diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs | 118 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 176 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | 79 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs | 108 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 2 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs | 55 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 302 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 232 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 124 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 104 |
10 files changed, 845 insertions, 455 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs new file mode 100755 index 0000000..683bc51 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs | |||
@@ -0,0 +1,118 @@ | |||
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 OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
33 | { | ||
34 | |||
35 | public class BS6DofConstraint : BSConstraint | ||
36 | { | ||
37 | // Create a btGeneric6DofConstraint | ||
38 | public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | ||
39 | Vector3 frame1, Quaternion frame1rot, | ||
40 | Vector3 frame2, Quaternion frame2rot, | ||
41 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
42 | { | ||
43 | m_world = world; | ||
44 | m_body1 = obj1; | ||
45 | m_body2 = obj2; | ||
46 | m_constraint = new BulletConstraint( | ||
47 | BulletSimAPI.Create6DofConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, | ||
48 | frame1, frame1rot, | ||
49 | frame2, frame2rot, | ||
50 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
51 | m_enabled = true; | ||
52 | } | ||
53 | |||
54 | public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | ||
55 | Vector3 joinPoint, | ||
56 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
57 | { | ||
58 | m_world = world; | ||
59 | m_body1 = obj1; | ||
60 | m_body2 = obj2; | ||
61 | m_constraint = new BulletConstraint( | ||
62 | BulletSimAPI.Create6DofConstraintToPoint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, | ||
63 | joinPoint, | ||
64 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
65 | m_enabled = true; | ||
66 | } | ||
67 | |||
68 | public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) | ||
69 | { | ||
70 | bool ret = false; | ||
71 | if (m_enabled) | ||
72 | { | ||
73 | BulletSimAPI.SetFrames2(m_constraint.Ptr, frameA, frameArot, frameB, frameBrot); | ||
74 | ret = true; | ||
75 | } | ||
76 | return ret; | ||
77 | } | ||
78 | |||
79 | public bool SetCFMAndERP(float cfm, float erp) | ||
80 | { | ||
81 | bool ret = false; | ||
82 | if (m_enabled) | ||
83 | { | ||
84 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | ||
85 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); | ||
86 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | ||
87 | ret = true; | ||
88 | } | ||
89 | return ret; | ||
90 | } | ||
91 | |||
92 | public bool UseFrameOffset(bool useOffset) | ||
93 | { | ||
94 | bool ret = false; | ||
95 | float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | ||
96 | if (m_enabled) | ||
97 | ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff); | ||
98 | return ret; | ||
99 | } | ||
100 | |||
101 | public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce) | ||
102 | { | ||
103 | bool ret = false; | ||
104 | float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | ||
105 | if (m_enabled) | ||
106 | ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce); | ||
107 | return ret; | ||
108 | } | ||
109 | |||
110 | public bool SetBreakingImpulseThreshold(float threshold) | ||
111 | { | ||
112 | bool ret = false; | ||
113 | if (m_enabled) | ||
114 | ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.Ptr, threshold); | ||
115 | return ret; | ||
116 | } | ||
117 | } | ||
118 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 09e1f0c..e2f7af9 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -40,6 +40,7 @@ public class BSCharacter : PhysicsActor | |||
40 | private static readonly string LogHeader = "[BULLETS CHAR]"; | 40 | private static readonly string LogHeader = "[BULLETS CHAR]"; |
41 | 41 | ||
42 | private BSScene _scene; | 42 | private BSScene _scene; |
43 | public BSScene Scene { get { return _scene; } } | ||
43 | private String _avName; | 44 | private String _avName; |
44 | // private bool _stopped; | 45 | // private bool _stopped; |
45 | private Vector3 _size; | 46 | private Vector3 _size; |
@@ -73,6 +74,12 @@ public class BSCharacter : PhysicsActor | |||
73 | private bool _kinematic; | 74 | private bool _kinematic; |
74 | private float _buoyancy; | 75 | private float _buoyancy; |
75 | 76 | ||
77 | private BulletBody m_body; | ||
78 | public BulletBody Body { | ||
79 | get { return m_body; } | ||
80 | set { m_body = value; } | ||
81 | } | ||
82 | |||
76 | private int _subscribedEventsMs = 0; | 83 | private int _subscribedEventsMs = 0; |
77 | private int _nextCollisionOkTime = 0; | 84 | private int _nextCollisionOkTime = 0; |
78 | 85 | ||
@@ -95,7 +102,9 @@ public class BSCharacter : PhysicsActor | |||
95 | _orientation = Quaternion.Identity; | 102 | _orientation = Quaternion.Identity; |
96 | _velocity = Vector3.Zero; | 103 | _velocity = Vector3.Zero; |
97 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 104 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
98 | _scale = new Vector3(1f, 1f, 1f); | 105 | // The dimensions of the avatar capsule are kept in the scale. |
106 | // Physics creates a unit capsule which is scaled by the physics engine. | ||
107 | _scale = new Vector3(_scene.Params.avatarCapsuleRadius, _scene.Params.avatarCapsuleRadius, size.Z); | ||
99 | _density = _scene.Params.avatarDensity; | 108 | _density = _scene.Params.avatarDensity; |
100 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale | 109 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale |
101 | 110 | ||
@@ -113,9 +122,13 @@ public class BSCharacter : PhysicsActor | |||
113 | shapeData.Restitution = _scene.Params.avatarRestitution; | 122 | shapeData.Restitution = _scene.Params.avatarRestitution; |
114 | 123 | ||
115 | // do actual create at taint time | 124 | // do actual create at taint time |
116 | _scene.TaintedObject(delegate() | 125 | _scene.TaintedObject("BSCharacter.create", delegate() |
117 | { | 126 | { |
118 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); |
128 | |||
129 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | ||
130 | // avatars get all collisions no matter what | ||
131 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
119 | }); | 132 | }); |
120 | 133 | ||
121 | return; | 134 | return; |
@@ -124,7 +137,8 @@ public class BSCharacter : PhysicsActor | |||
124 | // called when this character is being destroyed and the resources should be released | 137 | // called when this character is being destroyed and the resources should be released |
125 | public void Destroy() | 138 | public void Destroy() |
126 | { | 139 | { |
127 | _scene.TaintedObject(delegate() | 140 | // DetailLog("{0},BSCharacter.Destroy", LocalID); |
141 | _scene.TaintedObject("BSCharacter.destroy", delegate() | ||
128 | { | 142 | { |
129 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); |
130 | }); | 144 | }); |
@@ -138,9 +152,28 @@ public class BSCharacter : PhysicsActor | |||
138 | public override bool Stopped { | 152 | public override bool Stopped { |
139 | get { return false; } | 153 | get { return false; } |
140 | } | 154 | } |
141 | public override Vector3 Size { | 155 | public override Vector3 Size { |
142 | get { return _size; } | 156 | get |
143 | set { _size = value; | 157 | { |
158 | // Avatar capsule size is kept in the scale parameter. | ||
159 | return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); | ||
160 | } | ||
161 | |||
162 | set { | ||
163 | // When an avatar's size is set, only the height is changed | ||
164 | // and that really only depends on the radius. | ||
165 | _size = value; | ||
166 | _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); | ||
167 | |||
168 | // TODO: something has to be done with the avatar's vertical position | ||
169 | |||
170 | ComputeAvatarVolumeAndMass(); | ||
171 | |||
172 | _scene.TaintedObject("BSCharacter.setSize", delegate() | ||
173 | { | ||
174 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true); | ||
175 | }); | ||
176 | |||
144 | } | 177 | } |
145 | } | 178 | } |
146 | public override PrimitiveBaseShape Shape { | 179 | public override PrimitiveBaseShape Shape { |
@@ -172,12 +205,37 @@ public class BSCharacter : PhysicsActor | |||
172 | } | 205 | } |
173 | set { | 206 | set { |
174 | _position = value; | 207 | _position = value; |
175 | _scene.TaintedObject(delegate() | 208 | PositionSanityCheck(); |
209 | |||
210 | _scene.TaintedObject("BSCharacter.setPosition", delegate() | ||
176 | { | 211 | { |
212 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
177 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 213 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
178 | }); | 214 | }); |
179 | } | 215 | } |
180 | } | 216 | } |
217 | |||
218 | // Check that the current position is sane and, if not, modify the position to make it so. | ||
219 | // Check for being below terrain and being out of bounds. | ||
220 | // Returns 'true' of the position was made sane by some action. | ||
221 | private bool PositionSanityCheck() | ||
222 | { | ||
223 | bool ret = false; | ||
224 | |||
225 | // If below the ground, move the avatar up | ||
226 | float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position); | ||
227 | if (_position.Z < terrainHeight) | ||
228 | { | ||
229 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation); | ||
230 | _position.Z = terrainHeight + 2.0f; | ||
231 | ret = true; | ||
232 | } | ||
233 | |||
234 | // TODO: check for out of bounds | ||
235 | |||
236 | return ret; | ||
237 | } | ||
238 | |||
181 | public override float Mass { | 239 | public override float Mass { |
182 | get { | 240 | get { |
183 | return _mass; | 241 | return _mass; |
@@ -188,9 +246,10 @@ public class BSCharacter : PhysicsActor | |||
188 | set { | 246 | set { |
189 | _force = value; | 247 | _force = value; |
190 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 248 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
191 | _scene.TaintedObject(delegate() | 249 | Scene.TaintedObject("BSCharacter.SetForce", delegate() |
192 | { | 250 | { |
193 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 251 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
252 | BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); | ||
194 | }); | 253 | }); |
195 | } | 254 | } |
196 | } | 255 | } |
@@ -214,8 +273,9 @@ public class BSCharacter : PhysicsActor | |||
214 | set { | 273 | set { |
215 | _velocity = value; | 274 | _velocity = value; |
216 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 275 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
217 | _scene.TaintedObject(delegate() | 276 | _scene.TaintedObject("BSCharacter.setVelocity", delegate() |
218 | { | 277 | { |
278 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | ||
219 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); | 279 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); |
220 | }); | 280 | }); |
221 | } | 281 | } |
@@ -239,7 +299,7 @@ public class BSCharacter : PhysicsActor | |||
239 | set { | 299 | set { |
240 | _orientation = value; | 300 | _orientation = value; |
241 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | 301 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); |
242 | _scene.TaintedObject(delegate() | 302 | _scene.TaintedObject("BSCharacter.setOrientation", delegate() |
243 | { | 303 | { |
244 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 304 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
245 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 305 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
@@ -259,9 +319,12 @@ public class BSCharacter : PhysicsActor | |||
259 | public override bool Flying { | 319 | public override bool Flying { |
260 | get { return _flying; } | 320 | get { return _flying; } |
261 | set { | 321 | set { |
262 | _flying = value; | 322 | if (_flying != value) |
263 | // simulate flying by changing the effect of gravity | 323 | { |
264 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | 324 | _flying = value; |
325 | // simulate flying by changing the effect of gravity | ||
326 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | ||
327 | } | ||
265 | } | 328 | } |
266 | } | 329 | } |
267 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | 330 | private float ComputeBuoyancyFromFlying(bool ifFlying) { |
@@ -303,8 +366,9 @@ public class BSCharacter : PhysicsActor | |||
303 | public override float Buoyancy { | 366 | public override float Buoyancy { |
304 | get { return _buoyancy; } | 367 | get { return _buoyancy; } |
305 | set { _buoyancy = value; | 368 | set { _buoyancy = value; |
306 | _scene.TaintedObject(delegate() | 369 | _scene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
307 | { | 370 | { |
371 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
308 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | 372 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); |
309 | }); | 373 | }); |
310 | } | 374 | } |
@@ -349,9 +413,10 @@ public class BSCharacter : PhysicsActor | |||
349 | _force.Y += force.Y; | 413 | _force.Y += force.Y; |
350 | _force.Z += force.Z; | 414 | _force.Z += force.Z; |
351 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | 415 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); |
352 | _scene.TaintedObject(delegate() | 416 | _scene.TaintedObject("BSCharacter.AddForce", delegate() |
353 | { | 417 | { |
354 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 418 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
419 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); | ||
355 | }); | 420 | }); |
356 | } | 421 | } |
357 | else | 422 | else |
@@ -369,11 +434,25 @@ public class BSCharacter : PhysicsActor | |||
369 | // Turn on collision events at a rate no faster than one every the given milliseconds | 434 | // Turn on collision events at a rate no faster than one every the given milliseconds |
370 | public override void SubscribeEvents(int ms) { | 435 | public override void SubscribeEvents(int ms) { |
371 | _subscribedEventsMs = ms; | 436 | _subscribedEventsMs = ms; |
372 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen | 437 | if (ms > 0) |
438 | { | ||
439 | // make sure first collision happens | ||
440 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | ||
441 | |||
442 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() | ||
443 | { | ||
444 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
445 | }); | ||
446 | } | ||
373 | } | 447 | } |
374 | // Stop collision events | 448 | // Stop collision events |
375 | public override void UnSubscribeEvents() { | 449 | public override void UnSubscribeEvents() { |
376 | _subscribedEventsMs = 0; | 450 | _subscribedEventsMs = 0; |
451 | // Avatars get all their collision events | ||
452 | // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() | ||
453 | // { | ||
454 | // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
455 | // }); | ||
377 | } | 456 | } |
378 | // Return 'true' if someone has subscribed to events | 457 | // Return 'true' if someone has subscribed to events |
379 | public override bool SubscribedEvents() { | 458 | public override bool SubscribedEvents() { |
@@ -385,9 +464,15 @@ public class BSCharacter : PhysicsActor | |||
385 | { | 464 | { |
386 | _avatarVolume = (float)( | 465 | _avatarVolume = (float)( |
387 | Math.PI | 466 | Math.PI |
388 | * _scene.Params.avatarCapsuleRadius * _scale.X | 467 | * _scale.X |
389 | * _scene.Params.avatarCapsuleRadius * _scale.Y | 468 | * _scale.Y // the area of capsule cylinder |
390 | * _scene.Params.avatarCapsuleHeight * _scale.Z); | 469 | * _scale.Z // times height of capsule cylinder |
470 | + 1.33333333f | ||
471 | * Math.PI | ||
472 | * _scale.X | ||
473 | * Math.Min(_scale.X, _scale.Y) | ||
474 | * _scale.Y // plus the volume of the capsule end caps | ||
475 | ); | ||
391 | _mass = _density * _avatarVolume; | 476 | _mass = _density * _avatarVolume; |
392 | } | 477 | } |
393 | 478 | ||
@@ -395,43 +480,19 @@ public class BSCharacter : PhysicsActor | |||
395 | // the world that things have changed. | 480 | // the world that things have changed. |
396 | public void UpdateProperties(EntityProperties entprop) | 481 | public void UpdateProperties(EntityProperties entprop) |
397 | { | 482 | { |
398 | /* | ||
399 | bool changed = false; | ||
400 | // we assign to the local variables so the normal set action does not happen | ||
401 | if (_position != entprop.Position) { | ||
402 | _position = entprop.Position; | ||
403 | changed = true; | ||
404 | } | ||
405 | if (_orientation != entprop.Rotation) { | ||
406 | _orientation = entprop.Rotation; | ||
407 | changed = true; | ||
408 | } | ||
409 | if (_velocity != entprop.Velocity) { | ||
410 | _velocity = entprop.Velocity; | ||
411 | changed = true; | ||
412 | } | ||
413 | if (_acceleration != entprop.Acceleration) { | ||
414 | _acceleration = entprop.Acceleration; | ||
415 | changed = true; | ||
416 | } | ||
417 | if (_rotationalVelocity != entprop.RotationalVelocity) { | ||
418 | _rotationalVelocity = entprop.RotationalVelocity; | ||
419 | changed = true; | ||
420 | } | ||
421 | if (changed) { | ||
422 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
423 | // Avatar movement is not done by generating this event. There is code in the heartbeat | ||
424 | // loop that updates avatars. | ||
425 | // base.RequestPhysicsterseUpdate(); | ||
426 | } | ||
427 | */ | ||
428 | _position = entprop.Position; | 483 | _position = entprop.Position; |
429 | _orientation = entprop.Rotation; | 484 | _orientation = entprop.Rotation; |
430 | _velocity = entprop.Velocity; | 485 | _velocity = entprop.Velocity; |
431 | _acceleration = entprop.Acceleration; | 486 | _acceleration = entprop.Acceleration; |
432 | _rotationalVelocity = entprop.RotationalVelocity; | 487 | _rotationalVelocity = entprop.RotationalVelocity; |
433 | // Avatars don't report theirr changes the usual way. Changes are checked for in the heartbeat loop. | 488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
434 | // base.RequestPhysicsterseUpdate(); | 489 | // base.RequestPhysicsterseUpdate(); |
490 | |||
491 | /* | ||
492 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
493 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | ||
494 | entprop.Acceleration, entprop.RotationalVelocity); | ||
495 | */ | ||
435 | } | 496 | } |
436 | 497 | ||
437 | // Called by the scene when a collision with this object is reported | 498 | // Called by the scene when a collision with this object is reported |
@@ -448,6 +509,7 @@ public class BSCharacter : PhysicsActor | |||
448 | { | 509 | { |
449 | _collidingGroundStep = _scene.SimulationStep; | 510 | _collidingGroundStep = _scene.SimulationStep; |
450 | } | 511 | } |
512 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); | ||
451 | 513 | ||
452 | // throttle collisions to the rate specified in the subscription | 514 | // throttle collisions to the rate specified in the subscription |
453 | if (_subscribedEventsMs != 0) { | 515 | if (_subscribedEventsMs != 0) { |
@@ -476,9 +538,17 @@ public class BSCharacter : PhysicsActor | |||
476 | if (collisionCollection == null) | 538 | if (collisionCollection == null) |
477 | collisionCollection = new CollisionEventUpdate(); | 539 | collisionCollection = new CollisionEventUpdate(); |
478 | base.SendCollisionUpdate(collisionCollection); | 540 | base.SendCollisionUpdate(collisionCollection); |
479 | collisionCollection.Clear(); | 541 | // If there were any collisions in the collection, make sure we don't use the |
542 | // same instance next time. | ||
543 | if (collisionCollection.Count > 0) | ||
544 | collisionCollection = null; | ||
480 | // End kludge | 545 | // End kludge |
481 | } | 546 | } |
482 | 547 | ||
548 | // Invoke the detailed logger and output something if it's enabled. | ||
549 | private void DetailLog(string msg, params Object[] args) | ||
550 | { | ||
551 | Scene.PhysicsLogging.Write(msg, args); | ||
552 | } | ||
483 | } | 553 | } |
484 | } | 554 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index ea3093a..25084d8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -32,35 +32,26 @@ using OpenMetaverse; | |||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.Physics.BulletSPlugin |
33 | { | 33 | { |
34 | 34 | ||
35 | public class BSConstraint : IDisposable | 35 | public abstract class BSConstraint : IDisposable |
36 | { | 36 | { |
37 | private BulletSim m_world; | 37 | protected BulletSim m_world; |
38 | private BulletBody m_body1; | 38 | protected BulletBody m_body1; |
39 | private BulletBody m_body2; | 39 | protected BulletBody m_body2; |
40 | private BulletConstraint m_constraint; | 40 | protected BulletConstraint m_constraint; |
41 | private bool m_enabled = false; | 41 | protected bool m_enabled = false; |
42 | 42 | ||
43 | public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | 43 | public BSConstraint() |
44 | Vector3 frame1, Quaternion frame1rot, | ||
45 | Vector3 frame2, Quaternion frame2rot | ||
46 | ) | ||
47 | { | 44 | { |
48 | m_world = world; | ||
49 | m_body1 = obj1; | ||
50 | m_body2 = obj2; | ||
51 | m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, | ||
52 | frame1, frame1rot, | ||
53 | frame2, frame2rot, | ||
54 | true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/)); | ||
55 | m_enabled = true; | ||
56 | } | 45 | } |
57 | 46 | ||
58 | public void Dispose() | 47 | public virtual void Dispose() |
59 | { | 48 | { |
60 | if (m_enabled) | 49 | if (m_enabled) |
61 | { | 50 | { |
62 | // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID); | 51 | // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID); |
63 | BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); | 52 | bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); |
53 | m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); | ||
54 | m_constraint.Ptr = System.IntPtr.Zero; | ||
64 | m_enabled = false; | 55 | m_enabled = false; |
65 | } | 56 | } |
66 | } | 57 | } |
@@ -68,7 +59,7 @@ public class BSConstraint : IDisposable | |||
68 | public BulletBody Body1 { get { return m_body1; } } | 59 | public BulletBody Body1 { get { return m_body1; } } |
69 | public BulletBody Body2 { get { return m_body2; } } | 60 | public BulletBody Body2 { get { return m_body2; } } |
70 | 61 | ||
71 | public bool SetLinearLimits(Vector3 low, Vector3 high) | 62 | public virtual bool SetLinearLimits(Vector3 low, Vector3 high) |
72 | { | 63 | { |
73 | bool ret = false; | 64 | bool ret = false; |
74 | if (m_enabled) | 65 | if (m_enabled) |
@@ -76,7 +67,7 @@ public class BSConstraint : IDisposable | |||
76 | return ret; | 67 | return ret; |
77 | } | 68 | } |
78 | 69 | ||
79 | public bool SetAngularLimits(Vector3 low, Vector3 high) | 70 | public virtual bool SetAngularLimits(Vector3 low, Vector3 high) |
80 | { | 71 | { |
81 | bool ret = false; | 72 | bool ret = false; |
82 | if (m_enabled) | 73 | if (m_enabled) |
@@ -84,40 +75,36 @@ public class BSConstraint : IDisposable | |||
84 | return ret; | 75 | return ret; |
85 | } | 76 | } |
86 | 77 | ||
87 | public bool SetCFMAndERP(float cfm, float erp) | 78 | public virtual bool CalculateTransforms() |
88 | { | ||
89 | bool ret = true; | ||
90 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | ||
91 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); | ||
92 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | ||
93 | return ret; | ||
94 | } | ||
95 | |||
96 | public bool UseFrameOffset(bool useOffset) | ||
97 | { | ||
98 | bool ret = false; | ||
99 | float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | ||
100 | if (m_enabled) | ||
101 | ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff); | ||
102 | return ret; | ||
103 | } | ||
104 | |||
105 | public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce) | ||
106 | { | 79 | { |
107 | bool ret = false; | 80 | bool ret = false; |
108 | float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | ||
109 | if (m_enabled) | 81 | if (m_enabled) |
110 | ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce); | 82 | { |
83 | // Recompute the internal transforms | ||
84 | BulletSimAPI.CalculateTransforms2(m_constraint.Ptr); | ||
85 | ret = true; | ||
86 | } | ||
111 | return ret; | 87 | return ret; |
112 | } | 88 | } |
113 | 89 | ||
114 | public bool CalculateTransforms() | 90 | // Reset this constraint making sure it has all its internal structures |
91 | // recomputed and is enabled and ready to go. | ||
92 | public virtual bool RecomputeConstraintVariables(float mass) | ||
115 | { | 93 | { |
116 | bool ret = false; | 94 | bool ret = false; |
117 | if (m_enabled) | 95 | if (m_enabled) |
118 | { | 96 | { |
119 | BulletSimAPI.CalculateTransforms2(m_constraint.Ptr); | 97 | ret = CalculateTransforms(); |
120 | ret = true; | 98 | if (ret) |
99 | { | ||
100 | // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", | ||
101 | // BSScene.DetailLogZero, Body1.ID, Body2.ID); | ||
102 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); | ||
103 | } | ||
104 | else | ||
105 | { | ||
106 | m_world.scene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID); | ||
107 | } | ||
121 | } | 108 | } |
122 | return ret; | 109 | return ret; |
123 | } | 110 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs index c88e645..22ea367 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs | |||
@@ -56,29 +56,25 @@ public class BSConstraintCollection : IDisposable | |||
56 | 56 | ||
57 | public void Clear() | 57 | public void Clear() |
58 | { | 58 | { |
59 | foreach (BSConstraint cons in m_constraints) | 59 | lock (m_constraints) |
60 | { | 60 | { |
61 | cons.Dispose(); | 61 | foreach (BSConstraint cons in m_constraints) |
62 | { | ||
63 | cons.Dispose(); | ||
64 | } | ||
65 | m_constraints.Clear(); | ||
62 | } | 66 | } |
63 | m_constraints.Clear(); | ||
64 | } | ||
65 | |||
66 | public BSConstraint CreateConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | ||
67 | Vector3 frame1, Quaternion frame1rot, | ||
68 | Vector3 frame2, Quaternion frame2rot) | ||
69 | { | ||
70 | BSConstraint constrain = new BSConstraint(world, obj1, obj2, frame1, frame1rot, frame2, frame2rot); | ||
71 | |||
72 | this.AddConstraint(constrain); | ||
73 | return constrain; | ||
74 | } | 67 | } |
75 | 68 | ||
76 | public bool AddConstraint(BSConstraint cons) | 69 | public bool AddConstraint(BSConstraint cons) |
77 | { | 70 | { |
78 | // There is only one constraint between any bodies. Remove any old just to make sure. | 71 | lock (m_constraints) |
79 | RemoveAndDestroyConstraint(cons.Body1, cons.Body2); | 72 | { |
73 | // There is only one constraint between any bodies. Remove any old just to make sure. | ||
74 | RemoveAndDestroyConstraint(cons.Body1, cons.Body2); | ||
80 | 75 | ||
81 | m_constraints.Add(cons); | 76 | m_constraints.Add(cons); |
77 | } | ||
82 | 78 | ||
83 | return true; | 79 | return true; |
84 | } | 80 | } |
@@ -92,16 +88,19 @@ public class BSConstraintCollection : IDisposable | |||
92 | 88 | ||
93 | uint lookingID1 = body1.ID; | 89 | uint lookingID1 = body1.ID; |
94 | uint lookingID2 = body2.ID; | 90 | uint lookingID2 = body2.ID; |
95 | ForEachConstraint(delegate(BSConstraint constrain) | 91 | lock (m_constraints) |
96 | { | 92 | { |
97 | if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2) | 93 | foreach (BSConstraint constrain in m_constraints) |
98 | || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1)) | ||
99 | { | 94 | { |
100 | foundConstraint = constrain; | 95 | if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2) |
101 | found = true; | 96 | || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1)) |
97 | { | ||
98 | foundConstraint = constrain; | ||
99 | found = true; | ||
100 | break; | ||
101 | } | ||
102 | } | 102 | } |
103 | return found; | 103 | } |
104 | }); | ||
105 | returnConstraint = foundConstraint; | 104 | returnConstraint = foundConstraint; |
106 | return found; | 105 | return found; |
107 | } | 106 | } |
@@ -111,22 +110,33 @@ public class BSConstraintCollection : IDisposable | |||
111 | // Return 'true' if a constraint was found and destroyed. | 110 | // Return 'true' if a constraint was found and destroyed. |
112 | public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) | 111 | public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) |
113 | { | 112 | { |
114 | // return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID); | ||
115 | |||
116 | bool ret = false; | 113 | bool ret = false; |
117 | BSConstraint constrain; | 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 | } | ||
118 | 124 | ||
119 | if (this.TryGetConstraint(body1, body2, out constrain)) | 125 | return ret; |
126 | } | ||
127 | |||
128 | // The constraint MUST exist in the collection | ||
129 | public bool RemoveAndDestroyConstraint(BSConstraint constrain) | ||
130 | { | ||
131 | lock (m_constraints) | ||
120 | { | 132 | { |
121 | // remove the constraint from our collection | 133 | // remove the constraint from our collection |
122 | m_constraints.Remove(constrain); | 134 | m_constraints.Remove(constrain); |
123 | // tell the engine that all its structures need to be freed | ||
124 | constrain.Dispose(); | ||
125 | // we destroyed something | ||
126 | ret = true; | ||
127 | } | 135 | } |
128 | 136 | // tell the engine that all its structures need to be freed | |
129 | return ret; | 137 | constrain.Dispose(); |
138 | // we destroyed something | ||
139 | return true; | ||
130 | } | 140 | } |
131 | 141 | ||
132 | // Remove all constraints that reference the passed body. | 142 | // Remove all constraints that reference the passed body. |
@@ -137,16 +147,15 @@ public class BSConstraintCollection : IDisposable | |||
137 | 147 | ||
138 | List<BSConstraint> toRemove = new List<BSConstraint>(); | 148 | List<BSConstraint> toRemove = new List<BSConstraint>(); |
139 | uint lookingID = body1.ID; | 149 | uint lookingID = body1.ID; |
140 | ForEachConstraint(delegate(BSConstraint constrain) | 150 | lock (m_constraints) |
141 | { | 151 | { |
142 | if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID) | 152 | foreach (BSConstraint constrain in m_constraints) |
143 | { | 153 | { |
144 | toRemove.Add(constrain); | 154 | if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID) |
155 | { | ||
156 | toRemove.Add(constrain); | ||
157 | } | ||
145 | } | 158 | } |
146 | return false; | ||
147 | }); | ||
148 | lock (m_constraints) | ||
149 | { | ||
150 | foreach (BSConstraint constrain in toRemove) | 159 | foreach (BSConstraint constrain in toRemove) |
151 | { | 160 | { |
152 | m_constraints.Remove(constrain); | 161 | m_constraints.Remove(constrain); |
@@ -158,27 +167,16 @@ public class BSConstraintCollection : IDisposable | |||
158 | 167 | ||
159 | public bool RecalculateAllConstraints() | 168 | public bool RecalculateAllConstraints() |
160 | { | 169 | { |
161 | foreach (BSConstraint constrain in m_constraints) | 170 | bool ret = false; |
162 | { | ||
163 | constrain.CalculateTransforms(); | ||
164 | } | ||
165 | return true; | ||
166 | } | ||
167 | |||
168 | // Lock the constraint list and loop through it. | ||
169 | // The constraint action returns 'true' if it wants the loop aborted. | ||
170 | private void ForEachConstraint(ConstraintAction action) | ||
171 | { | ||
172 | lock (m_constraints) | 171 | lock (m_constraints) |
173 | { | 172 | { |
174 | foreach (BSConstraint constrain in m_constraints) | 173 | foreach (BSConstraint constrain in m_constraints) |
175 | { | 174 | { |
176 | if (action(constrain)) | 175 | constrain.CalculateTransforms(); |
177 | break; | 176 | ret = true; |
178 | } | 177 | } |
179 | } | 178 | } |
179 | return ret; | ||
180 | } | 180 | } |
181 | |||
182 | |||
183 | } | 181 | } |
184 | } | 182 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index c197e61..5a9f135 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -613,7 +613,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
613 | MoveAngular(pTimestep); | 613 | MoveAngular(pTimestep); |
614 | LimitRotation(pTimestep); | 614 | LimitRotation(pTimestep); |
615 | 615 | ||
616 | DetailLog("{0},Dynamics,done,pos={1},force={2},velocity={3},angvel={4}", | 616 | DetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
617 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 617 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); |
618 | }// end Step | 618 | }// end Step |
619 | 619 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs new file mode 100755 index 0000000..d68048b --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs | |||
@@ -0,0 +1,55 @@ | |||
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 OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
33 | { | ||
34 | |||
35 | class BSHingeConstraint : BSConstraint | ||
36 | { | ||
37 | public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | ||
38 | Vector3 pivotInA, Vector3 pivotInB, | ||
39 | Vector3 axisInA, Vector3 axisInB, | ||
40 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
41 | { | ||
42 | m_world = world; | ||
43 | m_body1 = obj1; | ||
44 | m_body2 = obj2; | ||
45 | m_constraint = new BulletConstraint( | ||
46 | BulletSimAPI.CreateHingeConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, | ||
47 | pivotInA, pivotInB, | ||
48 | axisInA, axisInB, | ||
49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
50 | m_enabled = true; | ||
51 | } | ||
52 | |||
53 | } | ||
54 | |||
55 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 6f8430c..087b9bb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -37,10 +37,12 @@ public class BSLinkset | |||
37 | private static string LogHeader = "[BULLETSIM LINKSET]"; | 37 | private static string LogHeader = "[BULLETSIM LINKSET]"; |
38 | 38 | ||
39 | private BSPrim m_linksetRoot; | 39 | private BSPrim m_linksetRoot; |
40 | public BSPrim Root { get { return m_linksetRoot; } } | 40 | public BSPrim LinksetRoot { get { return m_linksetRoot; } } |
41 | 41 | ||
42 | private BSScene m_scene; | 42 | private BSScene m_physicsScene; |
43 | public BSScene PhysicsScene { get { return m_physicsScene; } } | ||
43 | 44 | ||
45 | // The children under the root in this linkset | ||
44 | private List<BSPrim> m_children; | 46 | private List<BSPrim> m_children; |
45 | 47 | ||
46 | // We lock the diddling of linkset classes to prevent any badness. | 48 | // We lock the diddling of linkset classes to prevent any badness. |
@@ -72,7 +74,7 @@ public class BSLinkset | |||
72 | public BSLinkset(BSScene scene, BSPrim parent) | 74 | public BSLinkset(BSScene scene, BSPrim parent) |
73 | { | 75 | { |
74 | // A simple linkset of one (no children) | 76 | // A simple linkset of one (no children) |
75 | m_scene = scene; | 77 | m_physicsScene = scene; |
76 | m_linksetRoot = parent; | 78 | m_linksetRoot = parent; |
77 | m_children = new List<BSPrim>(); | 79 | m_children = new List<BSPrim>(); |
78 | m_mass = parent.MassRaw; | 80 | m_mass = parent.MassRaw; |
@@ -80,16 +82,19 @@ public class BSLinkset | |||
80 | 82 | ||
81 | // Link to a linkset where the child knows the parent. | 83 | // Link to a linkset where the child knows the parent. |
82 | // Parent changing should not happen so do some sanity checking. | 84 | // Parent changing should not happen so do some sanity checking. |
83 | // We return the parent's linkset so the child can track it's membership. | 85 | // We return the parent's linkset so the child can track its membership. |
84 | public BSLinkset AddMeToLinkset(BSPrim child, BSPrim parent) | 86 | public BSLinkset AddMeToLinkset(BSPrim child) |
85 | { | 87 | { |
86 | lock (m_linksetActivityLock) | 88 | lock (m_linksetActivityLock) |
87 | { | 89 | { |
88 | parent.Linkset.AddChildToLinkset(child); | 90 | AddChildToLinkset(child); |
89 | } | 91 | } |
90 | return parent.Linkset; | 92 | return this; |
91 | } | 93 | } |
92 | 94 | ||
95 | // Remove a child from a linkset. | ||
96 | // Returns a new linkset for the child which is a linkset of one (just the | ||
97 | // orphened child). | ||
93 | public BSLinkset RemoveMeFromLinkset(BSPrim child) | 98 | public BSLinkset RemoveMeFromLinkset(BSPrim child) |
94 | { | 99 | { |
95 | lock (m_linksetActivityLock) | 100 | lock (m_linksetActivityLock) |
@@ -101,7 +106,7 @@ public class BSLinkset | |||
101 | { | 106 | { |
102 | // Note that we don't do a foreach because the remove routine | 107 | // Note that we don't do a foreach because the remove routine |
103 | // takes it out of the list. | 108 | // takes it out of the list. |
104 | RemoveChildFromLinkset(m_children[0]); | 109 | RemoveChildFromOtherLinkset(m_children[0]); |
105 | } | 110 | } |
106 | m_children.Clear(); // just to make sure | 111 | m_children.Clear(); // just to make sure |
107 | } | 112 | } |
@@ -113,63 +118,17 @@ public class BSLinkset | |||
113 | } | 118 | } |
114 | 119 | ||
115 | // The child is down to a linkset of just itself | 120 | // The child is down to a linkset of just itself |
116 | return new BSLinkset(m_scene, child); | 121 | return new BSLinkset(PhysicsScene, child); |
117 | } | 122 | } |
118 | 123 | ||
119 | // An existing linkset had one of its members rebuilt or something. | ||
120 | // Go through the linkset and rebuild the pointers to the bodies of the linkset members. | ||
121 | public BSLinkset RefreshLinkset(BSPrim requestor) | ||
122 | { | ||
123 | BSLinkset ret = requestor.Linkset; | ||
124 | |||
125 | lock (m_linksetActivityLock) | ||
126 | { | ||
127 | System.IntPtr aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, m_linksetRoot.LocalID); | ||
128 | if (aPtr == System.IntPtr.Zero) | ||
129 | { | ||
130 | // That's odd. We can't find the root of the linkset. | ||
131 | // The linkset is somehow dead. The requestor is now a member of a linkset of one. | ||
132 | DetailLog("{0},RefreshLinkset.RemoveRoot,child={1}", m_linksetRoot.LocalID, m_linksetRoot.LocalID); | ||
133 | ret = RemoveMeFromLinkset(m_linksetRoot); | ||
134 | } | ||
135 | else | ||
136 | { | ||
137 | // Reconstruct the pointer to the body of the linkset root. | ||
138 | DetailLog("{0},RefreshLinkset.RebuildRoot,rootID={1},ptr={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, aPtr); | ||
139 | m_linksetRoot.Body = new BulletBody(m_linksetRoot.LocalID, aPtr); | ||
140 | |||
141 | List<BSPrim> toRemove = new List<BSPrim>(); | ||
142 | foreach (BSPrim bsp in m_children) | ||
143 | { | ||
144 | aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, bsp.LocalID); | ||
145 | if (aPtr == System.IntPtr.Zero) | ||
146 | { | ||
147 | toRemove.Add(bsp); | ||
148 | } | ||
149 | else | ||
150 | { | ||
151 | // Reconstruct the pointer to the body of the linkset root. | ||
152 | DetailLog("{0},RefreshLinkset.RebuildChild,rootID={1},ptr={2}", bsp.LocalID, m_linksetRoot.LocalID, aPtr); | ||
153 | bsp.Body = new BulletBody(bsp.LocalID, aPtr); | ||
154 | } | ||
155 | } | ||
156 | foreach (BSPrim bsp in toRemove) | ||
157 | { | ||
158 | RemoveChildFromLinkset(bsp); | ||
159 | } | ||
160 | } | ||
161 | } | ||
162 | |||
163 | return ret; | ||
164 | } | ||
165 | |||
166 | |||
167 | // Return 'true' if the passed object is the root object of this linkset | 124 | // Return 'true' if the passed object is the root object of this linkset |
168 | public bool IsRoot(BSPrim requestor) | 125 | public bool IsRoot(BSPrim requestor) |
169 | { | 126 | { |
170 | return (requestor.LocalID == m_linksetRoot.LocalID); | 127 | return (requestor.LocalID == m_linksetRoot.LocalID); |
171 | } | 128 | } |
172 | 129 | ||
130 | public int NumberOfChildren { get { return m_children.Count; } } | ||
131 | |||
173 | // Return 'true' if this linkset has any children (more than the root member) | 132 | // Return 'true' if this linkset has any children (more than the root member) |
174 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } | 133 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } |
175 | 134 | ||
@@ -177,12 +136,15 @@ public class BSLinkset | |||
177 | public bool HasChild(BSPrim child) | 136 | public bool HasChild(BSPrim child) |
178 | { | 137 | { |
179 | bool ret = false; | 138 | bool ret = false; |
180 | foreach (BSPrim bp in m_children) | 139 | lock (m_linksetActivityLock) |
181 | { | 140 | { |
182 | if (child.LocalID == bp.LocalID) | 141 | foreach (BSPrim bp in m_children) |
183 | { | 142 | { |
184 | ret = true; | 143 | if (child.LocalID == bp.LocalID) |
185 | break; | 144 | { |
145 | ret = true; | ||
146 | break; | ||
147 | } | ||
186 | } | 148 | } |
187 | } | 149 | } |
188 | return ret; | 150 | return ret; |
@@ -203,12 +165,16 @@ public class BSLinkset | |||
203 | OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw; | 165 | OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw; |
204 | float totalMass = m_linksetRoot.MassRaw; | 166 | float totalMass = m_linksetRoot.MassRaw; |
205 | 167 | ||
206 | foreach (BSPrim bp in m_children) | 168 | lock (m_linksetActivityLock) |
207 | { | 169 | { |
208 | com += bp.Position * bp.MassRaw; | 170 | foreach (BSPrim bp in m_children) |
209 | totalMass += bp.MassRaw; | 171 | { |
172 | com += bp.Position * bp.MassRaw; | ||
173 | totalMass += bp.MassRaw; | ||
174 | } | ||
175 | if (totalMass != 0f) | ||
176 | com /= totalMass; | ||
210 | } | 177 | } |
211 | com /= totalMass; | ||
212 | 178 | ||
213 | return com; | 179 | return com; |
214 | } | 180 | } |
@@ -217,135 +183,237 @@ public class BSLinkset | |||
217 | { | 183 | { |
218 | OMV.Vector3 com = m_linksetRoot.Position; | 184 | OMV.Vector3 com = m_linksetRoot.Position; |
219 | 185 | ||
220 | foreach (BSPrim bp in m_children) | 186 | lock (m_linksetActivityLock) |
221 | { | 187 | { |
222 | com += bp.Position * bp.MassRaw; | 188 | foreach (BSPrim bp in m_children) |
189 | { | ||
190 | com += bp.Position * bp.MassRaw; | ||
191 | } | ||
192 | com /= (m_children.Count + 1); | ||
223 | } | 193 | } |
224 | com /= m_children.Count + 1; | ||
225 | 194 | ||
226 | return com; | 195 | return com; |
227 | } | 196 | } |
228 | 197 | ||
198 | // When physical properties are changed the linkset needs to recalculate | ||
199 | // its internal properties. | ||
200 | public void Refresh(BSPrim requestor) | ||
201 | { | ||
202 | // If there are no children, there aren't any constraints to recompute | ||
203 | if (!HasAnyChildren) | ||
204 | return; | ||
205 | |||
206 | // Only the root does the recomputation | ||
207 | if (IsRoot(requestor)) | ||
208 | { | ||
209 | PhysicsScene.TaintedObject("BSLinkSet.Refresh", delegate() | ||
210 | { | ||
211 | RecomputeLinksetConstraintVariables(); | ||
212 | }); | ||
213 | } | ||
214 | } | ||
215 | |||
216 | // Call each of the constraints that make up this linkset and recompute the | ||
217 | // various transforms and variables. Used when objects are added or removed | ||
218 | // from a linkset to make sure the constraints know about the new mass and | ||
219 | // geometry. | ||
220 | // Must only be called at taint time!! | ||
221 | private bool RecomputeLinksetConstraintVariables() | ||
222 | { | ||
223 | float linksetMass = LinksetMass; | ||
224 | lock (m_linksetActivityLock) | ||
225 | { | ||
226 | foreach (BSPrim child in m_children) | ||
227 | { | ||
228 | BSConstraint constrain; | ||
229 | if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain)) | ||
230 | { | ||
231 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | ||
232 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | ||
233 | constrain.RecomputeConstraintVariables(linksetMass); | ||
234 | } | ||
235 | else | ||
236 | { | ||
237 | // Non-fatal error that can happen when children are being added to the linkset but | ||
238 | // their constraints have not been created yet. | ||
239 | // Caused by the fact that m_children is built at run time but building constraints | ||
240 | // happens at taint time. | ||
241 | // m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}", | ||
242 | // m_linksetRoot.Body.ID, child.Body.ID); | ||
243 | } | ||
244 | } | ||
245 | } | ||
246 | return false; | ||
247 | } | ||
248 | |||
229 | // I am the root of a linkset and a new child is being added | 249 | // I am the root of a linkset and a new child is being added |
230 | public void AddChildToLinkset(BSPrim pchild) | 250 | // Called while LinkActivity is locked. |
251 | private void AddChildToLinkset(BSPrim child) | ||
231 | { | 252 | { |
232 | BSPrim child = pchild; | ||
233 | if (!HasChild(child)) | 253 | if (!HasChild(child)) |
234 | { | 254 | { |
235 | m_children.Add(child); | 255 | m_children.Add(child); |
236 | 256 | ||
237 | m_scene.TaintedObject(delegate() | 257 | BSPrim rootx = LinksetRoot; // capture the root as of now |
258 | BSPrim childx = child; | ||
259 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | ||
238 | { | 260 | { |
239 | DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); | 261 | // DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); |
240 | DetailLog("{0},AddChildToLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID); | 262 | // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
241 | PhysicallyLinkAChildToRoot(pchild); // build the physical binding between me and the child | 263 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child |
242 | }); | 264 | }); |
243 | } | 265 | } |
244 | return; | 266 | return; |
245 | } | 267 | } |
246 | 268 | ||
269 | // Forcefully removing a child from a linkset. | ||
270 | // This is not being called by the child so we have to make sure the child doesn't think | ||
271 | // it's still connected to the linkset. | ||
272 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | ||
273 | // has to be updated also (like pointer to prim's parent). | ||
274 | private void RemoveChildFromOtherLinkset(BSPrim pchild) | ||
275 | { | ||
276 | pchild.Linkset = new BSLinkset(m_physicsScene, pchild); | ||
277 | RemoveChildFromLinkset(pchild); | ||
278 | } | ||
279 | |||
247 | // I am the root of a linkset and one of my children is being removed. | 280 | // I am the root of a linkset and one of my children is being removed. |
248 | // Safe to call even if the child is not really in my linkset. | 281 | // Safe to call even if the child is not really in my linkset. |
249 | public void RemoveChildFromLinkset(BSPrim pchild) | 282 | private void RemoveChildFromLinkset(BSPrim child) |
250 | { | 283 | { |
251 | BSPrim child = pchild; | ||
252 | |||
253 | if (m_children.Remove(child)) | 284 | if (m_children.Remove(child)) |
254 | { | 285 | { |
255 | m_scene.TaintedObject(delegate() | 286 | BSPrim rootx = LinksetRoot; // capture the root as of now |
287 | BSPrim childx = child; | ||
288 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | ||
256 | { | 289 | { |
257 | DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); | 290 | // DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); |
258 | DetailLog("{0},RemoveChildFromLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID); | 291 | // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
259 | 292 | ||
260 | if (m_children.Count == 0) | 293 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
261 | { | ||
262 | // if the linkset is empty, make sure all linkages have been removed | ||
263 | PhysicallyUnlinkAllChildrenFromRoot(); | ||
264 | } | ||
265 | else | ||
266 | { | ||
267 | PhysicallyUnlinkAChildFromRoot(pchild); | ||
268 | } | ||
269 | }); | 294 | }); |
295 | |||
296 | RecomputeLinksetConstraintVariables(); | ||
270 | } | 297 | } |
271 | else | 298 | else |
272 | { | 299 | { |
273 | // This will happen if we remove the root of the linkset first. Non-fatal occurance. | 300 | // This will happen if we remove the root of the linkset first. Non-fatal occurance. |
274 | // m_scene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); | 301 | // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); |
275 | } | 302 | } |
276 | return; | 303 | return; |
277 | } | 304 | } |
278 | 305 | ||
279 | // Create a constraint between me (root of linkset) and the passed prim (the child). | 306 | // Create a constraint between me (root of linkset) and the passed prim (the child). |
280 | // Called at taint time! | 307 | // Called at taint time! |
281 | private void PhysicallyLinkAChildToRoot(BSPrim childPrim) | 308 | private void PhysicallyLinkAChildToRoot(BSPrim rootPrim, BSPrim childPrim) |
282 | { | 309 | { |
283 | // Zero motion for children so they don't interpolate | 310 | // Zero motion for children so they don't interpolate |
284 | childPrim.ZeroMotion(); | 311 | childPrim.ZeroMotion(); |
285 | 312 | ||
313 | // Relative position normalized to the root prim | ||
314 | // Essentually a vector pointing from center of rootPrim to center of childPrim | ||
315 | OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position; | ||
316 | |||
317 | // real world coordinate of midpoint between the two objects | ||
318 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | ||
319 | |||
320 | // create a constraint that allows no freedom of movement between the two objects | ||
321 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
322 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
323 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", | ||
324 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); | ||
325 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
326 | m_physicsScene.World, rootPrim.Body, childPrim.Body, | ||
327 | midPoint, | ||
328 | true, | ||
329 | true | ||
330 | ); | ||
331 | /* NOTE: attempt to build constraint with full frame computation, etc. | ||
332 | * Using the midpoint is easier since it lets the Bullet code use the transforms | ||
333 | * of the objects. | ||
334 | * Code left here as an example. | ||
335 | // ================================================================================== | ||
286 | // relative position normalized to the root prim | 336 | // relative position normalized to the root prim |
287 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(m_linksetRoot.Orientation); | 337 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); |
288 | OMV.Vector3 childRelativePosition = (childPrim.Position - m_linksetRoot.Position) * invThisOrientation; | 338 | OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation; |
289 | 339 | ||
290 | // relative rotation of the child to the parent | 340 | // relative rotation of the child to the parent |
291 | OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; | 341 | OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; |
342 | OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); | ||
292 | 343 | ||
293 | // create a constraint that allows no freedom of movement between the two objects | 344 | // create a constraint that allows no freedom of movement between the two objects |
294 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 345 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
295 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | 346 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); |
296 | DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID); | 347 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
297 | BSConstraint constrain = m_scene.Constraints.CreateConstraint( | 348 | BS6DofConstraint constrain = new BS6DofConstraint( |
298 | m_scene.World, m_linksetRoot.Body, childPrim.Body, | 349 | PhysicsScene.World, rootPrim.Body, childPrim.Body, |
299 | // childRelativePosition, | ||
300 | // childRelativeRotation, | ||
301 | OMV.Vector3.Zero, | 350 | OMV.Vector3.Zero, |
302 | OMV.Quaternion.Identity, | 351 | OMV.Quaternion.Inverse(rootPrim.Orientation), |
303 | OMV.Vector3.Zero, | 352 | OMV.Vector3.Zero, |
304 | OMV.Quaternion.Identity | 353 | OMV.Quaternion.Inverse(childPrim.Orientation), |
354 | // A point half way between the parent and child | ||
355 | // childRelativePosition/2, | ||
356 | // childRelativeRotation, | ||
357 | // childRelativePosition/2, | ||
358 | // inverseChildRelativeRotation, | ||
359 | true, | ||
360 | true | ||
305 | ); | 361 | ); |
362 | // ================================================================================== | ||
363 | */ | ||
364 | |||
365 | m_physicsScene.Constraints.AddConstraint(constrain); | ||
366 | |||
367 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
306 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 368 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
307 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 369 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
308 | 370 | ||
309 | // tweek the constraint to increase stability | 371 | // tweek the constraint to increase stability |
310 | constrain.UseFrameOffset(m_scene.BoolNumeric(m_scene.Params.linkConstraintUseFrameOffset)); | 372 | constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); |
311 | constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor), | 373 | constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), |
312 | m_scene.Params.linkConstraintTransMotorMaxVel, | 374 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, |
313 | m_scene.Params.linkConstraintTransMotorMaxForce); | 375 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); |
314 | constrain.SetCFMAndERP(m_scene.Params.linkConstraintCFM, m_scene.Params.linkConstraintERP); | 376 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); |
315 | 377 | ||
378 | RecomputeLinksetConstraintVariables(); | ||
316 | } | 379 | } |
317 | 380 | ||
318 | // Remove linkage between myself and a particular child | 381 | // Remove linkage between myself and a particular child |
319 | // Called at taint time! | 382 | // Called at taint time! |
320 | private void PhysicallyUnlinkAChildFromRoot(BSPrim childPrim) | 383 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) |
321 | { | 384 | { |
322 | DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", | 385 | // DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", |
323 | LogHeader, m_linksetRoot.LocalID, childPrim.LocalID); | 386 | // LogHeader, rootPrim.LocalID, childPrim.LocalID); |
324 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID); | 387 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
325 | // BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID); | 388 | |
326 | m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body, childPrim.Body); | 389 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
390 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body); | ||
391 | |||
392 | // Make the child refresh its location | ||
393 | BulletSimAPI.PushUpdate2(childPrim.Body.Ptr); | ||
327 | } | 394 | } |
328 | 395 | ||
329 | // Remove linkage between myself and any possible children I might have | 396 | // Remove linkage between myself and any possible children I might have |
330 | // Called at taint time! | 397 | // Called at taint time! |
331 | private void PhysicallyUnlinkAllChildrenFromRoot() | 398 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) |
332 | { | 399 | { |
333 | // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); | 400 | // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); |
334 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", m_linksetRoot.LocalID); | 401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
335 | m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body); | 402 | |
336 | // BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID); | 403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); |
337 | } | 404 | } |
338 | 405 | ||
339 | // Invoke the detailed logger and output something if it's enabled. | 406 | // Invoke the detailed logger and output something if it's enabled. |
340 | private void DebugLog(string msg, params Object[] args) | 407 | private void DebugLog(string msg, params Object[] args) |
341 | { | 408 | { |
342 | m_scene.Logger.DebugFormat(msg, args); | 409 | if (m_physicsScene.ShouldDebugLog) |
410 | m_physicsScene.Logger.DebugFormat(msg, args); | ||
343 | } | 411 | } |
344 | 412 | ||
345 | // Invoke the detailed logger and output something if it's enabled. | 413 | // Invoke the detailed logger and output something if it's enabled. |
346 | private void DetailLog(string msg, params Object[] args) | 414 | private void DetailLog(string msg, params Object[] args) |
347 | { | 415 | { |
348 | m_scene.PhysicsLogging.Write(msg, args); | 416 | m_physicsScene.PhysicsLogging.Write(msg, args); |
349 | } | 417 | } |
350 | 418 | ||
351 | } | 419 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index ebfd85b..9c20004 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -42,7 +42,7 @@ public sealed class BSPrim : PhysicsActor | |||
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 43 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
44 | 44 | ||
45 | private void DebugLog(string mm, params Object[] xx) { if (_scene.shouldDebugLog) m_log.DebugFormat(mm, xx); } | 45 | private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); } |
46 | 46 | ||
47 | private IMesh _mesh; | 47 | private IMesh _mesh; |
48 | private PrimitiveBaseShape _pbs; | 48 | private PrimitiveBaseShape _pbs; |
@@ -138,14 +138,15 @@ public sealed class BSPrim : PhysicsActor | |||
138 | _isPhysical = pisPhysical; | 138 | _isPhysical = pisPhysical; |
139 | _isVolumeDetect = false; | 139 | _isVolumeDetect = false; |
140 | _subscribedEventsMs = 0; | 140 | _subscribedEventsMs = 0; |
141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material |
142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material |
143 | _restitution = _scene.Params.defaultRestitution; | 143 | _restitution = _scene.Params.defaultRestitution; |
144 | _linkset = new BSLinkset(_scene, this); // a linkset of one | 144 | _linkset = new BSLinkset(_scene, this); // a linkset of one |
145 | _vehicle = new BSDynamics(this); // add vehicleness | 145 | _vehicle = new BSDynamics(this); // add vehicleness |
146 | _mass = CalculateMass(); | 146 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 147 | // do the actual object creation at taint time |
148 | _scene.TaintedObject(delegate() | 148 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
149 | _scene.TaintedObject("BSPrim.create", delegate() | ||
149 | { | 150 | { |
150 | RecreateGeomAndObject(); | 151 | RecreateGeomAndObject(); |
151 | 152 | ||
@@ -160,17 +161,22 @@ public sealed class BSPrim : PhysicsActor | |||
160 | public void Destroy() | 161 | public void Destroy() |
161 | { | 162 | { |
162 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | 163 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); |
163 | // DetailLog("{0},Destroy", LocalID); | 164 | |
165 | // Undo any links between me and any other object | ||
166 | BSPrim parentBefore = _linkset.LinksetRoot; | ||
167 | int childrenBefore = _linkset.NumberOfChildren; | ||
168 | |||
169 | _linkset = _linkset.RemoveMeFromLinkset(this); | ||
170 | |||
171 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", | ||
172 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | ||
164 | 173 | ||
165 | // Undo any vehicle properties | 174 | // Undo any vehicle properties |
166 | _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); | 175 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
167 | _scene.RemoveVehiclePrim(this); // just to make sure | ||
168 | 176 | ||
169 | _scene.TaintedObject(delegate() | 177 | _scene.TaintedObject("BSPrim.destroy", delegate() |
170 | { | 178 | { |
171 | // Undo any links between me and any other object | 179 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
172 | _linkset = _linkset.RemoveMeFromLinkset(this); | ||
173 | |||
174 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. | 180 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. |
175 | BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); | 181 | BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); |
176 | }); | 182 | }); |
@@ -183,11 +189,11 @@ public sealed class BSPrim : PhysicsActor | |||
183 | get { return _size; } | 189 | get { return _size; } |
184 | set { | 190 | set { |
185 | _size = value; | 191 | _size = value; |
186 | _scene.TaintedObject(delegate() | 192 | _scene.TaintedObject("BSPrim.setSize", delegate() |
187 | { | 193 | { |
188 | _mass = CalculateMass(); // changing size changes the mass | 194 | _mass = CalculateMass(); // changing size changes the mass |
189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 195 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); |
190 | DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 196 | // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); |
191 | RecreateGeomAndObject(); | 197 | RecreateGeomAndObject(); |
192 | }); | 198 | }); |
193 | } | 199 | } |
@@ -195,7 +201,7 @@ public sealed class BSPrim : PhysicsActor | |||
195 | public override PrimitiveBaseShape Shape { | 201 | public override PrimitiveBaseShape Shape { |
196 | set { | 202 | set { |
197 | _pbs = value; | 203 | _pbs = value; |
198 | _scene.TaintedObject(delegate() | 204 | _scene.TaintedObject("BSPrim.setShape", delegate() |
199 | { | 205 | { |
200 | _mass = CalculateMass(); // changing the shape changes the mass | 206 | _mass = CalculateMass(); // changing the shape changes the mass |
201 | RecreateGeomAndObject(); | 207 | RecreateGeomAndObject(); |
@@ -213,7 +219,7 @@ public sealed class BSPrim : PhysicsActor | |||
213 | public override bool Selected { | 219 | public override bool Selected { |
214 | set { | 220 | set { |
215 | _isSelected = value; | 221 | _isSelected = value; |
216 | _scene.TaintedObject(delegate() | 222 | _scene.TaintedObject("BSPrim.setSelected", delegate() |
217 | { | 223 | { |
218 | SetObjectDynamic(); | 224 | SetObjectDynamic(); |
219 | }); | 225 | }); |
@@ -224,10 +230,17 @@ public sealed class BSPrim : PhysicsActor | |||
224 | // link me to the specified parent | 230 | // link me to the specified parent |
225 | public override void link(PhysicsActor obj) { | 231 | public override void link(PhysicsActor obj) { |
226 | BSPrim parent = obj as BSPrim; | 232 | BSPrim parent = obj as BSPrim; |
227 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID); | 233 | if (parent != null) |
228 | DetailLog("{0},link,parent={1}", LocalID, obj.LocalID); | 234 | { |
235 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); | ||
236 | BSPrim parentBefore = _linkset.LinksetRoot; | ||
237 | int childrenBefore = _linkset.NumberOfChildren; | ||
229 | 238 | ||
230 | _linkset = _linkset.AddMeToLinkset(this, parent); | 239 | _linkset = parent.Linkset.AddMeToLinkset(this); |
240 | |||
241 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | ||
242 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | ||
243 | } | ||
231 | return; | 244 | return; |
232 | } | 245 | } |
233 | 246 | ||
@@ -236,10 +249,15 @@ public sealed class BSPrim : PhysicsActor | |||
236 | // TODO: decide if this parent checking needs to happen at taint time | 249 | // TODO: decide if this parent checking needs to happen at taint time |
237 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 250 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
238 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, | 251 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, |
239 | _linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString()); | 252 | _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString()); |
240 | DetailLog("{0},delink,parent={1}", LocalID, _linkset.Root.LocalID.ToString()); | 253 | |
254 | BSPrim parentBefore = _linkset.LinksetRoot; | ||
255 | int childrenBefore = _linkset.NumberOfChildren; | ||
256 | |||
257 | _linkset = _linkset.RemoveMeFromLinkset(this); | ||
241 | 258 | ||
242 | _linkset.RemoveMeFromLinkset(this); | 259 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", |
260 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | ||
243 | return; | 261 | return; |
244 | } | 262 | } |
245 | 263 | ||
@@ -262,7 +280,7 @@ public sealed class BSPrim : PhysicsActor | |||
262 | 280 | ||
263 | public override void LockAngularMotion(OMV.Vector3 axis) | 281 | public override void LockAngularMotion(OMV.Vector3 axis) |
264 | { | 282 | { |
265 | DetailLog("{0},LockAngularMotion,call,axis={1}", LocalID, axis); | 283 | // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
266 | return; | 284 | return; |
267 | } | 285 | } |
268 | 286 | ||
@@ -279,9 +297,9 @@ public sealed class BSPrim : PhysicsActor | |||
279 | set { | 297 | set { |
280 | _position = value; | 298 | _position = value; |
281 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 299 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
282 | _scene.TaintedObject(delegate() | 300 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
283 | { | 301 | { |
284 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 302 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
285 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 303 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
286 | }); | 304 | }); |
287 | } | 305 | } |
@@ -316,9 +334,9 @@ public sealed class BSPrim : PhysicsActor | |||
316 | get { return _force; } | 334 | get { return _force; } |
317 | set { | 335 | set { |
318 | _force = value; | 336 | _force = value; |
319 | _scene.TaintedObject(delegate() | 337 | _scene.TaintedObject("BSPrim.setForce", delegate() |
320 | { | 338 | { |
321 | DetailLog("{0},SetForce,taint,force={1}", LocalID, _force); | 339 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
322 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 340 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
323 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); | 341 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); |
324 | }); | 342 | }); |
@@ -331,53 +349,41 @@ public sealed class BSPrim : PhysicsActor | |||
331 | } | 349 | } |
332 | set { | 350 | set { |
333 | Vehicle type = (Vehicle)value; | 351 | Vehicle type = (Vehicle)value; |
334 | _scene.TaintedObject(delegate() | 352 | BSPrim vehiclePrim = this; |
353 | _scene.TaintedObject("setVehicleType", delegate() | ||
335 | { | 354 | { |
336 | DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type); | 355 | // Done at taint time so we're sure the physics engine is not using the variables |
356 | // Vehicle code changes the parameters for this vehicle type. | ||
337 | _vehicle.ProcessTypeChange(type); | 357 | _vehicle.ProcessTypeChange(type); |
338 | if (type == Vehicle.TYPE_NONE) | 358 | // Tell the scene about the vehicle so it will get processing each frame. |
339 | { | 359 | _scene.VehicleInSceneTypeChanged(this, type); |
340 | _scene.RemoveVehiclePrim(this); | ||
341 | } | ||
342 | else | ||
343 | { | ||
344 | _scene.TaintedObject(delegate() | ||
345 | { | ||
346 | // Tell the physics engine to clear state | ||
347 | BulletSimAPI.ClearForces2(this.Body.Ptr); | ||
348 | }); | ||
349 | |||
350 | // make it so the scene will call us each tick to do vehicle things | ||
351 | _scene.AddVehiclePrim(this); | ||
352 | } | ||
353 | return; | ||
354 | }); | 360 | }); |
355 | } | 361 | } |
356 | } | 362 | } |
357 | public override void VehicleFloatParam(int param, float value) | 363 | public override void VehicleFloatParam(int param, float value) |
358 | { | 364 | { |
359 | _scene.TaintedObject(delegate() | 365 | _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
360 | { | 366 | { |
361 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 367 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); |
362 | }); | 368 | }); |
363 | } | 369 | } |
364 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 370 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
365 | { | 371 | { |
366 | _scene.TaintedObject(delegate() | 372 | _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
367 | { | 373 | { |
368 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 374 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); |
369 | }); | 375 | }); |
370 | } | 376 | } |
371 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 377 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
372 | { | 378 | { |
373 | _scene.TaintedObject(delegate() | 379 | _scene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
374 | { | 380 | { |
375 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 381 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); |
376 | }); | 382 | }); |
377 | } | 383 | } |
378 | public override void VehicleFlags(int param, bool remove) | 384 | public override void VehicleFlags(int param, bool remove) |
379 | { | 385 | { |
380 | _scene.TaintedObject(delegate() | 386 | _scene.TaintedObject("BSPrim.VehicleFlags", delegate() |
381 | { | 387 | { |
382 | _vehicle.ProcessVehicleFlags(param, remove); | 388 | _vehicle.ProcessVehicleFlags(param, remove); |
383 | }); | 389 | }); |
@@ -395,7 +401,7 @@ public sealed class BSPrim : PhysicsActor | |||
395 | public override void SetVolumeDetect(int param) { | 401 | public override void SetVolumeDetect(int param) { |
396 | bool newValue = (param != 0); | 402 | bool newValue = (param != 0); |
397 | _isVolumeDetect = newValue; | 403 | _isVolumeDetect = newValue; |
398 | _scene.TaintedObject(delegate() | 404 | _scene.TaintedObject("BSPrim.SetVolumeDetect", delegate() |
399 | { | 405 | { |
400 | SetObjectDynamic(); | 406 | SetObjectDynamic(); |
401 | }); | 407 | }); |
@@ -406,9 +412,9 @@ public sealed class BSPrim : PhysicsActor | |||
406 | get { return _velocity; } | 412 | get { return _velocity; } |
407 | set { | 413 | set { |
408 | _velocity = value; | 414 | _velocity = value; |
409 | _scene.TaintedObject(delegate() | 415 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
410 | { | 416 | { |
411 | DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity); | 417 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
412 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 418 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); |
413 | }); | 419 | }); |
414 | } | 420 | } |
@@ -416,7 +422,7 @@ public sealed class BSPrim : PhysicsActor | |||
416 | public override OMV.Vector3 Torque { | 422 | public override OMV.Vector3 Torque { |
417 | get { return _torque; } | 423 | get { return _torque; } |
418 | set { _torque = value; | 424 | set { _torque = value; |
419 | DetailLog("{0},SetTorque,call,torque={1}", LocalID, _torque); | 425 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
420 | } | 426 | } |
421 | } | 427 | } |
422 | public override float CollisionScore { | 428 | public override float CollisionScore { |
@@ -440,10 +446,10 @@ public sealed class BSPrim : PhysicsActor | |||
440 | set { | 446 | set { |
441 | _orientation = value; | 447 | _orientation = value; |
442 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? | 448 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? |
443 | _scene.TaintedObject(delegate() | 449 | _scene.TaintedObject("BSPrim.setOrientation", delegate() |
444 | { | 450 | { |
445 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 451 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
446 | DetailLog("{0},SetOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 452 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
447 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 453 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
448 | }); | 454 | }); |
449 | } | 455 | } |
@@ -457,7 +463,7 @@ public sealed class BSPrim : PhysicsActor | |||
457 | get { return _isPhysical; } | 463 | get { return _isPhysical; } |
458 | set { | 464 | set { |
459 | _isPhysical = value; | 465 | _isPhysical = value; |
460 | _scene.TaintedObject(delegate() | 466 | _scene.TaintedObject("BSPrim.setIsPhysical", delegate() |
461 | { | 467 | { |
462 | SetObjectDynamic(); | 468 | SetObjectDynamic(); |
463 | }); | 469 | }); |
@@ -478,7 +484,6 @@ public sealed class BSPrim : PhysicsActor | |||
478 | 484 | ||
479 | // Make gravity work if the object is physical and not selected | 485 | // Make gravity work if the object is physical and not selected |
480 | // No locking here because only called when it is safe | 486 | // No locking here because only called when it is safe |
481 | // Only called at taint time so it is save to call into Bullet. | ||
482 | private void SetObjectDynamic() | 487 | private void SetObjectDynamic() |
483 | { | 488 | { |
484 | // RA: remove this for the moment. | 489 | // RA: remove this for the moment. |
@@ -487,13 +492,16 @@ public sealed class BSPrim : PhysicsActor | |||
487 | // Maybe a VerifyCorrectPhysicalShape() routine? | 492 | // Maybe a VerifyCorrectPhysicalShape() routine? |
488 | // RecreateGeomAndObject(); | 493 | // RecreateGeomAndObject(); |
489 | 494 | ||
490 | float mass = _mass; | 495 | // Bullet wants static objects to have a mass of zero |
491 | // Bullet wants static objects have a mass of zero | 496 | float mass = IsStatic ? 0f : _mass; |
492 | if (IsStatic) | ||
493 | mass = 0f; | ||
494 | 497 | ||
495 | DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass); | ||
496 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 498 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); |
499 | |||
500 | // recompute any linkset parameters | ||
501 | _linkset.Refresh(this); | ||
502 | |||
503 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | ||
504 | // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | ||
497 | } | 505 | } |
498 | 506 | ||
499 | // prims don't fly | 507 | // prims don't fly |
@@ -548,9 +556,9 @@ public sealed class BSPrim : PhysicsActor | |||
548 | set { | 556 | set { |
549 | _rotationalVelocity = value; | 557 | _rotationalVelocity = value; |
550 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 558 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
551 | _scene.TaintedObject(delegate() | 559 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
552 | { | 560 | { |
553 | DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 561 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
554 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 562 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); |
555 | }); | 563 | }); |
556 | } | 564 | } |
@@ -565,9 +573,9 @@ public sealed class BSPrim : PhysicsActor | |||
565 | get { return _buoyancy; } | 573 | get { return _buoyancy; } |
566 | set { | 574 | set { |
567 | _buoyancy = value; | 575 | _buoyancy = value; |
568 | _scene.TaintedObject(delegate() | 576 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
569 | { | 577 | { |
570 | DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 578 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
571 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 579 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); |
572 | }); | 580 | }); |
573 | } | 581 | } |
@@ -607,6 +615,7 @@ public sealed class BSPrim : PhysicsActor | |||
607 | 615 | ||
608 | private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>(); | 616 | private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>(); |
609 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | 617 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
618 | // for an object, doesn't matter if force is a pushforce or not | ||
610 | if (force.IsFinite()) | 619 | if (force.IsFinite()) |
611 | { | 620 | { |
612 | // _force += force; | 621 | // _force += force; |
@@ -618,40 +627,48 @@ public sealed class BSPrim : PhysicsActor | |||
618 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); | 627 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); |
619 | return; | 628 | return; |
620 | } | 629 | } |
621 | _scene.TaintedObject(delegate() | 630 | _scene.TaintedObject("BSPrim.AddForce", delegate() |
622 | { | 631 | { |
632 | OMV.Vector3 fSum = OMV.Vector3.Zero; | ||
623 | lock (m_accumulatedForces) | 633 | lock (m_accumulatedForces) |
624 | { | 634 | { |
625 | if (m_accumulatedForces.Count > 0) | 635 | foreach (OMV.Vector3 v in m_accumulatedForces) |
626 | { | 636 | { |
627 | OMV.Vector3 fSum = OMV.Vector3.Zero; | 637 | fSum += v; |
628 | foreach (OMV.Vector3 v in m_accumulatedForces) | ||
629 | { | ||
630 | fSum += v; | ||
631 | } | ||
632 | m_accumulatedForces.Clear(); | ||
633 | |||
634 | DetailLog("{0},SetObjectForce,taint,force={1}", LocalID, fSum); | ||
635 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, fSum); | ||
636 | } | 638 | } |
639 | m_accumulatedForces.Clear(); | ||
637 | } | 640 | } |
641 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | ||
642 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); | ||
638 | }); | 643 | }); |
639 | } | 644 | } |
640 | 645 | ||
641 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 646 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
642 | DetailLog("{0},AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 647 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); |
643 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 648 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
644 | } | 649 | } |
645 | public override void SetMomentum(OMV.Vector3 momentum) { | 650 | public override void SetMomentum(OMV.Vector3 momentum) { |
646 | DetailLog("{0},SetMomentum,call,mom={1}", LocalID, momentum); | 651 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
647 | } | 652 | } |
648 | public override void SubscribeEvents(int ms) { | 653 | public override void SubscribeEvents(int ms) { |
649 | _subscribedEventsMs = ms; | 654 | _subscribedEventsMs = ms; |
650 | // make sure first collision happens | 655 | if (ms > 0) |
651 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | 656 | { |
657 | // make sure first collision happens | ||
658 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | ||
659 | |||
660 | Scene.TaintedObject("BSPrim.SubscribeEvents", delegate() | ||
661 | { | ||
662 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
663 | }); | ||
664 | } | ||
652 | } | 665 | } |
653 | public override void UnSubscribeEvents() { | 666 | public override void UnSubscribeEvents() { |
654 | _subscribedEventsMs = 0; | 667 | _subscribedEventsMs = 0; |
668 | Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate() | ||
669 | { | ||
670 | BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
671 | }); | ||
655 | } | 672 | } |
656 | public override bool SubscribedEvents() { | 673 | public override bool SubscribedEvents() { |
657 | return (_subscribedEventsMs > 0); | 674 | return (_subscribedEventsMs > 0); |
@@ -970,26 +987,26 @@ public sealed class BSPrim : PhysicsActor | |||
970 | { | 987 | { |
971 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | 988 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) |
972 | { | 989 | { |
973 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | 990 | // if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) |
974 | { | 991 | // { |
975 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 992 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); |
976 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 993 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
977 | { | 994 | { |
978 | DetailLog("{0},CreateGeom,sphere", LocalID); | 995 | // DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
979 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 996 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
980 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 997 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
981 | _scale = _size; | 998 | _scale = _size; |
982 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 999 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
983 | ret = true; | 1000 | ret = true; |
984 | } | 1001 | } |
985 | } | 1002 | // } |
986 | } | 1003 | } |
987 | else | 1004 | else |
988 | { | 1005 | { |
989 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1006 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
990 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1007 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
991 | { | 1008 | { |
992 | DetailLog("{0},CreateGeom,box", LocalID); | 1009 | // DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
993 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 1010 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; |
994 | _scale = _size; | 1011 | _scale = _size; |
995 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1012 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
@@ -1032,12 +1049,12 @@ public sealed class BSPrim : PhysicsActor | |||
1032 | // if this new shape is the same as last time, don't recreate the mesh | 1049 | // if this new shape is the same as last time, don't recreate the mesh |
1033 | if (_meshKey == newMeshKey) return; | 1050 | if (_meshKey == newMeshKey) return; |
1034 | 1051 | ||
1035 | DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, _meshKey); | 1052 | // DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1036 | // Since we're recreating new, get rid of any previously generated shape | 1053 | // Since we're recreating new, get rid of any previously generated shape |
1037 | if (_meshKey != 0) | 1054 | if (_meshKey != 0) |
1038 | { | 1055 | { |
1039 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1056 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); |
1040 | DetailLog("{0},CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | 1057 | // DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); |
1041 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1058 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
1042 | _mesh = null; | 1059 | _mesh = null; |
1043 | _meshKey = 0; | 1060 | _meshKey = 0; |
@@ -1067,7 +1084,7 @@ public sealed class BSPrim : PhysicsActor | |||
1067 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1084 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1068 | // meshes are already scaled by the meshmerizer | 1085 | // meshes are already scaled by the meshmerizer |
1069 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1086 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1070 | DetailLog("{0},CreateGeomMesh,done", LocalID); | 1087 | // DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); |
1071 | return; | 1088 | return; |
1072 | } | 1089 | } |
1073 | 1090 | ||
@@ -1081,28 +1098,21 @@ public sealed class BSPrim : PhysicsActor | |||
1081 | // if the hull hasn't changed, don't rebuild it | 1098 | // if the hull hasn't changed, don't rebuild it |
1082 | if (newHullKey == _hullKey) return; | 1099 | if (newHullKey == _hullKey) return; |
1083 | 1100 | ||
1084 | DetailLog("{0},CreateGeomHull,create,key={1}", LocalID, _meshKey); | 1101 | // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1085 | 1102 | ||
1086 | // Since we're recreating new, get rid of any previously generated shape | 1103 | // Since we're recreating new, get rid of any previously generated shape |
1087 | if (_hullKey != 0) | 1104 | if (_hullKey != 0) |
1088 | { | 1105 | { |
1089 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1106 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1090 | DetailLog("{0},CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey); | 1107 | // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); |
1091 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1108 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); |
1092 | _hullKey = 0; | 1109 | _hullKey = 0; |
1093 | _hulls.Clear(); | ||
1094 | DetailLog("{0},CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey); | ||
1095 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | ||
1096 | _mesh = null; // the mesh cannot match either | ||
1097 | _meshKey = 0; | ||
1098 | } | 1110 | } |
1099 | 1111 | ||
1100 | _hullKey = newHullKey; | 1112 | _hullKey = newHullKey; |
1101 | if (_meshKey != _hullKey) | 1113 | |
1102 | { | 1114 | // Make sure the underlying mesh exists and is correct |
1103 | // if the underlying mesh has changed, rebuild it | 1115 | CreateGeomMesh(); |
1104 | CreateGeomMesh(); | ||
1105 | } | ||
1106 | 1116 | ||
1107 | int[] indices = _mesh.getIndexListAsInt(); | 1117 | int[] indices = _mesh.getIndexListAsInt(); |
1108 | List<OMV.Vector3> vertices = _mesh.getVertexList(); | 1118 | List<OMV.Vector3> vertices = _mesh.getVertexList(); |
@@ -1128,7 +1138,7 @@ public sealed class BSPrim : PhysicsActor | |||
1128 | // create the hull into the _hulls variable | 1138 | // create the hull into the _hulls variable |
1129 | convexBuilder.process(dcomp); | 1139 | convexBuilder.process(dcomp); |
1130 | 1140 | ||
1131 | // Convert the vertices and indices for passing to unmanaged | 1141 | // Convert the vertices and indices for passing to unmanaged. |
1132 | // The hull information is passed as a large floating point array. | 1142 | // The hull information is passed as a large floating point array. |
1133 | // The format is: | 1143 | // The format is: |
1134 | // convHulls[0] = number of hulls | 1144 | // convHulls[0] = number of hulls |
@@ -1188,7 +1198,7 @@ public sealed class BSPrim : PhysicsActor | |||
1188 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1198 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1189 | // meshes are already scaled by the meshmerizer | 1199 | // meshes are already scaled by the meshmerizer |
1190 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1200 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1191 | DetailLog("{0},CreateGeomHull,done", LocalID); | 1201 | // DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1192 | return; | 1202 | return; |
1193 | } | 1203 | } |
1194 | 1204 | ||
@@ -1214,7 +1224,7 @@ public sealed class BSPrim : PhysicsActor | |||
1214 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); | 1224 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); |
1215 | 1225 | ||
1216 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. | 1226 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. |
1217 | m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID); | 1227 | Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
1218 | 1228 | ||
1219 | return ret; | 1229 | return ret; |
1220 | } | 1230 | } |
@@ -1326,8 +1336,8 @@ public sealed class BSPrim : PhysicsActor | |||
1326 | 1336 | ||
1327 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", | 1337 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", |
1328 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1338 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1329 | DetailLog("{0},UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1339 | // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1330 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1340 | // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1331 | 1341 | ||
1332 | base.RequestPhysicsterseUpdate(); | 1342 | base.RequestPhysicsterseUpdate(); |
1333 | } | 1343 | } |
@@ -1335,7 +1345,7 @@ public sealed class BSPrim : PhysicsActor | |||
1335 | else | 1345 | else |
1336 | { | 1346 | { |
1337 | // For debugging, we also report the movement of children | 1347 | // For debugging, we also report the movement of children |
1338 | DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1348 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1339 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 1349 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
1340 | entprop.Acceleration, entprop.RotationalVelocity); | 1350 | entprop.Acceleration, entprop.RotationalVelocity); |
1341 | } | 1351 | } |
@@ -1343,7 +1353,7 @@ public sealed class BSPrim : PhysicsActor | |||
1343 | } | 1353 | } |
1344 | 1354 | ||
1345 | // I've collided with something | 1355 | // I've collided with something |
1346 | CollisionEventUpdate collisionCollection = null; | 1356 | CollisionEventUpdate collisionCollection; |
1347 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1357 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1348 | { | 1358 | { |
1349 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 1359 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
@@ -1355,6 +1365,8 @@ public sealed class BSPrim : PhysicsActor | |||
1355 | _collidingGroundStep = _scene.SimulationStep; | 1365 | _collidingGroundStep = _scene.SimulationStep; |
1356 | } | 1366 | } |
1357 | 1367 | ||
1368 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | ||
1369 | |||
1358 | // if someone is subscribed to collision events.... | 1370 | // if someone is subscribed to collision events.... |
1359 | if (_subscribedEventsMs != 0) { | 1371 | if (_subscribedEventsMs != 0) { |
1360 | // throttle the collisions to the number of milliseconds specified in the subscription | 1372 | // throttle the collisions to the number of milliseconds specified in the subscription |
@@ -1375,7 +1387,9 @@ public sealed class BSPrim : PhysicsActor | |||
1375 | if (collisionCollection != null && collisionCollection.Count > 0) | 1387 | if (collisionCollection != null && collisionCollection.Count > 0) |
1376 | { | 1388 | { |
1377 | base.SendCollisionUpdate(collisionCollection); | 1389 | base.SendCollisionUpdate(collisionCollection); |
1378 | collisionCollection.Clear(); | 1390 | // The collisionCollection structure is passed around in the simulator. |
1391 | // Make sure we don't have a handle to that one and that a new one is used next time. | ||
1392 | collisionCollection = null; | ||
1379 | } | 1393 | } |
1380 | } | 1394 | } |
1381 | 1395 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 011033c..a31c578 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -73,7 +73,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
74 | private static readonly string LogHeader = "[BULLETS SCENE]"; | 74 | private static readonly string LogHeader = "[BULLETS SCENE]"; |
75 | 75 | ||
76 | public void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); } | 76 | public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); } |
77 | 77 | ||
78 | public string BulletSimVersion = "?"; | 78 | public string BulletSimVersion = "?"; |
79 | 79 | ||
@@ -162,14 +162,24 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
162 | } | 162 | } |
163 | 163 | ||
164 | public delegate void TaintCallback(); | 164 | public delegate void TaintCallback(); |
165 | private List<TaintCallback> _taintedObjects; | 165 | private struct TaintCallbackEntry |
166 | { | ||
167 | public String ident; | ||
168 | public TaintCallback callback; | ||
169 | public TaintCallbackEntry(string i, TaintCallback c) | ||
170 | { | ||
171 | ident = i; | ||
172 | callback = c; | ||
173 | } | ||
174 | } | ||
175 | private List<TaintCallbackEntry> _taintedObjects; | ||
166 | private Object _taintLock = new Object(); | 176 | private Object _taintLock = new Object(); |
167 | 177 | ||
168 | // A pointer to an instance if this structure is passed to the C++ code | 178 | // A pointer to an instance if this structure is passed to the C++ code |
169 | ConfigurationParameters[] m_params; | 179 | ConfigurationParameters[] m_params; |
170 | GCHandle m_paramsHandle; | 180 | GCHandle m_paramsHandle; |
171 | 181 | ||
172 | public bool shouldDebugLog { get; private set; } | 182 | public bool ShouldDebugLog { get; private set; } |
173 | 183 | ||
174 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; | 184 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; |
175 | 185 | ||
@@ -232,7 +242,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
232 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); | 242 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); |
233 | } | 243 | } |
234 | 244 | ||
235 | _taintedObjects = new List<TaintCallback>(); | 245 | _taintedObjects = new List<TaintCallbackEntry>(); |
236 | 246 | ||
237 | mesher = meshmerizer; | 247 | mesher = meshmerizer; |
238 | // The bounding box for the simulated world | 248 | // The bounding box for the simulated world |
@@ -245,7 +255,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
245 | 255 | ||
246 | // Initialization to support the transition to a new API which puts most of the logic | 256 | // Initialization to support the transition to a new API which puts most of the logic |
247 | // into the C# code so it is easier to modify and add to. | 257 | // into the C# code so it is easier to modify and add to. |
248 | m_worldSim = new BulletSim(m_worldID, BulletSimAPI.GetSimHandle2(m_worldID)); | 258 | m_worldSim = new BulletSim(m_worldID, this, BulletSimAPI.GetSimHandle2(m_worldID)); |
249 | m_constraintCollection = new BSConstraintCollection(World); | 259 | m_constraintCollection = new BSConstraintCollection(World); |
250 | 260 | ||
251 | m_initialized = true; | 261 | m_initialized = true; |
@@ -352,7 +362,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
352 | BSPrim bsprim = prim as BSPrim; | 362 | BSPrim bsprim = prim as BSPrim; |
353 | if (bsprim != null) | 363 | if (bsprim != null) |
354 | { | 364 | { |
355 | m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | 365 | // DetailLog("{0},RemovePrim,call", bsprim.LocalID); |
366 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | ||
356 | try | 367 | try |
357 | { | 368 | { |
358 | lock (m_prims) m_prims.Remove(bsprim.LocalID); | 369 | lock (m_prims) m_prims.Remove(bsprim.LocalID); |
@@ -377,6 +388,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
377 | 388 | ||
378 | if (!m_initialized) return null; | 389 | if (!m_initialized) return null; |
379 | 390 | ||
391 | // DetailLog("{0},AddPrimShape,call", localID); | ||
392 | |||
380 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 393 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); |
381 | lock (m_prims) m_prims.Add(localID, prim); | 394 | lock (m_prims) m_prims.Add(localID, prim); |
382 | return prim; | 395 | return prim; |
@@ -400,7 +413,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
400 | // prevent simulation until we've been initialized | 413 | // prevent simulation until we've been initialized |
401 | if (!m_initialized) return 10.0f; | 414 | if (!m_initialized) return 10.0f; |
402 | 415 | ||
403 | long simulateStartTime = Util.EnvironmentTickCount(); | 416 | int simulateStartTime = Util.EnvironmentTickCount(); |
404 | 417 | ||
405 | // update the prim states while we know the physics engine is not busy | 418 | // update the prim states while we know the physics engine is not busy |
406 | ProcessTaints(); | 419 | ProcessTaints(); |
@@ -416,12 +429,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
416 | { | 429 | { |
417 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 430 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, |
418 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 431 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
419 | DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount); | 432 | // DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); |
420 | } | 433 | } |
421 | catch (Exception e) | 434 | catch (Exception e) |
422 | { | 435 | { |
423 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); | 436 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); |
424 | DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount); | 437 | // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); |
425 | // updatedEntityCount = 0; | 438 | // updatedEntityCount = 0; |
426 | collidersCount = 0; | 439 | collidersCount = 0; |
427 | } | 440 | } |
@@ -498,8 +511,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
498 | // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); | 511 | // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); |
499 | // return (timeStep * (float)simulateTotalTime); | 512 | // return (timeStep * (float)simulateTotalTime); |
500 | 513 | ||
501 | // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation. | 514 | // TODO: FIX THIS: fps calculation possibly wrong. |
502 | return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; | 515 | // This calculation says 1/timeStep is the ideal frame rate. Any time added to |
516 | // that by the physics simulation gives a slower frame rate. | ||
517 | long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); | ||
518 | if (totalSimulationTime >= timeStep) | ||
519 | return 0; | ||
520 | return 1f / (timeStep + totalSimulationTime); | ||
503 | } | 521 | } |
504 | 522 | ||
505 | // Something has collided | 523 | // Something has collided |
@@ -535,7 +553,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
535 | 553 | ||
536 | public override void SetTerrain(float[] heightMap) { | 554 | public override void SetTerrain(float[] heightMap) { |
537 | m_heightMap = heightMap; | 555 | m_heightMap = heightMap; |
538 | this.TaintedObject(delegate() | 556 | this.TaintedObject("BSScene.SetTerrain", delegate() |
539 | { | 557 | { |
540 | BulletSimAPI.SetHeightmap(m_worldID, m_heightMap); | 558 | BulletSimAPI.SetHeightmap(m_worldID, m_heightMap); |
541 | }); | 559 | }); |
@@ -577,12 +595,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
577 | // make sure no stepping happens while we're deleting stuff | 595 | // make sure no stepping happens while we're deleting stuff |
578 | m_initialized = false; | 596 | m_initialized = false; |
579 | 597 | ||
580 | if (m_constraintCollection != null) | ||
581 | { | ||
582 | m_constraintCollection.Dispose(); | ||
583 | m_constraintCollection = null; | ||
584 | } | ||
585 | |||
586 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) | 598 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) |
587 | { | 599 | { |
588 | kvp.Value.Destroy(); | 600 | kvp.Value.Destroy(); |
@@ -595,6 +607,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
595 | } | 607 | } |
596 | m_prims.Clear(); | 608 | m_prims.Clear(); |
597 | 609 | ||
610 | // Now that the prims are all cleaned up, there should be no constraints left | ||
611 | if (m_constraintCollection != null) | ||
612 | { | ||
613 | m_constraintCollection.Dispose(); | ||
614 | m_constraintCollection = null; | ||
615 | } | ||
616 | |||
598 | // Anything left in the unmanaged code should be cleaned out | 617 | // Anything left in the unmanaged code should be cleaned out |
599 | BulletSimAPI.Shutdown(WorldID); | 618 | BulletSimAPI.Shutdown(WorldID); |
600 | 619 | ||
@@ -727,12 +746,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
727 | // Calls to the PhysicsActors can't directly call into the physics engine | 746 | // Calls to the PhysicsActors can't directly call into the physics engine |
728 | // because it might be busy. We delay changes to a known time. | 747 | // because it might be busy. We delay changes to a known time. |
729 | // We rely on C#'s closure to save and restore the context for the delegate. | 748 | // We rely on C#'s closure to save and restore the context for the delegate. |
730 | public void TaintedObject(TaintCallback callback) | 749 | public void TaintedObject(String ident, TaintCallback callback) |
731 | { | 750 | { |
732 | if (!m_initialized) return; | 751 | if (!m_initialized) return; |
733 | 752 | ||
734 | lock (_taintLock) | 753 | lock (_taintLock) |
735 | _taintedObjects.Add(callback); | 754 | _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); |
736 | return; | 755 | return; |
737 | } | 756 | } |
738 | 757 | ||
@@ -744,22 +763,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
744 | if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process | 763 | if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process |
745 | { | 764 | { |
746 | // swizzle a new list into the list location so we can process what's there | 765 | // swizzle a new list into the list location so we can process what's there |
747 | List<TaintCallback> oldList; | 766 | List<TaintCallbackEntry> oldList; |
748 | lock (_taintLock) | 767 | lock (_taintLock) |
749 | { | 768 | { |
750 | oldList = _taintedObjects; | 769 | oldList = _taintedObjects; |
751 | _taintedObjects = new List<TaintCallback>(); | 770 | _taintedObjects = new List<TaintCallbackEntry>(); |
752 | } | 771 | } |
753 | 772 | ||
754 | foreach (TaintCallback callback in oldList) | 773 | foreach (TaintCallbackEntry tcbe in oldList) |
755 | { | 774 | { |
756 | try | 775 | try |
757 | { | 776 | { |
758 | callback(); | 777 | tcbe.callback(); |
759 | } | 778 | } |
760 | catch (Exception e) | 779 | catch (Exception e) |
761 | { | 780 | { |
762 | m_log.ErrorFormat("{0}: ProcessTaints: Exception: {1}", LogHeader, e); | 781 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e); |
763 | } | 782 | } |
764 | } | 783 | } |
765 | oldList.Clear(); | 784 | oldList.Clear(); |
@@ -767,6 +786,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
767 | } | 786 | } |
768 | 787 | ||
769 | #region Vehicles | 788 | #region Vehicles |
789 | |||
790 | public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType) | ||
791 | { | ||
792 | if (newType == Vehicle.TYPE_NONE) | ||
793 | { | ||
794 | RemoveVehiclePrim(vehic); | ||
795 | } | ||
796 | else | ||
797 | { | ||
798 | // make it so the scene will call us each tick to do vehicle things | ||
799 | AddVehiclePrim(vehic); | ||
800 | } | ||
801 | } | ||
802 | |||
770 | // Make so the scene will call this prim for vehicle actions each tick. | 803 | // Make so the scene will call this prim for vehicle actions each tick. |
771 | // Safe to call if prim is already in the vehicle list. | 804 | // Safe to call if prim is already in the vehicle list. |
772 | public void AddVehiclePrim(BSPrim vehicle) | 805 | public void AddVehiclePrim(BSPrim vehicle) |
@@ -812,12 +845,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
812 | 845 | ||
813 | private struct ParameterDefn | 846 | private struct ParameterDefn |
814 | { | 847 | { |
815 | public string name; | 848 | public string name; // string name of the parameter |
816 | public string desc; | 849 | public string desc; // a short description of what the parameter means |
817 | public float defaultValue; | 850 | public float defaultValue; // default value if not specified anywhere else |
818 | public ParamUser userParam; | 851 | public ParamUser userParam; // get the value from the configuration file |
819 | public ParamGet getter; | 852 | public ParamGet getter; // return the current value stored for this parameter |
820 | public ParamSet setter; | 853 | public ParamSet setter; // set the current value for this parameter |
821 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) | 854 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) |
822 | { | 855 | { |
823 | name = n; | 856 | name = n; |
@@ -834,7 +867,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
834 | // To add a new externally referencable/settable parameter, add the paramter storage | 867 | // To add a new externally referencable/settable parameter, add the paramter storage |
835 | // location somewhere in the program and make an entry in this table with the | 868 | // location somewhere in the program and make an entry in this table with the |
836 | // getters and setters. | 869 | // getters and setters. |
837 | // To add a new variable, it is easiest to find an existing definition and copy it. | 870 | // It is easiest to find an existing definition and copy it. |
838 | // Parameter values are floats. Booleans are converted to a floating value. | 871 | // Parameter values are floats. Booleans are converted to a floating value. |
839 | // | 872 | // |
840 | // A ParameterDefn() takes the following parameters: | 873 | // A ParameterDefn() takes the following parameters: |
@@ -870,7 +903,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
870 | (s) => { return (float)s.m_meshLOD; }, | 903 | (s) => { return (float)s.m_meshLOD; }, |
871 | (s,p,l,v) => { s.m_meshLOD = (int)v; } ), | 904 | (s,p,l,v) => { s.m_meshLOD = (int)v; } ), |
872 | new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | 905 | new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", |
873 | 32, | 906 | 32f, |
874 | (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, | 907 | (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, |
875 | (s) => { return (float)s.m_sculptLOD; }, | 908 | (s) => { return (float)s.m_sculptLOD; }, |
876 | (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), | 909 | (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), |
@@ -1027,14 +1060,19 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1027 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), | 1060 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), |
1028 | 1061 | ||
1029 | 1062 | ||
1030 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)", | 1063 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
1031 | 0f, // zero to disable | 1064 | 0f, // zero to disable |
1032 | (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, | 1065 | (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, |
1033 | (s) => { return s.m_params[0].maxPersistantManifoldPoolSize; }, | 1066 | (s) => { return s.m_params[0].maxPersistantManifoldPoolSize; }, |
1034 | (s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ), | 1067 | (s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ), |
1068 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", | ||
1069 | 0f, // zero to disable | ||
1070 | (s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, | ||
1071 | (s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; }, | ||
1072 | (s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ), | ||
1035 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | 1073 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", |
1036 | ConfigurationParameters.numericTrue, | 1074 | ConfigurationParameters.numericFalse, |
1037 | (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | 1075 | (s,cf,p,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, |
1038 | (s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; }, | 1076 | (s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; }, |
1039 | (s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ), | 1077 | (s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ), |
1040 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | 1078 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", |
@@ -1101,9 +1139,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1101 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), | 1139 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), |
1102 | new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements", | 1140 | new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements", |
1103 | ConfigurationParameters.numericFalse, | 1141 | ConfigurationParameters.numericFalse, |
1104 | (s,cf,p,v) => { s.shouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); }, | 1142 | (s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); }, |
1105 | (s) => { return s.NumericBool(s.shouldDebugLog); }, | 1143 | (s) => { return s.NumericBool(s.ShouldDebugLog); }, |
1106 | (s,p,l,v) => { s.shouldDebugLog = s.BoolNumeric(v); } ), | 1144 | (s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ), |
1107 | 1145 | ||
1108 | }; | 1146 | }; |
1109 | 1147 | ||
@@ -1243,7 +1281,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1243 | List<uint> objectIDs = lIDs; | 1281 | List<uint> objectIDs = lIDs; |
1244 | string xparm = parm.ToLower(); | 1282 | string xparm = parm.ToLower(); |
1245 | float xval = val; | 1283 | float xval = val; |
1246 | TaintedObject(delegate() { | 1284 | TaintedObject("BSScene.UpdateParameterSet", delegate() { |
1247 | foreach (uint lID in objectIDs) | 1285 | foreach (uint lID in objectIDs) |
1248 | { | 1286 | { |
1249 | BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval); | 1287 | BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval); |
@@ -1263,7 +1301,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1263 | uint xlocalID = localID; | 1301 | uint xlocalID = localID; |
1264 | string xparm = parm.ToLower(); | 1302 | string xparm = parm.ToLower(); |
1265 | float xval = val; | 1303 | float xval = val; |
1266 | TaintedObject(delegate() { | 1304 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { |
1267 | BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval); | 1305 | BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval); |
1268 | }); | 1306 | }); |
1269 | } | 1307 | } |
@@ -1289,10 +1327,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1289 | #endregion Runtime settable parameters | 1327 | #endregion Runtime settable parameters |
1290 | 1328 | ||
1291 | // Invoke the detailed logger and output something if it's enabled. | 1329 | // Invoke the detailed logger and output something if it's enabled. |
1292 | private void DetailLog(string msg, params Object[] args) | 1330 | public void DetailLog(string msg, params Object[] args) |
1293 | { | 1331 | { |
1294 | PhysicsLogging.Write(msg, args); | 1332 | PhysicsLogging.Write(msg, args); |
1295 | } | 1333 | } |
1334 | // used to fill in the LocalID when there isn't one | ||
1335 | public const string DetailLogZero = "0000000000"; | ||
1296 | 1336 | ||
1297 | } | 1337 | } |
1298 | } | 1338 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 0ffbc94..504bd3c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -35,9 +35,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin { | |||
35 | // Classes to allow some type checking for the API | 35 | // Classes to allow some type checking for the API |
36 | public struct BulletSim | 36 | public struct BulletSim |
37 | { | 37 | { |
38 | public BulletSim(uint id, IntPtr xx) { ID = id; Ptr = xx; } | 38 | public BulletSim(uint id, BSScene bss, IntPtr xx) { ID = id; scene = bss; Ptr = xx; } |
39 | public IntPtr Ptr; | ||
40 | public uint ID; | 39 | public uint ID; |
40 | // The scene is only in here so very low level routines have a handle to print debug/error messages | ||
41 | public BSScene scene; | ||
42 | public IntPtr Ptr; | ||
41 | } | 43 | } |
42 | 44 | ||
43 | public struct BulletBody | 45 | public struct BulletBody |
@@ -158,6 +160,7 @@ public struct ConfigurationParameters | |||
158 | public float avatarContactProcessingThreshold; | 160 | public float avatarContactProcessingThreshold; |
159 | 161 | ||
160 | public float maxPersistantManifoldPoolSize; | 162 | public float maxPersistantManifoldPoolSize; |
163 | public float maxCollisionAlgorithmPoolSize; | ||
161 | public float shouldDisableContactPoolDynamicAllocation; | 164 | public float shouldDisableContactPoolDynamicAllocation; |
162 | public float shouldForceUpdateAllAabbs; | 165 | public float shouldForceUpdateAllAabbs; |
163 | public float shouldRandomizeSolverOrder; | 166 | public float shouldRandomizeSolverOrder; |
@@ -179,17 +182,18 @@ public struct ConfigurationParameters | |||
179 | // Values used by Bullet and BulletSim to control collisions | 182 | // Values used by Bullet and BulletSim to control collisions |
180 | public enum CollisionFlags : uint | 183 | public enum CollisionFlags : uint |
181 | { | 184 | { |
182 | STATIC_OBJECT = 1 << 0, | 185 | CF_STATIC_OBJECT = 1 << 0, |
183 | KINEMATIC_OBJECT = 1 << 1, | 186 | CF_KINEMATIC_OBJECT = 1 << 1, |
184 | NO_CONTACT_RESPONSE = 1 << 2, | 187 | CF_NO_CONTACT_RESPONSE = 1 << 2, |
185 | CUSTOM_MATERIAL_CALLBACK = 1 << 3, | 188 | CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3, |
186 | CHARACTER_OBJECT = 1 << 4, | 189 | CF_CHARACTER_OBJECT = 1 << 4, |
187 | DISABLE_VISUALIZE_OBJECT = 1 << 5, | 190 | CF_DISABLE_VISUALIZE_OBJECT = 1 << 5, |
188 | DISABLE_SPU_COLLISION_PROCESS = 1 << 6, | 191 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, |
189 | // Following used by BulletSim to control collisions | 192 | // Following used by BulletSim to control collisions |
190 | VOLUME_DETECT_OBJECT = 1 << 10, | 193 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, |
191 | PHANTOM_OBJECT = 1 << 11, | 194 | BS_VOLUME_DETECT_OBJECT = 1 << 11, |
192 | PHYSICAL_OBJECT = 1 << 12, | 195 | BS_PHANTOM_OBJECT = 1 << 12, |
196 | BS_PHYSICAL_OBJECT = 1 << 13, | ||
193 | }; | 197 | }; |
194 | 198 | ||
195 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | 199 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 |
@@ -361,7 +365,7 @@ public static extern IntPtr GetSimHandle2(uint worldID); | |||
361 | public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id); | 365 | public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id); |
362 | 366 | ||
363 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 367 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
364 | public static extern IntPtr GetBodyHandle2(IntPtr sim, uint id); | 368 | public static extern IntPtr GetBodyHandle2(IntPtr world, uint id); |
365 | 369 | ||
366 | // =============================================================================== | 370 | // =============================================================================== |
367 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 371 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -370,45 +374,69 @@ public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, | |||
370 | int maxUpdates, IntPtr updateArray); | 374 | int maxUpdates, IntPtr updateArray); |
371 | 375 | ||
372 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 376 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
373 | public static extern bool UpdateParameter2(IntPtr sim, uint localID, String parm, float value); | 377 | public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); |
374 | 378 | ||
375 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 379 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
376 | public static extern void SetHeightmap2(IntPtr sim, float[] heightmap); | 380 | public static extern void SetHeightmap2(IntPtr world, float[] heightmap); |
377 | 381 | ||
378 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 382 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
379 | public static extern void Shutdown2(IntPtr sim); | 383 | public static extern void Shutdown2(IntPtr sim); |
380 | 384 | ||
381 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 385 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
382 | public static extern int PhysicsStep2(IntPtr sim, float timeStep, int maxSubSteps, float fixedTimeStep, | 386 | public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep, |
383 | out int updatedEntityCount, | 387 | out int updatedEntityCount, |
384 | out IntPtr updatedEntitiesPtr, | 388 | out IntPtr updatedEntitiesPtr, |
385 | out int collidersCount, | 389 | out int collidersCount, |
386 | out IntPtr collidersPtr); | 390 | out IntPtr collidersPtr); |
387 | 391 | ||
392 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
393 | public static extern bool PushUpdate2(IntPtr obj); | ||
394 | |||
388 | /* | 395 | /* |
389 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 396 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
390 | public static extern IntPtr CreateMesh2(IntPtr sim, int indicesCount, int* indices, int verticesCount, float* vertices ); | 397 | public static extern IntPtr CreateMesh2(IntPtr world, int indicesCount, int* indices, int verticesCount, float* vertices ); |
391 | 398 | ||
392 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 399 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
393 | public static extern bool BuildHull2(IntPtr sim, IntPtr mesh); | 400 | public static extern bool BuildHull2(IntPtr world, IntPtr mesh); |
394 | 401 | ||
395 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 402 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
396 | public static extern bool ReleaseHull2(IntPtr sim, IntPtr mesh); | 403 | public static extern bool ReleaseHull2(IntPtr world, IntPtr mesh); |
397 | 404 | ||
398 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 405 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
399 | public static extern bool DestroyMesh2(IntPtr sim, IntPtr mesh); | 406 | public static extern bool DestroyMesh2(IntPtr world, IntPtr mesh); |
400 | 407 | ||
401 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 408 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
402 | public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData); | 409 | public static extern IntPtr CreateObject2(IntPtr world, ShapeData shapeData); |
403 | */ | 410 | */ |
404 | 411 | ||
405 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 412 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
406 | public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2, | 413 | public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, |
407 | Vector3 frame1loc, Quaternion frame1rot, | 414 | Vector3 frame1loc, Quaternion frame1rot, |
408 | Vector3 frame2loc, Quaternion frame2rot, | 415 | Vector3 frame2loc, Quaternion frame2rot, |
409 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | 416 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); |
410 | 417 | ||
411 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 418 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
419 | public static extern IntPtr Create6DofConstraintToPoint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
420 | Vector3 joinPoint, | ||
421 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
422 | |||
423 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
424 | public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
425 | Vector3 pivotinA, Vector3 pivotinB, | ||
426 | Vector3 axisInA, Vector3 axisInB, | ||
427 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
428 | |||
429 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
430 | public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse); | ||
431 | |||
432 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
433 | public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations); | ||
434 | |||
435 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
436 | public static extern bool SetFrames2(IntPtr constrain, | ||
437 | Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot); | ||
438 | |||
439 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
412 | public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi); | 440 | public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi); |
413 | 441 | ||
414 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 442 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -421,13 +449,22 @@ public static extern bool UseFrameOffset2(IntPtr constrain, float enable); | |||
421 | public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce); | 449 | public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce); |
422 | 450 | ||
423 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 451 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
452 | public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold); | ||
453 | |||
454 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
424 | public static extern bool CalculateTransforms2(IntPtr constrain); | 455 | public static extern bool CalculateTransforms2(IntPtr constrain); |
425 | 456 | ||
426 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 457 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
427 | public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); | 458 | public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); |
428 | 459 | ||
429 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 460 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
430 | public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain); | 461 | public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain); |
462 | |||
463 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
464 | public static extern Vector3 AddObjectToWorld2(IntPtr world, IntPtr obj); | ||
465 | |||
466 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
467 | public static extern Vector3 RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | ||
431 | 468 | ||
432 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 469 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
433 | public static extern Vector3 GetPosition2(IntPtr obj); | 470 | public static extern Vector3 GetPosition2(IntPtr obj); |
@@ -448,6 +485,9 @@ public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocit | |||
448 | public static extern bool SetObjectForce2(IntPtr obj, Vector3 force); | 485 | public static extern bool SetObjectForce2(IntPtr obj, Vector3 force); |
449 | 486 | ||
450 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 487 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
488 | public static extern bool AddObjectForce2(IntPtr obj, Vector3 force); | ||
489 | |||
490 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
451 | public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val); | 491 | public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val); |
452 | 492 | ||
453 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 493 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -478,13 +518,16 @@ public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val); | |||
478 | public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang); | 518 | public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang); |
479 | 519 | ||
480 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 520 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
481 | public static extern IntPtr SetCollisionFlags2(IntPtr obj, uint flags); | 521 | public static extern CollisionFlags GetCollisionFlags2(IntPtr obj); |
482 | 522 | ||
483 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 523 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
484 | public static extern IntPtr AddToCollisionFlags2(IntPtr obj, uint flags); | 524 | public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags); |
485 | 525 | ||
486 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 526 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
487 | public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, uint flags); | 527 | public static extern IntPtr AddToCollisionFlags2(IntPtr obj, CollisionFlags flags); |
528 | |||
529 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
530 | public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags); | ||
488 | 531 | ||
489 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 532 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
490 | public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia); | 533 | public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia); |
@@ -499,16 +542,13 @@ public static extern bool SetGravity2(IntPtr obj, Vector3 val); | |||
499 | public static extern IntPtr ClearForces2(IntPtr obj); | 542 | public static extern IntPtr ClearForces2(IntPtr obj); |
500 | 543 | ||
501 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 544 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
502 | public static extern bool SetMargin2(IntPtr obj, float val); | 545 | public static extern IntPtr ClearAllForces2(IntPtr obj); |
503 | |||
504 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
505 | public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj); | ||
506 | 546 | ||
507 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 547 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
508 | public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); | 548 | public static extern bool SetMargin2(IntPtr obj, float val); |
509 | 549 | ||
510 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 550 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
511 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | 551 | public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj); |
512 | 552 | ||
513 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 553 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
514 | public static extern bool DestroyObject2(IntPtr world, uint id); | 554 | public static extern bool DestroyObject2(IntPtr world, uint id); |