } | ||
263 | |||
264 | public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pBody) | ||
265 | { | ||
266 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
267 | CollisionObject body = ((BulletBodyXNA)pBody).body; | ||
268 | world.UpdateSingleAabb(body); | ||
269 | } | ||
270 | |||
271 | public override void UpdateAabbs(BulletWorld world) { /* TODO */ } | ||
272 | public override bool GetForceUpdateAllAabbs(BulletWorld world) { /* TODO */ return false; } | ||
273 | public override void SetForceUpdateAllAabbs(BulletWorld world, bool force) { /* TODO */ } | ||
274 | |||
275 | public override bool SetCollisionGroupMask(BulletBody pBody, uint pGroup, uint pMask) | ||
276 | { | ||
277 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
278 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
279 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
280 | if ((uint) body.GetBroadphaseHandle().m_collisionFilterGroup == 0) | ||
281 | return false; | ||
282 | return true; | ||
283 | } | ||
284 | |||
285 | public override void ClearAllForces(BulletBody pBody) | ||
286 | { | ||
287 | CollisionObject body = ((BulletBodyXNA)pBody).body; | ||
288 | IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); | ||
289 | body.SetInterpolationLinearVelocity(ref zeroVector); | ||
290 | body.SetInterpolationAngularVelocity(ref zeroVector); | ||
291 | IndexedMatrix bodytransform = body.GetWorldTransform(); | ||
292 | |||
293 | body.SetInterpolationWorldTransform(ref bodytransform); | ||
294 | |||
295 | if (body is RigidBody) | ||
296 | { | ||
297 | RigidBody rigidbody = body as RigidBody; | ||
298 | rigidbody.SetLinearVelocity(zeroVector); | ||
299 | rigidbody.SetAngularVelocity(zeroVector); | ||
300 | rigidbody.ClearForces(); | ||
301 | } | ||
302 | } | ||
303 | |||
304 | public override void SetInterpolationAngularVelocity(BulletBody pBody, Vector3 pVector3) | ||
305 | { | ||
306 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
307 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
308 | body.SetInterpolationAngularVelocity(ref vec); | ||
309 | } | ||
310 | |||
311 | public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3) | ||
312 | { | ||
313 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
314 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
315 | body.SetAngularVelocity(ref vec); | ||
316 | } | ||
317 | public override Vector3 GetTotalForce(BulletBody pBody) | ||
318 | { | ||
319 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
320 | IndexedVector3 iv3 = body.GetTotalForce(); | ||
321 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
322 | } | ||
323 | public override Vector3 GetTotalTorque(BulletBody pBody) | ||
324 | { | ||
325 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
326 | IndexedVector3 iv3 = body.GetTotalTorque(); | ||
327 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
328 | } | ||
329 | public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody) | ||
330 | { | ||
331 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
332 | IndexedVector3 iv3 = body.GetInvInertiaDiagLocal(); | ||
333 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
334 | } | ||
335 | public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert) | ||
336 | { | ||
337 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
338 | IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z); | ||
339 | body.SetInvInertiaDiagLocal(ref iv3); | ||
340 | } | ||
341 | public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos) | ||
342 | { | ||
343 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
344 | IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z); | ||
345 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
346 | body.ApplyForce(ref forceiv3, ref posiv3); | ||
347 | } | ||
348 | public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos) | ||
349 | { | ||
350 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
351 | IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z); | ||
352 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
353 | body.ApplyImpulse(ref impiv3, ref posiv3); | ||
354 | } | ||
355 | |||
356 | public override void ClearForces(BulletBody pBody) | ||
357 | { | ||
358 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
359 | body.ClearForces(); | ||
360 | } | ||
361 | |||
362 | public override void SetTranslation(BulletBody pBody, Vector3 _position, Quaternion _orientation) | ||
363 | { | ||
364 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
365 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | ||
366 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | ||
367 | _orientation.W); | ||
368 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | ||
369 | mat._origin = vposition; | ||
370 | body.SetWorldTransform(mat); | ||
371 | |||
372 | } | ||
373 | |||
374 | public override Vector3 GetPosition(BulletBody pBody) | ||
375 | { | ||
376 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
377 | IndexedVector3 pos = body.GetInterpolationWorldTransform()._origin; | ||
378 | return new Vector3(pos.X, pos.Y, pos.Z); | ||
379 | } | ||
380 | |||
381 | public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass) | ||
382 | { | ||
383 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
384 | IndexedVector3 inertia = IndexedVector3.Zero; | ||
385 | shape.CalculateLocalInertia(pphysMass, out inertia); | ||
386 | return new Vector3(inertia.X, inertia.Y, inertia.Z); | ||
387 | } | ||
388 | |||
389 | public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia) | ||
390 | { | ||
391 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
392 | IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); | ||
393 | body.SetMassProps(pphysMass, inertia); | ||
394 | } | ||
395 | |||
396 | |||
397 | public override void SetObjectForce(BulletBody pBody, Vector3 _force) | ||
398 | { | ||
399 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
400 | IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); | ||
401 | body.SetTotalForce(ref force); | ||
402 | } | ||
403 | |||
404 | public override void SetFriction(BulletBody pBody, float _currentFriction) | ||
405 | { | ||
406 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
407 | body.SetFriction(_currentFriction); | ||
408 | } | ||
409 | |||
410 | public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity) | ||
411 | { | ||
412 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
413 | IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); | ||
414 | body.SetLinearVelocity(velocity); | ||
415 | } | ||
416 | |||
417 | public override void Activate(BulletBody pBody, bool pforceactivation) | ||
418 | { | ||
419 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
420 | body.Activate(pforceactivation); | ||
421 | |||
422 | } | ||
423 | |||
424 | public override Quaternion GetOrientation(BulletBody pBody) | ||
425 | { | ||
426 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
427 | IndexedQuaternion mat = body.GetInterpolationWorldTransform().GetRotation(); | ||
428 | return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); | ||
429 | } | ||
430 | |||
431 | public override CollisionFlags RemoveFromCollisionFlags(BulletBody pBody, CollisionFlags pcollisionFlags) | ||
432 | { | ||
433 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
434 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | ||
435 | existingcollisionFlags &= ~pcollisionFlags; | ||
436 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
437 | return (CollisionFlags)(uint)existingcollisionFlags; | ||
438 | } | ||
439 | |||
440 | public override float GetCcdMotionThreshold(BulletBody obj) { /* TODO */ return 0f; } | ||
441 | |||
442 | public override float GetCcdSweptSphereRadius(BulletBody obj) { /* TODO */ return 0f; } | ||
443 | |||
444 | public override IntPtr GetUserPointer(BulletBody obj) { /* TODO */ return IntPtr.Zero; } | ||
445 | |||
446 | public override void SetUserPointer(BulletBody obj, IntPtr val) { /* TODO */ } | ||
447 | |||
448 | public override void SetGravity(BulletBody pBody, Vector3 pGravity) | ||
449 | { | ||
450 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
451 | IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); | ||
452 | body.SetGravity(gravity); | ||
453 | } | ||
454 | |||
455 | public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint) | ||
456 | { | ||
457 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
458 | TypedConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain; | ||
459 | world.RemoveConstraint(constraint); | ||
460 | return true; | ||
461 | } | ||
462 | |||
463 | public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | ||
464 | { | ||
465 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
466 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
467 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
468 | constraint.SetLinearLowerLimit(lowlimit); | ||
469 | constraint.SetLinearUpperLimit(highlimit); | ||
470 | return true; | ||
471 | } | ||
472 | |||
473 | public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | ||
474 | { | ||
475 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
476 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
477 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
478 | constraint.SetAngularLowerLimit(lowlimit); | ||
479 | constraint.SetAngularUpperLimit(highlimit); | ||
480 | return true; | ||
481 | } | ||
482 | |||
483 | public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt) | ||
484 | { | ||
485 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
486 | constraint.SetOverrideNumSolverIterations((int)cnt); | ||
487 | } | ||
488 | |||
489 | public override bool CalculateTransforms(BulletConstraint pConstraint) | ||
490 | { | ||
491 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
492 | constraint.CalculateTransforms(); | ||
493 | return true; | ||
494 | } | ||
495 | |||
496 | public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2) | ||
497 | { | ||
498 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
499 | constraint.SetEnabled((p_2 == 0) ? false : true); | ||
500 | } | ||
501 | |||
502 | |||
503 | //BulletSimAPI.Create6DofConstraint(m_world.ptr, m_body1.ptr, m_body2.ptr,frame1, frame1rot,frame2, frame2rot,useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
504 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
505 | |||
506 | { | ||
507 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
508 | RigidBody body1 = ((BulletBodyXNA)pBody1).rigidBody; | ||
509 | RigidBody body2 = ((BulletBodyXNA)pBody2).rigidBody; | ||
510 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
511 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
512 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
513 | frame1._origin = frame1v; | ||
514 | |||
515 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
516 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
517 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
518 | frame2._origin = frame1v; | ||
519 | |||
520 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, | ||
521 | puseLinearReferenceFrameA); | ||
522 | consttr.CalculateTransforms(); | ||
523 | world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies); | ||
524 | |||
525 | return new BulletConstraintXNA(consttr); | ||
526 | } | ||
527 | |||
528 | |||
529 | /// <summary> | ||
530 | /// | ||
531 | /// </summary> | ||
532 | /// <param name="pWorld"></param> | ||
533 | /// <param name="pBody1"></param> | ||
534 | /// <param name="pBody2"></param> | ||
535 | /// <param name="pjoinPoint"></param> | ||
536 | /// <param name="puseLinearReferenceFrameA"></param> | ||
537 | /// <param name="pdisableCollisionsBetweenLinkedBodies"></param> | ||
538 | /// <returns></returns> | ||
539 | public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
540 | { | ||
541 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
542 | RigidBody body1 = ((BulletBodyXNA)pBody1).rigidBody; | ||
543 | RigidBody body2 = ((BulletBodyXNA)pBody2).rigidBody; | ||
544 | IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
545 | IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
546 | |||
547 | IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
548 | IndexedMatrix mat = IndexedMatrix.Identity; | ||
549 | mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
550 | frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint; | ||
551 | frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint; | ||
552 | |||
553 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); | ||
554 | consttr.CalculateTransforms(); | ||
555 | world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies); | ||
556 | |||
557 | return new BulletConstraintXNA(consttr); | ||
558 | } | ||
559 | //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); | ||
560 | public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) | ||
561 | { | ||
562 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
563 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
564 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
565 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
566 | frame1._origin = frame1v; | ||
567 | |||
568 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
569 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
570 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
571 | frame2._origin = frame1v; | ||
572 | constraint.SetFrames(ref frame1, ref frame2); | ||
573 | return true; | ||
574 | } | ||
575 | |||
576 | public override Vector3 GetLinearVelocity(BulletBody pBody) | ||
577 | { | ||
578 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
579 | IndexedVector3 iv3 = body.GetLinearVelocity(); | ||
580 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
581 | } | ||
582 | public override Vector3 GetAngularVelocity(BulletBody pBody) | ||
583 | { | ||
584 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
585 | IndexedVector3 iv3 = body.GetAngularVelocity(); | ||
586 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
587 | } | ||
588 | public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos) | ||
589 | { | ||
590 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
591 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
592 | IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3); | ||
593 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
594 | } | ||
595 | public override void Translate(BulletBody pBody, Vector3 trans) | ||
596 | { | ||
597 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
598 | } | ||
599 | public override void UpdateDeactivation(BulletBody pBody, float timeStep) | ||
600 | { | ||
601 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
602 | body.UpdateDeactivation(timeStep); | ||
603 | } | ||
604 | |||
605 | public override bool WantsSleeping(BulletBody pBody) | ||
606 | { | ||
607 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
608 | return body.WantsSleeping(); | ||
609 | } | ||
610 | |||
611 | public override void SetAngularFactor(BulletBody pBody, float factor) | ||
612 | { | ||
613 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
614 | body.SetAngularFactor(factor); | ||
615 | } | ||
616 | |||
617 | public override Vector3 GetAngularFactor(BulletBody pBody) | ||
618 | { | ||
619 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
620 | IndexedVector3 iv3 = body.GetAngularFactor(); | ||
621 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
622 | } | ||
623 | |||
624 | public override bool IsInWorld(BulletWorld pWorld, BulletBody pBody) | ||
625 | { | ||
626 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
627 | CollisionObject body = ((BulletBodyXNA)pBody).body; | ||
628 | return world.IsInWorld(body); | ||
629 | } | ||
630 | |||
631 | public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstrain) | ||
632 | { | ||
633 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
634 | TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain; | ||
635 | body.AddConstraintRef(constrain); | ||
636 | } | ||
637 | |||
638 | public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstrain) | ||
639 | { | ||
640 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
641 | TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain; | ||
642 | body.RemoveConstraintRef(constrain); | ||
643 | } | ||
644 | |||
645 | public override BulletConstraint GetConstraintRef(BulletBody pBody, int index) | ||
646 | { | ||
647 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
648 | return new BulletConstraintXNA(body.GetConstraintRef(index)); | ||
649 | } | ||
650 | |||
651 | public override int GetNumConstraintRefs(BulletBody pBody) | ||
652 | { | ||
653 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
654 | return body.GetNumConstraintRefs(); | ||
655 | } | ||
656 | |||
657 | public override void SetInterpolationLinearVelocity(BulletBody pBody, Vector3 VehicleVelocity) | ||
658 | { | ||
659 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
660 | IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); | ||
661 | body.SetInterpolationLinearVelocity(ref velocity); | ||
662 | } | ||
663 | |||
664 | public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff) | ||
665 | { | ||
666 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
667 | constraint.SetUseFrameOffset((onOff == 0) ? false : true); | ||
668 | return true; | ||
669 | } | ||
670 | //SetBreakingImpulseThreshold(m_constraint.ptr, threshold); | ||
671 | public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold) | ||
672 | { | ||
673 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
674 | constraint.SetBreakingImpulseThreshold(threshold); | ||
675 | return true; | ||
676 | } | ||
677 | //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); | ||
678 | public override void SetAngularDamping(BulletBody pBody, float angularDamping) | ||
679 | { | ||
680 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
681 | float lineardamping = body.GetLinearDamping(); | ||
682 | body.SetDamping(lineardamping, angularDamping); | ||
683 | |||
684 | } | ||
685 | |||
686 | public override void UpdateInertiaTensor(BulletBody pBody) | ||
687 | { | ||
688 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
689 | body.UpdateInertiaTensor(); | ||
690 | } | ||
691 | |||
692 | public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape) | ||
693 | { | ||
694 | CompoundShape shape = ((BulletShapeXNA)pCompoundShape).shape as CompoundShape; | ||
695 | shape.RecalculateLocalAabb(); | ||
696 | } | ||
697 | |||
698 | //BulletSimAPI.GetCollisionFlags(PhysBody.ptr) | ||
699 | public override CollisionFlags GetCollisionFlags(BulletBody pBody) | ||
700 | { | ||
701 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
702 | uint flags = (uint)body.GetCollisionFlags(); | ||
703 | return (CollisionFlags) flags; | ||
704 | } | ||
705 | |||
706 | public override void SetDamping(BulletBody pBody, float pLinear, float pAngular) | ||
707 | { | ||
708 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
709 | body.SetDamping(pLinear, pAngular); | ||
710 | } | ||
711 | //PhysBody.ptr, PhysicsScene.Params.deactivationTime); | ||
712 | public override void SetDeactivationTime(BulletBody pBody, float pDeactivationTime) | ||
713 | { | ||
714 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
715 | body.SetDeactivationTime(pDeactivationTime); | ||
716 | } | ||
717 | //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | ||
718 | public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) | ||
719 | { | ||
720 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
721 | body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); | ||
722 | } | ||
723 | |||
724 | public override CollisionObjectTypes GetBodyType(BulletBody pBody) | ||
725 | { | ||
726 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
727 | return (CollisionObjectTypes)(int) body.GetInternalType(); | ||
728 | } | ||
729 | |||
730 | public override void ApplyGravity(BulletBody obj) { /* TODO */ } | ||
731 | |||
732 | public override Vector3 GetGravity(BulletBody obj) { /* TODO */ return Vector3.Zero; } | ||
733 | |||
734 | public override void SetLinearDamping(BulletBody obj, float lin_damping) { /* TODO */ } | ||
735 | |||
736 | public override float GetLinearDamping(BulletBody obj) { /* TODO */ return 0f; } | ||
737 | |||
738 | public override float GetAngularDamping(BulletBody obj) { /* TODO */ return 0f; } | ||
739 | |||
740 | public override float GetLinearSleepingThreshold(BulletBody obj) { /* TODO */ return 0f; } | ||
741 | |||
742 | public override void ApplyDamping(BulletBody obj, float timeStep) { /* TODO */ } | ||
743 | |||
744 | public override Vector3 GetLinearFactor(BulletBody obj) { /* TODO */ return Vector3.Zero; } | ||
745 | |||
746 | public override void SetLinearFactor(BulletBody obj, Vector3 factor) { /* TODO */ } | ||
747 | |||
748 | public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot) { /* TODO */ } | ||
749 | |||
750 | //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum); | ||
751 | public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum) | ||
752 | { | ||
753 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
754 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
755 | body.ApplyCentralForce(ref fSum); | ||
756 | } | ||
757 | public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum) | ||
758 | { | ||
759 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
760 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
761 | body.ApplyCentralImpulse(ref fSum); | ||
762 | } | ||
763 | public override void ApplyTorque(BulletBody pBody, Vector3 pfSum) | ||
764 | { | ||
765 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
766 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
767 | body.ApplyTorque(ref fSum); | ||
768 | } | ||
769 | public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum) | ||
770 | { | ||
771 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
772 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
773 | body.ApplyTorqueImpulse(ref fSum); | ||
774 | } | ||
775 | |||
776 | public override void DumpRigidBody(BulletWorld p, BulletBody p_2) | ||
777 | { | ||
778 | //TODO: | ||
779 | } | ||
780 | |||
781 | public override void DumpCollisionShape(BulletWorld p, BulletShape p_2) | ||
782 | { | ||
783 | //TODO: | ||
784 | } | ||
785 | public override void DumpConstraint(BulletWorld world, BulletConstraint constrain) | ||
786 | { | ||
787 | //TODO: | ||
788 | } | ||
789 | |||
790 | public override void DumpActivationInfo(BulletWorld world) | ||
791 | { | ||
792 | //TODO: | ||
793 | } | ||
794 | |||
795 | public override void DumpAllInfo(BulletWorld world) | ||
796 | { | ||
797 | //TODO: | ||
798 | } | ||
799 | |||
800 | public override void DumpPhysicsStatistics(BulletWorld world) | ||
801 | { | ||
802 | //TODO: | ||
803 | } | ||
804 | |||
805 | public override void DestroyObject(BulletWorld p, BulletBody p_2) | ||
806 | { | ||
807 | //TODO: | ||
808 | } | ||
809 | |||
810 | public override void Shutdown(BulletWorld pWorld) | ||
811 | { | ||
812 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
813 | world.Cleanup(); | ||
814 | } | ||
815 | |||
816 | public override BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id) | ||
817 | { | ||
818 | return null; | ||
819 | } | ||
820 | |||
821 | public override bool DeleteCollisionShape(BulletWorld p, BulletShape p_2) | ||
822 | { | ||
823 | //TODO: | ||
824 | return false; | ||
825 | } | ||
826 | //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
827 | |||
828 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
829 | { | ||
830 | CollisionWorld world = ((BulletWorldXNA)pWorld).world; | ||
831 | IndexedMatrix mat = | ||
832 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
833 | pRawOrientation.Z, pRawOrientation.W)); | ||
834 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
835 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
836 | //UpdateSingleAabb(world, shape); | ||
837 | // TODO: Feed Update array into null | ||
838 | RigidBody body = new RigidBody(0,new SimMotionState(world,pLocalID,mat,null),shape,IndexedVector3.Zero); | ||
839 | |||
840 | body.SetUserPointer(pLocalID); | ||
841 | return new BulletBodyXNA(pLocalID, body); | ||
842 | } | ||
843 | |||
844 | |||
845 | public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
846 | { | ||
847 | |||
848 | IndexedMatrix mat = | ||
849 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
850 | pRawOrientation.Z, pRawOrientation.W)); | ||
851 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
852 | |||
853 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
854 | |||
855 | // TODO: Feed Update array into null | ||
856 | RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); | ||
857 | body.SetWorldTransform(mat); | ||
858 | body.SetUserPointer(pLocalID); | ||
859 | return new BulletBodyXNA(pLocalID, body); | ||
860 | } | ||
861 | //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
862 | public override CollisionFlags SetCollisionFlags(BulletBody pBody, CollisionFlags collisionFlags) | ||
863 | { | ||
864 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
865 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); | ||
866 | return (CollisionFlags)body.GetCollisionFlags(); | ||
867 | } | ||
868 | |||
869 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return Vector3.Zero; } | ||
870 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } | ||
871 | public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; } | ||
872 | public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; } | ||
873 | public override bool IsStaticObject(BulletBody pBody) { /* TODO */ return false; } | ||
874 | public override bool IsKinematicObject(BulletBody pBody) { /* TODO */ return false; } | ||
875 | public override bool IsStaticOrKinematicObject(BulletBody pBody) { /* TODO */ return false; } | ||
876 | public override bool HasContactResponse(BulletBody pBody) { /* TODO */ return false; } | ||
877 | public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; } | ||
878 | public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ } | ||
879 | public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; } | ||
880 | public override bool IsActive(BulletBody pBody) { /* TODO */ return false; } | ||
881 | public override float GetRestitution(BulletBody pBody) { /* TODO */ return 0f; } | ||
882 | public override float GetFriction(BulletBody pBody) { /* TODO */ return 0f; } | ||
883 | public override void SetInterpolationVelocity(BulletBody pBody, Vector3 linearVel, Vector3 angularVel) { /* TODO */ } | ||
884 | public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; } | ||
885 | |||
886 | //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
887 | public override void SetHitFraction(BulletBody pBody, float pHitFraction) | ||
888 | { | ||
889 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
890 | body.SetHitFraction(pHitFraction); | ||
891 | } | ||
892 | //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale); | ||
893 | public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale) | ||
894 | { | ||
895 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
896 | IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
897 | CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); | ||
898 | capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
899 | capsuleShapeZ.SetLocalScaling(ref scale); | ||
900 | |||
901 | return new BulletShapeXNA(capsuleShapeZ, BSPhysicsShapeType.SHAPE_CAPSULE); ; | ||
902 | } | ||
903 | |||
904 | public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, | ||
905 | int maxCollisions, ref CollisionDesc[] collisionArray, | ||
906 | int maxUpdates, ref EntityProperties[] updateArray | ||
907 | ) | ||
908 | { | ||
909 | /* TODO */ | ||
910 | return new BulletWorldXNA(1, null, null); | ||
911 | } | ||
912 | |||
913 | private static object Initialize2(Vector3 worldExtent, | ||
914 | ConfigurationParameters[] o, | ||
915 | int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray, | ||
916 | int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray, | ||
917 | object mDebugLogCallbackHandle) | ||
918 | { | ||
919 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | ||
920 | |||
921 | p.angularDamping = o[0].XangularDamping; | ||
922 | p.defaultFriction = o[0].defaultFriction; | ||
923 | p.defaultFriction = o[0].defaultFriction; | ||
924 | p.defaultDensity = o[0].defaultDensity; | ||
925 | p.defaultRestitution = o[0].defaultRestitution; | ||
926 | p.collisionMargin = o[0].collisionMargin; | ||
927 | p.gravity = o[0].gravity; | ||
928 | |||
929 | p.linearDamping = o[0].XlinearDamping; | ||
930 | p.angularDamping = o[0].XangularDamping; | ||
931 | p.deactivationTime = o[0].XdeactivationTime; | ||
932 | p.linearSleepingThreshold = o[0].XlinearSleepingThreshold; | ||
933 | p.angularSleepingThreshold = o[0].XangularSleepingThreshold; | ||
934 | p.ccdMotionThreshold = o[0].XccdMotionThreshold; | ||
935 | p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius; | ||
936 | p.contactProcessingThreshold = o[0].XcontactProcessingThreshold; | ||
937 | |||
938 | p.terrainImplementation = o[0].XterrainImplementation; | ||
939 | p.terrainFriction = o[0].XterrainFriction; | ||
940 | |||
941 | p.terrainHitFraction = o[0].XterrainHitFraction; | ||
942 | p.terrainRestitution = o[0].XterrainRestitution; | ||
943 | p.terrainCollisionMargin = o[0].XterrainCollisionMargin; | ||
944 | |||
945 | p.avatarFriction = o[0].XavatarFriction; | ||
946 | p.avatarStandingFriction = o[0].XavatarStandingFriction; | ||
947 | p.avatarDensity = o[0].XavatarDensity; | ||
948 | p.avatarRestitution = o[0].XavatarRestitution; | ||
949 | p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth; | ||
950 | p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth; | ||
951 | p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight; | ||
952 | p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold; | ||
953 | |||
954 | p.vehicleAngularDamping = o[0].XvehicleAngularDamping; | ||
955 | |||
956 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; | ||
957 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; | ||
958 | p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; | ||
959 | p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs; | ||
960 | p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder; | ||
961 | p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands; | ||
962 | p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching; | ||
963 | p.numberOfSolverIterations = o[0].numberOfSolverIterations; | ||
964 | |||
965 | p.linksetImplementation = o[0].XlinksetImplementation; | ||
966 | p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset; | ||
967 | p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor; | ||
968 | p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel; | ||
969 | p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce; | ||
970 | p.linkConstraintERP = o[0].XlinkConstraintERP; | ||
971 | p.linkConstraintCFM = o[0].XlinkConstraintCFM; | ||
972 | p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations; | ||
973 | p.physicsLoggingFrames = o[0].XphysicsLoggingFrames; | ||
974 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); | ||
975 | |||
976 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); | ||
977 | CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); | ||
978 | |||
979 | |||
980 | if (p.maxPersistantManifoldPoolSize > 0) | ||
981 | cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize; | ||
982 | if (p.shouldDisableContactPoolDynamicAllocation !=0) | ||
983 | m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION); | ||
984 | //if (p.maxCollisionAlgorithmPoolSize >0 ) | ||
985 | |||
986 | DbvtBroadphase m_broadphase = new DbvtBroadphase(); | ||
987 | //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0); | ||
988 | //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256); | ||
989 | |||
990 | //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true); | ||
991 | m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback()); | ||
992 | |||
993 | SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); | ||
994 | |||
995 | DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); | ||
996 | world.UpdatedObjects = updateArray; | ||
997 | world.UpdatedCollisions = collisionArray; | ||
998 | world.WorldSettings.Params = p; | ||
999 | world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); | ||
1000 | world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; | ||
1001 | if (p.shouldRandomizeSolverOrder != 0) | ||
1002 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER; | ||
1003 | |||
1004 | world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0); | ||
1005 | //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port | ||
1006 | |||
1007 | if (p.shouldEnableFrictionCaching != 0) | ||
1008 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING; | ||
1009 | |||
1010 | if (p.numberOfSolverIterations > 0) | ||
1011 | world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations; | ||
1012 | |||
1013 | |||
1014 | world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping; | ||
1015 | world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution; | ||
1016 | world.GetSolverInfo().m_globalCfm = 0.0f; | ||
1017 | world.GetSolverInfo().m_tau = 0.6f; | ||
1018 | world.GetSolverInfo().m_friction = 0.3f; | ||
1019 | world.GetSolverInfo().m_maxErrorReduction = 20f; | ||
1020 | world.GetSolverInfo().m_numIterations = 10; | ||
1021 | world.GetSolverInfo().m_erp = 0.2f; | ||
1022 | world.GetSolverInfo().m_erp2 = 0.1f; | ||
1023 | world.GetSolverInfo().m_sor = 1.0f; | ||
1024 | world.GetSolverInfo().m_splitImpulse = false; | ||
1025 | world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f; | ||
1026 | world.GetSolverInfo().m_linearSlop = 0.0f; | ||
1027 | world.GetSolverInfo().m_warmstartingFactor = 0.85f; | ||
1028 | world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; | ||
1029 | world.SetForceUpdateAllAabbs(true); | ||
1030 | |||
1031 | |||
1032 | world.SetGravity(new IndexedVector3(0,0,p.gravity)); | ||
1033 | |||
1034 | return world; | ||
1035 | } | ||
1036 | //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL | ||
1037 | public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) | ||
1038 | { | ||
1039 | Generic6DofConstraint constrain = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
1040 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1041 | { | ||
1042 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); | ||
1043 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1); | ||
1044 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2); | ||
1045 | } | ||
1046 | if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1047 | { | ||
1048 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3); | ||
1049 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4); | ||
1050 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5); | ||
1051 | } | ||
1052 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL) | ||
1053 | { | ||
1054 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis); | ||
1055 | } | ||
1056 | return true; | ||
1057 | } | ||
1058 | |||
1059 | public override bool PushUpdate(BulletBody pCollisionObject) | ||
1060 | { | ||
1061 | bool ret = false; | ||
1062 | RigidBody rb = ((BulletBodyXNA)pCollisionObject).rigidBody; | ||
1063 | if (rb != null) | ||
1064 | { | ||
1065 | SimMotionState sms = rb.GetMotionState() as SimMotionState; | ||
1066 | if (sms != null) | ||
1067 | { | ||
1068 | IndexedMatrix wt = IndexedMatrix.Identity; | ||
1069 | sms.GetWorldTransform(out wt); | ||
1070 | sms.SetWorldTransform(ref wt, true); | ||
1071 | ret = true; | ||
1072 | } | ||
1073 | } | ||
1074 | return ret; | ||
1075 | |||
1076 | } | ||
1077 | |||
1078 | public override float GetAngularMotionDisc(BulletShape pShape) | ||
1079 | { | ||
1080 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1081 | return shape.GetAngularMotionDisc(); | ||
1082 | } | ||
1083 | public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor) | ||
1084 | { | ||
1085 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1086 | return shape.GetContactBreakingThreshold(defaultFactor); | ||
1087 | } | ||
1088 | public override bool IsCompound(BulletShape pShape) | ||
1089 | { | ||
1090 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1091 | return shape.IsCompound(); | ||
1092 | } | ||
1093 | public override bool IsSoftBody(BulletShape pShape) | ||
1094 | { | ||
1095 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1096 | return shape.IsSoftBody(); | ||
1097 | } | ||
1098 | public override bool IsPolyhedral(BulletShape pShape) | ||
1099 | { | ||
1100 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1101 | return shape.IsPolyhedral(); | ||
1102 | } | ||
1103 | public override bool IsConvex2d(BulletShape pShape) | ||
1104 | { | ||
1105 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1106 | return shape.IsConvex2d(); | ||
1107 | } | ||
1108 | public override bool IsConvex(BulletShape pShape) | ||
1109 | { | ||
1110 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1111 | return shape.IsConvex(); | ||
1112 | } | ||
1113 | public override bool IsNonMoving(BulletShape pShape) | ||
1114 | { | ||
1115 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1116 | return shape.IsNonMoving(); | ||
1117 | } | ||
1118 | public override bool IsConcave(BulletShape pShape) | ||
1119 | { | ||
1120 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1121 | return shape.IsConcave(); | ||
1122 | } | ||
1123 | public override bool IsInfinite(BulletShape pShape) | ||
1124 | { | ||
1125 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1126 | return shape.IsInfinite(); | ||
1127 | } | ||
1128 | public override bool IsNativeShape(BulletShape pShape) | ||
1129 | { | ||
1130 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1131 | bool ret; | ||
1132 | switch (shape.GetShapeType()) | ||
1133 | { | ||
1134 | case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE: | ||
1135 | case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE: | ||
1136 | case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE: | ||
1137 | case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: | ||
1138 | ret = true; | ||
1139 | break; | ||
1140 | default: | ||
1141 | ret = false; | ||
1142 | break; | ||
1143 | } | ||
1144 | return ret; | ||
1145 | } | ||
1146 | |||
1147 | public override void SetShapeCollisionMargin(BulletShape shape, float margin) { /* TODO */ } | ||
1148 | |||
1149 | //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation | ||
1150 | public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
1151 | { | ||
1152 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1153 | IndexedMatrix bodyTransform = new IndexedMatrix(); | ||
1154 | bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
1155 | bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); | ||
1156 | GhostObject gObj = new PairCachingGhostObject(); | ||
1157 | gObj.SetWorldTransform(bodyTransform); | ||
1158 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1159 | gObj.SetCollisionShape(shape); | ||
1160 | gObj.SetUserPointer(pLocalID); | ||
1161 | // TODO: Add to Special CollisionObjects! | ||
1162 | return new BulletBodyXNA(pLocalID, gObj); | ||
1163 | } | ||
1164 | |||
1165 | public override void SetCollisionShape(BulletWorld pWorld, BulletBody pObj, BulletShape pShape) | ||
1166 | { | ||
1167 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1168 | CollisionObject obj = ((BulletBodyXNA)pObj).body; | ||
1169 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1170 | obj.SetCollisionShape(shape); | ||
1171 | |||
1172 | } | ||
1173 | public override BulletShape GetCollisionShape(BulletBody obj) { /* TODO */ return null; } | ||
1174 | |||
1175 | //(PhysicsScene.World.ptr, nativeShapeData) | ||
1176 | public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData) | ||
1177 | { | ||
1178 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1179 | CollisionShape shape = null; | ||
1180 | switch (pShapeData.Type) | ||
1181 | { | ||
1182 | case BSPhysicsShapeType.SHAPE_BOX: | ||
1183 | shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f)); | ||
1184 | break; | ||
1185 | case BSPhysicsShapeType.SHAPE_CONE: | ||
1186 | shape = new ConeShapeZ(0.5f, 1.0f); | ||
1187 | break; | ||
1188 | case BSPhysicsShapeType.SHAPE_CYLINDER: | ||
1189 | shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f)); | ||
1190 | break; | ||
1191 | case BSPhysicsShapeType.SHAPE_SPHERE: | ||
1192 | shape = new SphereShape(0.5f); | ||
1193 | break; | ||
1194 | |||
1195 | } | ||
1196 | if (shape != null) | ||
1197 | { | ||
1198 | IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z); | ||
1199 | shape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1200 | shape.SetLocalScaling(ref scaling); | ||
1201 | |||
1202 | } | ||
1203 | return new BulletShapeXNA(shape, pShapeData.Type); | ||
1204 | } | ||
1205 | //PhysicsScene.World.ptr, false | ||
1206 | public override BulletShape CreateCompoundShape(BulletWorld pWorld, bool enableDynamicAabbTree) | ||
1207 | { | ||
1208 | return new BulletShapeXNA(new CompoundShape(enableDynamicAabbTree), BSPhysicsShapeType.SHAPE_COMPOUND); | ||
1209 | } | ||
1210 | |||
1211 | public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape) | ||
1212 | { | ||
1213 | CompoundShape compoundshape = ((BulletShapeXNA)pCompoundShape).shape as CompoundShape; | ||
1214 | return compoundshape.GetNumChildShapes(); | ||
1215 | } | ||
1216 | //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot | ||
1217 | public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot) | ||
1218 | { | ||
1219 | IndexedMatrix relativeTransform = new IndexedMatrix(); | ||
1220 | CompoundShape compoundshape = ((BulletShapeXNA)pCShape).shape as CompoundShape; | ||
1221 | CollisionShape addshape = ((BulletShapeXNA)paddShape).shape; | ||
1222 | |||
1223 | relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); | ||
1224 | relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); | ||
1225 | compoundshape.AddChildShape(ref relativeTransform, addshape); | ||
1226 | |||
1227 | } | ||
1228 | |||
1229 | public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii) | ||
1230 | { | ||
1231 | CompoundShape compoundshape = ((BulletShapeXNA)pCShape).shape as CompoundShape; | ||
1232 | CollisionShape ret = null; | ||
1233 | ret = compoundshape.GetChildShape(pii); | ||
1234 | compoundshape.RemoveChildShapeByIndex(pii); | ||
1235 | return new BulletShapeXNA(ret, BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
1236 | } | ||
1237 | |||
1238 | public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { /* TODO */ return null; } | ||
1239 | public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) { /* TODO */ } | ||
1240 | |||
1241 | public override BulletShape CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin) | ||
1242 | { | ||
1243 | StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight ); | ||
1244 | m_planeshape.SetMargin(pcollisionMargin); | ||
1245 | m_planeshape.SetUserPointer(pLocalId); | ||
1246 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); | ||
1247 | } | ||
1248 | |||
1249 | public override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody ppBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
1250 | { | ||
1251 | HingeConstraint constrain = null; | ||
1252 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1253 | RigidBody rb1 = ((BulletBodyXNA)pBody1).rigidBody; | ||
1254 | RigidBody rb2 = ((BulletBodyXNA)ppBody2).rigidBody; | ||
1255 | if (rb1 != null && rb2 != null) | ||
1256 | { | ||
1257 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); | ||
1258 | IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z); | ||
1259 | IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z); | ||
1260 | IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z); | ||
1261 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
1262 | } | ||
1263 | return new BulletConstraintXNA(constrain); | ||
1264 | } | ||
1265 | |||
1266 | public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls) | ||
1267 | { | ||
1268 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1269 | CompoundShape compoundshape = new CompoundShape(false); | ||
1270 | |||
1271 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1272 | int ii = 1; | ||
1273 | |||
1274 | for (int i = 0; i < pHullCount; i++) | ||
1275 | { | ||
1276 | int vertexCount = (int) pConvHulls[ii]; | ||
1277 | |||
1278 | IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]); | ||
1279 | IndexedMatrix childTrans = IndexedMatrix.Identity; | ||
1280 | childTrans._origin = centroid; | ||
1281 | |||
1282 | List<IndexedVector3> virts = new List<IndexedVector3>(); | ||
1283 | int ender = ((ii + 4) + (vertexCount*3)); | ||
1284 | for (int iii = ii + 4; iii < ender; iii+=3) | ||
1285 | { | ||
1286 | |||
1287 | virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); | ||
1288 | } | ||
1289 | ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); | ||
1290 | convexShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1291 | compoundshape.AddChildShape(ref childTrans, convexShape); | ||
1292 | ii += (vertexCount*3 + 4); | ||
1293 | } | ||
1294 | |||
1295 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); | ||
1296 | } | ||
1297 | |||
1298 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) { /* TODO */ return null; } | ||
1299 | |||
1300 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | ||
1301 | { | ||
1302 | //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); | ||
1303 | |||
1304 | for (int iter = 0; iter < pVerticesCount; iter++) | ||
1305 | { | ||
1306 | if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; | ||
1307 | if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; | ||
1308 | } | ||
1309 | |||
1310 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); | ||
1311 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); | ||
1312 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); | ||
1313 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1314 | IndexedMesh mesh = new IndexedMesh(); | ||
1315 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1316 | mesh.m_numTriangles = pIndicesCount/3; | ||
1317 | mesh.m_numVertices = pVerticesCount; | ||
1318 | mesh.m_triangleIndexBase = indicesarr; | ||
1319 | mesh.m_vertexBase = vertices; | ||
1320 | mesh.m_vertexStride = 3; | ||
1321 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1322 | mesh.m_triangleIndexStride = 3; | ||
1323 | |||
1324 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1325 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1326 | BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); | ||
1327 | meshShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1328 | // world.UpdateSingleAabb(meshShape); | ||
1329 | return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH); | ||
1330 | |||
1331 | } | ||
1332 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) | ||
1333 | { | ||
1334 | |||
1335 | String fileName = "objTest3.raw"; | ||
1336 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1337 | StreamWriter sw = new StreamWriter(completePath); | ||
1338 | IndexedMesh mesh = new IndexedMesh(); | ||
1339 | |||
1340 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1341 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1342 | mesh.m_numVertices = pVerticesCount; | ||
1343 | mesh.m_triangleIndexBase = indices; | ||
1344 | mesh.m_vertexBase = vertices; | ||
1345 | mesh.m_vertexStride = 3; | ||
1346 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1347 | mesh.m_triangleIndexStride = 3; | ||
1348 | |||
1349 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1350 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1351 | |||
1352 | |||
1353 | |||
1354 | for (int i = 0; i < pVerticesCount; i++) | ||
1355 | { | ||
1356 | |||
1357 | string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1358 | s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1359 | s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1360 | |||
1361 | sw.Write(s + "\n"); | ||
1362 | } | ||
1363 | |||
1364 | sw.Close(); | ||
1365 | } | ||
1366 | public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount) | ||
1367 | { | ||
1368 | |||
1369 | String fileName = "objTest6.raw"; | ||
1370 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1371 | StreamWriter sw = new StreamWriter(completePath); | ||
1372 | IndexedMesh mesh = new IndexedMesh(); | ||
1373 | |||
1374 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1375 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1376 | mesh.m_numVertices = pVerticesCount; | ||
1377 | mesh.m_triangleIndexBase = indices; | ||
1378 | mesh.m_vertexBase = vertices; | ||
1379 | mesh.m_vertexStride = 3; | ||
1380 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1381 | mesh.m_triangleIndexStride = 3; | ||
1382 | |||
1383 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1384 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1385 | |||
1386 | |||
1387 | sw.WriteLine("Indices"); | ||
1388 | sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount)); | ||
1389 | for (int iter = 0; iter < indices.Length; iter++) | ||
1390 | { | ||
1391 | sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter])); | ||
1392 | } | ||
1393 | sw.WriteLine("VerticesFloats"); | ||
1394 | sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount)); | ||
1395 | for (int iter = 0; iter < vertices.Length; iter++) | ||
1396 | { | ||
1397 | sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000"))); | ||
1398 | } | ||
1399 | |||
1400 | // for (int i = 0; i < pVerticesCount; i++) | ||
1401 | // { | ||
1402 | // | ||
1403 | // string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1404 | // s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1405 | // s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1406 | // | ||
1407 | // sw.Write(s + "\n"); | ||
1408 | //} | ||
1409 | |||
1410 | sw.Close(); | ||
1411 | } | ||
1412 | |||
1413 | public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | ||
1414 | float scaleFactor, float collisionMargin) | ||
1415 | { | ||
1416 | const int upAxis = 2; | ||
1417 | HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)size.X, (int)size.Y, | ||
1418 | heightMap, scaleFactor, | ||
1419 | minHeight, maxHeight, upAxis, | ||
1420 | false); | ||
1421 | terrainShape.SetMargin(collisionMargin + 0.5f); | ||
1422 | terrainShape.SetUseDiamondSubdivision(true); | ||
1423 | terrainShape.SetUserPointer(id); | ||
1424 | return new BulletShapeXNA(terrainShape, BSPhysicsShapeType.SHAPE_TERRAIN); | ||
1425 | } | ||
1426 | |||
1427 | public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce) | ||
1428 | { | ||
1429 | TypedConstraint tconstrain = ((BulletConstraintXNA)pConstraint).constrain; | ||
1430 | bool onOff = ponOff != 0; | ||
1431 | bool ret = false; | ||
1432 | |||
1433 | switch (tconstrain.GetConstraintType()) | ||
1434 | { | ||
1435 | case TypedConstraintType.D6_CONSTRAINT_TYPE: | ||
1436 | Generic6DofConstraint constrain = tconstrain as Generic6DofConstraint; | ||
1437 | constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff; | ||
1438 | constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity; | ||
1439 | constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce; | ||
1440 | ret = true; | ||
1441 | break; | ||
1442 | } | ||
1443 | |||
1444 | |||
1445 | return ret; | ||
1446 | |||
1447 | } | ||
1448 | |||
1449 | public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
1450 | out int updatedEntityCount, out int collidersCount) | ||
1451 | { | ||
1452 | /* TODO */ | ||
1453 | updatedEntityCount = 0; | ||
1454 | collidersCount = 0; | ||
1455 | return 1; | ||
1456 | } | ||
1457 | |||
1458 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, | ||
1459 | out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, | ||
1460 | out int collidersCount, out List<BulletXNA.CollisionDesc>colliders) | ||
1461 | { | ||
1462 | int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, | ||
1463 | out collidersCount, out colliders); | ||
1464 | return epic; | ||
1465 | } | ||
1466 | |||
1467 | private static int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, out int collidersCount, out List<BulletXNA.CollisionDesc> colliders) | ||
1468 | { | ||
1469 | int numSimSteps = 0; | ||
1470 | |||
1471 | |||
1472 | //if (updatedEntities is null) | ||
1473 | // updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
1474 | |||
1475 | //if (colliders is null) | ||
1476 | // colliders = new List<BulletXNA.CollisionDesc>(); | ||
1477 | |||
1478 | |||
1479 | if (pWorld is BulletWorldXNA) | ||
1480 | { | ||
1481 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1482 | |||
1483 | numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); | ||
1484 | int updates = 0; | ||
1485 | |||
1486 | updatedEntityCount = world.UpdatedObjects.Count; | ||
1487 | updatedEntities = new List<BulletXNA.EntityProperties>(world.UpdatedObjects); | ||
1488 | updatedEntityCount = updatedEntities.Count; | ||
1489 | world.UpdatedObjects.Clear(); | ||
1490 | |||
1491 | |||
1492 | collidersCount = world.UpdatedCollisions.Count; | ||
1493 | colliders = new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions); | ||
1494 | |||
1495 | world.UpdatedCollisions.Clear(); | ||
1496 | m_collisionsThisFrame = 0; | ||
1497 | int numManifolds = world.GetDispatcher().GetNumManifolds(); | ||
1498 | for (int j = 0; j < numManifolds; j++) | ||
1499 | { | ||
1500 | PersistentManifold contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j); | ||
1501 | int numContacts = contactManifold.GetNumContacts(); | ||
1502 | if (numContacts == 0) | ||
1503 | continue; | ||
1504 | |||
1505 | CollisionObject objA = contactManifold.GetBody0() as CollisionObject; | ||
1506 | CollisionObject objB = contactManifold.GetBody1() as CollisionObject; | ||
1507 | |||
1508 | ManifoldPoint manifoldPoint = contactManifold.GetContactPoint(0); | ||
1509 | IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB(); | ||
1510 | IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A | ||
1511 | |||
1512 | RecordCollision(world, objA, objB, contactPoint, contactNormal); | ||
1513 | m_collisionsThisFrame ++; | ||
1514 | if (m_collisionsThisFrame >= 9999999) | ||
1515 | break; | ||
1516 | |||
1517 | |||
1518 | } | ||
1519 | |||
1520 | |||
1521 | } | ||
1522 | else | ||
1523 | { | ||
1524 | //if (updatedEntities is null) | ||
1525 | updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
1526 | updatedEntityCount = 0; | ||
1527 | //if (colliders is null) | ||
1528 | colliders = new List<BulletXNA.CollisionDesc>(); | ||
1529 | collidersCount = 0; | ||
1530 | } | ||
1531 | return numSimSteps; | ||
1532 | } | ||
1533 | |||
1534 | private static void RecordCollision(CollisionWorld world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm) | ||
1535 | { | ||
1536 | |||
1537 | IndexedVector3 contactNormal = norm; | ||
1538 | if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && | ||
1539 | (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) | ||
1540 | { | ||
1541 | return; | ||
1542 | } | ||
1543 | uint idA = (uint)objA.GetUserPointer(); | ||
1544 | uint idB = (uint)objB.GetUserPointer(); | ||
1545 | if (idA > idB) | ||
1546 | { | ||
1547 | uint temp = idA; | ||
1548 | idA = idB; | ||
1549 | idB = temp; | ||
1550 | contactNormal = -contactNormal; | ||
1551 | } | ||
1552 | |||
1553 | ulong collisionID = ((ulong) idA << 32) | idB; | ||
1554 | |||
1555 | BulletXNA.CollisionDesc cDesc = new BulletXNA.CollisionDesc() | ||
1556 | { | ||
1557 | aID = idA, | ||
1558 | bID = idB, | ||
1559 | point = contact, | ||
1560 | normal = contactNormal | ||
1561 | }; | ||
1562 | world.UpdatedCollisions.Add(cDesc); | ||
1563 | m_collisionsThisFrame++; | ||
1564 | |||
1565 | |||
1566 | } | ||
1567 | private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pBody) | ||
1568 | { | ||
1569 | EntityProperties ent = new EntityProperties(); | ||
1570 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1571 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
1572 | IndexedMatrix transform = body.GetWorldTransform(); | ||
1573 | IndexedVector3 LinearVelocity = body.GetInterpolationLinearVelocity(); | ||
1574 | IndexedVector3 AngularVelocity = body.GetInterpolationAngularVelocity(); | ||
1575 | IndexedQuaternion rotation = transform.GetRotation(); | ||
1576 | ent.Acceleration = Vector3.Zero; | ||
1577 | ent.ID = (uint)body.GetUserPointer(); | ||
1578 | ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); | ||
1579 | ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); | ||
1580 | ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); | ||
1581 | ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z); | ||
1582 | return ent; | ||
1583 | } | ||
1584 | |||
1585 | public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value) { /* TODO */ return false; } | ||
1586 | |||
1587 | public override Vector3 GetLocalScaling(BulletShape pShape) | ||
1588 | { | ||
1589 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1590 | IndexedVector3 scale = shape.GetLocalScaling(); | ||
1591 | return new Vector3(scale.X,scale.Y,scale.Z); | ||
1592 | } | ||
1593 | |||
1594 | public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe) | ||
1595 | { | ||
1596 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1597 | if (world != null) | ||
1598 | { | ||
1599 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) | ||
1600 | { | ||
1601 | CollisionObject AvoidBody = ((BulletBodyXNA)NotMe).body; | ||
1602 | |||
1603 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); | ||
1604 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); | ||
1605 | using ( | ||
1606 | ClosestNotMeRayResultCallback rayCallback = | ||
1607 | new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) | ||
1608 | ) | ||
1609 | { | ||
1610 | world.RayTest(ref rOrigin, ref rEnd, rayCallback); | ||
1611 | if (rayCallback.HasHit()) | ||
1612 | { | ||
1613 | IndexedVector3 hitLocation = rayCallback.m_hitPointWorld; | ||
1614 | } | ||
1615 | return rayCallback.HasHit(); | ||
1616 | } | ||
1617 | } | ||
1618 | } | ||
1619 | return false; | ||
1620 | } | ||
1621 | } | ||
1622 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs deleted file mode 100755 index 2aeff25..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs +++ /dev/null | |||
@@ -1,180 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using log4net; | ||
31 | using OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | |||
36 | public sealed class BSConstraintCollection : IDisposable | ||
37 | { | ||
38 | // private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
39 | // private static readonly string LogHeader = "[CONSTRAINT COLLECTION]"; | ||
40 | |||
41 | delegate bool ConstraintAction(BSConstraint constrain); | ||
42 | |||
43 | private List<BSConstraint> m_constraints; | ||
44 | private BulletWorld m_world; | ||
45 | |||
46 | public BSConstraintCollection(BulletWorld world) | ||
47 | { | ||
48 | m_world = world; | ||
49 | m_constraints = new List<BSConstraint>(); | ||
50 | } | ||
51 | |||
52 | public void Dispose() | ||
53 | { | ||
54 | this.Clear(); | ||
55 | } | ||
56 | |||
57 | public void Clear() | ||
58 | { | ||
59 | lock (m_constraints) | ||
60 | { | ||
61 | foreach (BSConstraint cons in m_constraints) | ||
62 | { | ||
63 | cons.Dispose(); | ||
64 | } | ||
65 | m_constraints.Clear(); | ||
66 | } | ||
67 | } | ||
68 | |||
69 | public bool AddConstraint(BSConstraint cons) | ||
70 | { | ||
71 | lock (m_constraints) | ||
72 | { | ||
73 | // There is only one constraint between any bodies. Remove any old just to make sure. | ||
74 | RemoveAndDestroyConstraint(cons.Body1, cons.Body2); | ||
75 | |||
76 | m_constraints.Add(cons); | ||
77 | } | ||
78 | |||
79 | return true; | ||
80 | } | ||
81 | |||
82 | // Get the constraint between two bodies. There can be only one. | ||
83 | // Return 'true' if a constraint was found. | ||
84 | public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint) | ||
85 | { | ||
86 | bool found = false; | ||
87 | BSConstraint foundConstraint = null; | ||
88 | |||
89 | uint lookingID1 = body1.ID; | ||
90 | uint lookingID2 = body2.ID; | ||
91 | lock (m_constraints) | ||
92 | { | ||
93 | foreach (BSConstraint constrain in m_constraints) | ||
94 | { | ||
95 | if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2) | ||
96 | || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1)) | ||
97 | { | ||
98 | foundConstraint = constrain; | ||
99 | found = true; | ||
100 | break; | ||
101 | } | ||
102 | } | ||
103 | } | ||
104 | returnConstraint = foundConstraint; | ||
105 | return found; | ||
106 | } | ||
107 | |||
108 | // Remove any constraint between the passed bodies. | ||
109 | // Presumed there is only one such constraint possible. | ||
110 | // Return 'true' if a constraint was found and destroyed. | ||
111 | public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) | ||
112 | { | ||
113 | bool ret = false; | ||
114 | lock (m_constraints) | ||
115 | { | ||
116 | BSConstraint constrain; | ||
117 | if (this.TryGetConstraint(body1, body2, out constrain)) | ||
118 | { | ||
119 | // remove the constraint from our collection | ||
120 | RemoveAndDestroyConstraint(constrain); | ||
121 | ret = true; | ||
122 | } | ||
123 | } | ||
124 | |||
125 | return ret; | ||
126 | } | ||
127 | |||
128 | // The constraint MUST exist in the collection | ||
129 | public bool RemoveAndDestroyConstraint(BSConstraint constrain) | ||
130 | { | ||
131 | lock (m_constraints) | ||
132 | { | ||
133 | // remove the constraint from our collection | ||
134 | m_constraints.Remove(constrain); | ||
135 | } | ||
136 | // tell the engine that all its structures need to be freed | ||
137 | constrain.Dispose(); | ||
138 | // we destroyed something | ||
139 | return true; | ||
140 | } | ||
141 | |||
142 | // Remove all constraints that reference the passed body. | ||
143 | // Return 'true' if any constraints were destroyed. | ||
144 | public bool RemoveAndDestroyConstraint(BulletBody body1) | ||
145 | { | ||
146 | List<BSConstraint> toRemove = new List<BSConstraint>(); | ||
147 | uint lookingID = body1.ID; | ||
148 | lock (m_constraints) | ||
149 | { | ||
150 | foreach (BSConstraint constrain in m_constraints) | ||
151 | { | ||
152 | if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID) | ||
153 | { | ||
154 | toRemove.Add(constrain); | ||
155 | } | ||
156 | } | ||
157 | foreach (BSConstraint constrain in toRemove) | ||
158 | { | ||
159 | m_constraints.Remove(constrain); | ||
160 | constrain.Dispose(); | ||
161 | } | ||
162 | } | ||
163 | return (toRemove.Count > 0); | ||
164 | } | ||
165 | |||
166 | public bool RecalculateAllConstraints() | ||
167 | { | ||
168 | bool ret = false; | ||
169 | lock (m_constraints) | ||
170 | { | ||
171 | foreach (BSConstraint constrain in m_constraints) | ||
172 | { | ||
173 | constrain.CalculateTransforms(); | ||
174 | ret = true; | ||
175 | } | ||
176 | } | ||
177 | return ret; | ||
178 | } | ||
179 | } | ||
180 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs deleted file mode 100644 index 13c2539..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ /dev/null | |||
@@ -1,1383 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | * | ||
27 | * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial | ||
28 | * are Copyright (c) 2009 Linden Research, Inc and are used under their license | ||
29 | * of Creative Commons Attribution-Share Alike 3.0 | ||
30 | * (http://creativecommons.org/licenses/by-sa/3.0/). | ||
31 | */ | ||
32 | |||
33 | using System; | ||
34 | using System.Collections.Generic; | ||
35 | using System.Reflection; | ||
36 | using System.Runtime.InteropServices; | ||
37 | using OpenMetaverse; | ||
38 | using OpenSim.Region.Physics.Manager; | ||
39 | |||
40 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
41 | { | ||
42 | public sealed class BSDynamics | ||
43 | { | ||
44 | private static string LogHeader = "[BULLETSIM VEHICLE]"; | ||
45 | |||
46 | private BSScene PhysicsScene { get; set; } | ||
47 | // the prim this dynamic controller belongs to | ||
48 | private BSPrim Prim { get; set; } | ||
49 | |||
50 | // mass of the vehicle fetched each time we're calles | ||
51 | private float m_vehicleMass; | ||
52 | |||
53 | // Vehicle properties | ||
54 | public Vehicle Type { get; set; } | ||
55 | |||
56 | // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier | ||
57 | private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: | ||
58 | // HOVER_TERRAIN_ONLY | ||
59 | // HOVER_GLOBAL_HEIGHT | ||
60 | // NO_DEFLECTION_UP | ||
61 | // HOVER_WATER_ONLY | ||
62 | // HOVER_UP_ONLY | ||
63 | // LIMIT_MOTOR_UP | ||
64 | // LIMIT_ROLL_ONLY | ||
65 | private Vector3 m_BlockingEndPoint = Vector3.Zero; | ||
66 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; | ||
67 | private Quaternion m_referenceFrame = Quaternion.Identity; | ||
68 | |||
69 | // Linear properties | ||
70 | private BSVMotor m_linearMotor = new BSVMotor("LinearMotor"); | ||
71 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | ||
72 | private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center | ||
73 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | ||
74 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | ||
75 | private float m_linearMotorDecayTimescale = 0; | ||
76 | private float m_linearMotorTimescale = 0; | ||
77 | private Vector3 m_lastLinearVelocityVector = Vector3.Zero; | ||
78 | private Vector3 m_lastPositionVector = Vector3.Zero; | ||
79 | // private bool m_LinearMotorSetLastFrame = false; | ||
80 | // private Vector3 m_linearMotorOffset = Vector3.Zero; | ||
81 | |||
82 | //Angular properties | ||
83 | private BSVMotor m_angularMotor = new BSVMotor("AngularMotor"); | ||
84 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
85 | // private int m_angularMotorApply = 0; // application frame counter | ||
86 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity | ||
87 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate | ||
88 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | ||
89 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate | ||
90 | private Vector3 m_lastAngularVelocity = Vector3.Zero; | ||
91 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body | ||
92 | |||
93 | //Deflection properties | ||
94 | private BSVMotor m_angularDeflectionMotor = new BSVMotor("AngularDeflection"); | ||
95 | private float m_angularDeflectionEfficiency = 0; | ||
96 | private float m_angularDeflectionTimescale = 0; | ||
97 | private float m_linearDeflectionEfficiency = 0; | ||
98 | private float m_linearDeflectionTimescale = 0; | ||
99 | |||
100 | //Banking properties | ||
101 | private float m_bankingEfficiency = 0; | ||
102 | private float m_bankingMix = 0; | ||
103 | private float m_bankingTimescale = 0; | ||
104 | |||
105 | //Hover and Buoyancy properties | ||
106 | private BSVMotor m_hoverMotor = new BSVMotor("Hover"); | ||
107 | private float m_VhoverHeight = 0f; | ||
108 | private float m_VhoverEfficiency = 0f; | ||
109 | private float m_VhoverTimescale = 0f; | ||
110 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height | ||
111 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. | ||
112 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) | ||
113 | // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. | ||
114 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. | ||
115 | |||
116 | //Attractor properties | ||
117 | private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); | ||
118 | private float m_verticalAttractionEfficiency = 1.0f; // damped | ||
119 | private float m_verticalAttractionCutoff = 500f; // per the documentation | ||
120 | // Timescale > cutoff means no vert attractor. | ||
121 | private float m_verticalAttractionTimescale = 510f; | ||
122 | |||
123 | // Just some recomputed constants: | ||
124 | static readonly float PIOverFour = ((float)Math.PI) / 4f; | ||
125 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; | ||
126 | |||
127 | public BSDynamics(BSScene myScene, BSPrim myPrim) | ||
128 | { | ||
129 | PhysicsScene = myScene; | ||
130 | Prim = myPrim; | ||
131 | Type = Vehicle.TYPE_NONE; | ||
132 | } | ||
133 | |||
134 | // Return 'true' if this vehicle is doing vehicle things | ||
135 | public bool IsActive | ||
136 | { | ||
137 | get { return Type != Vehicle.TYPE_NONE && Prim.IsPhysical; } | ||
138 | } | ||
139 | |||
140 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
141 | { | ||
142 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | ||
143 | switch (pParam) | ||
144 | { | ||
145 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | ||
146 | m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); | ||
147 | break; | ||
148 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | ||
149 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); | ||
150 | break; | ||
151 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | ||
152 | m_angularMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); | ||
153 | m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale; | ||
154 | break; | ||
155 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | ||
156 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); | ||
157 | m_angularMotor.TimeScale = m_angularMotorTimescale; | ||
158 | break; | ||
159 | case Vehicle.BANKING_EFFICIENCY: | ||
160 | m_bankingEfficiency = ClampInRange(-1f, pValue, 1f); | ||
161 | break; | ||
162 | case Vehicle.BANKING_MIX: | ||
163 | m_bankingMix = Math.Max(pValue, 0.01f); | ||
164 | break; | ||
165 | case Vehicle.BANKING_TIMESCALE: | ||
166 | m_bankingTimescale = Math.Max(pValue, 0.01f); | ||
167 | break; | ||
168 | case Vehicle.BUOYANCY: | ||
169 | m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); | ||
170 | break; | ||
171 | case Vehicle.HOVER_EFFICIENCY: | ||
172 | m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); | ||
173 | break; | ||
174 | case Vehicle.HOVER_HEIGHT: | ||
175 | m_VhoverHeight = pValue; | ||
176 | break; | ||
177 | case Vehicle.HOVER_TIMESCALE: | ||
178 | m_VhoverTimescale = Math.Max(pValue, 0.01f); | ||
179 | break; | ||
180 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | ||
181 | m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); | ||
182 | break; | ||
183 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | ||
184 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); | ||
185 | break; | ||
186 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | ||
187 | m_linearMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); | ||
188 | m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; | ||
189 | break; | ||
190 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | ||
191 | m_linearMotorTimescale = Math.Max(pValue, 0.01f); | ||
192 | m_linearMotor.TimeScale = m_linearMotorTimescale; | ||
193 | break; | ||
194 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | ||
195 | m_verticalAttractionEfficiency = ClampInRange(0.1f, pValue, 1f); | ||
196 | m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; | ||
197 | break; | ||
198 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | ||
199 | m_verticalAttractionTimescale = Math.Max(pValue, 0.01f); | ||
200 | m_verticalAttractionMotor.TimeScale = m_verticalAttractionTimescale; | ||
201 | break; | ||
202 | |||
203 | // These are vector properties but the engine lets you use a single float value to | ||
204 | // set all of the components to the same value | ||
205 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
206 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
207 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | ||
208 | break; | ||
209 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
210 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | ||
211 | m_angularMotor.SetTarget(m_angularMotorDirection); | ||
212 | break; | ||
213 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
214 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
215 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | ||
216 | break; | ||
217 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
218 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | ||
219 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | ||
220 | m_linearMotor.SetTarget(m_linearMotorDirection); | ||
221 | break; | ||
222 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
223 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | ||
224 | break; | ||
225 | |||
226 | } | ||
227 | }//end ProcessFloatVehicleParam | ||
228 | |||
229 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | ||
230 | { | ||
231 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | ||
232 | switch (pParam) | ||
233 | { | ||
234 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
235 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
236 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | ||
237 | break; | ||
238 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
239 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | ||
240 | pValue.X = ClampInRange(-12.56f, pValue.X, 12.56f); | ||
241 | pValue.Y = ClampInRange(-12.56f, pValue.Y, 12.56f); | ||
242 | pValue.Z = ClampInRange(-12.56f, pValue.Z, 12.56f); | ||
243 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
244 | m_angularMotor.SetTarget(m_angularMotorDirection); | ||
245 | break; | ||
246 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
247 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
248 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | ||
249 | break; | ||
250 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
251 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
252 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
253 | m_linearMotor.SetTarget(m_linearMotorDirection); | ||
254 | break; | ||
255 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
256 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
257 | break; | ||
258 | case Vehicle.BLOCK_EXIT: | ||
259 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
260 | break; | ||
261 | } | ||
262 | }//end ProcessVectorVehicleParam | ||
263 | |||
264 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | ||
265 | { | ||
266 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | ||
267 | switch (pParam) | ||
268 | { | ||
269 | case Vehicle.REFERENCE_FRAME: | ||
270 | m_referenceFrame = pValue; | ||
271 | break; | ||
272 | case Vehicle.ROLL_FRAME: | ||
273 | m_RollreferenceFrame = pValue; | ||
274 | break; | ||
275 | } | ||
276 | }//end ProcessRotationVehicleParam | ||
277 | |||
278 | internal void ProcessVehicleFlags(int pParam, bool remove) | ||
279 | { | ||
280 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); | ||
281 | VehicleFlag parm = (VehicleFlag)pParam; | ||
282 | if (pParam == -1) | ||
283 | m_flags = (VehicleFlag)0; | ||
284 | else | ||
285 | { | ||
286 | if (remove) | ||
287 | m_flags &= ~parm; | ||
288 | else | ||
289 | m_flags |= parm; | ||
290 | } | ||
291 | } | ||
292 | |||
293 | internal void ProcessTypeChange(Vehicle pType) | ||
294 | { | ||
295 | VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType); | ||
296 | // Set Defaults For Type | ||
297 | Type = pType; | ||
298 | switch (pType) | ||
299 | { | ||
300 | case Vehicle.TYPE_NONE: | ||
301 | m_linearMotorDirection = Vector3.Zero; | ||
302 | m_linearMotorTimescale = 0; | ||
303 | m_linearMotorDecayTimescale = 0; | ||
304 | m_linearFrictionTimescale = new Vector3(0, 0, 0); | ||
305 | |||
306 | m_angularMotorDirection = Vector3.Zero; | ||
307 | m_angularMotorDecayTimescale = 0; | ||
308 | m_angularMotorTimescale = 0; | ||
309 | m_angularFrictionTimescale = new Vector3(0, 0, 0); | ||
310 | |||
311 | m_VhoverHeight = 0; | ||
312 | m_VhoverEfficiency = 0; | ||
313 | m_VhoverTimescale = 0; | ||
314 | m_VehicleBuoyancy = 0; | ||
315 | |||
316 | m_linearDeflectionEfficiency = 1; | ||
317 | m_linearDeflectionTimescale = 1; | ||
318 | |||
319 | m_angularDeflectionEfficiency = 0; | ||
320 | m_angularDeflectionTimescale = 1000; | ||
321 | |||
322 | m_verticalAttractionEfficiency = 0; | ||
323 | m_verticalAttractionTimescale = 0; | ||
324 | |||
325 | m_bankingEfficiency = 0; | ||
326 | m_bankingTimescale = 1000; | ||
327 | m_bankingMix = 1; | ||
328 | |||
329 | m_referenceFrame = Quaternion.Identity; | ||
330 | m_flags = (VehicleFlag)0; | ||
331 | |||
332 | break; | ||
333 | |||
334 | case Vehicle.TYPE_SLED: | ||
335 | m_linearMotorDirection = Vector3.Zero; | ||
336 | m_linearMotorTimescale = 1000; | ||
337 | m_linearMotorDecayTimescale = 120; | ||
338 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
339 | |||
340 | m_angularMotorDirection = Vector3.Zero; | ||
341 | m_angularMotorTimescale = 1000; | ||
342 | m_angularMotorDecayTimescale = 120; | ||
343 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
344 | |||
345 | m_VhoverHeight = 0; | ||
346 | m_VhoverEfficiency = 10; // TODO: this looks wrong!! | ||
347 | m_VhoverTimescale = 10; | ||
348 | m_VehicleBuoyancy = 0; | ||
349 | |||
350 | m_linearDeflectionEfficiency = 1; | ||
351 | m_linearDeflectionTimescale = 1; | ||
352 | |||
353 | m_angularDeflectionEfficiency = 1; | ||
354 | m_angularDeflectionTimescale = 1000; | ||
355 | |||
356 | m_verticalAttractionEfficiency = 0; | ||
357 | m_verticalAttractionTimescale = 0; | ||
358 | |||
359 | m_bankingEfficiency = 0; | ||
360 | m_bankingTimescale = 10; | ||
361 | m_bankingMix = 1; | ||
362 | |||
363 | m_referenceFrame = Quaternion.Identity; | ||
364 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
365 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
366 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | ||
367 | | VehicleFlag.HOVER_UP_ONLY); | ||
368 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
369 | | VehicleFlag.LIMIT_ROLL_ONLY | ||
370 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
371 | |||
372 | break; | ||
373 | case Vehicle.TYPE_CAR: | ||
374 | m_linearMotorDirection = Vector3.Zero; | ||
375 | m_linearMotorTimescale = 1; | ||
376 | m_linearMotorDecayTimescale = 60; | ||
377 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
378 | |||
379 | m_angularMotorDirection = Vector3.Zero; | ||
380 | m_angularMotorTimescale = 1; | ||
381 | m_angularMotorDecayTimescale = 0.8f; | ||
382 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
383 | |||
384 | m_VhoverHeight = 0; | ||
385 | m_VhoverEfficiency = 0; | ||
386 | m_VhoverTimescale = 1000; | ||
387 | m_VehicleBuoyancy = 0; | ||
388 | |||
389 | m_linearDeflectionEfficiency = 1; | ||
390 | m_linearDeflectionTimescale = 2; | ||
391 | |||
392 | m_angularDeflectionEfficiency = 0; | ||
393 | m_angularDeflectionTimescale = 10; | ||
394 | |||
395 | m_verticalAttractionEfficiency = 1f; | ||
396 | m_verticalAttractionTimescale = 10f; | ||
397 | |||
398 | m_bankingEfficiency = -0.2f; | ||
399 | m_bankingMix = 1; | ||
400 | m_bankingTimescale = 1; | ||
401 | |||
402 | m_referenceFrame = Quaternion.Identity; | ||
403 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
404 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
405 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
406 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
407 | | VehicleFlag.LIMIT_ROLL_ONLY | ||
408 | | VehicleFlag.LIMIT_MOTOR_UP | ||
409 | | VehicleFlag.HOVER_UP_ONLY); | ||
410 | break; | ||
411 | case Vehicle.TYPE_BOAT: | ||
412 | m_linearMotorDirection = Vector3.Zero; | ||
413 | m_linearMotorTimescale = 5; | ||
414 | m_linearMotorDecayTimescale = 60; | ||
415 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
416 | |||
417 | m_angularMotorDirection = Vector3.Zero; | ||
418 | m_angularMotorTimescale = 4; | ||
419 | m_angularMotorDecayTimescale = 4; | ||
420 | m_angularFrictionTimescale = new Vector3(10,10,10); | ||
421 | |||
422 | m_VhoverHeight = 0; | ||
423 | m_VhoverEfficiency = 0.5f; | ||
424 | m_VhoverTimescale = 2; | ||
425 | m_VehicleBuoyancy = 1; | ||
426 | |||
427 | m_linearDeflectionEfficiency = 0.5f; | ||
428 | m_linearDeflectionTimescale = 3; | ||
429 | |||
430 | m_angularDeflectionEfficiency = 0.5f; | ||
431 | m_angularDeflectionTimescale = 5; | ||
432 | |||
433 | m_verticalAttractionEfficiency = 0.5f; | ||
434 | m_verticalAttractionTimescale = 5f; | ||
435 | |||
436 | m_bankingEfficiency = -0.3f; | ||
437 | m_bankingMix = 0.8f; | ||
438 | m_bankingTimescale = 1; | ||
439 | |||
440 | m_referenceFrame = Quaternion.Identity; | ||
441 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | ||
442 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | ||
443 | | VehicleFlag.LIMIT_ROLL_ONLY | ||
444 | | VehicleFlag.HOVER_UP_ONLY); | ||
445 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
446 | | VehicleFlag.LIMIT_MOTOR_UP | ||
447 | | VehicleFlag.HOVER_WATER_ONLY); | ||
448 | break; | ||
449 | case Vehicle.TYPE_AIRPLANE: | ||
450 | m_linearMotorDirection = Vector3.Zero; | ||
451 | m_linearMotorTimescale = 2; | ||
452 | m_linearMotorDecayTimescale = 60; | ||
453 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
454 | |||
455 | m_angularMotorDirection = Vector3.Zero; | ||
456 | m_angularMotorTimescale = 4; | ||
457 | m_angularMotorDecayTimescale = 4; | ||
458 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
459 | |||
460 | m_VhoverHeight = 0; | ||
461 | m_VhoverEfficiency = 0.5f; | ||
462 | m_VhoverTimescale = 1000; | ||
463 | m_VehicleBuoyancy = 0; | ||
464 | |||
465 | m_linearDeflectionEfficiency = 0.5f; | ||
466 | m_linearDeflectionTimescale = 3; | ||
467 | |||
468 | m_angularDeflectionEfficiency = 1; | ||
469 | m_angularDeflectionTimescale = 2; | ||
470 | |||
471 | m_verticalAttractionEfficiency = 0.9f; | ||
472 | m_verticalAttractionTimescale = 2f; | ||
473 | |||
474 | m_bankingEfficiency = 1; | ||
475 | m_bankingMix = 0.7f; | ||
476 | m_bankingTimescale = 2; | ||
477 | |||
478 | m_referenceFrame = Quaternion.Identity; | ||
479 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
480 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
481 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | ||
482 | | VehicleFlag.HOVER_UP_ONLY | ||
483 | | VehicleFlag.NO_DEFLECTION_UP | ||
484 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
485 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
486 | break; | ||
487 | case Vehicle.TYPE_BALLOON: | ||
488 | m_linearMotorDirection = Vector3.Zero; | ||
489 | m_linearMotorTimescale = 5; | ||
490 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
491 | m_linearMotorDecayTimescale = 60; | ||
492 | |||
493 | m_angularMotorDirection = Vector3.Zero; | ||
494 | m_angularMotorTimescale = 6; | ||
495 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
496 | m_angularMotorDecayTimescale = 10; | ||
497 | |||
498 | m_VhoverHeight = 5; | ||
499 | m_VhoverEfficiency = 0.8f; | ||
500 | m_VhoverTimescale = 10; | ||
501 | m_VehicleBuoyancy = 1; | ||
502 | |||
503 | m_linearDeflectionEfficiency = 0; | ||
504 | m_linearDeflectionTimescale = 5; | ||
505 | |||
506 | m_angularDeflectionEfficiency = 0; | ||
507 | m_angularDeflectionTimescale = 5; | ||
508 | |||
509 | m_verticalAttractionEfficiency = 1f; | ||
510 | m_verticalAttractionTimescale = 100f; | ||
511 | |||
512 | m_bankingEfficiency = 0; | ||
513 | m_bankingMix = 0.7f; | ||
514 | m_bankingTimescale = 5; | ||
515 | |||
516 | m_referenceFrame = Quaternion.Identity; | ||
517 | |||
518 | m_referenceFrame = Quaternion.Identity; | ||
519 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
520 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
521 | | VehicleFlag.HOVER_UP_ONLY | ||
522 | | VehicleFlag.NO_DEFLECTION_UP | ||
523 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
524 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | ||
525 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
526 | break; | ||
527 | } | ||
528 | |||
529 | // Update any physical parameters based on this type. | ||
530 | Refresh(); | ||
531 | |||
532 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, | ||
533 | m_linearMotorDecayTimescale, m_linearFrictionTimescale, | ||
534 | 1f); | ||
535 | m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
536 | |||
537 | m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, | ||
538 | m_angularMotorDecayTimescale, m_angularFrictionTimescale, | ||
539 | 1f); | ||
540 | m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
541 | |||
542 | m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, | ||
543 | BSMotor.Infinite, BSMotor.InfiniteVector, | ||
544 | m_verticalAttractionEfficiency); | ||
545 | // Z goes away and we keep X and Y | ||
546 | m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); | ||
547 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
548 | } | ||
549 | |||
550 | // Some of the properties of this prim may have changed. | ||
551 | // Do any updating needed for a vehicle | ||
552 | public void Refresh() | ||
553 | { | ||
554 | if (IsActive) | ||
555 | { | ||
556 | // Remember the mass so we don't have to fetch it every step | ||
557 | m_vehicleMass = Prim.Linkset.LinksetMass; | ||
558 | |||
559 | // Friction affects are handled by this vehicle code | ||
560 | float friction = 0f; | ||
561 | PhysicsScene.PE.SetFriction(Prim.PhysBody, friction); | ||
562 | |||
563 | // Moderate angular movement introduced by Bullet. | ||
564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | ||
565 | // Maybe compute linear and angular factor and damping from params. | ||
566 | float angularDamping = BSParam.VehicleAngularDamping; | ||
567 | PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping); | ||
568 | |||
569 | // Vehicles report collision events so we know when it's on the ground | ||
570 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | ||
571 | |||
572 | Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass); | ||
573 | PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, localInertia); | ||
574 | PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody); | ||
575 | |||
576 | Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy); | ||
577 | PhysicsScene.PE.SetGravity(Prim.PhysBody, grav); | ||
578 | |||
579 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", | ||
580 | Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); | ||
581 | } | ||
582 | else | ||
583 | { | ||
584 | PhysicsScene.PE.RemoveFromCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | ||
585 | } | ||
586 | } | ||
587 | |||
588 | public bool RemoveBodyDependencies(BSPhysObject prim) | ||
589 | { | ||
590 | // If active, we need to add our properties back when the body is rebuilt. | ||
591 | return IsActive; | ||
592 | } | ||
593 | |||
594 | public void RestoreBodyDependencies(BSPhysObject prim) | ||
595 | { | ||
596 | if (Prim.LocalID != prim.LocalID) | ||
597 | { | ||
598 | // The call should be on us by our prim. Error if not. | ||
599 | PhysicsScene.Logger.ErrorFormat("{0} RestoreBodyDependencies: called by not my prim. passedLocalID={1}, vehiclePrimLocalID={2}", | ||
600 | LogHeader, prim.LocalID, Prim.LocalID); | ||
601 | return; | ||
602 | } | ||
603 | Refresh(); | ||
604 | } | ||
605 | |||
606 | #region Known vehicle value functions | ||
607 | // Vehicle physical parameters that we buffer from constant getting and setting. | ||
608 | // The "m_known*" values are unknown until they are fetched and the m_knownHas flag is set. | ||
609 | // Changing is remembered and the parameter is stored back into the physics engine only if updated. | ||
610 | // This does two things: 1) saves continuious calls into unmanaged code, and | ||
611 | // 2) signals when a physics property update must happen back to the simulator | ||
612 | // to update values modified for the vehicle. | ||
613 | private int m_knownChanged; | ||
614 | private int m_knownHas; | ||
615 | private float m_knownTerrainHeight; | ||
616 | private float m_knownWaterLevel; | ||
617 | private Vector3 m_knownPosition; | ||
618 | private Vector3 m_knownVelocity; | ||
619 | private Vector3 m_knownForce; | ||
620 | private Quaternion m_knownOrientation; | ||
621 | private Vector3 m_knownRotationalVelocity; | ||
622 | private Vector3 m_knownRotationalForce; | ||
623 | private Vector3 m_knownForwardVelocity; // vehicle relative forward speed | ||
624 | |||
625 | private const int m_knownChangedPosition = 1 << 0; | ||
626 | private const int m_knownChangedVelocity = 1 << 1; | ||
627 | private const int m_knownChangedForce = 1 << 2; | ||
628 | private const int m_knownChangedOrientation = 1 << 3; | ||
629 | private const int m_knownChangedRotationalVelocity = 1 << 4; | ||
630 | private const int m_knownChangedRotationalForce = 1 << 5; | ||
631 | private const int m_knownChangedTerrainHeight = 1 << 6; | ||
632 | private const int m_knownChangedWaterLevel = 1 << 7; | ||
633 | private const int m_knownChangedForwardVelocity = 1 << 8; | ||
634 | |||
635 | private void ForgetKnownVehicleProperties() | ||
636 | { | ||
637 | m_knownHas = 0; | ||
638 | m_knownChanged = 0; | ||
639 | } | ||
640 | // Push all the changed values back into the physics engine | ||
641 | private void PushKnownChanged() | ||
642 | { | ||
643 | if (m_knownChanged != 0) | ||
644 | { | ||
645 | if ((m_knownChanged & m_knownChangedPosition) != 0) | ||
646 | Prim.ForcePosition = m_knownPosition; | ||
647 | |||
648 | if ((m_knownChanged & m_knownChangedOrientation) != 0) | ||
649 | Prim.ForceOrientation = m_knownOrientation; | ||
650 | |||
651 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | ||
652 | { | ||
653 | Prim.ForceVelocity = m_knownVelocity; | ||
654 | PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, VehicleVelocity); | ||
655 | } | ||
656 | |||
657 | if ((m_knownChanged & m_knownChangedForce) != 0) | ||
658 | Prim.AddForce((Vector3)m_knownForce, false, true); | ||
659 | |||
660 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) | ||
661 | { | ||
662 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; | ||
663 | // Fake out Bullet by making it think the velocity is the same as last time. | ||
664 | PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); | ||
665 | } | ||
666 | |||
667 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | ||
668 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); | ||
669 | |||
670 | // If we set one of the values (ie, the physics engine didn't do it) we must force | ||
671 | // an UpdateProperties event to send the changes up to the simulator. | ||
672 | PhysicsScene.PE.PushUpdate(Prim.PhysBody); | ||
673 | } | ||
674 | m_knownChanged = 0; | ||
675 | } | ||
676 | |||
677 | // Since the computation of terrain height can be a little involved, this routine | ||
678 | // is used to fetch the height only once for each vehicle simulation step. | ||
679 | private float GetTerrainHeight(Vector3 pos) | ||
680 | { | ||
681 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0) | ||
682 | { | ||
683 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | ||
684 | m_knownHas |= m_knownChangedTerrainHeight; | ||
685 | } | ||
686 | return m_knownTerrainHeight; | ||
687 | } | ||
688 | |||
689 | // Since the computation of water level can be a little involved, this routine | ||
690 | // is used ot fetch the level only once for each vehicle simulation step. | ||
691 | private float GetWaterLevel(Vector3 pos) | ||
692 | { | ||
693 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) | ||
694 | { | ||
695 | m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); | ||
696 | m_knownHas |= m_knownChangedWaterLevel; | ||
697 | } | ||
698 | return (float)m_knownWaterLevel; | ||
699 | } | ||
700 | |||
701 | private Vector3 VehiclePosition | ||
702 | { | ||
703 | get | ||
704 | { | ||
705 | if ((m_knownHas & m_knownChangedPosition) == 0) | ||
706 | { | ||
707 | m_knownPosition = Prim.ForcePosition; | ||
708 | m_knownHas |= m_knownChangedPosition; | ||
709 | } | ||
710 | return m_knownPosition; | ||
711 | } | ||
712 | set | ||
713 | { | ||
714 | m_knownPosition = value; | ||
715 | m_knownChanged |= m_knownChangedPosition; | ||
716 | m_knownHas |= m_knownChangedPosition; | ||
717 | } | ||
718 | } | ||
719 | |||
720 | private Quaternion VehicleOrientation | ||
721 | { | ||
722 | get | ||
723 | { | ||
724 | if ((m_knownHas & m_knownChangedOrientation) == 0) | ||
725 | { | ||
726 | m_knownOrientation = Prim.ForceOrientation; | ||
727 | m_knownHas |= m_knownChangedOrientation; | ||
728 | } | ||
729 | return m_knownOrientation; | ||
730 | } | ||
731 | set | ||
732 | { | ||
733 | m_knownOrientation = value; | ||
734 | m_knownChanged |= m_knownChangedOrientation; | ||
735 | m_knownHas |= m_knownChangedOrientation; | ||
736 | } | ||
737 | } | ||
738 | |||
739 | private Vector3 VehicleVelocity | ||
740 | { | ||
741 | get | ||
742 | { | ||
743 | if ((m_knownHas & m_knownChangedVelocity) == 0) | ||
744 | { | ||
745 | m_knownVelocity = Prim.ForceVelocity; | ||
746 | m_knownHas |= m_knownChangedVelocity; | ||
747 | } | ||
748 | return (Vector3)m_knownVelocity; | ||
749 | } | ||
750 | set | ||
751 | { | ||
752 | m_knownVelocity = value; | ||
753 | m_knownChanged |= m_knownChangedVelocity; | ||
754 | m_knownHas |= m_knownChangedVelocity; | ||
755 | } | ||
756 | } | ||
757 | |||
758 | private void VehicleAddForce(Vector3 aForce) | ||
759 | { | ||
760 | if ((m_knownHas & m_knownChangedForce) == 0) | ||
761 | { | ||
762 | m_knownForce = Vector3.Zero; | ||
763 | } | ||
764 | m_knownForce += aForce; | ||
765 | m_knownChanged |= m_knownChangedForce; | ||
766 | m_knownHas |= m_knownChangedForce; | ||
767 | } | ||
768 | |||
769 | private Vector3 VehicleRotationalVelocity | ||
770 | { | ||
771 | get | ||
772 | { | ||
773 | if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) | ||
774 | { | ||
775 | m_knownRotationalVelocity = Prim.ForceRotationalVelocity; | ||
776 | m_knownHas |= m_knownChangedRotationalVelocity; | ||
777 | } | ||
778 | return (Vector3)m_knownRotationalVelocity; | ||
779 | } | ||
780 | set | ||
781 | { | ||
782 | m_knownRotationalVelocity = value; | ||
783 | m_knownChanged |= m_knownChangedRotationalVelocity; | ||
784 | m_knownHas |= m_knownChangedRotationalVelocity; | ||
785 | } | ||
786 | } | ||
787 | private void VehicleAddAngularForce(Vector3 aForce) | ||
788 | { | ||
789 | if ((m_knownHas & m_knownChangedRotationalForce) == 0) | ||
790 | { | ||
791 | m_knownRotationalForce = Vector3.Zero; | ||
792 | } | ||
793 | m_knownRotationalForce += aForce; | ||
794 | m_knownChanged |= m_knownChangedRotationalForce; | ||
795 | m_knownHas |= m_knownChangedRotationalForce; | ||
796 | } | ||
797 | // Vehicle relative forward velocity | ||
798 | private Vector3 VehicleForwardVelocity | ||
799 | { | ||
800 | get | ||
801 | { | ||
802 | if ((m_knownHas & m_knownChangedForwardVelocity) == 0) | ||
803 | { | ||
804 | m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); | ||
805 | m_knownHas |= m_knownChangedForwardVelocity; | ||
806 | } | ||
807 | return m_knownForwardVelocity; | ||
808 | } | ||
809 | } | ||
810 | private float VehicleForwardSpeed | ||
811 | { | ||
812 | get | ||
813 | { | ||
814 | return VehicleForwardVelocity.X; | ||
815 | } | ||
816 | } | ||
817 | |||
818 | #endregion // Known vehicle value functions | ||
819 | |||
820 | // One step of the vehicle properties for the next 'pTimestep' seconds. | ||
821 | internal void Step(float pTimestep) | ||
822 | { | ||
823 | if (!IsActive) return; | ||
824 | |||
825 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | ||
826 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); | ||
827 | |||
828 | ForgetKnownVehicleProperties(); | ||
829 | |||
830 | MoveLinear(pTimestep); | ||
831 | MoveAngular(pTimestep); | ||
832 | |||
833 | LimitRotation(pTimestep); | ||
834 | |||
835 | // remember the position so next step we can limit absolute movement effects | ||
836 | m_lastPositionVector = VehiclePosition; | ||
837 | |||
838 | // If we forced the changing of some vehicle parameters, update the values and | ||
839 | // for the physics engine to note the changes so an UpdateProperties event will happen. | ||
840 | PushKnownChanged(); | ||
841 | |||
842 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | ||
843 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); | ||
844 | |||
845 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | ||
846 | Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); | ||
847 | } | ||
848 | |||
849 | // Apply the effect of the linear motor and other linear motions (like hover and float). | ||
850 | private void MoveLinear(float pTimestep) | ||
851 | { | ||
852 | Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); | ||
853 | |||
854 | // The movement computed in the linear motor is relative to the vehicle | ||
855 | // coordinates. Rotate the movement to world coordinates. | ||
856 | linearMotorContribution *= VehicleOrientation; | ||
857 | |||
858 | // ================================================================== | ||
859 | // Buoyancy: force to overcome gravity. | ||
860 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | ||
861 | // So, if zero, don't change anything (let gravity happen). If one, negate the effect of gravity. | ||
862 | Vector3 buoyancyContribution = Prim.PhysicsScene.DefaultGravity * m_VehicleBuoyancy; | ||
863 | |||
864 | Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep); | ||
865 | |||
866 | Vector3 hoverContribution = ComputeLinearHover(pTimestep); | ||
867 | |||
868 | ComputeLinearBlockingEndPoint(pTimestep); | ||
869 | |||
870 | Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep); | ||
871 | |||
872 | // ================================================================== | ||
873 | Vector3 newVelocity = linearMotorContribution | ||
874 | + terrainHeightContribution | ||
875 | + hoverContribution | ||
876 | + limitMotorUpContribution; | ||
877 | |||
878 | Vector3 newForce = buoyancyContribution; | ||
879 | |||
880 | // If not changing some axis, reduce out velocity | ||
881 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | ||
882 | newVelocity.X = 0; | ||
883 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | ||
884 | newVelocity.Y = 0; | ||
885 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | ||
886 | newVelocity.Z = 0; | ||
887 | |||
888 | // ================================================================== | ||
889 | // Clamp high or low velocities | ||
890 | float newVelocityLengthSq = newVelocity.LengthSquared(); | ||
891 | if (newVelocityLengthSq > 1000f) | ||
892 | { | ||
893 | newVelocity /= newVelocity.Length(); | ||
894 | newVelocity *= 1000f; | ||
895 | } | ||
896 | else if (newVelocityLengthSq < 0.001f) | ||
897 | newVelocity = Vector3.Zero; | ||
898 | |||
899 | // ================================================================== | ||
900 | // Stuff new linear velocity into the vehicle. | ||
901 | // Since the velocity is just being set, it is not scaled by pTimeStep. Bullet will do that for us. | ||
902 | VehicleVelocity = newVelocity; | ||
903 | |||
904 | // Other linear forces are applied as forces. | ||
905 | Vector3 totalDownForce = newForce * m_vehicleMass; | ||
906 | if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f)) | ||
907 | { | ||
908 | VehicleAddForce(totalDownForce); | ||
909 | } | ||
910 | |||
911 | VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},IsColliding={3}", | ||
912 | Prim.LocalID, newVelocity, totalDownForce, Prim.IsColliding); | ||
913 | VDetailLog("{0}, MoveLinear,done,linContrib={1},terrContrib={2},hoverContrib={3},limitContrib={4},buoyContrib={5}", | ||
914 | Prim.LocalID, | ||
915 | linearMotorContribution, terrainHeightContribution, hoverContribution, | ||
916 | limitMotorUpContribution, buoyancyContribution | ||
917 | ); | ||
918 | |||
919 | } // end MoveLinear() | ||
920 | |||
921 | public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep) | ||
922 | { | ||
923 | Vector3 ret = Vector3.Zero; | ||
924 | // If below the terrain, move us above the ground a little. | ||
925 | // TODO: Consider taking the rotated size of the object or possibly casting a ray. | ||
926 | if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) | ||
927 | { | ||
928 | // TODO: correct position by applying force rather than forcing position. | ||
929 | Vector3 newPosition = VehiclePosition; | ||
930 | newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; | ||
931 | VehiclePosition = newPosition; | ||
932 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", | ||
933 | Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); | ||
934 | } | ||
935 | return ret; | ||
936 | } | ||
937 | |||
938 | public Vector3 ComputeLinearHover(float pTimestep) | ||
939 | { | ||
940 | Vector3 ret = Vector3.Zero; | ||
941 | |||
942 | // m_VhoverEfficiency: 0=bouncy, 1=totally damped | ||
943 | // m_VhoverTimescale: time to achieve height | ||
944 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | ||
945 | { | ||
946 | // We should hover, get the target height | ||
947 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | ||
948 | { | ||
949 | m_VhoverTargetHeight = GetWaterLevel(VehiclePosition) + m_VhoverHeight; | ||
950 | } | ||
951 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | ||
952 | { | ||
953 | m_VhoverTargetHeight = GetTerrainHeight(VehiclePosition) + m_VhoverHeight; | ||
954 | } | ||
955 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | ||
956 | { | ||
957 | m_VhoverTargetHeight = m_VhoverHeight; | ||
958 | } | ||
959 | |||
960 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) | ||
961 | { | ||
962 | // If body is already heigher, use its height as target height | ||
963 | if (VehiclePosition.Z > m_VhoverTargetHeight) | ||
964 | m_VhoverTargetHeight = VehiclePosition.Z; | ||
965 | } | ||
966 | |||
967 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | ||
968 | { | ||
969 | if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) | ||
970 | { | ||
971 | Vector3 pos = VehiclePosition; | ||
972 | pos.Z = m_VhoverTargetHeight; | ||
973 | VehiclePosition = pos; | ||
974 | } | ||
975 | } | ||
976 | else | ||
977 | { | ||
978 | // Error is positive if below the target and negative if above. | ||
979 | float verticalError = m_VhoverTargetHeight - VehiclePosition.Z; | ||
980 | float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; | ||
981 | |||
982 | // TODO: implement m_VhoverEfficiency correctly | ||
983 | if (Math.Abs(verticalError) > m_VhoverEfficiency) | ||
984 | { | ||
985 | ret = new Vector3(0f, 0f, verticalCorrectionVelocity); | ||
986 | } | ||
987 | } | ||
988 | |||
989 | VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", | ||
990 | Prim.LocalID, VehiclePosition, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); | ||
991 | } | ||
992 | |||
993 | return ret; | ||
994 | } | ||
995 | |||
996 | public bool ComputeLinearBlockingEndPoint(float pTimestep) | ||
997 | { | ||
998 | bool changed = false; | ||
999 | |||
1000 | Vector3 pos = VehiclePosition; | ||
1001 | Vector3 posChange = pos - m_lastPositionVector; | ||
1002 | if (m_BlockingEndPoint != Vector3.Zero) | ||
1003 | { | ||
1004 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
1005 | { | ||
1006 | pos.X -= posChange.X + 1; | ||
1007 | changed = true; | ||
1008 | } | ||
1009 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
1010 | { | ||
1011 | pos.Y -= posChange.Y + 1; | ||
1012 | changed = true; | ||
1013 | } | ||
1014 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
1015 | { | ||
1016 | pos.Z -= posChange.Z + 1; | ||
1017 | changed = true; | ||
1018 | } | ||
1019 | if (pos.X <= 0) | ||
1020 | { | ||
1021 | pos.X += posChange.X + 1; | ||
1022 | changed = true; | ||
1023 | } | ||
1024 | if (pos.Y <= 0) | ||
1025 | { | ||
1026 | pos.Y += posChange.Y + 1; | ||
1027 | changed = true; | ||
1028 | } | ||
1029 | if (changed) | ||
1030 | { | ||
1031 | VehiclePosition = pos; | ||
1032 | VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
1033 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
1034 | } | ||
1035 | } | ||
1036 | return changed; | ||
1037 | } | ||
1038 | |||
1039 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | ||
1040 | // Prevent ground vehicles from motoring into the sky. This flag has a subtle effect when | ||
1041 | // used with conjunction with banking: the strength of the banking will decay when the | ||
1042 | // vehicle no longer experiences collisions. The decay timescale is the same as | ||
1043 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering | ||
1044 | // when they are in mid jump. | ||
1045 | // TODO: this code is wrong. Also, what should it do for boats (height from water)? | ||
1046 | // This is just using the ground and a general collision check. Should really be using | ||
1047 | // a downward raycast to find what is below. | ||
1048 | public Vector3 ComputeLinearMotorUp(float pTimestep) | ||
1049 | { | ||
1050 | Vector3 ret = Vector3.Zero; | ||
1051 | float distanceAboveGround = 0f; | ||
1052 | |||
1053 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | ||
1054 | { | ||
1055 | float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); | ||
1056 | distanceAboveGround = VehiclePosition.Z - targetHeight; | ||
1057 | // Not colliding if the vehicle is off the ground | ||
1058 | if (!Prim.IsColliding) | ||
1059 | { | ||
1060 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); | ||
1061 | ret = new Vector3(0, 0, -distanceAboveGround); | ||
1062 | } | ||
1063 | // TODO: this calculation is wrong. From the description at | ||
1064 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce | ||
1065 | // has a decay factor. This says this force should | ||
1066 | // be computed with a motor. | ||
1067 | // TODO: add interaction with banking. | ||
1068 | } | ||
1069 | VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", | ||
1070 | Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); | ||
1071 | return ret; | ||
1072 | } | ||
1073 | |||
1074 | // ======================================================================= | ||
1075 | // ======================================================================= | ||
1076 | // Apply the effect of the angular motor. | ||
1077 | // The 'contribution' is how much angular correction velocity each function wants. | ||
1078 | // All the contributions are added together and the resulting velocity is | ||
1079 | // set directly on the vehicle. | ||
1080 | private void MoveAngular(float pTimestep) | ||
1081 | { | ||
1082 | // The user wants this many radians per second angular change? | ||
1083 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); | ||
1084 | |||
1085 | // ================================================================== | ||
1086 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | ||
1087 | // This flag prevents linear deflection parallel to world z-axis. This is useful | ||
1088 | // for preventing ground vehicles with large linear deflection, like bumper cars, | ||
1089 | // from climbing their linear deflection into the sky. | ||
1090 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | ||
1091 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | ||
1092 | { | ||
1093 | angularMotorContribution.X = 0f; | ||
1094 | angularMotorContribution.Y = 0f; | ||
1095 | VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); | ||
1096 | } | ||
1097 | |||
1098 | Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(); | ||
1099 | |||
1100 | Vector3 deflectionContribution = ComputeAngularDeflection(); | ||
1101 | |||
1102 | Vector3 bankingContribution = ComputeAngularBanking(); | ||
1103 | |||
1104 | // ================================================================== | ||
1105 | m_lastVertAttractor = verticalAttractionContribution; | ||
1106 | |||
1107 | m_lastAngularVelocity = angularMotorContribution | ||
1108 | + verticalAttractionContribution | ||
1109 | + deflectionContribution | ||
1110 | + bankingContribution; | ||
1111 | |||
1112 | // ================================================================== | ||
1113 | // Apply the correction velocity. | ||
1114 | // TODO: Should this be applied as an angular force (torque)? | ||
1115 | if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | ||
1116 | { | ||
1117 | VehicleRotationalVelocity = m_lastAngularVelocity; | ||
1118 | |||
1119 | VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5}", | ||
1120 | Prim.LocalID, | ||
1121 | angularMotorContribution, verticalAttractionContribution, | ||
1122 | bankingContribution, deflectionContribution, | ||
1123 | m_lastAngularVelocity | ||
1124 | ); | ||
1125 | } | ||
1126 | else | ||
1127 | { | ||
1128 | // The vehicle is not adding anything angular wise. | ||
1129 | VehicleRotationalVelocity = Vector3.Zero; | ||
1130 | VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); | ||
1131 | } | ||
1132 | |||
1133 | // ================================================================== | ||
1134 | //Offset section | ||
1135 | if (m_linearMotorOffset != Vector3.Zero) | ||
1136 | { | ||
1137 | //Offset of linear velocity doesn't change the linear velocity, | ||
1138 | // but causes a torque to be applied, for example... | ||
1139 | // | ||
1140 | // IIIII >>> IIIII | ||
1141 | // IIIII >>> IIIII | ||
1142 | // IIIII >>> IIIII | ||
1143 | // ^ | ||
1144 | // | Applying a force at the arrow will cause the object to move forward, but also rotate | ||
1145 | // | ||
1146 | // | ||
1147 | // The torque created is the linear velocity crossed with the offset | ||
1148 | |||
1149 | // TODO: this computation should be in the linear section | ||
1150 | // because that is where we know the impulse being applied. | ||
1151 | Vector3 torqueFromOffset = Vector3.Zero; | ||
1152 | // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); | ||
1153 | if (float.IsNaN(torqueFromOffset.X)) | ||
1154 | torqueFromOffset.X = 0; | ||
1155 | if (float.IsNaN(torqueFromOffset.Y)) | ||
1156 | torqueFromOffset.Y = 0; | ||
1157 | if (float.IsNaN(torqueFromOffset.Z)) | ||
1158 | torqueFromOffset.Z = 0; | ||
1159 | |||
1160 | VehicleAddAngularForce(torqueFromOffset * m_vehicleMass); | ||
1161 | VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | ||
1162 | } | ||
1163 | |||
1164 | } | ||
1165 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | ||
1166 | // Some vehicles, like boats, should always keep their up-side up. This can be done by | ||
1167 | // enabling the "vertical attractor" behavior that springs the vehicle's local z-axis to | ||
1168 | // the world z-axis (a.k.a. "up"). To take advantage of this feature you would set the | ||
1169 | // VEHICLE_VERTICAL_ATTRACTION_TIMESCALE to control the period of the spring frequency, | ||
1170 | // and then set the VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY to control the damping. An | ||
1171 | // efficiency of 0.0 will cause the spring to wobble around its equilibrium, while an | ||
1172 | // efficiency of 1.0 will cause the spring to reach its equilibrium with exponential decay. | ||
1173 | public Vector3 ComputeAngularVerticalAttraction() | ||
1174 | { | ||
1175 | Vector3 ret = Vector3.Zero; | ||
1176 | |||
1177 | // If vertical attaction timescale is reasonable | ||
1178 | if (m_verticalAttractionTimescale < m_verticalAttractionCutoff) | ||
1179 | { | ||
1180 | // Take a vector pointing up and convert it from world to vehicle relative coords. | ||
1181 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; | ||
1182 | |||
1183 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) | ||
1184 | // is now: | ||
1185 | // leaning to one side: rotated around the X axis with the Y value going | ||
1186 | // from zero (nearly straight up) to one (completely to the side)) or | ||
1187 | // leaning front-to-back: rotated around the Y axis with the value of X being between | ||
1188 | // zero and one. | ||
1189 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. | ||
1190 | |||
1191 | // Y error means needed rotation around X axis and visa versa. | ||
1192 | // Since the error goes from zero to one, the asin is the corresponding angle. | ||
1193 | ret.X = (float)Math.Asin(verticalError.Y); | ||
1194 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | ||
1195 | ret.Y = -(float)Math.Asin(verticalError.X); | ||
1196 | |||
1197 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | ||
1198 | if (verticalError.Z < 0f) | ||
1199 | { | ||
1200 | ret.X += PIOverFour; | ||
1201 | ret.Y += PIOverFour; | ||
1202 | } | ||
1203 | |||
1204 | // 'ret' is now the necessary velocity to correct tilt in one second. | ||
1205 | // Correction happens over a number of seconds. | ||
1206 | Vector3 unscaledContrib = ret; | ||
1207 | ret /= m_verticalAttractionTimescale; | ||
1208 | |||
1209 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", | ||
1210 | Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, ret); | ||
1211 | } | ||
1212 | return ret; | ||
1213 | } | ||
1214 | |||
1215 | // Return the angular correction to correct the direction the vehicle is pointing to be | ||
1216 | // the direction is should want to be pointing. | ||
1217 | // The vehicle is moving in some direction and correct its orientation to it is pointing | ||
1218 | // in that direction. | ||
1219 | // TODO: implement reference frame. | ||
1220 | public Vector3 ComputeAngularDeflection() | ||
1221 | { | ||
1222 | Vector3 ret = Vector3.Zero; | ||
1223 | return ret; // DEBUG DEBUG DEBUG | ||
1224 | // Disable angular deflection for the moment. | ||
1225 | // Since angularMotorUp and angularDeflection are computed independently, they will calculate | ||
1226 | // approximately the same X or Y correction. When added together (when contributions are combined) | ||
1227 | // this creates an over-correction and then wabbling as the target is overshot. | ||
1228 | // TODO: rethink how the different correction computations inter-relate. | ||
1229 | |||
1230 | if (m_angularDeflectionEfficiency != 0) | ||
1231 | { | ||
1232 | // The direction the vehicle is moving | ||
1233 | Vector3 movingDirection = VehicleVelocity; | ||
1234 | movingDirection.Normalize(); | ||
1235 | |||
1236 | // The direction the vehicle is pointing | ||
1237 | Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; | ||
1238 | pointingDirection.Normalize(); | ||
1239 | |||
1240 | // The difference between what is and what should be. | ||
1241 | Vector3 deflectionError = movingDirection - pointingDirection; | ||
1242 | |||
1243 | // Don't try to correct very large errors (not our job) | ||
1244 | if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f; | ||
1245 | if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f; | ||
1246 | if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f; | ||
1247 | |||
1248 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); | ||
1249 | |||
1250 | // Scale the correction by recovery timescale and efficiency | ||
1251 | ret = (-deflectionError) * m_angularDeflectionEfficiency; | ||
1252 | ret /= m_angularDeflectionTimescale; | ||
1253 | |||
1254 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", | ||
1255 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, ret); | ||
1256 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", | ||
1257 | Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); | ||
1258 | } | ||
1259 | return ret; | ||
1260 | } | ||
1261 | |||
1262 | // Return an angular change to rotate the vehicle around the Z axis when the vehicle | ||
1263 | // is tipped around the X axis. | ||
1264 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | ||
1265 | // The vertical attractor feature must be enabled in order for the banking behavior to | ||
1266 | // function. The way banking works is this: a rotation around the vehicle's roll-axis will | ||
1267 | // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude | ||
1268 | // of the yaw effect will be proportional to the | ||
1269 | // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's | ||
1270 | // velocity along its preferred axis of motion. | ||
1271 | // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any | ||
1272 | // positive rotation (by the right-hand rule) about the roll-axis will effect a | ||
1273 | // (negative) torque around the yaw-axis, making it turn to the right--that is the | ||
1274 | // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. | ||
1275 | // Negating the banking coefficient will make it so that the vehicle leans to the | ||
1276 | // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). | ||
1277 | // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making | ||
1278 | // banking vehicles do what you want rather than what the laws of physics allow. | ||
1279 | // For example, consider a real motorcycle...it must be moving forward in order for | ||
1280 | // it to turn while banking, however video-game motorcycles are often configured | ||
1281 | // to turn in place when at a dead stop--because they are often easier to control | ||
1282 | // that way using the limited interface of the keyboard or game controller. The | ||
1283 | // VEHICLE_BANKING_MIX enables combinations of both realistic and non-realistic | ||
1284 | // banking by functioning as a slider between a banking that is correspondingly | ||
1285 | // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the | ||
1286 | // banking effect depends only on the vehicle's rotation about its roll-axis compared | ||
1287 | // to "dynamic" where the banking is also proportional to its velocity along its | ||
1288 | // roll-axis. Finding the best value of the "mixture" will probably require trial and error. | ||
1289 | // The time it takes for the banking behavior to defeat a preexisting angular velocity about the | ||
1290 | // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to | ||
1291 | // bank quickly then give it a banking timescale of about a second or less, otherwise you can | ||
1292 | // make a sluggish vehicle by giving it a timescale of several seconds. | ||
1293 | public Vector3 ComputeAngularBanking() | ||
1294 | { | ||
1295 | Vector3 ret = Vector3.Zero; | ||
1296 | |||
1297 | if (m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | ||
1298 | { | ||
1299 | // This works by rotating a unit vector to the orientation of the vehicle. The | ||
1300 | // roll (tilt) will be Y component of a tilting Z vector (zero for no tilt | ||
1301 | // up to one for full over). | ||
1302 | Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation; | ||
1303 | |||
1304 | // Figure out the yaw value for this much roll. | ||
1305 | float turnComponent = rollComponents.Y * rollComponents.Y * m_bankingEfficiency; | ||
1306 | // Keep the sign | ||
1307 | if (rollComponents.Y < 0f) | ||
1308 | turnComponent = -turnComponent; | ||
1309 | |||
1310 | // TODO: there must be a better computation of the banking force. | ||
1311 | float bankingTurnForce = turnComponent; | ||
1312 | |||
1313 | // actual error = static turn error + dynamic turn error | ||
1314 | float mixedBankingError = bankingTurnForce * (1f - m_bankingMix) + bankingTurnForce * m_bankingMix * VehicleForwardSpeed; | ||
1315 | // TODO: the banking effect should not go to infinity but what to limit it to? | ||
1316 | mixedBankingError = ClampInRange(-20f, mixedBankingError, 20f); | ||
1317 | |||
1318 | // Build the force vector to change rotation from what it is to what it should be | ||
1319 | ret.Z = -mixedBankingError; | ||
1320 | |||
1321 | // Don't do it all at once. | ||
1322 | ret /= m_bankingTimescale; | ||
1323 | |||
1324 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},turnComp={3},bankErr={4},mixedBankErr={5},ret={6}", | ||
1325 | Prim.LocalID, rollComponents, VehicleForwardSpeed, turnComponent, bankingTurnForce, mixedBankingError, ret); | ||
1326 | } | ||
1327 | return ret; | ||
1328 | } | ||
1329 | |||
1330 | // This is from previous instantiations of XXXDynamics.cs. | ||
1331 | // Applies roll reference frame. | ||
1332 | // TODO: is this the right way to separate the code to do this operation? | ||
1333 | // Should this be in MoveAngular()? | ||
1334 | internal void LimitRotation(float timestep) | ||
1335 | { | ||
1336 | Quaternion rotq = VehicleOrientation; | ||
1337 | Quaternion m_rot = rotq; | ||
1338 | if (m_RollreferenceFrame != Quaternion.Identity) | ||
1339 | { | ||
1340 | if (rotq.X >= m_RollreferenceFrame.X) | ||
1341 | { | ||
1342 | m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); | ||
1343 | } | ||
1344 | if (rotq.Y >= m_RollreferenceFrame.Y) | ||
1345 | { | ||
1346 | m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); | ||
1347 | } | ||
1348 | if (rotq.X <= -m_RollreferenceFrame.X) | ||
1349 | { | ||
1350 | m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); | ||
1351 | } | ||
1352 | if (rotq.Y <= -m_RollreferenceFrame.Y) | ||
1353 | { | ||
1354 | m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); | ||
1355 | } | ||
1356 | } | ||
1357 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | ||
1358 | { | ||
1359 | m_rot.X = 0; | ||
1360 | m_rot.Y = 0; | ||
1361 | } | ||
1362 | if (rotq != m_rot) | ||
1363 | { | ||
1364 | VehicleOrientation = m_rot; | ||
1365 | VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | ||
1366 | } | ||
1367 | |||
1368 | } | ||
1369 | |||
1370 | private float ClampInRange(float low, float val, float high) | ||
1371 | { | ||
1372 | return Math.Max(low, Math.Min(val, high)); | ||
1373 | // return Utils.Clamp(val, low, high); | ||
1374 | } | ||
1375 | |||
1376 | // Invoke the detailed logger and output something if it's enabled. | ||
1377 | private void VDetailLog(string msg, params Object[] args) | ||
1378 | { | ||
1379 | if (Prim.PhysicsScene.VehicleLoggingEnabled) | ||
1380 | Prim.PhysicsScene.DetailLog(msg, args); | ||
1381 | } | ||
1382 | } | ||
1383 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs deleted file mode 100755 index 756faed..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ /dev/null | |||
@@ -1,329 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | |||
36 | // A BSPrim can get individual information about its linkedness attached | ||
37 | // to it through an instance of a subclass of LinksetInfo. | ||
38 | // Each type of linkset will define the information needed for its type. | ||
39 | public abstract class BSLinksetInfo | ||
40 | { | ||
41 | public virtual void Clear() { } | ||
42 | } | ||
43 | |||
44 | public abstract class BSLinkset | ||
45 | { | ||
46 | // private static string LogHeader = "[BULLETSIM LINKSET]"; | ||
47 | |||
48 | public enum LinksetImplementation | ||
49 | { | ||
50 | Constraint = 0, // linkset tied together with constraints | ||
51 | Compound = 1, // linkset tied together as a compound object | ||
52 | Manual = 2 // linkset tied together manually (code moves all the pieces) | ||
53 | } | ||
54 | // Create the correct type of linkset for this child | ||
55 | public static BSLinkset Factory(BSScene physScene, BSPhysObject parent) | ||
56 | { | ||
57 | BSLinkset ret = null; | ||
58 | |||
59 | switch ((int)BSParam.LinksetImplementation) | ||
60 | { | ||
61 | case (int)LinksetImplementation.Constraint: | ||
62 | ret = new BSLinksetConstraints(physScene, parent); | ||
63 | break; | ||
64 | case (int)LinksetImplementation.Compound: | ||
65 | ret = new BSLinksetCompound(physScene, parent); | ||
66 | break; | ||
67 | case (int)LinksetImplementation.Manual: | ||
68 | // ret = new BSLinksetManual(physScene, parent); | ||
69 | break; | ||
70 | default: | ||
71 | ret = new BSLinksetCompound(physScene, parent); | ||
72 | break; | ||
73 | } | ||
74 | return ret; | ||
75 | } | ||
76 | |||
77 | public BSPhysObject LinksetRoot { get; protected set; } | ||
78 | |||
79 | public BSScene PhysicsScene { get; private set; } | ||
80 | |||
81 | static int m_nextLinksetID = 1; | ||
82 | public int LinksetID { get; private set; } | ||
83 | |||
84 | // The children under the root in this linkset. | ||
85 | protected HashSet<BSPhysObject> m_children; | ||
86 | |||
87 | // We lock the diddling of linkset classes to prevent any badness. | ||
88 | // This locks the modification of the instances of this class. Changes | ||
89 | // to the physical representation is done via the tainting mechenism. | ||
90 | protected object m_linksetActivityLock = new Object(); | ||
91 | |||
92 | // Some linksets have a preferred physical shape. | ||
93 | // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. | ||
94 | public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | ||
95 | { | ||
96 | return BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
97 | } | ||
98 | |||
99 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | ||
100 | public float LinksetMass { get; protected set; } | ||
101 | |||
102 | public virtual bool LinksetIsColliding { get { return false; } } | ||
103 | |||
104 | public OMV.Vector3 CenterOfMass | ||
105 | { | ||
106 | get { return ComputeLinksetCenterOfMass(); } | ||
107 | } | ||
108 | |||
109 | public OMV.Vector3 GeometricCenter | ||
110 | { | ||
111 | get { return ComputeLinksetGeometricCenter(); } | ||
112 | } | ||
113 | |||
114 | protected BSLinkset(BSScene scene, BSPhysObject parent) | ||
115 | { | ||
116 | // A simple linkset of one (no children) | ||
117 | LinksetID = m_nextLinksetID++; | ||
118 | // We create LOTS of linksets. | ||
119 | if (m_nextLinksetID <= 0) | ||
120 | m_nextLinksetID = 1; | ||
121 | PhysicsScene = scene; | ||
122 | LinksetRoot = parent; | ||
123 | m_children = new HashSet<BSPhysObject>(); | ||
124 | LinksetMass = parent.RawMass; | ||
125 | Rebuilding = false; | ||
126 | } | ||
127 | |||
128 | // Link to a linkset where the child knows the parent. | ||
129 | // Parent changing should not happen so do some sanity checking. | ||
130 | // We return the parent's linkset so the child can track its membership. | ||
131 | // Called at runtime. | ||
132 | public BSLinkset AddMeToLinkset(BSPhysObject child) | ||
133 | { | ||
134 | lock (m_linksetActivityLock) | ||
135 | { | ||
136 | // Don't add the root to its own linkset | ||
137 | if (!IsRoot(child)) | ||
138 | AddChildToLinkset(child); | ||
139 | LinksetMass = ComputeLinksetMass(); | ||
140 | } | ||
141 | return this; | ||
142 | } | ||
143 | |||
144 | // Remove a child from a linkset. | ||
145 | // Returns a new linkset for the child which is a linkset of one (just the | ||
146 | // orphened child). | ||
147 | // Called at runtime. | ||
148 | public BSLinkset RemoveMeFromLinkset(BSPhysObject child) | ||
149 | { | ||
150 | lock (m_linksetActivityLock) | ||
151 | { | ||
152 | if (IsRoot(child)) | ||
153 | { | ||
154 | // Cannot remove the root from a linkset. | ||
155 | return this; | ||
156 | } | ||
157 | RemoveChildFromLinkset(child); | ||
158 | LinksetMass = ComputeLinksetMass(); | ||
159 | } | ||
160 | |||
161 | // The child is down to a linkset of just itself | ||
162 | return BSLinkset.Factory(PhysicsScene, child); | ||
163 | } | ||
164 | |||
165 | // Return 'true' if the passed object is the root object of this linkset | ||
166 | public bool IsRoot(BSPhysObject requestor) | ||
167 | { | ||
168 | return (requestor.LocalID == LinksetRoot.LocalID); | ||
169 | } | ||
170 | |||
171 | public int NumberOfChildren { get { return m_children.Count; } } | ||
172 | |||
173 | // Return 'true' if this linkset has any children (more than the root member) | ||
174 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } | ||
175 | |||
176 | // Return 'true' if this child is in this linkset | ||
177 | public bool HasChild(BSPhysObject child) | ||
178 | { | ||
179 | bool ret = false; | ||
180 | lock (m_linksetActivityLock) | ||
181 | { | ||
182 | ret = m_children.Contains(child); | ||
183 | /* Safer version but the above should work | ||
184 | foreach (BSPhysObject bp in m_children) | ||
185 | { | ||
186 | if (child.LocalID == bp.LocalID) | ||
187 | { | ||
188 | ret = true; | ||
189 | break; | ||
190 | } | ||
191 | } | ||
192 | */ | ||
193 | } | ||
194 | return ret; | ||
195 | } | ||
196 | |||
197 | // Perform an action on each member of the linkset including root prim. | ||
198 | // Depends on the action on whether this should be done at taint time. | ||
199 | public delegate bool ForEachMemberAction(BSPhysObject obj); | ||
200 | public virtual bool ForEachMember(ForEachMemberAction action) | ||
201 | { | ||
202 | bool ret = false; | ||
203 | lock (m_linksetActivityLock) | ||
204 | { | ||
205 | action(LinksetRoot); | ||
206 | foreach (BSPhysObject po in m_children) | ||
207 | { | ||
208 | if (action(po)) | ||
209 | break; | ||
210 | } | ||
211 | } | ||
212 | return ret; | ||
213 | } | ||
214 | |||
215 | // I am the root of a linkset and a new child is being added | ||
216 | // Called while LinkActivity is locked. | ||
217 | protected abstract void AddChildToLinkset(BSPhysObject child); | ||
218 | |||
219 | // I am the root of a linkset and one of my children is being removed. | ||
220 | // Safe to call even if the child is not really in my linkset. | ||
221 | protected abstract void RemoveChildFromLinkset(BSPhysObject child); | ||
222 | |||
223 | // When physical properties are changed the linkset needs to recalculate | ||
224 | // its internal properties. | ||
225 | // May be called at runtime or taint-time. | ||
226 | public virtual void Refresh(BSPhysObject requestor) | ||
227 | { | ||
228 | LinksetMass = ComputeLinksetMass(); | ||
229 | } | ||
230 | |||
231 | // Flag denoting the linkset is in the process of being rebuilt. | ||
232 | // Used to know not the schedule a rebuild in the middle of a rebuild. | ||
233 | protected bool Rebuilding { get; set; } | ||
234 | |||
235 | // The object is going dynamic (physical). Do any setup necessary | ||
236 | // for a dynamic linkset. | ||
237 | // Only the state of the passed object can be modified. The rest of the linkset | ||
238 | // has not yet been fully constructed. | ||
239 | // Return 'true' if any properties updated on the passed object. | ||
240 | // Called at taint-time! | ||
241 | public abstract bool MakeDynamic(BSPhysObject child); | ||
242 | |||
243 | // The object is going static (non-physical). Do any setup necessary | ||
244 | // for a static linkset. | ||
245 | // Return 'true' if any properties updated on the passed object. | ||
246 | // Called at taint-time! | ||
247 | public abstract bool MakeStatic(BSPhysObject child); | ||
248 | |||
249 | // Called when a parameter update comes from the physics engine for any object | ||
250 | // of the linkset is received. | ||
251 | // Passed flag is update came from physics engine (true) or the user (false). | ||
252 | // Called at taint-time!! | ||
253 | public abstract void UpdateProperties(BSPhysObject physObject, bool physicalUpdate); | ||
254 | |||
255 | // Routine used when rebuilding the body of the root of the linkset | ||
256 | // Destroy all the constraints have have been made to root. | ||
257 | // This is called when the root body is changing. | ||
258 | // Returns 'true' of something was actually removed and would need restoring | ||
259 | // Called at taint-time!! | ||
260 | public abstract bool RemoveBodyDependencies(BSPrim child); | ||
261 | |||
262 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
263 | // this routine will restore the removed constraints. | ||
264 | // Called at taint-time!! | ||
265 | public abstract void RestoreBodyDependencies(BSPrim child); | ||
266 | |||
267 | // ================================================================ | ||
268 | protected virtual float ComputeLinksetMass() | ||
269 | { | ||
270 | float mass = LinksetRoot.RawMass; | ||
271 | if (HasAnyChildren) | ||
272 | { | ||
273 | lock (m_linksetActivityLock) | ||
274 | { | ||
275 | foreach (BSPhysObject bp in m_children) | ||
276 | { | ||
277 | mass += bp.RawMass; | ||
278 | } | ||
279 | } | ||
280 | } | ||
281 | return mass; | ||
282 | } | ||
283 | |||
284 | protected virtual OMV.Vector3 ComputeLinksetCenterOfMass() | ||
285 | { | ||
286 | OMV.Vector3 com; | ||
287 | lock (m_linksetActivityLock) | ||
288 | { | ||
289 | com = LinksetRoot.Position * LinksetRoot.RawMass; | ||
290 | float totalMass = LinksetRoot.RawMass; | ||
291 | |||
292 | foreach (BSPhysObject bp in m_children) | ||
293 | { | ||
294 | com += bp.Position * bp.RawMass; | ||
295 | totalMass += bp.RawMass; | ||
296 | } | ||
297 | if (totalMass != 0f) | ||
298 | com /= totalMass; | ||
299 | } | ||
300 | |||
301 | return com; | ||
302 | } | ||
303 | |||
304 | protected virtual OMV.Vector3 ComputeLinksetGeometricCenter() | ||
305 | { | ||
306 | OMV.Vector3 com; | ||
307 | lock (m_linksetActivityLock) | ||
308 | { | ||
309 | com = LinksetRoot.Position; | ||
310 | |||
311 | foreach (BSPhysObject bp in m_children) | ||
312 | { | ||
313 | com += bp.Position * bp.RawMass; | ||
314 | } | ||
315 | com /= (m_children.Count + 1); | ||
316 | } | ||
317 | |||
318 | return com; | ||
319 | } | ||
320 | |||
321 | // Invoke the detailed logger and output something if it's enabled. | ||
322 | protected void DetailLog(string msg, params Object[] args) | ||
323 | { | ||
324 | if (PhysicsScene.PhysicsLogging.Enabled) | ||
325 | PhysicsScene.DetailLog(msg, args); | ||
326 | } | ||
327 | |||
328 | } | ||
329 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs deleted file mode 100755 index bd03d31..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ /dev/null | |||
@@ -1,392 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | |||
33 | using OMV = OpenMetaverse; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
36 | { | ||
37 | |||
38 | // When a child is linked, the relationship position of the child to the parent | ||
39 | // is remembered so the child's world position can be recomputed when it is | ||
40 | // removed from the linkset. | ||
41 | sealed class BSLinksetCompoundInfo : BSLinksetInfo | ||
42 | { | ||
43 | public OMV.Vector3 OffsetPos; | ||
44 | public OMV.Quaternion OffsetRot; | ||
45 | public BSLinksetCompoundInfo(OMV.Vector3 p, OMV.Quaternion r) | ||
46 | { | ||
47 | OffsetPos = p; | ||
48 | OffsetRot = r; | ||
49 | } | ||
50 | public override void Clear() | ||
51 | { | ||
52 | OffsetPos = OMV.Vector3.Zero; | ||
53 | OffsetRot = OMV.Quaternion.Identity; | ||
54 | } | ||
55 | public override string ToString() | ||
56 | { | ||
57 | StringBuilder buff = new StringBuilder(); | ||
58 | buff.Append("<p="); | ||
59 | buff.Append(OffsetPos.ToString()); | ||
60 | buff.Append(",r="); | ||
61 | buff.Append(OffsetRot.ToString()); | ||
62 | buff.Append(">"); | ||
63 | return buff.ToString(); | ||
64 | } | ||
65 | }; | ||
66 | |||
67 | public sealed class BSLinksetCompound : BSLinkset | ||
68 | { | ||
69 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; | ||
70 | |||
71 | public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent) | ||
72 | { | ||
73 | } | ||
74 | |||
75 | // For compound implimented linksets, if there are children, use compound shape for the root. | ||
76 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | ||
77 | { | ||
78 | // Returning 'unknown' means we don't have a preference. | ||
79 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
80 | if (IsRoot(requestor) && HasAnyChildren) | ||
81 | { | ||
82 | ret = BSPhysicsShapeType.SHAPE_COMPOUND; | ||
83 | } | ||
84 | // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret); | ||
85 | return ret; | ||
86 | } | ||
87 | |||
88 | // When physical properties are changed the linkset needs to recalculate | ||
89 | // its internal properties. | ||
90 | public override void Refresh(BSPhysObject requestor) | ||
91 | { | ||
92 | base.Refresh(requestor); | ||
93 | |||
94 | // Something changed so do the rebuilding thing | ||
95 | // ScheduleRebuild(); | ||
96 | } | ||
97 | |||
98 | // Schedule a refresh to happen after all the other taint processing. | ||
99 | private void ScheduleRebuild(BSPhysObject requestor) | ||
100 | { | ||
101 | DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2}", | ||
102 | requestor.LocalID, Rebuilding, HasAnyChildren); | ||
103 | // When rebuilding, it is possible to set properties that would normally require a rebuild. | ||
104 | // If already rebuilding, don't request another rebuild. | ||
105 | // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. | ||
106 | if (!Rebuilding && HasAnyChildren) | ||
107 | { | ||
108 | PhysicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate() | ||
109 | { | ||
110 | if (HasAnyChildren) | ||
111 | RecomputeLinksetCompound(); | ||
112 | }); | ||
113 | } | ||
114 | } | ||
115 | |||
116 | // The object is going dynamic (physical). Do any setup necessary for a dynamic linkset. | ||
117 | // Only the state of the passed object can be modified. The rest of the linkset | ||
118 | // has not yet been fully constructed. | ||
119 | // Return 'true' if any properties updated on the passed object. | ||
120 | // Called at taint-time! | ||
121 | public override bool MakeDynamic(BSPhysObject child) | ||
122 | { | ||
123 | bool ret = false; | ||
124 | DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | ||
125 | if (IsRoot(child)) | ||
126 | { | ||
127 | // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. | ||
128 | ScheduleRebuild(LinksetRoot); | ||
129 | } | ||
130 | else | ||
131 | { | ||
132 | // The origional prims are removed from the world as the shape of the root compound | ||
133 | // shape takes over. | ||
134 | PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
135 | PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); | ||
136 | // We don't want collisions from the old linkset children. | ||
137 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
138 | |||
139 | child.PhysBody.collisionType = CollisionType.LinksetChild; | ||
140 | |||
141 | ret = true; | ||
142 | } | ||
143 | return ret; | ||
144 | } | ||
145 | |||
146 | // The object is going static (non-physical). Do any setup necessary for a static linkset. | ||
147 | // Return 'true' if any properties updated on the passed object. | ||
148 | // This doesn't normally happen -- OpenSim removes the objects from the physical | ||
149 | // world if it is a static linkset. | ||
150 | // Called at taint-time! | ||
151 | public override bool MakeStatic(BSPhysObject child) | ||
152 | { | ||
153 | bool ret = false; | ||
154 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | ||
155 | if (IsRoot(child)) | ||
156 | { | ||
157 | ScheduleRebuild(LinksetRoot); | ||
158 | } | ||
159 | else | ||
160 | { | ||
161 | // The non-physical children can come back to life. | ||
162 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
163 | |||
164 | child.PhysBody.collisionType = CollisionType.LinksetChild; | ||
165 | |||
166 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. | ||
167 | PhysicsScene.PE.Activate(child.PhysBody, false); | ||
168 | ret = true; | ||
169 | } | ||
170 | return ret; | ||
171 | } | ||
172 | |||
173 | public override void UpdateProperties(BSPhysObject updated, bool physicalUpdate) | ||
174 | { | ||
175 | // The user moving a child around requires the rebuilding of the linkset compound shape | ||
176 | // One problem is this happens when a border is crossed -- the simulator implementation | ||
177 | // is to store the position into the group which causes the move of the object | ||
178 | // but it also means all the child positions get updated. | ||
179 | // What would cause an unnecessary rebuild so we make sure the linkset is in a | ||
180 | // region before bothering to do a rebuild. | ||
181 | if (!IsRoot(updated) | ||
182 | && !physicalUpdate | ||
183 | && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) | ||
184 | { | ||
185 | updated.LinksetInfo = null; | ||
186 | ScheduleRebuild(updated); | ||
187 | } | ||
188 | } | ||
189 | |||
190 | // Routine called when rebuilding the body of some member of the linkset. | ||
191 | // Since we don't keep in world relationships, do nothing unless it's a child changing. | ||
192 | // Returns 'true' of something was actually removed and would need restoring | ||
193 | // Called at taint-time!! | ||
194 | public override bool RemoveBodyDependencies(BSPrim child) | ||
195 | { | ||
196 | bool ret = false; | ||
197 | |||
198 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", | ||
199 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, IsRoot(child)); | ||
200 | |||
201 | if (!IsRoot(child)) | ||
202 | { | ||
203 | // Because it is a convenient time, recompute child world position and rotation based on | ||
204 | // its position in the linkset. | ||
205 | RecomputeChildWorldPosition(child, true); | ||
206 | } | ||
207 | |||
208 | // Cannot schedule a refresh/rebuild here because this routine is called when | ||
209 | // the linkset is being rebuilt. | ||
210 | // InternalRefresh(LinksetRoot); | ||
211 | |||
212 | return ret; | ||
213 | } | ||
214 | |||
215 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
216 | // this routine will restore the removed constraints. | ||
217 | // Called at taint-time!! | ||
218 | public override void RestoreBodyDependencies(BSPrim child) | ||
219 | { | ||
220 | } | ||
221 | |||
222 | // When the linkset is built, the child shape is added to the compound shape relative to the | ||
223 | // root shape. The linkset then moves around but this does not move the actual child | ||
224 | // prim. The child prim's location must be recomputed based on the location of the root shape. | ||
225 | private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime) | ||
226 | { | ||
227 | BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; | ||
228 | if (lci != null) | ||
229 | { | ||
230 | if (inTaintTime) | ||
231 | { | ||
232 | OMV.Vector3 oldPos = child.RawPosition; | ||
233 | child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetPos; | ||
234 | child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot; | ||
235 | DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}", | ||
236 | child.LocalID, oldPos, lci, child.RawPosition); | ||
237 | } | ||
238 | else | ||
239 | { | ||
240 | // TaintedObject is not used here so the raw position is set now and not at taint-time. | ||
241 | child.Position = LinksetRoot.RawPosition + lci.OffsetPos; | ||
242 | child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot; | ||
243 | } | ||
244 | } | ||
245 | else | ||
246 | { | ||
247 | // This happens when children have been added to the linkset but the linkset | ||
248 | // has not been constructed yet. So like, at taint time, adding children to a linkset | ||
249 | // and then changing properties of the children (makePhysical, for instance) | ||
250 | // but the post-print action of actually rebuilding the linkset has not yet happened. | ||
251 | // PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}", | ||
252 | // LogHeader, child.LocalID); | ||
253 | DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID); | ||
254 | } | ||
255 | } | ||
256 | |||
257 | // ================================================================ | ||
258 | |||
259 | // Add a new child to the linkset. | ||
260 | // Called while LinkActivity is locked. | ||
261 | protected override void AddChildToLinkset(BSPhysObject child) | ||
262 | { | ||
263 | if (!HasChild(child)) | ||
264 | { | ||
265 | m_children.Add(child); | ||
266 | |||
267 | DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
268 | |||
269 | // Rebuild the compound shape with the new child shape included | ||
270 | ScheduleRebuild(child); | ||
271 | } | ||
272 | return; | ||
273 | } | ||
274 | |||
275 | // Remove the specified child from the linkset. | ||
276 | // Safe to call even if the child is not really in the linkset. | ||
277 | protected override void RemoveChildFromLinkset(BSPhysObject child) | ||
278 | { | ||
279 | if (m_children.Remove(child)) | ||
280 | { | ||
281 | DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
282 | child.LocalID, | ||
283 | LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, | ||
284 | child.LocalID, child.PhysBody.AddrString); | ||
285 | |||
286 | // Cause the child's body to be rebuilt and thus restored to normal operation | ||
287 | RecomputeChildWorldPosition(child, false); | ||
288 | child.ForceBodyShapeRebuild(false); | ||
289 | |||
290 | if (!HasAnyChildren) | ||
291 | { | ||
292 | // The linkset is now empty. The root needs rebuilding. | ||
293 | LinksetRoot.ForceBodyShapeRebuild(false); | ||
294 | } | ||
295 | else | ||
296 | { | ||
297 | // Rebuild the compound shape with the child removed | ||
298 | ScheduleRebuild(child); | ||
299 | } | ||
300 | } | ||
301 | return; | ||
302 | } | ||
303 | |||
304 | // Called before the simulation step to make sure the compound based linkset | ||
305 | // is all initialized. | ||
306 | // Constraint linksets are rebuilt every time. | ||
307 | // Note that this works for rebuilding just the root after a linkset is taken apart. | ||
308 | // Called at taint time!! | ||
309 | private void RecomputeLinksetCompound() | ||
310 | { | ||
311 | try | ||
312 | { | ||
313 | // Suppress rebuilding while rebuilding | ||
314 | Rebuilding = true; | ||
315 | |||
316 | // Cause the root shape to be rebuilt as a compound object with just the root in it | ||
317 | LinksetRoot.ForceBodyShapeRebuild(true); | ||
318 | |||
319 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", | ||
320 | LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); | ||
321 | |||
322 | // Add a shape for each of the other children in the linkset | ||
323 | ForEachMember(delegate(BSPhysObject cPrim) | ||
324 | { | ||
325 | if (!IsRoot(cPrim)) | ||
326 | { | ||
327 | // Compute the displacement of the child from the root of the linkset. | ||
328 | // This info is saved in the child prim so the relationship does not | ||
329 | // change over time and the new child position can be computed | ||
330 | // when the linkset is being disassembled (the linkset may have moved). | ||
331 | BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo; | ||
332 | if (lci == null) | ||
333 | { | ||
334 | // Each child position and rotation is given relative to the root. | ||
335 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); | ||
336 | OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; | ||
337 | OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; | ||
338 | |||
339 | // Save relative position for recomputing child's world position after moving linkset. | ||
340 | lci = new BSLinksetCompoundInfo(displacementPos, displacementRot); | ||
341 | cPrim.LinksetInfo = lci; | ||
342 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci); | ||
343 | } | ||
344 | |||
345 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", | ||
346 | LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); | ||
347 | |||
348 | if (cPrim.PhysShape.isNativeShape) | ||
349 | { | ||
350 | // A native shape is turning into a hull collision shape because native | ||
351 | // shapes are not shared so we have to hullify it so it will be tracked | ||
352 | // and freed at the correct time. This also solves the scaling problem | ||
353 | // (native shapes scaled but hull/meshes are assumed to not be). | ||
354 | // TODO: decide of the native shape can just be used in the compound shape. | ||
355 | // Use call to CreateGeomNonSpecial(). | ||
356 | BulletShape saveShape = cPrim.PhysShape; | ||
357 | cPrim.PhysShape.Clear(); // Don't let the create free the child's shape | ||
358 | // PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null); | ||
359 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); | ||
360 | BulletShape newShape = cPrim.PhysShape; | ||
361 | cPrim.PhysShape = saveShape; | ||
362 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, lci.OffsetPos, lci.OffsetRot); | ||
363 | } | ||
364 | else | ||
365 | { | ||
366 | // For the shared shapes (meshes and hulls), just use the shape in the child. | ||
367 | // The reference count added here will be decremented when the compound shape | ||
368 | // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced). | ||
369 | if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) | ||
370 | { | ||
371 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | ||
372 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | ||
373 | } | ||
374 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); | ||
375 | } | ||
376 | } | ||
377 | return false; // 'false' says to move onto the next child in the list | ||
378 | }); | ||
379 | |||
380 | // With all of the linkset packed into the root prim, it has the mass of everyone. | ||
381 | LinksetMass = ComputeLinksetMass(); | ||
382 | LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); | ||
383 | } | ||
384 | finally | ||
385 | { | ||
386 | Rebuilding = false; | ||
387 | } | ||
388 | |||
389 | PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape); | ||
390 | } | ||
391 | } | ||
392 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs deleted file mode 100755 index d0b2a56..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ /dev/null | |||
@@ -1,312 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | public sealed class BSLinksetConstraints : BSLinkset | ||
36 | { | ||
37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; | ||
38 | |||
39 | public BSLinksetConstraints(BSScene scene, BSPhysObject parent) : base(scene, parent) | ||
40 | { | ||
41 | } | ||
42 | |||
43 | // When physical properties are changed the linkset needs to recalculate | ||
44 | // its internal properties. | ||
45 | // This is queued in the 'post taint' queue so the | ||
46 | // refresh will happen once after all the other taints are applied. | ||
47 | public override void Refresh(BSPhysObject requestor) | ||
48 | { | ||
49 | base.Refresh(requestor); | ||
50 | |||
51 | if (HasAnyChildren && IsRoot(requestor)) | ||
52 | { | ||
53 | // Queue to happen after all the other taint processing | ||
54 | PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() | ||
55 | { | ||
56 | if (HasAnyChildren && IsRoot(requestor)) | ||
57 | RecomputeLinksetConstraints(); | ||
58 | }); | ||
59 | } | ||
60 | } | ||
61 | |||
62 | // The object is going dynamic (physical). Do any setup necessary | ||
63 | // for a dynamic linkset. | ||
64 | // Only the state of the passed object can be modified. The rest of the linkset | ||
65 | // has not yet been fully constructed. | ||
66 | // Return 'true' if any properties updated on the passed object. | ||
67 | // Called at taint-time! | ||
68 | public override bool MakeDynamic(BSPhysObject child) | ||
69 | { | ||
70 | // What is done for each object in BSPrim is what we want. | ||
71 | return false; | ||
72 | } | ||
73 | |||
74 | // The object is going static (non-physical). Do any setup necessary for a static linkset. | ||
75 | // Return 'true' if any properties updated on the passed object. | ||
76 | // This doesn't normally happen -- OpenSim removes the objects from the physical | ||
77 | // world if it is a static linkset. | ||
78 | // Called at taint-time! | ||
79 | public override bool MakeStatic(BSPhysObject child) | ||
80 | { | ||
81 | // What is done for each object in BSPrim is what we want. | ||
82 | return false; | ||
83 | } | ||
84 | |||
85 | // Called at taint-time!! | ||
86 | public override void UpdateProperties(BSPhysObject updated, bool inTaintTime) | ||
87 | { | ||
88 | // Nothing to do for constraints on property updates | ||
89 | } | ||
90 | |||
91 | // Routine called when rebuilding the body of some member of the linkset. | ||
92 | // Destroy all the constraints have have been made to root and set | ||
93 | // up to rebuild the constraints before the next simulation step. | ||
94 | // Returns 'true' of something was actually removed and would need restoring | ||
95 | // Called at taint-time!! | ||
96 | public override bool RemoveBodyDependencies(BSPrim child) | ||
97 | { | ||
98 | bool ret = false; | ||
99 | |||
100 | DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | ||
101 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString); | ||
102 | |||
103 | lock (m_linksetActivityLock) | ||
104 | { | ||
105 | // Just undo all the constraints for this linkset. Rebuild at the end of the step. | ||
106 | ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); | ||
107 | // Cause the constraints, et al to be rebuilt before the next simulation step. | ||
108 | Refresh(LinksetRoot); | ||
109 | } | ||
110 | return ret; | ||
111 | } | ||
112 | |||
113 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
114 | // this routine will restore the removed constraints. | ||
115 | // Called at taint-time!! | ||
116 | public override void RestoreBodyDependencies(BSPrim child) | ||
117 | { | ||
118 | // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. | ||
119 | } | ||
120 | |||
121 | // ================================================================ | ||
122 | |||
123 | // Add a new child to the linkset. | ||
124 | // Called while LinkActivity is locked. | ||
125 | protected override void AddChildToLinkset(BSPhysObject child) | ||
126 | { | ||
127 | if (!HasChild(child)) | ||
128 | { | ||
129 | m_children.Add(child); | ||
130 | |||
131 | DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
132 | |||
133 | // Cause constraints and assorted properties to be recomputed before the next simulation step. | ||
134 | Refresh(LinksetRoot); | ||
135 | } | ||
136 | return; | ||
137 | } | ||
138 | |||
139 | // Remove the specified child from the linkset. | ||
140 | // Safe to call even if the child is not really in my linkset. | ||
141 | protected override void RemoveChildFromLinkset(BSPhysObject child) | ||
142 | { | ||
143 | if (m_children.Remove(child)) | ||
144 | { | ||
145 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now | ||
146 | BSPhysObject childx = child; | ||
147 | |||
148 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
149 | childx.LocalID, | ||
150 | rootx.LocalID, rootx.PhysBody.AddrString, | ||
151 | childx.LocalID, childx.PhysBody.AddrString); | ||
152 | |||
153 | PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() | ||
154 | { | ||
155 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | ||
156 | }); | ||
157 | // See that the linkset parameters are recomputed at the end of the taint time. | ||
158 | Refresh(LinksetRoot); | ||
159 | } | ||
160 | else | ||
161 | { | ||
162 | // Non-fatal occurance. | ||
163 | // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); | ||
164 | } | ||
165 | return; | ||
166 | } | ||
167 | |||
168 | // Create a constraint between me (root of linkset) and the passed prim (the child). | ||
169 | // Called at taint time! | ||
170 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
171 | { | ||
172 | // Don't build the constraint when asked. Put it off until just before the simulation step. | ||
173 | Refresh(rootPrim); | ||
174 | } | ||
175 | |||
176 | private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
177 | { | ||
178 | // Zero motion for children so they don't interpolate | ||
179 | childPrim.ZeroMotion(true); | ||
180 | |||
181 | // Relative position normalized to the root prim | ||
182 | // Essentually a vector pointing from center of rootPrim to center of childPrim | ||
183 | OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position; | ||
184 | |||
185 | // real world coordinate of midpoint between the two objects | ||
186 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | ||
187 | |||
188 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | ||
189 | rootPrim.LocalID, | ||
190 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, | ||
191 | childPrim.LocalID, childPrim.PhysBody.AddrString, | ||
192 | rootPrim.Position, childPrim.Position, midPoint); | ||
193 | |||
194 | // create a constraint that allows no freedom of movement between the two objects | ||
195 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
196 | |||
197 | BSConstraint6Dof constrain = new BSConstraint6Dof( | ||
198 | PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); | ||
199 | // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true ); | ||
200 | |||
201 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | ||
202 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms | ||
203 | * of the objects. | ||
204 | * Code left for future programmers. | ||
205 | // ================================================================================== | ||
206 | // relative position normalized to the root prim | ||
207 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | ||
208 | OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation; | ||
209 | |||
210 | // relative rotation of the child to the parent | ||
211 | OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; | ||
212 | OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); | ||
213 | |||
214 | DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | ||
215 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
216 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | ||
217 | OMV.Vector3.Zero, | ||
218 | OMV.Quaternion.Inverse(rootPrim.Orientation), | ||
219 | OMV.Vector3.Zero, | ||
220 | OMV.Quaternion.Inverse(childPrim.Orientation), | ||
221 | true, | ||
222 | true | ||
223 | ); | ||
224 | // ================================================================================== | ||
225 | */ | ||
226 | |||
227 | PhysicsScene.Constraints.AddConstraint(constrain); | ||
228 | |||
229 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
230 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
231 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
232 | |||
233 | // tweek the constraint to increase stability | ||
234 | constrain.UseFrameOffset(BSParam.BoolNumeric(BSParam.LinkConstraintUseFrameOffset)); | ||
235 | constrain.TranslationalLimitMotor(BSParam.BoolNumeric(BSParam.LinkConstraintEnableTransMotor), | ||
236 | BSParam.LinkConstraintTransMotorMaxVel, | ||
237 | BSParam.LinkConstraintTransMotorMaxForce); | ||
238 | constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP); | ||
239 | if (BSParam.LinkConstraintSolverIterations != 0f) | ||
240 | { | ||
241 | constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations); | ||
242 | } | ||
243 | return constrain; | ||
244 | } | ||
245 | |||
246 | // Remove linkage between the linkset root and a particular child | ||
247 | // The root and child bodies are passed in because we need to remove the constraint between | ||
248 | // the bodies that were present at unlink time. | ||
249 | // Called at taint time! | ||
250 | private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
251 | { | ||
252 | bool ret = false; | ||
253 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | ||
254 | rootPrim.LocalID, | ||
255 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, | ||
256 | childPrim.LocalID, childPrim.PhysBody.AddrString); | ||
257 | |||
258 | // Find the constraint for this link and get rid of it from the overall collection and from my list | ||
259 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) | ||
260 | { | ||
261 | // Make the child refresh its location | ||
262 | PhysicsScene.PE.PushUpdate(childPrim.PhysBody); | ||
263 | ret = true; | ||
264 | } | ||
265 | |||
266 | return ret; | ||
267 | } | ||
268 | |||
269 | // Remove linkage between myself and any possible children I might have. | ||
270 | // Returns 'true' of any constraints were destroyed. | ||
271 | // Called at taint time! | ||
272 | private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) | ||
273 | { | ||
274 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | ||
275 | |||
276 | return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody); | ||
277 | } | ||
278 | |||
279 | // Call each of the constraints that make up this linkset and recompute the | ||
280 | // various transforms and variables. Create constraints of not created yet. | ||
281 | // Called before the simulation step to make sure the constraint based linkset | ||
282 | // is all initialized. | ||
283 | // Called at taint time!! | ||
284 | private void RecomputeLinksetConstraints() | ||
285 | { | ||
286 | float linksetMass = LinksetMass; | ||
287 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true); | ||
288 | |||
289 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", | ||
290 | LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass); | ||
291 | |||
292 | foreach (BSPhysObject child in m_children) | ||
293 | { | ||
294 | // A child in the linkset physically shows the mass of the whole linkset. | ||
295 | // This allows Bullet to apply enough force on the child to move the whole linkset. | ||
296 | // (Also do the mass stuff before recomputing the constraint so mass is not zero.) | ||
297 | child.UpdatePhysicalMassProperties(linksetMass, true); | ||
298 | |||
299 | BSConstraint constrain; | ||
300 | if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) | ||
301 | { | ||
302 | // If constraint doesn't exist yet, create it. | ||
303 | constrain = BuildConstraint(LinksetRoot, child); | ||
304 | } | ||
305 | constrain.RecomputeConstraintVariables(linksetMass); | ||
306 | |||
307 | // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG | ||
308 | } | ||
309 | |||
310 | } | ||
311 | } | ||
312 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs deleted file mode 100755 index 69ac8cd..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ /dev/null | |||
@@ -1,582 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Region.Physics.Manager; | ||
32 | |||
33 | using OpenMetaverse; | ||
34 | using Nini.Config; | ||
35 | |||
36 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
37 | { | ||
38 | public static class BSParam | ||
39 | { | ||
40 | // Level of Detail values kept as float because that's what the Meshmerizer wants | ||
41 | public static float MeshLOD { get; private set; } | ||
42 | public static float MeshMegaPrimLOD { get; private set; } | ||
43 | public static float MeshMegaPrimThreshold { get; private set; } | ||
44 | public static float SculptLOD { get; private set; } | ||
45 | |||
46 | public static float MinimumObjectMass { get; private set; } | ||
47 | public static float MaximumObjectMass { get; private set; } | ||
48 | |||
49 | public static float LinearDamping { get; private set; } | ||
50 | public static float AngularDamping { get; private set; } | ||
51 | public static float DeactivationTime { get; private set; } | ||
52 | public static float LinearSleepingThreshold { get; private set; } | ||
53 | public static float AngularSleepingThreshold { get; private set; } | ||
54 | public static float CcdMotionThreshold { get; private set; } | ||
55 | public static float CcdSweptSphereRadius { get; private set; } | ||
56 | public static float ContactProcessingThreshold { get; private set; } | ||
57 | |||
58 | public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed | ||
59 | public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes | ||
60 | public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects | ||
61 | |||
62 | public static float TerrainImplementation { get; private set; } | ||
63 | public static float TerrainFriction { get; private set; } | ||
64 | public static float TerrainHitFraction { get; private set; } | ||
65 | public static float TerrainRestitution { get; private set; } | ||
66 | public static float TerrainCollisionMargin { get; private set; } | ||
67 | |||
68 | // Avatar parameters | ||
69 | public static float AvatarFriction { get; private set; } | ||
70 | public static float AvatarStandingFriction { get; private set; } | ||
71 | public static float AvatarAlwaysRunFactor { get; private set; } | ||
72 | public static float AvatarDensity { get; private set; } | ||
73 | public static float AvatarRestitution { get; private set; } | ||
74 | public static float AvatarCapsuleWidth { get; private set; } | ||
75 | public static float AvatarCapsuleDepth { get; private set; } | ||
76 | public static float AvatarCapsuleHeight { get; private set; } | ||
77 | public static float AvatarContactProcessingThreshold { get; private set; } | ||
78 | |||
79 | public static float VehicleAngularDamping { get; private set; } | ||
80 | |||
81 | public static float LinksetImplementation { get; private set; } | ||
82 | public static float LinkConstraintUseFrameOffset { get; private set; } | ||
83 | public static float LinkConstraintEnableTransMotor { get; private set; } | ||
84 | public static float LinkConstraintTransMotorMaxVel { get; private set; } | ||
85 | public static float LinkConstraintTransMotorMaxForce { get; private set; } | ||
86 | public static float LinkConstraintERP { get; private set; } | ||
87 | public static float LinkConstraintCFM { get; private set; } | ||
88 | public static float LinkConstraintSolverIterations { get; private set; } | ||
89 | |||
90 | public static float PID_D { get; private set; } // derivative | ||
91 | public static float PID_P { get; private set; } // proportional | ||
92 | |||
93 | // Various constants that come from that other virtual world that shall not be named | ||
94 | public const float MinGravityZ = -1f; | ||
95 | public const float MaxGravityZ = 28f; | ||
96 | public const float MinFriction = 0f; | ||
97 | public const float MaxFriction = 255f; | ||
98 | public const float MinDensity = 0f; | ||
99 | public const float MaxDensity = 22587f; | ||
100 | public const float MinRestitution = 0f; | ||
101 | public const float MaxRestitution = 1f; | ||
102 | public const float MaxAddForceMagnitude = 20000f; | ||
103 | |||
104 | // =========================================================================== | ||
105 | public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | ||
106 | public delegate float ParamGet(BSScene scene); | ||
107 | public delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); | ||
108 | public delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); | ||
109 | |||
110 | public struct ParameterDefn | ||
111 | { | ||
112 | public string name; // string name of the parameter | ||
113 | public string desc; // a short description of what the parameter means | ||
114 | public float defaultValue; // default value if not specified anywhere else | ||
115 | public ParamUser userParam; // get the value from the configuration file | ||
116 | public ParamGet getter; // return the current value stored for this parameter | ||
117 | public ParamSet setter; // set the current value for this parameter | ||
118 | public SetOnObject onObject; // set the value on an object in the physical domain | ||
119 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) | ||
120 | { | ||
121 | name = n; | ||
122 | desc = d; | ||
123 | defaultValue = v; | ||
124 | userParam = u; | ||
125 | getter = g; | ||
126 | setter = s; | ||
127 | onObject = null; | ||
128 | } | ||
129 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) | ||
130 | { | ||
131 | name = n; | ||
132 | desc = d; | ||
133 | defaultValue = v; | ||
134 | userParam = u; | ||
135 | getter = g; | ||
136 | setter = s; | ||
137 | onObject = o; | ||
138 | } | ||
139 | } | ||
140 | |||
141 | // List of all of the externally visible parameters. | ||
142 | // For each parameter, this table maps a text name to getter and setters. | ||
143 | // To add a new externally referencable/settable parameter, add the paramter storage | ||
144 | // location somewhere in the program and make an entry in this table with the | ||
145 | // getters and setters. | ||
146 | // It is easiest to find an existing definition and copy it. | ||
147 | // Parameter values are floats. Booleans are converted to a floating value. | ||
148 | // | ||
149 | // A ParameterDefn() takes the following parameters: | ||
150 | // -- the text name of the parameter. This is used for console input and ini file. | ||
151 | // -- a short text description of the parameter. This shows up in the console listing. | ||
152 | // -- a default value (float) | ||
153 | // -- a delegate for fetching the parameter from the ini file. | ||
154 | // Should handle fetching the right type from the ini file and converting it. | ||
155 | // -- a delegate for getting the value as a float | ||
156 | // -- a delegate for setting the value from a float | ||
157 | // -- an optional delegate to update the value in the world. Most often used to | ||
158 | // push the new value to an in-world object. | ||
159 | // | ||
160 | // The single letter parameters for the delegates are: | ||
161 | // s = BSScene | ||
162 | // o = BSPhysObject | ||
163 | // p = string parameter name | ||
164 | // l = localID of referenced object | ||
165 | // v = value (float) | ||
166 | // cf = parameter configuration class (for fetching values from ini file) | ||
167 | private static ParameterDefn[] ParameterDefinitions = | ||
168 | { | ||
169 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | ||
170 | ConfigurationParameters.numericTrue, | ||
171 | (s,cf,p,v) => { ShouldMeshSculptedPrim = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
172 | (s) => { return BSParam.NumericBool(ShouldMeshSculptedPrim); }, | ||
173 | (s,p,l,v) => { ShouldMeshSculptedPrim = BSParam.BoolNumeric(v); } ), | ||
174 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | ||
175 | ConfigurationParameters.numericFalse, | ||
176 | (s,cf,p,v) => { ShouldForceSimplePrimMeshing = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
177 | (s) => { return BSParam.NumericBool(ShouldForceSimplePrimMeshing); }, | ||
178 | (s,p,l,v) => { ShouldForceSimplePrimMeshing = BSParam.BoolNumeric(v); } ), | ||
179 | new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", | ||
180 | ConfigurationParameters.numericTrue, | ||
181 | (s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
182 | (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); }, | ||
183 | (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ), | ||
184 | |||
185 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | ||
186 | 8f, | ||
187 | (s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); }, | ||
188 | (s) => { return MeshLOD; }, | ||
189 | (s,p,l,v) => { MeshLOD = v; } ), | ||
190 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", | ||
191 | 16f, | ||
192 | (s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
193 | (s) => { return MeshMegaPrimLOD; }, | ||
194 | (s,p,l,v) => { MeshMegaPrimLOD = v; } ), | ||
195 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
196 | 10f, | ||
197 | (s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
198 | (s) => { return MeshMegaPrimThreshold; }, | ||
199 | (s,p,l,v) => { MeshMegaPrimThreshold = v; } ), | ||
200 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
201 | 32f, | ||
202 | (s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); }, | ||
203 | (s) => { return SculptLOD; }, | ||
204 | (s,p,l,v) => { SculptLOD = v; } ), | ||
205 | |||
206 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | ||
207 | 10f, | ||
208 | (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, | ||
209 | (s) => { return (float)s.m_maxSubSteps; }, | ||
210 | (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), | ||
211 | new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", | ||
212 | 1f / 60f, | ||
213 | (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, | ||
214 | (s) => { return (float)s.m_fixedTimeStep; }, | ||
215 | (s,p,l,v) => { s.m_fixedTimeStep = v; } ), | ||
216 | new ParameterDefn("NominalFrameRate", "The base frame rate we claim", | ||
217 | 55f, | ||
218 | (s,cf,p,v) => { s.NominalFrameRate = cf.GetInt(p, (int)v); }, | ||
219 | (s) => { return (float)s.NominalFrameRate; }, | ||
220 | (s,p,l,v) => { s.NominalFrameRate = (int)v; } ), | ||
221 | new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", | ||
222 | 2048f, | ||
223 | (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, | ||
224 | (s) => { return (float)s.m_maxCollisionsPerFrame; }, | ||
225 | (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), | ||
226 | new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", | ||
227 | 8000f, | ||
228 | (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, | ||
229 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, | ||
230 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | ||
231 | new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", | ||
232 | 500f, | ||
233 | (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, | ||
234 | (s) => { return (float)s.m_taintsToProcessPerStep; }, | ||
235 | (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), | ||
236 | new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", | ||
237 | 0.0001f, | ||
238 | (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, | ||
239 | (s) => { return (float)MinimumObjectMass; }, | ||
240 | (s,p,l,v) => { MinimumObjectMass = v; } ), | ||
241 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | ||
242 | 10000.01f, | ||
243 | (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, | ||
244 | (s) => { return (float)MaximumObjectMass; }, | ||
245 | (s,p,l,v) => { MaximumObjectMass = v; } ), | ||
246 | |||
247 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | ||
248 | 2200f, | ||
249 | (s,cf,p,v) => { PID_D = cf.GetFloat(p, v); }, | ||
250 | (s) => { return (float)PID_D; }, | ||
251 | (s,p,l,v) => { PID_D = v; } ), | ||
252 | new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", | ||
253 | 900f, | ||
254 | (s,cf,p,v) => { PID_P = cf.GetFloat(p, v); }, | ||
255 | (s) => { return (float)PID_P; }, | ||
256 | (s,p,l,v) => { PID_P = v; } ), | ||
257 | |||
258 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", | ||
259 | 0.2f, | ||
260 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); }, | ||
261 | (s) => { return s.UnmanagedParams[0].defaultFriction; }, | ||
262 | (s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ), | ||
263 | new ParameterDefn("DefaultDensity", "Density for new objects" , | ||
264 | 10.000006836f, // Aluminum g/cm3 | ||
265 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); }, | ||
266 | (s) => { return s.UnmanagedParams[0].defaultDensity; }, | ||
267 | (s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ), | ||
268 | new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , | ||
269 | 0f, | ||
270 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); }, | ||
271 | (s) => { return s.UnmanagedParams[0].defaultRestitution; }, | ||
272 | (s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ), | ||
273 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | ||
274 | 0.04f, | ||
275 | (s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); }, | ||
276 | (s) => { return s.UnmanagedParams[0].collisionMargin; }, | ||
277 | (s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ), | ||
278 | new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", | ||
279 | -9.80665f, | ||
280 | (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, | ||
281 | (s) => { return s.UnmanagedParams[0].gravity; }, | ||
282 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, | ||
283 | (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ), | ||
284 | |||
285 | |||
286 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | ||
287 | 0f, | ||
288 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, | ||
289 | (s) => { return LinearDamping; }, | ||
290 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, | ||
291 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ), | ||
292 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | ||
293 | 0f, | ||
294 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, | ||
295 | (s) => { return AngularDamping; }, | ||
296 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, | ||
297 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ), | ||
298 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | ||
299 | 0.2f, | ||
300 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, | ||
301 | (s) => { return DeactivationTime; }, | ||
302 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, | ||
303 | (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ), | ||
304 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | ||
305 | 0.8f, | ||
306 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, | ||
307 | (s) => { return LinearSleepingThreshold; }, | ||
308 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, | ||
309 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), | ||
310 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | ||
311 | 1.0f, | ||
312 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, | ||
313 | (s) => { return AngularSleepingThreshold; }, | ||
314 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, | ||
315 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), | ||
316 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | ||
317 | 0f, // set to zero to disable | ||
318 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, | ||
319 | (s) => { return CcdMotionThreshold; }, | ||
320 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, | ||
321 | (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), | ||
322 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | ||
323 | 0f, | ||
324 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, | ||
325 | (s) => { return CcdSweptSphereRadius; }, | ||
326 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, | ||
327 | (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), | ||
328 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | ||
329 | 0.1f, | ||
330 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
331 | (s) => { return ContactProcessingThreshold; }, | ||
332 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, | ||
333 | (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ), | ||
334 | |||
335 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | ||
336 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | ||
337 | (s,cf,p,v) => { TerrainImplementation = cf.GetFloat(p,v); }, | ||
338 | (s) => { return TerrainImplementation; }, | ||
339 | (s,p,l,v) => { TerrainImplementation = v; } ), | ||
340 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | ||
341 | 0.3f, | ||
342 | (s,cf,p,v) => { TerrainFriction = cf.GetFloat(p, v); }, | ||
343 | (s) => { return TerrainFriction; }, | ||
344 | (s,p,l,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), | ||
345 | new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , | ||
346 | 0.8f, | ||
347 | (s,cf,p,v) => { TerrainHitFraction = cf.GetFloat(p, v); }, | ||
348 | (s) => { return TerrainHitFraction; }, | ||
349 | (s,p,l,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), | ||
350 | new ParameterDefn("TerrainRestitution", "Bouncyness" , | ||
351 | 0f, | ||
352 | (s,cf,p,v) => { TerrainRestitution = cf.GetFloat(p, v); }, | ||
353 | (s) => { return TerrainRestitution; }, | ||
354 | (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), | ||
355 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , | ||
356 | 0.04f, | ||
357 | (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, | ||
358 | (s) => { return TerrainCollisionMargin; }, | ||
359 | (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | ||
360 | |||
361 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | ||
362 | 0.2f, | ||
363 | (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); }, | ||
364 | (s) => { return AvatarFriction; }, | ||
365 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ), | ||
366 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | ||
367 | 10.0f, | ||
368 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, | ||
369 | (s) => { return AvatarStandingFriction; }, | ||
370 | (s,p,l,v) => { AvatarStandingFriction = v; } ), | ||
371 | new ParameterDefn("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", | ||
372 | 1.3f, | ||
373 | (s,cf,p,v) => { AvatarAlwaysRunFactor = cf.GetFloat(p, v); }, | ||
374 | (s) => { return AvatarAlwaysRunFactor; }, | ||
375 | (s,p,l,v) => { AvatarAlwaysRunFactor = v; } ), | ||
376 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | ||
377 | 3.5f, | ||
378 | (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, | ||
379 | (s) => { return AvatarDensity; }, | ||
380 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ), | ||
381 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | ||
382 | 0f, | ||
383 | (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, | ||
384 | (s) => { return AvatarRestitution; }, | ||
385 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ), | ||
386 | new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", | ||
387 | 0.6f, | ||
388 | (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, | ||
389 | (s) => { return AvatarCapsuleWidth; }, | ||
390 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ), | ||
391 | new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | ||
392 | 0.45f, | ||
393 | (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, | ||
394 | (s) => { return AvatarCapsuleDepth; }, | ||
395 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ), | ||
396 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | ||
397 | 1.5f, | ||
398 | (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, | ||
399 | (s) => { return AvatarCapsuleHeight; }, | ||
400 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ), | ||
401 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | ||
402 | 0.1f, | ||
403 | (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
404 | (s) => { return AvatarContactProcessingThreshold; }, | ||
405 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ), | ||
406 | |||
407 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | ||
408 | 0.95f, | ||
409 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, | ||
410 | (s) => { return VehicleAngularDamping; }, | ||
411 | (s,p,l,v) => { VehicleAngularDamping = v; } ), | ||
412 | |||
413 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | ||
414 | 0f, | ||
415 | (s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, | ||
416 | (s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; }, | ||
417 | (s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), | ||
418 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", | ||
419 | 0f, | ||
420 | (s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, | ||
421 | (s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; }, | ||
422 | (s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), | ||
423 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | ||
424 | ConfigurationParameters.numericFalse, | ||
425 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
426 | (s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; }, | ||
427 | (s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ), | ||
428 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | ||
429 | ConfigurationParameters.numericFalse, | ||
430 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
431 | (s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; }, | ||
432 | (s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ), | ||
433 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", | ||
434 | ConfigurationParameters.numericTrue, | ||
435 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
436 | (s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; }, | ||
437 | (s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ), | ||
438 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | ||
439 | ConfigurationParameters.numericTrue, | ||
440 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
441 | (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; }, | ||
442 | (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), | ||
443 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", | ||
444 | ConfigurationParameters.numericFalse, | ||
445 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
446 | (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; }, | ||
447 | (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), | ||
448 | new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", | ||
449 | 0f, // zero says use Bullet default | ||
450 | (s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); }, | ||
451 | (s) => { return s.UnmanagedParams[0].numberOfSolverIterations; }, | ||
452 | (s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ), | ||
453 | |||
454 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | ||
455 | (float)BSLinkset.LinksetImplementation.Compound, | ||
456 | (s,cf,p,v) => { LinksetImplementation = cf.GetFloat(p,v); }, | ||
457 | (s) => { return LinksetImplementation; }, | ||
458 | (s,p,l,v) => { LinksetImplementation = v; } ), | ||
459 | new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | ||
460 | ConfigurationParameters.numericFalse, | ||
461 | (s,cf,p,v) => { LinkConstraintUseFrameOffset = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
462 | (s) => { return LinkConstraintUseFrameOffset; }, | ||
463 | (s,p,l,v) => { LinkConstraintUseFrameOffset = v; } ), | ||
464 | new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | ||
465 | ConfigurationParameters.numericTrue, | ||
466 | (s,cf,p,v) => { LinkConstraintEnableTransMotor = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
467 | (s) => { return LinkConstraintEnableTransMotor; }, | ||
468 | (s,p,l,v) => { LinkConstraintEnableTransMotor = v; } ), | ||
469 | new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | ||
470 | 5.0f, | ||
471 | (s,cf,p,v) => { LinkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, | ||
472 | (s) => { return LinkConstraintTransMotorMaxVel; }, | ||
473 | (s,p,l,v) => { LinkConstraintTransMotorMaxVel = v; } ), | ||
474 | new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | ||
475 | 0.1f, | ||
476 | (s,cf,p,v) => { LinkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | ||
477 | (s) => { return LinkConstraintTransMotorMaxForce; }, | ||
478 | (s,p,l,v) => { LinkConstraintTransMotorMaxForce = v; } ), | ||
479 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", | ||
480 | 0.1f, | ||
481 | (s,cf,p,v) => { LinkConstraintCFM = cf.GetFloat(p, v); }, | ||
482 | (s) => { return LinkConstraintCFM; }, | ||
483 | (s,p,l,v) => { LinkConstraintCFM = v; } ), | ||
484 | new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | ||
485 | 0.1f, | ||
486 | (s,cf,p,v) => { LinkConstraintERP = cf.GetFloat(p, v); }, | ||
487 | (s) => { return LinkConstraintERP; }, | ||
488 | (s,p,l,v) => { LinkConstraintERP = v; } ), | ||
489 | new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | ||
490 | 40, | ||
491 | (s,cf,p,v) => { LinkConstraintSolverIterations = cf.GetFloat(p, v); }, | ||
492 | (s) => { return LinkConstraintSolverIterations; }, | ||
493 | (s,p,l,v) => { LinkConstraintSolverIterations = v; } ), | ||
494 | |||
495 | new ParameterDefn("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", | ||
496 | 0f, | ||
497 | (s,cf,p,v) => { s.PhysicsMetricDumpFrames = cf.GetFloat(p, (int)v); }, | ||
498 | (s) => { return (float)s.PhysicsMetricDumpFrames; }, | ||
499 | (s,p,l,v) => { s.PhysicsMetricDumpFrames = (int)v; } ), | ||
500 | }; | ||
501 | |||
502 | // Convert a boolean to our numeric true and false values | ||
503 | public static float NumericBool(bool b) | ||
504 | { | ||
505 | return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); | ||
506 | } | ||
507 | |||
508 | // Convert numeric true and false values to a boolean | ||
509 | public static bool BoolNumeric(float b) | ||
510 | { | ||
511 | return (b == ConfigurationParameters.numericTrue ? true : false); | ||
512 | } | ||
513 | |||
514 | // Search through the parameter definitions and return the matching | ||
515 | // ParameterDefn structure. | ||
516 | // Case does not matter as names are compared after converting to lower case. | ||
517 | // Returns 'false' if the parameter is not found. | ||
518 | internal static bool TryGetParameter(string paramName, out ParameterDefn defn) | ||
519 | { | ||
520 | bool ret = false; | ||
521 | ParameterDefn foundDefn = new ParameterDefn(); | ||
522 | string pName = paramName.ToLower(); | ||
523 | |||
524 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
525 | { | ||
526 | if (pName == parm.name.ToLower()) | ||
527 | { | ||
528 | foundDefn = parm; | ||
529 | ret = true; | ||
530 | break; | ||
531 | } | ||
532 | } | ||
533 | defn = foundDefn; | ||
534 | return ret; | ||
535 | } | ||
536 | |||
537 | // Pass through the settable parameters and set the default values | ||
538 | internal static void SetParameterDefaultValues(BSScene physicsScene) | ||
539 | { | ||
540 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
541 | { | ||
542 | parm.setter(physicsScene, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); | ||
543 | } | ||
544 | } | ||
545 | |||
546 | // Get user set values out of the ini file. | ||
547 | internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg) | ||
548 | { | ||
549 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
550 | { | ||
551 | parm.userParam(physicsScene, cfg, parm.name, parm.defaultValue); | ||
552 | } | ||
553 | } | ||
554 | |||
555 | internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | ||
556 | |||
557 | // This creates an array in the correct format for returning the list of | ||
558 | // parameters. This is used by the 'list' option of the 'physics' command. | ||
559 | internal static void BuildParameterTable() | ||
560 | { | ||
561 | if (SettableParameters.Length < ParameterDefinitions.Length) | ||
562 | { | ||
563 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); | ||
564 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) | ||
565 | { | ||
566 | ParameterDefn pd = ParameterDefinitions[ii]; | ||
567 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); | ||
568 | } | ||
569 | |||
570 | // make the list in alphabetical order for estetic reasons | ||
571 | entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) | ||
572 | { | ||
573 | return ppe1.name.CompareTo(ppe2.name); | ||
574 | }); | ||
575 | |||
576 | SettableParameters = entries.ToArray(); | ||
577 | } | ||
578 | } | ||
579 | |||
580 | |||
581 | } | ||
582 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs deleted file mode 100755 index e7cb3e0..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ /dev/null | |||
@@ -1,386 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
36 | { | ||
37 | /* | ||
38 | * Class to wrap all objects. | ||
39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims | ||
40 | * unless the difference is significant. | ||
41 | * | ||
42 | * Variables in the physicsl objects are in three forms: | ||
43 | * VariableName: used by the simulator and performs taint operations, etc | ||
44 | * RawVariableName: direct reference to the BulletSim storage for the variable value | ||
45 | * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. | ||
46 | * The last two (and certainly the last one) should be referenced only in taint-time. | ||
47 | */ | ||
48 | |||
49 | /* | ||
50 | * As of 20121221, the following are the call sequences (going down) for different script physical functions: | ||
51 | * llApplyImpulse llApplyRotImpulse llSetTorque llSetForce | ||
52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce | ||
53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse | ||
54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v | ||
55 | * BS.ApplyCentralForce BS.ApplyTorque | ||
56 | */ | ||
57 | |||
58 | public abstract class BSPhysObject : PhysicsActor | ||
59 | { | ||
60 | protected BSPhysObject() | ||
61 | { | ||
62 | } | ||
63 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | ||
64 | { | ||
65 | PhysicsScene = parentScene; | ||
66 | LocalID = localID; | ||
67 | PhysObjectName = name; | ||
68 | TypeName = typeName; | ||
69 | |||
70 | // We don't have any physical representation yet. | ||
71 | PhysBody = new BulletBody(localID); | ||
72 | PhysShape = new BulletShape(); | ||
73 | |||
74 | // A linkset of just me | ||
75 | Linkset = BSLinkset.Factory(PhysicsScene, this); | ||
76 | LastAssetBuildFailed = false; | ||
77 | |||
78 | // Default material type | ||
79 | Material = MaterialAttributes.Material.Wood; | ||
80 | |||
81 | CollisionCollection = new CollisionEventUpdate(); | ||
82 | SubscribedEventsMs = 0; | ||
83 | CollidingStep = 0; | ||
84 | CollidingGroundStep = 0; | ||
85 | } | ||
86 | |||
87 | // Tell the object to clean up. | ||
88 | public virtual void Destroy() | ||
89 | { | ||
90 | UnRegisterAllPreStepActions(); | ||
91 | } | ||
92 | |||
93 | public BSScene PhysicsScene { get; protected set; } | ||
94 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor | ||
95 | public string PhysObjectName { get; protected set; } | ||
96 | public string TypeName { get; protected set; } | ||
97 | |||
98 | public BSLinkset Linkset { get; set; } | ||
99 | public BSLinksetInfo LinksetInfo { get; set; } | ||
100 | |||
101 | // Return the object mass without calculating it or having side effects | ||
102 | public abstract float RawMass { get; } | ||
103 | // Set the raw mass but also update physical mass properties (inertia, ...) | ||
104 | // 'inWorld' true if the object has already been added to the dynamic world. | ||
105 | public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld); | ||
106 | |||
107 | // The last value calculated for the prim's inertia | ||
108 | public OMV.Vector3 Inertia { get; set; } | ||
109 | |||
110 | // Reference to the physical body (btCollisionObject) of this object | ||
111 | public BulletBody PhysBody; | ||
112 | // Reference to the physical shape (btCollisionShape) of this object | ||
113 | public BulletShape PhysShape; | ||
114 | |||
115 | // 'true' if the mesh's underlying asset failed to build. | ||
116 | // This will keep us from looping after the first time the build failed. | ||
117 | public bool LastAssetBuildFailed { get; set; } | ||
118 | |||
119 | // The objects base shape information. Null if not a prim type shape. | ||
120 | public PrimitiveBaseShape BaseShape { get; protected set; } | ||
121 | // Some types of objects have preferred physical representations. | ||
122 | // Returns SHAPE_UNKNOWN if there is no preference. | ||
123 | public virtual BSPhysicsShapeType PreferredPhysicalShape | ||
124 | { | ||
125 | get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } | ||
126 | } | ||
127 | |||
128 | // When the physical properties are updated, an EntityProperty holds the update values. | ||
129 | // Keep the current and last EntityProperties to enable computation of differences | ||
130 | // between the current update and the previous values. | ||
131 | public EntityProperties CurrentEntityProperties { get; set; } | ||
132 | public EntityProperties LastEntityProperties { get; set; } | ||
133 | |||
134 | public virtual OMV.Vector3 Scale { get; set; } | ||
135 | public abstract bool IsSolid { get; } | ||
136 | public abstract bool IsStatic { get; } | ||
137 | |||
138 | // Materialness | ||
139 | public MaterialAttributes.Material Material { get; private set; } | ||
140 | public override void SetMaterial(int material) | ||
141 | { | ||
142 | Material = (MaterialAttributes.Material)material; | ||
143 | } | ||
144 | |||
145 | // Stop all physical motion. | ||
146 | public abstract void ZeroMotion(bool inTaintTime); | ||
147 | public abstract void ZeroAngularMotion(bool inTaintTime); | ||
148 | |||
149 | // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured. | ||
150 | public virtual void StepVehicle(float timeStep) { } | ||
151 | |||
152 | // Update the physical location and motion of the object. Called with data from Bullet. | ||
153 | public abstract void UpdateProperties(EntityProperties entprop); | ||
154 | |||
155 | public abstract OMV.Vector3 RawPosition { get; set; } | ||
156 | public abstract OMV.Vector3 ForcePosition { get; set; } | ||
157 | |||
158 | public abstract OMV.Quaternion RawOrientation { get; set; } | ||
159 | public abstract OMV.Quaternion ForceOrientation { get; set; } | ||
160 | |||
161 | // The system is telling us the velocity it wants to move at. | ||
162 | // protected OMV.Vector3 m_targetVelocity; // use the definition in PhysicsActor | ||
163 | public override OMV.Vector3 TargetVelocity | ||
164 | { | ||
165 | get { return m_targetVelocity; } | ||
166 | set | ||
167 | { | ||
168 | m_targetVelocity = value; | ||
169 | Velocity = value; | ||
170 | } | ||
171 | } | ||
172 | public abstract OMV.Vector3 ForceVelocity { get; set; } | ||
173 | |||
174 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } | ||
175 | |||
176 | public abstract float ForceBuoyancy { get; set; } | ||
177 | |||
178 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } | ||
179 | |||
180 | #region Collisions | ||
181 | |||
182 | // Requested number of milliseconds between collision events. Zero means disabled. | ||
183 | protected int SubscribedEventsMs { get; set; } | ||
184 | // Given subscription, the time that a collision may be passed up | ||
185 | protected int NextCollisionOkTime { get; set; } | ||
186 | // The simulation step that last had a collision | ||
187 | protected long CollidingStep { get; set; } | ||
188 | // The simulation step that last had a collision with the ground | ||
189 | protected long CollidingGroundStep { get; set; } | ||
190 | // The simulation step that last collided with an object | ||
191 | protected long CollidingObjectStep { get; set; } | ||
192 | // The collision flags we think are set in Bullet | ||
193 | protected CollisionFlags CurrentCollisionFlags { get; set; } | ||
194 | |||
195 | public override bool IsColliding { | ||
196 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | ||
197 | set { | ||
198 | if (value) | ||
199 | CollidingStep = PhysicsScene.SimulationStep; | ||
200 | else | ||
201 | CollidingStep = 0; | ||
202 | } | ||
203 | } | ||
204 | public override bool CollidingGround { | ||
205 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } | ||
206 | set | ||
207 | { | ||
208 | if (value) | ||
209 | CollidingGroundStep = PhysicsScene.SimulationStep; | ||
210 | else | ||
211 | CollidingGroundStep = 0; | ||
212 | } | ||
213 | } | ||
214 | public override bool CollidingObj { | ||
215 | get { return (CollidingObjectStep == PhysicsScene.SimulationStep); } | ||
216 | set { | ||
217 | if (value) | ||
218 | CollidingObjectStep = PhysicsScene.SimulationStep; | ||
219 | else | ||
220 | CollidingObjectStep = 0; | ||
221 | } | ||
222 | } | ||
223 | |||
224 | // The collisions that have been collected this tick | ||
225 | protected CollisionEventUpdate CollisionCollection; | ||
226 | |||
227 | // The simulation step is telling this object about a collision. | ||
228 | // Return 'true' if a collision was processed and should be sent up. | ||
229 | // Called at taint time from within the Step() function | ||
230 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | ||
231 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
232 | { | ||
233 | bool ret = false; | ||
234 | |||
235 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work | ||
236 | CollidingStep = PhysicsScene.SimulationStep; | ||
237 | if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) | ||
238 | { | ||
239 | CollidingGroundStep = PhysicsScene.SimulationStep; | ||
240 | } | ||
241 | else | ||
242 | { | ||
243 | CollidingObjectStep = PhysicsScene.SimulationStep; | ||
244 | } | ||
245 | |||
246 | // prims in the same linkset cannot collide with each other | ||
247 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | ||
248 | { | ||
249 | return ret; | ||
250 | } | ||
251 | |||
252 | // if someone has subscribed for collision events.... | ||
253 | if (SubscribedEvents()) { | ||
254 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
255 | DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", | ||
256 | LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); | ||
257 | |||
258 | ret = true; | ||
259 | } | ||
260 | return ret; | ||
261 | } | ||
262 | |||
263 | // Send the collected collisions into the simulator. | ||
264 | // Called at taint time from within the Step() function thus no locking problems | ||
265 | // with CollisionCollection and ObjectsWithNoMoreCollisions. | ||
266 | // Return 'true' if there were some actual collisions passed up | ||
267 | public virtual bool SendCollisions() | ||
268 | { | ||
269 | bool ret = true; | ||
270 | // If the 'no collision' call, force it to happen right now so quick collision_end | ||
271 | bool force = (CollisionCollection.Count == 0); | ||
272 | |||
273 | // throttle the collisions to the number of milliseconds specified in the subscription | ||
274 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) | ||
275 | { | ||
276 | NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; | ||
277 | |||
278 | // We are called if we previously had collisions. If there are no collisions | ||
279 | // this time, send up one last empty event so OpenSim can sense collision end. | ||
280 | if (CollisionCollection.Count == 0) | ||
281 | { | ||
282 | // If I have no collisions this time, remove me from the list of objects with collisions. | ||
283 | ret = false; | ||
284 | } | ||
285 | |||
286 | // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); | ||
287 | base.SendCollisionUpdate(CollisionCollection); | ||
288 | |||
289 | // The CollisionCollection instance is passed around in the simulator. | ||
290 | // Make sure we don't have a handle to that one and that a new one is used for next time. | ||
291 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | ||
292 | // a race condition is created for the other users of this instance. | ||
293 | CollisionCollection = new CollisionEventUpdate(); | ||
294 | } | ||
295 | return ret; | ||
296 | } | ||
297 | |||
298 | // Subscribe for collision events. | ||
299 | // Parameter is the millisecond rate the caller wishes collision events to occur. | ||
300 | public override void SubscribeEvents(int ms) { | ||
301 | // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); | ||
302 | SubscribedEventsMs = ms; | ||
303 | if (ms > 0) | ||
304 | { | ||
305 | // make sure first collision happens | ||
306 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | ||
307 | |||
308 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | ||
309 | { | ||
310 | if (PhysBody.HasPhysicalBody) | ||
311 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
312 | }); | ||
313 | } | ||
314 | else | ||
315 | { | ||
316 | // Subscribing for zero or less is the same as unsubscribing | ||
317 | UnSubscribeEvents(); | ||
318 | } | ||
319 | } | ||
320 | public override void UnSubscribeEvents() { | ||
321 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | ||
322 | SubscribedEventsMs = 0; | ||
323 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | ||
324 | { | ||
325 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | ||
326 | if (PhysBody.HasPhysicalBody) | ||
327 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
328 | }); | ||
329 | } | ||
330 | // Return 'true' if the simulator wants collision events | ||
331 | public override bool SubscribedEvents() { | ||
332 | return (SubscribedEventsMs > 0); | ||
333 | } | ||
334 | |||
335 | #endregion // Collisions | ||
336 | |||
337 | #region Per Simulation Step actions | ||
338 | // There are some actions that must be performed for a physical object before each simulation step. | ||
339 | // These actions are optional so, rather than scanning all the physical objects and asking them | ||
340 | // if they have anything to do, a physical object registers for an event call before the step is performed. | ||
341 | // This bookkeeping makes it easy to add, remove and clean up after all these registrations. | ||
342 | private Dictionary<string, BSScene.PreStepAction> RegisteredActions = new Dictionary<string, BSScene.PreStepAction>(); | ||
343 | protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) | ||
344 | { | ||
345 | string identifier = op + "-" + id.ToString(); | ||
346 | RegisteredActions[identifier] = actn; | ||
347 | PhysicsScene.BeforeStep += actn; | ||
348 | DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); | ||
349 | } | ||
350 | |||
351 | // Unregister a pre step action. Safe to call if the action has not been registered. | ||
352 | protected void UnRegisterPreStepAction(string op, uint id) | ||
353 | { | ||
354 | string identifier = op + "-" + id.ToString(); | ||
355 | bool removed = false; | ||
356 | if (RegisteredActions.ContainsKey(identifier)) | ||
357 | { | ||
358 | PhysicsScene.BeforeStep -= RegisteredActions[identifier]; | ||
359 | RegisteredActions.Remove(identifier); | ||
360 | removed = true; | ||
361 | } | ||
362 | DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); | ||
363 | } | ||
364 | |||
365 | protected void UnRegisterAllPreStepActions() | ||
366 | { | ||
367 | foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredActions) | ||
368 | { | ||
369 | PhysicsScene.BeforeStep -= kvp.Value; | ||
370 | } | ||
371 | RegisteredActions.Clear(); | ||
372 | DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); | ||
373 | } | ||
374 | |||
375 | |||
376 | #endregion // Per Simulation Step actions | ||
377 | |||
378 | // High performance detailed logging routine used by the physical objects. | ||
379 | protected void DetailLog(string msg, params Object[] args) | ||
380 | { | ||
381 | if (PhysicsScene.PhysicsLogging.Enabled) | ||
382 | PhysicsScene.DetailLog(msg, args); | ||
383 | } | ||
384 | |||
385 | } | ||
386 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs deleted file mode 100644 index 65be52a..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs +++ /dev/null | |||
@@ -1,76 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using OpenSim.Framework; | ||
30 | using OpenSim.Region.Physics.Manager; | ||
31 | using OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | /// <summary> | ||
36 | /// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim. | ||
37 | /// This module interfaces to an unmanaged C++ library which makes the | ||
38 | /// actual calls into the Bullet physics engine. | ||
39 | /// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/. | ||
40 | /// The unmanaged library is compiled and linked statically with Bullet | ||
41 | /// to create BulletSim.dll and libBulletSim.so (for both 32 and 64 bit). | ||
42 | /// </summary> | ||
43 | public class BSPlugin : IPhysicsPlugin | ||
44 | { | ||
45 | //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
46 | |||
47 | private BSScene _mScene; | ||
48 | |||
49 | public BSPlugin() | ||
50 | { | ||
51 | } | ||
52 | |||
53 | public bool Init() | ||
54 | { | ||
55 | return true; | ||
56 | } | ||
57 | |||
58 | public PhysicsScene GetScene(String sceneIdentifier) | ||
59 | { | ||
60 | if (_mScene == null) | ||
61 | { | ||
62 | _mScene = new BSScene(sceneIdentifier); | ||
63 | } | ||
64 | return (_mScene); | ||
65 | } | ||
66 | |||
67 | public string GetName() | ||
68 | { | ||
69 | return ("BulletSim"); | ||
70 | } | ||
71 | |||
72 | public void Dispose() | ||
73 | { | ||
74 | } | ||
75 | } | ||
76 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs deleted file mode 100644 index 826261c..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ /dev/null | |||
@@ -1,1513 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Reflection; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Xml; | ||
32 | using log4net; | ||
33 | using OMV = OpenMetaverse; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Region.Physics.Manager; | ||
36 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | ||
37 | |||
38 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
39 | { | ||
40 | |||
41 | [Serializable] | ||
42 | public sealed class BSPrim : BSPhysObject | ||
43 | { | ||
44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
45 | private static readonly string LogHeader = "[BULLETS PRIM]"; | ||
46 | |||
47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. | ||
48 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | ||
49 | |||
50 | private bool _grabbed; | ||
51 | private bool _isSelected; | ||
52 | private bool _isVolumeDetect; | ||
53 | private OMV.Vector3 _position; | ||
54 | private float _mass; // the mass of this object | ||
55 | private float _density; | ||
56 | private OMV.Vector3 _force; | ||
57 | private OMV.Vector3 _velocity; | ||
58 | private OMV.Vector3 _torque; | ||
59 | private float _collisionScore; | ||
60 | private OMV.Vector3 _acceleration; | ||
61 | private OMV.Quaternion _orientation; | ||
62 | private int _physicsActorType; | ||
63 | private bool _isPhysical; | ||
64 | private bool _flying; | ||
65 | private float _friction; | ||
66 | private float _restitution; | ||
67 | private bool _setAlwaysRun; | ||
68 | private bool _throttleUpdates; | ||
69 | private bool _isColliding; | ||
70 | private bool _collidingGround; | ||
71 | private bool _collidingObj; | ||
72 | private bool _floatOnWater; | ||
73 | private OMV.Vector3 _rotationalVelocity; | ||
74 | private bool _kinematic; | ||
75 | private float _buoyancy; | ||
76 | |||
77 | private BSDynamics _vehicle; | ||
78 | |||
79 | private OMV.Vector3 _PIDTarget; | ||
80 | private bool _usePID; | ||
81 | private float _PIDTau; | ||
82 | private bool _useHoverPID; | ||
83 | private float _PIDHoverHeight; | ||
84 | private PIDHoverType _PIDHoverType; | ||
85 | private float _PIDHoverTao; | ||
86 | |||
87 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | ||
88 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | ||
89 | : base(parent_scene, localID, primName, "BSPrim") | ||
90 | { | ||
91 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | ||
92 | _physicsActorType = (int)ActorTypes.Prim; | ||
93 | _position = pos; | ||
94 | _size = size; | ||
95 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). | ||
96 | _orientation = rotation; | ||
97 | _buoyancy = 0f; | ||
98 | _velocity = OMV.Vector3.Zero; | ||
99 | _rotationalVelocity = OMV.Vector3.Zero; | ||
100 | BaseShape = pbs; | ||
101 | _isPhysical = pisPhysical; | ||
102 | _isVolumeDetect = false; | ||
103 | |||
104 | // Someday set default attributes based on the material but, for now, we don't know the prim material yet. | ||
105 | // MaterialAttributes primMat = BSMaterials.GetAttributes(Material, pisPhysical); | ||
106 | _density = PhysicsScene.Params.defaultDensity; | ||
107 | _friction = PhysicsScene.Params.defaultFriction; | ||
108 | _restitution = PhysicsScene.Params.defaultRestitution; | ||
109 | |||
110 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness | ||
111 | |||
112 | _mass = CalculateMass(); | ||
113 | |||
114 | // Cause linkset variables to be initialized (like mass) | ||
115 | Linkset.Refresh(this); | ||
116 | |||
117 | DetailLog("{0},BSPrim.constructor,call", LocalID); | ||
118 | // do the actual object creation at taint time | ||
119 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | ||
120 | { | ||
121 | CreateGeomAndObject(true); | ||
122 | |||
123 | CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody); | ||
124 | }); | ||
125 | } | ||
126 | |||
127 | // called when this prim is being destroyed and we should free all the resources | ||
128 | public override void Destroy() | ||
129 | { | ||
130 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | ||
131 | base.Destroy(); | ||
132 | |||
133 | // Undo any links between me and any other object | ||
134 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
135 | int childrenBefore = Linkset.NumberOfChildren; | ||
136 | |||
137 | Linkset = Linkset.RemoveMeFromLinkset(this); | ||
138 | |||
139 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", | ||
140 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
141 | |||
142 | // Undo any vehicle properties | ||
143 | this.VehicleType = (int)Vehicle.TYPE_NONE; | ||
144 | |||
145 | PhysicsScene.TaintedObject("BSPrim.destroy", delegate() | ||
146 | { | ||
147 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | ||
148 | // If there are physical body and shape, release my use of same. | ||
149 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); | ||
150 | PhysBody.Clear(); | ||
151 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); | ||
152 | PhysShape.Clear(); | ||
153 | }); | ||
154 | } | ||
155 | |||
156 | // No one uses this property. | ||
157 | public override bool Stopped { | ||
158 | get { return false; } | ||
159 | } | ||
160 | public override OMV.Vector3 Size { | ||
161 | get { return _size; } | ||
162 | set { | ||
163 | // We presume the scale and size are the same. If scale must be changed for | ||
164 | // the physical shape, that is done when the geometry is built. | ||
165 | _size = value; | ||
166 | Scale = _size; | ||
167 | ForceBodyShapeRebuild(false); | ||
168 | } | ||
169 | } | ||
170 | |||
171 | public override PrimitiveBaseShape Shape { | ||
172 | set { | ||
173 | BaseShape = value; | ||
174 | ForceBodyShapeRebuild(false); | ||
175 | } | ||
176 | } | ||
177 | // Whatever the linkset wants is what I want. | ||
178 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
179 | { get { return Linkset.PreferredPhysicalShape(this); } } | ||
180 | |||
181 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | ||
182 | { | ||
183 | LastAssetBuildFailed = false; | ||
184 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() | ||
185 | { | ||
186 | _mass = CalculateMass(); // changing the shape changes the mass | ||
187 | CreateGeomAndObject(true); | ||
188 | }); | ||
189 | return true; | ||
190 | } | ||
191 | public override bool Grabbed { | ||
192 | set { _grabbed = value; | ||
193 | } | ||
194 | } | ||
195 | public override bool Selected { | ||
196 | set | ||
197 | { | ||
198 | if (value != _isSelected) | ||
199 | { | ||
200 | _isSelected = value; | ||
201 | PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() | ||
202 | { | ||
203 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); | ||
204 | SetObjectDynamic(false); | ||
205 | }); | ||
206 | } | ||
207 | } | ||
208 | } | ||
209 | public override void CrossingFailure() { return; } | ||
210 | |||
211 | // link me to the specified parent | ||
212 | public override void link(PhysicsActor obj) { | ||
213 | BSPrim parent = obj as BSPrim; | ||
214 | if (parent != null) | ||
215 | { | ||
216 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
217 | int childrenBefore = Linkset.NumberOfChildren; | ||
218 | |||
219 | Linkset = parent.Linkset.AddMeToLinkset(this); | ||
220 | |||
221 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | ||
222 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
223 | } | ||
224 | return; | ||
225 | } | ||
226 | |||
227 | // delink me from my linkset | ||
228 | public override void delink() { | ||
229 | // TODO: decide if this parent checking needs to happen at taint time | ||
230 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | ||
231 | |||
232 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
233 | int childrenBefore = Linkset.NumberOfChildren; | ||
234 | |||
235 | Linkset = Linkset.RemoveMeFromLinkset(this); | ||
236 | |||
237 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | ||
238 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
239 | return; | ||
240 | } | ||
241 | |||
242 | // Set motion values to zero. | ||
243 | // Do it to the properties so the values get set in the physics engine. | ||
244 | // Push the setting of the values to the viewer. | ||
245 | // Called at taint time! | ||
246 | public override void ZeroMotion(bool inTaintTime) | ||
247 | { | ||
248 | _velocity = OMV.Vector3.Zero; | ||
249 | _acceleration = OMV.Vector3.Zero; | ||
250 | _rotationalVelocity = OMV.Vector3.Zero; | ||
251 | |||
252 | // Zero some other properties in the physics engine | ||
253 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | ||
254 | { | ||
255 | if (PhysBody.HasPhysicalBody) | ||
256 | PhysicsScene.PE.ClearAllForces(PhysBody); | ||
257 | }); | ||
258 | } | ||
259 | public override void ZeroAngularMotion(bool inTaintTime) | ||
260 | { | ||
261 | _rotationalVelocity = OMV.Vector3.Zero; | ||
262 | // Zero some other properties in the physics engine | ||
263 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | ||
264 | { | ||
265 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); | ||
266 | if (PhysBody.HasPhysicalBody) | ||
267 | { | ||
268 | PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); | ||
269 | PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); | ||
270 | } | ||
271 | }); | ||
272 | } | ||
273 | |||
274 | public override void LockAngularMotion(OMV.Vector3 axis) | ||
275 | { | ||
276 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | ||
277 | return; | ||
278 | } | ||
279 | |||
280 | public override OMV.Vector3 RawPosition | ||
281 | { | ||
282 | get { return _position; } | ||
283 | set { _position = value; } | ||
284 | } | ||
285 | public override OMV.Vector3 Position { | ||
286 | get { | ||
287 | /* NOTE: this refetch is not necessary. The simulator knows about linkset children | ||
288 | * and does not fetch this position info for children. Thus this is commented out. | ||
289 | // child prims move around based on their parent. Need to get the latest location | ||
290 | if (!Linkset.IsRoot(this)) | ||
291 | _position = Linkset.PositionGet(this); | ||
292 | */ | ||
293 | |||
294 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. | ||
295 | // _position = PhysicsScene.PE.GetObjectPosition2(PhysicsScene.World, BSBody); | ||
296 | return _position; | ||
297 | } | ||
298 | set { | ||
299 | // If the position must be forced into the physics engine, use ForcePosition. | ||
300 | // All positions are given in world positions. | ||
301 | if (_position == value) | ||
302 | { | ||
303 | DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation); | ||
304 | return; | ||
305 | } | ||
306 | _position = value; | ||
307 | PositionSanityCheck(false); | ||
308 | |||
309 | // A linkset might need to know if a component information changed. | ||
310 | Linkset.UpdateProperties(this, false); | ||
311 | |||
312 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | ||
313 | { | ||
314 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
315 | ForcePosition = _position; | ||
316 | }); | ||
317 | } | ||
318 | } | ||
319 | public override OMV.Vector3 ForcePosition { | ||
320 | get { | ||
321 | _position = PhysicsScene.PE.GetPosition(PhysBody); | ||
322 | return _position; | ||
323 | } | ||
324 | set { | ||
325 | _position = value; | ||
326 | if (PhysBody.HasPhysicalBody) | ||
327 | { | ||
328 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | ||
329 | ActivateIfPhysical(false); | ||
330 | } | ||
331 | } | ||
332 | } | ||
333 | |||
334 | // Check that the current position is sane and, if not, modify the position to make it so. | ||
335 | // Check for being below terrain and being out of bounds. | ||
336 | // Returns 'true' of the position was made sane by some action. | ||
337 | private bool PositionSanityCheck(bool inTaintTime) | ||
338 | { | ||
339 | bool ret = false; | ||
340 | |||
341 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position)) | ||
342 | { | ||
343 | // The physical object is out of the known/simulated area. | ||
344 | // Upper levels of code will handle the transition to other areas so, for | ||
345 | // the time, we just ignore the position. | ||
346 | return ret; | ||
347 | } | ||
348 | |||
349 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | ||
350 | OMV.Vector3 upForce = OMV.Vector3.Zero; | ||
351 | if (RawPosition.Z < terrainHeight) | ||
352 | { | ||
353 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | ||
354 | float targetHeight = terrainHeight + (Size.Z / 2f); | ||
355 | // Upforce proportional to the distance away from the terrain. Correct the error in 1 sec. | ||
356 | upForce.Z = (terrainHeight - RawPosition.Z) * 1f; | ||
357 | ret = true; | ||
358 | } | ||
359 | |||
360 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | ||
361 | { | ||
362 | float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); | ||
363 | // TODO: a floating motor so object will bob in the water | ||
364 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) | ||
365 | { | ||
366 | // Upforce proportional to the distance away from the water. Correct the error in 1 sec. | ||
367 | upForce.Z = (waterHeight - RawPosition.Z) * 1f; | ||
368 | ret = true; | ||
369 | } | ||
370 | } | ||
371 | |||
372 | // The above code computes a force to apply to correct any out-of-bounds problems. Apply same. | ||
373 | // TODO: This should be intergrated with a geneal physics action mechanism. | ||
374 | // TODO: This should be moderated with PID'ness. | ||
375 | if (ret) | ||
376 | { | ||
377 | // Apply upforce and overcome gravity. | ||
378 | OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity; | ||
379 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); | ||
380 | AddForce(correctionForce, false, inTaintTime); | ||
381 | } | ||
382 | return ret; | ||
383 | } | ||
384 | |||
385 | // Return the effective mass of the object. | ||
386 | // The definition of this call is to return the mass of the prim. | ||
387 | // If the simulator cares about the mass of the linkset, it will sum it itself. | ||
388 | public override float Mass | ||
389 | { | ||
390 | get | ||
391 | { | ||
392 | return _mass; | ||
393 | } | ||
394 | } | ||
395 | |||
396 | // used when we only want this prim's mass and not the linkset thing | ||
397 | public override float RawMass { | ||
398 | get { return _mass; } | ||
399 | } | ||
400 | // Set the physical mass to the passed mass. | ||
401 | // Note that this does not change _mass! | ||
402 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) | ||
403 | { | ||
404 | if (PhysBody.HasPhysicalBody) | ||
405 | { | ||
406 | if (IsStatic) | ||
407 | { | ||
408 | PhysicsScene.PE.SetGravity(PhysBody, PhysicsScene.DefaultGravity); | ||
409 | Inertia = OMV.Vector3.Zero; | ||
410 | PhysicsScene.PE.SetMassProps(PhysBody, 0f, Inertia); | ||
411 | PhysicsScene.PE.UpdateInertiaTensor(PhysBody); | ||
412 | } | ||
413 | else | ||
414 | { | ||
415 | OMV.Vector3 grav = ComputeGravity(); | ||
416 | |||
417 | if (inWorld) | ||
418 | { | ||
419 | // Changing interesting properties doesn't change proxy and collision cache | ||
420 | // information. The Bullet solution is to re-add the object to the world | ||
421 | // after parameters are changed. | ||
422 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); | ||
423 | } | ||
424 | |||
425 | // The computation of mass props requires gravity to be set on the object. | ||
426 | PhysicsScene.PE.SetGravity(PhysBody, grav); | ||
427 | |||
428 | Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); | ||
429 | PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia); | ||
430 | PhysicsScene.PE.UpdateInertiaTensor(PhysBody); | ||
431 | |||
432 | // center of mass is at the zero of the object | ||
433 | // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(PhysBody, ForcePosition, ForceOrientation); | ||
434 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, grav, inWorld); | ||
435 | |||
436 | if (inWorld) | ||
437 | { | ||
438 | AddObjectToPhysicalWorld(); | ||
439 | } | ||
440 | |||
441 | // Must set gravity after it has been added to the world because, for unknown reasons, | ||
442 | // adding the object resets the object's gravity to world gravity | ||
443 | PhysicsScene.PE.SetGravity(PhysBody, grav); | ||
444 | |||
445 | } | ||
446 | } | ||
447 | } | ||
448 | |||
449 | // Return what gravity should be set to this very moment | ||
450 | private OMV.Vector3 ComputeGravity() | ||
451 | { | ||
452 | OMV.Vector3 ret = PhysicsScene.DefaultGravity; | ||
453 | |||
454 | if (!IsStatic) | ||
455 | ret *= (1f - Buoyancy); | ||
456 | |||
457 | return ret; | ||
458 | } | ||
459 | |||
460 | // Is this used? | ||
461 | public override OMV.Vector3 CenterOfMass | ||
462 | { | ||
463 | get { return Linkset.CenterOfMass; } | ||
464 | } | ||
465 | |||
466 | // Is this used? | ||
467 | public override OMV.Vector3 GeometricCenter | ||
468 | { | ||
469 | get { return Linkset.GeometricCenter; } | ||
470 | } | ||
471 | |||
472 | public override OMV.Vector3 Force { | ||
473 | get { return _force; } | ||
474 | set { | ||
475 | _force = value; | ||
476 | if (_force != OMV.Vector3.Zero) | ||
477 | { | ||
478 | // If the force is non-zero, it must be reapplied each tick because | ||
479 | // Bullet clears the forces applied last frame. | ||
480 | RegisterPreStepAction("BSPrim.setForce", LocalID, | ||
481 | delegate(float timeStep) | ||
482 | { | ||
483 | DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); | ||
484 | if (PhysBody.HasPhysicalBody) | ||
485 | { | ||
486 | PhysicsScene.PE.ApplyCentralForce(PhysBody, _force); | ||
487 | ActivateIfPhysical(false); | ||
488 | } | ||
489 | } | ||
490 | ); | ||
491 | } | ||
492 | else | ||
493 | { | ||
494 | UnRegisterPreStepAction("BSPrim.setForce", LocalID); | ||
495 | } | ||
496 | } | ||
497 | } | ||
498 | |||
499 | public override int VehicleType { | ||
500 | get { | ||
501 | return (int)_vehicle.Type; // if we are a vehicle, return that type | ||
502 | } | ||
503 | set { | ||
504 | Vehicle type = (Vehicle)value; | ||
505 | |||
506 | PhysicsScene.TaintedObject("setVehicleType", delegate() | ||
507 | { | ||
508 | // Done at taint time so we're sure the physics engine is not using the variables | ||
509 | // Vehicle code changes the parameters for this vehicle type. | ||
510 | _vehicle.ProcessTypeChange(type); | ||
511 | ActivateIfPhysical(false); | ||
512 | |||
513 | // If an active vehicle, register the vehicle code to be called before each step | ||
514 | if (_vehicle.Type == Vehicle.TYPE_NONE) | ||
515 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); | ||
516 | else | ||
517 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, _vehicle.Step); | ||
518 | }); | ||
519 | } | ||
520 | } | ||
521 | public override void VehicleFloatParam(int param, float value) | ||
522 | { | ||
523 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | ||
524 | { | ||
525 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | ||
526 | ActivateIfPhysical(false); | ||
527 | }); | ||
528 | } | ||
529 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | ||
530 | { | ||
531 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | ||
532 | { | ||
533 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | ||
534 | ActivateIfPhysical(false); | ||
535 | }); | ||
536 | } | ||
537 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | ||
538 | { | ||
539 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | ||
540 | { | ||
541 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
542 | ActivateIfPhysical(false); | ||
543 | }); | ||
544 | } | ||
545 | public override void VehicleFlags(int param, bool remove) | ||
546 | { | ||
547 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() | ||
548 | { | ||
549 | _vehicle.ProcessVehicleFlags(param, remove); | ||
550 | }); | ||
551 | } | ||
552 | |||
553 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | ||
554 | public override void SetVolumeDetect(int param) { | ||
555 | bool newValue = (param != 0); | ||
556 | if (_isVolumeDetect != newValue) | ||
557 | { | ||
558 | _isVolumeDetect = newValue; | ||
559 | PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() | ||
560 | { | ||
561 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | ||
562 | SetObjectDynamic(true); | ||
563 | }); | ||
564 | } | ||
565 | return; | ||
566 | } | ||
567 | public override OMV.Vector3 Velocity { | ||
568 | get { return _velocity; } | ||
569 | set { | ||
570 | _velocity = value; | ||
571 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() | ||
572 | { | ||
573 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | ||
574 | ForceVelocity = _velocity; | ||
575 | }); | ||
576 | } | ||
577 | } | ||
578 | public override OMV.Vector3 ForceVelocity { | ||
579 | get { return _velocity; } | ||
580 | set { | ||
581 | PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); | ||
582 | |||
583 | _velocity = value; | ||
584 | if (PhysBody.HasPhysicalBody) | ||
585 | { | ||
586 | PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); | ||
587 | ActivateIfPhysical(false); | ||
588 | } | ||
589 | } | ||
590 | } | ||
591 | public override OMV.Vector3 Torque { | ||
592 | get { return _torque; } | ||
593 | set { | ||
594 | _torque = value; | ||
595 | if (_torque != OMV.Vector3.Zero) | ||
596 | { | ||
597 | // If the torque is non-zero, it must be reapplied each tick because | ||
598 | // Bullet clears the forces applied last frame. | ||
599 | RegisterPreStepAction("BSPrim.setTorque", LocalID, | ||
600 | delegate(float timeStep) | ||
601 | { | ||
602 | if (PhysBody.HasPhysicalBody) | ||
603 | AddAngularForce(_torque, false, true); | ||
604 | } | ||
605 | ); | ||
606 | } | ||
607 | else | ||
608 | { | ||
609 | UnRegisterPreStepAction("BSPrim.setTorque", LocalID); | ||
610 | } | ||
611 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | ||
612 | } | ||
613 | } | ||
614 | public override float CollisionScore { | ||
615 | get { return _collisionScore; } | ||
616 | set { _collisionScore = value; | ||
617 | } | ||
618 | } | ||
619 | public override OMV.Vector3 Acceleration { | ||
620 | get { return _acceleration; } | ||
621 | set { _acceleration = value; } | ||
622 | } | ||
623 | public override OMV.Quaternion RawOrientation | ||
624 | { | ||
625 | get { return _orientation; } | ||
626 | set { _orientation = value; } | ||
627 | } | ||
628 | public override OMV.Quaternion Orientation { | ||
629 | get { | ||
630 | /* NOTE: this refetch is not necessary. The simulator knows about linkset children | ||
631 | * and does not fetch this position info for children. Thus this is commented out. | ||
632 | // Children move around because tied to parent. Get a fresh value. | ||
633 | if (!Linkset.IsRoot(this)) | ||
634 | { | ||
635 | _orientation = Linkset.OrientationGet(this); | ||
636 | } | ||
637 | */ | ||
638 | return _orientation; | ||
639 | } | ||
640 | set { | ||
641 | if (_orientation == value) | ||
642 | return; | ||
643 | _orientation = value; | ||
644 | |||
645 | // A linkset might need to know if a component information changed. | ||
646 | Linkset.UpdateProperties(this, false); | ||
647 | |||
648 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() | ||
649 | { | ||
650 | if (PhysBody.HasPhysicalBody) | ||
651 | { | ||
652 | // _position = PhysicsScene.PE.GetObjectPosition(PhysicsScene.World, BSBody); | ||
653 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
654 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | ||
655 | } | ||
656 | }); | ||
657 | } | ||
658 | } | ||
659 | // Go directly to Bullet to get/set the value. | ||
660 | public override OMV.Quaternion ForceOrientation | ||
661 | { | ||
662 | get | ||
663 | { | ||
664 | _orientation = PhysicsScene.PE.GetOrientation(PhysBody); | ||
665 | return _orientation; | ||
666 | } | ||
667 | set | ||
668 | { | ||
669 | _orientation = value; | ||
670 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | ||
671 | } | ||
672 | } | ||
673 | public override int PhysicsActorType { | ||
674 | get { return _physicsActorType; } | ||
675 | set { _physicsActorType = value; } | ||
676 | } | ||
677 | public override bool IsPhysical { | ||
678 | get { return _isPhysical; } | ||
679 | set { | ||
680 | if (_isPhysical != value) | ||
681 | { | ||
682 | _isPhysical = value; | ||
683 | PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() | ||
684 | { | ||
685 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | ||
686 | SetObjectDynamic(true); | ||
687 | // whether phys-to-static or static-to-phys, the object is not moving. | ||
688 | ZeroMotion(true); | ||
689 | }); | ||
690 | } | ||
691 | } | ||
692 | } | ||
693 | |||
694 | // An object is static (does not move) if selected or not physical | ||
695 | public override bool IsStatic | ||
696 | { | ||
697 | get { return _isSelected || !IsPhysical; } | ||
698 | } | ||
699 | |||
700 | // An object is solid if it's not phantom and if it's not doing VolumeDetect | ||
701 | public override bool IsSolid | ||
702 | { | ||
703 | get { return !IsPhantom && !_isVolumeDetect; } | ||
704 | } | ||
705 | |||
706 | // Make gravity work if the object is physical and not selected | ||
707 | // Called at taint-time!! | ||
708 | private void SetObjectDynamic(bool forceRebuild) | ||
709 | { | ||
710 | // Recreate the physical object if necessary | ||
711 | CreateGeomAndObject(forceRebuild); | ||
712 | } | ||
713 | |||
714 | // Convert the simulator's physical properties into settings on BulletSim objects. | ||
715 | // There are four flags we're interested in: | ||
716 | // IsStatic: Object does not move, otherwise the object has mass and moves | ||
717 | // isSolid: other objects bounce off of this object | ||
718 | // isVolumeDetect: other objects pass through but can generate collisions | ||
719 | // collisionEvents: whether this object returns collision events | ||
720 | private void UpdatePhysicalParameters() | ||
721 | { | ||
722 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); | ||
723 | |||
724 | // Mangling all the physical properties requires the object not be in the physical world. | ||
725 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | ||
726 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); | ||
727 | |||
728 | // Set up the object physicalness (does gravity and collisions move this object) | ||
729 | MakeDynamic(IsStatic); | ||
730 | |||
731 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) | ||
732 | _vehicle.Refresh(); | ||
733 | |||
734 | // Arrange for collision events if the simulator wants them | ||
735 | EnableCollisions(SubscribedEvents()); | ||
736 | |||
737 | // Make solid or not (do things bounce off or pass through this object). | ||
738 | MakeSolid(IsSolid); | ||
739 | |||
740 | AddObjectToPhysicalWorld(); | ||
741 | |||
742 | // Rebuild its shape | ||
743 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); | ||
744 | |||
745 | // Recompute any linkset parameters. | ||
746 | // When going from non-physical to physical, this re-enables the constraints that | ||
747 | // had been automatically disabled when the mass was set to zero. | ||
748 | // For compound based linksets, this enables and disables interactions of the children. | ||
749 | Linkset.Refresh(this); | ||
750 | |||
751 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}", | ||
752 | LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); | ||
753 | } | ||
754 | |||
755 | // "Making dynamic" means changing to and from static. | ||
756 | // When static, gravity does not effect the object and it is fixed in space. | ||
757 | // When dynamic, the object can fall and be pushed by others. | ||
758 | // This is independent of its 'solidness' which controls what passes through | ||
759 | // this object and what interacts with it. | ||
760 | private void MakeDynamic(bool makeStatic) | ||
761 | { | ||
762 | if (makeStatic) | ||
763 | { | ||
764 | // Become a Bullet 'static' object type | ||
765 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); | ||
766 | // Stop all movement | ||
767 | ZeroMotion(true); | ||
768 | |||
769 | // Set various physical properties so other object interact properly | ||
770 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); | ||
771 | PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction); | ||
772 | PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution); | ||
773 | |||
774 | // Mass is zero which disables a bunch of physics stuff in Bullet | ||
775 | UpdatePhysicalMassProperties(0f, false); | ||
776 | // Set collision detection parameters | ||
777 | if (BSParam.CcdMotionThreshold > 0f) | ||
778 | { | ||
779 | PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); | ||
780 | PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); | ||
781 | } | ||
782 | |||
783 | // The activation state is 'disabled' so Bullet will not try to act on it. | ||
784 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION); | ||
785 | // Start it out sleeping and physical actions could wake it up. | ||
786 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING); | ||
787 | |||
788 | // This collides like a static object | ||
789 | PhysBody.collisionType = CollisionType.Static; | ||
790 | |||
791 | // There can be special things needed for implementing linksets | ||
792 | Linkset.MakeStatic(this); | ||
793 | } | ||
794 | else | ||
795 | { | ||
796 | // Not a Bullet static object | ||
797 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); | ||
798 | |||
799 | // Set various physical properties so other object interact properly | ||
800 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true); | ||
801 | PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction); | ||
802 | PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution); | ||
803 | |||
804 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | ||
805 | // Since this can be called multiple times, only zero forces when becoming physical | ||
806 | // PhysicsScene.PE.ClearAllForces(BSBody); | ||
807 | |||
808 | // For good measure, make sure the transform is set through to the motion state | ||
809 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | ||
810 | |||
811 | // Center of mass is at the center of the object | ||
812 | // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation); | ||
813 | |||
814 | // A dynamic object has mass | ||
815 | UpdatePhysicalMassProperties(RawMass, false); | ||
816 | |||
817 | // Set collision detection parameters | ||
818 | if (BSParam.CcdMotionThreshold > 0f) | ||
819 | { | ||
820 | PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); | ||
821 | PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); | ||
822 | } | ||
823 | |||
824 | // Various values for simulation limits | ||
825 | PhysicsScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping); | ||
826 | PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime); | ||
827 | PhysicsScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); | ||
828 | PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); | ||
829 | |||
830 | // This collides like an object. | ||
831 | PhysBody.collisionType = CollisionType.Dynamic; | ||
832 | |||
833 | // Force activation of the object so Bullet will act on it. | ||
834 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | ||
835 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); | ||
836 | |||
837 | // There might be special things needed for implementing linksets. | ||
838 | Linkset.MakeDynamic(this); | ||
839 | } | ||
840 | } | ||
841 | |||
842 | // "Making solid" means that other object will not pass through this object. | ||
843 | // To make transparent, we create a Bullet ghost object. | ||
844 | // Note: This expects to be called from the UpdatePhysicalParameters() routine as | ||
845 | // the functions after this one set up the state of a possibly newly created collision body. | ||
846 | private void MakeSolid(bool makeSolid) | ||
847 | { | ||
848 | CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(PhysBody); | ||
849 | if (makeSolid) | ||
850 | { | ||
851 | // Verify the previous code created the correct shape for this type of thing. | ||
852 | if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) | ||
853 | { | ||
854 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
855 | } | ||
856 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
857 | } | ||
858 | else | ||
859 | { | ||
860 | if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0) | ||
861 | { | ||
862 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
863 | } | ||
864 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
865 | |||
866 | // Change collision info from a static object to a ghosty collision object | ||
867 | PhysBody.collisionType = CollisionType.VolumeDetect; | ||
868 | } | ||
869 | } | ||
870 | |||
871 | // Enable physical actions. Bullet will keep sleeping non-moving physical objects so | ||
872 | // they need waking up when parameters are changed. | ||
873 | // Called in taint-time!! | ||
874 | private void ActivateIfPhysical(bool forceIt) | ||
875 | { | ||
876 | if (IsPhysical && PhysBody.HasPhysicalBody) | ||
877 | PhysicsScene.PE.Activate(PhysBody, forceIt); | ||
878 | } | ||
879 | |||
880 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | ||
881 | private void EnableCollisions(bool wantsCollisionEvents) | ||
882 | { | ||
883 | if (wantsCollisionEvents) | ||
884 | { | ||
885 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
886 | } | ||
887 | else | ||
888 | { | ||
889 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
890 | } | ||
891 | } | ||
892 | |||
893 | // Add me to the physical world. | ||
894 | // Object MUST NOT already be in the world. | ||
895 | // This routine exists because some assorted properties get mangled by adding to the world. | ||
896 | internal void AddObjectToPhysicalWorld() | ||
897 | { | ||
898 | if (PhysBody.HasPhysicalBody) | ||
899 | { | ||
900 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); | ||
901 | } | ||
902 | else | ||
903 | { | ||
904 | m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID); | ||
905 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType); | ||
906 | } | ||
907 | } | ||
908 | |||
909 | // prims don't fly | ||
910 | public override bool Flying { | ||
911 | get { return _flying; } | ||
912 | set { | ||
913 | _flying = value; | ||
914 | } | ||
915 | } | ||
916 | public override bool SetAlwaysRun { | ||
917 | get { return _setAlwaysRun; } | ||
918 | set { _setAlwaysRun = value; } | ||
919 | } | ||
920 | public override bool ThrottleUpdates { | ||
921 | get { return _throttleUpdates; } | ||
922 | set { _throttleUpdates = value; } | ||
923 | } | ||
924 | public bool IsPhantom { | ||
925 | get { | ||
926 | // SceneObjectPart removes phantom objects from the physics scene | ||
927 | // so, although we could implement touching and such, we never | ||
928 | // are invoked as a phantom object | ||
929 | return false; | ||
930 | } | ||
931 | } | ||
932 | public override bool FloatOnWater { | ||
933 | set { | ||
934 | _floatOnWater = value; | ||
935 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | ||
936 | { | ||
937 | if (_floatOnWater) | ||
938 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | ||
939 | else | ||
940 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | ||
941 | }); | ||
942 | } | ||
943 | } | ||
944 | public override OMV.Vector3 RotationalVelocity { | ||
945 | get { | ||
946 | return _rotationalVelocity; | ||
947 | } | ||
948 | set { | ||
949 | _rotationalVelocity = value; | ||
950 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | ||
951 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | ||
952 | { | ||
953 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | ||
954 | ForceRotationalVelocity = _rotationalVelocity; | ||
955 | }); | ||
956 | } | ||
957 | } | ||
958 | public override OMV.Vector3 ForceRotationalVelocity { | ||
959 | get { | ||
960 | return _rotationalVelocity; | ||
961 | } | ||
962 | set { | ||
963 | _rotationalVelocity = value; | ||
964 | if (PhysBody.HasPhysicalBody) | ||
965 | { | ||
966 | PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); | ||
967 | ActivateIfPhysical(false); | ||
968 | } | ||
969 | } | ||
970 | } | ||
971 | public override bool Kinematic { | ||
972 | get { return _kinematic; } | ||
973 | set { _kinematic = value; | ||
974 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); | ||
975 | } | ||
976 | } | ||
977 | public override float Buoyancy { | ||
978 | get { return _buoyancy; } | ||
979 | set { | ||
980 | _buoyancy = value; | ||
981 | PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() | ||
982 | { | ||
983 | ForceBuoyancy = _buoyancy; | ||
984 | }); | ||
985 | } | ||
986 | } | ||
987 | public override float ForceBuoyancy { | ||
988 | get { return _buoyancy; } | ||
989 | set { | ||
990 | _buoyancy = value; | ||
991 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
992 | // Force the recalculation of the various inertia,etc variables in the object | ||
993 | DetailLog("{0},BSPrim.ForceBuoyancy,buoy={1},mass={2}", LocalID, _buoyancy, _mass); | ||
994 | UpdatePhysicalMassProperties(_mass, true); | ||
995 | ActivateIfPhysical(false); | ||
996 | } | ||
997 | } | ||
998 | |||
999 | // Used for MoveTo | ||
1000 | public override OMV.Vector3 PIDTarget { | ||
1001 | set { _PIDTarget = value; } | ||
1002 | } | ||
1003 | public override float PIDTau { | ||
1004 | set { _PIDTau = value; } | ||
1005 | } | ||
1006 | public override bool PIDActive { | ||
1007 | set { _usePID = value; } | ||
1008 | } | ||
1009 | |||
1010 | // Used for llSetHoverHeight and maybe vehicle height | ||
1011 | // Hover Height will override MoveTo target's Z | ||
1012 | public override bool PIDHoverActive { | ||
1013 | set { _useHoverPID = value; } | ||
1014 | } | ||
1015 | public override float PIDHoverHeight { | ||
1016 | set { _PIDHoverHeight = value; } | ||
1017 | } | ||
1018 | public override PIDHoverType PIDHoverType { | ||
1019 | set { _PIDHoverType = value; } | ||
1020 | } | ||
1021 | public override float PIDHoverTau { | ||
1022 | set { _PIDHoverTao = value; } | ||
1023 | } | ||
1024 | |||
1025 | // For RotLookAt | ||
1026 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
1027 | public override bool APIDActive { set { return; } } | ||
1028 | public override float APIDStrength { set { return; } } | ||
1029 | public override float APIDDamping { set { return; } } | ||
1030 | |||
1031 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | ||
1032 | // Since this force is being applied in only one step, make this a force per second. | ||
1033 | OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; | ||
1034 | AddForce(addForce, pushforce, false); | ||
1035 | } | ||
1036 | // Applying a force just adds this to the total force on the object. | ||
1037 | // This added force will only last the next simulation tick. | ||
1038 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | ||
1039 | // for an object, doesn't matter if force is a pushforce or not | ||
1040 | if (force.IsFinite()) | ||
1041 | { | ||
1042 | float magnitude = force.Length(); | ||
1043 | if (magnitude > BSParam.MaxAddForceMagnitude) | ||
1044 | { | ||
1045 | // Force has a limit | ||
1046 | force = force / magnitude * BSParam.MaxAddForceMagnitude; | ||
1047 | } | ||
1048 | |||
1049 | OMV.Vector3 addForce = force; | ||
1050 | DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | ||
1051 | |||
1052 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | ||
1053 | { | ||
1054 | // Bullet adds this central force to the total force for this tick | ||
1055 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); | ||
1056 | if (PhysBody.HasPhysicalBody) | ||
1057 | { | ||
1058 | PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); | ||
1059 | ActivateIfPhysical(false); | ||
1060 | } | ||
1061 | }); | ||
1062 | } | ||
1063 | else | ||
1064 | { | ||
1065 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | ||
1066 | return; | ||
1067 | } | ||
1068 | } | ||
1069 | |||
1070 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | ||
1071 | AddAngularForce(force, pushforce, false); | ||
1072 | } | ||
1073 | public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) | ||
1074 | { | ||
1075 | if (force.IsFinite()) | ||
1076 | { | ||
1077 | OMV.Vector3 angForce = force; | ||
1078 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() | ||
1079 | { | ||
1080 | if (PhysBody.HasPhysicalBody) | ||
1081 | { | ||
1082 | PhysicsScene.PE.ApplyTorque(PhysBody, angForce); | ||
1083 | ActivateIfPhysical(false); | ||
1084 | } | ||
1085 | }); | ||
1086 | } | ||
1087 | else | ||
1088 | { | ||
1089 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | ||
1090 | return; | ||
1091 | } | ||
1092 | } | ||
1093 | |||
1094 | // A torque impulse. | ||
1095 | // ApplyTorqueImpulse adds torque directly to the angularVelocity. | ||
1096 | // AddAngularForce accumulates the force and applied it to the angular velocity all at once. | ||
1097 | // Computed as: angularVelocity += impulse * inertia; | ||
1098 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) | ||
1099 | { | ||
1100 | OMV.Vector3 applyImpulse = impulse; | ||
1101 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | ||
1102 | { | ||
1103 | if (PhysBody.HasPhysicalBody) | ||
1104 | { | ||
1105 | PhysicsScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse); | ||
1106 | ActivateIfPhysical(false); | ||
1107 | } | ||
1108 | }); | ||
1109 | } | ||
1110 | |||
1111 | public override void SetMomentum(OMV.Vector3 momentum) { | ||
1112 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | ||
1113 | } | ||
1114 | #region Mass Calculation | ||
1115 | |||
1116 | private float CalculateMass() | ||
1117 | { | ||
1118 | float volume = _size.X * _size.Y * _size.Z; // default | ||
1119 | float tmp; | ||
1120 | |||
1121 | float returnMass = 0; | ||
1122 | float hollowAmount = (float)BaseShape.ProfileHollow * 2.0e-5f; | ||
1123 | float hollowVolume = hollowAmount * hollowAmount; | ||
1124 | |||
1125 | switch (BaseShape.ProfileShape) | ||
1126 | { | ||
1127 | case ProfileShape.Square: | ||
1128 | // default box | ||
1129 | |||
1130 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1131 | { | ||
1132 | if (hollowAmount > 0.0) | ||
1133 | { | ||
1134 | switch (BaseShape.HollowShape) | ||
1135 | { | ||
1136 | case HollowShape.Square: | ||
1137 | case HollowShape.Same: | ||
1138 | break; | ||
1139 | |||
1140 | case HollowShape.Circle: | ||
1141 | |||
1142 | hollowVolume *= 0.78539816339f; | ||
1143 | break; | ||
1144 | |||
1145 | case HollowShape.Triangle: | ||
1146 | |||
1147 | hollowVolume *= (0.5f * .5f); | ||
1148 | break; | ||
1149 | |||
1150 | default: | ||
1151 | hollowVolume = 0; | ||
1152 | break; | ||
1153 | } | ||
1154 | volume *= (1.0f - hollowVolume); | ||
1155 | } | ||
1156 | } | ||
1157 | |||
1158 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1159 | { | ||
1160 | //a tube | ||
1161 | |||
1162 | volume *= 0.78539816339e-2f * (float)(200 - BaseShape.PathScaleX); | ||
1163 | tmp= 1.0f -2.0e-2f * (float)(200 - BaseShape.PathScaleY); | ||
1164 | volume -= volume*tmp*tmp; | ||
1165 | |||
1166 | if (hollowAmount > 0.0) | ||
1167 | { | ||
1168 | hollowVolume *= hollowAmount; | ||
1169 | |||
1170 | switch (BaseShape.HollowShape) | ||
1171 | { | ||
1172 | case HollowShape.Square: | ||
1173 | case HollowShape.Same: | ||
1174 | break; | ||
1175 | |||
1176 | case HollowShape.Circle: | ||
1177 | hollowVolume *= 0.78539816339f;; | ||
1178 | break; | ||
1179 | |||
1180 | case HollowShape.Triangle: | ||
1181 | hollowVolume *= 0.5f * 0.5f; | ||
1182 | break; | ||
1183 | default: | ||
1184 | hollowVolume = 0; | ||
1185 | break; | ||
1186 | } | ||
1187 | volume *= (1.0f - hollowVolume); | ||
1188 | } | ||
1189 | } | ||
1190 | |||
1191 | break; | ||
1192 | |||
1193 | case ProfileShape.Circle: | ||
1194 | |||
1195 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1196 | { | ||
1197 | volume *= 0.78539816339f; // elipse base | ||
1198 | |||
1199 | if (hollowAmount > 0.0) | ||
1200 | { | ||
1201 | switch (BaseShape.HollowShape) | ||
1202 | { | ||
1203 | case HollowShape.Same: | ||
1204 | case HollowShape.Circle: | ||
1205 | break; | ||
1206 | |||
1207 | case HollowShape.Square: | ||
1208 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1209 | break; | ||
1210 | |||
1211 | case HollowShape.Triangle: | ||
1212 | hollowVolume *= .5f * 1.27323954473516f; | ||
1213 | break; | ||
1214 | |||
1215 | default: | ||
1216 | hollowVolume = 0; | ||
1217 | break; | ||
1218 | } | ||
1219 | volume *= (1.0f - hollowVolume); | ||
1220 | } | ||
1221 | } | ||
1222 | |||
1223 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1224 | { | ||
1225 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - BaseShape.PathScaleX); | ||
1226 | tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); | ||
1227 | volume *= (1.0f - tmp * tmp); | ||
1228 | |||
1229 | if (hollowAmount > 0.0) | ||
1230 | { | ||
1231 | |||
1232 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1233 | hollowVolume *= hollowAmount; | ||
1234 | |||
1235 | switch (BaseShape.HollowShape) | ||
1236 | { | ||
1237 | case HollowShape.Same: | ||
1238 | case HollowShape.Circle: | ||
1239 | break; | ||
1240 | |||
1241 | case HollowShape.Square: | ||
1242 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1243 | break; | ||
1244 | |||
1245 | case HollowShape.Triangle: | ||
1246 | hollowVolume *= .5f * 1.27323954473516f; | ||
1247 | break; | ||
1248 | |||
1249 | default: | ||
1250 | hollowVolume = 0; | ||
1251 | break; | ||
1252 | } | ||
1253 | volume *= (1.0f - hollowVolume); | ||
1254 | } | ||
1255 | } | ||
1256 | break; | ||
1257 | |||
1258 | case ProfileShape.HalfCircle: | ||
1259 | if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1260 | { | ||
1261 | volume *= 0.52359877559829887307710723054658f; | ||
1262 | } | ||
1263 | break; | ||
1264 | |||
1265 | case ProfileShape.EquilateralTriangle: | ||
1266 | |||
1267 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1268 | { | ||
1269 | volume *= 0.32475953f; | ||
1270 | |||
1271 | if (hollowAmount > 0.0) | ||
1272 | { | ||
1273 | |||
1274 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1275 | switch (BaseShape.HollowShape) | ||
1276 | { | ||
1277 | case HollowShape.Same: | ||
1278 | case HollowShape.Triangle: | ||
1279 | hollowVolume *= .25f; | ||
1280 | break; | ||
1281 | |||
1282 | case HollowShape.Square: | ||
1283 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1284 | break; | ||
1285 | |||
1286 | case HollowShape.Circle: | ||
1287 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1288 | // Cyllinder hollow volume calculation | ||
1289 | |||
1290 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1291 | break; | ||
1292 | |||
1293 | default: | ||
1294 | hollowVolume = 0; | ||
1295 | break; | ||
1296 | } | ||
1297 | volume *= (1.0f - hollowVolume); | ||
1298 | } | ||
1299 | } | ||
1300 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1301 | { | ||
1302 | volume *= 0.32475953f; | ||
1303 | volume *= 0.01f * (float)(200 - BaseShape.PathScaleX); | ||
1304 | tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); | ||
1305 | volume *= (1.0f - tmp * tmp); | ||
1306 | |||
1307 | if (hollowAmount > 0.0) | ||
1308 | { | ||
1309 | |||
1310 | hollowVolume *= hollowAmount; | ||
1311 | |||
1312 | switch (BaseShape.HollowShape) | ||
1313 | { | ||
1314 | case HollowShape.Same: | ||
1315 | case HollowShape.Triangle: | ||
1316 | hollowVolume *= .25f; | ||
1317 | break; | ||
1318 | |||
1319 | case HollowShape.Square: | ||
1320 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1321 | break; | ||
1322 | |||
1323 | case HollowShape.Circle: | ||
1324 | |||
1325 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1326 | break; | ||
1327 | |||
1328 | default: | ||
1329 | hollowVolume = 0; | ||
1330 | break; | ||
1331 | } | ||
1332 | volume *= (1.0f - hollowVolume); | ||
1333 | } | ||
1334 | } | ||
1335 | break; | ||
1336 | |||
1337 | default: | ||
1338 | break; | ||
1339 | } | ||
1340 | |||
1341 | |||
1342 | |||
1343 | float taperX1; | ||
1344 | float taperY1; | ||
1345 | float taperX; | ||
1346 | float taperY; | ||
1347 | float pathBegin; | ||
1348 | float pathEnd; | ||
1349 | float profileBegin; | ||
1350 | float profileEnd; | ||
1351 | |||
1352 | if (BaseShape.PathCurve == (byte)Extrusion.Straight || BaseShape.PathCurve == (byte)Extrusion.Flexible) | ||
1353 | { | ||
1354 | taperX1 = BaseShape.PathScaleX * 0.01f; | ||
1355 | if (taperX1 > 1.0f) | ||
1356 | taperX1 = 2.0f - taperX1; | ||
1357 | taperX = 1.0f - taperX1; | ||
1358 | |||
1359 | taperY1 = BaseShape.PathScaleY * 0.01f; | ||
1360 | if (taperY1 > 1.0f) | ||
1361 | taperY1 = 2.0f - taperY1; | ||
1362 | taperY = 1.0f - taperY1; | ||
1363 | } | ||
1364 | else | ||
1365 | { | ||
1366 | taperX = BaseShape.PathTaperX * 0.01f; | ||
1367 | if (taperX < 0.0f) | ||
1368 | taperX = -taperX; | ||
1369 | taperX1 = 1.0f - taperX; | ||
1370 | |||
1371 | taperY = BaseShape.PathTaperY * 0.01f; | ||
1372 | if (taperY < 0.0f) | ||
1373 | taperY = -taperY; | ||
1374 | taperY1 = 1.0f - taperY; | ||
1375 | |||
1376 | } | ||
1377 | |||
1378 | |||
1379 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | ||
1380 | |||
1381 | pathBegin = (float)BaseShape.PathBegin * 2.0e-5f; | ||
1382 | pathEnd = 1.0f - (float)BaseShape.PathEnd * 2.0e-5f; | ||
1383 | volume *= (pathEnd - pathBegin); | ||
1384 | |||
1385 | // this is crude aproximation | ||
1386 | profileBegin = (float)BaseShape.ProfileBegin * 2.0e-5f; | ||
1387 | profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f; | ||
1388 | volume *= (profileEnd - profileBegin); | ||
1389 | |||
1390 | returnMass = _density * volume; | ||
1391 | |||
1392 | /* Comment out code that computes the mass of the linkset. That is done in the Linkset class. | ||
1393 | if (IsRootOfLinkset) | ||
1394 | { | ||
1395 | foreach (BSPrim prim in _childrenPrims) | ||
1396 | { | ||
1397 | returnMass += prim.CalculateMass(); | ||
1398 | } | ||
1399 | } | ||
1400 | */ | ||
1401 | |||
1402 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); | ||
1403 | |||
1404 | return returnMass; | ||
1405 | }// end CalculateMass | ||
1406 | #endregion Mass Calculation | ||
1407 | |||
1408 | // Rebuild the geometry and object. | ||
1409 | // This is called when the shape changes so we need to recreate the mesh/hull. | ||
1410 | // Called at taint-time!!! | ||
1411 | public void CreateGeomAndObject(bool forceRebuild) | ||
1412 | { | ||
1413 | // If this prim is part of a linkset, we must remove and restore the physical | ||
1414 | // links if the body is rebuilt. | ||
1415 | bool needToRestoreLinkset = false; | ||
1416 | bool needToRestoreVehicle = false; | ||
1417 | |||
1418 | // Create the correct physical representation for this type of object. | ||
1419 | // Updates PhysBody and PhysShape with the new information. | ||
1420 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | ||
1421 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody) | ||
1422 | { | ||
1423 | // Called if the current prim body is about to be destroyed. | ||
1424 | // Remove all the physical dependencies on the old body. | ||
1425 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) | ||
1426 | needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); | ||
1427 | needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this); | ||
1428 | }); | ||
1429 | |||
1430 | if (needToRestoreLinkset) | ||
1431 | { | ||
1432 | // If physical body dependencies were removed, restore them | ||
1433 | Linkset.RestoreBodyDependencies(this); | ||
1434 | } | ||
1435 | if (needToRestoreVehicle) | ||
1436 | { | ||
1437 | // If physical body dependencies were removed, restore them | ||
1438 | _vehicle.RestoreBodyDependencies(this); | ||
1439 | } | ||
1440 | |||
1441 | // Make sure the properties are set on the new object | ||
1442 | UpdatePhysicalParameters(); | ||
1443 | return; | ||
1444 | } | ||
1445 | |||
1446 | // The physics engine says that properties have updated. Update same and inform | ||
1447 | // the world that things have changed. | ||
1448 | // TODO: do we really need to check for changed? Maybe just copy values and call RequestPhysicsterseUpdate() | ||
1449 | enum UpdatedProperties { | ||
1450 | Position = 1 << 0, | ||
1451 | Rotation = 1 << 1, | ||
1452 | Velocity = 1 << 2, | ||
1453 | Acceleration = 1 << 3, | ||
1454 | RotationalVel = 1 << 4 | ||
1455 | } | ||
1456 | |||
1457 | const float ROTATION_TOLERANCE = 0.01f; | ||
1458 | const float VELOCITY_TOLERANCE = 0.001f; | ||
1459 | const float POSITION_TOLERANCE = 0.05f; | ||
1460 | const float ACCELERATION_TOLERANCE = 0.01f; | ||
1461 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; | ||
1462 | |||
1463 | public override void UpdateProperties(EntityProperties entprop) | ||
1464 | { | ||
1465 | // Updates only for individual prims and for the root object of a linkset. | ||
1466 | if (Linkset.IsRoot(this)) | ||
1467 | { | ||
1468 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | ||
1469 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | ||
1470 | if (_vehicle.IsActive) | ||
1471 | { | ||
1472 | entprop.RotationalVelocity = OMV.Vector3.Zero; | ||
1473 | } | ||
1474 | |||
1475 | // Assign directly to the local variables so the normal set action does not happen | ||
1476 | _position = entprop.Position; | ||
1477 | _orientation = entprop.Rotation; | ||
1478 | _velocity = entprop.Velocity; | ||
1479 | _acceleration = entprop.Acceleration; | ||
1480 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1481 | |||
1482 | // The sanity check can change the velocity and/or position. | ||
1483 | if (IsPhysical && PositionSanityCheck(true)) | ||
1484 | { | ||
1485 | entprop.Position = _position; | ||
1486 | entprop.Velocity = _velocity; | ||
1487 | } | ||
1488 | |||
1489 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG | ||
1490 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", | ||
1491 | LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity); | ||
1492 | |||
1493 | // remember the current and last set values | ||
1494 | LastEntityProperties = CurrentEntityProperties; | ||
1495 | CurrentEntityProperties = entprop; | ||
1496 | |||
1497 | base.RequestPhysicsterseUpdate(); | ||
1498 | } | ||
1499 | /* | ||
1500 | else | ||
1501 | { | ||
1502 | // For debugging, report the movement of children | ||
1503 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
1504 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | ||
1505 | entprop.Acceleration, entprop.RotationalVelocity); | ||
1506 | } | ||
1507 | */ | ||
1508 | |||
1509 | // The linkset implimentation might want to know about this. | ||
1510 | Linkset.UpdateProperties(this, true); | ||
1511 | } | ||
1512 | } | ||
1513 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs deleted file mode 100644 index 7017194..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ /dev/null | |||
@@ -1,946 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Reflection; | ||
30 | using System.Runtime.InteropServices; | ||
31 | using System.Text; | ||
32 | using System.Threading; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Region.Framework; | ||
35 | using OpenSim.Region.CoreModules; | ||
36 | using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging; | ||
37 | using OpenSim.Region.Physics.Manager; | ||
38 | using Nini.Config; | ||
39 | using log4net; | ||
40 | using OpenMetaverse; | ||
41 | |||
42 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
43 | { | ||
44 | public sealed class BSScene : PhysicsScene, IPhysicsParameters | ||
45 | { | ||
46 | internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
47 | internal static readonly string LogHeader = "[BULLETS SCENE]"; | ||
48 | |||
49 | // The name of the region we're working for. | ||
50 | public string RegionName { get; private set; } | ||
51 | |||
52 | public string BulletSimVersion = "?"; | ||
53 | |||
54 | // The handle to the underlying managed or unmanaged version of Bullet being used. | ||
55 | public string BulletEngineName { get; private set; } | ||
56 | public BSAPITemplate PE; | ||
57 | |||
58 | public Dictionary<uint, BSPhysObject> PhysObjects; | ||
59 | public BSShapeCollection Shapes; | ||
60 | |||
61 | // Keeping track of the objects with collisions so we can report begin and end of a collision | ||
62 | public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); | ||
63 | public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); | ||
64 | // Keep track of all the avatars so we can send them a collision event | ||
65 | // every tick so OpenSim will update its animation. | ||
66 | private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); | ||
67 | |||
68 | // let my minuions use my logger | ||
69 | public ILog Logger { get { return m_log; } } | ||
70 | |||
71 | public IMesher mesher; | ||
72 | public uint WorldID { get; private set; } | ||
73 | public BulletWorld World { get; private set; } | ||
74 | |||
75 | // All the constraints that have been allocated in this instance. | ||
76 | public BSConstraintCollection Constraints { get; private set; } | ||
77 | |||
78 | // Simulation parameters | ||
79 | internal int m_maxSubSteps; | ||
80 | internal float m_fixedTimeStep; | ||
81 | internal long m_simulationStep = 0; | ||
82 | internal float NominalFrameRate { get; set; } | ||
83 | public long SimulationStep { get { return m_simulationStep; } } | ||
84 | internal int m_taintsToProcessPerStep; | ||
85 | internal float LastTimeStep { get; private set; } | ||
86 | |||
87 | // Physical objects can register for prestep or poststep events | ||
88 | public delegate void PreStepAction(float timeStep); | ||
89 | public delegate void PostStepAction(float timeStep); | ||
90 | public event PreStepAction BeforeStep; | ||
91 | public event PreStepAction AfterStep; | ||
92 | |||
93 | // A value of the time now so all the collision and update routines do not have to get their own | ||
94 | // Set to 'now' just before all the prims and actors are called for collisions and updates | ||
95 | public int SimulationNowTime { get; private set; } | ||
96 | |||
97 | // True if initialized and ready to do simulation steps | ||
98 | private bool m_initialized = false; | ||
99 | |||
100 | // Flag which is true when processing taints. | ||
101 | // Not guaranteed to be correct all the time (don't depend on this) but good for debugging. | ||
102 | public bool InTaintTime { get; private set; } | ||
103 | |||
104 | // Pinned memory used to pass step information between managed and unmanaged | ||
105 | internal int m_maxCollisionsPerFrame; | ||
106 | internal CollisionDesc[] m_collisionArray; | ||
107 | |||
108 | internal int m_maxUpdatesPerFrame; | ||
109 | internal EntityProperties[] m_updateArray; | ||
110 | |||
111 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | ||
112 | public const uint GROUNDPLANE_ID = 1; | ||
113 | public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here | ||
114 | |||
115 | public float SimpleWaterLevel { get; set; } | ||
116 | public BSTerrainManager TerrainManager { get; private set; } | ||
117 | |||
118 | public ConfigurationParameters Params | ||
119 | { | ||
120 | get { return UnmanagedParams[0]; } | ||
121 | } | ||
122 | public Vector3 DefaultGravity | ||
123 | { | ||
124 | get { return new Vector3(0f, 0f, Params.gravity); } | ||
125 | } | ||
126 | // Just the Z value of the gravity | ||
127 | public float DefaultGravityZ | ||
128 | { | ||
129 | get { return Params.gravity; } | ||
130 | } | ||
131 | |||
132 | // When functions in the unmanaged code must be called, it is only | ||
133 | // done at a known time just before the simulation step. The taint | ||
134 | // system saves all these function calls and executes them in | ||
135 | // order before the simulation. | ||
136 | public delegate void TaintCallback(); | ||
137 | private struct TaintCallbackEntry | ||
138 | { | ||
139 | public String ident; | ||
140 | public TaintCallback callback; | ||
141 | public TaintCallbackEntry(string i, TaintCallback c) | ||
142 | { | ||
143 | ident = i; | ||
144 | callback = c; | ||
145 | } | ||
146 | } | ||
147 | private Object _taintLock = new Object(); // lock for using the next object | ||
148 | private List<TaintCallbackEntry> _taintOperations; | ||
149 | private Dictionary<string, TaintCallbackEntry> _postTaintOperations; | ||
150 | private List<TaintCallbackEntry> _postStepOperations; | ||
151 | |||
152 | // A pointer to an instance if this structure is passed to the C++ code | ||
153 | // Used to pass basic configuration values to the unmanaged code. | ||
154 | internal ConfigurationParameters[] UnmanagedParams; | ||
155 | |||
156 | // Sometimes you just have to log everything. | ||
157 | public Logging.LogWriter PhysicsLogging; | ||
158 | private bool m_physicsLoggingEnabled; | ||
159 | private string m_physicsLoggingDir; | ||
160 | private string m_physicsLoggingPrefix; | ||
161 | private int m_physicsLoggingFileMinutes; | ||
162 | private bool m_physicsLoggingDoFlush; | ||
163 | private bool m_physicsPhysicalDumpEnabled; | ||
164 | public float PhysicsMetricDumpFrames { get; set; } | ||
165 | // 'true' of the vehicle code is to log lots of details | ||
166 | public bool VehicleLoggingEnabled { get; private set; } | ||
167 | public bool VehiclePhysicalLoggingEnabled { get; private set; } | ||
168 | |||
169 | #region Construction and Initialization | ||
170 | public BSScene(string identifier) | ||
171 | { | ||
172 | m_initialized = false; | ||
173 | // we are passed the name of the region we're working for. | ||
174 | RegionName = identifier; | ||
175 | } | ||
176 | |||
177 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
178 | { | ||
179 | mesher = meshmerizer; | ||
180 | _taintOperations = new List<TaintCallbackEntry>(); | ||
181 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
182 | _postStepOperations = new List<TaintCallbackEntry>(); | ||
183 | PhysObjects = new Dictionary<uint, BSPhysObject>(); | ||
184 | Shapes = new BSShapeCollection(this); | ||
185 | |||
186 | // Allocate pinned memory to pass parameters. | ||
187 | UnmanagedParams = new ConfigurationParameters[1]; | ||
188 | |||
189 | // Set default values for physics parameters plus any overrides from the ini file | ||
190 | GetInitialParameterValues(config); | ||
191 | |||
192 | // Get the connection to the physics engine (could be native or one of many DLLs) | ||
193 | PE = SelectUnderlyingBulletEngine(BulletEngineName); | ||
194 | |||
195 | // Enable very detailed logging. | ||
196 | // By creating an empty logger when not logging, the log message invocation code | ||
197 | // can be left in and every call doesn't have to check for null. | ||
198 | if (m_physicsLoggingEnabled) | ||
199 | { | ||
200 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); | ||
201 | PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages. | ||
202 | } | ||
203 | else | ||
204 | { | ||
205 | PhysicsLogging = new Logging.LogWriter(); | ||
206 | } | ||
207 | |||
208 | // Allocate memory for returning of the updates and collisions from the physics engine | ||
209 | m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; | ||
210 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | ||
211 | |||
212 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're | ||
213 | // a child in a mega-region. | ||
214 | // Bullet actually doesn't care about the extents of the simulated | ||
215 | // area. It tracks active objects no matter where they are. | ||
216 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
217 | |||
218 | World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray); | ||
219 | |||
220 | Constraints = new BSConstraintCollection(World); | ||
221 | |||
222 | TerrainManager = new BSTerrainManager(this); | ||
223 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | ||
224 | |||
225 | m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); | ||
226 | |||
227 | InTaintTime = false; | ||
228 | m_initialized = true; | ||
229 | } | ||
230 | |||
231 | // All default parameter values are set here. There should be no values set in the | ||
232 | // variable definitions. | ||
233 | private void GetInitialParameterValues(IConfigSource config) | ||
234 | { | ||
235 | ConfigurationParameters parms = new ConfigurationParameters(); | ||
236 | UnmanagedParams[0] = parms; | ||
237 | |||
238 | BSParam.SetParameterDefaultValues(this); | ||
239 | |||
240 | if (config != null) | ||
241 | { | ||
242 | // If there are specifications in the ini file, use those values | ||
243 | IConfig pConfig = config.Configs["BulletSim"]; | ||
244 | if (pConfig != null) | ||
245 | { | ||
246 | BSParam.SetParameterConfigurationValues(this, pConfig); | ||
247 | |||
248 | // There are two Bullet implementations to choose from | ||
249 | BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged"); | ||
250 | |||
251 | // Very detailed logging for physics debugging | ||
252 | // TODO: the boolean values can be moved to the normal parameter processing. | ||
253 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | ||
254 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | ||
255 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); | ||
256 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | ||
257 | m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false); | ||
258 | m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false); | ||
259 | // Very detailed logging for vehicle debugging | ||
260 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | ||
261 | VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false); | ||
262 | |||
263 | // Do any replacements in the parameters | ||
264 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
265 | } | ||
266 | |||
267 | // The material characteristics. | ||
268 | BSMaterials.InitializeFromDefaults(Params); | ||
269 | if (pConfig != null) | ||
270 | { | ||
271 | // Let the user add new and interesting material property values. | ||
272 | BSMaterials.InitializefromParameters(pConfig); | ||
273 | } | ||
274 | } | ||
275 | } | ||
276 | |||
277 | // A helper function that handles a true/false parameter and returns the proper float number encoding | ||
278 | float ParamBoolean(IConfig config, string parmName, float deflt) | ||
279 | { | ||
280 | float ret = deflt; | ||
281 | if (config.Contains(parmName)) | ||
282 | { | ||
283 | ret = ConfigurationParameters.numericFalse; | ||
284 | if (config.GetBoolean(parmName, false)) | ||
285 | { | ||
286 | ret = ConfigurationParameters.numericTrue; | ||
287 | } | ||
288 | } | ||
289 | return ret; | ||
290 | } | ||
291 | |||
292 | // Select the connection to the actual Bullet implementation. | ||
293 | // The main engine selection is the engineName up to the first hypen. | ||
294 | // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name | ||
295 | // is passed to the engine to do its special selection, etc. | ||
296 | private BSAPITemplate SelectUnderlyingBulletEngine(string engineName) | ||
297 | { | ||
298 | // For the moment, do a simple switch statement. | ||
299 | // Someday do fancyness with looking up the interfaces in the assembly. | ||
300 | BSAPITemplate ret = null; | ||
301 | |||
302 | string selectionName = engineName.ToLower(); | ||
303 | int hyphenIndex = engineName.IndexOf("-"); | ||
304 | if (hyphenIndex > 0) | ||
305 | selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1); | ||
306 | |||
307 | switch (selectionName) | ||
308 | { | ||
309 | case "bulletunmanaged": | ||
310 | ret = new BSAPIUnman(engineName, this); | ||
311 | break; | ||
312 | case "bulletxna": | ||
313 | ret = new BSAPIXNA(engineName, this); | ||
314 | break; | ||
315 | } | ||
316 | |||
317 | if (ret == null) | ||
318 | { | ||
319 | m_log.ErrorFormat("{0) COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader); | ||
320 | } | ||
321 | else | ||
322 | { | ||
323 | m_log.WarnFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion); | ||
324 | } | ||
325 | |||
326 | return ret; | ||
327 | } | ||
328 | |||
329 | public override void Dispose() | ||
330 | { | ||
331 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | ||
332 | |||
333 | // make sure no stepping happens while we're deleting stuff | ||
334 | m_initialized = false; | ||
335 | |||
336 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
337 | { | ||
338 | kvp.Value.Destroy(); | ||
339 | } | ||
340 | PhysObjects.Clear(); | ||
341 | |||
342 | // Now that the prims are all cleaned up, there should be no constraints left | ||
343 | if (Constraints != null) | ||
344 | { | ||
345 | Constraints.Dispose(); | ||
346 | Constraints = null; | ||
347 | } | ||
348 | |||
349 | if (Shapes != null) | ||
350 | { | ||
351 | Shapes.Dispose(); | ||
352 | Shapes = null; | ||
353 | } | ||
354 | |||
355 | if (TerrainManager != null) | ||
356 | { | ||
357 | TerrainManager.ReleaseGroundPlaneAndTerrain(); | ||
358 | TerrainManager.Dispose(); | ||
359 | TerrainManager = null; | ||
360 | } | ||
361 | |||
362 | // Anything left in the unmanaged code should be cleaned out | ||
363 | PE.Shutdown(World); | ||
364 | |||
365 | // Not logging any more | ||
366 | PhysicsLogging.Close(); | ||
367 | } | ||
368 | #endregion // Construction and Initialization | ||
369 | |||
370 | #region Prim and Avatar addition and removal | ||
371 | |||
372 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
373 | { | ||
374 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); | ||
375 | return null; | ||
376 | } | ||
377 | |||
378 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) | ||
379 | { | ||
380 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); | ||
381 | |||
382 | if (!m_initialized) return null; | ||
383 | |||
384 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); | ||
385 | lock (PhysObjects) PhysObjects.Add(localID, actor); | ||
386 | |||
387 | // TODO: Remove kludge someday. | ||
388 | // We must generate a collision for avatars whether they collide or not. | ||
389 | // This is required by OpenSim to update avatar animations, etc. | ||
390 | lock (m_avatars) m_avatars.Add(actor); | ||
391 | |||
392 | return actor; | ||
393 | } | ||
394 | |||
395 | public override void RemoveAvatar(PhysicsActor actor) | ||
396 | { | ||
397 | // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); | ||
398 | |||
399 | if (!m_initialized) return; | ||
400 | |||
401 | BSCharacter bsactor = actor as BSCharacter; | ||
402 | if (bsactor != null) | ||
403 | { | ||
404 | try | ||
405 | { | ||
406 | lock (PhysObjects) PhysObjects.Remove(actor.LocalID); | ||
407 | // Remove kludge someday | ||
408 | lock (m_avatars) m_avatars.Remove(bsactor); | ||
409 | } | ||
410 | catch (Exception e) | ||
411 | { | ||
412 | m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e); | ||
413 | } | ||
414 | bsactor.Destroy(); | ||
415 | // bsactor.dispose(); | ||
416 | } | ||
417 | } | ||
418 | |||
419 | public override void RemovePrim(PhysicsActor prim) | ||
420 | { | ||
421 | if (!m_initialized) return; | ||
422 | |||
423 | BSPrim bsprim = prim as BSPrim; | ||
424 | if (bsprim != null) | ||
425 | { | ||
426 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); | ||
427 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | ||
428 | try | ||
429 | { | ||
430 | lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID); | ||
431 | } | ||
432 | catch (Exception e) | ||
433 | { | ||
434 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e); | ||
435 | } | ||
436 | bsprim.Destroy(); | ||
437 | // bsprim.dispose(); | ||
438 | } | ||
439 | else | ||
440 | { | ||
441 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader); | ||
442 | } | ||
443 | } | ||
444 | |||
445 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
446 | Vector3 size, Quaternion rotation, bool isPhysical, uint localID) | ||
447 | { | ||
448 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); | ||
449 | |||
450 | if (!m_initialized) return null; | ||
451 | |||
452 | DetailLog("{0},AddPrimShape,call", localID); | ||
453 | |||
454 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | ||
455 | lock (PhysObjects) PhysObjects.Add(localID, prim); | ||
456 | return prim; | ||
457 | } | ||
458 | |||
459 | // This is a call from the simulator saying that some physical property has been updated. | ||
460 | // The BulletSim driver senses the changing of relevant properties so this taint | ||
461 | // information call is not needed. | ||
462 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } | ||
463 | |||
464 | #endregion // Prim and Avatar addition and removal | ||
465 | |||
466 | #region Simulation | ||
467 | // Simulate one timestep | ||
468 | public override float Simulate(float timeStep) | ||
469 | { | ||
470 | // prevent simulation until we've been initialized | ||
471 | if (!m_initialized) return 5.0f; | ||
472 | |||
473 | LastTimeStep = timeStep; | ||
474 | |||
475 | int updatedEntityCount = 0; | ||
476 | int collidersCount = 0; | ||
477 | |||
478 | int beforeTime = 0; | ||
479 | int simTime = 0; | ||
480 | |||
481 | // update the prim states while we know the physics engine is not busy | ||
482 | int numTaints = _taintOperations.Count; | ||
483 | |||
484 | InTaintTime = true; // Only used for debugging so locking is not necessary. | ||
485 | |||
486 | ProcessTaints(); | ||
487 | |||
488 | // Some of the physical objects requre individual, pre-step calls | ||
489 | TriggerPreStepEvent(timeStep); | ||
490 | |||
491 | // the prestep actions might have added taints | ||
492 | numTaints += _taintOperations.Count; | ||
493 | ProcessTaints(); | ||
494 | |||
495 | InTaintTime = false; // Only used for debugging so locking is not necessary. | ||
496 | |||
497 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
498 | // Only enable this in a limited test world with few objects. | ||
499 | if (m_physicsPhysicalDumpEnabled) | ||
500 | PE.DumpAllInfo(World); | ||
501 | |||
502 | // step the physical world one interval | ||
503 | m_simulationStep++; | ||
504 | int numSubSteps = 0; | ||
505 | try | ||
506 | { | ||
507 | if (PhysicsLogging.Enabled) | ||
508 | beforeTime = Util.EnvironmentTickCount(); | ||
509 | |||
510 | numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount); | ||
511 | |||
512 | if (PhysicsLogging.Enabled) | ||
513 | { | ||
514 | simTime = Util.EnvironmentTickCountSubtract(beforeTime); | ||
515 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", | ||
516 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, | ||
517 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); | ||
518 | } | ||
519 | } | ||
520 | catch (Exception e) | ||
521 | { | ||
522 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", | ||
523 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); | ||
524 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", | ||
525 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
526 | updatedEntityCount = 0; | ||
527 | collidersCount = 0; | ||
528 | } | ||
529 | |||
530 | if ((m_simulationStep % PhysicsMetricDumpFrames) == 0) | ||
531 | PE.DumpPhysicsStatistics(World); | ||
532 | |||
533 | // Get a value for 'now' so all the collision and update routines don't have to get their own. | ||
534 | SimulationNowTime = Util.EnvironmentTickCount(); | ||
535 | |||
536 | // If there were collisions, process them by sending the event to the prim. | ||
537 | // Collisions must be processed before updates. | ||
538 | if (collidersCount > 0) | ||
539 | { | ||
540 | for (int ii = 0; ii < collidersCount; ii++) | ||
541 | { | ||
542 | uint cA = m_collisionArray[ii].aID; | ||
543 | uint cB = m_collisionArray[ii].bID; | ||
544 | Vector3 point = m_collisionArray[ii].point; | ||
545 | Vector3 normal = m_collisionArray[ii].normal; | ||
546 | SendCollision(cA, cB, point, normal, 0.01f); | ||
547 | SendCollision(cB, cA, point, -normal, 0.01f); | ||
548 | } | ||
549 | } | ||
550 | |||
551 | // The above SendCollision's batch up the collisions on the objects. | ||
552 | // Now push the collisions into the simulator. | ||
553 | if (ObjectsWithCollisions.Count > 0) | ||
554 | { | ||
555 | foreach (BSPhysObject bsp in ObjectsWithCollisions) | ||
556 | if (!bsp.SendCollisions()) | ||
557 | { | ||
558 | // If the object is done colliding, see that it's removed from the colliding list | ||
559 | ObjectsWithNoMoreCollisions.Add(bsp); | ||
560 | } | ||
561 | } | ||
562 | |||
563 | // This is a kludge to get avatar movement updates. | ||
564 | // The simulator expects collisions for avatars even if there are have been no collisions. | ||
565 | // The event updates avatar animations and stuff. | ||
566 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
567 | foreach (BSPhysObject bsp in m_avatars) | ||
568 | if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice | ||
569 | bsp.SendCollisions(); | ||
570 | |||
571 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. | ||
572 | // Not done above because it is inside an iteration of ObjectWithCollisions. | ||
573 | // This complex collision processing is required to create an empty collision | ||
574 | // event call after all real collisions have happened on an object. This enables | ||
575 | // the simulator to generate the 'collision end' event. | ||
576 | if (ObjectsWithNoMoreCollisions.Count > 0) | ||
577 | { | ||
578 | foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) | ||
579 | ObjectsWithCollisions.Remove(po); | ||
580 | ObjectsWithNoMoreCollisions.Clear(); | ||
581 | } | ||
582 | // Done with collisions. | ||
583 | |||
584 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | ||
585 | if (updatedEntityCount > 0) | ||
586 | { | ||
587 | for (int ii = 0; ii < updatedEntityCount; ii++) | ||
588 | { | ||
589 | EntityProperties entprop = m_updateArray[ii]; | ||
590 | BSPhysObject pobj; | ||
591 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) | ||
592 | { | ||
593 | pobj.UpdateProperties(entprop); | ||
594 | } | ||
595 | } | ||
596 | } | ||
597 | |||
598 | TriggerPostStepEvent(timeStep); | ||
599 | |||
600 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
601 | // Only enable this in a limited test world with few objects. | ||
602 | if (m_physicsPhysicalDumpEnabled) | ||
603 | PE.DumpAllInfo(World); | ||
604 | |||
605 | // The physics engine returns the number of milliseconds it simulated this call. | ||
606 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | ||
607 | // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55). | ||
608 | return (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; | ||
609 | } | ||
610 | |||
611 | // Something has collided | ||
612 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) | ||
613 | { | ||
614 | if (localID <= TerrainManager.HighestTerrainID) | ||
615 | { | ||
616 | return; // don't send collisions to the terrain | ||
617 | } | ||
618 | |||
619 | BSPhysObject collider; | ||
620 | if (!PhysObjects.TryGetValue(localID, out collider)) | ||
621 | { | ||
622 | // If the object that is colliding cannot be found, just ignore the collision. | ||
623 | DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
624 | return; | ||
625 | } | ||
626 | |||
627 | // The terrain is not in the physical object list so 'collidee' can be null when Collide() is called. | ||
628 | BSPhysObject collidee = null; | ||
629 | PhysObjects.TryGetValue(collidingWith, out collidee); | ||
630 | |||
631 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
632 | |||
633 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) | ||
634 | { | ||
635 | // If a collision was posted, remember to send it to the simulator | ||
636 | ObjectsWithCollisions.Add(collider); | ||
637 | } | ||
638 | |||
639 | return; | ||
640 | } | ||
641 | |||
642 | #endregion // Simulation | ||
643 | |||
644 | public override void GetResults() { } | ||
645 | |||
646 | #region Terrain | ||
647 | |||
648 | public override void SetTerrain(float[] heightMap) { | ||
649 | TerrainManager.SetTerrain(heightMap); | ||
650 | } | ||
651 | |||
652 | public override void SetWaterLevel(float baseheight) | ||
653 | { | ||
654 | SimpleWaterLevel = baseheight; | ||
655 | } | ||
656 | |||
657 | public override void DeleteTerrain() | ||
658 | { | ||
659 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); | ||
660 | } | ||
661 | |||
662 | // Although no one seems to check this, I do support combining. | ||
663 | public override bool SupportsCombining() | ||
664 | { | ||
665 | return TerrainManager.SupportsCombining(); | ||
666 | } | ||
667 | // This call says I am a child to region zero in a mega-region. 'pScene' is that | ||
668 | // of region zero, 'offset' is my offset from regions zero's origin, and | ||
669 | // 'extents' is the largest XY that is handled in my region. | ||
670 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
671 | { | ||
672 | TerrainManager.Combine(pScene, offset, extents); | ||
673 | } | ||
674 | |||
675 | // Unhook all the combining that I know about. | ||
676 | public override void UnCombine(PhysicsScene pScene) | ||
677 | { | ||
678 | TerrainManager.UnCombine(pScene); | ||
679 | } | ||
680 | |||
681 | #endregion // Terrain | ||
682 | |||
683 | public override Dictionary<uint, float> GetTopColliders() | ||
684 | { | ||
685 | return new Dictionary<uint, float>(); | ||
686 | } | ||
687 | |||
688 | public override bool IsThreaded { get { return false; } } | ||
689 | |||
690 | #region Taints | ||
691 | // The simulation execution order is: | ||
692 | // Simulate() | ||
693 | // DoOneTimeTaints | ||
694 | // TriggerPreStepEvent | ||
695 | // DoOneTimeTaints | ||
696 | // Step() | ||
697 | // ProcessAndForwardCollisions | ||
698 | // ProcessAndForwardPropertyUpdates | ||
699 | // TriggerPostStepEvent | ||
700 | |||
701 | // Calls to the PhysicsActors can't directly call into the physics engine | ||
702 | // because it might be busy. We delay changes to a known time. | ||
703 | // We rely on C#'s closure to save and restore the context for the delegate. | ||
704 | public void TaintedObject(String ident, TaintCallback callback) | ||
705 | { | ||
706 | if (!m_initialized) return; | ||
707 | |||
708 | lock (_taintLock) | ||
709 | { | ||
710 | _taintOperations.Add(new TaintCallbackEntry(ident, callback)); | ||
711 | } | ||
712 | |||
713 | return; | ||
714 | } | ||
715 | |||
716 | // Sometimes a potentially tainted operation can be used in and out of taint time. | ||
717 | // This routine executes the command immediately if in taint-time otherwise it is queued. | ||
718 | public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback) | ||
719 | { | ||
720 | if (inTaintTime) | ||
721 | callback(); | ||
722 | else | ||
723 | TaintedObject(ident, callback); | ||
724 | } | ||
725 | |||
726 | private void TriggerPreStepEvent(float timeStep) | ||
727 | { | ||
728 | PreStepAction actions = BeforeStep; | ||
729 | if (actions != null) | ||
730 | actions(timeStep); | ||
731 | |||
732 | } | ||
733 | |||
734 | private void TriggerPostStepEvent(float timeStep) | ||
735 | { | ||
736 | PreStepAction actions = AfterStep; | ||
737 | if (actions != null) | ||
738 | actions(timeStep); | ||
739 | |||
740 | } | ||
741 | |||
742 | // When someone tries to change a property on a BSPrim or BSCharacter, the object queues | ||
743 | // a callback into itself to do the actual property change. That callback is called | ||
744 | // here just before the physics engine is called to step the simulation. | ||
745 | public void ProcessTaints() | ||
746 | { | ||
747 | ProcessRegularTaints(); | ||
748 | ProcessPostTaintTaints(); | ||
749 | } | ||
750 | |||
751 | private void ProcessRegularTaints() | ||
752 | { | ||
753 | if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process | ||
754 | { | ||
755 | // swizzle a new list into the list location so we can process what's there | ||
756 | List<TaintCallbackEntry> oldList; | ||
757 | lock (_taintLock) | ||
758 | { | ||
759 | oldList = _taintOperations; | ||
760 | _taintOperations = new List<TaintCallbackEntry>(); | ||
761 | } | ||
762 | |||
763 | foreach (TaintCallbackEntry tcbe in oldList) | ||
764 | { | ||
765 | try | ||
766 | { | ||
767 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG | ||
768 | tcbe.callback(); | ||
769 | } | ||
770 | catch (Exception e) | ||
771 | { | ||
772 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e); | ||
773 | } | ||
774 | } | ||
775 | oldList.Clear(); | ||
776 | } | ||
777 | } | ||
778 | |||
779 | // Schedule an update to happen after all the regular taints are processed. | ||
780 | // Note that new requests for the same operation ("ident") for the same object ("ID") | ||
781 | // will replace any previous operation by the same object. | ||
782 | public void PostTaintObject(String ident, uint ID, TaintCallback callback) | ||
783 | { | ||
784 | string uniqueIdent = ident + "-" + ID.ToString(); | ||
785 | lock (_taintLock) | ||
786 | { | ||
787 | _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback); | ||
788 | } | ||
789 | |||
790 | return; | ||
791 | } | ||
792 | |||
793 | // Taints that happen after the normal taint processing but before the simulation step. | ||
794 | private void ProcessPostTaintTaints() | ||
795 | { | ||
796 | if (_postTaintOperations.Count > 0) | ||
797 | { | ||
798 | Dictionary<string, TaintCallbackEntry> oldList; | ||
799 | lock (_taintLock) | ||
800 | { | ||
801 | oldList = _postTaintOperations; | ||
802 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
803 | } | ||
804 | |||
805 | foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList) | ||
806 | { | ||
807 | try | ||
808 | { | ||
809 | DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG | ||
810 | kvp.Value.callback(); | ||
811 | } | ||
812 | catch (Exception e) | ||
813 | { | ||
814 | m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e); | ||
815 | } | ||
816 | } | ||
817 | oldList.Clear(); | ||
818 | } | ||
819 | } | ||
820 | |||
821 | // Only used for debugging. Does not change state of anything so locking is not necessary. | ||
822 | public bool AssertInTaintTime(string whereFrom) | ||
823 | { | ||
824 | if (!InTaintTime) | ||
825 | { | ||
826 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | ||
827 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | ||
828 | Util.PrintCallStack(DetailLog); | ||
829 | } | ||
830 | return InTaintTime; | ||
831 | } | ||
832 | |||
833 | #endregion // Taints | ||
834 | |||
835 | #region INI and command line parameter processing | ||
836 | |||
837 | #region IPhysicsParameters | ||
838 | // Get the list of parameters this physics engine supports | ||
839 | public PhysParameterEntry[] GetParameterList() | ||
840 | { | ||
841 | BSParam.BuildParameterTable(); | ||
842 | return BSParam.SettableParameters; | ||
843 | } | ||
844 | |||
845 | // Set parameter on a specific or all instances. | ||
846 | // Return 'false' if not able to set the parameter. | ||
847 | // Setting the value in the m_params block will change the value the physics engine | ||
848 | // will use the next time since it's pinned and shared memory. | ||
849 | // Some of the values require calling into the physics engine to get the new | ||
850 | // value activated ('terrainFriction' for instance). | ||
851 | public bool SetPhysicsParameter(string parm, float val, uint localID) | ||
852 | { | ||
853 | bool ret = false; | ||
854 | BSParam.ParameterDefn theParam; | ||
855 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
856 | { | ||
857 | theParam.setter(this, parm, localID, val); | ||
858 | ret = true; | ||
859 | } | ||
860 | return ret; | ||
861 | } | ||
862 | |||
863 | // update all the localIDs specified | ||
864 | // If the local ID is APPLY_TO_NONE, just change the default value | ||
865 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | ||
866 | // If the localID is a specific object, apply the parameter change to only that object | ||
867 | internal delegate void AssignVal(float x); | ||
868 | internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val) | ||
869 | { | ||
870 | List<uint> objectIDs = new List<uint>(); | ||
871 | switch (localID) | ||
872 | { | ||
873 | case PhysParameterEntry.APPLY_TO_NONE: | ||
874 | setDefault(val); // setting only the default value | ||
875 | // This will cause a call into the physical world if some operation is specified (SetOnObject). | ||
876 | objectIDs.Add(TERRAIN_ID); | ||
877 | TaintedUpdateParameter(parm, objectIDs, val); | ||
878 | break; | ||
879 | case PhysParameterEntry.APPLY_TO_ALL: | ||
880 | setDefault(val); // setting ALL also sets the default value | ||
881 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); | ||
882 | TaintedUpdateParameter(parm, objectIDs, val); | ||
883 | break; | ||
884 | default: | ||
885 | // setting only one localID | ||
886 | objectIDs.Add(localID); | ||
887 | TaintedUpdateParameter(parm, objectIDs, val); | ||
888 | break; | ||
889 | } | ||
890 | } | ||
891 | |||
892 | // schedule the actual updating of the paramter to when the phys engine is not busy | ||
893 | private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) | ||
894 | { | ||
895 | float xval = val; | ||
896 | List<uint> xlIDs = lIDs; | ||
897 | string xparm = parm; | ||
898 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | ||
899 | BSParam.ParameterDefn thisParam; | ||
900 | if (BSParam.TryGetParameter(xparm, out thisParam)) | ||
901 | { | ||
902 | if (thisParam.onObject != null) | ||
903 | { | ||
904 | foreach (uint lID in xlIDs) | ||
905 | { | ||
906 | BSPhysObject theObject = null; | ||
907 | PhysObjects.TryGetValue(lID, out theObject); | ||
908 | thisParam.onObject(this, theObject, xval); | ||
909 | } | ||
910 | } | ||
911 | } | ||
912 | }); | ||
913 | } | ||
914 | |||
915 | // Get parameter. | ||
916 | // Return 'false' if not able to get the parameter. | ||
917 | public bool GetPhysicsParameter(string parm, out float value) | ||
918 | { | ||
919 | float val = 0f; | ||
920 | bool ret = false; | ||
921 | BSParam.ParameterDefn theParam; | ||
922 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
923 | { | ||
924 | val = theParam.getter(this); | ||
925 | ret = true; | ||
926 | } | ||
927 | value = val; | ||
928 | return ret; | ||
929 | } | ||
930 | |||
931 | #endregion IPhysicsParameters | ||
932 | |||
933 | #endregion Runtime settable parameters | ||
934 | |||
935 | // Invoke the detailed logger and output something if it's enabled. | ||
936 | public void DetailLog(string msg, params Object[] args) | ||
937 | { | ||
938 | PhysicsLogging.Write(msg, args); | ||
939 | // Add the Flush() if debugging crashes. Gets all the messages written out. | ||
940 | if (m_physicsLoggingDoFlush) PhysicsLogging.Flush(); | ||
941 | } | ||
942 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. | ||
943 | public const string DetailLogZero = "0000000000"; | ||
944 | |||
945 | } | ||
946 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs deleted file mode 100755 index d361f18..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ /dev/null | |||
@@ -1,1009 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using OMV = OpenMetaverse; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
36 | { | ||
37 | public sealed class BSShapeCollection : IDisposable | ||
38 | { | ||
39 | private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; | ||
40 | |||
41 | private BSScene PhysicsScene { get; set; } | ||
42 | |||
43 | private Object m_collectionActivityLock = new Object(); | ||
44 | |||
45 | // Description of a Mesh | ||
46 | private struct MeshDesc | ||
47 | { | ||
48 | public BulletShape shape; | ||
49 | public int referenceCount; | ||
50 | public DateTime lastReferenced; | ||
51 | public UInt64 shapeKey; | ||
52 | } | ||
53 | |||
54 | // Description of a hull. | ||
55 | // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations. | ||
56 | private struct HullDesc | ||
57 | { | ||
58 | public BulletShape shape; | ||
59 | public int referenceCount; | ||
60 | public DateTime lastReferenced; | ||
61 | public UInt64 shapeKey; | ||
62 | } | ||
63 | |||
64 | // The sharable set of meshes and hulls. Indexed by their shape hash. | ||
65 | private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>(); | ||
66 | private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>(); | ||
67 | |||
68 | private bool DDetail = false; | ||
69 | |||
70 | public BSShapeCollection(BSScene physScene) | ||
71 | { | ||
72 | PhysicsScene = physScene; | ||
73 | // Set the next to 'true' for very detailed shape update detailed logging (detailed details?) | ||
74 | // While detailed debugging is still active, this is better than commenting out all the | ||
75 | // DetailLog statements. When debugging slows down, this and the protected logging | ||
76 | // statements can be commented/removed. | ||
77 | DDetail = true; | ||
78 | } | ||
79 | |||
80 | public void Dispose() | ||
81 | { | ||
82 | // TODO!!!!!!!!! | ||
83 | } | ||
84 | |||
85 | // Callbacks called just before either the body or shape is destroyed. | ||
86 | // Mostly used for changing bodies out from under Linksets. | ||
87 | // Useful for other cases where parameters need saving. | ||
88 | // Passing 'null' says no callback. | ||
89 | public delegate void ShapeDestructionCallback(BulletShape shape); | ||
90 | public delegate void BodyDestructionCallback(BulletBody body); | ||
91 | |||
92 | // Called to update/change the body and shape for an object. | ||
93 | // First checks the shape and updates that if necessary then makes | ||
94 | // sure the body is of the right type. | ||
95 | // Return 'true' if either the body or the shape changed. | ||
96 | // 'shapeCallback' and 'bodyCallback' are, if non-null, functions called just before | ||
97 | // the current shape or body is destroyed. This allows the caller to remove any | ||
98 | // higher level dependencies on the shape or body. Mostly used for LinkSets to | ||
99 | // remove the physical constraints before the body is destroyed. | ||
100 | // Called at taint-time!! | ||
101 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, | ||
102 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) | ||
103 | { | ||
104 | PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); | ||
105 | |||
106 | bool ret = false; | ||
107 | |||
108 | // This lock could probably be pushed down lower but building shouldn't take long | ||
109 | lock (m_collectionActivityLock) | ||
110 | { | ||
111 | // Do we have the correct geometry for this type of object? | ||
112 | // Updates prim.BSShape with information/pointers to shape. | ||
113 | // Returns 'true' of BSShape is changed to a new shape. | ||
114 | bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback); | ||
115 | // If we had to select a new shape geometry for the object, | ||
116 | // rebuild the body around it. | ||
117 | // Updates prim.BSBody with information/pointers to requested body | ||
118 | // Returns 'true' if BSBody was changed. | ||
119 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, | ||
120 | prim.PhysShape, bodyCallback); | ||
121 | ret = newGeom || newBody; | ||
122 | } | ||
123 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", | ||
124 | prim.LocalID, forceRebuild, ret, prim.PhysBody, prim.PhysShape); | ||
125 | |||
126 | return ret; | ||
127 | } | ||
128 | |||
129 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim) | ||
130 | { | ||
131 | return GetBodyAndShape(forceRebuild, sim, prim, null, null); | ||
132 | } | ||
133 | |||
134 | // Track another user of a body. | ||
135 | // We presume the caller has allocated the body. | ||
136 | // Bodies only have one user so the body is just put into the world if not already there. | ||
137 | public void ReferenceBody(BulletBody body, bool inTaintTime) | ||
138 | { | ||
139 | lock (m_collectionActivityLock) | ||
140 | { | ||
141 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); | ||
142 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate() | ||
143 | { | ||
144 | if (!PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) | ||
145 | { | ||
146 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body); | ||
147 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); | ||
148 | } | ||
149 | }); | ||
150 | } | ||
151 | } | ||
152 | |||
153 | // Release the usage of a body. | ||
154 | // Called when releasing use of a BSBody. BSShape is handled separately. | ||
155 | public void DereferenceBody(BulletBody body, bool inTaintTime, BodyDestructionCallback bodyCallback ) | ||
156 | { | ||
157 | if (!body.HasPhysicalBody) | ||
158 | return; | ||
159 | |||
160 | lock (m_collectionActivityLock) | ||
161 | { | ||
162 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceBody", delegate() | ||
163 | { | ||
164 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1},inTaintTime={2}", | ||
165 | body.ID, body, inTaintTime); | ||
166 | // If the caller needs to know the old body is going away, pass the event up. | ||
167 | if (bodyCallback != null) bodyCallback(body); | ||
168 | |||
169 | if (PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) | ||
170 | { | ||
171 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); | ||
172 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); | ||
173 | } | ||
174 | |||
175 | // Zero any reference to the shape so it is not freed when the body is deleted. | ||
176 | PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null); | ||
177 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, body); | ||
178 | }); | ||
179 | } | ||
180 | } | ||
181 | |||
182 | // Track the datastructures and use count for a shape. | ||
183 | // When creating a hull, this is called first to reference the mesh | ||
184 | // and then again to reference the hull. | ||
185 | // Meshes and hulls for the same shape have the same hash key. | ||
186 | // NOTE that native shapes are not added to the mesh list or removed. | ||
187 | // Returns 'true' if this is the initial reference to the shape. Otherwise reused. | ||
188 | public bool ReferenceShape(BulletShape shape) | ||
189 | { | ||
190 | bool ret = false; | ||
191 | switch (shape.type) | ||
192 | { | ||
193 | case BSPhysicsShapeType.SHAPE_MESH: | ||
194 | MeshDesc meshDesc; | ||
195 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | ||
196 | { | ||
197 | // There is an existing instance of this mesh. | ||
198 | meshDesc.referenceCount++; | ||
199 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingMesh,key={1},cnt={2}", | ||
200 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); | ||
201 | } | ||
202 | else | ||
203 | { | ||
204 | // This is a new reference to a mesh | ||
205 | meshDesc.shape = shape.Clone(); | ||
206 | meshDesc.shapeKey = shape.shapeKey; | ||
207 | // We keep a reference to the underlying IMesh data so a hull can be built | ||
208 | meshDesc.referenceCount = 1; | ||
209 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}", | ||
210 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); | ||
211 | ret = true; | ||
212 | } | ||
213 | meshDesc.lastReferenced = System.DateTime.Now; | ||
214 | Meshes[shape.shapeKey] = meshDesc; | ||
215 | break; | ||
216 | case BSPhysicsShapeType.SHAPE_HULL: | ||
217 | HullDesc hullDesc; | ||
218 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | ||
219 | { | ||
220 | // There is an existing instance of this hull. | ||
221 | hullDesc.referenceCount++; | ||
222 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingHull,key={1},cnt={2}", | ||
223 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); | ||
224 | } | ||
225 | else | ||
226 | { | ||
227 | // This is a new reference to a hull | ||
228 | hullDesc.shape = shape.Clone(); | ||
229 | hullDesc.shapeKey = shape.shapeKey; | ||
230 | hullDesc.referenceCount = 1; | ||
231 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}", | ||
232 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); | ||
233 | ret = true; | ||
234 | |||
235 | } | ||
236 | hullDesc.lastReferenced = System.DateTime.Now; | ||
237 | Hulls[shape.shapeKey] = hullDesc; | ||
238 | break; | ||
239 | case BSPhysicsShapeType.SHAPE_UNKNOWN: | ||
240 | break; | ||
241 | default: | ||
242 | // Native shapes are not tracked and they don't go into any list | ||
243 | break; | ||
244 | } | ||
245 | return ret; | ||
246 | } | ||
247 | |||
248 | // Release the usage of a shape. | ||
249 | public void DereferenceShape(BulletShape shape, bool inTaintTime, ShapeDestructionCallback shapeCallback) | ||
250 | { | ||
251 | if (!shape.HasPhysicalShape) | ||
252 | return; | ||
253 | |||
254 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceShape", delegate() | ||
255 | { | ||
256 | if (shape.HasPhysicalShape) | ||
257 | { | ||
258 | if (shape.isNativeShape) | ||
259 | { | ||
260 | // Native shapes are not tracked and are released immediately | ||
261 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", | ||
262 | BSScene.DetailLogZero, shape.AddrString, inTaintTime); | ||
263 | if (shapeCallback != null) shapeCallback(shape); | ||
264 | PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); | ||
265 | } | ||
266 | else | ||
267 | { | ||
268 | switch (shape.type) | ||
269 | { | ||
270 | case BSPhysicsShapeType.SHAPE_HULL: | ||
271 | DereferenceHull(shape, shapeCallback); | ||
272 | break; | ||
273 | case BSPhysicsShapeType.SHAPE_MESH: | ||
274 | DereferenceMesh(shape, shapeCallback); | ||
275 | break; | ||
276 | case BSPhysicsShapeType.SHAPE_COMPOUND: | ||
277 | DereferenceCompound(shape, shapeCallback); | ||
278 | break; | ||
279 | case BSPhysicsShapeType.SHAPE_UNKNOWN: | ||
280 | break; | ||
281 | default: | ||
282 | break; | ||
283 | } | ||
284 | } | ||
285 | } | ||
286 | }); | ||
287 | } | ||
288 | |||
289 | // Count down the reference count for a mesh shape | ||
290 | // Called at taint-time. | ||
291 | private void DereferenceMesh(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
292 | { | ||
293 | MeshDesc meshDesc; | ||
294 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | ||
295 | { | ||
296 | meshDesc.referenceCount--; | ||
297 | // TODO: release the Bullet storage | ||
298 | if (shapeCallback != null) shapeCallback(shape); | ||
299 | meshDesc.lastReferenced = System.DateTime.Now; | ||
300 | Meshes[shape.shapeKey] = meshDesc; | ||
301 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceMesh,shape={1},refCnt={2}", | ||
302 | BSScene.DetailLogZero, shape, meshDesc.referenceCount); | ||
303 | |||
304 | } | ||
305 | } | ||
306 | |||
307 | // Count down the reference count for a hull shape | ||
308 | // Called at taint-time. | ||
309 | private void DereferenceHull(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
310 | { | ||
311 | HullDesc hullDesc; | ||
312 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | ||
313 | { | ||
314 | hullDesc.referenceCount--; | ||
315 | // TODO: release the Bullet storage (aging old entries?) | ||
316 | |||
317 | // Tell upper layers that, if they have dependencies on this shape, this link is going away | ||
318 | if (shapeCallback != null) shapeCallback(shape); | ||
319 | |||
320 | hullDesc.lastReferenced = System.DateTime.Now; | ||
321 | Hulls[shape.shapeKey] = hullDesc; | ||
322 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceHull,shape={1},refCnt={2}", | ||
323 | BSScene.DetailLogZero, shape, hullDesc.referenceCount); | ||
324 | } | ||
325 | } | ||
326 | |||
327 | // Remove a reference to a compound shape. | ||
328 | // Taking a compound shape apart is a little tricky because if you just delete the | ||
329 | // physical shape, it will free all the underlying children. We can't do that because | ||
330 | // they could be shared. So, this removes each of the children from the compound and | ||
331 | // dereferences them separately before destroying the compound collision object itself. | ||
332 | // Called at taint-time. | ||
333 | private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
334 | { | ||
335 | if (!PhysicsScene.PE.IsCompound(shape)) | ||
336 | { | ||
337 | // Failed the sanity check!! | ||
338 | PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", | ||
339 | LogHeader, shape.type, shape.AddrString); | ||
340 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", | ||
341 | BSScene.DetailLogZero, shape.type, shape.AddrString); | ||
342 | return; | ||
343 | } | ||
344 | |||
345 | int numChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(shape); | ||
346 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren); | ||
347 | |||
348 | for (int ii = numChildren - 1; ii >= 0; ii--) | ||
349 | { | ||
350 | BulletShape childShape = PhysicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(shape, ii); | ||
351 | DereferenceAnonCollisionShape(childShape); | ||
352 | } | ||
353 | PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); | ||
354 | } | ||
355 | |||
356 | // Sometimes we have a pointer to a collision shape but don't know what type it is. | ||
357 | // Figure out type and call the correct dereference routine. | ||
358 | // Called at taint-time. | ||
359 | private void DereferenceAnonCollisionShape(BulletShape shapeInfo) | ||
360 | { | ||
361 | MeshDesc meshDesc; | ||
362 | HullDesc hullDesc; | ||
363 | |||
364 | if (TryGetMeshByPtr(shapeInfo, out meshDesc)) | ||
365 | { | ||
366 | shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH; | ||
367 | shapeInfo.shapeKey = meshDesc.shapeKey; | ||
368 | } | ||
369 | else | ||
370 | { | ||
371 | if (TryGetHullByPtr(shapeInfo, out hullDesc)) | ||
372 | { | ||
373 | shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL; | ||
374 | shapeInfo.shapeKey = hullDesc.shapeKey; | ||
375 | } | ||
376 | else | ||
377 | { | ||
378 | if (PhysicsScene.PE.IsCompound(shapeInfo)) | ||
379 | { | ||
380 | shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND; | ||
381 | } | ||
382 | else | ||
383 | { | ||
384 | if (PhysicsScene.PE.IsNativeShape(shapeInfo)) | ||
385 | { | ||
386 | shapeInfo.isNativeShape = true; | ||
387 | shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) | ||
388 | } | ||
389 | } | ||
390 | } | ||
391 | } | ||
392 | |||
393 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); | ||
394 | |||
395 | if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN) | ||
396 | { | ||
397 | DereferenceShape(shapeInfo, true, null); | ||
398 | } | ||
399 | else | ||
400 | { | ||
401 | PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}", | ||
402 | LogHeader, PhysicsScene.RegionName, shapeInfo.AddrString); | ||
403 | } | ||
404 | } | ||
405 | |||
406 | // Create the geometry information in Bullet for later use. | ||
407 | // The objects needs a hull if it's physical otherwise a mesh is enough. | ||
408 | // if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls, | ||
409 | // shared geometries will be used. If the parameters of the existing shape are the same | ||
410 | // as this request, the shape is not rebuilt. | ||
411 | // Info in prim.BSShape is updated to the new shape. | ||
412 | // Returns 'true' if the geometry was rebuilt. | ||
413 | // Called at taint-time! | ||
414 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
415 | { | ||
416 | bool ret = false; | ||
417 | bool haveShape = false; | ||
418 | |||
419 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
420 | { | ||
421 | // an avatar capsule is close to a native shape (it is not shared) | ||
422 | GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, FixedShapeKey.KEY_CAPSULE, shapeCallback); | ||
423 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); | ||
424 | ret = true; | ||
425 | haveShape = true; | ||
426 | } | ||
427 | |||
428 | // Compound shapes are handled special as they are rebuilt from scratch. | ||
429 | // This isn't too great a hardship since most of the child shapes will have already been created. | ||
430 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) | ||
431 | { | ||
432 | ret = GetReferenceToCompoundShape(prim, shapeCallback); | ||
433 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); | ||
434 | haveShape = true; | ||
435 | } | ||
436 | |||
437 | if (!haveShape) | ||
438 | { | ||
439 | ret = CreateGeomNonSpecial(forceRebuild, prim, shapeCallback); | ||
440 | } | ||
441 | |||
442 | return ret; | ||
443 | } | ||
444 | |||
445 | // Create a mesh/hull shape or a native shape if 'nativeShapePossible' is 'true'. | ||
446 | public bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
447 | { | ||
448 | bool ret = false; | ||
449 | bool haveShape = false; | ||
450 | bool nativeShapePossible = true; | ||
451 | PrimitiveBaseShape pbs = prim.BaseShape; | ||
452 | |||
453 | // If the prim attributes are simple, this could be a simple Bullet native shape | ||
454 | if (!haveShape | ||
455 | && pbs != null | ||
456 | && nativeShapePossible | ||
457 | && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) | ||
458 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
459 | && pbs.ProfileHollow == 0 | ||
460 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
461 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
462 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
463 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
464 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) | ||
465 | { | ||
466 | // Get the scale of any existing shape so we can see if the new shape is same native type and same size. | ||
467 | OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; | ||
468 | if (prim.PhysShape.HasPhysicalShape) | ||
469 | scaleOfExistingShape = PhysicsScene.PE.GetLocalScaling(prim.PhysShape); | ||
470 | |||
471 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", | ||
472 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); | ||
473 | |||
474 | // It doesn't look like Bullet scales spheres so make sure the scales are all equal | ||
475 | if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) | ||
476 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z) | ||
477 | { | ||
478 | haveShape = true; | ||
479 | if (forceRebuild | ||
480 | || prim.Scale != scaleOfExistingShape | ||
481 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE | ||
482 | ) | ||
483 | { | ||
484 | ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE, | ||
485 | FixedShapeKey.KEY_SPHERE, shapeCallback); | ||
486 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", | ||
487 | prim.LocalID, forceRebuild, prim.PhysShape); | ||
488 | } | ||
489 | } | ||
490 | if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
491 | { | ||
492 | haveShape = true; | ||
493 | if (forceRebuild | ||
494 | || prim.Scale != scaleOfExistingShape | ||
495 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX | ||
496 | ) | ||
497 | { | ||
498 | ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX, | ||
499 | FixedShapeKey.KEY_BOX, shapeCallback); | ||
500 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", | ||
501 | prim.LocalID, forceRebuild, prim.PhysShape); | ||
502 | } | ||
503 | } | ||
504 | } | ||
505 | |||
506 | // If a simple shape is not happening, create a mesh and possibly a hull. | ||
507 | if (!haveShape && pbs != null) | ||
508 | { | ||
509 | ret = CreateGeomMeshOrHull(prim, shapeCallback); | ||
510 | } | ||
511 | |||
512 | return ret; | ||
513 | } | ||
514 | |||
515 | public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
516 | { | ||
517 | |||
518 | bool ret = false; | ||
519 | // Note that if it's a native shape, the check for physical/non-physical is not | ||
520 | // made. Native shapes work in either case. | ||
521 | if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) | ||
522 | { | ||
523 | // Update prim.BSShape to reference a hull of this shape. | ||
524 | ret = GetReferenceToHull(prim,shapeCallback); | ||
525 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", | ||
526 | prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); | ||
527 | } | ||
528 | else | ||
529 | { | ||
530 | ret = GetReferenceToMesh(prim, shapeCallback); | ||
531 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", | ||
532 | prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); | ||
533 | } | ||
534 | return ret; | ||
535 | } | ||
536 | |||
537 | // Creates a native shape and assignes it to prim.BSShape. | ||
538 | // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). | ||
539 | private bool GetReferenceToNativeShape(BSPhysObject prim, | ||
540 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey, | ||
541 | ShapeDestructionCallback shapeCallback) | ||
542 | { | ||
543 | // release any previous shape | ||
544 | DereferenceShape(prim.PhysShape, true, shapeCallback); | ||
545 | |||
546 | BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); | ||
547 | |||
548 | // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. | ||
549 | if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", | ||
550 | prim.LocalID, newShape, prim.Scale); | ||
551 | |||
552 | // native shapes are scaled by Bullet | ||
553 | prim.PhysShape = newShape; | ||
554 | return true; | ||
555 | } | ||
556 | |||
557 | private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType, | ||
558 | FixedShapeKey shapeKey) | ||
559 | { | ||
560 | BulletShape newShape; | ||
561 | // Need to make sure the passed shape information is for the native type. | ||
562 | ShapeData nativeShapeData = new ShapeData(); | ||
563 | nativeShapeData.Type = shapeType; | ||
564 | nativeShapeData.ID = prim.LocalID; | ||
565 | nativeShapeData.Scale = prim.Scale; | ||
566 | nativeShapeData.Size = prim.Scale; // unneeded, I think. | ||
567 | nativeShapeData.MeshKey = (ulong)shapeKey; | ||
568 | nativeShapeData.HullKey = (ulong)shapeKey; | ||
569 | |||
570 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
571 | { | ||
572 | |||
573 | newShape = PhysicsScene.PE.BuildCapsuleShape(PhysicsScene.World, 1f, 1f, prim.Scale); | ||
574 | if (DDetail) DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); | ||
575 | } | ||
576 | else | ||
577 | { | ||
578 | // Native shapes are scaled in Bullet so set the scaling to the size | ||
579 | newShape = PhysicsScene.PE.BuildNativeShape(PhysicsScene.World, nativeShapeData); | ||
580 | |||
581 | } | ||
582 | if (!newShape.HasPhysicalShape) | ||
583 | { | ||
584 | PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | ||
585 | LogHeader, prim.LocalID, shapeType); | ||
586 | } | ||
587 | newShape.shapeKey = (System.UInt64)shapeKey; | ||
588 | newShape.isNativeShape = true; | ||
589 | |||
590 | return newShape; | ||
591 | } | ||
592 | |||
593 | // Builds a mesh shape in the physical world and updates prim.BSShape. | ||
594 | // Dereferences previous shape in BSShape and adds a reference for this new shape. | ||
595 | // Returns 'true' of a mesh was actually built. Otherwise . | ||
596 | // Called at taint-time! | ||
597 | private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
598 | { | ||
599 | BulletShape newShape = new BulletShape(); | ||
600 | |||
601 | float lod; | ||
602 | System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
603 | |||
604 | // if this new shape is the same as last time, don't recreate the mesh | ||
605 | if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH) | ||
606 | return false; | ||
607 | |||
608 | if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}", | ||
609 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); | ||
610 | |||
611 | // Since we're recreating new, get rid of the reference to the previous shape | ||
612 | DereferenceShape(prim.PhysShape, true, shapeCallback); | ||
613 | |||
614 | newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod); | ||
615 | // Take evasive action if the mesh was not constructed. | ||
616 | newShape = VerifyMeshCreated(newShape, prim); | ||
617 | |||
618 | ReferenceShape(newShape); | ||
619 | |||
620 | prim.PhysShape = newShape; | ||
621 | |||
622 | return true; // 'true' means a new shape has been added to this prim | ||
623 | } | ||
624 | |||
625 | private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
626 | { | ||
627 | BulletShape newShape = new BulletShape(); | ||
628 | IMesh meshData = null; | ||
629 | |||
630 | MeshDesc meshDesc; | ||
631 | if (Meshes.TryGetValue(newMeshKey, out meshDesc)) | ||
632 | { | ||
633 | // If the mesh has already been built just use it. | ||
634 | newShape = meshDesc.shape.Clone(); | ||
635 | } | ||
636 | else | ||
637 | { | ||
638 | meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); | ||
639 | |||
640 | if (meshData != null) | ||
641 | { | ||
642 | int[] indices = meshData.getIndexListAsInt(); | ||
643 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
644 | |||
645 | float[] verticesAsFloats = new float[vertices.Count * 3]; | ||
646 | int vi = 0; | ||
647 | foreach (OMV.Vector3 vv in vertices) | ||
648 | { | ||
649 | verticesAsFloats[vi++] = vv.X; | ||
650 | verticesAsFloats[vi++] = vv.Y; | ||
651 | verticesAsFloats[vi++] = vv.Z; | ||
652 | } | ||
653 | |||
654 | // m_log.DebugFormat("{0}: BSShapeCollection.CreatePhysicalMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | ||
655 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); | ||
656 | |||
657 | newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, | ||
658 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); | ||
659 | } | ||
660 | } | ||
661 | newShape.shapeKey = newMeshKey; | ||
662 | |||
663 | return newShape; | ||
664 | } | ||
665 | |||
666 | // See that hull shape exists in the physical world and update prim.BSShape. | ||
667 | // We could be creating the hull because scale changed or whatever. | ||
668 | private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
669 | { | ||
670 | BulletShape newShape; | ||
671 | |||
672 | float lod; | ||
673 | System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
674 | |||
675 | // if the hull hasn't changed, don't rebuild it | ||
676 | if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL) | ||
677 | return false; | ||
678 | |||
679 | if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", | ||
680 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X")); | ||
681 | |||
682 | // Remove usage of the previous shape. | ||
683 | DereferenceShape(prim.PhysShape, true, shapeCallback); | ||
684 | |||
685 | newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod); | ||
686 | newShape = VerifyMeshCreated(newShape, prim); | ||
687 | |||
688 | ReferenceShape(newShape); | ||
689 | |||
690 | prim.PhysShape = newShape; | ||
691 | return true; // 'true' means a new shape has been added to this prim | ||
692 | } | ||
693 | |||
694 | List<ConvexResult> m_hulls; | ||
695 | private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
696 | { | ||
697 | |||
698 | BulletShape newShape = new BulletShape(); | ||
699 | IntPtr hullPtr = IntPtr.Zero; | ||
700 | |||
701 | HullDesc hullDesc; | ||
702 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) | ||
703 | { | ||
704 | // If the hull shape already is created, just use it. | ||
705 | newShape = hullDesc.shape.Clone(); | ||
706 | } | ||
707 | else | ||
708 | { | ||
709 | // Build a new hull in the physical world | ||
710 | // Pass true for physicalness as this creates some sort of bounding box which we don't need | ||
711 | IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); | ||
712 | if (meshData != null) | ||
713 | { | ||
714 | |||
715 | int[] indices = meshData.getIndexListAsInt(); | ||
716 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
717 | |||
718 | //format conversion from IMesh format to DecompDesc format | ||
719 | List<int> convIndices = new List<int>(); | ||
720 | List<float3> convVertices = new List<float3>(); | ||
721 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
722 | { | ||
723 | convIndices.Add(indices[ii]); | ||
724 | } | ||
725 | foreach (OMV.Vector3 vv in vertices) | ||
726 | { | ||
727 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
728 | } | ||
729 | |||
730 | // setup and do convex hull conversion | ||
731 | m_hulls = new List<ConvexResult>(); | ||
732 | DecompDesc dcomp = new DecompDesc(); | ||
733 | dcomp.mIndices = convIndices; | ||
734 | dcomp.mVertices = convVertices; | ||
735 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
736 | // create the hull into the _hulls variable | ||
737 | convexBuilder.process(dcomp); | ||
738 | |||
739 | // Convert the vertices and indices for passing to unmanaged. | ||
740 | // The hull information is passed as a large floating point array. | ||
741 | // The format is: | ||
742 | // convHulls[0] = number of hulls | ||
743 | // convHulls[1] = number of vertices in first hull | ||
744 | // convHulls[2] = hull centroid X coordinate | ||
745 | // convHulls[3] = hull centroid Y coordinate | ||
746 | // convHulls[4] = hull centroid Z coordinate | ||
747 | // convHulls[5] = first hull vertex X | ||
748 | // convHulls[6] = first hull vertex Y | ||
749 | // convHulls[7] = first hull vertex Z | ||
750 | // convHulls[8] = second hull vertex X | ||
751 | // ... | ||
752 | // convHulls[n] = number of vertices in second hull | ||
753 | // convHulls[n+1] = second hull centroid X coordinate | ||
754 | // ... | ||
755 | // | ||
756 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
757 | // data structures that do not need to be converted in order to pass to Bullet. | ||
758 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
759 | int hullCount = m_hulls.Count; | ||
760 | int totalVertices = 1; // include one for the count of the hulls | ||
761 | foreach (ConvexResult cr in m_hulls) | ||
762 | { | ||
763 | totalVertices += 4; // add four for the vertex count and centroid | ||
764 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
765 | } | ||
766 | float[] convHulls = new float[totalVertices]; | ||
767 | |||
768 | convHulls[0] = (float)hullCount; | ||
769 | int jj = 1; | ||
770 | foreach (ConvexResult cr in m_hulls) | ||
771 | { | ||
772 | // copy vertices for index access | ||
773 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
774 | int kk = 0; | ||
775 | foreach (float3 ff in cr.HullVertices) | ||
776 | { | ||
777 | verts[kk++] = ff; | ||
778 | } | ||
779 | |||
780 | // add to the array one hull's worth of data | ||
781 | convHulls[jj++] = cr.HullIndices.Count; | ||
782 | convHulls[jj++] = 0f; // centroid x,y,z | ||
783 | convHulls[jj++] = 0f; | ||
784 | convHulls[jj++] = 0f; | ||
785 | foreach (int ind in cr.HullIndices) | ||
786 | { | ||
787 | convHulls[jj++] = verts[ind].x; | ||
788 | convHulls[jj++] = verts[ind].y; | ||
789 | convHulls[jj++] = verts[ind].z; | ||
790 | } | ||
791 | } | ||
792 | // create the hull data structure in Bullet | ||
793 | newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls); | ||
794 | } | ||
795 | } | ||
796 | |||
797 | newShape.shapeKey = newHullKey; | ||
798 | |||
799 | return newShape; | ||
800 | } | ||
801 | |||
802 | // Callback from convex hull creater with a newly created hull. | ||
803 | // Just add it to our collection of hulls for this shape. | ||
804 | private void HullReturn(ConvexResult result) | ||
805 | { | ||
806 | m_hulls.Add(result); | ||
807 | return; | ||
808 | } | ||
809 | |||
810 | // Compound shapes are always built from scratch. | ||
811 | // This shouldn't be to bad since most of the parts will be meshes that had been built previously. | ||
812 | private bool GetReferenceToCompoundShape(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
813 | { | ||
814 | // Remove reference to the old shape | ||
815 | // Don't need to do this as the shape is freed when the new root shape is created below. | ||
816 | // DereferenceShape(prim.PhysShape, true, shapeCallback); | ||
817 | |||
818 | |||
819 | BulletShape cShape = PhysicsScene.PE.CreateCompoundShape(PhysicsScene.World, false); | ||
820 | |||
821 | // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. | ||
822 | CreateGeomMeshOrHull(prim, shapeCallback); | ||
823 | PhysicsScene.PE.AddChildShapeToCompoundShape(cShape, prim.PhysShape, OMV.Vector3.Zero, OMV.Quaternion.Identity); | ||
824 | if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}", | ||
825 | prim.LocalID, cShape, prim.PhysShape); | ||
826 | |||
827 | prim.PhysShape = cShape; | ||
828 | |||
829 | return true; | ||
830 | } | ||
831 | |||
832 | // Create a hash of all the shape parameters to be used as a key | ||
833 | // for this particular shape. | ||
834 | private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) | ||
835 | { | ||
836 | // level of detail based on size and type of the object | ||
837 | float lod = BSParam.MeshLOD; | ||
838 | if (pbs.SculptEntry) | ||
839 | lod = BSParam.SculptLOD; | ||
840 | |||
841 | // Mega prims usually get more detail because one can interact with shape approximations at this size. | ||
842 | float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); | ||
843 | if (maxAxis > BSParam.MeshMegaPrimThreshold) | ||
844 | lod = BSParam.MeshMegaPrimLOD; | ||
845 | |||
846 | retLod = lod; | ||
847 | return pbs.GetMeshKey(size, lod); | ||
848 | } | ||
849 | // For those who don't want the LOD | ||
850 | private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs) | ||
851 | { | ||
852 | float lod; | ||
853 | return ComputeShapeKey(size, pbs, out lod); | ||
854 | } | ||
855 | |||
856 | // The creation of a mesh or hull can fail if an underlying asset is not available. | ||
857 | // There are two cases: 1) the asset is not in the cache and it needs to be fetched; | ||
858 | // and 2) the asset cannot be converted (like failed decompression of JPEG2000s). | ||
859 | // The first case causes the asset to be fetched. The second case requires | ||
860 | // us to not loop forever. | ||
861 | // Called after creating a physical mesh or hull. If the physical shape was created, | ||
862 | // just return. | ||
863 | private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim) | ||
864 | { | ||
865 | // If the shape was successfully created, nothing more to do | ||
866 | if (newShape.HasPhysicalShape) | ||
867 | return newShape; | ||
868 | |||
869 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | ||
870 | if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero) | ||
871 | { | ||
872 | prim.LastAssetBuildFailed = true; | ||
873 | BSPhysObject xprim = prim; | ||
874 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}", | ||
875 | LogHeader, prim.LocalID, prim.LastAssetBuildFailed); | ||
876 | Util.FireAndForget(delegate | ||
877 | { | ||
878 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; | ||
879 | if (assetProvider != null) | ||
880 | { | ||
881 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. | ||
882 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) | ||
883 | { | ||
884 | if (!yprim.BaseShape.SculptEntry) | ||
885 | return; | ||
886 | if (yprim.BaseShape.SculptTexture.ToString() != asset.ID) | ||
887 | return; | ||
888 | |||
889 | yprim.BaseShape.SculptData = asset.Data; | ||
890 | // This will cause the prim to see that the filler shape is not the right | ||
891 | // one and try again to build the object. | ||
892 | // No race condition with the normal shape setting since the rebuild is at taint time. | ||
893 | yprim.ForceBodyShapeRebuild(false); | ||
894 | |||
895 | }); | ||
896 | } | ||
897 | }); | ||
898 | } | ||
899 | else | ||
900 | { | ||
901 | if (prim.LastAssetBuildFailed) | ||
902 | { | ||
903 | PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", | ||
904 | LogHeader, prim.LocalID, prim.BaseShape.SculptTexture); | ||
905 | } | ||
906 | } | ||
907 | |||
908 | // While we figure out the real problem, stick a simple native shape on the object. | ||
909 | BulletShape fillinShape = | ||
910 | BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); | ||
911 | |||
912 | return fillinShape; | ||
913 | } | ||
914 | |||
915 | // Create a body object in Bullet. | ||
916 | // Updates prim.BSBody with the information about the new body if one is created. | ||
917 | // Returns 'true' if an object was actually created. | ||
918 | // Called at taint-time. | ||
919 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, BulletShape shape, | ||
920 | BodyDestructionCallback bodyCallback) | ||
921 | { | ||
922 | bool ret = false; | ||
923 | |||
924 | // the mesh, hull or native shape must have already been created in Bullet | ||
925 | bool mustRebuild = !prim.PhysBody.HasPhysicalBody; | ||
926 | |||
927 | // If there is an existing body, verify it's of an acceptable type. | ||
928 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. | ||
929 | if (!mustRebuild) | ||
930 | { | ||
931 | CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(prim.PhysBody); | ||
932 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY | ||
933 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) | ||
934 | { | ||
935 | // If the collisionObject is not the correct type for solidness, rebuild what's there | ||
936 | mustRebuild = true; | ||
937 | } | ||
938 | } | ||
939 | |||
940 | if (mustRebuild || forceRebuild) | ||
941 | { | ||
942 | // Free any old body | ||
943 | DereferenceBody(prim.PhysBody, true, bodyCallback); | ||
944 | |||
945 | BulletBody aBody; | ||
946 | if (prim.IsSolid) | ||
947 | { | ||
948 | aBody = PhysicsScene.PE.CreateBodyFromShape(sim, shape, prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
949 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,body={1}", prim.LocalID, aBody); | ||
950 | } | ||
951 | else | ||
952 | { | ||
953 | aBody = PhysicsScene.PE.CreateGhostFromShape(sim, shape, prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
954 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody); | ||
955 | } | ||
956 | |||
957 | ReferenceBody(aBody, true); | ||
958 | |||
959 | prim.PhysBody = aBody; | ||
960 | |||
961 | ret = true; | ||
962 | } | ||
963 | |||
964 | return ret; | ||
965 | } | ||
966 | |||
967 | private bool TryGetMeshByPtr(BulletShape shape, out MeshDesc outDesc) | ||
968 | { | ||
969 | bool ret = false; | ||
970 | MeshDesc foundDesc = new MeshDesc(); | ||
971 | foreach (MeshDesc md in Meshes.Values) | ||
972 | { | ||
973 | if (md.shape.ReferenceSame(shape)) | ||
974 | { | ||
975 | foundDesc = md; | ||
976 | ret = true; | ||
977 | break; | ||
978 | } | ||
979 | |||
980 | } | ||
981 | outDesc = foundDesc; | ||
982 | return ret; | ||
983 | } | ||
984 | |||
985 | private bool TryGetHullByPtr(BulletShape shape, out HullDesc outDesc) | ||
986 | { | ||
987 | bool ret = false; | ||
988 | HullDesc foundDesc = new HullDesc(); | ||
989 | foreach (HullDesc hd in Hulls.Values) | ||
990 | { | ||
991 | if (hd.shape.ReferenceSame(shape)) | ||
992 | { | ||
993 | foundDesc = hd; | ||
994 | ret = true; | ||
995 | break; | ||
996 | } | ||
997 | |||
998 | } | ||
999 | outDesc = foundDesc; | ||
1000 | return ret; | ||
1001 | } | ||
1002 | |||
1003 | private void DetailLog(string msg, params Object[] args) | ||
1004 | { | ||
1005 | if (PhysicsScene.PhysicsLogging.Enabled) | ||
1006 | PhysicsScene.DetailLog(msg, args); | ||
1007 | } | ||
1008 | } | ||
1009 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs deleted file mode 100755 index c75eb9b..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ /dev/null | |||
@@ -1,232 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | public abstract class BSShape | ||
36 | { | ||
37 | public IntPtr ptr { get; set; } | ||
38 | public BSPhysicsShapeType type { get; set; } | ||
39 | public System.UInt64 key { get; set; } | ||
40 | public int referenceCount { get; set; } | ||
41 | public DateTime lastReferenced { get; set; } | ||
42 | |||
43 | public BSShape() | ||
44 | { | ||
45 | ptr = IntPtr.Zero; | ||
46 | type = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
47 | key = 0; | ||
48 | referenceCount = 0; | ||
49 | lastReferenced = DateTime.Now; | ||
50 | } | ||
51 | |||
52 | // Get a reference to a physical shape. Create if it doesn't exist | ||
53 | public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
54 | { | ||
55 | BSShape ret = null; | ||
56 | |||
57 | if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
58 | { | ||
59 | // an avatar capsule is close to a native shape (it is not shared) | ||
60 | ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE, | ||
61 | FixedShapeKey.KEY_CAPSULE); | ||
62 | physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); | ||
63 | } | ||
64 | |||
65 | // Compound shapes are handled special as they are rebuilt from scratch. | ||
66 | // This isn't too great a hardship since most of the child shapes will already been created. | ||
67 | if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) | ||
68 | { | ||
69 | // Getting a reference to a compound shape gets you the compound shape with the root prim shape added | ||
70 | ret = BSShapeCompound.GetReference(prim); | ||
71 | physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); | ||
72 | } | ||
73 | |||
74 | if (ret == null) | ||
75 | ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); | ||
76 | |||
77 | return ret; | ||
78 | } | ||
79 | public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
80 | { | ||
81 | return null; | ||
82 | } | ||
83 | public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
84 | { | ||
85 | return null; | ||
86 | } | ||
87 | |||
88 | // Release the use of a physical shape. | ||
89 | public abstract void Dereference(BSScene physicsScene); | ||
90 | |||
91 | // All shapes have a static call to get a reference to the physical shape | ||
92 | // protected abstract static BSShape GetReference(); | ||
93 | |||
94 | // Returns a string for debugging that uniquily identifies the memory used by this instance | ||
95 | public string AddrString | ||
96 | { | ||
97 | get { return ptr.ToString("X"); } | ||
98 | } | ||
99 | |||
100 | public override string ToString() | ||
101 | { | ||
102 | StringBuilder buff = new StringBuilder(); | ||
103 | buff.Append("<p="); | ||
104 | buff.Append(AddrString); | ||
105 | buff.Append(",s="); | ||
106 | buff.Append(type.ToString()); | ||
107 | buff.Append(",k="); | ||
108 | buff.Append(key.ToString("X")); | ||
109 | buff.Append(",c="); | ||
110 | buff.Append(referenceCount.ToString()); | ||
111 | buff.Append(">"); | ||
112 | return buff.ToString(); | ||
113 | } | ||
114 | } | ||
115 | |||
116 | public class BSShapeNull : BSShape | ||
117 | { | ||
118 | public BSShapeNull() : base() | ||
119 | { | ||
120 | } | ||
121 | public static BSShape GetReference() { return new BSShapeNull(); } | ||
122 | public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } | ||
123 | } | ||
124 | |||
125 | public class BSShapeNative : BSShape | ||
126 | { | ||
127 | private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; | ||
128 | public BSShapeNative() : base() | ||
129 | { | ||
130 | } | ||
131 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, | ||
132 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) | ||
133 | { | ||
134 | // Native shapes are not shared and are always built anew. | ||
135 | //return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); | ||
136 | return null; | ||
137 | } | ||
138 | |||
139 | private BSShapeNative(BSScene physicsScene, BSPhysObject prim, | ||
140 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) | ||
141 | { | ||
142 | ShapeData nativeShapeData = new ShapeData(); | ||
143 | nativeShapeData.Type = shapeType; | ||
144 | nativeShapeData.ID = prim.LocalID; | ||
145 | nativeShapeData.Scale = prim.Scale; | ||
146 | nativeShapeData.Size = prim.Scale; | ||
147 | nativeShapeData.MeshKey = (ulong)shapeKey; | ||
148 | nativeShapeData.HullKey = (ulong)shapeKey; | ||
149 | |||
150 | |||
151 | /* | ||
152 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
153 | { | ||
154 | ptr = PhysicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); | ||
155 | physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); | ||
156 | } | ||
157 | else | ||
158 | { | ||
159 | ptr = PhysicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); | ||
160 | } | ||
161 | if (ptr == IntPtr.Zero) | ||
162 | { | ||
163 | physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | ||
164 | LogHeader, prim.LocalID, shapeType); | ||
165 | } | ||
166 | type = shapeType; | ||
167 | key = (UInt64)shapeKey; | ||
168 | */ | ||
169 | } | ||
170 | // Make this reference to the physical shape go away since native shapes are not shared. | ||
171 | public override void Dereference(BSScene physicsScene) | ||
172 | { | ||
173 | /* | ||
174 | // Native shapes are not tracked and are released immediately | ||
175 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); | ||
176 | PhysicsScene.PE.DeleteCollisionShape(physicsScene.World, this); | ||
177 | ptr = IntPtr.Zero; | ||
178 | // Garbage collection will free up this instance. | ||
179 | */ | ||
180 | } | ||
181 | } | ||
182 | |||
183 | public class BSShapeMesh : BSShape | ||
184 | { | ||
185 | private static string LogHeader = "[BULLETSIM SHAPE MESH]"; | ||
186 | private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>(); | ||
187 | |||
188 | public BSShapeMesh() : base() | ||
189 | { | ||
190 | } | ||
191 | public static BSShape GetReference() { return new BSShapeNull(); } | ||
192 | public override void Dereference(BSScene physicsScene) { } | ||
193 | } | ||
194 | |||
195 | public class BSShapeHull : BSShape | ||
196 | { | ||
197 | private static string LogHeader = "[BULLETSIM SHAPE HULL]"; | ||
198 | private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>(); | ||
199 | |||
200 | public BSShapeHull() : base() | ||
201 | { | ||
202 | } | ||
203 | public static BSShape GetReference() { return new BSShapeNull(); } | ||
204 | public override void Dereference(BSScene physicsScene) { } | ||
205 | } | ||
206 | |||
207 | public class BSShapeCompound : BSShape | ||
208 | { | ||
209 | private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; | ||
210 | public BSShapeCompound() : base() | ||
211 | { | ||
212 | } | ||
213 | public static BSShape GetReference(BSPhysObject prim) | ||
214 | { | ||
215 | return new BSShapeNull(); | ||
216 | } | ||
217 | public override void Dereference(BSScene physicsScene) { } | ||
218 | } | ||
219 | |||
220 | public class BSShapeAvatar : BSShape | ||
221 | { | ||
222 | private static string LogHeader = "[BULLETSIM SHAPE AVATAR]"; | ||
223 | public BSShapeAvatar() : base() | ||
224 | { | ||
225 | } | ||
226 | public static BSShape GetReference(BSPhysObject prim) | ||
227 | { | ||
228 | return new BSShapeNull(); | ||
229 | } | ||
230 | public override void Dereference(BSScene physicsScene) { } | ||
231 | } | ||
232 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs deleted file mode 100755 index 1d55ce3..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ /dev/null | |||
@@ -1,265 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework; | ||
33 | using OpenSim.Region.CoreModules; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | |||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | |||
39 | using OpenMetaverse; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
42 | { | ||
43 | public sealed class BSTerrainMesh : BSTerrainPhys | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN MESH]"; | ||
46 | |||
47 | private float[] m_savedHeightMap; | ||
48 | int m_sizeX; | ||
49 | int m_sizeY; | ||
50 | |||
51 | BulletShape m_terrainShape; | ||
52 | BulletBody m_terrainBody; | ||
53 | |||
54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | ||
55 | : base(physicsScene, regionBase, id) | ||
56 | { | ||
57 | } | ||
58 | |||
59 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */) | ||
60 | : base(physicsScene, regionBase, id) | ||
61 | { | ||
62 | } | ||
63 | |||
64 | // Create terrain mesh from a heightmap. | ||
65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | ||
66 | Vector3 minCoords, Vector3 maxCoords) | ||
67 | : base(physicsScene, regionBase, id) | ||
68 | { | ||
69 | int indicesCount; | ||
70 | int[] indices; | ||
71 | int verticesCount; | ||
72 | float[] vertices; | ||
73 | |||
74 | m_savedHeightMap = initialMap; | ||
75 | |||
76 | m_sizeX = (int)(maxCoords.X - minCoords.X); | ||
77 | m_sizeY = (int)(maxCoords.Y - minCoords.Y); | ||
78 | |||
79 | if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, | ||
80 | m_sizeX, m_sizeY, | ||
81 | (float)m_sizeX, (float)m_sizeY, | ||
82 | Vector3.Zero, 1.0f, | ||
83 | out indicesCount, out indices, out verticesCount, out vertices)) | ||
84 | { | ||
85 | // DISASTER!! | ||
86 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID); | ||
87 | PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); | ||
88 | // Something is very messed up and a crash is in our future. | ||
89 | return; | ||
90 | } | ||
91 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", | ||
92 | ID, indicesCount, indices.Length, verticesCount, vertices.Length); | ||
93 | |||
94 | m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); | ||
95 | if (!m_terrainShape.HasPhysicalShape) | ||
96 | { | ||
97 | // DISASTER!! | ||
98 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); | ||
99 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | ||
100 | // Something is very messed up and a crash is in our future. | ||
101 | return; | ||
102 | } | ||
103 | |||
104 | Vector3 pos = regionBase; | ||
105 | Quaternion rot = Quaternion.Identity; | ||
106 | |||
107 | m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); | ||
108 | if (!m_terrainBody.HasPhysicalBody) | ||
109 | { | ||
110 | // DISASTER!! | ||
111 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | ||
112 | // Something is very messed up and a crash is in our future. | ||
113 | return; | ||
114 | } | ||
115 | |||
116 | // Set current terrain attributes | ||
117 | PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); | ||
118 | PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); | ||
119 | PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); | ||
120 | PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); | ||
121 | |||
122 | // Static objects are not very massive. | ||
123 | PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); | ||
124 | |||
125 | // Put the new terrain to the world of physical objects | ||
126 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody); | ||
127 | |||
128 | // Redo its bounding box now that it is in the world | ||
129 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody); | ||
130 | |||
131 | m_terrainBody.collisionType = CollisionType.Terrain; | ||
132 | m_terrainBody.ApplyCollisionMask(PhysicsScene); | ||
133 | |||
134 | // Make it so the terrain will not move or be considered for movement. | ||
135 | PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); | ||
136 | } | ||
137 | |||
138 | public override void Dispose() | ||
139 | { | ||
140 | if (m_terrainBody.HasPhysicalBody) | ||
141 | { | ||
142 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody); | ||
143 | // Frees both the body and the shape. | ||
144 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody); | ||
145 | } | ||
146 | } | ||
147 | |||
148 | public override float GetTerrainHeightAtXYZ(Vector3 pos) | ||
149 | { | ||
150 | // For the moment use the saved heightmap to get the terrain height. | ||
151 | // TODO: raycast downward to find the true terrain below the position. | ||
152 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
153 | |||
154 | int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X; | ||
155 | try | ||
156 | { | ||
157 | ret = m_savedHeightMap[mapIndex]; | ||
158 | } | ||
159 | catch | ||
160 | { | ||
161 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
162 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | ||
163 | LogHeader, TerrainBase, pos); | ||
164 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
165 | } | ||
166 | return ret; | ||
167 | } | ||
168 | |||
169 | // The passed position is relative to the base of the region. | ||
170 | public override float GetWaterLevelAtXYZ(Vector3 pos) | ||
171 | { | ||
172 | return PhysicsScene.SimpleWaterLevel; | ||
173 | } | ||
174 | |||
175 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||
176 | // Return 'true' if successfully created. | ||
177 | public static bool ConvertHeightmapToMesh( | ||
178 | BSScene physicsScene, | ||
179 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | ||
180 | float extentX, float extentY, // zero based range for output vertices | ||
181 | Vector3 extentBase, // base to be added to all vertices | ||
182 | float magnification, // number of vertices to create between heightMap coords | ||
183 | out int indicesCountO, out int[] indicesO, | ||
184 | out int verticesCountO, out float[] verticesO) | ||
185 | { | ||
186 | bool ret = false; | ||
187 | |||
188 | int indicesCount = 0; | ||
189 | int verticesCount = 0; | ||
190 | int[] indices = new int[0]; | ||
191 | float[] vertices = new float[0]; | ||
192 | |||
193 | // Simple mesh creation which assumes magnification == 1. | ||
194 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. | ||
195 | |||
196 | // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop | ||
197 | // from zero to <= sizeX). The triangle indices are then generated as two triangles | ||
198 | // per heightmap point. There are sizeX by sizeY of these squares. The extra row and | ||
199 | // column of vertices are used to complete the triangles of the last row and column | ||
200 | // of the heightmap. | ||
201 | try | ||
202 | { | ||
203 | // One vertice per heightmap value plus the vertices off the top and bottom edge. | ||
204 | int totalVertices = (sizeX + 1) * (sizeY + 1); | ||
205 | vertices = new float[totalVertices * 3]; | ||
206 | int totalIndices = sizeX * sizeY * 6; | ||
207 | indices = new int[totalIndices]; | ||
208 | |||
209 | float magX = (float)sizeX / extentX; | ||
210 | float magY = (float)sizeY / extentY; | ||
211 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", | ||
212 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); | ||
213 | float minHeight = float.MaxValue; | ||
214 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||
215 | for (int yy = 0; yy <= sizeY; yy++) | ||
216 | { | ||
217 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times | ||
218 | { | ||
219 | int offset = yy * sizeX + xx; | ||
220 | // Extend the height with the height from the last row or column | ||
221 | if (yy == sizeY) offset -= sizeX; | ||
222 | if (xx == sizeX) offset -= 1; | ||
223 | float height = heightMap[offset]; | ||
224 | minHeight = Math.Min(minHeight, height); | ||
225 | vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; | ||
226 | vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; | ||
227 | vertices[verticesCount + 2] = height + extentBase.Z; | ||
228 | verticesCount += 3; | ||
229 | } | ||
230 | } | ||
231 | verticesCount = verticesCount / 3; | ||
232 | |||
233 | for (int yy = 0; yy < sizeY; yy++) | ||
234 | { | ||
235 | for (int xx = 0; xx < sizeX; xx++) | ||
236 | { | ||
237 | int offset = yy * (sizeX + 1) + xx; | ||
238 | // Each vertices is presumed to be the upper left corner of a box of two triangles | ||
239 | indices[indicesCount + 0] = offset; | ||
240 | indices[indicesCount + 1] = offset + 1; | ||
241 | indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column | ||
242 | indices[indicesCount + 3] = offset + 1; | ||
243 | indices[indicesCount + 4] = offset + sizeX + 2; | ||
244 | indices[indicesCount + 5] = offset + sizeX + 1; | ||
245 | indicesCount += 6; | ||
246 | } | ||
247 | } | ||
248 | |||
249 | ret = true; | ||
250 | } | ||
251 | catch (Exception e) | ||
252 | { | ||
253 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
254 | LogHeader, physicsScene.RegionName, extentBase, e); | ||
255 | } | ||
256 | |||
257 | indicesCountO = indicesCount; | ||
258 | indicesO = indices; | ||
259 | verticesCountO = verticesCount; | ||
260 | verticesO = vertices; | ||
261 | |||
262 | return ret; | ||
263 | } | ||
264 | } | ||
265 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/PhysicsModules/BulletS/BSAPIUnman.cs index 8c6e7d6..c4a923c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSAPIUnman.cs | |||
@@ -35,7 +35,7 @@ using OpenSim.Framework; | |||
35 | 35 | ||
36 | using OpenMetaverse; | 36 | using OpenMetaverse; |
37 | 37 | ||
38 | namespace OpenSim.Region.Physics.BulletSPlugin | 38 | namespace OpenSim.Region.PhysicsModule.BulletS |
39 | { | 39 | { |
40 | public sealed class BSAPIUnman : BSAPITemplate | 40 | public sealed class BSAPIUnman : BSAPITemplate |
41 | { | 41 | { |
@@ -75,11 +75,11 @@ private sealed class BulletBodyUnman : BulletBody | |||
75 | private sealed class BulletShapeUnman : BulletShape | 75 | private sealed class BulletShapeUnman : BulletShape |
76 | { | 76 | { |
77 | public IntPtr ptr; | 77 | public IntPtr ptr; |
78 | public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) | 78 | public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) |
79 | : base() | 79 | : base() |
80 | { | 80 | { |
81 | ptr = xx; | 81 | ptr = xx; |
82 | type = typ; | 82 | shapeType = typ; |
83 | } | 83 | } |
84 | public override bool HasPhysicalShape | 84 | public override bool HasPhysicalShape |
85 | { | 85 | { |
@@ -91,7 +91,7 @@ private sealed class BulletShapeUnman : BulletShape | |||
91 | } | 91 | } |
92 | public override BulletShape Clone() | 92 | public override BulletShape Clone() |
93 | { | 93 | { |
94 | return new BulletShapeUnman(ptr, type); | 94 | return new BulletShapeUnman(ptr, shapeType); |
95 | } | 95 | } |
96 | public override bool ReferenceSame(BulletShape other) | 96 | public override bool ReferenceSame(BulletShape other) |
97 | { | 97 | { |
@@ -166,7 +166,7 @@ public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet | |||
166 | 166 | ||
167 | // If Debug logging level, enable logging from the unmanaged code | 167 | // If Debug logging level, enable logging from the unmanaged code |
168 | m_DebugLogCallbackHandle = null; | 168 | m_DebugLogCallbackHandle = null; |
169 | if (BSScene.m_log.IsDebugEnabled || PhysicsScene.PhysicsLogging.Enabled) | 169 | if (BSScene.m_log.IsDebugEnabled && PhysicsScene.PhysicsLogging.Enabled) |
170 | { | 170 | { |
171 | BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader); | 171 | BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader); |
172 | if (PhysicsScene.PhysicsLogging.Enabled) | 172 | if (PhysicsScene.PhysicsLogging.Enabled) |
@@ -202,7 +202,7 @@ private void BulletLoggerPhysLog(string msg) | |||
202 | } | 202 | } |
203 | 203 | ||
204 | public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | 204 | public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, |
205 | out int updatedEntityCount, out int collidersCount) | 205 | out int updatedEntityCount, out int collidersCount) |
206 | { | 206 | { |
207 | BulletWorldUnman worldu = world as BulletWorldUnman; | 207 | BulletWorldUnman worldu = world as BulletWorldUnman; |
208 | return BSAPICPP.PhysicsStep2(worldu.ptr, timeStep, maxSubSteps, fixedTimeStep, out updatedEntityCount, out collidersCount); | 208 | return BSAPICPP.PhysicsStep2(worldu.ptr, timeStep, maxSubSteps, fixedTimeStep, out updatedEntityCount, out collidersCount); |
@@ -212,6 +212,19 @@ public override void Shutdown(BulletWorld world) | |||
212 | { | 212 | { |
213 | BulletWorldUnman worldu = world as BulletWorldUnman; | 213 | BulletWorldUnman worldu = world as BulletWorldUnman; |
214 | BSAPICPP.Shutdown2(worldu.ptr); | 214 | BSAPICPP.Shutdown2(worldu.ptr); |
215 | |||
216 | if (m_paramsHandle.IsAllocated) | ||
217 | { | ||
218 | m_paramsHandle.Free(); | ||
219 | } | ||
220 | if (m_collisionArrayPinnedHandle.IsAllocated) | ||
221 | { | ||
222 | m_collisionArrayPinnedHandle.Free(); | ||
223 | } | ||
224 | if (m_updateArrayPinnedHandle.IsAllocated) | ||
225 | { | ||
226 | m_updateArrayPinnedHandle.Free(); | ||
227 | } | ||
215 | } | 228 | } |
216 | 229 | ||
217 | public override bool PushUpdate(BulletBody obj) | 230 | public override bool PushUpdate(BulletBody obj) |
@@ -238,23 +251,52 @@ public override BulletShape CreateMeshShape(BulletWorld world, | |||
238 | BSPhysicsShapeType.SHAPE_MESH); | 251 | BSPhysicsShapeType.SHAPE_MESH); |
239 | } | 252 | } |
240 | 253 | ||
254 | public override BulletShape CreateGImpactShape(BulletWorld world, | ||
255 | int indicesCount, int[] indices, | ||
256 | int verticesCount, float[] vertices) | ||
257 | { | ||
258 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
259 | return new BulletShapeUnman( | ||
260 | BSAPICPP.CreateGImpactShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices), | ||
261 | BSPhysicsShapeType.SHAPE_GIMPACT); | ||
262 | } | ||
263 | |||
241 | public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) | 264 | public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) |
242 | { | 265 | { |
243 | BulletWorldUnman worldu = world as BulletWorldUnman; | 266 | BulletWorldUnman worldu = world as BulletWorldUnman; |
244 | return new BulletShapeUnman( | 267 | return new BulletShapeUnman( |
245 | BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), | 268 | BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), |
246 | BSPhysicsShapeType.SHAPE_HULL); | 269 | BSPhysicsShapeType.SHAPE_HULL); |
247 | } | 270 | } |
248 | 271 | ||
249 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) | 272 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms) |
250 | { | 273 | { |
251 | BulletWorldUnman worldu = world as BulletWorldUnman; | 274 | BulletWorldUnman worldu = world as BulletWorldUnman; |
252 | BulletShapeUnman shapeu = meshShape as BulletShapeUnman; | 275 | BulletShapeUnman shapeu = meshShape as BulletShapeUnman; |
253 | return new BulletShapeUnman( | 276 | return new BulletShapeUnman( |
254 | BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr), | 277 | BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr, parms), |
255 | BSPhysicsShapeType.SHAPE_HULL); | 278 | BSPhysicsShapeType.SHAPE_HULL); |
256 | } | 279 | } |
257 | 280 | ||
281 | public override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape) | ||
282 | { | ||
283 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
284 | BulletShapeUnman shapeu = meshShape as BulletShapeUnman; | ||
285 | return new BulletShapeUnman( | ||
286 | BSAPICPP.BuildConvexHullShapeFromMesh2(worldu.ptr, shapeu.ptr), | ||
287 | BSPhysicsShapeType.SHAPE_CONVEXHULL); | ||
288 | } | ||
289 | |||
290 | public override BulletShape CreateConvexHullShape(BulletWorld world, | ||
291 | int indicesCount, int[] indices, | ||
292 | int verticesCount, float[] vertices) | ||
293 | { | ||
294 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
295 | return new BulletShapeUnman( | ||
296 | BSAPICPP.CreateConvexHullShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices), | ||
297 | BSPhysicsShapeType.SHAPE_CONVEXHULL); | ||
298 | } | ||
299 | |||
258 | public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData) | 300 | public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData) |
259 | { | 301 | { |
260 | BulletWorldUnman worldu = world as BulletWorldUnman; | 302 | BulletWorldUnman worldu = world as BulletWorldUnman; |
@@ -273,7 +315,7 @@ public override void SetShapeCollisionMargin(BulletShape shape, float margin) | |||
273 | { | 315 | { |
274 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | 316 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
275 | if (shapeu != null && shapeu.HasPhysicalShape) | 317 | if (shapeu != null && shapeu.HasPhysicalShape) |
276 | BSAPICPP.SetShapeCollisionMargin2(shapeu.ptr, margin); | 318 | BSAPICPP.SetShapeCollisionMargin(shapeu.ptr, margin); |
277 | } | 319 | } |
278 | 320 | ||
279 | public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale) | 321 | public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale) |
@@ -327,6 +369,12 @@ public override void RemoveChildShapeFromCompoundShape(BulletShape shape, Bullet | |||
327 | BSAPICPP.RemoveChildShapeFromCompoundShape2(shapeu.ptr, removeShapeu.ptr); | 369 | BSAPICPP.RemoveChildShapeFromCompoundShape2(shapeu.ptr, removeShapeu.ptr); |
328 | } | 370 | } |
329 | 371 | ||
372 | public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb) | ||
373 | { | ||
374 | BulletShapeUnman shapeu = pShape as BulletShapeUnman; | ||
375 | BSAPICPP.UpdateChildTransform2(shapeu.ptr, childIndex, pos, rot, shouldRecalculateLocalAabb); | ||
376 | } | ||
377 | |||
330 | public override void RecalculateCompoundShapeLocalAabb(BulletShape shape) | 378 | public override void RecalculateCompoundShapeLocalAabb(BulletShape shape) |
331 | { | 379 | { |
332 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | 380 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
@@ -337,7 +385,7 @@ public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletSha | |||
337 | { | 385 | { |
338 | BulletWorldUnman worldu = world as BulletWorldUnman; | 386 | BulletWorldUnman worldu = world as BulletWorldUnman; |
339 | BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman; | 387 | BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman; |
340 | return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.type); | 388 | return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.shapeType); |
341 | } | 389 | } |
342 | 390 | ||
343 | public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape) | 391 | public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape) |
@@ -419,6 +467,28 @@ public override BulletConstraint Create6DofConstraintToPoint(BulletWorld world, | |||
419 | joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 467 | joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); |
420 | } | 468 | } |
421 | 469 | ||
470 | public override BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1, | ||
471 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
472 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies) | ||
473 | { | ||
474 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
475 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
476 | return new BulletConstraintUnman(BSAPICPP.Create6DofConstraintFixed2(worldu.ptr, bodyu1.ptr, | ||
477 | frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies)); | ||
478 | } | ||
479 | |||
480 | public override BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
481 | Vector3 frame1loc, Quaternion frame1rot, | ||
482 | Vector3 frame2loc, Quaternion frame2rot, | ||
483 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
484 | { | ||
485 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
486 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
487 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
488 | return new BulletConstraintUnman(BSAPICPP.Create6DofSpringConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot, | ||
489 | frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
490 | } | ||
491 | |||
422 | public override BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | 492 | public override BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, |
423 | Vector3 pivotinA, Vector3 pivotinB, | 493 | Vector3 pivotinA, Vector3 pivotinB, |
424 | Vector3 axisInA, Vector3 axisInB, | 494 | Vector3 axisInA, Vector3 axisInB, |
@@ -431,6 +501,52 @@ public override BulletConstraint CreateHingeConstraint(BulletWorld world, Bullet | |||
431 | pivotinA, pivotinB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 501 | pivotinA, pivotinB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); |
432 | } | 502 | } |
433 | 503 | ||
504 | public override BulletConstraint CreateSliderConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
505 | Vector3 frame1loc, Quaternion frame1rot, | ||
506 | Vector3 frame2loc, Quaternion frame2rot, | ||
507 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
508 | { | ||
509 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
510 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
511 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
512 | return new BulletConstraintUnman(BSAPICPP.CreateSliderConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot, | ||
513 | frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
514 | } | ||
515 | |||
516 | public override BulletConstraint CreateConeTwistConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
517 | Vector3 frame1loc, Quaternion frame1rot, | ||
518 | Vector3 frame2loc, Quaternion frame2rot, | ||
519 | bool disableCollisionsBetweenLinkedBodies) | ||
520 | { | ||
521 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
522 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
523 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
524 | return new BulletConstraintUnman(BSAPICPP.CreateConeTwistConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot, | ||
525 | frame2loc, frame2rot, disableCollisionsBetweenLinkedBodies)); | ||
526 | } | ||
527 | |||
528 | public override BulletConstraint CreateGearConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
529 | Vector3 axisInA, Vector3 axisInB, | ||
530 | float ratio, bool disableCollisionsBetweenLinkedBodies) | ||
531 | { | ||
532 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
533 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
534 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
535 | return new BulletConstraintUnman(BSAPICPP.CreateGearConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, axisInA, axisInB, | ||
536 | ratio, disableCollisionsBetweenLinkedBodies)); | ||
537 | } | ||
538 | |||
539 | public override BulletConstraint CreatePoint2PointConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
540 | Vector3 pivotInA, Vector3 pivotInB, | ||
541 | bool disableCollisionsBetweenLinkedBodies) | ||
542 | { | ||
543 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
544 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
545 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
546 | return new BulletConstraintUnman(BSAPICPP.CreatePoint2PointConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, pivotInA, pivotInB, | ||
547 | disableCollisionsBetweenLinkedBodies)); | ||
548 | } | ||
549 | |||
434 | public override void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse) | 550 | public override void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse) |
435 | { | 551 | { |
436 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | 552 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
@@ -480,6 +596,60 @@ public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, flo | |||
480 | return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold); | 596 | return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold); |
481 | } | 597 | } |
482 | 598 | ||
599 | public override bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation) | ||
600 | { | ||
601 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
602 | return BSAPICPP.HingeSetLimits2(constrainu.ptr, low, high, softness, bias, relaxation); | ||
603 | } | ||
604 | |||
605 | public override bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse) | ||
606 | { | ||
607 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
608 | return BSAPICPP.ConstraintSpringEnable2(constrainu.ptr, index, numericTrueFalse); | ||
609 | } | ||
610 | |||
611 | public override bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint) | ||
612 | { | ||
613 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
614 | return BSAPICPP.ConstraintSpringSetEquilibriumPoint2(constrainu.ptr, index, equilibriumPoint); | ||
615 | } | ||
616 | |||
617 | public override bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss) | ||
618 | { | ||
619 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
620 | return BSAPICPP.ConstraintSpringSetStiffness2(constrainu.ptr, index, stiffnesss); | ||
621 | } | ||
622 | |||
623 | public override bool SpringSetDamping(BulletConstraint constrain, int index, float damping) | ||
624 | { | ||
625 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
626 | return BSAPICPP.ConstraintSpringSetDamping2(constrainu.ptr, index, damping); | ||
627 | } | ||
628 | |||
629 | public override bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val) | ||
630 | { | ||
631 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
632 | return BSAPICPP.SliderSetLimits2(constrainu.ptr, lowerUpper, linAng, val); | ||
633 | } | ||
634 | |||
635 | public override bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val) | ||
636 | { | ||
637 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
638 | return BSAPICPP.SliderSet2(constrainu.ptr, softRestDamp, dirLimOrtho, linAng, val); | ||
639 | } | ||
640 | |||
641 | public override bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse) | ||
642 | { | ||
643 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
644 | return BSAPICPP.SliderMotorEnable2(constrainu.ptr, linAng, numericTrueFalse); | ||
645 | } | ||
646 | |||
647 | public override bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val) | ||
648 | { | ||
649 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
650 | return BSAPICPP.SliderMotor2(constrainu.ptr, forceVel, linAng, val); | ||
651 | } | ||
652 | |||
483 | public override bool CalculateTransforms(BulletConstraint constrain) | 653 | public override bool CalculateTransforms(BulletConstraint constrain) |
484 | { | 654 | { |
485 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | 655 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
@@ -530,12 +700,12 @@ public override void SetForceUpdateAllAabbs(BulletWorld world, bool force) | |||
530 | // btDynamicsWorld entries | 700 | // btDynamicsWorld entries |
531 | public override bool AddObjectToWorld(BulletWorld world, BulletBody obj) | 701 | public override bool AddObjectToWorld(BulletWorld world, BulletBody obj) |
532 | { | 702 | { |
533 | // Bullet resets several variables when an object is added to the world. | ||
534 | // Gravity is reset to world default depending on the static/dynamic | ||
535 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | ||
536 | BulletWorldUnman worldu = world as BulletWorldUnman; | 703 | BulletWorldUnman worldu = world as BulletWorldUnman; |
537 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 704 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
538 | 705 | ||
706 | // Bullet resets several variables when an object is added to the world. | ||
707 | // Gravity is reset to world default depending on the static/dynamic | ||
708 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | ||
539 | Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr); | 709 | Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr); |
540 | 710 | ||
541 | bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr); | 711 | bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr); |
@@ -555,6 +725,13 @@ public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj) | |||
555 | return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr); | 725 | return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr); |
556 | } | 726 | } |
557 | 727 | ||
728 | public override bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj) | ||
729 | { | ||
730 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
731 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
732 | return BSAPICPP.ClearCollisionProxyCache2(worldu.ptr, bodyu.ptr); | ||
733 | } | ||
734 | |||
558 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) | 735 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) |
559 | { | 736 | { |
560 | BulletWorldUnman worldu = world as BulletWorldUnman; | 737 | BulletWorldUnman worldu = world as BulletWorldUnman; |
@@ -921,6 +1098,7 @@ public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quater | |||
921 | } | 1098 | } |
922 | 1099 | ||
923 | // Add a force to the object as if its mass is one. | 1100 | // Add a force to the object as if its mass is one. |
1101 | // Deep down in Bullet: m_totalForce += force*m_linearFactor; | ||
924 | public override void ApplyCentralForce(BulletBody obj, Vector3 force) | 1102 | public override void ApplyCentralForce(BulletBody obj, Vector3 force) |
925 | { | 1103 | { |
926 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1104 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -964,6 +1142,7 @@ public override void SetSleepingThresholds(BulletBody obj, float lin_threshold, | |||
964 | BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold); | 1142 | BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold); |
965 | } | 1143 | } |
966 | 1144 | ||
1145 | // Deep down in Bullet: m_totalTorque += torque*m_angularFactor; | ||
967 | public override void ApplyTorque(BulletBody obj, Vector3 torque) | 1146 | public override void ApplyTorque(BulletBody obj, Vector3 torque) |
968 | { | 1147 | { |
969 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1148 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -971,6 +1150,8 @@ public override void ApplyTorque(BulletBody obj, Vector3 torque) | |||
971 | } | 1150 | } |
972 | 1151 | ||
973 | // Apply force at the given point. Will add torque to the object. | 1152 | // Apply force at the given point. Will add torque to the object. |
1153 | // Deep down in Bullet: applyCentralForce(force); | ||
1154 | // applyTorque(rel_pos.cross(force*m_linearFactor)); | ||
974 | public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) | 1155 | public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) |
975 | { | 1156 | { |
976 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1157 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -978,6 +1159,7 @@ public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) | |||
978 | } | 1159 | } |
979 | 1160 | ||
980 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. | 1161 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. |
1162 | // Deep down in Bullet: m_linearVelocity += impulse *m_linearFactor * m_inverseMass; | ||
981 | public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) | 1163 | public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) |
982 | { | 1164 | { |
983 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1165 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -985,6 +1167,7 @@ public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) | |||
985 | } | 1167 | } |
986 | 1168 | ||
987 | // Apply impulse to the object's torque. Force is scaled by object's mass. | 1169 | // Apply impulse to the object's torque. Force is scaled by object's mass. |
1170 | // Deep down in Bullet: m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor; | ||
988 | public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) | 1171 | public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) |
989 | { | 1172 | { |
990 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1173 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -992,6 +1175,8 @@ public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) | |||
992 | } | 1175 | } |
993 | 1176 | ||
994 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. | 1177 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. |
1178 | // Deep down in Bullet: applyCentralImpulse(impulse); | ||
1179 | // applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor)); | ||
995 | public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos) | 1180 | public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos) |
996 | { | 1181 | { |
997 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1182 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -1259,6 +1444,16 @@ public override void DumpPhysicsStatistics(BulletWorld world) | |||
1259 | BulletWorldUnman worldu = world as BulletWorldUnman; | 1444 | BulletWorldUnman worldu = world as BulletWorldUnman; |
1260 | BSAPICPP.DumpPhysicsStatistics2(worldu.ptr); | 1445 | BSAPICPP.DumpPhysicsStatistics2(worldu.ptr); |
1261 | } | 1446 | } |
1447 | public override void ResetBroadphasePool(BulletWorld world) | ||
1448 | { | ||
1449 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1450 | BSAPICPP.ResetBroadphasePool(worldu.ptr); | ||
1451 | } | ||
1452 | public override void ResetConstraintSolver(BulletWorld world) | ||
1453 | { | ||
1454 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1455 | BSAPICPP.ResetConstraintSolver(worldu.ptr); | ||
1456 | } | ||
1262 | 1457 | ||
1263 | // ===================================================================================== | 1458 | // ===================================================================================== |
1264 | // ===================================================================================== | 1459 | // ===================================================================================== |
@@ -1302,11 +1497,24 @@ public static extern IntPtr CreateMeshShape2(IntPtr world, | |||
1302 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | 1497 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); |
1303 | 1498 | ||
1304 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1499 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1500 | public static extern IntPtr CreateGImpactShape2(IntPtr world, | ||
1501 | int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
1502 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | ||
1503 | |||
1504 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1305 | public static extern IntPtr CreateHullShape2(IntPtr world, | 1505 | public static extern IntPtr CreateHullShape2(IntPtr world, |
1306 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); | 1506 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); |
1307 | 1507 | ||
1308 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1508 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1309 | public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape); | 1509 | public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape, HACDParams parms); |
1510 | |||
1511 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1512 | public static extern IntPtr BuildConvexHullShapeFromMesh2(IntPtr world, IntPtr meshShape); | ||
1513 | |||
1514 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1515 | public static extern IntPtr CreateConvexHullShape2(IntPtr world, | ||
1516 | int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
1517 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | ||
1310 | 1518 | ||
1311 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1519 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1312 | public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); | 1520 | public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); |
@@ -1315,7 +1523,7 @@ public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData) | |||
1315 | public static extern bool IsNativeShape2(IntPtr shape); | 1523 | public static extern bool IsNativeShape2(IntPtr shape); |
1316 | 1524 | ||
1317 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1525 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1318 | public static extern void SetShapeCollisionMargin2(IntPtr shape, float margin); | 1526 | public static extern void SetShapeCollisionMargin(IntPtr shape, float margin); |
1319 | 1527 | ||
1320 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1528 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1321 | public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); | 1529 | public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); |
@@ -1339,6 +1547,9 @@ public static extern IntPtr RemoveChildShapeFromCompoundShapeIndex2(IntPtr cShap | |||
1339 | public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape); | 1547 | public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape); |
1340 | 1548 | ||
1341 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1549 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1550 | public static extern void UpdateChildTransform2(IntPtr pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb); | ||
1551 | |||
1552 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1342 | public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape); | 1553 | public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape); |
1343 | 1554 | ||
1344 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1555 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -1368,7 +1579,7 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj); | |||
1368 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); | 1579 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); |
1369 | 1580 | ||
1370 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1581 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1371 | public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, | 1582 | public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, |
1372 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, | 1583 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, |
1373 | float scaleFactor, float collisionMargin); | 1584 | float scaleFactor, float collisionMargin); |
1374 | 1585 | ||
@@ -1386,12 +1597,46 @@ public static extern IntPtr Create6DofConstraintToPoint2(IntPtr world, IntPtr ob | |||
1386 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | 1597 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); |
1387 | 1598 | ||
1388 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1599 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1600 | public static extern IntPtr Create6DofConstraintFixed2(IntPtr world, IntPtr obj1, | ||
1601 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
1602 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies); | ||
1603 | |||
1604 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1605 | public static extern IntPtr Create6DofSpringConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1606 | Vector3 frame1loc, Quaternion frame1rot, | ||
1607 | Vector3 frame2loc, Quaternion frame2rot, | ||
1608 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
1609 | |||
1610 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1389 | public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | 1611 | public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, |
1390 | Vector3 pivotinA, Vector3 pivotinB, | 1612 | Vector3 pivotinA, Vector3 pivotinB, |
1391 | Vector3 axisInA, Vector3 axisInB, | 1613 | Vector3 axisInA, Vector3 axisInB, |
1392 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | 1614 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); |
1393 | 1615 | ||
1394 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1616 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1617 | public static extern IntPtr CreateSliderConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1618 | Vector3 frameInAloc, Quaternion frameInArot, | ||
1619 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
1620 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
1621 | |||
1622 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1623 | public static extern IntPtr CreateConeTwistConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1624 | Vector3 frameInAloc, Quaternion frameInArot, | ||
1625 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
1626 | bool disableCollisionsBetweenLinkedBodies); | ||
1627 | |||
1628 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1629 | public static extern IntPtr CreateGearConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1630 | Vector3 axisInA, Vector3 axisInB, | ||
1631 | float ratio, bool disableCollisionsBetweenLinkedBodies); | ||
1632 | |||
1633 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1634 | public static extern IntPtr CreatePoint2PointConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1635 | Vector3 pivotInA, Vector3 pivotInB, | ||
1636 | bool disableCollisionsBetweenLinkedBodies); | ||
1637 | |||
1638 | |||
1639 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1395 | public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse); | 1640 | public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse); |
1396 | 1641 | ||
1397 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1642 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -1417,6 +1662,33 @@ public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enabl | |||
1417 | public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold); | 1662 | public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold); |
1418 | 1663 | ||
1419 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1664 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1665 | public static extern bool HingeSetLimits2(IntPtr constrain, float low, float high, float softness, float bias, float relaxation); | ||
1666 | |||
1667 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1668 | public static extern bool ConstraintSpringEnable2(IntPtr constrain, int index, float numericTrueFalse); | ||
1669 | |||
1670 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1671 | public static extern bool ConstraintSpringSetEquilibriumPoint2(IntPtr constrain, int index, float equilibriumPoint); | ||
1672 | |||
1673 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1674 | public static extern bool ConstraintSpringSetStiffness2(IntPtr constrain, int index, float stiffness); | ||
1675 | |||
1676 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1677 | public static extern bool ConstraintSpringSetDamping2(IntPtr constrain, int index, float damping); | ||
1678 | |||
1679 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1680 | public static extern bool SliderSetLimits2(IntPtr constrain, int lowerUpper, int linAng, float val); | ||
1681 | |||
1682 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1683 | public static extern bool SliderSet2(IntPtr constrain, int softRestDamp, int dirLimOrtho, int linAng, float val); | ||
1684 | |||
1685 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1686 | public static extern bool SliderMotorEnable2(IntPtr constrain, int linAng, float numericTrueFalse); | ||
1687 | |||
1688 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1689 | public static extern bool SliderMotor2(IntPtr constrain, int forceVel, int linAng, float val); | ||
1690 | |||
1691 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1420 | public static extern bool CalculateTransforms2(IntPtr constrain); | 1692 | public static extern bool CalculateTransforms2(IntPtr constrain); |
1421 | 1693 | ||
1422 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1694 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -1448,6 +1720,9 @@ public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); | |||
1448 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | 1720 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); |
1449 | 1721 | ||
1450 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1722 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1723 | public static extern bool ClearCollisionProxyCache2(IntPtr world, IntPtr obj); | ||
1724 | |||
1725 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1451 | public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects); | 1726 | public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects); |
1452 | 1727 | ||
1453 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1728 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -1832,6 +2107,12 @@ public static extern void DumpAllInfo2(IntPtr sim); | |||
1832 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 2107 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1833 | public static extern void DumpPhysicsStatistics2(IntPtr sim); | 2108 | public static extern void DumpPhysicsStatistics2(IntPtr sim); |
1834 | 2109 | ||
2110 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
2111 | public static extern void ResetBroadphasePool(IntPtr sim); | ||
2112 | |||
2113 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
2114 | public static extern void ResetConstraintSolver(IntPtr sim); | ||
2115 | |||
1835 | } | 2116 | } |
1836 | 2117 | ||
1837 | } | 2118 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs index 8ad78ca..7756b10 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs | |||
@@ -6,7 +6,7 @@ | |||
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyrightD | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSimulator Project nor the | 12 | * * Neither the name of the OpenSimulator Project nor the |
@@ -31,7 +31,7 @@ using System.Security; | |||
31 | using System.Text; | 31 | using System.Text; |
32 | using OpenMetaverse; | 32 | using OpenMetaverse; |
33 | 33 | ||
34 | namespace OpenSim.Region.Physics.BulletSPlugin { | 34 | namespace OpenSim.Region.PhysicsModule.BulletS { |
35 | 35 | ||
36 | // Constraint type values as defined by Bullet | 36 | // Constraint type values as defined by Bullet |
37 | public enum ConstraintType : int | 37 | public enum ConstraintType : int |
@@ -43,7 +43,11 @@ public enum ConstraintType : int | |||
43 | SLIDER_CONSTRAINT_TYPE, | 43 | SLIDER_CONSTRAINT_TYPE, |
44 | CONTACT_CONSTRAINT_TYPE, | 44 | CONTACT_CONSTRAINT_TYPE, |
45 | D6_SPRING_CONSTRAINT_TYPE, | 45 | D6_SPRING_CONSTRAINT_TYPE, |
46 | MAX_CONSTRAINT_TYPE | 46 | GEAR_CONSTRAINT_TYPE, // added in Bullet 2.82 |
47 | FIXED_CONSTRAINT_TYPE, // added in Bullet 2.82 | ||
48 | MAX_CONSTRAINT_TYPE, // last type defined by Bullet | ||
49 | // | ||
50 | BS_FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving | ||
47 | } | 51 | } |
48 | 52 | ||
49 | // =============================================================================== | 53 | // =============================================================================== |
@@ -70,6 +74,8 @@ public enum BSPhysicsShapeType | |||
70 | SHAPE_COMPOUND = 22, | 74 | SHAPE_COMPOUND = 22, |
71 | SHAPE_HEIGHTMAP = 23, | 75 | SHAPE_HEIGHTMAP = 23, |
72 | SHAPE_AVATAR = 24, | 76 | SHAPE_AVATAR = 24, |
77 | SHAPE_CONVEXHULL= 25, | ||
78 | SHAPE_GIMPACT = 26, | ||
73 | }; | 79 | }; |
74 | 80 | ||
75 | // The native shapes have predefined shape hash keys | 81 | // The native shapes have predefined shape hash keys |
@@ -87,7 +93,7 @@ public enum FixedShapeKey : ulong | |||
87 | [StructLayout(LayoutKind.Sequential)] | 93 | [StructLayout(LayoutKind.Sequential)] |
88 | public struct ShapeData | 94 | public struct ShapeData |
89 | { | 95 | { |
90 | public uint ID; | 96 | public UInt32 ID; |
91 | public BSPhysicsShapeType Type; | 97 | public BSPhysicsShapeType Type; |
92 | public Vector3 Position; | 98 | public Vector3 Position; |
93 | public Quaternion Rotation; | 99 | public Quaternion Rotation; |
@@ -111,7 +117,7 @@ public struct ShapeData | |||
111 | [StructLayout(LayoutKind.Sequential)] | 117 | [StructLayout(LayoutKind.Sequential)] |
112 | public struct SweepHit | 118 | public struct SweepHit |
113 | { | 119 | { |
114 | public uint ID; | 120 | public UInt32 ID; |
115 | public float Fraction; | 121 | public float Fraction; |
116 | public Vector3 Normal; | 122 | public Vector3 Normal; |
117 | public Vector3 Point; | 123 | public Vector3 Point; |
@@ -119,27 +125,47 @@ public struct SweepHit | |||
119 | [StructLayout(LayoutKind.Sequential)] | 125 | [StructLayout(LayoutKind.Sequential)] |
120 | public struct RaycastHit | 126 | public struct RaycastHit |
121 | { | 127 | { |
122 | public uint ID; | 128 | public UInt32 ID; |
123 | public float Fraction; | 129 | public float Fraction; |
124 | public Vector3 Normal; | 130 | public Vector3 Normal; |
125 | } | 131 | } |
126 | [StructLayout(LayoutKind.Sequential)] | 132 | [StructLayout(LayoutKind.Sequential)] |
127 | public struct CollisionDesc | 133 | public struct CollisionDesc |
128 | { | 134 | { |
129 | public uint aID; | 135 | public UInt32 aID; |
130 | public uint bID; | 136 | public UInt32 bID; |
131 | public Vector3 point; | 137 | public Vector3 point; |
132 | public Vector3 normal; | 138 | public Vector3 normal; |
139 | public float penetration; | ||
133 | } | 140 | } |
134 | [StructLayout(LayoutKind.Sequential)] | 141 | [StructLayout(LayoutKind.Sequential)] |
135 | public struct EntityProperties | 142 | public struct EntityProperties |
136 | { | 143 | { |
137 | public uint ID; | 144 | public UInt32 ID; |
138 | public Vector3 Position; | 145 | public Vector3 Position; |
139 | public Quaternion Rotation; | 146 | public Quaternion Rotation; |
140 | public Vector3 Velocity; | 147 | public Vector3 Velocity; |
141 | public Vector3 Acceleration; | 148 | public Vector3 Acceleration; |
142 | public Vector3 RotationalVelocity; | 149 | public Vector3 RotationalVelocity; |
150 | |||
151 | public override string ToString() | ||
152 | { | ||
153 | StringBuilder buff = new StringBuilder(); | ||
154 | buff.Append("<i="); | ||
155 | buff.Append(ID.ToString()); | ||
156 | buff.Append(",p="); | ||
157 | buff.Append(Position.ToString()); | ||
158 | buff.Append(",r="); | ||
159 | buff.Append(Rotation.ToString()); | ||
160 | buff.Append(",v="); | ||
161 | buff.Append(Velocity.ToString()); | ||
162 | buff.Append(",a="); | ||
163 | buff.Append(Acceleration.ToString()); | ||
164 | buff.Append(",rv="); | ||
165 | buff.Append(RotationalVelocity.ToString()); | ||
166 | buff.Append(">"); | ||
167 | return buff.ToString(); | ||
168 | } | ||
143 | } | 169 | } |
144 | 170 | ||
145 | // Format of this structure must match the definition in the C++ code | 171 | // Format of this structure must match the definition in the C++ code |
@@ -154,32 +180,6 @@ public struct ConfigurationParameters | |||
154 | public float collisionMargin; | 180 | public float collisionMargin; |
155 | public float gravity; | 181 | public float gravity; |
156 | 182 | ||
157 | public float XlinearDamping; | ||
158 | public float XangularDamping; | ||
159 | public float XdeactivationTime; | ||
160 | public float XlinearSleepingThreshold; | ||
161 | public float XangularSleepingThreshold; | ||
162 | public float XccdMotionThreshold; | ||
163 | public float XccdSweptSphereRadius; | ||
164 | public float XcontactProcessingThreshold; | ||
165 | |||
166 | public float XterrainImplementation; | ||
167 | public float XterrainFriction; | ||
168 | public float XterrainHitFraction; | ||
169 | public float XterrainRestitution; | ||
170 | public float XterrainCollisionMargin; | ||
171 | |||
172 | public float XavatarFriction; | ||
173 | public float XavatarStandingFriction; | ||
174 | public float XavatarDensity; | ||
175 | public float XavatarRestitution; | ||
176 | public float XavatarCapsuleWidth; | ||
177 | public float XavatarCapsuleDepth; | ||
178 | public float XavatarCapsuleHeight; | ||
179 | public float XavatarContactProcessingThreshold; | ||
180 | |||
181 | public float XvehicleAngularDamping; | ||
182 | |||
183 | public float maxPersistantManifoldPoolSize; | 183 | public float maxPersistantManifoldPoolSize; |
184 | public float maxCollisionAlgorithmPoolSize; | 184 | public float maxCollisionAlgorithmPoolSize; |
185 | public float shouldDisableContactPoolDynamicAllocation; | 185 | public float shouldDisableContactPoolDynamicAllocation; |
@@ -188,22 +188,45 @@ public struct ConfigurationParameters | |||
188 | public float shouldSplitSimulationIslands; | 188 | public float shouldSplitSimulationIslands; |
189 | public float shouldEnableFrictionCaching; | 189 | public float shouldEnableFrictionCaching; |
190 | public float numberOfSolverIterations; | 190 | public float numberOfSolverIterations; |
191 | public float useSingleSidedMeshes; | ||
192 | public float globalContactBreakingThreshold; | ||
191 | 193 | ||
192 | public float XlinksetImplementation; | 194 | public float physicsLoggingFrames; |
193 | public float XlinkConstraintUseFrameOffset; | ||
194 | public float XlinkConstraintEnableTransMotor; | ||
195 | public float XlinkConstraintTransMotorMaxVel; | ||
196 | public float XlinkConstraintTransMotorMaxForce; | ||
197 | public float XlinkConstraintERP; | ||
198 | public float XlinkConstraintCFM; | ||
199 | public float XlinkConstraintSolverIterations; | ||
200 | |||
201 | public float XphysicsLoggingFrames; | ||
202 | 195 | ||
203 | public const float numericTrue = 1f; | 196 | public const float numericTrue = 1f; |
204 | public const float numericFalse = 0f; | 197 | public const float numericFalse = 0f; |
205 | } | 198 | } |
206 | 199 | ||
200 | // Parameters passed for the conversion of a mesh to a hull using Bullet's HACD library. | ||
201 | [StructLayout(LayoutKind.Sequential)] | ||
202 | public struct HACDParams | ||
203 | { | ||
204 | // usual default values | ||
205 | public float maxVerticesPerHull; // 100 | ||
206 | public float minClusters; // 2 | ||
207 | public float compacityWeight; // 0.1 | ||
208 | public float volumeWeight; // 0.0 | ||
209 | public float concavity; // 100 | ||
210 | public float addExtraDistPoints; // false | ||
211 | public float addNeighboursDistPoints; // false | ||
212 | public float addFacesPoints; // false | ||
213 | public float shouldAdjustCollisionMargin; // false | ||
214 | // VHACD | ||
215 | public float whichHACD; // zero if Bullet HACD, non-zero says VHACD | ||
216 | // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html | ||
217 | public float vHACDresolution; // 100,000 max number of voxels generated during voxelization stage | ||
218 | public float vHACDdepth; // 20 max number of clipping stages | ||
219 | public float vHACDconcavity; // 0.0025 maximum concavity | ||
220 | public float vHACDplaneDownsampling; // 4 granularity of search for best clipping plane | ||
221 | public float vHACDconvexHullDownsampling; // 4 precision of hull gen process | ||
222 | public float vHACDalpha; // 0.05 bias toward clipping along symmetry planes | ||
223 | public float vHACDbeta; // 0.05 bias toward clipping along revolution axis | ||
224 | public float vHACDgamma; // 0.00125 max concavity when merging | ||
225 | public float vHACDpca; // 0 on/off normalizing mesh before decomp | ||
226 | public float vHACDmode; // 0 0:voxel based, 1: tetrahedron based | ||
227 | public float vHACDmaxNumVerticesPerCH; // 64 max triangles per convex hull | ||
228 | public float vHACDminVolumePerCH; // 0.0001 sampling of generated convex hulls | ||
229 | } | ||
207 | 230 | ||
208 | // The states a bullet collision object can have | 231 | // The states a bullet collision object can have |
209 | public enum ActivationState : uint | 232 | public enum ActivationState : uint |
@@ -238,11 +261,12 @@ public enum CollisionFlags : uint | |||
238 | CF_DISABLE_VISUALIZE_OBJECT = 1 << 5, | 261 | CF_DISABLE_VISUALIZE_OBJECT = 1 << 5, |
239 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, | 262 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, |
240 | // Following used by BulletSim to control collisions and updates | 263 | // Following used by BulletSim to control collisions and updates |
241 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, | 264 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, // return collision events from unmanaged to managed |
242 | BS_FLOATS_ON_WATER = 1 << 11, | 265 | BS_FLOATS_ON_WATER = 1 << 11, // the object should float at water level |
243 | BS_VEHICLE_COLLISIONS = 1 << 12, | 266 | BS_VEHICLE_COLLISIONS = 1 << 12, // return collisions for vehicle ground checking |
267 | BS_RETURN_ROOT_COMPOUND_SHAPE = 1 << 13, // return the pos/rot of the root shape in a compound shape | ||
244 | BS_NONE = 0, | 268 | BS_NONE = 0, |
245 | BS_ALL = 0xFFFFFFFF | 269 | BS_ALL = 0x7FFF // collision flags are a signed short |
246 | }; | 270 | }; |
247 | 271 | ||
248 | // Values f collisions groups and masks | 272 | // Values f collisions groups and masks |
@@ -258,14 +282,14 @@ public enum CollisionFilterGroups : uint | |||
258 | BDebrisGroup = 1 << 3, // 0008 | 282 | BDebrisGroup = 1 << 3, // 0008 |
259 | BSensorTrigger = 1 << 4, // 0010 | 283 | BSensorTrigger = 1 << 4, // 0010 |
260 | BCharacterGroup = 1 << 5, // 0020 | 284 | BCharacterGroup = 1 << 5, // 0020 |
261 | BAllGroup = 0x000FFFFF, | 285 | BAllGroup = 0x0007FFF, // collision flags are a signed short |
262 | // Filter groups defined by BulletSim | 286 | // Filter groups defined by BulletSim |
263 | BGroundPlaneGroup = 1 << 10, // 0400 | 287 | BGroundPlaneGroup = 1 << 8, // 0400 |
264 | BTerrainGroup = 1 << 11, // 0800 | 288 | BTerrainGroup = 1 << 9, // 0800 |
265 | BRaycastGroup = 1 << 12, // 1000 | 289 | BRaycastGroup = 1 << 10, // 1000 |
266 | BSolidGroup = 1 << 13, // 2000 | 290 | BSolidGroup = 1 << 11, // 2000 |
267 | // BLinksetGroup = xx // a linkset proper is either static or dynamic | 291 | // BLinksetGroup = xx // a linkset proper is either static or dynamic |
268 | BLinksetChildGroup = 1 << 14, // 4000 | 292 | BLinksetChildGroup = 1 << 12, // 4000 |
269 | }; | 293 | }; |
270 | 294 | ||
271 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | 295 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 |
@@ -285,7 +309,7 @@ public enum ConstraintParamAxis : int | |||
285 | AXIS_ANGULAR_X, | 309 | AXIS_ANGULAR_X, |
286 | AXIS_ANGULAR_Y, | 310 | AXIS_ANGULAR_Y, |
287 | AXIS_ANGULAR_Z, | 311 | AXIS_ANGULAR_Z, |
288 | AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls | 312 | AXIS_LINEAR_ALL = 20, // added by BulletSim so we don't have to do zillions of calls |
289 | AXIS_ANGULAR_ALL, | 313 | AXIS_ANGULAR_ALL, |
290 | AXIS_ALL | 314 | AXIS_ALL |
291 | }; | 315 | }; |
@@ -294,7 +318,7 @@ public abstract class BSAPITemplate | |||
294 | { | 318 | { |
295 | // Returns the name of the underlying Bullet engine | 319 | // Returns the name of the underlying Bullet engine |
296 | public abstract string BulletEngineName { get; } | 320 | public abstract string BulletEngineName { get; } |
297 | public abstract string BulletEngineVersion { get; protected set;} | 321 | public abstract string BulletEngineVersion { get; protected set;} |
298 | 322 | ||
299 | // Initialization and simulation | 323 | // Initialization and simulation |
300 | public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, | 324 | public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, |
@@ -305,7 +329,7 @@ public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet | |||
305 | public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | 329 | public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, |
306 | out int updatedEntityCount, out int collidersCount); | 330 | out int updatedEntityCount, out int collidersCount); |
307 | 331 | ||
308 | public abstract bool UpdateParameter(BulletWorld world, uint localID, String parm, float value); | 332 | public abstract bool UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value); |
309 | 333 | ||
310 | public abstract void Shutdown(BulletWorld sim); | 334 | public abstract void Shutdown(BulletWorld sim); |
311 | 335 | ||
@@ -317,10 +341,20 @@ public abstract BulletShape CreateMeshShape(BulletWorld world, | |||
317 | int indicesCount, int[] indices, | 341 | int indicesCount, int[] indices, |
318 | int verticesCount, float[] vertices ); | 342 | int verticesCount, float[] vertices ); |
319 | 343 | ||
344 | public abstract BulletShape CreateGImpactShape(BulletWorld world, | ||
345 | int indicesCount, int[] indices, | ||
346 | int verticesCount, float[] vertices ); | ||
347 | |||
320 | public abstract BulletShape CreateHullShape(BulletWorld world, | 348 | public abstract BulletShape CreateHullShape(BulletWorld world, |
321 | int hullCount, float[] hulls); | 349 | int hullCount, float[] hulls); |
322 | 350 | ||
323 | public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape); | 351 | public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms); |
352 | |||
353 | public abstract BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape); | ||
354 | |||
355 | public abstract BulletShape CreateConvexHullShape(BulletWorld world, | ||
356 | int indicesCount, int[] indices, | ||
357 | int verticesCount, float[] vertices ); | ||
324 | 358 | ||
325 | public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData); | 359 | public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData); |
326 | 360 | ||
@@ -342,26 +376,28 @@ public abstract BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape c | |||
342 | 376 | ||
343 | public abstract void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape); | 377 | public abstract void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape); |
344 | 378 | ||
379 | public abstract void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb); | ||
380 | |||
345 | public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape); | 381 | public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape); |
346 | 382 | ||
347 | public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id); | 383 | public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id); |
348 | 384 | ||
349 | public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape); | 385 | public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape); |
350 | 386 | ||
351 | public abstract CollisionObjectTypes GetBodyType(BulletBody obj); | 387 | public abstract CollisionObjectTypes GetBodyType(BulletBody obj); |
352 | 388 | ||
353 | public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); | 389 | public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); |
354 | 390 | ||
355 | public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot); | 391 | public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); |
356 | 392 | ||
357 | public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); | 393 | public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); |
358 | 394 | ||
359 | public abstract void DestroyObject(BulletWorld sim, BulletBody obj); | 395 | public abstract void DestroyObject(BulletWorld sim, BulletBody obj); |
360 | 396 | ||
361 | // ===================================================================================== | 397 | // ===================================================================================== |
362 | public abstract BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin); | 398 | public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); |
363 | 399 | ||
364 | public abstract BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | 400 | public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, |
365 | float scaleFactor, float collisionMargin); | 401 | float scaleFactor, float collisionMargin); |
366 | 402 | ||
367 | // ===================================================================================== | 403 | // ===================================================================================== |
@@ -375,11 +411,38 @@ public abstract BulletConstraint Create6DofConstraintToPoint(BulletWorld world, | |||
375 | Vector3 joinPoint, | 411 | Vector3 joinPoint, |
376 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | 412 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); |
377 | 413 | ||
414 | public abstract BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1, | ||
415 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
416 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies); | ||
417 | |||
418 | public abstract BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
419 | Vector3 frame1loc, Quaternion frame1rot, | ||
420 | Vector3 frame2loc, Quaternion frame2rot, | ||
421 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
422 | |||
378 | public abstract BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | 423 | public abstract BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, |
379 | Vector3 pivotinA, Vector3 pivotinB, | 424 | Vector3 pivotinA, Vector3 pivotinB, |
380 | Vector3 axisInA, Vector3 axisInB, | 425 | Vector3 axisInA, Vector3 axisInB, |
381 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | 426 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); |
382 | 427 | ||
428 | public abstract BulletConstraint CreateSliderConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
429 | Vector3 frameInAloc, Quaternion frameInArot, | ||
430 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
431 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
432 | |||
433 | public abstract BulletConstraint CreateConeTwistConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
434 | Vector3 frameInAloc, Quaternion frameInArot, | ||
435 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
436 | bool disableCollisionsBetweenLinkedBodies); | ||
437 | |||
438 | public abstract BulletConstraint CreateGearConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
439 | Vector3 axisInA, Vector3 axisInB, | ||
440 | float ratio, bool disableCollisionsBetweenLinkedBodies); | ||
441 | |||
442 | public abstract BulletConstraint CreatePoint2PointConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
443 | Vector3 pivotInA, Vector3 pivotInB, | ||
444 | bool disableCollisionsBetweenLinkedBodies); | ||
445 | |||
383 | public abstract void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse); | 446 | public abstract void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse); |
384 | 447 | ||
385 | public abstract void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations); | 448 | public abstract void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations); |
@@ -397,6 +460,38 @@ public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float e | |||
397 | 460 | ||
398 | public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold); | 461 | public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold); |
399 | 462 | ||
463 | public const int HINGE_NOT_SPECIFIED = -1; | ||
464 | public abstract bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation); | ||
465 | |||
466 | public abstract bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse); | ||
467 | |||
468 | public const int SPRING_NOT_SPECIFIED = -1; | ||
469 | public abstract bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint); | ||
470 | |||
471 | public abstract bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss); | ||
472 | |||
473 | public abstract bool SpringSetDamping(BulletConstraint constrain, int index, float damping); | ||
474 | |||
475 | public const int SLIDER_LOWER_LIMIT = 0; | ||
476 | public const int SLIDER_UPPER_LIMIT = 1; | ||
477 | public const int SLIDER_LINEAR = 2; | ||
478 | public const int SLIDER_ANGULAR = 3; | ||
479 | public abstract bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val); | ||
480 | |||
481 | public const int SLIDER_SET_SOFTNESS = 4; | ||
482 | public const int SLIDER_SET_RESTITUTION = 5; | ||
483 | public const int SLIDER_SET_DAMPING = 6; | ||
484 | public const int SLIDER_SET_DIRECTION = 7; | ||
485 | public const int SLIDER_SET_LIMIT = 8; | ||
486 | public const int SLIDER_SET_ORTHO = 9; | ||
487 | public abstract bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val); | ||
488 | |||
489 | public abstract bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse); | ||
490 | |||
491 | public const int SLIDER_MOTOR_VELOCITY = 10; | ||
492 | public const int SLIDER_MAX_MOTOR_FORCE = 11; | ||
493 | public abstract bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val); | ||
494 | |||
400 | public abstract bool CalculateTransforms(BulletConstraint constrain); | 495 | public abstract bool CalculateTransforms(BulletConstraint constrain); |
401 | 496 | ||
402 | public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); | 497 | public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); |
@@ -420,6 +515,8 @@ public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj); | |||
420 | 515 | ||
421 | public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj); | 516 | public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj); |
422 | 517 | ||
518 | public abstract bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj); | ||
519 | |||
423 | public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects); | 520 | public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects); |
424 | 521 | ||
425 | public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain); | 522 | public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain); |
@@ -607,7 +704,7 @@ public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index); | |||
607 | 704 | ||
608 | public abstract int GetNumConstraintRefs(BulletBody obj); | 705 | public abstract int GetNumConstraintRefs(BulletBody obj); |
609 | 706 | ||
610 | public abstract bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask); | 707 | public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask); |
611 | 708 | ||
612 | // ===================================================================================== | 709 | // ===================================================================================== |
613 | // btCollisionShape entries | 710 | // btCollisionShape entries |
@@ -646,17 +743,21 @@ public abstract float GetMargin(BulletShape shape); | |||
646 | 743 | ||
647 | // ===================================================================================== | 744 | // ===================================================================================== |
648 | // Debugging | 745 | // Debugging |
649 | public abstract void DumpRigidBody(BulletWorld sim, BulletBody collisionObject); | 746 | public virtual void DumpRigidBody(BulletWorld sim, BulletBody collisionObject) { } |
747 | |||
748 | public virtual void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape) { } | ||
749 | |||
750 | public virtual void DumpConstraint(BulletWorld sim, BulletConstraint constrain) { } | ||
650 | 751 | ||
651 | public abstract void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape); | 752 | public virtual void DumpActivationInfo(BulletWorld sim) { } |
652 | 753 | ||
653 | public abstract void DumpConstraint(BulletWorld sim, BulletConstraint constrain); | 754 | public virtual void DumpAllInfo(BulletWorld sim) { } |
654 | 755 | ||
655 | public abstract void DumpActivationInfo(BulletWorld sim); | 756 | public virtual void DumpPhysicsStatistics(BulletWorld sim) { } |
656 | 757 | ||
657 | public abstract void DumpAllInfo(BulletWorld sim); | 758 | public virtual void ResetBroadphasePool(BulletWorld sim) { } |
658 | 759 | ||
659 | public abstract void DumpPhysicsStatistics(BulletWorld sim); | 760 | public virtual void ResetConstraintSolver(BulletWorld sim) { } |
660 | 761 | ||
661 | }; | 762 | }; |
662 | } | 763 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs index 103d8fc..83fc3a6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs | |||
@@ -1,4 +1,4 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
@@ -30,9 +30,9 @@ using System.Reflection; | |||
30 | using log4net; | 30 | using log4net; |
31 | using OMV = OpenMetaverse; | 31 | using OMV = OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.PhysicsModule.BulletS |
36 | { | 36 | { |
37 | public sealed class BSCharacter : BSPhysObject | 37 | public sealed class BSCharacter : BSPhysObject |
38 | { | 38 | { |
@@ -43,53 +43,52 @@ public sealed class BSCharacter : BSPhysObject | |||
43 | private OMV.Vector3 _size; | 43 | private OMV.Vector3 _size; |
44 | private bool _grabbed; | 44 | private bool _grabbed; |
45 | private bool _selected; | 45 | private bool _selected; |
46 | private OMV.Vector3 _position; | ||
47 | private float _mass; | 46 | private float _mass; |
48 | private float _avatarDensity; | ||
49 | private float _avatarVolume; | 47 | private float _avatarVolume; |
50 | private OMV.Vector3 _force; | ||
51 | private OMV.Vector3 _velocity; | ||
52 | private OMV.Vector3 _torque; | ||
53 | private float _collisionScore; | 48 | private float _collisionScore; |
54 | private OMV.Vector3 _acceleration; | 49 | private OMV.Vector3 _acceleration; |
55 | private OMV.Quaternion _orientation; | ||
56 | private int _physicsActorType; | 50 | private int _physicsActorType; |
57 | private bool _isPhysical; | 51 | private bool _isPhysical; |
58 | private bool _flying; | 52 | private bool _flying; |
59 | private bool _setAlwaysRun; | 53 | private bool _setAlwaysRun; |
60 | private bool _throttleUpdates; | 54 | private bool _throttleUpdates; |
61 | private bool _isColliding; | ||
62 | private bool _collidingObj; | ||
63 | private bool _floatOnWater; | 55 | private bool _floatOnWater; |
64 | private OMV.Vector3 _rotationalVelocity; | 56 | private OMV.Vector3 _rotationalVelocity; |
65 | private bool _kinematic; | 57 | private bool _kinematic; |
66 | private float _buoyancy; | 58 | private float _buoyancy; |
67 | 59 | ||
68 | // The friction and velocity of the avatar is modified depending on whether walking or not. | 60 | private BSActorAvatarMove m_moveActor; |
69 | private float _currentFriction; // the friction currently being used (changed by setVelocity). | 61 | private const string AvatarMoveActorName = "BSCharacter.AvatarMove"; |
70 | |||
71 | private BSVMotor _velocityMotor; | ||
72 | 62 | ||
73 | private OMV.Vector3 _PIDTarget; | 63 | private OMV.Vector3 _PIDTarget; |
74 | private bool _usePID; | ||
75 | private float _PIDTau; | 64 | private float _PIDTau; |
76 | private bool _useHoverPID; | ||
77 | private float _PIDHoverHeight; | ||
78 | private PIDHoverType _PIDHoverType; | ||
79 | private float _PIDHoverTao; | ||
80 | 65 | ||
81 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) | 66 | // public override OMV.Vector3 RawVelocity |
67 | // { get { return base.RawVelocity; } | ||
68 | // set { | ||
69 | // if (value != base.RawVelocity) | ||
70 | // Util.PrintCallStack(); | ||
71 | // Console.WriteLine("Set rawvel to {0}", value); | ||
72 | // base.RawVelocity = value; } | ||
73 | // } | ||
74 | |||
75 | // Avatars are always complete (in the physics engine sense) | ||
76 | public override bool IsIncomplete { get { return false; } } | ||
77 | |||
78 | public BSCharacter( | ||
79 | uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying) | ||
80 | |||
82 | : base(parent_scene, localID, avName, "BSCharacter") | 81 | : base(parent_scene, localID, avName, "BSCharacter") |
83 | { | 82 | { |
84 | _physicsActorType = (int)ActorTypes.Agent; | 83 | _physicsActorType = (int)ActorTypes.Agent; |
85 | _position = pos; | 84 | RawPosition = pos; |
86 | 85 | ||
87 | _flying = isFlying; | 86 | _flying = isFlying; |
88 | _orientation = OMV.Quaternion.Identity; | 87 | RawOrientation = OMV.Quaternion.Identity; |
89 | _velocity = OMV.Vector3.Zero; | 88 | RawVelocity = vel; |
90 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 89 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
91 | _currentFriction = BSParam.AvatarStandingFriction; | 90 | Friction = BSParam.AvatarStandingFriction; |
92 | _avatarDensity = BSParam.AvatarDensity; | 91 | Density = BSParam.AvatarDensity; |
93 | 92 | ||
94 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 93 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
95 | // replace with the default values. | 94 | // replace with the default values. |
@@ -103,19 +102,28 @@ public sealed class BSCharacter : BSPhysObject | |||
103 | // set _avatarVolume and _mass based on capsule size, _density and Scale | 102 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
104 | ComputeAvatarVolumeAndMass(); | 103 | ComputeAvatarVolumeAndMass(); |
105 | 104 | ||
106 | SetupMovementMotor(); | 105 | DetailLog( |
107 | 106 | "{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6},vel={7}", | |
108 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", | 107 | LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos, vel); |
109 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | ||
110 | 108 | ||
111 | // do actual creation in taint time | 109 | // do actual creation in taint time |
112 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() | 110 | PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate() |
113 | { | 111 | { |
114 | DetailLog("{0},BSCharacter.create,taint", LocalID); | 112 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
113 | |||
115 | // New body and shape into PhysBody and PhysShape | 114 | // New body and shape into PhysBody and PhysShape |
116 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); | 115 | PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this); |
116 | |||
117 | // The avatar's movement is controlled by this motor that speeds up and slows down | ||
118 | // the avatar seeking to reach the motor's target speed. | ||
119 | // This motor runs as a prestep action for the avatar so it will keep the avatar | ||
120 | // standing as well as moving. Destruction of the avatar will destroy the pre-step action. | ||
121 | m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); | ||
122 | PhysicalActors.Add(AvatarMoveActorName, m_moveActor); | ||
117 | 123 | ||
118 | SetPhysicalProperties(); | 124 | SetPhysicalProperties(); |
125 | |||
126 | IsInitialized = true; | ||
119 | }); | 127 | }); |
120 | return; | 128 | return; |
121 | } | 129 | } |
@@ -123,122 +131,77 @@ public sealed class BSCharacter : BSPhysObject | |||
123 | // called when this character is being destroyed and the resources should be released | 131 | // called when this character is being destroyed and the resources should be released |
124 | public override void Destroy() | 132 | public override void Destroy() |
125 | { | 133 | { |
134 | IsInitialized = false; | ||
135 | |||
126 | base.Destroy(); | 136 | base.Destroy(); |
127 | 137 | ||
128 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 138 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
129 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() | 139 | PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate() |
130 | { | 140 | { |
131 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); | 141 | PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); |
132 | PhysBody.Clear(); | 142 | PhysBody.Clear(); |
133 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); | 143 | PhysShape.Dereference(PhysScene); |
134 | PhysShape.Clear(); | 144 | PhysShape = new BSShapeNull(); |
135 | }); | 145 | }); |
136 | } | 146 | } |
137 | 147 | ||
138 | private void SetPhysicalProperties() | 148 | private void SetPhysicalProperties() |
139 | { | 149 | { |
140 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); | 150 | PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); |
151 | |||
152 | ForcePosition = RawPosition; | ||
141 | 153 | ||
142 | ZeroMotion(true); | 154 | // Set the velocity |
143 | ForcePosition = _position; | 155 | if (m_moveActor != null) |
156 | m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false); | ||
144 | 157 | ||
145 | // Set the velocity and compute the proper friction | 158 | ForceVelocity = RawVelocity; |
146 | _velocityMotor.Reset(); | 159 | TargetVelocity = RawVelocity; |
147 | _velocityMotor.SetTarget(_velocity); | ||
148 | _velocityMotor.SetCurrent(_velocity); | ||
149 | ForceVelocity = _velocity; | ||
150 | 160 | ||
151 | // This will enable or disable the flying buoyancy of the avatar. | 161 | // This will enable or disable the flying buoyancy of the avatar. |
152 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. | 162 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. |
153 | Flying = _flying; | 163 | Flying = _flying; |
154 | 164 | ||
155 | PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); | 165 | PhysScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); |
156 | PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin); | 166 | PhysScene.PE.SetMargin(PhysShape.physShapeInfo, PhysScene.Params.collisionMargin); |
157 | PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); | 167 | PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); |
158 | PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); | 168 | PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); |
159 | if (BSParam.CcdMotionThreshold > 0f) | 169 | if (BSParam.CcdMotionThreshold > 0f) |
160 | { | 170 | { |
161 | PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); | 171 | PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); |
162 | PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); | 172 | PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); |
163 | } | 173 | } |
164 | 174 | ||
165 | UpdatePhysicalMassProperties(RawMass, false); | 175 | UpdatePhysicalMassProperties(RawMass, false); |
166 | 176 | ||
167 | // Make so capsule does not fall over | 177 | // Make so capsule does not fall over |
168 | PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); | 178 | PhysScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); |
169 | 179 | ||
170 | PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); | 180 | // The avatar mover sets some parameters. |
181 | PhysicalActors.Refresh(); | ||
171 | 182 | ||
172 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); | 183 | PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); |
184 | |||
185 | PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody); | ||
173 | 186 | ||
174 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); | 187 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); |
175 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); | 188 | PhysScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); |
176 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); | 189 | PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody); |
177 | 190 | ||
178 | // Do this after the object has been added to the world | 191 | // Do this after the object has been added to the world |
179 | PhysBody.collisionType = CollisionType.Avatar; | 192 | if (BSParam.AvatarToAvatarCollisionsByDefault) |
180 | PhysBody.ApplyCollisionMask(PhysicsScene); | 193 | PhysBody.collisionType = CollisionType.Avatar; |
181 | } | 194 | else |
182 | 195 | PhysBody.collisionType = CollisionType.PhantomToOthersAvatar; | |
183 | // The avatar's movement is controlled by this motor that speeds up and slows down | ||
184 | // the avatar seeking to reach the motor's target speed. | ||
185 | // This motor runs as a prestep action for the avatar so it will keep the avatar | ||
186 | // standing as well as moving. Destruction of the avatar will destroy the pre-step action. | ||
187 | private void SetupMovementMotor() | ||
188 | { | ||
189 | |||
190 | // Someday, use a PID motor for asymmetric speed up and slow down | ||
191 | // _velocityMotor = new BSPIDVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); | ||
192 | |||
193 | // Infinite decay and timescale values so motor only changes current to target values. | ||
194 | _velocityMotor = new BSVMotor("BSCharacter.Velocity", | ||
195 | 0.2f, // time scale | ||
196 | BSMotor.Infinite, // decay time scale | ||
197 | BSMotor.InfiniteVector, // friction timescale | ||
198 | 1f // efficiency | ||
199 | ); | ||
200 | // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
201 | |||
202 | RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep) | ||
203 | { | ||
204 | // TODO: Decide if the step parameters should be changed depending on the avatar's | ||
205 | // state (flying, colliding, ...). There is code in ODE to do this. | ||
206 | |||
207 | OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); | ||
208 | |||
209 | // If falling, we keep the world's downward vector no matter what the other axis specify. | ||
210 | if (!Flying && !IsColliding) | ||
211 | { | ||
212 | stepVelocity.Z = _velocity.Z; | ||
213 | // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); | ||
214 | } | ||
215 | |||
216 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. | ||
217 | OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass / PhysicsScene.LastTimeStep; | ||
218 | 196 | ||
219 | /* | 197 | PhysBody.ApplyCollisionMask(PhysScene); |
220 | // If moveForce is very small, zero things so we don't keep sending microscopic updates to the user | ||
221 | float moveForceMagnitudeSquared = moveForce.LengthSquared(); | ||
222 | if (moveForceMagnitudeSquared < 0.0001) | ||
223 | { | ||
224 | DetailLog("{0},BSCharacter.MoveMotor,zeroMovement,stepVel={1},vel={2},mass={3},magSq={4},moveForce={5}", | ||
225 | LocalID, stepVelocity, _velocity, Mass, moveForceMagnitudeSquared, moveForce); | ||
226 | ForceVelocity = OMV.Vector3.Zero; | ||
227 | } | ||
228 | else | ||
229 | { | ||
230 | AddForce(moveForce, false, true); | ||
231 | } | ||
232 | */ | ||
233 | // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); | ||
234 | AddForce(moveForce, false, true); | ||
235 | }); | ||
236 | } | 198 | } |
237 | 199 | ||
238 | public override void RequestPhysicsterseUpdate() | 200 | public override void RequestPhysicsterseUpdate() |
239 | { | 201 | { |
240 | base.RequestPhysicsterseUpdate(); | 202 | base.RequestPhysicsterseUpdate(); |
241 | } | 203 | } |
204 | |||
242 | // No one calls this method so I don't know what it could possibly mean | 205 | // No one calls this method so I don't know what it could possibly mean |
243 | public override bool Stopped { get { return false; } } | 206 | public override bool Stopped { get { return false; } } |
244 | 207 | ||
@@ -250,6 +213,10 @@ public sealed class BSCharacter : BSPhysObject | |||
250 | } | 213 | } |
251 | 214 | ||
252 | set { | 215 | set { |
216 | // This is how much the avatar size is changing. Positive means getting bigger. | ||
217 | // The avatar altitude must be adjusted for this change. | ||
218 | float heightChange = value.Z - _size.Z; | ||
219 | |||
253 | _size = value; | 220 | _size = value; |
254 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 221 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
255 | // replace with the default values. | 222 | // replace with the default values. |
@@ -259,16 +226,20 @@ public sealed class BSCharacter : BSPhysObject | |||
259 | Scale = ComputeAvatarScale(_size); | 226 | Scale = ComputeAvatarScale(_size); |
260 | ComputeAvatarVolumeAndMass(); | 227 | ComputeAvatarVolumeAndMass(); |
261 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", | 228 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", |
262 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | 229 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); |
263 | 230 | ||
264 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | 231 | PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate() |
265 | { | 232 | { |
266 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) | 233 | if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) |
267 | { | 234 | { |
268 | PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); | 235 | PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); |
269 | UpdatePhysicalMassProperties(RawMass, true); | 236 | UpdatePhysicalMassProperties(RawMass, true); |
237 | |||
238 | // Adjust the avatar's position to account for the increase/decrease in size | ||
239 | ForcePosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, RawPosition.Z + heightChange / 2f); | ||
240 | |||
270 | // Make sure this change appears as a property update event | 241 | // Make sure this change appears as a property update event |
271 | PhysicsScene.PE.PushUpdate(PhysBody); | 242 | PhysScene.PE.PushUpdate(PhysBody); |
272 | } | 243 | } |
273 | }); | 244 | }); |
274 | 245 | ||
@@ -279,11 +250,6 @@ public sealed class BSCharacter : BSPhysObject | |||
279 | { | 250 | { |
280 | set { BaseShape = value; } | 251 | set { BaseShape = value; } |
281 | } | 252 | } |
282 | // I want the physics engine to make an avatar capsule | ||
283 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
284 | { | ||
285 | get {return BSPhysicsShapeType.SHAPE_CAPSULE; } | ||
286 | } | ||
287 | 253 | ||
288 | public override bool Grabbed { | 254 | public override bool Grabbed { |
289 | set { _grabbed = value; } | 255 | set { _grabbed = value; } |
@@ -291,6 +257,10 @@ public sealed class BSCharacter : BSPhysObject | |||
291 | public override bool Selected { | 257 | public override bool Selected { |
292 | set { _selected = value; } | 258 | set { _selected = value; } |
293 | } | 259 | } |
260 | public override bool IsSelected | ||
261 | { | ||
262 | get { return _selected; } | ||
263 | } | ||
294 | public override void CrossingFailure() { return; } | 264 | public override void CrossingFailure() { return; } |
295 | public override void link(PhysicsActor obj) { return; } | 265 | public override void link(PhysicsActor obj) { return; } |
296 | public override void delink() { return; } | 266 | public override void delink() { return; } |
@@ -301,29 +271,30 @@ public sealed class BSCharacter : BSPhysObject | |||
301 | // Called at taint time! | 271 | // Called at taint time! |
302 | public override void ZeroMotion(bool inTaintTime) | 272 | public override void ZeroMotion(bool inTaintTime) |
303 | { | 273 | { |
304 | _velocity = OMV.Vector3.Zero; | 274 | RawVelocity = OMV.Vector3.Zero; |
305 | _acceleration = OMV.Vector3.Zero; | 275 | _acceleration = OMV.Vector3.Zero; |
306 | _rotationalVelocity = OMV.Vector3.Zero; | 276 | _rotationalVelocity = OMV.Vector3.Zero; |
307 | 277 | ||
308 | // Zero some other properties directly into the physics engine | 278 | // Zero some other properties directly into the physics engine |
309 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 279 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() |
310 | { | 280 | { |
311 | if (PhysBody.HasPhysicalBody) | 281 | if (PhysBody.HasPhysicalBody) |
312 | PhysicsScene.PE.ClearAllForces(PhysBody); | 282 | PhysScene.PE.ClearAllForces(PhysBody); |
313 | }); | 283 | }); |
314 | } | 284 | } |
285 | |||
315 | public override void ZeroAngularMotion(bool inTaintTime) | 286 | public override void ZeroAngularMotion(bool inTaintTime) |
316 | { | 287 | { |
317 | _rotationalVelocity = OMV.Vector3.Zero; | 288 | _rotationalVelocity = OMV.Vector3.Zero; |
318 | 289 | ||
319 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 290 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() |
320 | { | 291 | { |
321 | if (PhysBody.HasPhysicalBody) | 292 | if (PhysBody.HasPhysicalBody) |
322 | { | 293 | { |
323 | PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); | 294 | PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); |
324 | PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); | 295 | PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); |
325 | // The next also get rid of applied linear force but the linear velocity is untouched. | 296 | // The next also get rid of applied linear force but the linear velocity is untouched. |
326 | PhysicsScene.PE.ClearForces(PhysBody); | 297 | PhysScene.PE.ClearForces(PhysBody); |
327 | } | 298 | } |
328 | }); | 299 | }); |
329 | } | 300 | } |
@@ -331,38 +302,34 @@ public sealed class BSCharacter : BSPhysObject | |||
331 | 302 | ||
332 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | 303 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } |
333 | 304 | ||
334 | public override OMV.Vector3 RawPosition | ||
335 | { | ||
336 | get { return _position; } | ||
337 | set { _position = value; } | ||
338 | } | ||
339 | public override OMV.Vector3 Position { | 305 | public override OMV.Vector3 Position { |
340 | get { | 306 | get { |
341 | // Don't refetch the position because this function is called a zillion times | 307 | // Don't refetch the position because this function is called a zillion times |
342 | // _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); | 308 | // RawPosition = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); |
343 | return _position; | 309 | return RawPosition; |
344 | } | 310 | } |
345 | set { | 311 | set { |
346 | _position = value; | 312 | RawPosition = value; |
347 | PositionSanityCheck(); | ||
348 | 313 | ||
349 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() | 314 | PhysScene.TaintedObject(LocalID, "BSCharacter.setPosition", delegate() |
350 | { | 315 | { |
351 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 316 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
352 | if (PhysBody.HasPhysicalBody) | 317 | PositionSanityCheck(); |
353 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 318 | ForcePosition = RawPosition; |
354 | }); | 319 | }); |
355 | } | 320 | } |
356 | } | 321 | } |
357 | public override OMV.Vector3 ForcePosition { | 322 | public override OMV.Vector3 ForcePosition { |
358 | get { | 323 | get { |
359 | _position = PhysicsScene.PE.GetPosition(PhysBody); | 324 | RawPosition = PhysScene.PE.GetPosition(PhysBody); |
360 | return _position; | 325 | return RawPosition; |
361 | } | 326 | } |
362 | set { | 327 | set { |
363 | _position = value; | 328 | RawPosition = value; |
364 | PositionSanityCheck(); | 329 | if (PhysBody.HasPhysicalBody) |
365 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 330 | { |
331 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); | ||
332 | } | ||
366 | } | 333 | } |
367 | } | 334 | } |
368 | 335 | ||
@@ -375,28 +342,30 @@ public sealed class BSCharacter : BSPhysObject | |||
375 | bool ret = false; | 342 | bool ret = false; |
376 | 343 | ||
377 | // TODO: check for out of bounds | 344 | // TODO: check for out of bounds |
378 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position)) | 345 | if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) |
379 | { | 346 | { |
380 | // The character is out of the known/simulated area. | 347 | // The character is out of the known/simulated area. |
381 | // Upper levels of code will handle the transition to other areas so, for | 348 | // Force the avatar position to be within known. ScenePresence will use the position |
382 | // the time, we just ignore the position. | 349 | // plus the velocity to decide if the avatar is moving out of the region. |
383 | return ret; | 350 | RawPosition = PhysScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); |
351 | DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); | ||
352 | return true; | ||
384 | } | 353 | } |
385 | 354 | ||
386 | // If below the ground, move the avatar up | 355 | // If below the ground, move the avatar up |
387 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | 356 | float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); |
388 | if (Position.Z < terrainHeight) | 357 | if (Position.Z < terrainHeight) |
389 | { | 358 | { |
390 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | 359 | DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight); |
391 | _position.Z = terrainHeight + 2.0f; | 360 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters); |
392 | ret = true; | 361 | ret = true; |
393 | } | 362 | } |
394 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 363 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
395 | { | 364 | { |
396 | float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); | 365 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); |
397 | if (Position.Z < waterHeight) | 366 | if (Position.Z < waterHeight) |
398 | { | 367 | { |
399 | _position.Z = waterHeight; | 368 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, waterHeight); |
400 | ret = true; | 369 | ret = true; |
401 | } | 370 | } |
402 | } | 371 | } |
@@ -414,11 +383,10 @@ public sealed class BSCharacter : BSPhysObject | |||
414 | { | 383 | { |
415 | // The new position value must be pushed into the physics engine but we can't | 384 | // The new position value must be pushed into the physics engine but we can't |
416 | // just assign to "Position" because of potential call loops. | 385 | // just assign to "Position" because of potential call loops. |
417 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() | 386 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate() |
418 | { | 387 | { |
419 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 388 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
420 | if (PhysBody.HasPhysicalBody) | 389 | ForcePosition = RawPosition; |
421 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | ||
422 | }); | 390 | }); |
423 | ret = true; | 391 | ret = true; |
424 | } | 392 | } |
@@ -428,25 +396,25 @@ public sealed class BSCharacter : BSPhysObject | |||
428 | public override float Mass { get { return _mass; } } | 396 | public override float Mass { get { return _mass; } } |
429 | 397 | ||
430 | // used when we only want this prim's mass and not the linkset thing | 398 | // used when we only want this prim's mass and not the linkset thing |
431 | public override float RawMass { | 399 | public override float RawMass { |
432 | get {return _mass; } | 400 | get {return _mass; } |
433 | } | 401 | } |
434 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) | 402 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) |
435 | { | 403 | { |
436 | OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); | 404 | OMV.Vector3 localInertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); |
437 | PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); | 405 | PhysScene.PE.SetMassProps(PhysBody, physMass, localInertia); |
438 | } | 406 | } |
439 | 407 | ||
440 | public override OMV.Vector3 Force { | 408 | public override OMV.Vector3 Force { |
441 | get { return _force; } | 409 | get { return RawForce; } |
442 | set { | 410 | set { |
443 | _force = value; | 411 | RawForce = value; |
444 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 412 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
445 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() | 413 | PhysScene.TaintedObject(LocalID, "BSCharacter.SetForce", delegate() |
446 | { | 414 | { |
447 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 415 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); |
448 | if (PhysBody.HasPhysicalBody) | 416 | if (PhysBody.HasPhysicalBody) |
449 | PhysicsScene.PE.SetObjectForce(PhysBody, _force); | 417 | PhysScene.PE.SetObjectForce(PhysBody, RawForce); |
450 | }); | 418 | }); |
451 | } | 419 | } |
452 | } | 420 | } |
@@ -460,6 +428,7 @@ public sealed class BSCharacter : BSPhysObject | |||
460 | 428 | ||
461 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 429 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
462 | public override void SetVolumeDetect(int param) { return; } | 430 | public override void SetVolumeDetect(int param) { return; } |
431 | public override bool IsVolumeDetect { get { return false; } } | ||
463 | 432 | ||
464 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } | 433 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } |
465 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } | 434 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } |
@@ -469,79 +438,59 @@ public sealed class BSCharacter : BSPhysObject | |||
469 | { | 438 | { |
470 | get | 439 | get |
471 | { | 440 | { |
472 | return _velocityMotor.TargetValue; | 441 | return base.m_targetVelocity; |
473 | } | 442 | } |
474 | set | 443 | set |
475 | { | 444 | { |
476 | DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); | 445 | DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); |
446 | m_targetVelocity = value; | ||
477 | OMV.Vector3 targetVel = value; | 447 | OMV.Vector3 targetVel = value; |
478 | if (_setAlwaysRun) | 448 | if (_setAlwaysRun && !_flying) |
479 | targetVel *= BSParam.AvatarAlwaysRunFactor; | 449 | targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 1f); |
480 | 450 | ||
481 | PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate() | 451 | if (m_moveActor != null) |
482 | { | 452 | m_moveActor.SetVelocityAndTarget(RawVelocity, targetVel, false /* inTaintTime */); |
483 | _velocityMotor.Reset(); | ||
484 | _velocityMotor.SetTarget(targetVel); | ||
485 | _velocityMotor.SetCurrent(_velocity); | ||
486 | _velocityMotor.Enabled = true; | ||
487 | }); | ||
488 | } | 453 | } |
489 | } | 454 | } |
490 | // Directly setting velocity means this is what the user really wants now. | 455 | // Directly setting velocity means this is what the user really wants now. |
491 | public override OMV.Vector3 Velocity { | 456 | public override OMV.Vector3 Velocity { |
492 | get { return _velocity; } | 457 | get { return RawVelocity; } |
493 | set { | 458 | set { |
494 | _velocity = value; | 459 | RawVelocity = value; |
495 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 460 | OMV.Vector3 vel = RawVelocity; |
496 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() | 461 | |
462 | DetailLog("{0}: set Velocity = {1}", LocalID, value); | ||
463 | |||
464 | PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate() | ||
497 | { | 465 | { |
498 | _velocityMotor.Reset(); | 466 | if (m_moveActor != null) |
499 | _velocityMotor.SetCurrent(_velocity); | 467 | m_moveActor.SetVelocityAndTarget(vel, vel, true /* inTaintTime */); |
500 | _velocityMotor.SetTarget(_velocity); | 468 | |
501 | // Even though the motor is initialized, it's not used and the velocity goes straight into the avatar. | 469 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, vel); |
502 | _velocityMotor.Enabled = false; | 470 | ForceVelocity = vel; |
503 | |||
504 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | ||
505 | ForceVelocity = _velocity; | ||
506 | }); | 471 | }); |
507 | } | 472 | } |
508 | } | 473 | } |
474 | |||
509 | public override OMV.Vector3 ForceVelocity { | 475 | public override OMV.Vector3 ForceVelocity { |
510 | get { return _velocity; } | 476 | get { return RawVelocity; } |
511 | set { | 477 | set { |
512 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); | 478 | PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity"); |
479 | // Util.PrintCallStack(); | ||
480 | DetailLog("{0}: set ForceVelocity = {1}", LocalID, value); | ||
513 | 481 | ||
514 | _velocity = value; | 482 | RawVelocity = value; |
515 | // Depending on whether the avatar is moving or not, change the friction | 483 | PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); |
516 | // to keep the avatar from slipping around | 484 | PhysScene.PE.Activate(PhysBody, true); |
517 | if (_velocity.Length() == 0) | ||
518 | { | ||
519 | if (_currentFriction != BSParam.AvatarStandingFriction) | ||
520 | { | ||
521 | _currentFriction = BSParam.AvatarStandingFriction; | ||
522 | if (PhysBody.HasPhysicalBody) | ||
523 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | ||
524 | } | ||
525 | } | ||
526 | else | ||
527 | { | ||
528 | if (_currentFriction != BSParam.AvatarFriction) | ||
529 | { | ||
530 | _currentFriction = BSParam.AvatarFriction; | ||
531 | if (PhysBody.HasPhysicalBody) | ||
532 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | ||
533 | } | ||
534 | } | ||
535 | |||
536 | PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); | ||
537 | PhysicsScene.PE.Activate(PhysBody, true); | ||
538 | } | 485 | } |
539 | } | 486 | } |
487 | |||
540 | public override OMV.Vector3 Torque { | 488 | public override OMV.Vector3 Torque { |
541 | get { return _torque; } | 489 | get { return RawTorque; } |
542 | set { _torque = value; | 490 | set { RawTorque = value; |
543 | } | 491 | } |
544 | } | 492 | } |
493 | |||
545 | public override float CollisionScore { | 494 | public override float CollisionScore { |
546 | get { return _collisionScore; } | 495 | get { return _collisionScore; } |
547 | set { _collisionScore = value; | 496 | set { _collisionScore = value; |
@@ -551,22 +500,27 @@ public sealed class BSCharacter : BSPhysObject | |||
551 | get { return _acceleration; } | 500 | get { return _acceleration; } |
552 | set { _acceleration = value; } | 501 | set { _acceleration = value; } |
553 | } | 502 | } |
554 | public override OMV.Quaternion RawOrientation | ||
555 | { | ||
556 | get { return _orientation; } | ||
557 | set { _orientation = value; } | ||
558 | } | ||
559 | public override OMV.Quaternion Orientation { | 503 | public override OMV.Quaternion Orientation { |
560 | get { return _orientation; } | 504 | get { return RawOrientation; } |
561 | set { | 505 | set { |
562 | // Orientation is set zillions of times when an avatar is walking. It's like | 506 | // Orientation is set zillions of times when an avatar is walking. It's like |
563 | // the viewer doesn't trust us. | 507 | // the viewer doesn't trust us. |
564 | if (_orientation != value) | 508 | if (RawOrientation != value) |
565 | { | 509 | { |
566 | _orientation = value; | 510 | RawOrientation = value; |
567 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() | 511 | PhysScene.TaintedObject(LocalID, "BSCharacter.setOrientation", delegate() |
568 | { | 512 | { |
569 | ForceOrientation = _orientation; | 513 | // Bullet assumes we know what we are doing when forcing orientation |
514 | // so it lets us go against all the rules and just compensates for them later. | ||
515 | // This forces rotation to be only around the Z axis and doesn't change any of the other axis. | ||
516 | // This keeps us from flipping the capsule over which the veiwer does not understand. | ||
517 | float oRoll, oPitch, oYaw; | ||
518 | RawOrientation.GetEulerAngles(out oRoll, out oPitch, out oYaw); | ||
519 | OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw); | ||
520 | // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}", | ||
521 | // LocalID, RawOrientation, OMV.Vector3.UnitX * RawOrientation, | ||
522 | // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation); | ||
523 | ForceOrientation = trimmedOrientation; | ||
570 | }); | 524 | }); |
571 | } | 525 | } |
572 | } | 526 | } |
@@ -576,16 +530,16 @@ public sealed class BSCharacter : BSPhysObject | |||
576 | { | 530 | { |
577 | get | 531 | get |
578 | { | 532 | { |
579 | _orientation = PhysicsScene.PE.GetOrientation(PhysBody); | 533 | RawOrientation = PhysScene.PE.GetOrientation(PhysBody); |
580 | return _orientation; | 534 | return RawOrientation; |
581 | } | 535 | } |
582 | set | 536 | set |
583 | { | 537 | { |
584 | _orientation = value; | 538 | RawOrientation = value; |
585 | if (PhysBody.HasPhysicalBody) | 539 | if (PhysBody.HasPhysicalBody) |
586 | { | 540 | { |
587 | // _position = PhysicsScene.PE.GetPosition(BSBody); | 541 | // RawPosition = PhysicsScene.PE.GetPosition(BSBody); |
588 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 542 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
589 | } | 543 | } |
590 | } | 544 | } |
591 | } | 545 | } |
@@ -605,6 +559,9 @@ public sealed class BSCharacter : BSPhysObject | |||
605 | public override bool IsStatic { | 559 | public override bool IsStatic { |
606 | get { return false; } | 560 | get { return false; } |
607 | } | 561 | } |
562 | public override bool IsPhysicallyActive { | ||
563 | get { return true; } | ||
564 | } | ||
608 | public override bool Flying { | 565 | public override bool Flying { |
609 | get { return _flying; } | 566 | get { return _flying; } |
610 | set { | 567 | set { |
@@ -631,14 +588,14 @@ public sealed class BSCharacter : BSPhysObject | |||
631 | public override bool FloatOnWater { | 588 | public override bool FloatOnWater { |
632 | set { | 589 | set { |
633 | _floatOnWater = value; | 590 | _floatOnWater = value; |
634 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | 591 | PhysScene.TaintedObject(LocalID, "BSCharacter.setFloatOnWater", delegate() |
635 | { | 592 | { |
636 | if (PhysBody.HasPhysicalBody) | 593 | if (PhysBody.HasPhysicalBody) |
637 | { | 594 | { |
638 | if (_floatOnWater) | 595 | if (_floatOnWater) |
639 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | 596 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
640 | else | 597 | else |
641 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | 598 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
642 | } | 599 | } |
643 | }); | 600 | }); |
644 | } | 601 | } |
@@ -659,7 +616,7 @@ public sealed class BSCharacter : BSPhysObject | |||
659 | public override float Buoyancy { | 616 | public override float Buoyancy { |
660 | get { return _buoyancy; } | 617 | get { return _buoyancy; } |
661 | set { _buoyancy = value; | 618 | set { _buoyancy = value; |
662 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 619 | PhysScene.TaintedObject(LocalID, "BSCharacter.setBuoyancy", delegate() |
663 | { | 620 | { |
664 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 621 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
665 | ForceBuoyancy = _buoyancy; | 622 | ForceBuoyancy = _buoyancy; |
@@ -668,15 +625,16 @@ public sealed class BSCharacter : BSPhysObject | |||
668 | } | 625 | } |
669 | public override float ForceBuoyancy { | 626 | public override float ForceBuoyancy { |
670 | get { return _buoyancy; } | 627 | get { return _buoyancy; } |
671 | set { | 628 | set { |
672 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); | 629 | PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); |
673 | 630 | ||
674 | _buoyancy = value; | 631 | _buoyancy = value; |
675 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 632 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
676 | // Buoyancy is faked by changing the gravity applied to the object | 633 | // Buoyancy is faked by changing the gravity applied to the object |
677 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 634 | float grav = BSParam.Gravity * (1f - _buoyancy); |
635 | Gravity = new OMV.Vector3(0f, 0f, grav); | ||
678 | if (PhysBody.HasPhysicalBody) | 636 | if (PhysBody.HasPhysicalBody) |
679 | PhysicsScene.PE.SetGravity(PhysBody, new OMV.Vector3(0f, 0f, grav)); | 637 | PhysScene.PE.SetGravity(PhysBody, Gravity); |
680 | } | 638 | } |
681 | } | 639 | } |
682 | 640 | ||
@@ -684,60 +642,32 @@ public sealed class BSCharacter : BSPhysObject | |||
684 | public override OMV.Vector3 PIDTarget { | 642 | public override OMV.Vector3 PIDTarget { |
685 | set { _PIDTarget = value; } | 643 | set { _PIDTarget = value; } |
686 | } | 644 | } |
687 | public override bool PIDActive { | 645 | |
688 | set { _usePID = value; } | 646 | public override bool PIDActive { get; set; } |
689 | } | 647 | |
690 | public override float PIDTau { | 648 | public override float PIDTau { |
691 | set { _PIDTau = value; } | 649 | set { _PIDTau = value; } |
692 | } | 650 | } |
693 | 651 | ||
694 | // Used for llSetHoverHeight and maybe vehicle height | ||
695 | // Hover Height will override MoveTo target's Z | ||
696 | public override bool PIDHoverActive { | ||
697 | set { _useHoverPID = value; } | ||
698 | } | ||
699 | public override float PIDHoverHeight { | ||
700 | set { _PIDHoverHeight = value; } | ||
701 | } | ||
702 | public override PIDHoverType PIDHoverType { | ||
703 | set { _PIDHoverType = value; } | ||
704 | } | ||
705 | public override float PIDHoverTau { | ||
706 | set { _PIDHoverTao = value; } | ||
707 | } | ||
708 | |||
709 | // For RotLookAt | ||
710 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
711 | public override bool APIDActive { set { return; } } | ||
712 | public override float APIDStrength { set { return; } } | ||
713 | public override float APIDDamping { set { return; } } | ||
714 | |||
715 | public override void AddForce(OMV.Vector3 force, bool pushforce) | 652 | public override void AddForce(OMV.Vector3 force, bool pushforce) |
716 | { | 653 | { |
717 | // Since this force is being applied in only one step, make this a force per second. | 654 | // Since this force is being applied in only one step, make this a force per second. |
718 | OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; | 655 | OMV.Vector3 addForce = force / PhysScene.LastTimeStep; |
719 | AddForce(addForce, pushforce, false); | 656 | AddForce(addForce, pushforce, false); |
720 | } | 657 | } |
721 | private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 658 | public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
722 | if (force.IsFinite()) | 659 | if (force.IsFinite()) |
723 | { | 660 | { |
724 | float magnitude = force.Length(); | 661 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); |
725 | if (magnitude > BSParam.MaxAddForceMagnitude) | ||
726 | { | ||
727 | // Force has a limit | ||
728 | force = force / magnitude * BSParam.MaxAddForceMagnitude; | ||
729 | } | ||
730 | |||
731 | OMV.Vector3 addForce = force; | ||
732 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); | 662 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); |
733 | 663 | ||
734 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() | 664 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.AddForce", delegate() |
735 | { | 665 | { |
736 | // Bullet adds this central force to the total force for this tick | 666 | // Bullet adds this central force to the total force for this tick |
737 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); | 667 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); |
738 | if (PhysBody.HasPhysicalBody) | 668 | if (PhysBody.HasPhysicalBody) |
739 | { | 669 | { |
740 | PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); | 670 | PhysScene.PE.ApplyCentralForce(PhysBody, addForce); |
741 | } | 671 | } |
742 | }); | 672 | }); |
743 | } | 673 | } |
@@ -748,35 +678,66 @@ public sealed class BSCharacter : BSPhysObject | |||
748 | } | 678 | } |
749 | } | 679 | } |
750 | 680 | ||
751 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 681 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
752 | } | 682 | } |
753 | public override void SetMomentum(OMV.Vector3 momentum) { | 683 | public override void SetMomentum(OMV.Vector3 momentum) { |
754 | } | 684 | } |
755 | 685 | ||
756 | private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) | 686 | private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) |
757 | { | 687 | { |
758 | OMV.Vector3 newScale; | 688 | OMV.Vector3 newScale = size; |
759 | 689 | ||
760 | // Bullet's capsule total height is the "passed height + radius * 2"; | 690 | // Bullet's capsule total height is the "passed height + radius * 2"; |
761 | // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) | 691 | // The base capsule is 1 unit in diameter and 2 units in height (passed radius=0.5, passed height = 1) |
762 | // The number we pass in for 'scaling' is the multiplier to get that base | 692 | // The number we pass in for 'scaling' is the multiplier to get that base |
763 | // shape to be the size desired. | 693 | // shape to be the size desired. |
764 | // So, when creating the scale for the avatar height, we take the passed height | 694 | // So, when creating the scale for the avatar height, we take the passed height |
765 | // (size.Z) and remove the caps. | 695 | // (size.Z) and remove the caps. |
766 | // Another oddity of the Bullet capsule implementation is that it presumes the Y | 696 | // An oddity of the Bullet capsule implementation is that it presumes the Y |
767 | // dimension is the radius of the capsule. Even though some of the code allows | 697 | // dimension is the radius of the capsule. Even though some of the code allows |
768 | // for a asymmetrical capsule, other parts of the code presume it is cylindrical. | 698 | // for a asymmetrical capsule, other parts of the code presume it is cylindrical. |
769 | 699 | ||
770 | // Scale is multiplier of radius with one of "0.5" | 700 | // Scale is multiplier of radius with one of "0.5" |
771 | newScale.X = size.X / 2f; | ||
772 | newScale.Y = size.Y / 2f; | ||
773 | 701 | ||
774 | // The total scale height is the central cylindar plus the caps on the two ends. | 702 | float heightAdjust = BSParam.AvatarHeightMidFudge; |
775 | newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2)) / 2f; | 703 | if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f) |
704 | { | ||
705 | const float AVATAR_LOW = 1.1f; | ||
706 | const float AVATAR_MID = 1.775f; // 1.87f | ||
707 | const float AVATAR_HI = 2.45f; | ||
708 | // An avatar is between 1.1 and 2.45 meters. Midpoint is 1.775m. | ||
709 | float midHeightOffset = size.Z - AVATAR_MID; | ||
710 | if (midHeightOffset < 0f) | ||
711 | { | ||
712 | // Small avatar. Add the adjustment based on the distance from midheight | ||
713 | heightAdjust += ((-1f * midHeightOffset) / (AVATAR_MID - AVATAR_LOW)) * BSParam.AvatarHeightLowFudge; | ||
714 | } | ||
715 | else | ||
716 | { | ||
717 | // Large avatar. Add the adjustment based on the distance from midheight | ||
718 | heightAdjust += ((midHeightOffset) / (AVATAR_HI - AVATAR_MID)) * BSParam.AvatarHeightHighFudge; | ||
719 | } | ||
720 | } | ||
721 | if (BSParam.AvatarShape == BSShapeCollection.AvatarShapeCapsule) | ||
722 | { | ||
723 | newScale.X = size.X / 2f; | ||
724 | newScale.Y = size.Y / 2f; | ||
725 | // The total scale height is the central cylindar plus the caps on the two ends. | ||
726 | newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2) + heightAdjust) / 2f; | ||
727 | } | ||
728 | else | ||
729 | { | ||
730 | newScale.Z = size.Z + heightAdjust; | ||
731 | } | ||
732 | // m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale); | ||
733 | |||
776 | // If smaller than the endcaps, just fake like we're almost that small | 734 | // If smaller than the endcaps, just fake like we're almost that small |
777 | if (newScale.Z < 0) | 735 | if (newScale.Z < 0) |
778 | newScale.Z = 0.1f; | 736 | newScale.Z = 0.1f; |
779 | 737 | ||
738 | DetailLog("{0},BSCharacter.ComputerAvatarScale,size={1},lowF={2},midF={3},hiF={4},adj={5},newScale={6}", | ||
739 | LocalID, size, BSParam.AvatarHeightLowFudge, BSParam.AvatarHeightMidFudge, BSParam.AvatarHeightHighFudge, heightAdjust, newScale); | ||
740 | |||
780 | return newScale; | 741 | return newScale; |
781 | } | 742 | } |
782 | 743 | ||
@@ -794,34 +755,59 @@ public sealed class BSCharacter : BSPhysObject | |||
794 | * Math.Min(Size.X, Size.Y) / 2 | 755 | * Math.Min(Size.X, Size.Y) / 2 |
795 | * Size.Y / 2f // plus the volume of the capsule end caps | 756 | * Size.Y / 2f // plus the volume of the capsule end caps |
796 | ); | 757 | ); |
797 | _mass = _avatarDensity * _avatarVolume; | 758 | _mass = Density * BSParam.DensityScaleFactor * _avatarVolume; |
798 | } | 759 | } |
799 | 760 | ||
800 | // The physics engine says that properties have updated. Update same and inform | 761 | // The physics engine says that properties have updated. Update same and inform |
801 | // the world that things have changed. | 762 | // the world that things have changed. |
802 | public override void UpdateProperties(EntityProperties entprop) | 763 | public override void UpdateProperties(EntityProperties entprop) |
803 | { | 764 | { |
804 | _position = entprop.Position; | 765 | // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. |
805 | _orientation = entprop.Rotation; | 766 | TriggerPreUpdatePropertyAction(ref entprop); |
806 | _velocity = entprop.Velocity; | 767 | |
768 | RawPosition = entprop.Position; | ||
769 | RawOrientation = entprop.Rotation; | ||
770 | |||
771 | // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar | ||
772 | // and will send agent updates to the clients if velocity changes by more than | ||
773 | // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many | ||
774 | // extra updates. | ||
775 | // | ||
776 | // XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to | ||
777 | // avatar movement rather than removes it. The larger the threshold, the bigger the jitter. | ||
778 | // This is most noticeable in level flight and can be seen with | ||
779 | // the "show updates" option in a viewer. With an update threshold, the RawVelocity cycles between a lower | ||
780 | // bound and an upper bound, where the difference between the two is enough to trigger a large delta v update | ||
781 | // and subsequently trigger an update in ScenePresence.SendTerseUpdateToAllClients(). The cause of this cycle (feedback?) | ||
782 | // has not yet been identified. | ||
783 | // | ||
784 | // If there is a threshold below 0.4 or no threshold check at all (as in ODE), then RawVelocity stays constant and extra | ||
785 | // updates are not triggered in ScenePresence.SendTerseUpdateToAllClients(). | ||
786 | // if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f)) | ||
787 | RawVelocity = entprop.Velocity; | ||
788 | |||
807 | _acceleration = entprop.Acceleration; | 789 | _acceleration = entprop.Acceleration; |
808 | _rotationalVelocity = entprop.RotationalVelocity; | 790 | _rotationalVelocity = entprop.RotationalVelocity; |
809 | 791 | ||
810 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | 792 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
811 | PositionSanityCheck(true); | 793 | if (PositionSanityCheck(true)) |
794 | { | ||
795 | DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, RawPosition); | ||
796 | entprop.Position = RawPosition; | ||
797 | } | ||
812 | 798 | ||
813 | // remember the current and last set values | 799 | // remember the current and last set values |
814 | LastEntityProperties = CurrentEntityProperties; | 800 | LastEntityProperties = CurrentEntityProperties; |
815 | CurrentEntityProperties = entprop; | 801 | CurrentEntityProperties = entprop; |
816 | 802 | ||
817 | // Tell the linkset about value changes | 803 | // Tell the linkset about value changes |
818 | Linkset.UpdateProperties(this, true); | 804 | // Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); |
819 | 805 | ||
820 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 806 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
821 | // base.RequestPhysicsterseUpdate(); | 807 | // PhysScene.PostUpdate(this); |
822 | 808 | ||
823 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 809 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
824 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 810 | LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity); |
825 | } | 811 | } |
826 | } | 812 | } |
827 | } | 813 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraint.cs index b813974..e42e868 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSConstraint.cs | |||
@@ -29,7 +29,7 @@ using System.Collections.Generic; | |||
29 | using System.Text; | 29 | using System.Text; |
30 | using OpenMetaverse; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.PhysicsModule.BulletS |
33 | { | 33 | { |
34 | 34 | ||
35 | public abstract class BSConstraint : IDisposable | 35 | public abstract class BSConstraint : IDisposable |
@@ -64,7 +64,7 @@ public abstract class BSConstraint : IDisposable | |||
64 | { | 64 | { |
65 | bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); | 65 | bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); |
66 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", | 66 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", |
67 | BSScene.DetailLogZero, | 67 | m_body1.ID, |
68 | m_body1.ID, m_body1.AddrString, | 68 | m_body1.ID, m_body1.AddrString, |
69 | m_body2.ID, m_body2.AddrString, | 69 | m_body2.ID, m_body2.AddrString, |
70 | success); | 70 | success); |
@@ -77,7 +77,10 @@ public abstract class BSConstraint : IDisposable | |||
77 | { | 77 | { |
78 | bool ret = false; | 78 | bool ret = false; |
79 | if (m_enabled) | 79 | if (m_enabled) |
80 | { | ||
81 | m_world.physicsScene.DetailLog("{0},BSConstraint.SetLinearLimits,taint,low={1},high={2}", m_body1.ID, low, high); | ||
80 | ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); | 82 | ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); |
83 | } | ||
81 | return ret; | 84 | return ret; |
82 | } | 85 | } |
83 | 86 | ||
@@ -85,7 +88,10 @@ public abstract class BSConstraint : IDisposable | |||
85 | { | 88 | { |
86 | bool ret = false; | 89 | bool ret = false; |
87 | if (m_enabled) | 90 | if (m_enabled) |
91 | { | ||
92 | m_world.physicsScene.DetailLog("{0},BSConstraint.SetAngularLimits,taint,low={1},high={2}", m_body1.ID, low, high); | ||
88 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); | 93 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); |
94 | } | ||
89 | return ret; | 95 | return ret; |
90 | } | 96 | } |
91 | 97 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraint6Dof.cs index ecb1b32..4bcde2b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSConstraint6Dof.cs | |||
@@ -29,15 +29,22 @@ using System.Collections.Generic; | |||
29 | using System.Text; | 29 | using System.Text; |
30 | using OpenMetaverse; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.PhysicsModule.BulletS |
33 | { | 33 | { |
34 | 34 | ||
35 | public sealed class BSConstraint6Dof : BSConstraint | 35 | public class BSConstraint6Dof : BSConstraint |
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; | 37 | private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; |
38 | 38 | ||
39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } | 39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } |
40 | 40 | ||
41 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2) :base(world) | ||
42 | { | ||
43 | m_body1 = obj1; | ||
44 | m_body2 = obj2; | ||
45 | m_enabled = false; | ||
46 | } | ||
47 | |||
41 | // Create a btGeneric6DofConstraint | 48 | // Create a btGeneric6DofConstraint |
42 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, | 49 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, |
43 | Vector3 frame1, Quaternion frame1rot, | 50 | Vector3 frame1, Quaternion frame1rot, |
@@ -52,11 +59,14 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
52 | frame2, frame2rot, | 59 | frame2, frame2rot, |
53 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | 60 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
54 | m_enabled = true; | 61 | m_enabled = true; |
55 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | 62 | PhysicsScene.DetailLog("{0},BS6DofConstraint,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", |
56 | BSScene.DetailLogZero, world.worldID, | 63 | m_body1.ID, world.worldID, |
57 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); | 64 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); |
65 | PhysicsScene.DetailLog("{0},BS6DofConstraint,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}", | ||
66 | m_body1.ID, frame1, frame1rot, frame2, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | ||
58 | } | 67 | } |
59 | 68 | ||
69 | // 6 Dof constraint based on a midpoint between the two constrained bodies | ||
60 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, | 70 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, |
61 | Vector3 joinPoint, | 71 | Vector3 joinPoint, |
62 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 72 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
@@ -78,9 +88,11 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
78 | m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2, | 88 | m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2, |
79 | joinPoint, | 89 | joinPoint, |
80 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | 90 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
91 | |||
81 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", | 92 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", |
82 | BSScene.DetailLogZero, world.worldID, m_constraint.AddrString, | 93 | m_body1.ID, world.worldID, m_constraint.AddrString, |
83 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); | 94 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); |
95 | |||
84 | if (!m_constraint.HasPhysicalConstraint) | 96 | if (!m_constraint.HasPhysicalConstraint) |
85 | { | 97 | { |
86 | world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", | 98 | world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", |
@@ -94,6 +106,23 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
94 | } | 106 | } |
95 | } | 107 | } |
96 | 108 | ||
109 | // A 6 Dof constraint that is fixed in the world and constrained to a on-the-fly created static object | ||
110 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot, | ||
111 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies) | ||
112 | : base(world) | ||
113 | { | ||
114 | m_body1 = obj1; | ||
115 | m_body2 = obj1; // Look out for confusion down the road | ||
116 | m_constraint = PhysicsScene.PE.Create6DofConstraintFixed(m_world, m_body1, | ||
117 | frameInBloc, frameInBrot, | ||
118 | useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies); | ||
119 | m_enabled = true; | ||
120 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}", | ||
121 | m_body1.ID, world.worldID, obj1.ID, obj1.AddrString); | ||
122 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed, fBLoc={1},fBRot={2},usefA={3},disCol={4}", | ||
123 | m_body1.ID, frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies); | ||
124 | } | ||
125 | |||
97 | public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) | 126 | public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) |
98 | { | 127 | { |
99 | bool ret = false; | 128 | bool ret = false; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintHinge.cs index 7714a03..d20538d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintHinge.cs | |||
@@ -29,7 +29,7 @@ using System.Collections.Generic; | |||
29 | using System.Text; | 29 | using System.Text; |
30 | using OpenMetaverse; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.PhysicsModule.BulletS |
33 | { | 33 | { |
34 | 34 | ||
35 | public sealed class BSConstraintHinge : BSConstraint | 35 | public sealed class BSConstraintHinge : BSConstraint |
@@ -45,7 +45,7 @@ public sealed class BSConstraintHinge : BSConstraint | |||
45 | m_body1 = obj1; | 45 | m_body1 = obj1; |
46 | m_body2 = obj2; | 46 | m_body2 = obj2; |
47 | m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, | 47 | m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, |
48 | pivotInA, pivotInB, axisInA, axisInB, | 48 | pivotInA, pivotInB, axisInA, axisInB, |
49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | 49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
50 | m_enabled = true; | 50 | m_enabled = true; |
51 | } | 51 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs index 92d62ff..0e44d03 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs | |||
@@ -30,7 +30,7 @@ using System.Text; | |||
30 | using System.Reflection; | 30 | using System.Reflection; |
31 | using Nini.Config; | 31 | using Nini.Config; |
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.PhysicsModule.BulletS |
34 | { | 34 | { |
35 | 35 | ||
36 | public struct MaterialAttributes | 36 | public struct MaterialAttributes |
@@ -180,11 +180,14 @@ public static class BSMaterials | |||
180 | // Use reflection to set the value in the attribute structure. | 180 | // Use reflection to set the value in the attribute structure. |
181 | private static void SetAttributeValue(int matType, string attribName, float val) | 181 | private static void SetAttributeValue(int matType, string attribName, float val) |
182 | { | 182 | { |
183 | // Get the current attribute values for this material | ||
183 | MaterialAttributes thisAttrib = Attributes[matType]; | 184 | MaterialAttributes thisAttrib = Attributes[matType]; |
185 | // Find the field for the passed attribute name (eg, find field named 'friction') | ||
184 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); | 186 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); |
185 | if (fieldInfo != null) | 187 | if (fieldInfo != null) |
186 | { | 188 | { |
187 | fieldInfo.SetValue(thisAttrib, val); | 189 | fieldInfo.SetValue(thisAttrib, val); |
190 | // Copy new attributes back to array -- since MaterialAttributes is 'struct', passed by value, not reference. | ||
188 | Attributes[matType] = thisAttrib; | 191 | Attributes[matType] = thisAttrib; |
189 | } | 192 | } |
190 | } | 193 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs index 817a5f7..2faf2d4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs | |||
@@ -31,7 +31,7 @@ using System.Text; | |||
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | 33 | ||
34 | namespace OpenSim.Region.Physics.BulletSPlugin | 34 | namespace OpenSim.Region.PhysicsModule.BulletS |
35 | { | 35 | { |
36 | public abstract class BSMotor | 36 | public abstract class BSMotor |
37 | { | 37 | { |
@@ -59,22 +59,17 @@ public abstract class BSMotor | |||
59 | { | 59 | { |
60 | if (PhysicsScene != null) | 60 | if (PhysicsScene != null) |
61 | { | 61 | { |
62 | if (PhysicsScene.VehicleLoggingEnabled) | 62 | PhysicsScene.DetailLog(msg, parms); |
63 | { | ||
64 | PhysicsScene.DetailLog(msg, parms); | ||
65 | } | ||
66 | } | 63 | } |
67 | } | 64 | } |
68 | } | 65 | } |
69 | 66 | ||
70 | // Motor which moves CurrentValue to TargetValue over TimeScale seconds. | 67 | // Motor which moves CurrentValue to TargetValue over TimeScale seconds. |
71 | // The TargetValue decays in TargetValueDecayTimeScale and | 68 | // The TargetValue decays in TargetValueDecayTimeScale. |
72 | // the CurrentValue will be held back by FrictionTimeScale. | ||
73 | // This motor will "zero itself" over time in that the targetValue will | 69 | // This motor will "zero itself" over time in that the targetValue will |
74 | // decay to zero and the currentValue will follow it to that zero. | 70 | // decay to zero and the currentValue will follow it to that zero. |
75 | // The overall effect is for the returned correction value to go from large | 71 | // The overall effect is for the returned correction value to go from large |
76 | // values (the total difference between current and target minus friction) | 72 | // values to small and eventually zero values. |
77 | // to small and eventually zero values. | ||
78 | // TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay. | 73 | // TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay. |
79 | 74 | ||
80 | // For instance, if something is moving at speed X and the desired speed is Y, | 75 | // For instance, if something is moving at speed X and the desired speed is Y, |
@@ -91,7 +86,6 @@ public class BSVMotor : BSMotor | |||
91 | 86 | ||
92 | public virtual float TimeScale { get; set; } | 87 | public virtual float TimeScale { get; set; } |
93 | public virtual float TargetValueDecayTimeScale { get; set; } | 88 | public virtual float TargetValueDecayTimeScale { get; set; } |
94 | public virtual Vector3 FrictionTimescale { get; set; } | ||
95 | public virtual float Efficiency { get; set; } | 89 | public virtual float Efficiency { get; set; } |
96 | 90 | ||
97 | public virtual float ErrorZeroThreshold { get; set; } | 91 | public virtual float ErrorZeroThreshold { get; set; } |
@@ -100,10 +94,13 @@ public class BSVMotor : BSMotor | |||
100 | public virtual Vector3 CurrentValue { get; protected set; } | 94 | public virtual Vector3 CurrentValue { get; protected set; } |
101 | public virtual Vector3 LastError { get; protected set; } | 95 | public virtual Vector3 LastError { get; protected set; } |
102 | 96 | ||
103 | public virtual bool ErrorIsZero | 97 | public virtual bool ErrorIsZero() |
104 | { get { | 98 | { |
105 | return (LastError == Vector3.Zero || LastError.LengthSquared() <= ErrorZeroThreshold); | 99 | return ErrorIsZero(LastError); |
106 | } | 100 | } |
101 | public virtual bool ErrorIsZero(Vector3 err) | ||
102 | { | ||
103 | return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)); | ||
107 | } | 104 | } |
108 | 105 | ||
109 | public BSVMotor(string useName) | 106 | public BSVMotor(string useName) |
@@ -111,16 +108,14 @@ public class BSVMotor : BSMotor | |||
111 | { | 108 | { |
112 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; | 109 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; |
113 | Efficiency = 1f; | 110 | Efficiency = 1f; |
114 | FrictionTimescale = BSMotor.InfiniteVector; | ||
115 | CurrentValue = TargetValue = Vector3.Zero; | 111 | CurrentValue = TargetValue = Vector3.Zero; |
116 | ErrorZeroThreshold = 0.001f; | 112 | ErrorZeroThreshold = 0.001f; |
117 | } | 113 | } |
118 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) | 114 | public BSVMotor(string useName, float timeScale, float decayTimeScale, float efficiency) |
119 | : this(useName) | 115 | : this(useName) |
120 | { | 116 | { |
121 | TimeScale = timeScale; | 117 | TimeScale = timeScale; |
122 | TargetValueDecayTimeScale = decayTimeScale; | 118 | TargetValueDecayTimeScale = decayTimeScale; |
123 | FrictionTimescale = frictionTimeScale; | ||
124 | Efficiency = efficiency; | 119 | Efficiency = efficiency; |
125 | CurrentValue = TargetValue = Vector3.Zero; | 120 | CurrentValue = TargetValue = Vector3.Zero; |
126 | } | 121 | } |
@@ -138,7 +133,8 @@ public class BSVMotor : BSMotor | |||
138 | CurrentValue = TargetValue = Vector3.Zero; | 133 | CurrentValue = TargetValue = Vector3.Zero; |
139 | } | 134 | } |
140 | 135 | ||
141 | // Compute the next step and return the new current value | 136 | // Compute the next step and return the new current value. |
137 | // Returns the correction needed to move 'current' to 'target'. | ||
142 | public virtual Vector3 Step(float timeStep) | 138 | public virtual Vector3 Step(float timeStep) |
143 | { | 139 | { |
144 | if (!Enabled) return TargetValue; | 140 | if (!Enabled) return TargetValue; |
@@ -148,9 +144,9 @@ public class BSVMotor : BSMotor | |||
148 | 144 | ||
149 | Vector3 correction = Vector3.Zero; | 145 | Vector3 correction = Vector3.Zero; |
150 | Vector3 error = TargetValue - CurrentValue; | 146 | Vector3 error = TargetValue - CurrentValue; |
151 | if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | 147 | if (!ErrorIsZero(error)) |
152 | { | 148 | { |
153 | correction = Step(timeStep, error); | 149 | correction = StepError(timeStep, error); |
154 | 150 | ||
155 | CurrentValue += correction; | 151 | CurrentValue += correction; |
156 | 152 | ||
@@ -163,44 +159,43 @@ public class BSVMotor : BSMotor | |||
163 | TargetValue *= (1f - decayFactor); | 159 | TargetValue *= (1f - decayFactor); |
164 | } | 160 | } |
165 | 161 | ||
166 | // The amount we can correct the error is reduced by the friction | ||
167 | Vector3 frictionFactor = Vector3.Zero; | ||
168 | if (FrictionTimescale != BSMotor.InfiniteVector) | ||
169 | { | ||
170 | // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; | ||
171 | // Individual friction components can be 'infinite' so compute each separately. | ||
172 | frictionFactor.X = (FrictionTimescale.X == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.X); | ||
173 | frictionFactor.Y = (FrictionTimescale.Y == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Y); | ||
174 | frictionFactor.Z = (FrictionTimescale.Z == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Z); | ||
175 | frictionFactor *= timeStep; | ||
176 | CurrentValue *= (Vector3.One - frictionFactor); | ||
177 | } | ||
178 | |||
179 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", | 162 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", |
180 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | 163 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, |
181 | timeStep, error, correction); | 164 | timeStep, error, correction); |
182 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}", | 165 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}", |
183 | BSScene.DetailLogZero, UseName, | 166 | BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue); |
184 | TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor, | ||
185 | TargetValue, CurrentValue); | ||
186 | } | 167 | } |
187 | else | 168 | else |
188 | { | 169 | { |
189 | // Difference between what we have and target is small. Motor is done. | 170 | // Difference between what we have and target is small. Motor is done. |
171 | if (TargetValue.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | ||
172 | { | ||
173 | // The target can step down to nearly zero but not get there. If close to zero | ||
174 | // it is really zero. | ||
175 | TargetValue = Vector3.Zero; | ||
176 | } | ||
190 | CurrentValue = TargetValue; | 177 | CurrentValue = TargetValue; |
191 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", | 178 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},currTgt={4},currCurr={5}", |
192 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); | 179 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, TargetValue, CurrentValue); |
193 | } | 180 | } |
181 | LastError = error; | ||
194 | 182 | ||
195 | return CurrentValue; | 183 | return correction; |
184 | } | ||
185 | // version of step that sets the current value before doing the step | ||
186 | public virtual Vector3 Step(float timeStep, Vector3 current) | ||
187 | { | ||
188 | CurrentValue = current; | ||
189 | return Step(timeStep); | ||
196 | } | 190 | } |
197 | public virtual Vector3 Step(float timeStep, Vector3 error) | 191 | // Given and error, computer a correction for this step. |
192 | // Simple scaling of the error by the timestep. | ||
193 | public virtual Vector3 StepError(float timeStep, Vector3 error) | ||
198 | { | 194 | { |
199 | if (!Enabled) return Vector3.Zero; | 195 | if (!Enabled) return Vector3.Zero; |
200 | 196 | ||
201 | LastError = error; | ||
202 | Vector3 returnCorrection = Vector3.Zero; | 197 | Vector3 returnCorrection = Vector3.Zero; |
203 | if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | 198 | if (!ErrorIsZero(error)) |
204 | { | 199 | { |
205 | // correction = error / secondsItShouldTakeToCorrect | 200 | // correction = error / secondsItShouldTakeToCorrect |
206 | Vector3 correctionAmount; | 201 | Vector3 correctionAmount; |
@@ -222,57 +217,155 @@ public class BSVMotor : BSMotor | |||
222 | // maximum number of outputs to generate. | 217 | // maximum number of outputs to generate. |
223 | int maxOutput = 50; | 218 | int maxOutput = 50; |
224 | MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); | 219 | MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); |
225 | MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", | 220 | MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},eff={4},curr={5},tgt={6}", |
226 | BSScene.DetailLogZero, UseName, | 221 | BSScene.DetailLogZero, UseName, |
227 | TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, | 222 | TimeScale, TargetValueDecayTimeScale, Efficiency, |
228 | CurrentValue, TargetValue); | 223 | CurrentValue, TargetValue); |
229 | 224 | ||
230 | LastError = BSMotor.InfiniteVector; | 225 | LastError = BSMotor.InfiniteVector; |
231 | while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | 226 | while (maxOutput-- > 0 && !ErrorIsZero()) |
232 | { | 227 | { |
233 | Vector3 lastStep = Step(timeStep); | 228 | Vector3 lastStep = Step(timeStep); |
234 | MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", | 229 | MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", |
235 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); | 230 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); |
236 | } | 231 | } |
237 | MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); | 232 | MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); |
238 | 233 | ||
239 | 234 | ||
240 | } | 235 | } |
241 | 236 | ||
242 | public override string ToString() | 237 | public override string ToString() |
243 | { | 238 | { |
244 | return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4},frictTS={5}>", | 239 | return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>", |
245 | UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale, FrictionTimescale); | 240 | UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale); |
246 | } | 241 | } |
247 | } | 242 | } |
248 | 243 | ||
244 | // ============================================================================ | ||
245 | // ============================================================================ | ||
249 | public class BSFMotor : BSMotor | 246 | public class BSFMotor : BSMotor |
250 | { | 247 | { |
251 | public float TimeScale { get; set; } | 248 | public virtual float TimeScale { get; set; } |
252 | public float DecayTimeScale { get; set; } | 249 | public virtual float TargetValueDecayTimeScale { get; set; } |
253 | public float Friction { get; set; } | 250 | public virtual float Efficiency { get; set; } |
254 | public float Efficiency { get; set; } | 251 | |
252 | public virtual float ErrorZeroThreshold { get; set; } | ||
253 | |||
254 | public virtual float TargetValue { get; protected set; } | ||
255 | public virtual float CurrentValue { get; protected set; } | ||
256 | public virtual float LastError { get; protected set; } | ||
255 | 257 | ||
256 | public float Target { get; private set; } | 258 | public virtual bool ErrorIsZero() |
257 | public float CurrentValue { get; private set; } | 259 | { |
260 | return ErrorIsZero(LastError); | ||
261 | } | ||
262 | public virtual bool ErrorIsZero(float err) | ||
263 | { | ||
264 | return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); | ||
265 | } | ||
258 | 266 | ||
259 | public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency) | 267 | public BSFMotor(string useName, float timeScale, float decayTimescale, float efficiency) |
260 | : base(useName) | 268 | : base(useName) |
261 | { | 269 | { |
270 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; | ||
271 | Efficiency = 1f; | ||
272 | CurrentValue = TargetValue = 0f; | ||
273 | ErrorZeroThreshold = 0.01f; | ||
262 | } | 274 | } |
263 | public void SetCurrent(float target) | 275 | public void SetCurrent(float current) |
264 | { | 276 | { |
277 | CurrentValue = current; | ||
265 | } | 278 | } |
266 | public void SetTarget(float target) | 279 | public void SetTarget(float target) |
267 | { | 280 | { |
281 | TargetValue = target; | ||
282 | } | ||
283 | public override void Zero() | ||
284 | { | ||
285 | base.Zero(); | ||
286 | CurrentValue = TargetValue = 0f; | ||
268 | } | 287 | } |
288 | |||
269 | public virtual float Step(float timeStep) | 289 | public virtual float Step(float timeStep) |
270 | { | 290 | { |
271 | return 0f; | 291 | if (!Enabled) return TargetValue; |
292 | |||
293 | float origTarget = TargetValue; // DEBUG | ||
294 | float origCurrVal = CurrentValue; // DEBUG | ||
295 | |||
296 | float correction = 0f; | ||
297 | float error = TargetValue - CurrentValue; | ||
298 | if (!ErrorIsZero(error)) | ||
299 | { | ||
300 | correction = StepError(timeStep, error); | ||
301 | |||
302 | CurrentValue += correction; | ||
303 | |||
304 | // The desired value reduces to zero which also reduces the difference with current. | ||
305 | // If the decay time is infinite, don't decay at all. | ||
306 | float decayFactor = 0f; | ||
307 | if (TargetValueDecayTimeScale != BSMotor.Infinite) | ||
308 | { | ||
309 | decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; | ||
310 | TargetValue *= (1f - decayFactor); | ||
311 | } | ||
312 | |||
313 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", | ||
314 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | ||
315 | timeStep, error, correction); | ||
316 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}", | ||
317 | BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue); | ||
318 | } | ||
319 | else | ||
320 | { | ||
321 | // Difference between what we have and target is small. Motor is done. | ||
322 | if (Util.InRange<float>(TargetValue, -ErrorZeroThreshold, ErrorZeroThreshold)) | ||
323 | { | ||
324 | // The target can step down to nearly zero but not get there. If close to zero | ||
325 | // it is really zero. | ||
326 | TargetValue = 0f; | ||
327 | } | ||
328 | CurrentValue = TargetValue; | ||
329 | MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", | ||
330 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); | ||
331 | } | ||
332 | LastError = error; | ||
333 | |||
334 | return CurrentValue; | ||
272 | } | 335 | } |
336 | |||
337 | public virtual float StepError(float timeStep, float error) | ||
338 | { | ||
339 | if (!Enabled) return 0f; | ||
340 | |||
341 | float returnCorrection = 0f; | ||
342 | if (!ErrorIsZero(error)) | ||
343 | { | ||
344 | // correction = error / secondsItShouldTakeToCorrect | ||
345 | float correctionAmount; | ||
346 | if (TimeScale == 0f || TimeScale == BSMotor.Infinite) | ||
347 | correctionAmount = error * timeStep; | ||
348 | else | ||
349 | correctionAmount = error / TimeScale * timeStep; | ||
350 | |||
351 | returnCorrection = correctionAmount; | ||
352 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}", | ||
353 | BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount); | ||
354 | } | ||
355 | return returnCorrection; | ||
356 | } | ||
357 | |||
358 | public override string ToString() | ||
359 | { | ||
360 | return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>", | ||
361 | UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale); | ||
362 | } | ||
363 | |||
273 | } | 364 | } |
274 | 365 | ||
275 | // Proportional, Integral, Derivitive Motor | 366 | // ============================================================================ |
367 | // ============================================================================ | ||
368 | // Proportional, Integral, Derivitive ("PID") Motor | ||
276 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. | 369 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. |
277 | public class BSPIDVMotor : BSVMotor | 370 | public class BSPIDVMotor : BSVMotor |
278 | { | 371 | { |
@@ -281,6 +374,11 @@ public class BSPIDVMotor : BSVMotor | |||
281 | public Vector3 integralFactor { get; set; } | 374 | public Vector3 integralFactor { get; set; } |
282 | public Vector3 derivFactor { get; set; } | 375 | public Vector3 derivFactor { get; set; } |
283 | 376 | ||
377 | // The factors are vectors for the three dimensions. This is the proportional of each | ||
378 | // that is applied. This could be multiplied through the actual factors but it | ||
379 | // is sometimes easier to manipulate the factors and their mix separately. | ||
380 | public Vector3 FactorMix; | ||
381 | |||
284 | // Arbritrary factor range. | 382 | // Arbritrary factor range. |
285 | // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct. | 383 | // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct. |
286 | public float EfficiencyHigh = 0.4f; | 384 | public float EfficiencyHigh = 0.4f; |
@@ -295,6 +393,7 @@ public class BSPIDVMotor : BSVMotor | |||
295 | proportionFactor = new Vector3(1.00f, 1.00f, 1.00f); | 393 | proportionFactor = new Vector3(1.00f, 1.00f, 1.00f); |
296 | integralFactor = new Vector3(1.00f, 1.00f, 1.00f); | 394 | integralFactor = new Vector3(1.00f, 1.00f, 1.00f); |
297 | derivFactor = new Vector3(1.00f, 1.00f, 1.00f); | 395 | derivFactor = new Vector3(1.00f, 1.00f, 1.00f); |
396 | FactorMix = new Vector3(0.5f, 0.25f, 0.25f); | ||
298 | RunningIntegration = Vector3.Zero; | 397 | RunningIntegration = Vector3.Zero; |
299 | LastError = Vector3.Zero; | 398 | LastError = Vector3.Zero; |
300 | } | 399 | } |
@@ -310,20 +409,24 @@ public class BSPIDVMotor : BSVMotor | |||
310 | set | 409 | set |
311 | { | 410 | { |
312 | base.Efficiency = Util.Clamp(value, 0f, 1f); | 411 | base.Efficiency = Util.Clamp(value, 0f, 1f); |
412 | |||
313 | // Compute factors based on efficiency. | 413 | // Compute factors based on efficiency. |
314 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. | 414 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. |
315 | // If efficiency is low (0f), use a factor value that overcorrects. | 415 | // If efficiency is low (0f), use a factor value that overcorrects. |
316 | // TODO: might want to vary contribution of different factor depending on efficiency. | 416 | // TODO: might want to vary contribution of different factor depending on efficiency. |
317 | float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; | 417 | // float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; |
318 | // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; | 418 | float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; |
419 | |||
319 | proportionFactor = new Vector3(factor, factor, factor); | 420 | proportionFactor = new Vector3(factor, factor, factor); |
320 | integralFactor = new Vector3(factor, factor, factor); | 421 | integralFactor = new Vector3(factor, factor, factor); |
321 | derivFactor = new Vector3(factor, factor, factor); | 422 | derivFactor = new Vector3(factor, factor, factor); |
423 | |||
424 | MDetailLog("{0}, BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor); | ||
322 | } | 425 | } |
323 | } | 426 | } |
324 | 427 | ||
325 | // Ignore Current and Target Values and just advance the PID computation on this error. | 428 | // Advance the PID computation on this error. |
326 | public override Vector3 Step(float timeStep, Vector3 error) | 429 | public override Vector3 StepError(float timeStep, Vector3 error) |
327 | { | 430 | { |
328 | if (!Enabled) return Vector3.Zero; | 431 | if (!Enabled) return Vector3.Zero; |
329 | 432 | ||
@@ -331,15 +434,16 @@ public class BSPIDVMotor : BSVMotor | |||
331 | RunningIntegration += error * timeStep; | 434 | RunningIntegration += error * timeStep; |
332 | 435 | ||
333 | // A simple derivitive is the rate of change from the last error. | 436 | // A simple derivitive is the rate of change from the last error. |
334 | Vector3 derivFactor = (error - LastError) * timeStep; | 437 | Vector3 derivitive = (error - LastError) * timeStep; |
335 | LastError = error; | 438 | |
439 | // Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) | ||
440 | Vector3 ret = error / TimeScale * timeStep * proportionFactor * FactorMix.X | ||
441 | + RunningIntegration / TimeScale * integralFactor * FactorMix.Y | ||
442 | + derivitive / TimeScale * derivFactor * FactorMix.Z | ||
443 | ; | ||
336 | 444 | ||
337 | // Correction = -(proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) | 445 | MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},lerr={3},runnInt={4},deriv={5},ret={6}", |
338 | Vector3 ret = -( | 446 | BSScene.DetailLogZero, timeStep, error, LastError, RunningIntegration, derivitive, ret); |
339 | error * proportionFactor | ||
340 | + RunningIntegration * integralFactor | ||
341 | + derivFactor * derivFactor | ||
342 | ); | ||
343 | 447 | ||
344 | return ret; | 448 | return ret; |
345 | } | 449 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs index e4fecc3..42fc11b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs | |||
@@ -30,15 +30,14 @@ using System.Text; | |||
30 | 30 | ||
31 | using OpenSim.Framework; | 31 | using OpenSim.Framework; |
32 | using OpenSim.Region.Framework; | 32 | using OpenSim.Region.Framework; |
33 | using OpenSim.Region.CoreModules; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | using OpenSim.Region.Physics.Manager; | ||
35 | 34 | ||
36 | using Nini.Config; | 35 | using Nini.Config; |
37 | using log4net; | 36 | using log4net; |
38 | 37 | ||
39 | using OpenMetaverse; | 38 | using OpenMetaverse; |
40 | 39 | ||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | 40 | namespace OpenSim.Region.PhysicsModule.BulletS |
42 | { | 41 | { |
43 | public sealed class BSTerrainHeightmap : BSTerrainPhys | 42 | public sealed class BSTerrainHeightmap : BSTerrainPhys |
44 | { | 43 | { |
@@ -58,7 +57,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
58 | { | 57 | { |
59 | initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; | 58 | initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; |
60 | } | 59 | } |
61 | m_mapInfo = new BulletHMapInfo(id, initialMap); | 60 | m_mapInfo = new BulletHMapInfo(id, initialMap, regionSize.X, regionSize.Y); |
62 | m_mapInfo.minCoords = minTerrainCoords; | 61 | m_mapInfo.minCoords = minTerrainCoords; |
63 | m_mapInfo.maxCoords = maxTerrainCoords; | 62 | m_mapInfo.maxCoords = maxTerrainCoords; |
64 | m_mapInfo.terrainRegionBase = TerrainBase; | 63 | m_mapInfo.terrainRegionBase = TerrainBase; |
@@ -68,11 +67,11 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
68 | 67 | ||
69 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z | 68 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z |
70 | // are the high and low points of the heightmap). | 69 | // are the high and low points of the heightmap). |
71 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | 70 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, |
72 | Vector3 minCoords, Vector3 maxCoords) | 71 | Vector3 minCoords, Vector3 maxCoords) |
73 | : base(physicsScene, regionBase, id) | 72 | : base(physicsScene, regionBase, id) |
74 | { | 73 | { |
75 | m_mapInfo = new BulletHMapInfo(id, initialMap); | 74 | m_mapInfo = new BulletHMapInfo(id, initialMap, maxCoords.X - minCoords.X, maxCoords.Y - minCoords.Y); |
76 | m_mapInfo.minCoords = minCoords; | 75 | m_mapInfo.minCoords = minCoords; |
77 | m_mapInfo.maxCoords = maxCoords; | 76 | m_mapInfo.maxCoords = maxCoords; |
78 | m_mapInfo.minZ = minCoords.Z; | 77 | m_mapInfo.minZ = minCoords.Z; |
@@ -92,7 +91,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
92 | private void BuildHeightmapTerrain() | 91 | private void BuildHeightmapTerrain() |
93 | { | 92 | { |
94 | // Create the terrain shape from the mapInfo | 93 | // Create the terrain shape from the mapInfo |
95 | m_mapInfo.terrainShape = PhysicsScene.PE.CreateTerrainShape( m_mapInfo.ID, | 94 | m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, |
96 | new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, | 95 | new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, |
97 | m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); | 96 | m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); |
98 | 97 | ||
@@ -103,26 +102,25 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
103 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); | 102 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); |
104 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); | 103 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); |
105 | 104 | ||
106 | m_mapInfo.terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, | 105 | m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, |
107 | m_mapInfo.ID, centerPos, Quaternion.Identity); | 106 | m_mapInfo.ID, centerPos, Quaternion.Identity); |
108 | 107 | ||
109 | // Set current terrain attributes | 108 | // Set current terrain attributes |
110 | PhysicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); | 109 | m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); |
111 | PhysicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); | 110 | m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); |
112 | PhysicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); | 111 | m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); |
113 | PhysicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); | 112 | m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
113 | |||
114 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; | ||
114 | 115 | ||
115 | // Return the new terrain to the world of physical objects | 116 | // Return the new terrain to the world of physical objects |
116 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_mapInfo.terrainBody); | 117 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody); |
117 | 118 | ||
118 | // redo its bounding box now that it is in the world | 119 | // redo its bounding box now that it is in the world |
119 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody); | 120 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody); |
120 | |||
121 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; | ||
122 | m_mapInfo.terrainBody.ApplyCollisionMask(PhysicsScene); | ||
123 | 121 | ||
124 | // Make it so the terrain will not move or be considered for movement. | 122 | // Make it so the terrain will not move or be considered for movement. |
125 | PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); | 123 | m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); |
126 | 124 | ||
127 | return; | 125 | return; |
128 | } | 126 | } |
@@ -134,9 +132,9 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
134 | { | 132 | { |
135 | if (m_mapInfo.terrainBody.HasPhysicalBody) | 133 | if (m_mapInfo.terrainBody.HasPhysicalBody) |
136 | { | 134 | { |
137 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_mapInfo.terrainBody); | 135 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody); |
138 | // Frees both the body and the shape. | 136 | // Frees both the body and the shape. |
139 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody); | 137 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody); |
140 | } | 138 | } |
141 | } | 139 | } |
142 | m_mapInfo = null; | 140 | m_mapInfo = null; |
@@ -155,7 +153,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
155 | catch | 153 | catch |
156 | { | 154 | { |
157 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | 155 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. |
158 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | 156 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", |
159 | LogHeader, m_mapInfo.terrainRegionBase, pos); | 157 | LogHeader, m_mapInfo.terrainRegionBase, pos); |
160 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | 158 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; |
161 | } | 159 | } |
@@ -165,7 +163,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
165 | // The passed position is relative to the base of the region. | 163 | // The passed position is relative to the base of the region. |
166 | public override float GetWaterLevelAtXYZ(Vector3 pos) | 164 | public override float GetWaterLevelAtXYZ(Vector3 pos) |
167 | { | 165 | { |
168 | return PhysicsScene.SimpleWaterLevel; | 166 | return m_physicsScene.SimpleWaterLevel; |
169 | } | 167 | } |
170 | } | 168 | } |
171 | } | 169 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs index 2e9db39..d11baa6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs | |||
@@ -1,4 +1,4 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
@@ -30,15 +30,14 @@ using System.Text; | |||
30 | 30 | ||
31 | using OpenSim.Framework; | 31 | using OpenSim.Framework; |
32 | using OpenSim.Region.Framework; | 32 | using OpenSim.Region.Framework; |
33 | using OpenSim.Region.CoreModules; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | using OpenSim.Region.Physics.Manager; | ||
35 | 34 | ||
36 | using Nini.Config; | 35 | using Nini.Config; |
37 | using log4net; | 36 | using log4net; |
38 | 37 | ||
39 | using OpenMetaverse; | 38 | using OpenMetaverse; |
40 | 39 | ||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | 40 | namespace OpenSim.Region.PhysicsModule.BulletS |
42 | { | 41 | { |
43 | 42 | ||
44 | // The physical implementation of the terrain is wrapped in this class. | 43 | // The physical implementation of the terrain is wrapped in this class. |
@@ -50,14 +49,14 @@ public abstract class BSTerrainPhys : IDisposable | |||
50 | Mesh = 1 | 49 | Mesh = 1 |
51 | } | 50 | } |
52 | 51 | ||
53 | public BSScene PhysicsScene { get; private set; } | 52 | protected BSScene m_physicsScene { get; private set; } |
54 | // Base of the region in world coordinates. Coordinates inside the region are relative to this. | 53 | // Base of the region in world coordinates. Coordinates inside the region are relative to this. |
55 | public Vector3 TerrainBase { get; private set; } | 54 | public Vector3 TerrainBase { get; private set; } |
56 | public uint ID { get; private set; } | 55 | public uint ID { get; private set; } |
57 | 56 | ||
58 | public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) | 57 | public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) |
59 | { | 58 | { |
60 | PhysicsScene = physicsScene; | 59 | m_physicsScene = physicsScene; |
61 | TerrainBase = regionBase; | 60 | TerrainBase = regionBase; |
62 | ID = id; | 61 | ID = id; |
63 | } | 62 | } |
@@ -86,7 +85,7 @@ public sealed class BSTerrainManager : IDisposable | |||
86 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | 85 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); |
87 | 86 | ||
88 | // The scene that I am part of | 87 | // The scene that I am part of |
89 | private BSScene PhysicsScene { get; set; } | 88 | private BSScene m_physicsScene { get; set; } |
90 | 89 | ||
91 | // The ground plane created to keep thing from falling to infinity. | 90 | // The ground plane created to keep thing from falling to infinity. |
92 | private BulletBody m_groundPlane; | 91 | private BulletBody m_groundPlane; |
@@ -111,9 +110,11 @@ public sealed class BSTerrainManager : IDisposable | |||
111 | private Vector3 m_worldMax; | 110 | private Vector3 m_worldMax; |
112 | private PhysicsScene MegaRegionParentPhysicsScene { get; set; } | 111 | private PhysicsScene MegaRegionParentPhysicsScene { get; set; } |
113 | 112 | ||
114 | public BSTerrainManager(BSScene physicsScene) | 113 | public BSTerrainManager(BSScene physicsScene, Vector3 regionSize) |
115 | { | 114 | { |
116 | PhysicsScene = physicsScene; | 115 | m_physicsScene = physicsScene; |
116 | DefaultRegionSize = regionSize; | ||
117 | |||
117 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); | 118 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); |
118 | 119 | ||
119 | // Assume one region of default size | 120 | // Assume one region of default size |
@@ -132,32 +133,39 @@ public sealed class BSTerrainManager : IDisposable | |||
132 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | 133 | // safe to call Bullet in real time. We hope no one is moving prims around yet. |
133 | public void CreateInitialGroundPlaneAndTerrain() | 134 | public void CreateInitialGroundPlaneAndTerrain() |
134 | { | 135 | { |
136 | DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); | ||
135 | // The ground plane is here to catch things that are trying to drop to negative infinity | 137 | // The ground plane is here to catch things that are trying to drop to negative infinity |
136 | BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); | 138 | BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); |
137 | m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, | 139 | Vector3 groundPlaneAltitude = new Vector3(0f, 0f, BSParam.TerrainGroundPlane); |
138 | BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); | 140 | m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, |
141 | BSScene.GROUNDPLANE_ID, groundPlaneAltitude, Quaternion.Identity); | ||
139 | 142 | ||
140 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_groundPlane); | ||
141 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_groundPlane); | ||
142 | // Ground plane does not move | ||
143 | PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); | ||
144 | // Everything collides with the ground plane. | 143 | // Everything collides with the ground plane. |
145 | m_groundPlane.collisionType = CollisionType.Groundplane; | 144 | m_groundPlane.collisionType = CollisionType.Groundplane; |
146 | m_groundPlane.ApplyCollisionMask(PhysicsScene); | ||
147 | 145 | ||
148 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | 146 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane); |
149 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); | 147 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_groundPlane); |
150 | m_terrains.Add(Vector3.Zero, initialTerrain); | 148 | |
149 | // Ground plane does not move | ||
150 | m_physicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); | ||
151 | |||
152 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(m_physicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); | ||
153 | lock (m_terrains) | ||
154 | { | ||
155 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | ||
156 | m_terrains.Add(Vector3.Zero, initialTerrain); | ||
157 | } | ||
151 | } | 158 | } |
152 | 159 | ||
153 | // Release all the terrain structures we might have allocated | 160 | // Release all the terrain structures we might have allocated |
154 | public void ReleaseGroundPlaneAndTerrain() | 161 | public void ReleaseGroundPlaneAndTerrain() |
155 | { | 162 | { |
163 | DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); | ||
156 | if (m_groundPlane.HasPhysicalBody) | 164 | if (m_groundPlane.HasPhysicalBody) |
157 | { | 165 | { |
158 | if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane)) | 166 | if (m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_groundPlane)) |
159 | { | 167 | { |
160 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_groundPlane); | 168 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_groundPlane); |
161 | } | 169 | } |
162 | m_groundPlane.Clear(); | 170 | m_groundPlane.Clear(); |
163 | } | 171 | } |
@@ -183,7 +191,7 @@ public sealed class BSTerrainManager : IDisposable | |||
183 | float[] localHeightMap = heightMap; | 191 | float[] localHeightMap = heightMap; |
184 | // If there are multiple requests for changes to the same terrain between ticks, | 192 | // If there are multiple requests for changes to the same terrain between ticks, |
185 | // only do that last one. | 193 | // only do that last one. |
186 | PhysicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() | 194 | m_physicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() |
187 | { | 195 | { |
188 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) | 196 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) |
189 | { | 197 | { |
@@ -193,11 +201,9 @@ public sealed class BSTerrainManager : IDisposable | |||
193 | // the terrain is added to our parent | 201 | // the terrain is added to our parent |
194 | if (MegaRegionParentPhysicsScene is BSScene) | 202 | if (MegaRegionParentPhysicsScene is BSScene) |
195 | { | 203 | { |
196 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | 204 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax); |
197 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | 205 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.AddMegaRegionChildTerrain( |
198 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain( | 206 | BSScene.CHILDTERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize); |
199 | BSScene.CHILDTERRAIN_ID, localHeightMap, | ||
200 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
201 | } | 207 | } |
202 | } | 208 | } |
203 | else | 209 | else |
@@ -205,27 +211,34 @@ public sealed class BSTerrainManager : IDisposable | |||
205 | // If not doing the mega-prim thing, just change the terrain | 211 | // If not doing the mega-prim thing, just change the terrain |
206 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | 212 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); |
207 | 213 | ||
208 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, | 214 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize); |
209 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
210 | } | 215 | } |
211 | }); | 216 | }); |
212 | } | 217 | } |
213 | 218 | ||
214 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | 219 | // Another region is calling this region and passing a terrain. |
220 | // A region that is not the mega-region root will pass its terrain to the root region so the root region | ||
221 | // physics engine will have all the terrains. | ||
222 | private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | ||
223 | { | ||
224 | // Since we are called by another region's thread, the action must be rescheduled onto our processing thread. | ||
225 | m_physicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate() | ||
226 | { | ||
227 | UpdateTerrain(id, heightMap, minCoords, maxCoords); | ||
228 | }); | ||
229 | } | ||
230 | |||
231 | // If called for terrain has has not been previously allocated, a new terrain will be built | ||
215 | // based on the passed information. The 'id' should be either the terrain id or | 232 | // based on the passed information. The 'id' should be either the terrain id or |
216 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | 233 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. |
217 | // The latter feature is for creating child terrains for mega-regions. | 234 | // The latter feature is for creating child terrains for mega-regions. |
218 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | 235 | // If there is an existing terrain body, a new |
219 | // terrain shape is created and added to the body. | 236 | // terrain shape is created and added to the body. |
220 | // This call is most often used to update the heightMap and parameters of the terrain. | 237 | // This call is most often used to update the heightMap and parameters of the terrain. |
221 | // (The above does suggest that some simplification/refactoring is in order.) | 238 | // (The above does suggest that some simplification/refactoring is in order.) |
222 | // Called during taint-time. | 239 | // Called during taint-time. |
223 | private void UpdateTerrain(uint id, float[] heightMap, | 240 | private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) |
224 | Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) | ||
225 | { | 241 | { |
226 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}", | ||
227 | BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); | ||
228 | |||
229 | // Find high and low points of passed heightmap. | 242 | // Find high and low points of passed heightmap. |
230 | // The min and max passed in is usually the area objects can be in (maximum | 243 | // The min and max passed in is usually the area objects can be in (maximum |
231 | // object height, for instance). The terrain wants the bounding box for the | 244 | // object height, for instance). The terrain wants the bounding box for the |
@@ -245,6 +258,9 @@ public sealed class BSTerrainManager : IDisposable | |||
245 | minCoords.Z = minZ; | 258 | minCoords.Z = minZ; |
246 | maxCoords.Z = maxZ; | 259 | maxCoords.Z = maxZ; |
247 | 260 | ||
261 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}", | ||
262 | BSScene.DetailLogZero, id, minCoords, maxCoords); | ||
263 | |||
248 | Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); | 264 | Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); |
249 | 265 | ||
250 | lock (m_terrains) | 266 | lock (m_terrains) |
@@ -253,8 +269,8 @@ public sealed class BSTerrainManager : IDisposable | |||
253 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) | 269 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) |
254 | { | 270 | { |
255 | // There is already a terrain in this spot. Free the old and build the new. | 271 | // There is already a terrain in this spot. Free the old and build the new. |
256 | DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", | 272 | DetailLog("{0},BSTerrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", |
257 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); | 273 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, maxCoords); |
258 | 274 | ||
259 | // Remove old terrain from the collection | 275 | // Remove old terrain from the collection |
260 | m_terrains.Remove(terrainRegionBase); | 276 | m_terrains.Remove(terrainRegionBase); |
@@ -263,6 +279,7 @@ public sealed class BSTerrainManager : IDisposable | |||
263 | 279 | ||
264 | if (MegaRegionParentPhysicsScene == null) | 280 | if (MegaRegionParentPhysicsScene == null) |
265 | { | 281 | { |
282 | // This terrain is not part of the mega-region scheme. Create vanilla terrain. | ||
266 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | 283 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); |
267 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | 284 | m_terrains.Add(terrainRegionBase, newTerrainPhys); |
268 | 285 | ||
@@ -291,8 +308,8 @@ public sealed class BSTerrainManager : IDisposable | |||
291 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) | 308 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) |
292 | newTerrainID = ++m_terrainCount; | 309 | newTerrainID = ++m_terrainCount; |
293 | 310 | ||
294 | DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", | 311 | DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", |
295 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); | 312 | BSScene.DetailLogZero, newTerrainID, minCoords, maxCoords); |
296 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | 313 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); |
297 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | 314 | m_terrains.Add(terrainRegionBase, newTerrainPhys); |
298 | 315 | ||
@@ -304,26 +321,26 @@ public sealed class BSTerrainManager : IDisposable | |||
304 | // TODO: redo terrain implementation selection to allow other base types than heightMap. | 321 | // TODO: redo terrain implementation selection to allow other base types than heightMap. |
305 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | 322 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) |
306 | { | 323 | { |
307 | PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", | 324 | m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", |
308 | LogHeader, PhysicsScene.RegionName, terrainRegionBase, | 325 | LogHeader, m_physicsScene.RegionName, terrainRegionBase, |
309 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); | 326 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); |
310 | BSTerrainPhys newTerrainPhys = null; | 327 | BSTerrainPhys newTerrainPhys = null; |
311 | switch ((int)BSParam.TerrainImplementation) | 328 | switch ((int)BSParam.TerrainImplementation) |
312 | { | 329 | { |
313 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | 330 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: |
314 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | 331 | newTerrainPhys = new BSTerrainHeightmap(m_physicsScene, terrainRegionBase, id, |
315 | heightMap, minCoords, maxCoords); | 332 | heightMap, minCoords, maxCoords); |
316 | break; | 333 | break; |
317 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | 334 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: |
318 | newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, | 335 | newTerrainPhys = new BSTerrainMesh(m_physicsScene, terrainRegionBase, id, |
319 | heightMap, minCoords, maxCoords); | 336 | heightMap, minCoords, maxCoords); |
320 | break; | 337 | break; |
321 | default: | 338 | default: |
322 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | 339 | m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", |
323 | LogHeader, | 340 | LogHeader, |
324 | (int)BSParam.TerrainImplementation, | 341 | (int)BSParam.TerrainImplementation, |
325 | BSParam.TerrainImplementation, | 342 | BSParam.TerrainImplementation, |
326 | PhysicsScene.RegionName, terrainRegionBase); | 343 | m_physicsScene.RegionName, terrainRegionBase); |
327 | break; | 344 | break; |
328 | } | 345 | } |
329 | return newTerrainPhys; | 346 | return newTerrainPhys; |
@@ -337,6 +354,64 @@ public sealed class BSTerrainManager : IDisposable | |||
337 | return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); | 354 | return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); |
338 | } | 355 | } |
339 | 356 | ||
357 | // Return a new position that is over known terrain if the position is outside our terrain. | ||
358 | public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos) | ||
359 | { | ||
360 | float edgeEpsilon = 0.1f; | ||
361 | |||
362 | Vector3 ret = pPos; | ||
363 | |||
364 | // First, base addresses are never negative so correct for that possible problem. | ||
365 | if (ret.X < 0f || ret.Y < 0f) | ||
366 | { | ||
367 | ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f); | ||
368 | ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f); | ||
369 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", | ||
370 | BSScene.DetailLogZero, pPos, ret); | ||
371 | } | ||
372 | |||
373 | // Can't do this function if we don't know about any terrain. | ||
374 | if (m_terrains.Count == 0) | ||
375 | return ret; | ||
376 | |||
377 | int loopPrevention = 10; | ||
378 | Vector3 terrainBaseXYZ; | ||
379 | BSTerrainPhys physTerrain; | ||
380 | while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ)) | ||
381 | { | ||
382 | // The passed position is not within a known terrain area. | ||
383 | // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region. | ||
384 | |||
385 | // Must be off the top of a region. Find an adjacent region to move into. | ||
386 | // The returned terrain is always 'lower'. That is, closer to <0,0>. | ||
387 | Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); | ||
388 | |||
389 | if (adjacentTerrainBase.X < terrainBaseXYZ.X) | ||
390 | { | ||
391 | // moving down into a new region in the X dimension. New position will be the max in the new base. | ||
392 | ret.X = adjacentTerrainBase.X + DefaultRegionSize.X - edgeEpsilon; | ||
393 | } | ||
394 | if (adjacentTerrainBase.Y < terrainBaseXYZ.Y) | ||
395 | { | ||
396 | // moving down into a new region in the X dimension. New position will be the max in the new base. | ||
397 | ret.Y = adjacentTerrainBase.Y + DefaultRegionSize.Y - edgeEpsilon; | ||
398 | } | ||
399 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", | ||
400 | BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); | ||
401 | |||
402 | if (loopPrevention-- < 0f) | ||
403 | { | ||
404 | // The 'while' is a little dangerous so this prevents looping forever if the | ||
405 | // mapping of the terrains ever gets messed up (like nothing at <0,0>) or | ||
406 | // the list of terrains is in transition. | ||
407 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,suppressingFindAdjacentRegionLoop", BSScene.DetailLogZero); | ||
408 | break; | ||
409 | } | ||
410 | } | ||
411 | |||
412 | return ret; | ||
413 | } | ||
414 | |||
340 | // Given an X and Y, find the height of the terrain. | 415 | // Given an X and Y, find the height of the terrain. |
341 | // Since we could be handling multiple terrains for a mega-region, | 416 | // Since we could be handling multiple terrains for a mega-region, |
342 | // the base of the region is calcuated assuming all regions are | 417 | // the base of the region is calcuated assuming all regions are |
@@ -368,8 +443,8 @@ public sealed class BSTerrainManager : IDisposable | |||
368 | } | 443 | } |
369 | else | 444 | else |
370 | { | 445 | { |
371 | PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | 446 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", |
372 | LogHeader, PhysicsScene.RegionName, tX, tY); | 447 | LogHeader, m_physicsScene.RegionName, tX, tY); |
373 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", | 448 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", |
374 | BSScene.DetailLogZero, pos, terrainBaseXYZ); | 449 | BSScene.DetailLogZero, pos, terrainBaseXYZ); |
375 | } | 450 | } |
@@ -390,8 +465,8 @@ public sealed class BSTerrainManager : IDisposable | |||
390 | } | 465 | } |
391 | else | 466 | else |
392 | { | 467 | { |
393 | PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", | 468 | m_physicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", |
394 | LogHeader, PhysicsScene.RegionName, pos, terrainBaseXYZ, ret); | 469 | LogHeader, m_physicsScene.RegionName, pos, terrainBaseXYZ, ret); |
395 | } | 470 | } |
396 | return ret; | 471 | return ret; |
397 | } | 472 | } |
@@ -400,18 +475,69 @@ public sealed class BSTerrainManager : IDisposable | |||
400 | // the descriptor class and the 'base' fo the addresses therein. | 475 | // the descriptor class and the 'base' fo the addresses therein. |
401 | private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) | 476 | private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) |
402 | { | 477 | { |
403 | int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | 478 | bool ret = false; |
404 | int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | 479 | |
405 | Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); | 480 | Vector3 terrainBaseXYZ = Vector3.Zero; |
481 | if (pos.X < 0f || pos.Y < 0f) | ||
482 | { | ||
483 | // We don't handle negative addresses so just make up a base that will not be found. | ||
484 | terrainBaseXYZ = new Vector3(-DefaultRegionSize.X, -DefaultRegionSize.Y, 0f); | ||
485 | } | ||
486 | else | ||
487 | { | ||
488 | int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | ||
489 | int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | ||
490 | terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); | ||
491 | } | ||
406 | 492 | ||
407 | BSTerrainPhys physTerrain = null; | 493 | BSTerrainPhys physTerrain = null; |
408 | lock (m_terrains) | 494 | lock (m_terrains) |
409 | { | 495 | { |
410 | m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); | 496 | ret = m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); |
411 | } | 497 | } |
412 | outTerrainBase = terrainBaseXYZ; | 498 | outTerrainBase = terrainBaseXYZ; |
413 | outPhysTerrain = physTerrain; | 499 | outPhysTerrain = physTerrain; |
414 | return (physTerrain != null); | 500 | return ret; |
501 | } | ||
502 | |||
503 | // Given a terrain base, return a terrain base for a terrain that is closer to <0,0> than | ||
504 | // this one. Usually used to return an out of bounds object to a known place. | ||
505 | private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase) | ||
506 | { | ||
507 | Vector3 ret = pTerrainBase; | ||
508 | |||
509 | // Can't do this function if we don't know about any terrain. | ||
510 | if (m_terrains.Count == 0) | ||
511 | return ret; | ||
512 | |||
513 | // Just some sanity | ||
514 | ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f); | ||
515 | ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f); | ||
516 | ret.Z = 0f; | ||
517 | |||
518 | lock (m_terrains) | ||
519 | { | ||
520 | // Once down to the <0,0> region, we have to be done. | ||
521 | while (ret.X > 0f || ret.Y > 0f) | ||
522 | { | ||
523 | if (ret.X > 0f) | ||
524 | { | ||
525 | ret.X = Math.Max(0f, ret.X - DefaultRegionSize.X); | ||
526 | DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingX,terrainBase={1}", BSScene.DetailLogZero, ret); | ||
527 | if (m_terrains.ContainsKey(ret)) | ||
528 | break; | ||
529 | } | ||
530 | if (ret.Y > 0f) | ||
531 | { | ||
532 | ret.Y = Math.Max(0f, ret.Y - DefaultRegionSize.Y); | ||
533 | DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingY,terrainBase={1}", BSScene.DetailLogZero, ret); | ||
534 | if (m_terrains.ContainsKey(ret)) | ||
535 | break; | ||
536 | } | ||
537 | } | ||
538 | } | ||
539 | |||
540 | return ret; | ||
415 | } | 541 | } |
416 | 542 | ||
417 | // Although no one seems to check this, I do support combining. | 543 | // Although no one seems to check this, I do support combining. |
@@ -452,7 +578,7 @@ public sealed class BSTerrainManager : IDisposable | |||
452 | 578 | ||
453 | private void DetailLog(string msg, params Object[] args) | 579 | private void DetailLog(string msg, params Object[] args) |
454 | { | 580 | { |
455 | PhysicsScene.PhysicsLogging.Write(msg, args); | 581 | m_physicsScene.PhysicsLogging.Write(msg, args); |
456 | } | 582 | } |
457 | } | 583 | } |
458 | } | 584 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/PhysicsModules/BulletS/BulletSimData.cs index 662dd68..3329395 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BulletSimData.cs | |||
@@ -29,7 +29,7 @@ using System.Collections.Generic; | |||
29 | using System.Text; | 29 | using System.Text; |
30 | using OMV = OpenMetaverse; | 30 | using OMV = OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.PhysicsModule.BulletS |
33 | { | 33 | { |
34 | // Classes to allow some type checking for the API | 34 | // Classes to allow some type checking for the API |
35 | // These hold pointers to allocated objects in the unmanaged space. | 35 | // These hold pointers to allocated objects in the unmanaged space. |
@@ -104,18 +104,20 @@ public class BulletShape | |||
104 | { | 104 | { |
105 | public BulletShape() | 105 | public BulletShape() |
106 | { | 106 | { |
107 | type = BSPhysicsShapeType.SHAPE_UNKNOWN; | 107 | shapeType = BSPhysicsShapeType.SHAPE_UNKNOWN; |
108 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; | 108 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; |
109 | isNativeShape = false; | 109 | isNativeShape = false; |
110 | } | 110 | } |
111 | public BSPhysicsShapeType type; | 111 | public BSPhysicsShapeType shapeType; |
112 | public System.UInt64 shapeKey; | 112 | public System.UInt64 shapeKey; |
113 | public bool isNativeShape; | 113 | public bool isNativeShape; |
114 | 114 | ||
115 | public virtual void Clear() { } | 115 | public virtual void Clear() { } |
116 | public virtual bool HasPhysicalShape { get { return false; } } | 116 | public virtual bool HasPhysicalShape { get { return false; } } |
117 | |||
117 | // Make another reference to this physical object. | 118 | // Make another reference to this physical object. |
118 | public virtual BulletShape Clone() { return new BulletShape(); } | 119 | public virtual BulletShape Clone() { return new BulletShape(); } |
120 | |||
119 | // Return 'true' if this and other refer to the same physical object | 121 | // Return 'true' if this and other refer to the same physical object |
120 | public virtual bool ReferenceSame(BulletShape xx) { return false; } | 122 | public virtual bool ReferenceSame(BulletShape xx) { return false; } |
121 | 123 | ||
@@ -131,7 +133,7 @@ public class BulletShape | |||
131 | buff.Append("<p="); | 133 | buff.Append("<p="); |
132 | buff.Append(AddrString); | 134 | buff.Append(AddrString); |
133 | buff.Append(",s="); | 135 | buff.Append(",s="); |
134 | buff.Append(type.ToString()); | 136 | buff.Append(shapeType.ToString()); |
135 | buff.Append(",k="); | 137 | buff.Append(",k="); |
136 | buff.Append(shapeKey.ToString("X")); | 138 | buff.Append(shapeKey.ToString("X")); |
137 | buff.Append(",n="); | 139 | buff.Append(",n="); |
@@ -163,14 +165,15 @@ public class BulletConstraint | |||
163 | // than making copies. | 165 | // than making copies. |
164 | public class BulletHMapInfo | 166 | public class BulletHMapInfo |
165 | { | 167 | { |
166 | public BulletHMapInfo(uint id, float[] hm) { | 168 | public BulletHMapInfo(uint id, float[] hm, float pSizeX, float pSizeY) { |
167 | ID = id; | 169 | ID = id; |
168 | heightMap = hm; | 170 | heightMap = hm; |
169 | terrainRegionBase = OMV.Vector3.Zero; | 171 | terrainRegionBase = OMV.Vector3.Zero; |
170 | minCoords = new OMV.Vector3(100f, 100f, 25f); | 172 | minCoords = new OMV.Vector3(100f, 100f, 25f); |
171 | maxCoords = new OMV.Vector3(101f, 101f, 26f); | 173 | maxCoords = new OMV.Vector3(101f, 101f, 26f); |
172 | minZ = maxZ = 0f; | 174 | minZ = maxZ = 0f; |
173 | sizeX = sizeY = 256f; | 175 | sizeX = pSizeX; |
176 | sizeY = pSizeY; | ||
174 | } | 177 | } |
175 | public uint ID; | 178 | public uint ID; |
176 | public float[] heightMap; | 179 | public float[] heightMap; |
@@ -187,6 +190,7 @@ public class BulletHMapInfo | |||
187 | public enum CollisionType | 190 | public enum CollisionType |
188 | { | 191 | { |
189 | Avatar, | 192 | Avatar, |
193 | PhantomToOthersAvatar, // An avatar that it phantom to other avatars but not to anything else | ||
190 | Groundplane, | 194 | Groundplane, |
191 | Terrain, | 195 | Terrain, |
192 | Static, | 196 | Static, |
@@ -215,45 +219,55 @@ public static class BulletSimData | |||
215 | { | 219 | { |
216 | 220 | ||
217 | // Map of collisionTypes to flags for collision groups and masks. | 221 | // Map of collisionTypes to flags for collision groups and masks. |
222 | // An object's 'group' is the collison groups this object belongs to | ||
223 | // An object's 'filter' is the groups another object has to belong to in order to collide with me | ||
224 | // A collision happens if ((obj1.group & obj2.filter) != 0) || ((obj2.group & obj1.filter) != 0) | ||
225 | // | ||
218 | // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code | 226 | // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code |
219 | // but, instead, use references to this dictionary. Finding and debugging | 227 | // but, instead, use references to this dictionary. Finding and debugging |
220 | // collision flag problems will be made easier. | 228 | // collision flag problems will be made easier. |
221 | public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks | 229 | public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks |
222 | = new Dictionary<CollisionType, CollisionTypeFilterGroup>() | 230 | = new Dictionary<CollisionType, CollisionTypeFilterGroup>() |
223 | { | 231 | { |
224 | { CollisionType.Avatar, | 232 | { CollisionType.Avatar, |
225 | new CollisionTypeFilterGroup(CollisionType.Avatar, | 233 | new CollisionTypeFilterGroup(CollisionType.Avatar, |
226 | (uint)CollisionFilterGroups.BCharacterGroup, | 234 | (uint)CollisionFilterGroups.BCharacterGroup, |
227 | (uint)CollisionFilterGroups.BAllGroup) | 235 | (uint)(CollisionFilterGroups.BAllGroup)) |
228 | }, | 236 | }, |
229 | { CollisionType.Groundplane, | 237 | { CollisionType.PhantomToOthersAvatar, |
230 | new CollisionTypeFilterGroup(CollisionType.Groundplane, | 238 | new CollisionTypeFilterGroup(CollisionType.PhantomToOthersAvatar, |
231 | (uint)CollisionFilterGroups.BGroundPlaneGroup, | 239 | (uint)CollisionFilterGroups.BCharacterGroup, |
232 | (uint)CollisionFilterGroups.BAllGroup) | 240 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BCharacterGroup)) |
241 | }, | ||
242 | { CollisionType.Groundplane, | ||
243 | new CollisionTypeFilterGroup(CollisionType.Groundplane, | ||
244 | (uint)CollisionFilterGroups.BGroundPlaneGroup, | ||
245 | // (uint)CollisionFilterGroups.BAllGroup) | ||
246 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | ||
233 | }, | 247 | }, |
234 | { CollisionType.Terrain, | 248 | { CollisionType.Terrain, |
235 | new CollisionTypeFilterGroup(CollisionType.Terrain, | 249 | new CollisionTypeFilterGroup(CollisionType.Terrain, |
236 | (uint)CollisionFilterGroups.BTerrainGroup, | 250 | (uint)CollisionFilterGroups.BTerrainGroup, |
237 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) | 251 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) |
238 | }, | 252 | }, |
239 | { CollisionType.Static, | 253 | { CollisionType.Static, |
240 | new CollisionTypeFilterGroup(CollisionType.Static, | 254 | new CollisionTypeFilterGroup(CollisionType.Static, |
241 | (uint)CollisionFilterGroups.BStaticGroup, | 255 | (uint)CollisionFilterGroups.BStaticGroup, |
242 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | 256 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) |
243 | }, | 257 | }, |
244 | { CollisionType.Dynamic, | 258 | { CollisionType.Dynamic, |
245 | new CollisionTypeFilterGroup(CollisionType.Dynamic, | 259 | new CollisionTypeFilterGroup(CollisionType.Dynamic, |
246 | (uint)CollisionFilterGroups.BSolidGroup, | 260 | (uint)CollisionFilterGroups.BSolidGroup, |
247 | (uint)(CollisionFilterGroups.BAllGroup)) | 261 | (uint)(CollisionFilterGroups.BAllGroup)) |
248 | }, | 262 | }, |
249 | { CollisionType.VolumeDetect, | 263 | { CollisionType.VolumeDetect, |
250 | new CollisionTypeFilterGroup(CollisionType.VolumeDetect, | 264 | new CollisionTypeFilterGroup(CollisionType.VolumeDetect, |
251 | (uint)CollisionFilterGroups.BSensorTrigger, | 265 | (uint)CollisionFilterGroups.BSensorTrigger, |
252 | (uint)(~CollisionFilterGroups.BSensorTrigger)) | 266 | (uint)(~CollisionFilterGroups.BSensorTrigger)) |
253 | }, | 267 | }, |
254 | { CollisionType.LinksetChild, | 268 | { CollisionType.LinksetChild, |
255 | new CollisionTypeFilterGroup(CollisionType.LinksetChild, | 269 | new CollisionTypeFilterGroup(CollisionType.LinksetChild, |
256 | (uint)CollisionFilterGroups.BLinksetChildGroup, | 270 | (uint)CollisionFilterGroups.BLinksetChildGroup, |
257 | (uint)(CollisionFilterGroups.BNoneGroup)) | 271 | (uint)(CollisionFilterGroups.BNoneGroup)) |
258 | // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | 272 | // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) |
259 | }, | 273 | }, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/PhysicsModules/BulletS/BulletSimTODO.txt index a8a4ff5..0453376 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/PhysicsModules/BulletS/BulletSimTODO.txt | |||
@@ -1,93 +1,107 @@ | |||
1 | CURRENT PRIORITIES | 1 | CURRENT PROBLEMS TO FIX AND/OR LOOK AT |
2 | ================================================= | 2 | ================================================= |
3 | Redo BulletSimAPI to allow native C# implementation of Bullet option. | 3 | Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass. |
4 | Avatar movement | 4 | Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive? |
5 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle | 5 | Negative buoyancy computed correctly |
6 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) | 6 | Center-of-gravity |
7 | avatar capsule rotation completed | 7 | Computation of mesh mass. How done? How should it be done? |
8 | llMoveToTarget | ||
9 | Enable vehicle border crossings (at least as poorly as ODE) | 8 | Enable vehicle border crossings (at least as poorly as ODE) |
10 | Terrain skirts | 9 | Terrain skirts |
11 | Avatar created in previous region and not new region when crossing border | 10 | Avatar created in previous region and not new region when crossing border |
12 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) | 11 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) |
13 | Vehicle movement on terrain smoothness | 12 | User settable terrain mesh |
13 | Allow specifying as convex or concave and use different getHeight functions depending | ||
14 | Boats, when turning nose down into the water | ||
15 | Acts like rotation around Z is also effecting rotation around X and Y | ||
16 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. | ||
17 | Not sure if it is because standing on it. Done with large prim linksets. | ||
18 | Linkset child rotations. | ||
19 | Nebadon spiral tube has middle sections which are rotated wrong. | ||
20 | Select linked spiral tube. Delink and note where the middle section ends up. | ||
21 | Teravus llMoveToTarget script debug | ||
22 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force | ||
23 | Setting hover height to zero disables hover even if hover flags are on (from SL wiki) | ||
24 | limitMotorUp calibration (more down?) | ||
25 | llRotLookAt | ||
26 | llLookAt | ||
27 | Convert to avatar mesh capsule. Include rotation of capsule. | ||
14 | Vehicle script tuning/debugging | 28 | Vehicle script tuning/debugging |
15 | Avanti speed script | 29 | Avanti speed script |
16 | Weapon shooter script | 30 | Weapon shooter script |
17 | limitMotorUp calibration (more down?) | 31 | Move material definitions (friction, ...) into simulator. |
18 | Boats float low in the water | 32 | osGetPhysicsEngineVerion() and create a version code for the C++ DLL |
19 | Add material densities to the material types. | 33 | One sided meshes? Should terrain be built into a closed shape? |
20 | 34 | When meshes get partially wedged into the terrain, they cannot push themselves out. | |
21 | CRASHES | 35 | It is possible that Bullet processes collisions whether entering or leaving a mesh. |
22 | ================================================= | 36 | Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 |
23 | 20121129.1411: editting/moving phys object across region boundries causes crash | 37 | Small physical objects do not interact correctly |
24 | getPos-> btRigidBody::upcast -> getBodyType -> BOOM | 38 | Create chain of .5x.5x.1 torui and make all but top physical so to hang. |
25 | 20121128.1600: mesh object not rezzing (no physics mesh). | 39 | The chain will fall apart and pairs will dance around on ground |
26 | Causes many errors. Doesn't stop after first error with box shape. | 40 | Chains of 1x1x.2 will stay connected but will dance. |
27 | Eventually crashes when deleting the object. | 41 | Chains above 2x2x.4 are more stable and get stablier as torui get larger. |
28 | 20121206.1434: rez Sam-pan into OSGrid BulletSim11 region | ||
29 | Immediate simulator crash. Mono does not output any stacktrace and | ||
30 | log just stops after reporting taint-time linking of the linkset. | ||
31 | 42 | ||
32 | VEHICLES TODO LIST: | 43 | VEHICLES TODO LIST: |
33 | ================================================= | 44 | ================================================= |
34 | Angular motor direction is global coordinates rather than local coordinates | 45 | LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers. |
35 | Border crossing with linked vehicle causes crash | 46 | What are the limits in SL? |
36 | Vehicles (Move smoothly) | 47 | Same for other velocity settings. |
37 | Add vehicle collisions so IsColliding is properly reported. | 48 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: |
38 | Needed for banking, limitMotorUp, movementLimiting, ... | 49 | https://github.com/UbitUmarov/Ubit-opensim |
39 | VehicleAddForce is not scaled by the simulation step but it is only | ||
40 | applied for one step. Should it be scaled? | ||
41 | Some vehicles should not be able to turn if no speed or off ground. | 50 | Some vehicles should not be able to turn if no speed or off ground. |
42 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. | 51 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. |
43 | Neb car jiggling left and right | 52 | Neb car jiggling left and right |
44 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | 53 | Happens on terrain and any other mesh object. Flat cubes are much smoother. |
45 | This has been reduced but not eliminated. | 54 | This has been reduced but not eliminated. |
46 | Implement referenceFrame for all the motion routines. | 55 | Implement referenceFrame for all the motion routines. |
47 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | ||
48 | Verify that angular motion specified around Z moves in the vehicle coordinates. | ||
49 | Verify llGetVel() is returning a smooth and good value for vehicle movement. | 56 | Verify llGetVel() is returning a smooth and good value for vehicle movement. |
50 | llGetVel() should return the root's velocity if requested in a child prim. | 57 | llGetVel() should return the root's velocity if requested in a child prim. |
51 | Implement function efficiency for lineaar and angular motion. | 58 | Implement function efficiency for lineaar and angular motion. |
52 | After getting off a vehicle, the root prim is phantom (can be walked through) | ||
53 | Need to force a position update for the root prim after compound shape destruction | ||
54 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) | 59 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) |
55 | For limitMotorUp, use raycast down to find if vehicle is in the air. | ||
56 | Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). | 60 | Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). |
57 | A kludge that isn't fixing the real problem of Bullet adding extra motion. | 61 | A kludge that isn't fixing the real problem of Bullet adding extra motion. |
58 | Incorporate inter-relationship of angular corrections. For instance, angularDeflection | 62 | Incorporate inter-relationship of angular corrections. For instance, angularDeflection |
59 | and angularMotorUp will compute same X or Y correction. When added together | 63 | and angularMotorUp will compute same X or Y correction. When added together |
60 | creates over-correction and over-shoot and wabbling. | 64 | creates over-correction and over-shoot and wabbling. |
65 | Vehicle attributes are not restored when a vehicle is rezzed on region creation | ||
66 | Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized. | ||
67 | What to do if vehicle and prim buoyancy differ? | ||
61 | 68 | ||
62 | BULLETSIM TODO LIST: | 69 | GENERAL TODO LIST: |
63 | ================================================= | 70 | ================================================= |
71 | Resitution of a prim works on another prim but not on terrain. | ||
72 | The dropped prim doesn't bounce properly on the terrain. | ||
73 | Add a sanity check for PIDTarget location. | ||
74 | Level-of-detail for mesh creation. Prims with circular interiors require lod of 32. | ||
75 | Is much saved with lower LODs? At the moment, all set to 32. | ||
76 | Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't. | ||
77 | If arrow show at prim, collision reported about 1/3 of time. If collision reported, | ||
78 | both arrow and prim report it. The arrow bounces off the prim 9 out of 10 times. | ||
79 | Shooting 5m sphere "arrows" at 60m/s. | ||
80 | llMoveToTarget objects are not effected by gravity until target is removed. | ||
81 | Compute CCD parameters based on body size | ||
82 | Can solver iterations be changed per body/shape? Can be for constraints but what | ||
83 | about regular vehicles? | ||
84 | Implement llSetPhysicalMaterial. | ||
85 | extend it with Center-of-mass, rolling friction, density | ||
86 | Implement llSetForceAndTorque. | ||
87 | Change BSPrim.moveToTarget to used forces rather than changing position | ||
88 | Changing position allows one to move through walls | ||
64 | Implement an avatar mesh shape. The Bullet capsule is way too limited. | 89 | Implement an avatar mesh shape. The Bullet capsule is way too limited. |
65 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. | 90 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. |
91 | Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain. | ||
66 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | 92 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. |
67 | Duplicating a physical prim causes old prim to jump away | 93 | Duplicating a physical prim causes old prim to jump away |
68 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 94 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
69 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. | 95 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. |
70 | BSPrim.Force should set a continious force on the prim. The force should be | ||
71 | applied each tick. Some limits? | ||
72 | Gun sending shooter flying. | 96 | Gun sending shooter flying. |
73 | Collision margin (gap between physical objects lying on each other) | 97 | Collision margin (gap between physical objects lying on each other) |
74 | Boundry checking (crashes related to crossing boundry) | 98 | Boundry checking (crashes related to crossing boundry) |
75 | Add check for border edge position for avatars and objects. | 99 | Add check for border edge position for avatars and objects. |
76 | Verify the events are created for border crossings. | 100 | Verify the events are created for border crossings. |
77 | Avatar rotation (check out changes to ScenePresence for physical rotation) | ||
78 | Avatar running (what does phys engine need to do?) | ||
79 | Small physical objects do not interact correctly | ||
80 | Create chain of .5x.5x.1 torui and make all but top physical so to hang. | ||
81 | The chain will fall apart and pairs will dance around on ground | ||
82 | Chains of 1x1x.2 will stay connected but will dance. | ||
83 | Chains above 2x2x.4 are more stable and get stablier as torui get larger. | ||
84 | Add PID motor for avatar movement (slow to stop, ...) | ||
85 | setForce should set a constant force. Different than AddImpulse. | ||
86 | Implement raycast. | ||
87 | Implement ShapeCollection.Dispose() | 101 | Implement ShapeCollection.Dispose() |
88 | Implement water as a plain so raycasting and collisions can happen with same. | 102 | Implement water as a plain or mesh so raycasting and collisions can happen with same. |
89 | Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | 103 | Add collision penetration return |
90 | Also osGetPhysicsEngineVerion() maybe. | 104 | Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance() |
91 | Linkset.Position and Linkset.Orientation requre rewrite to properly return | 105 | Linkset.Position and Linkset.Orientation requre rewrite to properly return |
92 | child position. LinksetConstraint acts like it's at taint time!! | 106 | child position. LinksetConstraint acts like it's at taint time!! |
93 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) | 107 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) |
@@ -99,14 +113,17 @@ Selecting and deselecting physical objects causes CPU processing time to jump | |||
99 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. | 113 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. |
100 | Register a pre-step event to add the force. | 114 | Register a pre-step event to add the force. |
101 | More efficient memory usage when passing hull information from BSPrim to BulletSim | 115 | More efficient memory usage when passing hull information from BSPrim to BulletSim |
102 | Avatar movement motor check for zero or small movement. Somehow suppress small movements | ||
103 | when avatar has stopped and is just standing. Simple test for near zero has | ||
104 | the problem of preventing starting up (increase from zero) especially when falling. | ||
105 | Physical and phantom will drop through the terrain | 116 | Physical and phantom will drop through the terrain |
106 | 117 | ||
107 | 118 | ||
108 | LINKSETS | 119 | LINKSETS |
109 | ====================================================== | 120 | ====================================================== |
121 | Child prims do not report collisions | ||
122 | Allow children of a linkset to be phantom: | ||
123 | http://opensim-dev.2196679.n2.nabble.com/Setting-a-single-child-prim-to-Phantom-tp7578513.html | ||
124 | Add OS_STATUS_PHANTOM_PRIM to llSetLinkPrimitaveParamsFast. | ||
125 | Editing a child of a linkset causes the child to go phantom | ||
126 | Move a child prim once when it is physical and can never move it again without it going phantom | ||
110 | Offset the center of the linkset to be the geometric center of all the prims | 127 | Offset the center of the linkset to be the geometric center of all the prims |
111 | Not quite the same as the center-of-gravity | 128 | Not quite the same as the center-of-gravity |
112 | Linksets should allow collisions to individual children | 129 | Linksets should allow collisions to individual children |
@@ -117,11 +134,9 @@ LinksetCompound: when one of the children changes orientation (like tires | |||
117 | Verify/think through scripts in children of linksets. What do they reference | 134 | Verify/think through scripts in children of linksets. What do they reference |
118 | and return when getting position, velocity, ... | 135 | and return when getting position, velocity, ... |
119 | Confirm constraint linksets still work after making all the changes for compound linksets. | 136 | Confirm constraint linksets still work after making all the changes for compound linksets. |
137 | Use PostTaint callback to do rebuilds for constraint linksets to reduce rebuilding | ||
120 | Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt. | 138 | Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt. |
121 | For compound linksets, add ability to remove or reposition individual child shapes. | 139 | For compound linksets, add ability to remove or reposition individual child shapes. |
122 | Disable activity of passive linkset children. | ||
123 | Since the linkset is a compound object, the old prims are left lying | ||
124 | around and need to be phantomized so they don't collide, ... | ||
125 | Speed up creation of large physical linksets | 140 | Speed up creation of large physical linksets |
126 | For instance, sitting in Neb's car (130 prims) takes several seconds to become physical. | 141 | For instance, sitting in Neb's car (130 prims) takes several seconds to become physical. |
127 | REALLY bad for very large physical linksets (freezes the sim for many seconds). | 142 | REALLY bad for very large physical linksets (freezes the sim for many seconds). |
@@ -131,25 +146,27 @@ Eliminate collisions between objects in a linkset. (LinksetConstraint) | |||
131 | 146 | ||
132 | MORE | 147 | MORE |
133 | ====================================================== | 148 | ====================================================== |
134 | Test avatar walking up stairs. How does compare with SL. | 149 | Compute avatar size and scale correctly. Now it is a bit off from the capsule size. |
135 | Radius of the capsule affects ability to climb edges. | 150 | Create tests for different interface components |
151 | Have test objects/scripts measure themselves and turn color if correct/bad | ||
152 | Test functions in SL and calibrate correctness there | ||
153 | Create auto rezzer and tracker to run through the tests | ||
154 | Do we need to do convex hulls all the time? Can complex meshes be left meshes? | ||
155 | There is some problem with meshes and collisions | ||
156 | Hulls are not as detailed as meshes. Hulled vehicles insides are different shape. | ||
136 | Debounce avatar contact so legs don't keep folding up when standing. | 157 | Debounce avatar contact so legs don't keep folding up when standing. |
137 | Implement LSL physics controls. Like STATUS_ROTATE_X. | ||
138 | Add border extensions to terrain to help region crossings and objects leaving region. | 158 | Add border extensions to terrain to help region crossings and objects leaving region. |
139 | Use a different capsule shape for avatar when sitting | 159 | Use a different capsule shape for avatar when sitting |
140 | LL uses a pyrimidal shape scaled by the avatar's bounding box | 160 | LL uses a pyrimidal shape scaled by the avatar's bounding box |
141 | http://wiki.secondlife.com/wiki/File:Avmeshforms.png | 161 | http://wiki.secondlife.com/wiki/File:Avmeshforms.png |
142 | |||
143 | Performance test with lots of avatars. Can BulletSim support a thousand? | 162 | Performance test with lots of avatars. Can BulletSim support a thousand? |
144 | Optimize collisions in C++: only send up to the object subscribed to collisions. | 163 | Optimize collisions in C++: only send up to the object subscribed to collisions. |
145 | Use collision subscription and remove the collsion(A,B) and collision(B,A) | 164 | Use collision subscription and remove the collsion(A,B) and collision(B,A) |
146 | Check whether SimMotionState needs large if statement (see TODO). | 165 | Check whether SimMotionState needs large if statement (see TODO). |
147 | |||
148 | Implement 'top colliders' info. | 166 | Implement 'top colliders' info. |
149 | Avatar jump | 167 | Avatar jump |
150 | Performance measurement and changes to make quicker. | 168 | Performance measurement and changes to make quicker. |
151 | Implement detailed physics stats (GetStats()). | 169 | Implement detailed physics stats (GetStats()). |
152 | |||
153 | Measure performance improvement from hulls | 170 | Measure performance improvement from hulls |
154 | Test not using ghost objects for volume detect implementation. | 171 | Test not using ghost objects for volume detect implementation. |
155 | Performance of closures and delegates for taint processing | 172 | Performance of closures and delegates for taint processing |
@@ -157,9 +174,7 @@ Performance of closures and delegates for taint processing | |||
157 | Is any slowdown introduced by the existing implementation significant? | 174 | Is any slowdown introduced by the existing implementation significant? |
158 | Is there are more efficient method of implementing pre and post step actions? | 175 | Is there are more efficient method of implementing pre and post step actions? |
159 | See http://www.codeproject.com/Articles/29922/Weak-Events-in-C | 176 | See http://www.codeproject.com/Articles/29922/Weak-Events-in-C |
160 | |||
161 | Physics Arena central pyramid: why is one side permiable? | 177 | Physics Arena central pyramid: why is one side permiable? |
162 | |||
163 | In SL, perfect spheres don't seem to have rolling friction. Add special case. | 178 | In SL, perfect spheres don't seem to have rolling friction. Add special case. |
164 | Enforce physical parameter min/max: | 179 | Enforce physical parameter min/max: |
165 | Gravity: [-1, 28] | 180 | Gravity: [-1, 28] |
@@ -168,6 +183,7 @@ Enforce physical parameter min/max: | |||
168 | Restitution [0, 1] | 183 | Restitution [0, 1] |
169 | http://wiki.secondlife.com/wiki/Physics_Material_Settings_test | 184 | http://wiki.secondlife.com/wiki/Physics_Material_Settings_test |
170 | Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/31796/1.html | 185 | Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/31796/1.html |
186 | Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale.html | ||
171 | 187 | ||
172 | INTERNAL IMPROVEMENT/CLEANUP | 188 | INTERNAL IMPROVEMENT/CLEANUP |
173 | ================================================= | 189 | ================================================= |
@@ -190,22 +206,19 @@ Generalize Dynamics and PID with standardized motors. | |||
190 | Generalize Linkset and vehicles into PropertyManagers | 206 | Generalize Linkset and vehicles into PropertyManagers |
191 | Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies | 207 | Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies |
192 | Potentially add events for shape destruction, etc. | 208 | Potentially add events for shape destruction, etc. |
193 | Complete implemention of preStepActions | 209 | Better mechanism for resetting linkset set and vehicle parameters when body rebuilt. |
194 | Replace vehicle step call with prestep event. | 210 | BSPrim.CreateGeomAndObject is kludgy with the callbacks, etc. |
195 | Is there a need for postStepActions? postStepTaints? | ||
196 | Implement linkset by setting position of children when root updated. (LinksetManual) | 211 | Implement linkset by setting position of children when root updated. (LinksetManual) |
197 | Linkset implementation using manual prim movement. | 212 | Linkset implementation using manual prim movement. |
198 | LinkablePrim class? Would that simplify/centralize the linkset logic? | 213 | LinkablePrim class? Would that simplify/centralize the linkset logic? |
199 | BSScene.UpdateParameterSet() is broken. How to set params on objects? | 214 | BSScene.UpdateParameterSet() is broken. How to set params on objects? |
200 | Remove HeightmapInfo from terrain specification | ||
201 | Since C++ code does not need terrain height, this structure et al are not needed. | ||
202 | Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will | 215 | Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will |
203 | bob at the water level. BSPrim.PositionSanityCheck(). | 216 | bob at the water level. BSPrim.PositionSanityCheck() |
204 | Should taints check for existance or activeness of target? | 217 | Should taints check for existance or activeness of target? |
205 | When destroying linksets/etc, taints can be generated for objects that are | 218 | When destroying linksets/etc, taints can be generated for objects that are |
206 | actually gone when the taint happens. Crashes don't happen because the taint closure | 219 | actually gone when the taint happens. Crashes don't happen because the taint closure |
207 | keeps the object from being freed, but that is just an accident. | 220 | keeps the object from being freed, but that is just an accident. |
208 | Possibly have and 'active' flag that is checked by the taint processor? | 221 | Possibly have an 'active' flag that is checked by the taint processor? |
209 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) | 222 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) |
210 | Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? | 223 | Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? |
211 | There are TOO MANY interfaces from BulletSim core to Bullet itself | 224 | There are TOO MANY interfaces from BulletSim core to Bullet itself |
@@ -270,3 +283,97 @@ llSetBuoyancy() (DONE) | |||
270 | (Resolution: Bullet resets object gravity when added to world. Moved set gravity) | 283 | (Resolution: Bullet resets object gravity when added to world. Moved set gravity) |
271 | Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE) | 284 | Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE) |
272 | (Resolution: set default density to 3.5 (from 60) which is closer to SL) | 285 | (Resolution: set default density to 3.5 (from 60) which is closer to SL) |
286 | Redo BulletSimAPI to allow native C# implementation of Bullet option (DONE) | ||
287 | (Resolution: added BSAPITemplate and then interfaces for C++ Bullet and C# BulletXNA | ||
288 | Meshes rendering as bounding boxes (DONE) | ||
289 | (Resolution: Added test for mesh/sculpties in native shapes so it didn't think it was a box) | ||
290 | llMoveToTarget (Resolution: added simple motor to update the position.) | ||
291 | Angular motor direction is global coordinates rather than local coordinates (DONE) | ||
292 | Add vehicle collisions so IsColliding is properly reported. (DONE) | ||
293 | Needed for banking, limitMotorUp, movementLimiting, ... | ||
294 | (Resolution: added CollisionFlags.BS_VEHICLE_COLLISION and code to use it) | ||
295 | VehicleAddForce is not scaled by the simulation step but it is only | ||
296 | applied for one step. Should it be scaled? (DONE) | ||
297 | (Resolution: use force for timed things, Impulse for immediate, non-timed things) | ||
298 | Complete implemention of preStepActions (DONE) | ||
299 | Replace vehicle step call with prestep event. | ||
300 | Is there a need for postStepActions? postStepTaints? | ||
301 | Disable activity of passive linkset children. (DONE) | ||
302 | Since the linkset is a compound object, the old prims are left lying | ||
303 | around and need to be phantomized so they don't collide, ... | ||
304 | Remove HeightmapInfo from terrain specification (DONE) | ||
305 | Since C++ code does not need terrain height, this structure et al are not needed. | ||
306 | Surfboard go wonky when turning (DONE) | ||
307 | Angular motor direction is global coordinates rather than local coordinates? | ||
308 | (Resolution: made angular motor direction correct coordinate system) | ||
309 | Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 (DONE) | ||
310 | Msg Kayaker on OSGrid when working | ||
311 | (Resolution: LINEAR_DIRECTION is in vehicle coords. Test script does the | ||
312 | same in SL as in OS/BulletSim) | ||
313 | Boats float low in the water (DONE) | ||
314 | Boats floating at proper level (DONE) | ||
315 | When is force introduced by SetForce removed? The prestep action could go forever. (DONE) | ||
316 | (Resolution: setForce registers a prestep action which keeps applying the force) | ||
317 | Child movement in linkset (don't rebuild linkset) (DONE 20130122)) | ||
318 | Avatar standing on a moving object should start to move with the object. (DONE 20130125) | ||
319 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | ||
320 | Verify that angular motion specified around Z moves in the vehicle coordinates. | ||
321 | DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. | ||
322 | Nebadon vehicles turning funny in arena (DONE) | ||
323 | Lock axis (DONE 20130401) | ||
324 | Terrain detail: double terrain mesh detail (DONE) | ||
325 | Use the HACD convex hull routine in Bullet rather than the C# version. | ||
326 | Speed up hullifying large meshes. (DONE) | ||
327 | Vehicle ride, get up, ride again. Second time vehicle does not act correctly. | ||
328 | Have to rez new vehicle and delete the old to fix situation. | ||
329 | (DONE 20130520: normalize rotations) | ||
330 | Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd | ||
331 | position state where it will not settle onto ground properly, etc | ||
332 | (DONE 20130520: normalize rotations) | ||
333 | Two of Nebadon vehicles in a sim max the CPU. This is new. | ||
334 | (DONE 20130520: two problems: if asset failed to mesh, constantly refetched | ||
335 | asset; vehicle was sending too many messages to all linkset members) | ||
336 | Add material densities to the material types. (WILL NOT BE DONE: not how it is done) | ||
337 | Avatars walking up stairs (DONE) | ||
338 | Avatar movement | ||
339 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) | ||
340 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE) | ||
341 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) | ||
342 | After getting off a vehicle, the root prim is phantom (can be walked through) | ||
343 | Need to force a position update for the root prim after compound shape destruction | ||
344 | (DONE) | ||
345 | Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. | ||
346 | Regular triangle meshes don't do physical collisions. | ||
347 | (DONE: discovered GImpact is VERY CPU intensive) | ||
348 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes | ||
349 | the wheel to appear to jump back. Looks like sending position from previous update. | ||
350 | (DONE: redo of compound linksets fixed problem) | ||
351 | Refarb compound linkset creation to create a pseudo-root for center-of-mass | ||
352 | Let children change their shape to physical indendently and just add shapes to compound | ||
353 | (DONE: redo of compound linkset fixed problem) | ||
354 | Vehicle angular vertical attraction (DONE: vegaslon code) | ||
355 | vehicle angular banking (DONE: vegaslon code) | ||
356 | Vehicle angular deflection (DONE: vegaslon code) | ||
357 | Preferred orientation angular correction fix | ||
358 | Vehicles (Move smoothly) | ||
359 | For limitMotorUp, use raycast down to find if vehicle is in the air. | ||
360 | (WILL NOT BE DONE: gravity does the job well enough) | ||
361 | BSPrim.Force should set a continious force on the prim. The force should be | ||
362 | applied each tick. Some limits? | ||
363 | (DONE: added physical actors. Implemented SetForce, SetTorque, ...) | ||
364 | Implement LSL physics controls. Like STATUS_ROTATE_X. (DONE) | ||
365 | Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | ||
366 | Avatar rotation (check out changes to ScenePresence for physical rotation) (DONE) | ||
367 | Avatar running (what does phys engine need to do?) (DONE: multiplies run factor by walking force) | ||
368 | setForce should set a constant force. Different than AddImpulse. (DONE) | ||
369 | Add PID motor for avatar movement (slow to stop, ...) (WNBD: current works ok) | ||
370 | Avatar movement motor check for zero or small movement. Somehow suppress small movements | ||
371 | when avatar has stopped and is just standing. Simple test for near zero has | ||
372 | the problem of preventing starting up (increase from zero) especially when falling. | ||
373 | (DONE: avatar movement actor knows if standing on stationary object and zeros motion) | ||
374 | Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to | ||
375 | BSScene.TaintedObject() could immediately execute the callback if already in taint time. | ||
376 | (DONE) | ||
377 | |||
378 | |||
379 | |||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs index 0d1db3b..698be39 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs | |||
@@ -1,6 +1,7 @@ | |||
1 | using System.Reflection; | 1 | using System.Reflection; |
2 | using System.Runtime.CompilerServices; | 2 | using System.Runtime.CompilerServices; |
3 | using System.Runtime.InteropServices; | 3 | using System.Runtime.InteropServices; |
4 | using Mono.Addins; | ||
4 | 5 | ||
5 | // General Information about an assembly is controlled through the following | 6 | // General Information about an assembly is controlled through the following |
6 | // set of attributes. Change these attribute values to modify the information | 7 | // set of attributes. Change these attribute values to modify the information |
@@ -29,5 +30,7 @@ using System.Runtime.InteropServices; | |||
29 | // Build Number | 30 | // Build Number |
30 | // Revision | 31 | // Revision |
31 | // | 32 | // |
32 | [assembly: AssemblyVersion("0.7.5.*")] | 33 | [assembly: AssemblyVersion("0.8.3.*")] |
33 | [assembly: AssemblyFileVersion("1.0.0.0")] | 34 | |
35 | [assembly: Addin("OpenSim.Region.PhysicsModule.BulletS", OpenSim.VersionInfo.VersionNumber)] | ||
36 | [assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)] | ||