diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 69 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | 125 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs | 184 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 187 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 352 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 614 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 828 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 272 |
8 files changed, 1952 insertions, 679 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index dc0c008..09e1f0c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -41,7 +41,7 @@ public class BSCharacter : PhysicsActor | |||
41 | 41 | ||
42 | private BSScene _scene; | 42 | private BSScene _scene; |
43 | private String _avName; | 43 | private String _avName; |
44 | private bool _stopped; | 44 | // private bool _stopped; |
45 | private Vector3 _size; | 45 | private Vector3 _size; |
46 | private Vector3 _scale; | 46 | private Vector3 _scale; |
47 | private PrimitiveBaseShape _pbs; | 47 | private PrimitiveBaseShape _pbs; |
@@ -134,9 +134,9 @@ public class BSCharacter : PhysicsActor | |||
134 | { | 134 | { |
135 | base.RequestPhysicsterseUpdate(); | 135 | base.RequestPhysicsterseUpdate(); |
136 | } | 136 | } |
137 | 137 | // No one calls this method so I don't know what it could possibly mean | |
138 | public override bool Stopped { | 138 | public override bool Stopped { |
139 | get { return _stopped; } | 139 | get { return false; } |
140 | } | 140 | } |
141 | public override Vector3 Size { | 141 | public override Vector3 Size { |
142 | get { return _size; } | 142 | get { return _size; } |
@@ -391,52 +391,47 @@ public class BSCharacter : PhysicsActor | |||
391 | _mass = _density * _avatarVolume; | 391 | _mass = _density * _avatarVolume; |
392 | } | 392 | } |
393 | 393 | ||
394 | // Set to 'true' if the individual changed items should be checked | ||
395 | // (someday RequestPhysicsTerseUpdate() will take a bitmap of changed properties) | ||
396 | const bool SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES = false; | ||
397 | |||
398 | // The physics engine says that properties have updated. Update same and inform | 394 | // The physics engine says that properties have updated. Update same and inform |
399 | // the world that things have changed. | 395 | // the world that things have changed. |
400 | public void UpdateProperties(EntityProperties entprop) | 396 | public void UpdateProperties(EntityProperties entprop) |
401 | { | 397 | { |
398 | /* | ||
402 | bool changed = false; | 399 | bool changed = false; |
403 | if (SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES) { | 400 | // we assign to the local variables so the normal set action does not happen |
404 | // we assign to the local variables so the normal set action does not happen | 401 | if (_position != entprop.Position) { |
405 | if (_position != entprop.Position) { | ||
406 | _position = entprop.Position; | ||
407 | changed = true; | ||
408 | } | ||
409 | if (_orientation != entprop.Rotation) { | ||
410 | _orientation = entprop.Rotation; | ||
411 | changed = true; | ||
412 | } | ||
413 | if (_velocity != entprop.Velocity) { | ||
414 | _velocity = entprop.Velocity; | ||
415 | changed = true; | ||
416 | } | ||
417 | if (_acceleration != entprop.Acceleration) { | ||
418 | _acceleration = entprop.Acceleration; | ||
419 | changed = true; | ||
420 | } | ||
421 | if (_rotationalVelocity != entprop.RotationalVelocity) { | ||
422 | _rotationalVelocity = entprop.RotationalVelocity; | ||
423 | changed = true; | ||
424 | } | ||
425 | if (changed) { | ||
426 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
427 | // Avatar movement is not done by generating this event. There is code in the heartbeat | ||
428 | // loop that updates avatars. | ||
429 | // base.RequestPhysicsterseUpdate(); | ||
430 | } | ||
431 | } | ||
432 | else { | ||
433 | _position = entprop.Position; | 402 | _position = entprop.Position; |
403 | changed = true; | ||
404 | } | ||
405 | if (_orientation != entprop.Rotation) { | ||
434 | _orientation = entprop.Rotation; | 406 | _orientation = entprop.Rotation; |
407 | changed = true; | ||
408 | } | ||
409 | if (_velocity != entprop.Velocity) { | ||
435 | _velocity = entprop.Velocity; | 410 | _velocity = entprop.Velocity; |
411 | changed = true; | ||
412 | } | ||
413 | if (_acceleration != entprop.Acceleration) { | ||
436 | _acceleration = entprop.Acceleration; | 414 | _acceleration = entprop.Acceleration; |
415 | changed = true; | ||
416 | } | ||
417 | if (_rotationalVelocity != entprop.RotationalVelocity) { | ||
437 | _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. | ||
438 | // base.RequestPhysicsterseUpdate(); | 425 | // base.RequestPhysicsterseUpdate(); |
439 | } | 426 | } |
427 | */ | ||
428 | _position = entprop.Position; | ||
429 | _orientation = entprop.Rotation; | ||
430 | _velocity = entprop.Velocity; | ||
431 | _acceleration = entprop.Acceleration; | ||
432 | _rotationalVelocity = entprop.RotationalVelocity; | ||
433 | // Avatars don't report theirr changes the usual way. Changes are checked for in the heartbeat loop. | ||
434 | // base.RequestPhysicsterseUpdate(); | ||
440 | } | 435 | } |
441 | 436 | ||
442 | // Called by the scene when a collision with this object is reported | 437 | // Called by the scene when a collision with this object is reported |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs new file mode 100755 index 0000000..ea3093a --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -0,0 +1,125 @@ | |||
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 BSConstraint : IDisposable | ||
36 | { | ||
37 | private BulletSim m_world; | ||
38 | private BulletBody m_body1; | ||
39 | private BulletBody m_body2; | ||
40 | private BulletConstraint m_constraint; | ||
41 | private bool m_enabled = false; | ||
42 | |||
43 | public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | ||
44 | Vector3 frame1, Quaternion frame1rot, | ||
45 | Vector3 frame2, Quaternion frame2rot | ||
46 | ) | ||
47 | { | ||
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 | } | ||
57 | |||
58 | public void Dispose() | ||
59 | { | ||
60 | if (m_enabled) | ||
61 | { | ||
62 | // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID); | ||
63 | BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); | ||
64 | m_enabled = false; | ||
65 | } | ||
66 | } | ||
67 | |||
68 | public BulletBody Body1 { get { return m_body1; } } | ||
69 | public BulletBody Body2 { get { return m_body2; } } | ||
70 | |||
71 | public bool SetLinearLimits(Vector3 low, Vector3 high) | ||
72 | { | ||
73 | bool ret = false; | ||
74 | if (m_enabled) | ||
75 | ret = BulletSimAPI.SetLinearLimits2(m_constraint.Ptr, low, high); | ||
76 | return ret; | ||
77 | } | ||
78 | |||
79 | public bool SetAngularLimits(Vector3 low, Vector3 high) | ||
80 | { | ||
81 | bool ret = false; | ||
82 | if (m_enabled) | ||
83 | ret = BulletSimAPI.SetAngularLimits2(m_constraint.Ptr, low, high); | ||
84 | return ret; | ||
85 | } | ||
86 | |||
87 | public bool SetCFMAndERP(float cfm, float erp) | ||
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 | { | ||
107 | bool ret = false; | ||
108 | float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | ||
109 | if (m_enabled) | ||
110 | ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce); | ||
111 | return ret; | ||
112 | } | ||
113 | |||
114 | public bool CalculateTransforms() | ||
115 | { | ||
116 | bool ret = false; | ||
117 | if (m_enabled) | ||
118 | { | ||
119 | BulletSimAPI.CalculateTransforms2(m_constraint.Ptr); | ||
120 | ret = true; | ||
121 | } | ||
122 | return ret; | ||
123 | } | ||
124 | } | ||
125 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs new file mode 100755 index 0000000..c88e645 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs | |||
@@ -0,0 +1,184 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using log4net; | ||
31 | using OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | |||
36 | public class BSConstraintCollection : IDisposable | ||
37 | { | ||
38 | // private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
39 | // private static readonly string LogHeader = "[CONSTRAINT COLLECTION]"; | ||
40 | |||
41 | delegate bool ConstraintAction(BSConstraint constrain); | ||
42 | |||
43 | private List<BSConstraint> m_constraints; | ||
44 | private BulletSim m_world; | ||
45 | |||
46 | public BSConstraintCollection(BulletSim world) | ||
47 | { | ||
48 | m_world = world; | ||
49 | m_constraints = new List<BSConstraint>(); | ||
50 | } | ||
51 | |||
52 | public void Dispose() | ||
53 | { | ||
54 | this.Clear(); | ||
55 | } | ||
56 | |||
57 | public void Clear() | ||
58 | { | ||
59 | foreach (BSConstraint cons in m_constraints) | ||
60 | { | ||
61 | cons.Dispose(); | ||
62 | } | ||
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 | } | ||
75 | |||
76 | public bool AddConstraint(BSConstraint cons) | ||
77 | { | ||
78 | // There is only one constraint between any bodies. Remove any old just to make sure. | ||
79 | RemoveAndDestroyConstraint(cons.Body1, cons.Body2); | ||
80 | |||
81 | m_constraints.Add(cons); | ||
82 | |||
83 | return true; | ||
84 | } | ||
85 | |||
86 | // Get the constraint between two bodies. There can be only one. | ||
87 | // Return 'true' if a constraint was found. | ||
88 | public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint) | ||
89 | { | ||
90 | bool found = false; | ||
91 | BSConstraint foundConstraint = null; | ||
92 | |||
93 | uint lookingID1 = body1.ID; | ||
94 | uint lookingID2 = body2.ID; | ||
95 | ForEachConstraint(delegate(BSConstraint constrain) | ||
96 | { | ||
97 | if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2) | ||
98 | || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1)) | ||
99 | { | ||
100 | foundConstraint = constrain; | ||
101 | found = true; | ||
102 | } | ||
103 | return found; | ||
104 | }); | ||
105 | returnConstraint = foundConstraint; | ||
106 | return found; | ||
107 | } | ||
108 | |||
109 | // Remove any constraint between the passed bodies. | ||
110 | // Presumed there is only one such constraint possible. | ||
111 | // Return 'true' if a constraint was found and destroyed. | ||
112 | public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) | ||
113 | { | ||
114 | // return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID); | ||
115 | |||
116 | bool ret = false; | ||
117 | BSConstraint constrain; | ||
118 | |||
119 | if (this.TryGetConstraint(body1, body2, out constrain)) | ||
120 | { | ||
121 | // remove the constraint from our collection | ||
122 | 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 | } | ||
128 | |||
129 | return ret; | ||
130 | } | ||
131 | |||
132 | // Remove all constraints that reference the passed body. | ||
133 | // Return 'true' if any constraints were destroyed. | ||
134 | public bool RemoveAndDestroyConstraint(BulletBody body1) | ||
135 | { | ||
136 | // return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID); | ||
137 | |||
138 | List<BSConstraint> toRemove = new List<BSConstraint>(); | ||
139 | uint lookingID = body1.ID; | ||
140 | ForEachConstraint(delegate(BSConstraint constrain) | ||
141 | { | ||
142 | if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID) | ||
143 | { | ||
144 | toRemove.Add(constrain); | ||
145 | } | ||
146 | return false; | ||
147 | }); | ||
148 | lock (m_constraints) | ||
149 | { | ||
150 | foreach (BSConstraint constrain in toRemove) | ||
151 | { | ||
152 | m_constraints.Remove(constrain); | ||
153 | constrain.Dispose(); | ||
154 | } | ||
155 | } | ||
156 | return (toRemove.Count > 0); | ||
157 | } | ||
158 | |||
159 | public bool RecalculateAllConstraints() | ||
160 | { | ||
161 | foreach (BSConstraint constrain in m_constraints) | ||
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) | ||
173 | { | ||
174 | foreach (BSConstraint constrain in m_constraints) | ||
175 | { | ||
176 | if (action(constrain)) | ||
177 | break; | ||
178 | } | ||
179 | } | ||
180 | } | ||
181 | |||
182 | |||
183 | } | ||
184 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index eb20eb3..c197e61 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -57,7 +57,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
57 | private int frcount = 0; // Used to limit dynamics debug output to | 57 | private int frcount = 0; // Used to limit dynamics debug output to |
58 | // every 100th frame | 58 | // every 100th frame |
59 | 59 | ||
60 | // private BSScene m_parentScene = null; | ||
61 | private BSPrim m_prim; // the prim this dynamic controller belongs to | 60 | private BSPrim m_prim; // the prim this dynamic controller belongs to |
62 | 61 | ||
63 | // Vehicle properties | 62 | // Vehicle properties |
@@ -131,8 +130,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
131 | m_type = Vehicle.TYPE_NONE; | 130 | m_type = Vehicle.TYPE_NONE; |
132 | } | 131 | } |
133 | 132 | ||
134 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | 133 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) |
135 | { | 134 | { |
135 | DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | ||
136 | switch (pParam) | 136 | switch (pParam) |
137 | { | 137 | { |
138 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 138 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
@@ -229,8 +229,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
229 | } | 229 | } |
230 | }//end ProcessFloatVehicleParam | 230 | }//end ProcessFloatVehicleParam |
231 | 231 | ||
232 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | 232 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) |
233 | { | 233 | { |
234 | DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | ||
234 | switch (pParam) | 235 | switch (pParam) |
235 | { | 236 | { |
236 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 237 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
@@ -265,6 +266,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
265 | 266 | ||
266 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | 267 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) |
267 | { | 268 | { |
269 | DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | ||
268 | switch (pParam) | 270 | switch (pParam) |
269 | { | 271 | { |
270 | case Vehicle.REFERENCE_FRAME: | 272 | case Vehicle.REFERENCE_FRAME: |
@@ -278,6 +280,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
278 | 280 | ||
279 | internal void ProcessVehicleFlags(int pParam, bool remove) | 281 | internal void ProcessVehicleFlags(int pParam, bool remove) |
280 | { | 282 | { |
283 | DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); | ||
281 | if (remove) | 284 | if (remove) |
282 | { | 285 | { |
283 | if (pParam == -1) | 286 | if (pParam == -1) |
@@ -434,6 +437,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
434 | 437 | ||
435 | internal void ProcessTypeChange(Vehicle pType) | 438 | internal void ProcessTypeChange(Vehicle pType) |
436 | { | 439 | { |
440 | DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); | ||
437 | // Set Defaults For Type | 441 | // Set Defaults For Type |
438 | m_type = pType; | 442 | m_type = pType; |
439 | switch (pType) | 443 | switch (pType) |
@@ -594,11 +598,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
594 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 598 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
595 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); | 599 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); |
596 | break; | 600 | break; |
597 | |||
598 | } | 601 | } |
599 | }//end SetDefaultsForType | 602 | }//end SetDefaultsForType |
600 | 603 | ||
601 | internal void Step(float pTimestep, BSScene pParentScene) | 604 | internal void Step(float pTimestep) |
602 | { | 605 | { |
603 | if (m_type == Vehicle.TYPE_NONE) return; | 606 | if (m_type == Vehicle.TYPE_NONE) return; |
604 | 607 | ||
@@ -606,21 +609,34 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
606 | if (frcount > 100) | 609 | if (frcount > 100) |
607 | frcount = 0; | 610 | frcount = 0; |
608 | 611 | ||
609 | MoveLinear(pTimestep, pParentScene); | 612 | MoveLinear(pTimestep); |
610 | MoveAngular(pTimestep); | 613 | MoveAngular(pTimestep); |
611 | LimitRotation(pTimestep); | 614 | LimitRotation(pTimestep); |
615 | |||
616 | DetailLog("{0},Dynamics,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); | ||
612 | }// end Step | 618 | }// end Step |
613 | 619 | ||
614 | private void MoveLinear(float pTimestep, BSScene _pParentScene) | 620 | private void MoveLinear(float pTimestep) |
615 | { | 621 | { |
616 | if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant | 622 | // requested m_linearMotorDirection is significant |
623 | // if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) | ||
624 | if (m_linearMotorDirection.LengthSquared() > 0.0001f) | ||
617 | { | 625 | { |
626 | Vector3 origDir = m_linearMotorDirection; | ||
627 | Vector3 origVel = m_lastLinearVelocityVector; | ||
628 | |||
618 | // add drive to body | 629 | // add drive to body |
619 | Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); | 630 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); |
620 | m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector? | 631 | Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale); |
632 | // lastLinearVelocityVector is the current body velocity vector? | ||
633 | // RA: Not sure what the *10 is for. A correction for pTimestep? | ||
634 | // m_lastLinearVelocityVector += (addAmount*10); | ||
635 | m_lastLinearVelocityVector += addAmount; | ||
621 | 636 | ||
622 | // This will work temporarily, but we really need to compare speed on an axis | 637 | // This will work temporarily, but we really need to compare speed on an axis |
623 | // KF: Limit body velocity to applied velocity? | 638 | // KF: Limit body velocity to applied velocity? |
639 | // Limit the velocity vector to less than the last set linear motor direction | ||
624 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | 640 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) |
625 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; | 641 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; |
626 | if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y)) | 642 | if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y)) |
@@ -630,76 +646,93 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
630 | 646 | ||
631 | // decay applied velocity | 647 | // decay applied velocity |
632 | Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); | 648 | Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); |
633 | //Console.WriteLine("decay: " + decayfraction); | ||
634 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; | 649 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; |
635 | //Console.WriteLine("actual: " + m_linearMotorDirection); | 650 | |
651 | /* | ||
652 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale; | ||
653 | m_lastLinearVelocityVector += addAmount; | ||
654 | |||
655 | float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale); | ||
656 | m_linearMotorDirection *= decayfraction; | ||
657 | |||
658 | */ | ||
659 | |||
660 | DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", | ||
661 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | ||
636 | } | 662 | } |
637 | else | 663 | else |
638 | { // requested is not significant | 664 | { |
639 | // if what remains of applied is small, zero it. | 665 | // if what remains of applied is small, zero it. |
640 | if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) | 666 | // if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) |
641 | m_lastLinearVelocityVector = Vector3.Zero; | 667 | // m_lastLinearVelocityVector = Vector3.Zero; |
668 | m_linearMotorDirection = Vector3.Zero; | ||
669 | m_lastLinearVelocityVector = Vector3.Zero; | ||
642 | } | 670 | } |
643 | 671 | ||
644 | // convert requested object velocity to world-referenced vector | 672 | // convert requested object velocity to world-referenced vector |
645 | m_dir = m_lastLinearVelocityVector; | 673 | Quaternion rotq = m_prim.Orientation; |
646 | Quaternion rot = m_prim.Orientation; | 674 | m_dir = m_lastLinearVelocityVector * rotq; |
647 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object | 675 | |
648 | m_dir *= rotq; // apply obj rotation to velocity vector | 676 | // Add the various forces into m_dir which will be our new direction vector (velocity) |
649 | 677 | ||
650 | // add Gravity andBuoyancy | 678 | // add Gravity and Buoyancy |
651 | // KF: So far I have found no good method to combine a script-requested | 679 | // KF: So far I have found no good method to combine a script-requested |
652 | // .Z velocity and gravity. Therefore only 0g will used script-requested | 680 | // .Z velocity and gravity. Therefore only 0g will used script-requested |
653 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. | 681 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. |
654 | Vector3 grav = Vector3.Zero; | 682 | Vector3 grav = Vector3.Zero; |
655 | // There is some gravity, make a gravity force vector | 683 | // There is some gravity, make a gravity force vector that is applied after object velocity. |
656 | // that is applied after object velocity. | ||
657 | float objMass = m_prim.Mass; | ||
658 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 684 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
659 | grav.Z = _pParentScene.DefaultGravity.Z * objMass * (1f - m_VehicleBuoyancy); | 685 | grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy); |
660 | // Preserve the current Z velocity | 686 | // Preserve the current Z velocity |
661 | Vector3 vel_now = m_prim.Velocity; | 687 | Vector3 vel_now = m_prim.Velocity; |
662 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | 688 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity |
663 | 689 | ||
664 | Vector3 pos = m_prim.Position; | 690 | Vector3 pos = m_prim.Position; |
691 | Vector3 posChange = pos; | ||
665 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); | 692 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); |
666 | Vector3 posChange = new Vector3(); | ||
667 | posChange.X = pos.X - m_lastPositionVector.X; | ||
668 | posChange.Y = pos.Y - m_lastPositionVector.Y; | ||
669 | posChange.Z = pos.Z - m_lastPositionVector.Z; | ||
670 | double Zchange = Math.Abs(posChange.Z); | 693 | double Zchange = Math.Abs(posChange.Z); |
671 | if (m_BlockingEndPoint != Vector3.Zero) | 694 | if (m_BlockingEndPoint != Vector3.Zero) |
672 | { | 695 | { |
696 | bool changed = false; | ||
673 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | 697 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) |
674 | { | 698 | { |
675 | pos.X -= posChange.X + 1; | 699 | pos.X -= posChange.X + 1; |
676 | m_prim.Position = pos; | 700 | changed = true; |
677 | } | 701 | } |
678 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | 702 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) |
679 | { | 703 | { |
680 | pos.Y -= posChange.Y + 1; | 704 | pos.Y -= posChange.Y + 1; |
681 | m_prim.Position = pos; | 705 | changed = true; |
682 | } | 706 | } |
683 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | 707 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) |
684 | { | 708 | { |
685 | pos.Z -= posChange.Z + 1; | 709 | pos.Z -= posChange.Z + 1; |
686 | m_prim.Position = pos; | 710 | changed = true; |
687 | } | 711 | } |
688 | if (pos.X <= 0) | 712 | if (pos.X <= 0) |
689 | { | 713 | { |
690 | pos.X += posChange.X + 1; | 714 | pos.X += posChange.X + 1; |
691 | m_prim.Position = pos; | 715 | changed = true; |
692 | } | 716 | } |
693 | if (pos.Y <= 0) | 717 | if (pos.Y <= 0) |
694 | { | 718 | { |
695 | pos.Y += posChange.Y + 1; | 719 | pos.Y += posChange.Y + 1; |
720 | changed = true; | ||
721 | } | ||
722 | if (changed) | ||
723 | { | ||
696 | m_prim.Position = pos; | 724 | m_prim.Position = pos; |
725 | DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
726 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
697 | } | 727 | } |
698 | } | 728 | } |
699 | if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y)) | 729 | |
730 | // If below the terrain, move us above the ground a little. | ||
731 | if (pos.Z < m_prim.Scene.GetTerrainHeightAtXYZ(pos)) | ||
700 | { | 732 | { |
701 | pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2; | 733 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; |
702 | m_prim.Position = pos; | 734 | m_prim.Position = pos; |
735 | DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | ||
703 | } | 736 | } |
704 | 737 | ||
705 | // Check if hovering | 738 | // Check if hovering |
@@ -708,11 +741,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
708 | // We should hover, get the target height | 741 | // We should hover, get the target height |
709 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 742 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
710 | { | 743 | { |
711 | m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight; | 744 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; |
712 | } | 745 | } |
713 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 746 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
714 | { | 747 | { |
715 | m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | 748 | m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; |
716 | } | 749 | } |
717 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 750 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
718 | { | 751 | { |
@@ -746,6 +779,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
746 | } | 779 | } |
747 | } | 780 | } |
748 | 781 | ||
782 | DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); | ||
783 | |||
749 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | 784 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped |
750 | // m_VhoverTimescale = 0f; // time to acheive height | 785 | // m_VhoverTimescale = 0f; // time to acheive height |
751 | // pTimestep is time since last frame,in secs | 786 | // pTimestep is time since last frame,in secs |
@@ -774,12 +809,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
774 | { | 809 | { |
775 | grav.Z = (float)(grav.Z * 1.125); | 810 | grav.Z = (float)(grav.Z * 1.125); |
776 | } | 811 | } |
777 | float terraintemp = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y); | 812 | float terraintemp = m_prim.Scene.GetTerrainHeightAtXYZ(pos); |
778 | float postemp = (pos.Z - terraintemp); | 813 | float postemp = (pos.Z - terraintemp); |
779 | if (postemp > 2.5f) | 814 | if (postemp > 2.5f) |
780 | { | 815 | { |
781 | grav.Z = (float)(grav.Z * 1.037125); | 816 | grav.Z = (float)(grav.Z * 1.037125); |
782 | } | 817 | } |
818 | DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); | ||
783 | //End Experimental Values | 819 | //End Experimental Values |
784 | } | 820 | } |
785 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 821 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
@@ -800,32 +836,39 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
800 | // Apply velocity | 836 | // Apply velocity |
801 | m_prim.Velocity = m_dir; | 837 | m_prim.Velocity = m_dir; |
802 | // apply gravity force | 838 | // apply gravity force |
803 | m_prim.Force = grav; | 839 | // Why is this set here? The physics engine already does gravity. |
804 | 840 | // m_prim.AddForce(grav, false); | |
841 | // m_prim.Force = grav; | ||
805 | 842 | ||
806 | // apply friction | 843 | // Apply friction |
807 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | 844 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); |
808 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | 845 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; |
846 | |||
847 | DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", | ||
848 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); | ||
849 | |||
809 | } // end MoveLinear() | 850 | } // end MoveLinear() |
810 | 851 | ||
811 | private void MoveAngular(float pTimestep) | 852 | private void MoveAngular(float pTimestep) |
812 | { | 853 | { |
813 | /* | 854 | // m_angularMotorDirection // angular velocity requested by LSL motor |
814 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | 855 | // m_angularMotorApply // application frame counter |
815 | private int m_angularMotorApply = 0; // application frame counter | 856 | // m_angularMotorVelocity // current angular motor velocity (ramps up and down) |
816 | private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down) | 857 | // m_angularMotorTimescale // motor angular velocity ramp up rate |
817 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate | 858 | // m_angularMotorDecayTimescale // motor angular velocity decay rate |
818 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | 859 | // m_angularFrictionTimescale // body angular velocity decay rate |
819 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate | 860 | // m_lastAngularVelocity // what was last applied to body |
820 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body | ||
821 | */ | ||
822 | 861 | ||
823 | // Get what the body is doing, this includes 'external' influences | 862 | // Get what the body is doing, this includes 'external' influences |
824 | Vector3 angularVelocity = m_prim.RotationalVelocity; | 863 | Vector3 angularVelocity = m_prim.RotationalVelocity; |
825 | // Vector3 angularVelocity = Vector3.Zero; | ||
826 | 864 | ||
827 | if (m_angularMotorApply > 0) | 865 | if (m_angularMotorApply > 0) |
828 | { | 866 | { |
867 | // Rather than snapping the angular motor velocity from the old value to | ||
868 | // a newly set velocity, this routine steps the value from the previous | ||
869 | // value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection). | ||
870 | // There are m_angularMotorApply steps. | ||
871 | Vector3 origAngularVelocity = m_angularMotorVelocity; | ||
829 | // ramp up to new value | 872 | // ramp up to new value |
830 | // current velocity += error / (time to get there / step interval) | 873 | // current velocity += error / (time to get there / step interval) |
831 | // requested speed - last motor speed | 874 | // requested speed - last motor speed |
@@ -833,23 +876,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
833 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 876 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
834 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 877 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
835 | 878 | ||
879 | DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", | ||
880 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | ||
881 | |||
836 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | 882 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected |
837 | // velocity may still be acheived. | 883 | // velocity may still be acheived. |
838 | } | 884 | } |
839 | else | 885 | else |
840 | { | 886 | { |
841 | // no motor recently applied, keep the body velocity | 887 | // No motor recently applied, keep the body velocity |
842 | /* m_angularMotorVelocity.X = angularVelocity.X; | ||
843 | m_angularMotorVelocity.Y = angularVelocity.Y; | ||
844 | m_angularMotorVelocity.Z = angularVelocity.Z; */ | ||
845 | |||
846 | // and decay the velocity | 888 | // and decay the velocity |
847 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); | 889 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); |
848 | } // end motor section | 890 | } // end motor section |
849 | 891 | ||
850 | // Vertical attractor section | 892 | // Vertical attractor section |
851 | Vector3 vertattr = Vector3.Zero; | 893 | Vector3 vertattr = Vector3.Zero; |
852 | |||
853 | if (m_verticalAttractionTimescale < 300) | 894 | if (m_verticalAttractionTimescale < 300) |
854 | { | 895 | { |
855 | float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); | 896 | float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); |
@@ -871,7 +912,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
871 | // Error is 0 (no error) to +/- 2 (max error) | 912 | // Error is 0 (no error) to +/- 2 (max error) |
872 | // scale it by VAservo | 913 | // scale it by VAservo |
873 | verterr = verterr * VAservo; | 914 | verterr = verterr * VAservo; |
874 | //if (frcount == 0) Console.WriteLine("VAerr=" + verterr); | ||
875 | 915 | ||
876 | // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so | 916 | // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so |
877 | // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. | 917 | // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. |
@@ -884,11 +924,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
884 | vertattr.X += bounce * angularVelocity.X; | 924 | vertattr.X += bounce * angularVelocity.X; |
885 | vertattr.Y += bounce * angularVelocity.Y; | 925 | vertattr.Y += bounce * angularVelocity.Y; |
886 | 926 | ||
927 | DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", | ||
928 | m_prim.LocalID, verterr, bounce, vertattr); | ||
929 | |||
887 | } // else vertical attractor is off | 930 | } // else vertical attractor is off |
888 | 931 | ||
889 | // m_lastVertAttractor = vertattr; | 932 | // m_lastVertAttractor = vertattr; |
890 | 933 | ||
891 | // Bank section tba | 934 | // Bank section tba |
935 | |||
892 | // Deflection section tba | 936 | // Deflection section tba |
893 | 937 | ||
894 | // Sum velocities | 938 | // Sum velocities |
@@ -898,11 +942,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
898 | { | 942 | { |
899 | m_lastAngularVelocity.X = 0; | 943 | m_lastAngularVelocity.X = 0; |
900 | m_lastAngularVelocity.Y = 0; | 944 | m_lastAngularVelocity.Y = 0; |
945 | DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | ||
901 | } | 946 | } |
902 | 947 | ||
903 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | 948 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
904 | { | 949 | { |
905 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | 950 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. |
951 | DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | ||
906 | } | 952 | } |
907 | 953 | ||
908 | // apply friction | 954 | // apply friction |
@@ -912,10 +958,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
912 | // Apply to the body | 958 | // Apply to the body |
913 | m_prim.RotationalVelocity = m_lastAngularVelocity; | 959 | m_prim.RotationalVelocity = m_lastAngularVelocity; |
914 | 960 | ||
961 | DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); | ||
915 | } //end MoveAngular | 962 | } //end MoveAngular |
963 | |||
916 | internal void LimitRotation(float timestep) | 964 | internal void LimitRotation(float timestep) |
917 | { | 965 | { |
918 | Quaternion rotq = m_prim.Orientation; // rotq = rotation of object | 966 | Quaternion rotq = m_prim.Orientation; |
919 | Quaternion m_rot = rotq; | 967 | Quaternion m_rot = rotq; |
920 | bool changed = false; | 968 | bool changed = false; |
921 | if (m_RollreferenceFrame != Quaternion.Identity) | 969 | if (m_RollreferenceFrame != Quaternion.Identity) |
@@ -923,18 +971,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
923 | if (rotq.X >= m_RollreferenceFrame.X) | 971 | if (rotq.X >= m_RollreferenceFrame.X) |
924 | { | 972 | { |
925 | m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); | 973 | m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); |
974 | changed = true; | ||
926 | } | 975 | } |
927 | if (rotq.Y >= m_RollreferenceFrame.Y) | 976 | if (rotq.Y >= m_RollreferenceFrame.Y) |
928 | { | 977 | { |
929 | m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); | 978 | m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); |
979 | changed = true; | ||
930 | } | 980 | } |
931 | if (rotq.X <= -m_RollreferenceFrame.X) | 981 | if (rotq.X <= -m_RollreferenceFrame.X) |
932 | { | 982 | { |
933 | m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); | 983 | m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); |
984 | changed = true; | ||
934 | } | 985 | } |
935 | if (rotq.Y <= -m_RollreferenceFrame.Y) | 986 | if (rotq.Y <= -m_RollreferenceFrame.Y) |
936 | { | 987 | { |
937 | m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); | 988 | m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); |
989 | changed = true; | ||
938 | } | 990 | } |
939 | changed = true; | 991 | changed = true; |
940 | } | 992 | } |
@@ -944,8 +996,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
944 | m_rot.Y = 0; | 996 | m_rot.Y = 0; |
945 | changed = true; | 997 | changed = true; |
946 | } | 998 | } |
999 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | ||
1000 | { | ||
1001 | m_rot.X = 0; | ||
1002 | m_rot.Y = 0; | ||
1003 | changed = true; | ||
1004 | } | ||
947 | if (changed) | 1005 | if (changed) |
948 | m_prim.Orientation = m_rot; | 1006 | m_prim.Orientation = m_rot; |
1007 | |||
1008 | DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); | ||
1009 | } | ||
1010 | |||
1011 | // Invoke the detailed logger and output something if it's enabled. | ||
1012 | private void DetailLog(string msg, params Object[] args) | ||
1013 | { | ||
1014 | if (m_prim.Scene.VehicleLoggingEnabled) | ||
1015 | m_prim.Scene.PhysicsLogging.Write(msg, args); | ||
949 | } | 1016 | } |
950 | } | 1017 | } |
951 | } | 1018 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs new file mode 100755 index 0000000..6f8430c --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -0,0 +1,352 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | public class BSLinkset | ||
36 | { | ||
37 | private static string LogHeader = "[BULLETSIM LINKSET]"; | ||
38 | |||
39 | private BSPrim m_linksetRoot; | ||
40 | public BSPrim Root { get { return m_linksetRoot; } } | ||
41 | |||
42 | private BSScene m_scene; | ||
43 | |||
44 | private List<BSPrim> m_children; | ||
45 | |||
46 | // We lock the diddling of linkset classes to prevent any badness. | ||
47 | // This locks the modification of the instances of this class. Changes | ||
48 | // to the physical representation is done via the tainting mechenism. | ||
49 | private object m_linksetActivityLock = new Object(); | ||
50 | |||
51 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | ||
52 | private float m_mass; | ||
53 | public float LinksetMass | ||
54 | { | ||
55 | get | ||
56 | { | ||
57 | m_mass = ComputeLinksetMass(); | ||
58 | return m_mass; | ||
59 | } | ||
60 | } | ||
61 | |||
62 | public OMV.Vector3 CenterOfMass | ||
63 | { | ||
64 | get { return ComputeLinksetCenterOfMass(); } | ||
65 | } | ||
66 | |||
67 | public OMV.Vector3 GeometricCenter | ||
68 | { | ||
69 | get { return ComputeLinksetGeometricCenter(); } | ||
70 | } | ||
71 | |||
72 | public BSLinkset(BSScene scene, BSPrim parent) | ||
73 | { | ||
74 | // A simple linkset of one (no children) | ||
75 | m_scene = scene; | ||
76 | m_linksetRoot = parent; | ||
77 | m_children = new List<BSPrim>(); | ||
78 | m_mass = parent.MassRaw; | ||
79 | } | ||
80 | |||
81 | // Link to a linkset where the child knows the parent. | ||
82 | // 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. | ||
84 | public BSLinkset AddMeToLinkset(BSPrim child, BSPrim parent) | ||
85 | { | ||
86 | lock (m_linksetActivityLock) | ||
87 | { | ||
88 | parent.Linkset.AddChildToLinkset(child); | ||
89 | } | ||
90 | return parent.Linkset; | ||
91 | } | ||
92 | |||
93 | public BSLinkset RemoveMeFromLinkset(BSPrim child) | ||
94 | { | ||
95 | lock (m_linksetActivityLock) | ||
96 | { | ||
97 | if (IsRoot(child)) | ||
98 | { | ||
99 | // if root of linkset, take the linkset apart | ||
100 | while (m_children.Count > 0) | ||
101 | { | ||
102 | // Note that we don't do a foreach because the remove routine | ||
103 | // takes it out of the list. | ||
104 | RemoveChildFromLinkset(m_children[0]); | ||
105 | } | ||
106 | m_children.Clear(); // just to make sure | ||
107 | } | ||
108 | else | ||
109 | { | ||
110 | // Just removing a child from an existing linkset | ||
111 | RemoveChildFromLinkset(child); | ||
112 | } | ||
113 | } | ||
114 | |||
115 | // The child is down to a linkset of just itself | ||
116 | return new BSLinkset(m_scene, child); | ||
117 | } | ||
118 | |||
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 | ||
168 | public bool IsRoot(BSPrim requestor) | ||
169 | { | ||
170 | return (requestor.LocalID == m_linksetRoot.LocalID); | ||
171 | } | ||
172 | |||
173 | // Return 'true' if this linkset has any children (more than the root member) | ||
174 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } | ||
175 | |||
176 | // Return 'true' if this child is in this linkset | ||
177 | public bool HasChild(BSPrim child) | ||
178 | { | ||
179 | bool ret = false; | ||
180 | foreach (BSPrim bp in m_children) | ||
181 | { | ||
182 | if (child.LocalID == bp.LocalID) | ||
183 | { | ||
184 | ret = true; | ||
185 | break; | ||
186 | } | ||
187 | } | ||
188 | return ret; | ||
189 | } | ||
190 | |||
191 | private float ComputeLinksetMass() | ||
192 | { | ||
193 | float mass = m_linksetRoot.MassRaw; | ||
194 | foreach (BSPrim bp in m_children) | ||
195 | { | ||
196 | mass += bp.MassRaw; | ||
197 | } | ||
198 | return mass; | ||
199 | } | ||
200 | |||
201 | private OMV.Vector3 ComputeLinksetCenterOfMass() | ||
202 | { | ||
203 | OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw; | ||
204 | float totalMass = m_linksetRoot.MassRaw; | ||
205 | |||
206 | foreach (BSPrim bp in m_children) | ||
207 | { | ||
208 | com += bp.Position * bp.MassRaw; | ||
209 | totalMass += bp.MassRaw; | ||
210 | } | ||
211 | com /= totalMass; | ||
212 | |||
213 | return com; | ||
214 | } | ||
215 | |||
216 | private OMV.Vector3 ComputeLinksetGeometricCenter() | ||
217 | { | ||
218 | OMV.Vector3 com = m_linksetRoot.Position; | ||
219 | |||
220 | foreach (BSPrim bp in m_children) | ||
221 | { | ||
222 | com += bp.Position * bp.MassRaw; | ||
223 | } | ||
224 | com /= m_children.Count + 1; | ||
225 | |||
226 | return com; | ||
227 | } | ||
228 | |||
229 | // I am the root of a linkset and a new child is being added | ||
230 | public void AddChildToLinkset(BSPrim pchild) | ||
231 | { | ||
232 | BSPrim child = pchild; | ||
233 | if (!HasChild(child)) | ||
234 | { | ||
235 | m_children.Add(child); | ||
236 | |||
237 | m_scene.TaintedObject(delegate() | ||
238 | { | ||
239 | 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); | ||
241 | PhysicallyLinkAChildToRoot(pchild); // build the physical binding between me and the child | ||
242 | }); | ||
243 | } | ||
244 | return; | ||
245 | } | ||
246 | |||
247 | // 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. | ||
249 | public void RemoveChildFromLinkset(BSPrim pchild) | ||
250 | { | ||
251 | BSPrim child = pchild; | ||
252 | |||
253 | if (m_children.Remove(child)) | ||
254 | { | ||
255 | m_scene.TaintedObject(delegate() | ||
256 | { | ||
257 | DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); | ||
258 | DetailLog("{0},RemoveChildFromLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID); | ||
259 | |||
260 | if (m_children.Count == 0) | ||
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 | }); | ||
270 | } | ||
271 | else | ||
272 | { | ||
273 | // 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); | ||
275 | } | ||
276 | return; | ||
277 | } | ||
278 | |||
279 | // Create a constraint between me (root of linkset) and the passed prim (the child). | ||
280 | // Called at taint time! | ||
281 | private void PhysicallyLinkAChildToRoot(BSPrim childPrim) | ||
282 | { | ||
283 | // Zero motion for children so they don't interpolate | ||
284 | childPrim.ZeroMotion(); | ||
285 | |||
286 | // relative position normalized to the root prim | ||
287 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(m_linksetRoot.Orientation); | ||
288 | OMV.Vector3 childRelativePosition = (childPrim.Position - m_linksetRoot.Position) * invThisOrientation; | ||
289 | |||
290 | // relative rotation of the child to the parent | ||
291 | OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; | ||
292 | |||
293 | // create a constraint that allows no freedom of movement between the two objects | ||
294 | // 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); | ||
296 | DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID); | ||
297 | BSConstraint constrain = m_scene.Constraints.CreateConstraint( | ||
298 | m_scene.World, m_linksetRoot.Body, childPrim.Body, | ||
299 | // childRelativePosition, | ||
300 | // childRelativeRotation, | ||
301 | OMV.Vector3.Zero, | ||
302 | OMV.Quaternion.Identity, | ||
303 | OMV.Vector3.Zero, | ||
304 | OMV.Quaternion.Identity | ||
305 | ); | ||
306 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
307 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
308 | |||
309 | // tweek the constraint to increase stability | ||
310 | constrain.UseFrameOffset(m_scene.BoolNumeric(m_scene.Params.linkConstraintUseFrameOffset)); | ||
311 | constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor), | ||
312 | m_scene.Params.linkConstraintTransMotorMaxVel, | ||
313 | m_scene.Params.linkConstraintTransMotorMaxForce); | ||
314 | constrain.SetCFMAndERP(m_scene.Params.linkConstraintCFM, m_scene.Params.linkConstraintERP); | ||
315 | |||
316 | } | ||
317 | |||
318 | // Remove linkage between myself and a particular child | ||
319 | // Called at taint time! | ||
320 | private void PhysicallyUnlinkAChildFromRoot(BSPrim childPrim) | ||
321 | { | ||
322 | DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", | ||
323 | LogHeader, m_linksetRoot.LocalID, childPrim.LocalID); | ||
324 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID); | ||
325 | // BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID); | ||
326 | m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body, childPrim.Body); | ||
327 | } | ||
328 | |||
329 | // Remove linkage between myself and any possible children I might have | ||
330 | // Called at taint time! | ||
331 | private void PhysicallyUnlinkAllChildrenFromRoot() | ||
332 | { | ||
333 | // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); | ||
334 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", m_linksetRoot.LocalID); | ||
335 | m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body); | ||
336 | // BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID); | ||
337 | } | ||
338 | |||
339 | // Invoke the detailed logger and output something if it's enabled. | ||
340 | private void DebugLog(string msg, params Object[] args) | ||
341 | { | ||
342 | m_scene.Logger.DebugFormat(msg, args); | ||
343 | } | ||
344 | |||
345 | // Invoke the detailed logger and output something if it's enabled. | ||
346 | private void DetailLog(string msg, params Object[] args) | ||
347 | { | ||
348 | m_scene.PhysicsLogging.Write(msg, args); | ||
349 | } | ||
350 | |||
351 | } | ||
352 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 130f1ca..a4ab702 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -42,6 +42,8 @@ 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); } | ||
46 | |||
45 | private IMesh _mesh; | 47 | private IMesh _mesh; |
46 | private PrimitiveBaseShape _pbs; | 48 | private PrimitiveBaseShape _pbs; |
47 | private ShapeData.PhysicsShapeType _shapeType; | 49 | private ShapeData.PhysicsShapeType _shapeType; |
@@ -50,6 +52,7 @@ public sealed class BSPrim : PhysicsActor | |||
50 | private List<ConvexResult> _hulls; | 52 | private List<ConvexResult> _hulls; |
51 | 53 | ||
52 | private BSScene _scene; | 54 | private BSScene _scene; |
55 | public BSScene Scene { get { return _scene; } } | ||
53 | private String _avName; | 56 | private String _avName; |
54 | private uint _localID = 0; | 57 | private uint _localID = 0; |
55 | 58 | ||
@@ -63,7 +66,7 @@ public sealed class BSPrim : PhysicsActor | |||
63 | private bool _isSelected; | 66 | private bool _isSelected; |
64 | private bool _isVolumeDetect; | 67 | private bool _isVolumeDetect; |
65 | private OMV.Vector3 _position; | 68 | private OMV.Vector3 _position; |
66 | private float _mass; | 69 | private float _mass; // the mass of this object |
67 | private float _density; | 70 | private float _density; |
68 | private OMV.Vector3 _force; | 71 | private OMV.Vector3 _force; |
69 | private OMV.Vector3 _velocity; | 72 | private OMV.Vector3 _velocity; |
@@ -86,14 +89,25 @@ public sealed class BSPrim : PhysicsActor | |||
86 | private bool _kinematic; | 89 | private bool _kinematic; |
87 | private float _buoyancy; | 90 | private float _buoyancy; |
88 | 91 | ||
89 | private List<BSPrim> _childrenPrims; | 92 | // Membership in a linkset is controlled by this class. |
90 | private BSPrim _parentPrim; | 93 | private BSLinkset _linkset; |
94 | public BSLinkset Linkset | ||
95 | { | ||
96 | get { return _linkset; } | ||
97 | set { _linkset = value; } | ||
98 | } | ||
91 | 99 | ||
92 | private int _subscribedEventsMs = 0; | 100 | private int _subscribedEventsMs = 0; |
93 | private int _nextCollisionOkTime = 0; | 101 | private int _nextCollisionOkTime = 0; |
94 | long _collidingStep; | 102 | long _collidingStep; |
95 | long _collidingGroundStep; | 103 | long _collidingGroundStep; |
96 | 104 | ||
105 | private BulletBody m_body; | ||
106 | public BulletBody Body { | ||
107 | get { return m_body; } | ||
108 | set { m_body = value; } | ||
109 | } | ||
110 | |||
97 | private BSDynamics _vehicle; | 111 | private BSDynamics _vehicle; |
98 | 112 | ||
99 | private OMV.Vector3 _PIDTarget; | 113 | private OMV.Vector3 _PIDTarget; |
@@ -127,17 +141,18 @@ public sealed class BSPrim : PhysicsActor | |||
127 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material |
128 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material |
129 | _restitution = _scene.Params.defaultRestitution; | 143 | _restitution = _scene.Params.defaultRestitution; |
130 | _parentPrim = null; // not a child or a parent | 144 | _linkset = new BSLinkset(_scene, this); // a linkset of one |
131 | _vehicle = new BSDynamics(this); // add vehicleness | 145 | _vehicle = new BSDynamics(this); // add vehicleness |
132 | _childrenPrims = new List<BSPrim>(); | 146 | _mass = CalculateMass(); |
133 | if (_isPhysical) | ||
134 | _mass = CalculateMass(); | ||
135 | else | ||
136 | _mass = 0f; | ||
137 | // do the actual object creation at taint time | 147 | // do the actual object creation at taint time |
138 | _scene.TaintedObject(delegate() | 148 | _scene.TaintedObject(delegate() |
139 | { | 149 | { |
140 | RecreateGeomAndObject(); | 150 | RecreateGeomAndObject(); |
151 | |||
152 | // Get the pointer to the physical body for this object. | ||
153 | // At the moment, we're still letting BulletSim manage the creation and destruction | ||
154 | // of the object. Someday we'll move that into the C# code. | ||
155 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | ||
141 | }); | 156 | }); |
142 | } | 157 | } |
143 | 158 | ||
@@ -145,13 +160,19 @@ public sealed class BSPrim : PhysicsActor | |||
145 | public void Destroy() | 160 | public void Destroy() |
146 | { | 161 | { |
147 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | 162 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); |
163 | // DetailLog("{0},Destroy", LocalID); | ||
164 | |||
148 | // Undo any vehicle properties | 165 | // Undo any vehicle properties |
149 | _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); | 166 | _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); |
150 | _scene.RemoveVehiclePrim(this); // just to make sure | 167 | _scene.RemoveVehiclePrim(this); // just to make sure |
168 | |||
151 | _scene.TaintedObject(delegate() | 169 | _scene.TaintedObject(delegate() |
152 | { | 170 | { |
171 | // Undo any links between me and any other object | ||
172 | _linkset = _linkset.RemoveMeFromLinkset(this); | ||
173 | |||
153 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. | 174 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. |
154 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 175 | BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); |
155 | }); | 176 | }); |
156 | } | 177 | } |
157 | 178 | ||
@@ -164,8 +185,9 @@ public sealed class BSPrim : PhysicsActor | |||
164 | _size = value; | 185 | _size = value; |
165 | _scene.TaintedObject(delegate() | 186 | _scene.TaintedObject(delegate() |
166 | { | 187 | { |
167 | if (_isPhysical) _mass = CalculateMass(); // changing size changes the mass | 188 | _mass = CalculateMass(); // changing size changes the mass |
168 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, _mass, _isPhysical); | 189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); |
190 | DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | ||
169 | RecreateGeomAndObject(); | 191 | RecreateGeomAndObject(); |
170 | }); | 192 | }); |
171 | } | 193 | } |
@@ -175,7 +197,7 @@ public sealed class BSPrim : PhysicsActor | |||
175 | _pbs = value; | 197 | _pbs = value; |
176 | _scene.TaintedObject(delegate() | 198 | _scene.TaintedObject(delegate() |
177 | { | 199 | { |
178 | if (_isPhysical) _mass = CalculateMass(); // changing the shape changes the mass | 200 | _mass = CalculateMass(); // changing the shape changes the mass |
179 | RecreateGeomAndObject(); | 201 | RecreateGeomAndObject(); |
180 | }); | 202 | }); |
181 | } | 203 | } |
@@ -202,33 +224,10 @@ public sealed class BSPrim : PhysicsActor | |||
202 | // link me to the specified parent | 224 | // link me to the specified parent |
203 | public override void link(PhysicsActor obj) { | 225 | public override void link(PhysicsActor obj) { |
204 | BSPrim parent = obj as BSPrim; | 226 | BSPrim parent = obj as BSPrim; |
205 | // m_log.DebugFormat("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID); | 227 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID); |
206 | // TODO: decide if this parent checking needs to happen at taint time | 228 | DetailLog("{0},link,parent={1}", LocalID, obj.LocalID); |
207 | if (_parentPrim == null) | 229 | |
208 | { | 230 | _linkset = _linkset.AddMeToLinkset(this, parent); |
209 | if (parent != null) | ||
210 | { | ||
211 | // I don't have a parent so I am joining a linkset | ||
212 | parent.AddChildToLinkset(this); | ||
213 | } | ||
214 | } | ||
215 | else | ||
216 | { | ||
217 | // I already have a parent, is parenting changing? | ||
218 | if (parent != _parentPrim) | ||
219 | { | ||
220 | if (parent == null) | ||
221 | { | ||
222 | // we are being removed from a linkset | ||
223 | _parentPrim.RemoveChildFromLinkset(this); | ||
224 | } | ||
225 | else | ||
226 | { | ||
227 | // asking to reparent a prim should not happen | ||
228 | m_log.ErrorFormat("{0}: Reparenting a prim. ", LogHeader); | ||
229 | } | ||
230 | } | ||
231 | } | ||
232 | return; | 231 | return; |
233 | } | 232 | } |
234 | 233 | ||
@@ -236,101 +235,92 @@ public sealed class BSPrim : PhysicsActor | |||
236 | public override void delink() { | 235 | public override void delink() { |
237 | // TODO: decide if this parent checking needs to happen at taint time | 236 | // TODO: decide if this parent checking needs to happen at taint time |
238 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 237 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
239 | // m_log.DebugFormat("{0}: delink {1}/{2}", LogHeader, _avName, _localID); | 238 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, |
240 | if (_parentPrim != null) | 239 | _linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString()); |
241 | { | 240 | DetailLog("{0},delink,parent={1}", LocalID, _linkset.Root.LocalID.ToString()); |
242 | _parentPrim.RemoveChildFromLinkset(this); | ||
243 | } | ||
244 | return; | ||
245 | } | ||
246 | |||
247 | // I am the root of a linkset and a new child is being added | ||
248 | public void AddChildToLinkset(BSPrim pchild) | ||
249 | { | ||
250 | BSPrim child = pchild; | ||
251 | _scene.TaintedObject(delegate() | ||
252 | { | ||
253 | if (!_childrenPrims.Contains(child)) | ||
254 | { | ||
255 | _childrenPrims.Add(child); | ||
256 | child.ParentPrim = this; // the child has gained a parent | ||
257 | RecreateGeomAndObject(); // rebuild my shape with the new child added | ||
258 | } | ||
259 | }); | ||
260 | return; | ||
261 | } | ||
262 | |||
263 | // I am the root of a linkset and one of my children is being removed. | ||
264 | // Safe to call even if the child is not really in my linkset. | ||
265 | public void RemoveChildFromLinkset(BSPrim pchild) | ||
266 | { | ||
267 | BSPrim child = pchild; | ||
268 | _scene.TaintedObject(delegate() | ||
269 | { | ||
270 | if (_childrenPrims.Contains(child)) | ||
271 | { | ||
272 | BulletSimAPI.RemoveConstraint(_scene.WorldID, child.LocalID, this.LocalID); | ||
273 | _childrenPrims.Remove(child); | ||
274 | child.ParentPrim = null; // the child has lost its parent | ||
275 | RecreateGeomAndObject(); // rebuild my shape with the child removed | ||
276 | } | ||
277 | else | ||
278 | { | ||
279 | m_log.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset"); | ||
280 | } | ||
281 | }); | ||
282 | return; | ||
283 | } | ||
284 | |||
285 | public BSPrim ParentPrim | ||
286 | { | ||
287 | set { _parentPrim = value; } | ||
288 | } | ||
289 | 241 | ||
290 | // return true if we are the root of a linkset (there are children to manage) | 242 | _linkset.RemoveMeFromLinkset(this); |
291 | public bool IsRootOfLinkset | 243 | return; |
292 | { | ||
293 | get { return (_parentPrim == null && _childrenPrims.Count != 0); } | ||
294 | } | 244 | } |
295 | 245 | ||
296 | // Set motion values to zero. | 246 | // Set motion values to zero. |
297 | // Do it to the properties so the values get set in the physics engine. | 247 | // Do it to the properties so the values get set in the physics engine. |
298 | // Push the setting of the values to the viewer. | 248 | // Push the setting of the values to the viewer. |
299 | private void ZeroMotion() | 249 | // Called at taint time! |
250 | public void ZeroMotion() | ||
300 | { | 251 | { |
301 | Velocity = OMV.Vector3.Zero; | 252 | _velocity = OMV.Vector3.Zero; |
302 | _acceleration = OMV.Vector3.Zero; | 253 | _acceleration = OMV.Vector3.Zero; |
303 | RotationalVelocity = OMV.Vector3.Zero; | 254 | _rotationalVelocity = OMV.Vector3.Zero; |
304 | base.RequestPhysicsterseUpdate(); | 255 | |
256 | // Zero some other properties directly into the physics engine | ||
257 | BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero); | ||
258 | BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero); | ||
259 | BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
260 | BulletSimAPI.ClearForces2(Body.Ptr); | ||
305 | } | 261 | } |
306 | 262 | ||
307 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | 263 | public override void LockAngularMotion(OMV.Vector3 axis) |
264 | { | ||
265 | DetailLog("{0},LockAngularMotion,call,axis={1}", LocalID, axis); | ||
266 | return; | ||
267 | } | ||
308 | 268 | ||
309 | public override OMV.Vector3 Position { | 269 | public override OMV.Vector3 Position { |
310 | get { | 270 | get { |
311 | // don't do the following GetObjectPosition because this function is called a zillion times | 271 | if (!_linkset.IsRoot(this)) |
272 | // child prims move around based on their parent. Need to get the latest location | ||
273 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | ||
274 | |||
275 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | ||
312 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 276 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
313 | return _position; | 277 | return _position; |
314 | } | 278 | } |
315 | set { | 279 | set { |
316 | _position = value; | 280 | _position = value; |
281 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | ||
317 | _scene.TaintedObject(delegate() | 282 | _scene.TaintedObject(delegate() |
318 | { | 283 | { |
284 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
319 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 285 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
320 | // m_log.DebugFormat("{0}: setPosition: id={1}, position={2}", LogHeader, _localID, _position); | ||
321 | }); | 286 | }); |
322 | } | 287 | } |
323 | } | 288 | } |
324 | public override float Mass { | 289 | |
325 | get { return _mass; } | 290 | // Return the effective mass of the object. |
291 | // If there are multiple items in the linkset, add them together for the root | ||
292 | public override float Mass | ||
293 | { | ||
294 | get | ||
295 | { | ||
296 | return _linkset.LinksetMass; | ||
297 | } | ||
298 | } | ||
299 | |||
300 | // used when we only want this prim's mass and not the linkset thing | ||
301 | public float MassRaw { get { return _mass; } } | ||
302 | |||
303 | // Is this used? | ||
304 | public override OMV.Vector3 CenterOfMass | ||
305 | { | ||
306 | get { return _linkset.CenterOfMass; } | ||
307 | } | ||
308 | |||
309 | // Is this used? | ||
310 | public override OMV.Vector3 GeometricCenter | ||
311 | { | ||
312 | get { return _linkset.GeometricCenter; } | ||
326 | } | 313 | } |
314 | |||
327 | public override OMV.Vector3 Force { | 315 | public override OMV.Vector3 Force { |
328 | get { return _force; } | 316 | get { return _force; } |
329 | set { | 317 | set { |
330 | _force = value; | 318 | _force = value; |
331 | _scene.TaintedObject(delegate() | 319 | _scene.TaintedObject(delegate() |
332 | { | 320 | { |
333 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 321 | DetailLog("{0},SetForce,taint,force={1}", LocalID, _force); |
322 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
323 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); | ||
334 | }); | 324 | }); |
335 | } | 325 | } |
336 | } | 326 | } |
@@ -341,15 +331,22 @@ public sealed class BSPrim : PhysicsActor | |||
341 | } | 331 | } |
342 | set { | 332 | set { |
343 | Vehicle type = (Vehicle)value; | 333 | Vehicle type = (Vehicle)value; |
344 | _vehicle.ProcessTypeChange(type); | ||
345 | _scene.TaintedObject(delegate() | 334 | _scene.TaintedObject(delegate() |
346 | { | 335 | { |
336 | DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type); | ||
337 | _vehicle.ProcessTypeChange(type); | ||
347 | if (type == Vehicle.TYPE_NONE) | 338 | if (type == Vehicle.TYPE_NONE) |
348 | { | 339 | { |
349 | _scene.RemoveVehiclePrim(this); | 340 | _scene.RemoveVehiclePrim(this); |
350 | } | 341 | } |
351 | else | 342 | else |
352 | { | 343 | { |
344 | _scene.TaintedObject(delegate() | ||
345 | { | ||
346 | // Tell the physics engine to clear state | ||
347 | BulletSimAPI.ClearForces2(this.Body.Ptr); | ||
348 | }); | ||
349 | |||
353 | // make it so the scene will call us each tick to do vehicle things | 350 | // make it so the scene will call us each tick to do vehicle things |
354 | _scene.AddVehiclePrim(this); | 351 | _scene.AddVehiclePrim(this); |
355 | } | 352 | } |
@@ -359,47 +356,59 @@ public sealed class BSPrim : PhysicsActor | |||
359 | } | 356 | } |
360 | public override void VehicleFloatParam(int param, float value) | 357 | public override void VehicleFloatParam(int param, float value) |
361 | { | 358 | { |
362 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | 359 | _scene.TaintedObject(delegate() |
360 | { | ||
361 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | ||
362 | }); | ||
363 | } | 363 | } |
364 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 364 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
365 | { | 365 | { |
366 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | 366 | _scene.TaintedObject(delegate() |
367 | { | ||
368 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | ||
369 | }); | ||
367 | } | 370 | } |
368 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 371 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
369 | { | 372 | { |
370 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 373 | _scene.TaintedObject(delegate() |
374 | { | ||
375 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
376 | }); | ||
371 | } | 377 | } |
372 | public override void VehicleFlags(int param, bool remove) | 378 | public override void VehicleFlags(int param, bool remove) |
373 | { | 379 | { |
374 | _vehicle.ProcessVehicleFlags(param, remove); | 380 | _scene.TaintedObject(delegate() |
381 | { | ||
382 | _vehicle.ProcessVehicleFlags(param, remove); | ||
383 | }); | ||
375 | } | 384 | } |
376 | // Called each simulation step to advance vehicle characteristics | 385 | |
386 | // Called each simulation step to advance vehicle characteristics. | ||
387 | // Called from Scene when doing simulation step so we're in taint processing time. | ||
377 | public void StepVehicle(float timeStep) | 388 | public void StepVehicle(float timeStep) |
378 | { | 389 | { |
379 | _vehicle.Step(timeStep, _scene); | 390 | if (IsPhysical) |
391 | _vehicle.Step(timeStep); | ||
380 | } | 392 | } |
381 | 393 | ||
382 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 394 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
383 | public override void SetVolumeDetect(int param) { | 395 | public override void SetVolumeDetect(int param) { |
384 | bool newValue = (param != 0); | 396 | bool newValue = (param != 0); |
385 | if (_isVolumeDetect != newValue) | 397 | _isVolumeDetect = newValue; |
398 | _scene.TaintedObject(delegate() | ||
386 | { | 399 | { |
387 | _isVolumeDetect = newValue; | 400 | SetObjectDynamic(); |
388 | _scene.TaintedObject(delegate() | 401 | }); |
389 | { | ||
390 | SetObjectDynamic(); | ||
391 | }); | ||
392 | } | ||
393 | return; | 402 | return; |
394 | } | 403 | } |
395 | 404 | ||
396 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } | ||
397 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } | ||
398 | public override OMV.Vector3 Velocity { | 405 | public override OMV.Vector3 Velocity { |
399 | get { return _velocity; } | 406 | get { return _velocity; } |
400 | set { _velocity = value; | 407 | set { |
408 | _velocity = value; | ||
401 | _scene.TaintedObject(delegate() | 409 | _scene.TaintedObject(delegate() |
402 | { | 410 | { |
411 | DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity); | ||
403 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 412 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); |
404 | }); | 413 | }); |
405 | } | 414 | } |
@@ -407,6 +416,7 @@ public sealed class BSPrim : PhysicsActor | |||
407 | public override OMV.Vector3 Torque { | 416 | public override OMV.Vector3 Torque { |
408 | get { return _torque; } | 417 | get { return _torque; } |
409 | set { _torque = value; | 418 | set { _torque = value; |
419 | DetailLog("{0},SetTorque,call,torque={1}", LocalID, _torque); | ||
410 | } | 420 | } |
411 | } | 421 | } |
412 | public override float CollisionScore { | 422 | public override float CollisionScore { |
@@ -419,13 +429,21 @@ public sealed class BSPrim : PhysicsActor | |||
419 | set { _acceleration = value; } | 429 | set { _acceleration = value; } |
420 | } | 430 | } |
421 | public override OMV.Quaternion Orientation { | 431 | public override OMV.Quaternion Orientation { |
422 | get { return _orientation; } | 432 | get { |
433 | if (!_linkset.IsRoot(this)) | ||
434 | { | ||
435 | // Children move around because tied to parent. Get a fresh value. | ||
436 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); | ||
437 | } | ||
438 | return _orientation; | ||
439 | } | ||
423 | set { | 440 | set { |
424 | _orientation = value; | 441 | _orientation = value; |
425 | // m_log.DebugFormat("{0}: set orientation: id={1}, ori={2}", LogHeader, LocalID, _orientation); | 442 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? |
426 | _scene.TaintedObject(delegate() | 443 | _scene.TaintedObject(delegate() |
427 | { | 444 | { |
428 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 445 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
446 | DetailLog("{0},SetOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
429 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 447 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
430 | }); | 448 | }); |
431 | } | 449 | } |
@@ -458,25 +476,24 @@ public sealed class BSPrim : PhysicsActor | |||
458 | get { return !IsPhantom && !_isVolumeDetect; } | 476 | get { return !IsPhantom && !_isVolumeDetect; } |
459 | } | 477 | } |
460 | 478 | ||
461 | // make gravity work if the object is physical and not selected | 479 | // Make gravity work if the object is physical and not selected |
462 | // no locking here because only called when it is safe | 480 | // No locking here because only called when it is safe |
481 | // Only called at taint time so it is save to call into Bullet. | ||
463 | private void SetObjectDynamic() | 482 | private void SetObjectDynamic() |
464 | { | 483 | { |
465 | // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid); | 484 | // RA: remove this for the moment. |
466 | // non-physical things work best with a mass of zero | 485 | // The problem is that dynamic objects are hulls so if we are becoming physical |
467 | if (IsStatic) | 486 | // the shape has to be checked and possibly built. |
468 | { | 487 | // Maybe a VerifyCorrectPhysicalShape() routine? |
469 | _mass = 0f; | 488 | // RecreateGeomAndObject(); |
470 | } | ||
471 | else | ||
472 | { | ||
473 | _mass = CalculateMass(); | ||
474 | // If it's dynamic, make sure the hull has been created for it | ||
475 | // This shouldn't do much work if the object had previously been built | ||
476 | RecreateGeomAndObject(); | ||
477 | 489 | ||
478 | } | 490 | float mass = _mass; |
479 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass); | 491 | // Bullet wants static objects have a mass of zero |
492 | if (IsStatic) | ||
493 | mass = 0f; | ||
494 | |||
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); | ||
480 | } | 497 | } |
481 | 498 | ||
482 | // prims don't fly | 499 | // prims don't fly |
@@ -516,11 +533,24 @@ public sealed class BSPrim : PhysicsActor | |||
516 | set { _floatOnWater = value; } | 533 | set { _floatOnWater = value; } |
517 | } | 534 | } |
518 | public override OMV.Vector3 RotationalVelocity { | 535 | public override OMV.Vector3 RotationalVelocity { |
519 | get { return _rotationalVelocity; } | 536 | get { |
520 | set { _rotationalVelocity = value; | 537 | /* |
538 | OMV.Vector3 pv = OMV.Vector3.Zero; | ||
539 | // if close to zero, report zero | ||
540 | // This is copied from ODE but I'm not sure why it returns zero but doesn't | ||
541 | // zero the property in the physics engine. | ||
542 | if (_rotationalVelocity.ApproxEquals(pv, 0.2f)) | ||
543 | return pv; | ||
544 | */ | ||
545 | |||
546 | return _rotationalVelocity; | ||
547 | } | ||
548 | set { | ||
549 | _rotationalVelocity = value; | ||
521 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 550 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
522 | _scene.TaintedObject(delegate() | 551 | _scene.TaintedObject(delegate() |
523 | { | 552 | { |
553 | DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | ||
524 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 554 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); |
525 | }); | 555 | }); |
526 | } | 556 | } |
@@ -533,11 +563,13 @@ public sealed class BSPrim : PhysicsActor | |||
533 | } | 563 | } |
534 | public override float Buoyancy { | 564 | public override float Buoyancy { |
535 | get { return _buoyancy; } | 565 | get { return _buoyancy; } |
536 | set { _buoyancy = value; | 566 | set { |
537 | _scene.TaintedObject(delegate() | 567 | _buoyancy = value; |
538 | { | 568 | _scene.TaintedObject(delegate() |
539 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 569 | { |
540 | }); | 570 | DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
571 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | ||
572 | }); | ||
541 | } | 573 | } |
542 | } | 574 | } |
543 | 575 | ||
@@ -573,27 +605,45 @@ public sealed class BSPrim : PhysicsActor | |||
573 | public override float APIDStrength { set { return; } } | 605 | public override float APIDStrength { set { return; } } |
574 | public override float APIDDamping { set { return; } } | 606 | public override float APIDDamping { set { return; } } |
575 | 607 | ||
608 | private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>(); | ||
576 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | 609 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
577 | if (force.IsFinite()) | 610 | if (force.IsFinite()) |
578 | { | 611 | { |
579 | _force.X += force.X; | 612 | // _force += force; |
580 | _force.Y += force.Y; | 613 | lock (m_accumulatedForces) |
581 | _force.Z += force.Z; | 614 | m_accumulatedForces.Add(new OMV.Vector3(force)); |
582 | } | 615 | } |
583 | else | 616 | else |
584 | { | 617 | { |
585 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); | 618 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); |
619 | return; | ||
586 | } | 620 | } |
587 | _scene.TaintedObject(delegate() | 621 | _scene.TaintedObject(delegate() |
588 | { | 622 | { |
589 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 623 | lock (m_accumulatedForces) |
624 | { | ||
625 | if (m_accumulatedForces.Count > 0) | ||
626 | { | ||
627 | OMV.Vector3 fSum = OMV.Vector3.Zero; | ||
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 | } | ||
637 | } | ||
590 | }); | 638 | }); |
591 | } | 639 | } |
592 | 640 | ||
593 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 641 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
642 | DetailLog("{0},AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | ||
594 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 643 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
595 | } | 644 | } |
596 | public override void SetMomentum(OMV.Vector3 momentum) { | 645 | public override void SetMomentum(OMV.Vector3 momentum) { |
646 | DetailLog("{0},SetMomentum,call,mom={1}", LocalID, momentum); | ||
597 | } | 647 | } |
598 | public override void SubscribeEvents(int ms) { | 648 | public override void SubscribeEvents(int ms) { |
599 | _subscribedEventsMs = ms; | 649 | _subscribedEventsMs = ms; |
@@ -885,6 +935,9 @@ public sealed class BSPrim : PhysicsActor | |||
885 | 935 | ||
886 | returnMass = _density * volume; | 936 | returnMass = _density * volume; |
887 | 937 | ||
938 | /* | ||
939 | * This change means each object keeps its own mass and the Mass property | ||
940 | * will return the sum if we're part of a linkset. | ||
888 | if (IsRootOfLinkset) | 941 | if (IsRootOfLinkset) |
889 | { | 942 | { |
890 | foreach (BSPrim prim in _childrenPrims) | 943 | foreach (BSPrim prim in _childrenPrims) |
@@ -892,6 +945,7 @@ public sealed class BSPrim : PhysicsActor | |||
892 | returnMass += prim.CalculateMass(); | 945 | returnMass += prim.CalculateMass(); |
893 | } | 946 | } |
894 | } | 947 | } |
948 | */ | ||
895 | 949 | ||
896 | if (returnMass <= 0) | 950 | if (returnMass <= 0) |
897 | returnMass = 0.0001f; | 951 | returnMass = 0.0001f; |
@@ -907,9 +961,11 @@ public sealed class BSPrim : PhysicsActor | |||
907 | // The objects needs a hull if it's physical otherwise a mesh is enough | 961 | // The objects needs a hull if it's physical otherwise a mesh is enough |
908 | // No locking here because this is done when we know physics is not simulating | 962 | // No locking here because this is done when we know physics is not simulating |
909 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used | 963 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used |
910 | private void CreateGeom(bool forceRebuild) | 964 | // Returns 'true' if the geometry was rebuilt |
965 | private bool CreateGeom(bool forceRebuild) | ||
911 | { | 966 | { |
912 | // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. | 967 | // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. |
968 | bool ret = false; | ||
913 | if (!_scene.NeedsMeshing(_pbs)) | 969 | if (!_scene.NeedsMeshing(_pbs)) |
914 | { | 970 | { |
915 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | 971 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) |
@@ -917,16 +973,28 @@ public sealed class BSPrim : PhysicsActor | |||
917 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | 973 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) |
918 | { | 974 | { |
919 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 975 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); |
920 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 976 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
921 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 977 | { |
922 | _scale = _size; | 978 | DetailLog("{0},CreateGeom,sphere", LocalID); |
979 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | ||
980 | // Bullet native objects are scaled by the Bullet engine so pass the size in | ||
981 | _scale = _size; | ||
982 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | ||
983 | ret = true; | ||
984 | } | ||
923 | } | 985 | } |
924 | } | 986 | } |
925 | else | 987 | else |
926 | { | 988 | { |
927 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size); | 989 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
928 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 990 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
929 | _scale = _size; | 991 | { |
992 | DetailLog("{0},CreateGeom,box", LocalID); | ||
993 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | ||
994 | _scale = _size; | ||
995 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | ||
996 | ret = true; | ||
997 | } | ||
930 | } | 998 | } |
931 | } | 999 | } |
932 | else | 1000 | else |
@@ -938,6 +1006,7 @@ public sealed class BSPrim : PhysicsActor | |||
938 | // physical objects require a hull for interaction. | 1006 | // physical objects require a hull for interaction. |
939 | // This will create the mesh if it doesn't already exist | 1007 | // This will create the mesh if it doesn't already exist |
940 | CreateGeomHull(); | 1008 | CreateGeomHull(); |
1009 | ret = true; | ||
941 | } | 1010 | } |
942 | } | 1011 | } |
943 | else | 1012 | else |
@@ -946,9 +1015,11 @@ public sealed class BSPrim : PhysicsActor | |||
946 | { | 1015 | { |
947 | // Static (non-physical) objects only need a mesh for bumping into | 1016 | // Static (non-physical) objects only need a mesh for bumping into |
948 | CreateGeomMesh(); | 1017 | CreateGeomMesh(); |
1018 | ret = true; | ||
949 | } | 1019 | } |
950 | } | 1020 | } |
951 | } | 1021 | } |
1022 | return ret; | ||
952 | } | 1023 | } |
953 | 1024 | ||
954 | // No locking here because this is done when we know physics is not simulating | 1025 | // No locking here because this is done when we know physics is not simulating |
@@ -961,10 +1032,12 @@ public sealed class BSPrim : PhysicsActor | |||
961 | // if this new shape is the same as last time, don't recreate the mesh | 1032 | // if this new shape is the same as last time, don't recreate the mesh |
962 | if (_meshKey == newMeshKey) return; | 1033 | if (_meshKey == newMeshKey) return; |
963 | 1034 | ||
1035 | DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, _meshKey); | ||
964 | // Since we're recreating new, get rid of any previously generated shape | 1036 | // Since we're recreating new, get rid of any previously generated shape |
965 | if (_meshKey != 0) | 1037 | if (_meshKey != 0) |
966 | { | 1038 | { |
967 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1039 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); |
1040 | DetailLog("{0},CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | ||
968 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1041 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
969 | _mesh = null; | 1042 | _mesh = null; |
970 | _meshKey = 0; | 1043 | _meshKey = 0; |
@@ -981,7 +1054,6 @@ public sealed class BSPrim : PhysicsActor | |||
981 | int vi = 0; | 1054 | int vi = 0; |
982 | foreach (OMV.Vector3 vv in vertices) | 1055 | foreach (OMV.Vector3 vv in vertices) |
983 | { | 1056 | { |
984 | // m_log.DebugFormat("{0}: {1}: <{2:0.00}, {3:0.00}, {4:0.00}>", LogHeader, vi / 3, vv.X, vv.Y, vv.Z); | ||
985 | verticesAsFloats[vi++] = vv.X; | 1057 | verticesAsFloats[vi++] = vv.X; |
986 | verticesAsFloats[vi++] = vv.Y; | 1058 | verticesAsFloats[vi++] = vv.Y; |
987 | verticesAsFloats[vi++] = vv.Z; | 1059 | verticesAsFloats[vi++] = vv.Z; |
@@ -995,6 +1067,7 @@ public sealed class BSPrim : PhysicsActor | |||
995 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1067 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
996 | // meshes are already scaled by the meshmerizer | 1068 | // meshes are already scaled by the meshmerizer |
997 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1069 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1070 | DetailLog("{0},CreateGeomMesh,done", LocalID); | ||
998 | return; | 1071 | return; |
999 | } | 1072 | } |
1000 | 1073 | ||
@@ -1008,13 +1081,17 @@ public sealed class BSPrim : PhysicsActor | |||
1008 | // if the hull hasn't changed, don't rebuild it | 1081 | // if the hull hasn't changed, don't rebuild it |
1009 | if (newHullKey == _hullKey) return; | 1082 | if (newHullKey == _hullKey) return; |
1010 | 1083 | ||
1084 | DetailLog("{0},CreateGeomHull,create,key={1}", LocalID, _meshKey); | ||
1085 | |||
1011 | // Since we're recreating new, get rid of any previously generated shape | 1086 | // Since we're recreating new, get rid of any previously generated shape |
1012 | if (_hullKey != 0) | 1087 | if (_hullKey != 0) |
1013 | { | 1088 | { |
1014 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1089 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1090 | DetailLog("{0},CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey); | ||
1015 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1091 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); |
1016 | _hullKey = 0; | 1092 | _hullKey = 0; |
1017 | _hulls.Clear(); | 1093 | _hulls.Clear(); |
1094 | DetailLog("{0},CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey); | ||
1018 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1095 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
1019 | _mesh = null; // the mesh cannot match either | 1096 | _mesh = null; // the mesh cannot match either |
1020 | _meshKey = 0; | 1097 | _meshKey = 0; |
@@ -1111,6 +1188,7 @@ public sealed class BSPrim : PhysicsActor | |||
1111 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1188 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1112 | // meshes are already scaled by the meshmerizer | 1189 | // meshes are already scaled by the meshmerizer |
1113 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1190 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1191 | DetailLog("{0},CreateGeomHull,done", LocalID); | ||
1114 | return; | 1192 | return; |
1115 | } | 1193 | } |
1116 | 1194 | ||
@@ -1124,47 +1202,21 @@ public sealed class BSPrim : PhysicsActor | |||
1124 | 1202 | ||
1125 | // Create an object in Bullet if it has not already been created | 1203 | // Create an object in Bullet if it has not already been created |
1126 | // No locking here because this is done when the physics engine is not simulating | 1204 | // No locking here because this is done when the physics engine is not simulating |
1127 | private void CreateObject() | 1205 | // Returns 'true' if an object was actually created. |
1206 | private bool CreateObject() | ||
1128 | { | 1207 | { |
1129 | if (IsRootOfLinkset) | 1208 | // this routine is called when objects are rebuilt. |
1130 | { | ||
1131 | // Create a linkset around this object | ||
1132 | // CreateLinksetWithCompoundHull(); | ||
1133 | CreateLinksetWithConstraints(); | ||
1134 | } | ||
1135 | else | ||
1136 | { | ||
1137 | // simple object | ||
1138 | // the mesh or hull must have already been created in Bullet | ||
1139 | ShapeData shape; | ||
1140 | FillShapeInfo(out shape); | ||
1141 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); | ||
1142 | BulletSimAPI.CreateObject(_scene.WorldID, shape); | ||
1143 | } | ||
1144 | } | ||
1145 | 1209 | ||
1146 | // Create a linkset by creating a compound hull at the root prim that consists of all | 1210 | // the mesh or hull must have already been created in Bullet |
1147 | // the children. | 1211 | ShapeData shape; |
1148 | // NOTE: This does not allow proper collisions with the children prims so it is not a workable solution | 1212 | FillShapeInfo(out shape); |
1149 | void CreateLinksetWithCompoundHull() | 1213 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); |
1150 | { | 1214 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); |
1151 | // If I am the root prim of a linkset, replace my physical shape with all the | 1215 | |
1152 | // pieces of the children. | 1216 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. |
1153 | // All of the children should have called CreateGeom so they have a hull | 1217 | m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID); |
1154 | // in the physics engine already. Here we pull together all of those hulls | 1218 | |
1155 | // into one shape. | 1219 | return ret; |
1156 | int totalPrimsInLinkset = _childrenPrims.Count + 1; | ||
1157 | // m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, totalPrimsInLinkset); | ||
1158 | ShapeData[] shapes = new ShapeData[totalPrimsInLinkset]; | ||
1159 | FillShapeInfo(out shapes[0]); | ||
1160 | int ii = 1; | ||
1161 | foreach (BSPrim prim in _childrenPrims) | ||
1162 | { | ||
1163 | // m_log.DebugFormat("{0}: CreateLinkset: adding prim {1}", LogHeader, prim.LocalID); | ||
1164 | prim.FillShapeInfo(out shapes[ii]); | ||
1165 | ii++; | ||
1166 | } | ||
1167 | BulletSimAPI.CreateLinkset(_scene.WorldID, totalPrimsInLinkset, shapes); | ||
1168 | } | 1220 | } |
1169 | 1221 | ||
1170 | // Copy prim's info into the BulletSim shape description structure | 1222 | // Copy prim's info into the BulletSim shape description structure |
@@ -1186,44 +1238,6 @@ public sealed class BSPrim : PhysicsActor | |||
1186 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | 1238 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; |
1187 | } | 1239 | } |
1188 | 1240 | ||
1189 | // Create the linkset by putting constraints between the objects of the set so they cannot move | ||
1190 | // relative to each other. | ||
1191 | // TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added | ||
1192 | void CreateLinksetWithConstraints() | ||
1193 | { | ||
1194 | // m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1); | ||
1195 | |||
1196 | // remove any constraints that might be in place | ||
1197 | foreach (BSPrim prim in _childrenPrims) | ||
1198 | { | ||
1199 | // m_log.DebugFormat("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID); | ||
1200 | BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID); | ||
1201 | } | ||
1202 | // create constraints between the root prim and each of the children | ||
1203 | foreach (BSPrim prim in _childrenPrims) | ||
1204 | { | ||
1205 | // m_log.DebugFormat("{0}: CreateLinkset: AddConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID); | ||
1206 | |||
1207 | // Zero motion for children so they don't interpolate | ||
1208 | prim.ZeroMotion(); | ||
1209 | |||
1210 | // relative position normalized to the root prim | ||
1211 | OMV.Vector3 childRelativePosition = (prim._position - this._position) * OMV.Quaternion.Inverse(this._orientation); | ||
1212 | |||
1213 | // relative rotation of the child to the parent | ||
1214 | OMV.Quaternion relativeRotation = OMV.Quaternion.Inverse(prim._orientation) * this._orientation; | ||
1215 | |||
1216 | // this is a constraint that allows no freedom of movement between the two objects | ||
1217 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
1218 | BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID, | ||
1219 | childRelativePosition, | ||
1220 | relativeRotation, | ||
1221 | OMV.Vector3.Zero, | ||
1222 | OMV.Quaternion.Identity, | ||
1223 | OMV.Vector3.Zero, OMV.Vector3.Zero, | ||
1224 | OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
1225 | } | ||
1226 | } | ||
1227 | 1241 | ||
1228 | // Rebuild the geometry and object. | 1242 | // Rebuild the geometry and object. |
1229 | // This is called when the shape changes so we need to recreate the mesh/hull. | 1243 | // This is called when the shape changes so we need to recreate the mesh/hull. |
@@ -1231,8 +1245,8 @@ public sealed class BSPrim : PhysicsActor | |||
1231 | private void RecreateGeomAndObject() | 1245 | private void RecreateGeomAndObject() |
1232 | { | 1246 | { |
1233 | // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); | 1247 | // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); |
1234 | CreateGeom(true); | 1248 | if (CreateGeom(true)) |
1235 | CreateObject(); | 1249 | CreateObject(); |
1236 | return; | 1250 | return; |
1237 | } | 1251 | } |
1238 | 1252 | ||
@@ -1252,78 +1266,78 @@ public sealed class BSPrim : PhysicsActor | |||
1252 | const float POSITION_TOLERANCE = 0.05f; | 1266 | const float POSITION_TOLERANCE = 0.05f; |
1253 | const float ACCELERATION_TOLERANCE = 0.01f; | 1267 | const float ACCELERATION_TOLERANCE = 0.01f; |
1254 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; | 1268 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; |
1255 | const bool SHOULD_DAMP_UPDATES = false; | ||
1256 | 1269 | ||
1257 | public void UpdateProperties(EntityProperties entprop) | 1270 | public void UpdateProperties(EntityProperties entprop) |
1258 | { | 1271 | { |
1272 | /* | ||
1259 | UpdatedProperties changed = 0; | 1273 | UpdatedProperties changed = 0; |
1260 | if (SHOULD_DAMP_UPDATES) | 1274 | // assign to the local variables so the normal set action does not happen |
1275 | // if (_position != entprop.Position) | ||
1276 | if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE)) | ||
1261 | { | 1277 | { |
1262 | // assign to the local variables so the normal set action does not happen | 1278 | _position = entprop.Position; |
1263 | // if (_position != entprop.Position) | 1279 | changed |= UpdatedProperties.Position; |
1264 | if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE)) | ||
1265 | { | ||
1266 | _position = entprop.Position; | ||
1267 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, pos = {2}", LogHeader, LocalID, _position); | ||
1268 | changed |= UpdatedProperties.Position; | ||
1269 | } | ||
1270 | // if (_orientation != entprop.Rotation) | ||
1271 | if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE)) | ||
1272 | { | ||
1273 | _orientation = entprop.Rotation; | ||
1274 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, rot = {2}", LogHeader, LocalID, _orientation); | ||
1275 | changed |= UpdatedProperties.Rotation; | ||
1276 | } | ||
1277 | // if (_velocity != entprop.Velocity) | ||
1278 | if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE)) | ||
1279 | { | ||
1280 | _velocity = entprop.Velocity; | ||
1281 | // m_log.DebugFormat("{0}: UpdateProperties: velocity = {1}", LogHeader, _velocity); | ||
1282 | changed |= UpdatedProperties.Velocity; | ||
1283 | } | ||
1284 | // if (_acceleration != entprop.Acceleration) | ||
1285 | if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE)) | ||
1286 | { | ||
1287 | _acceleration = entprop.Acceleration; | ||
1288 | // m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration); | ||
1289 | changed |= UpdatedProperties.Acceleration; | ||
1290 | } | ||
1291 | // if (_rotationalVelocity != entprop.RotationalVelocity) | ||
1292 | if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE)) | ||
1293 | { | ||
1294 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1295 | // m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity); | ||
1296 | changed |= UpdatedProperties.RotationalVel; | ||
1297 | } | ||
1298 | if (changed != 0) | ||
1299 | { | ||
1300 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
1301 | // Only update the position of single objects and linkset roots | ||
1302 | if (this._parentPrim == null) | ||
1303 | { | ||
1304 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
1305 | base.RequestPhysicsterseUpdate(); | ||
1306 | } | ||
1307 | } | ||
1308 | } | 1280 | } |
1309 | else | 1281 | // if (_orientation != entprop.Rotation) |
1282 | if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE)) | ||
1310 | { | 1283 | { |
1311 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. | 1284 | _orientation = entprop.Rotation; |
1312 | 1285 | changed |= UpdatedProperties.Rotation; | |
1313 | // Only updates only for individual prims and for the root object of a linkset. | 1286 | } |
1287 | // if (_velocity != entprop.Velocity) | ||
1288 | if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE)) | ||
1289 | { | ||
1290 | _velocity = entprop.Velocity; | ||
1291 | changed |= UpdatedProperties.Velocity; | ||
1292 | } | ||
1293 | // if (_acceleration != entprop.Acceleration) | ||
1294 | if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE)) | ||
1295 | { | ||
1296 | _acceleration = entprop.Acceleration; | ||
1297 | changed |= UpdatedProperties.Acceleration; | ||
1298 | } | ||
1299 | // if (_rotationalVelocity != entprop.RotationalVelocity) | ||
1300 | if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE)) | ||
1301 | { | ||
1302 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1303 | changed |= UpdatedProperties.RotationalVel; | ||
1304 | } | ||
1305 | if (changed != 0) | ||
1306 | { | ||
1307 | // Only update the position of single objects and linkset roots | ||
1314 | if (this._parentPrim == null) | 1308 | if (this._parentPrim == null) |
1315 | { | 1309 | { |
1316 | // Assign to the local variables so the normal set action does not happen | ||
1317 | _position = entprop.Position; | ||
1318 | _orientation = entprop.Rotation; | ||
1319 | _velocity = entprop.Velocity; | ||
1320 | _acceleration = entprop.Acceleration; | ||
1321 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1322 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", | ||
1323 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | ||
1324 | base.RequestPhysicsterseUpdate(); | 1310 | base.RequestPhysicsterseUpdate(); |
1325 | } | 1311 | } |
1326 | } | 1312 | } |
1313 | */ | ||
1314 | |||
1315 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. | ||
1316 | |||
1317 | // Updates only for individual prims and for the root object of a linkset. | ||
1318 | if (_linkset.IsRoot(this)) | ||
1319 | { | ||
1320 | // Assign to the local variables so the normal set action does not happen | ||
1321 | _position = entprop.Position; | ||
1322 | _orientation = entprop.Rotation; | ||
1323 | _velocity = entprop.Velocity; | ||
1324 | _acceleration = entprop.Acceleration; | ||
1325 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1326 | |||
1327 | // 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); | ||
1329 | DetailLog("{0},UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
1330 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | ||
1331 | |||
1332 | base.RequestPhysicsterseUpdate(); | ||
1333 | } | ||
1334 | else | ||
1335 | { | ||
1336 | // For debugging, we can also report the movement of children | ||
1337 | DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
1338 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | ||
1339 | entprop.Acceleration, entprop.RotationalVelocity); | ||
1340 | } | ||
1327 | } | 1341 | } |
1328 | 1342 | ||
1329 | // I've collided with something | 1343 | // I've collided with something |
@@ -1362,5 +1376,11 @@ public sealed class BSPrim : PhysicsActor | |||
1362 | collisionCollection.Clear(); | 1376 | collisionCollection.Clear(); |
1363 | } | 1377 | } |
1364 | } | 1378 | } |
1379 | |||
1380 | // Invoke the detailed logger and output something if it's enabled. | ||
1381 | private void DetailLog(string msg, params Object[] args) | ||
1382 | { | ||
1383 | Scene.PhysicsLogging.Write(msg, args); | ||
1384 | } | ||
1365 | } | 1385 | } |
1366 | } | 1386 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 417cb5f..28d5cb5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -29,12 +29,14 @@ using System.Collections.Generic; | |||
29 | using System.Runtime.InteropServices; | 29 | using System.Runtime.InteropServices; |
30 | using System.Text; | 30 | using System.Text; |
31 | using System.Threading; | 31 | using System.Threading; |
32 | using Nini.Config; | ||
33 | using log4net; | ||
34 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Framework; | ||
34 | using OpenSim.Region.CoreModules; | ||
35 | using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging; | ||
35 | using OpenSim.Region.Physics.Manager; | 36 | using OpenSim.Region.Physics.Manager; |
37 | using Nini.Config; | ||
38 | using log4net; | ||
36 | using OpenMetaverse; | 39 | using OpenMetaverse; |
37 | using OpenSim.Region.Framework; | ||
38 | 40 | ||
39 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) | 41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) |
40 | // Debug linkset | 42 | // Debug linkset |
@@ -44,15 +46,17 @@ using OpenSim.Region.Framework; | |||
44 | // Compute physics FPS reasonably | 46 | // Compute physics FPS reasonably |
45 | // Based on material, set density and friction | 47 | // Based on material, set density and friction |
46 | // More efficient memory usage when passing hull information from BSPrim to BulletSim | 48 | // More efficient memory usage when passing hull information from BSPrim to BulletSim |
49 | // Move all logic out of the C++ code and into the C# code for easier future modifications. | ||
47 | // Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly? | 50 | // Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly? |
48 | // In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground) | 51 | // In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground) |
49 | // At the moment, physical and phantom causes object to drop through the terrain | 52 | // At the moment, physical and phantom causes object to drop through the terrain |
50 | // Physical phantom objects and related typing (collision options ) | 53 | // Physical phantom objects and related typing (collision options ) |
54 | // Use collision masks for collision with terrain and phantom objects | ||
51 | // Check out llVolumeDetect. Must do something for that. | 55 | // Check out llVolumeDetect. Must do something for that. |
52 | // Should prim.link() and prim.delink() membership checking happen at taint time? | 56 | // Should prim.link() and prim.delink() membership checking happen at taint time? |
57 | // changing the position and orientation of a linked prim must rebuild the constraint with the root. | ||
53 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once | 58 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once |
54 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | 59 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect |
55 | // Use collision masks for collision with terrain and phantom objects | ||
56 | // Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions) | 60 | // Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions) |
57 | // Implement LockAngularMotion | 61 | // Implement LockAngularMotion |
58 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) | 62 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) |
@@ -60,9 +64,6 @@ using OpenSim.Region.Framework; | |||
60 | // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. | 64 | // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. |
61 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? | 65 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? |
62 | // Check terrain size. 128 or 127? | 66 | // Check terrain size. 128 or 127? |
63 | // Multiple contact points on collision? | ||
64 | // See code in ode::near... calls to collision_accounting_events() | ||
65 | // (This might not be a problem. ODE collects all the collisions with one object in one tick.) | ||
66 | // Raycast | 67 | // Raycast |
67 | // | 68 | // |
68 | namespace OpenSim.Region.Physics.BulletSPlugin | 69 | namespace OpenSim.Region.Physics.BulletSPlugin |
@@ -72,6 +73,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
72 | 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); |
73 | private static readonly string LogHeader = "[BULLETS SCENE]"; | 74 | private static readonly string LogHeader = "[BULLETS SCENE]"; |
74 | 75 | ||
76 | public void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); } | ||
77 | |||
75 | public string BulletSimVersion = "?"; | 78 | public string BulletSimVersion = "?"; |
76 | 79 | ||
77 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); | 80 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); |
@@ -84,6 +87,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
84 | private uint m_worldID; | 87 | private uint m_worldID; |
85 | public uint WorldID { get { return m_worldID; } } | 88 | public uint WorldID { get { return m_worldID; } } |
86 | 89 | ||
90 | // let my minuions use my logger | ||
91 | public ILog Logger { get { return m_log; } } | ||
92 | |||
87 | private bool m_initialized = false; | 93 | private bool m_initialized = false; |
88 | 94 | ||
89 | private int m_detailedStatsStep = 0; | 95 | private int m_detailedStatsStep = 0; |
@@ -100,11 +106,24 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
100 | get { return m_sculptLOD; } | 106 | get { return m_sculptLOD; } |
101 | } | 107 | } |
102 | 108 | ||
109 | private BulletSim m_worldSim; | ||
110 | public BulletSim World | ||
111 | { | ||
112 | get { return m_worldSim; } | ||
113 | } | ||
114 | private BSConstraintCollection m_constraintCollection; | ||
115 | public BSConstraintCollection Constraints | ||
116 | { | ||
117 | get { return m_constraintCollection; } | ||
118 | } | ||
119 | |||
103 | private int m_maxSubSteps; | 120 | private int m_maxSubSteps; |
104 | private float m_fixedTimeStep; | 121 | private float m_fixedTimeStep; |
105 | private long m_simulationStep = 0; | 122 | private long m_simulationStep = 0; |
106 | public long SimulationStep { get { return m_simulationStep; } } | 123 | public long SimulationStep { get { return m_simulationStep; } } |
107 | 124 | ||
125 | public float LastSimulatedTimestep { get; private set; } | ||
126 | |||
108 | // A value of the time now so all the collision and update routines do not have to get their own | 127 | // A value of the time now so all the collision and update routines do not have to get their own |
109 | // Set to 'now' just before all the prims and actors are called for collisions and updates | 128 | // Set to 'now' just before all the prims and actors are called for collisions and updates |
110 | private int m_simulationNowTime; | 129 | private int m_simulationNowTime; |
@@ -121,6 +140,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
121 | private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed | 140 | private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed |
122 | private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes | 141 | private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes |
123 | 142 | ||
143 | public float PID_D { get; private set; } // derivative | ||
144 | public float PID_P { get; private set; } // proportional | ||
145 | |||
124 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | 146 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero |
125 | public const uint GROUNDPLANE_ID = 1; | 147 | public const uint GROUNDPLANE_ID = 1; |
126 | 148 | ||
@@ -147,8 +169,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
147 | ConfigurationParameters[] m_params; | 169 | ConfigurationParameters[] m_params; |
148 | GCHandle m_paramsHandle; | 170 | GCHandle m_paramsHandle; |
149 | 171 | ||
172 | public bool shouldDebugLog { get; private set; } | ||
173 | |||
150 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; | 174 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; |
151 | 175 | ||
176 | // Sometimes you just have to log everything. | ||
177 | public Logging.LogWriter PhysicsLogging; | ||
178 | private bool m_physicsLoggingEnabled; | ||
179 | private string m_physicsLoggingDir; | ||
180 | private string m_physicsLoggingPrefix; | ||
181 | private int m_physicsLoggingFileMinutes; | ||
182 | |||
183 | private bool m_vehicleLoggingEnabled; | ||
184 | public bool VehicleLoggingEnabled { get { return m_vehicleLoggingEnabled; } } | ||
185 | |||
152 | public BSScene(string identifier) | 186 | public BSScene(string identifier) |
153 | { | 187 | { |
154 | m_initialized = false; | 188 | m_initialized = false; |
@@ -169,17 +203,32 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
169 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | 203 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; |
170 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); | 204 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); |
171 | 205 | ||
206 | // Enable very detailed logging. | ||
207 | // By creating an empty logger when not logging, the log message invocation code | ||
208 | // can be left in and every call doesn't have to check for null. | ||
209 | if (m_physicsLoggingEnabled) | ||
210 | { | ||
211 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); | ||
212 | } | ||
213 | else | ||
214 | { | ||
215 | PhysicsLogging = new Logging.LogWriter(); | ||
216 | } | ||
217 | |||
172 | // Get the version of the DLL | 218 | // Get the version of the DLL |
173 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | 219 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. |
174 | // BulletSimVersion = BulletSimAPI.GetVersion(); | 220 | // BulletSimVersion = BulletSimAPI.GetVersion(); |
175 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | 221 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); |
176 | 222 | ||
177 | // if Debug, enable logging from the unmanaged code | 223 | // if Debug, enable logging from the unmanaged code |
178 | if (m_log.IsDebugEnabled) | 224 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) |
179 | { | 225 | { |
180 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); | 226 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); |
181 | // the handle is saved to it doesn't get freed after this call | 227 | if (PhysicsLogging.Enabled) |
182 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); | 228 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); |
229 | else | ||
230 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); | ||
231 | // the handle is saved in a variable to make sure it doesn't get freed after this call | ||
183 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); | 232 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); |
184 | } | 233 | } |
185 | 234 | ||
@@ -194,6 +243,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
194 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), | 243 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), |
195 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject()); | 244 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject()); |
196 | 245 | ||
246 | // 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. | ||
248 | m_worldSim = new BulletSim(m_worldID, BulletSimAPI.GetSimHandle2(m_worldID)); | ||
249 | m_constraintCollection = new BSConstraintCollection(World); | ||
250 | |||
197 | m_initialized = true; | 251 | m_initialized = true; |
198 | } | 252 | } |
199 | 253 | ||
@@ -202,110 +256,27 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
202 | private void GetInitialParameterValues(IConfigSource config) | 256 | private void GetInitialParameterValues(IConfigSource config) |
203 | { | 257 | { |
204 | ConfigurationParameters parms = new ConfigurationParameters(); | 258 | ConfigurationParameters parms = new ConfigurationParameters(); |
259 | m_params[0] = parms; | ||
205 | 260 | ||
206 | _meshSculptedPrim = true; // mesh sculpted prims | 261 | SetParameterDefaultValues(); |
207 | _forceSimplePrimMeshing = false; // use complex meshing if called for | ||
208 | |||
209 | m_meshLOD = 8f; | ||
210 | m_sculptLOD = 32f; | ||
211 | |||
212 | m_detailedStatsStep = 0; // disabled | ||
213 | |||
214 | m_maxSubSteps = 10; | ||
215 | m_fixedTimeStep = 1f / 60f; | ||
216 | m_maxCollisionsPerFrame = 2048; | ||
217 | m_maxUpdatesPerFrame = 2048; | ||
218 | m_maximumObjectMass = 10000.01f; | ||
219 | |||
220 | parms.defaultFriction = 0.5f; | ||
221 | parms.defaultDensity = 10.000006836f; // Aluminum g/cm3 | ||
222 | parms.defaultRestitution = 0f; | ||
223 | parms.collisionMargin = 0.0f; | ||
224 | parms.gravity = -9.80665f; | ||
225 | |||
226 | parms.linearDamping = 0.0f; | ||
227 | parms.angularDamping = 0.0f; | ||
228 | parms.deactivationTime = 0.2f; | ||
229 | parms.linearSleepingThreshold = 0.8f; | ||
230 | parms.angularSleepingThreshold = 1.0f; | ||
231 | parms.ccdMotionThreshold = 0.0f; // set to zero to disable | ||
232 | parms.ccdSweptSphereRadius = 0.0f; | ||
233 | parms.contactProcessingThreshold = 0.1f; | ||
234 | |||
235 | parms.terrainFriction = 0.5f; | ||
236 | parms.terrainHitFraction = 0.8f; | ||
237 | parms.terrainRestitution = 0f; | ||
238 | parms.avatarFriction = 0.5f; | ||
239 | parms.avatarRestitution = 0.0f; | ||
240 | parms.avatarDensity = 60f; | ||
241 | parms.avatarCapsuleRadius = 0.37f; | ||
242 | parms.avatarCapsuleHeight = 1.5f; // 2.140599f | ||
243 | parms.avatarContactProcessingThreshold = 0.1f; | ||
244 | |||
245 | parms.maxPersistantManifoldPoolSize = 0f; | ||
246 | parms.shouldDisableContactPoolDynamicAllocation = ConfigurationParameters.numericTrue; | ||
247 | parms.shouldForceUpdateAllAabbs = ConfigurationParameters.numericFalse; | ||
248 | parms.shouldRandomizeSolverOrder = ConfigurationParameters.numericFalse; | ||
249 | parms.shouldSplitSimulationIslands = ConfigurationParameters.numericFalse; | ||
250 | parms.shouldEnableFrictionCaching = ConfigurationParameters.numericFalse; | ||
251 | parms.numberOfSolverIterations = 0f; // means use default | ||
252 | 262 | ||
253 | if (config != null) | 263 | if (config != null) |
254 | { | 264 | { |
255 | // If there are specifications in the ini file, use those values | 265 | // If there are specifications in the ini file, use those values |
256 | // WHEN ADDING OR UPDATING THIS SECTION, BE SURE TO UPDATE OpenSimDefaults.ini | ||
257 | // ALSO REMEMBER TO UPDATE THE RUNTIME SETTING OF THE PARAMETERS. | ||
258 | IConfig pConfig = config.Configs["BulletSim"]; | 266 | IConfig pConfig = config.Configs["BulletSim"]; |
259 | if (pConfig != null) | 267 | if (pConfig != null) |
260 | { | 268 | { |
261 | _meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", _meshSculptedPrim); | 269 | SetParameterConfigurationValues(pConfig); |
262 | _forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", _forceSimplePrimMeshing); | 270 | |
263 | 271 | // Very detailed logging for physics debugging | |
264 | m_detailedStatsStep = pConfig.GetInt("DetailedStatsStep", m_detailedStatsStep); | 272 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); |
265 | m_meshLOD = pConfig.GetFloat("MeshLevelOfDetail", m_meshLOD); | 273 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); |
266 | m_sculptLOD = pConfig.GetFloat("SculptLevelOfDetail", m_sculptLOD); | 274 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-"); |
267 | 275 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | |
268 | m_maxSubSteps = pConfig.GetInt("MaxSubSteps", m_maxSubSteps); | 276 | // Very detailed logging for vehicle debugging |
269 | m_fixedTimeStep = pConfig.GetFloat("FixedTimeStep", m_fixedTimeStep); | 277 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); |
270 | m_maxCollisionsPerFrame = pConfig.GetInt("MaxCollisionsPerFrame", m_maxCollisionsPerFrame); | ||
271 | m_maxUpdatesPerFrame = pConfig.GetInt("MaxUpdatesPerFrame", m_maxUpdatesPerFrame); | ||
272 | m_maximumObjectMass = pConfig.GetFloat("MaxObjectMass", m_maximumObjectMass); | ||
273 | |||
274 | parms.defaultFriction = pConfig.GetFloat("DefaultFriction", parms.defaultFriction); | ||
275 | parms.defaultDensity = pConfig.GetFloat("DefaultDensity", parms.defaultDensity); | ||
276 | parms.defaultRestitution = pConfig.GetFloat("DefaultRestitution", parms.defaultRestitution); | ||
277 | parms.collisionMargin = pConfig.GetFloat("CollisionMargin", parms.collisionMargin); | ||
278 | parms.gravity = pConfig.GetFloat("Gravity", parms.gravity); | ||
279 | |||
280 | parms.linearDamping = pConfig.GetFloat("LinearDamping", parms.linearDamping); | ||
281 | parms.angularDamping = pConfig.GetFloat("AngularDamping", parms.angularDamping); | ||
282 | parms.deactivationTime = pConfig.GetFloat("DeactivationTime", parms.deactivationTime); | ||
283 | parms.linearSleepingThreshold = pConfig.GetFloat("LinearSleepingThreshold", parms.linearSleepingThreshold); | ||
284 | parms.angularSleepingThreshold = pConfig.GetFloat("AngularSleepingThreshold", parms.angularSleepingThreshold); | ||
285 | parms.ccdMotionThreshold = pConfig.GetFloat("CcdMotionThreshold", parms.ccdMotionThreshold); | ||
286 | parms.ccdSweptSphereRadius = pConfig.GetFloat("CcdSweptSphereRadius", parms.ccdSweptSphereRadius); | ||
287 | parms.contactProcessingThreshold = pConfig.GetFloat("ContactProcessingThreshold", parms.contactProcessingThreshold); | ||
288 | |||
289 | parms.terrainFriction = pConfig.GetFloat("TerrainFriction", parms.terrainFriction); | ||
290 | parms.terrainHitFraction = pConfig.GetFloat("TerrainHitFraction", parms.terrainHitFraction); | ||
291 | parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution); | ||
292 | parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction); | ||
293 | parms.avatarRestitution = pConfig.GetFloat("AvatarRestitution", parms.avatarRestitution); | ||
294 | parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity); | ||
295 | parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius); | ||
296 | parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight); | ||
297 | parms.avatarContactProcessingThreshold = pConfig.GetFloat("AvatarContactProcessingThreshold", parms.avatarContactProcessingThreshold); | ||
298 | |||
299 | parms.maxPersistantManifoldPoolSize = pConfig.GetFloat("MaxPersistantManifoldPoolSize", parms.maxPersistantManifoldPoolSize); | ||
300 | parms.shouldDisableContactPoolDynamicAllocation = ParamBoolean(pConfig, "ShouldDisableContactPoolDynamicAllocation", parms.shouldDisableContactPoolDynamicAllocation); | ||
301 | parms.shouldForceUpdateAllAabbs = ParamBoolean(pConfig, "ShouldForceUpdateAllAabbs", parms.shouldForceUpdateAllAabbs); | ||
302 | parms.shouldRandomizeSolverOrder = ParamBoolean(pConfig, "ShouldRandomizeSolverOrder", parms.shouldRandomizeSolverOrder); | ||
303 | parms.shouldSplitSimulationIslands = ParamBoolean(pConfig, "ShouldSplitSimulationIslands", parms.shouldSplitSimulationIslands); | ||
304 | parms.shouldEnableFrictionCaching = ParamBoolean(pConfig, "ShouldEnableFrictionCaching", parms.shouldEnableFrictionCaching); | ||
305 | parms.numberOfSolverIterations = pConfig.GetFloat("NumberOfSolverIterations", parms.numberOfSolverIterations); | ||
306 | } | 278 | } |
307 | } | 279 | } |
308 | m_params[0] = parms; | ||
309 | } | 280 | } |
310 | 281 | ||
311 | // A helper function that handles a true/false parameter and returns the proper float number encoding | 282 | // A helper function that handles a true/false parameter and returns the proper float number encoding |
@@ -323,12 +294,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
323 | return ret; | 294 | return ret; |
324 | } | 295 | } |
325 | 296 | ||
326 | |||
327 | // Called directly from unmanaged code so don't do much | 297 | // Called directly from unmanaged code so don't do much |
328 | private void BulletLogger(string msg) | 298 | private void BulletLogger(string msg) |
329 | { | 299 | { |
330 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); | 300 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); |
331 | } | 301 | } |
302 | |||
303 | // Called directly from unmanaged code so don't do much | ||
304 | private void BulletLoggerPhysLog(string msg) | ||
305 | { | ||
306 | PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg); | ||
307 | } | ||
332 | 308 | ||
333 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 309 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
334 | { | 310 | { |
@@ -339,6 +315,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
339 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) | 315 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) |
340 | { | 316 | { |
341 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); | 317 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); |
318 | |||
319 | if (!m_initialized) return null; | ||
320 | |||
342 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); | 321 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); |
343 | lock (m_avatars) m_avatars.Add(localID, actor); | 322 | lock (m_avatars) m_avatars.Add(localID, actor); |
344 | return actor; | 323 | return actor; |
@@ -347,34 +326,47 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
347 | public override void RemoveAvatar(PhysicsActor actor) | 326 | public override void RemoveAvatar(PhysicsActor actor) |
348 | { | 327 | { |
349 | // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); | 328 | // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); |
350 | if (actor is BSCharacter) | 329 | |
351 | { | 330 | if (!m_initialized) return; |
352 | ((BSCharacter)actor).Destroy(); | 331 | |
353 | } | 332 | BSCharacter bsactor = actor as BSCharacter; |
354 | try | 333 | if (bsactor != null) |
355 | { | ||
356 | lock (m_avatars) m_avatars.Remove(actor.LocalID); | ||
357 | } | ||
358 | catch (Exception e) | ||
359 | { | 334 | { |
360 | m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e); | 335 | try |
336 | { | ||
337 | lock (m_avatars) m_avatars.Remove(actor.LocalID); | ||
338 | } | ||
339 | catch (Exception e) | ||
340 | { | ||
341 | m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e); | ||
342 | } | ||
343 | bsactor.Destroy(); | ||
344 | // bsactor.dispose(); | ||
361 | } | 345 | } |
362 | } | 346 | } |
363 | 347 | ||
364 | public override void RemovePrim(PhysicsActor prim) | 348 | public override void RemovePrim(PhysicsActor prim) |
365 | { | 349 | { |
366 | // m_log.DebugFormat("{0}: RemovePrim", LogHeader); | 350 | if (!m_initialized) return; |
367 | if (prim is BSPrim) | 351 | |
368 | { | 352 | BSPrim bsprim = prim as BSPrim; |
369 | ((BSPrim)prim).Destroy(); | 353 | if (bsprim != null) |
370 | } | ||
371 | try | ||
372 | { | 354 | { |
373 | lock (m_prims) m_prims.Remove(prim.LocalID); | 355 | m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); |
356 | try | ||
357 | { | ||
358 | lock (m_prims) m_prims.Remove(bsprim.LocalID); | ||
359 | } | ||
360 | catch (Exception e) | ||
361 | { | ||
362 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e); | ||
363 | } | ||
364 | bsprim.Destroy(); | ||
365 | // bsprim.dispose(); | ||
374 | } | 366 | } |
375 | catch (Exception e) | 367 | else |
376 | { | 368 | { |
377 | m_log.WarnFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e); | 369 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader); |
378 | } | 370 | } |
379 | } | 371 | } |
380 | 372 | ||
@@ -382,6 +374,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
382 | Vector3 size, Quaternion rotation, bool isPhysical, uint localID) | 374 | Vector3 size, Quaternion rotation, bool isPhysical, uint localID) |
383 | { | 375 | { |
384 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); | 376 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); |
377 | |||
378 | if (!m_initialized) return null; | ||
379 | |||
385 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 380 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); |
386 | lock (m_prims) m_prims.Add(localID, prim); | 381 | lock (m_prims) m_prims.Add(localID, prim); |
387 | return prim; | 382 | return prim; |
@@ -400,6 +395,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
400 | int collidersCount; | 395 | int collidersCount; |
401 | IntPtr collidersPtr; | 396 | IntPtr collidersPtr; |
402 | 397 | ||
398 | LastSimulatedTimestep = timeStep; | ||
399 | |||
403 | // prevent simulation until we've been initialized | 400 | // prevent simulation until we've been initialized |
404 | if (!m_initialized) return 10.0f; | 401 | if (!m_initialized) return 10.0f; |
405 | 402 | ||
@@ -459,7 +456,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
459 | for (int ii = 0; ii < updatedEntityCount; ii++) | 456 | for (int ii = 0; ii < updatedEntityCount; ii++) |
460 | { | 457 | { |
461 | EntityProperties entprop = m_updateArray[ii]; | 458 | EntityProperties entprop = m_updateArray[ii]; |
462 | // m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position); | ||
463 | BSPrim prim; | 459 | BSPrim prim; |
464 | if (m_prims.TryGetValue(entprop.ID, out prim)) | 460 | if (m_prims.TryGetValue(entprop.ID, out prim)) |
465 | { | 461 | { |
@@ -532,8 +528,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
532 | }); | 528 | }); |
533 | } | 529 | } |
534 | 530 | ||
531 | // Someday we will have complex terrain with caves and tunnels | ||
532 | // For the moment, it's flat and convex | ||
533 | public float GetTerrainHeightAtXYZ(Vector3 loc) | ||
534 | { | ||
535 | return GetTerrainHeightAtXY(loc.X, loc.Y); | ||
536 | } | ||
537 | |||
535 | public float GetTerrainHeightAtXY(float tX, float tY) | 538 | public float GetTerrainHeightAtXY(float tX, float tY) |
536 | { | 539 | { |
540 | if (tX < 0 || tX >= Constants.RegionSize || tY < 0 || tY >= Constants.RegionSize) | ||
541 | return 30; | ||
537 | return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)]; | 542 | return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)]; |
538 | } | 543 | } |
539 | 544 | ||
@@ -555,6 +560,33 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
555 | public override void Dispose() | 560 | public override void Dispose() |
556 | { | 561 | { |
557 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | 562 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); |
563 | |||
564 | // make sure no stepping happens while we're deleting stuff | ||
565 | m_initialized = false; | ||
566 | |||
567 | if (m_constraintCollection != null) | ||
568 | { | ||
569 | m_constraintCollection.Dispose(); | ||
570 | m_constraintCollection = null; | ||
571 | } | ||
572 | |||
573 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) | ||
574 | { | ||
575 | kvp.Value.Destroy(); | ||
576 | } | ||
577 | m_avatars.Clear(); | ||
578 | |||
579 | foreach (KeyValuePair<uint, BSPrim> kvp in m_prims) | ||
580 | { | ||
581 | kvp.Value.Destroy(); | ||
582 | } | ||
583 | m_prims.Clear(); | ||
584 | |||
585 | // Anything left in the unmanaged code should be cleaned out | ||
586 | BulletSimAPI.Shutdown(WorldID); | ||
587 | |||
588 | // Not logging any more | ||
589 | PhysicsLogging.Close(); | ||
558 | } | 590 | } |
559 | 591 | ||
560 | public override Dictionary<uint, float> GetTopColliders() | 592 | public override Dictionary<uint, float> GetTopColliders() |
@@ -680,10 +712,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
680 | } | 712 | } |
681 | 713 | ||
682 | // The calls to the PhysicsActors can't directly call into the physics engine | 714 | // The calls to the PhysicsActors can't directly call into the physics engine |
683 | // because it might be busy. We we delay changes to a known time. | 715 | // because it might be busy. We delay changes to a known time. |
684 | // We rely on C#'s closure to save and restore the context for the delegate. | 716 | // We rely on C#'s closure to save and restore the context for the delegate. |
685 | public void TaintedObject(TaintCallback callback) | 717 | public void TaintedObject(TaintCallback callback) |
686 | { | 718 | { |
719 | if (!m_initialized) return; | ||
720 | |||
687 | lock (_taintLock) | 721 | lock (_taintLock) |
688 | _taintedObjects.Add(callback); | 722 | _taintedObjects.Add(callback); |
689 | return; | 723 | return; |
@@ -757,61 +791,392 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
757 | } | 791 | } |
758 | #endregion Vehicles | 792 | #endregion Vehicles |
759 | 793 | ||
760 | #region Runtime settable parameters | 794 | #region Parameters |
761 | public static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[] | 795 | |
762 | { | 796 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); |
763 | new PhysParameterEntry("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)"), | 797 | delegate float ParamGet(BSScene scene); |
764 | new PhysParameterEntry("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)"), | 798 | delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); |
765 | new PhysParameterEntry("MaxSubStep", "In simulation step, maximum number of substeps"), | 799 | |
766 | new PhysParameterEntry("FixedTimeStep", "In simulation step, seconds of one substep (1/60)"), | 800 | private struct ParameterDefn |
767 | new PhysParameterEntry("MaxObjectMass", "Maximum object mass (10000.01)"), | 801 | { |
768 | new PhysParameterEntry("DetailedStats", "Frames between outputting detailed phys stats. Zero is off"), | 802 | public string name; |
769 | 803 | public string desc; | |
770 | new PhysParameterEntry("DefaultFriction", "Friction factor used on new objects"), | 804 | public float defaultValue; |
771 | new PhysParameterEntry("DefaultDensity", "Density for new objects" ), | 805 | public ParamUser userParam; |
772 | new PhysParameterEntry("DefaultRestitution", "Bouncyness of an object" ), | 806 | public ParamGet getter; |
773 | // new PhysParameterEntry("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!!)" ), | 807 | public ParamSet setter; |
774 | new PhysParameterEntry("Gravity", "Vertical force of gravity (negative means down)" ), | 808 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) |
775 | 809 | { | |
776 | new PhysParameterEntry("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)" ), | 810 | name = n; |
777 | new PhysParameterEntry("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)" ), | 811 | desc = d; |
778 | new PhysParameterEntry("DeactivationTime", "Seconds before considering an object potentially static" ), | 812 | defaultValue = v; |
779 | new PhysParameterEntry("LinearSleepingThreshold", "Seconds to measure linear movement before considering static" ), | 813 | userParam = u; |
780 | new PhysParameterEntry("AngularSleepingThreshold", "Seconds to measure angular movement before considering static" ), | 814 | getter = g; |
781 | new PhysParameterEntry("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ), | 815 | setter = s; |
782 | new PhysParameterEntry("CcdSweptSphereRadius", "Continuious collision detection test radius" ), | 816 | } |
783 | new PhysParameterEntry("ContactProcessingThreshold", "Distance between contacts before doing collision check" ), | 817 | } |
784 | // Can only change the following at initialization time. Change the INI file and reboot. | 818 | |
785 | new PhysParameterEntry("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)"), | 819 | // List of all of the externally visible parameters. |
786 | new PhysParameterEntry("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count"), | 820 | // For each parameter, this table maps a text name to getter and setters. |
787 | new PhysParameterEntry("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step"), | 821 | // To add a new externally referencable/settable parameter, add the paramter storage |
788 | new PhysParameterEntry("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction"), | 822 | // location somewhere in the program and make an entry in this table with the |
789 | new PhysParameterEntry("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands"), | 823 | // getters and setters. |
790 | new PhysParameterEntry("ShouldEnableFrictionCaching", "Enable friction computation caching"), | 824 | // To add a new variable, it is easiest to find an existing definition and copy it. |
791 | new PhysParameterEntry("NumberOfSolverIterations", "Number of internal iterations (0 means default)"), | 825 | // Parameter values are floats. Booleans are converted to a floating value. |
792 | 826 | // | |
793 | new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ), | 827 | // A ParameterDefn() takes the following parameters: |
794 | new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ), | 828 | // -- the text name of the parameter. This is used for console input and ini file. |
795 | 829 | // -- a short text description of the parameter. This shows up in the console listing. | |
796 | new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ), | 830 | // -- a delegate for fetching the parameter from the ini file. |
797 | new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ), | 831 | // Should handle fetching the right type from the ini file and converting it. |
798 | 832 | // -- a delegate for getting the value as a float | |
799 | new PhysParameterEntry("TerrainFriction", "Factor to reduce movement against terrain surface" ), | 833 | // -- a delegate for setting the value from a float |
800 | new PhysParameterEntry("TerrainHitFraction", "Distance to measure hit collisions" ), | 834 | // |
801 | new PhysParameterEntry("TerrainRestitution", "Bouncyness" ), | 835 | // The single letter parameters for the delegates are: |
802 | new PhysParameterEntry("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation." ), | 836 | // s = BSScene |
803 | new PhysParameterEntry("AvatarDensity", "Density of an avatar. Changed on avatar recreation." ), | 837 | // p = string parameter name |
804 | new PhysParameterEntry("AvatarRestitution", "Bouncyness. Changed on avatar recreation." ), | 838 | // l = localID of referenced object |
805 | new PhysParameterEntry("AvatarCapsuleRadius", "Radius of space around an avatar" ), | 839 | // v = float value |
806 | new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" ), | 840 | // cf = parameter configuration class (for fetching values from ini file) |
807 | new PhysParameterEntry("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions") | 841 | private ParameterDefn[] ParameterDefinitions = |
842 | { | ||
843 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | ||
844 | ConfigurationParameters.numericTrue, | ||
845 | (s,cf,p,v) => { s._meshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
846 | (s) => { return s.NumericBool(s._meshSculptedPrim); }, | ||
847 | (s,p,l,v) => { s._meshSculptedPrim = s.BoolNumeric(v); } ), | ||
848 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | ||
849 | ConfigurationParameters.numericFalse, | ||
850 | (s,cf,p,v) => { s._forceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
851 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, | ||
852 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), | ||
853 | |||
854 | new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | ||
855 | 8f, | ||
856 | (s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); }, | ||
857 | (s) => { return (float)s.m_meshLOD; }, | ||
858 | (s,p,l,v) => { s.m_meshLOD = (int)v; } ), | ||
859 | new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
860 | 32, | ||
861 | (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, | ||
862 | (s) => { return (float)s.m_sculptLOD; }, | ||
863 | (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), | ||
864 | |||
865 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | ||
866 | 10f, | ||
867 | (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, | ||
868 | (s) => { return (float)s.m_maxSubSteps; }, | ||
869 | (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), | ||
870 | new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", | ||
871 | 1f / 60f, | ||
872 | (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, | ||
873 | (s) => { return (float)s.m_fixedTimeStep; }, | ||
874 | (s,p,l,v) => { s.m_fixedTimeStep = v; } ), | ||
875 | new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", | ||
876 | 2048f, | ||
877 | (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, | ||
878 | (s) => { return (float)s.m_maxCollisionsPerFrame; }, | ||
879 | (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), | ||
880 | new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", | ||
881 | 8000f, | ||
882 | (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, | ||
883 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, | ||
884 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | ||
885 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | ||
886 | 10000.01f, | ||
887 | (s,cf,p,v) => { s.m_maximumObjectMass = cf.GetFloat(p, v); }, | ||
888 | (s) => { return (float)s.m_maximumObjectMass; }, | ||
889 | (s,p,l,v) => { s.m_maximumObjectMass = v; } ), | ||
890 | |||
891 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | ||
892 | 2200f, | ||
893 | (s,cf,p,v) => { s.PID_D = cf.GetFloat(p, v); }, | ||
894 | (s) => { return (float)s.PID_D; }, | ||
895 | (s,p,l,v) => { s.PID_D = v; } ), | ||
896 | new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", | ||
897 | 900f, | ||
898 | (s,cf,p,v) => { s.PID_P = cf.GetFloat(p, v); }, | ||
899 | (s) => { return (float)s.PID_P; }, | ||
900 | (s,p,l,v) => { s.PID_P = v; } ), | ||
901 | |||
902 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", | ||
903 | 0.5f, | ||
904 | (s,cf,p,v) => { s.m_params[0].defaultFriction = cf.GetFloat(p, v); }, | ||
905 | (s) => { return s.m_params[0].defaultFriction; }, | ||
906 | (s,p,l,v) => { s.m_params[0].defaultFriction = v; } ), | ||
907 | new ParameterDefn("DefaultDensity", "Density for new objects" , | ||
908 | 10.000006836f, // Aluminum g/cm3 | ||
909 | (s,cf,p,v) => { s.m_params[0].defaultDensity = cf.GetFloat(p, v); }, | ||
910 | (s) => { return s.m_params[0].defaultDensity; }, | ||
911 | (s,p,l,v) => { s.m_params[0].defaultDensity = v; } ), | ||
912 | new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , | ||
913 | 0f, | ||
914 | (s,cf,p,v) => { s.m_params[0].defaultRestitution = cf.GetFloat(p, v); }, | ||
915 | (s) => { return s.m_params[0].defaultRestitution; }, | ||
916 | (s,p,l,v) => { s.m_params[0].defaultRestitution = v; } ), | ||
917 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | ||
918 | 0f, | ||
919 | (s,cf,p,v) => { s.m_params[0].collisionMargin = cf.GetFloat(p, v); }, | ||
920 | (s) => { return s.m_params[0].collisionMargin; }, | ||
921 | (s,p,l,v) => { s.m_params[0].collisionMargin = v; } ), | ||
922 | new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", | ||
923 | -9.80665f, | ||
924 | (s,cf,p,v) => { s.m_params[0].gravity = cf.GetFloat(p, v); }, | ||
925 | (s) => { return s.m_params[0].gravity; }, | ||
926 | (s,p,l,v) => { s.m_params[0].gravity = v; s.TaintedUpdateParameter(p,l,v); } ), | ||
927 | |||
928 | |||
929 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | ||
930 | 0f, | ||
931 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, | ||
932 | (s) => { return s.m_params[0].linearDamping; }, | ||
933 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearDamping, p, l, v); } ), | ||
934 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | ||
935 | 0f, | ||
936 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, | ||
937 | (s) => { return s.m_params[0].angularDamping; }, | ||
938 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularDamping, p, l, v); } ), | ||
939 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | ||
940 | 0.2f, | ||
941 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, | ||
942 | (s) => { return s.m_params[0].deactivationTime; }, | ||
943 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].deactivationTime, p, l, v); } ), | ||
944 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | ||
945 | 0.8f, | ||
946 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, | ||
947 | (s) => { return s.m_params[0].linearSleepingThreshold; }, | ||
948 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ), | ||
949 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | ||
950 | 1.0f, | ||
951 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, | ||
952 | (s) => { return s.m_params[0].angularSleepingThreshold; }, | ||
953 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ), | ||
954 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | ||
955 | 0f, // set to zero to disable | ||
956 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, | ||
957 | (s) => { return s.m_params[0].ccdMotionThreshold; }, | ||
958 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ), | ||
959 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | ||
960 | 0f, | ||
961 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, | ||
962 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, | ||
963 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ), | ||
964 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | ||
965 | 0.1f, | ||
966 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, | ||
967 | (s) => { return s.m_params[0].contactProcessingThreshold; }, | ||
968 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ), | ||
969 | |||
970 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | ||
971 | 0.5f, | ||
972 | (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, | ||
973 | (s) => { return s.m_params[0].terrainFriction; }, | ||
974 | (s,p,l,v) => { s.m_params[0].terrainFriction = v; s.TaintedUpdateParameter(p,l,v); } ), | ||
975 | new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , | ||
976 | 0.8f, | ||
977 | (s,cf,p,v) => { s.m_params[0].terrainHitFraction = cf.GetFloat(p, v); }, | ||
978 | (s) => { return s.m_params[0].terrainHitFraction; }, | ||
979 | (s,p,l,v) => { s.m_params[0].terrainHitFraction = v; s.TaintedUpdateParameter(p,l,v); } ), | ||
980 | new ParameterDefn("TerrainRestitution", "Bouncyness" , | ||
981 | 0f, | ||
982 | (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); }, | ||
983 | (s) => { return s.m_params[0].terrainRestitution; }, | ||
984 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), | ||
985 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | ||
986 | 0.5f, | ||
987 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, | ||
988 | (s) => { return s.m_params[0].avatarFriction; }, | ||
989 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarFriction, p, l, v); } ), | ||
990 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | ||
991 | 60f, | ||
992 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, | ||
993 | (s) => { return s.m_params[0].avatarDensity; }, | ||
994 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarDensity, p, l, v); } ), | ||
995 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | ||
996 | 0f, | ||
997 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, | ||
998 | (s) => { return s.m_params[0].avatarRestitution; }, | ||
999 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarRestitution, p, l, v); } ), | ||
1000 | new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar", | ||
1001 | 0.37f, | ||
1002 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); }, | ||
1003 | (s) => { return s.m_params[0].avatarCapsuleRadius; }, | ||
1004 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ), | ||
1005 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | ||
1006 | 1.5f, | ||
1007 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, | ||
1008 | (s) => { return s.m_params[0].avatarCapsuleHeight; }, | ||
1009 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ), | ||
1010 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | ||
1011 | 0.1f, | ||
1012 | (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
1013 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, | ||
1014 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), | ||
1015 | |||
1016 | |||
1017 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)", | ||
1018 | 0f, // zero to disable | ||
1019 | (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, | ||
1020 | (s) => { return s.m_params[0].maxPersistantManifoldPoolSize; }, | ||
1021 | (s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ), | ||
1022 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | ||
1023 | ConfigurationParameters.numericTrue, | ||
1024 | (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1025 | (s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; }, | ||
1026 | (s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ), | ||
1027 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | ||
1028 | ConfigurationParameters.numericFalse, | ||
1029 | (s,cf,p,v) => { s.m_params[0].shouldForceUpdateAllAabbs = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1030 | (s) => { return s.m_params[0].shouldForceUpdateAllAabbs; }, | ||
1031 | (s,p,l,v) => { s.m_params[0].shouldForceUpdateAllAabbs = v; } ), | ||
1032 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", | ||
1033 | ConfigurationParameters.numericFalse, | ||
1034 | (s,cf,p,v) => { s.m_params[0].shouldRandomizeSolverOrder = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1035 | (s) => { return s.m_params[0].shouldRandomizeSolverOrder; }, | ||
1036 | (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ), | ||
1037 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | ||
1038 | ConfigurationParameters.numericFalse, | ||
1039 | (s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1040 | (s) => { return s.m_params[0].shouldSplitSimulationIslands; }, | ||
1041 | (s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ), | ||
1042 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", | ||
1043 | ConfigurationParameters.numericFalse, | ||
1044 | (s,cf,p,v) => { s.m_params[0].shouldEnableFrictionCaching = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1045 | (s) => { return s.m_params[0].shouldEnableFrictionCaching; }, | ||
1046 | (s,p,l,v) => { s.m_params[0].shouldEnableFrictionCaching = v; } ), | ||
1047 | new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", | ||
1048 | 0f, // zero says use Bullet default | ||
1049 | (s,cf,p,v) => { s.m_params[0].numberOfSolverIterations = cf.GetFloat(p, v); }, | ||
1050 | (s) => { return s.m_params[0].numberOfSolverIterations; }, | ||
1051 | (s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ), | ||
1052 | |||
1053 | new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | ||
1054 | ConfigurationParameters.numericFalse, | ||
1055 | (s,cf,p,v) => { s.m_params[0].linkConstraintUseFrameOffset = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1056 | (s) => { return s.m_params[0].linkConstraintUseFrameOffset; }, | ||
1057 | (s,p,l,v) => { s.m_params[0].linkConstraintUseFrameOffset = v; } ), | ||
1058 | new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | ||
1059 | ConfigurationParameters.numericTrue, | ||
1060 | (s,cf,p,v) => { s.m_params[0].linkConstraintEnableTransMotor = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1061 | (s) => { return s.m_params[0].linkConstraintEnableTransMotor; }, | ||
1062 | (s,p,l,v) => { s.m_params[0].linkConstraintEnableTransMotor = v; } ), | ||
1063 | new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | ||
1064 | 5.0f, | ||
1065 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, | ||
1066 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxVel; }, | ||
1067 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = v; } ), | ||
1068 | new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | ||
1069 | 0.1f, | ||
1070 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | ||
1071 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, | ||
1072 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), | ||
1073 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0", | ||
1074 | 0.0f, | ||
1075 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, | ||
1076 | (s) => { return s.m_params[0].linkConstraintCFM; }, | ||
1077 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), | ||
1078 | new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | ||
1079 | 0.2f, | ||
1080 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, | ||
1081 | (s) => { return s.m_params[0].linkConstraintERP; }, | ||
1082 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), | ||
1083 | |||
1084 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", | ||
1085 | 0f, | ||
1086 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, | ||
1087 | (s) => { return (float)s.m_detailedStatsStep; }, | ||
1088 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), | ||
1089 | new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements", | ||
1090 | ConfigurationParameters.numericFalse, | ||
1091 | (s,cf,p,v) => { s.shouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
1092 | (s) => { return s.NumericBool(s.shouldDebugLog); }, | ||
1093 | (s,p,l,v) => { s.shouldDebugLog = s.BoolNumeric(v); } ), | ||
808 | 1094 | ||
809 | }; | 1095 | }; |
810 | 1096 | ||
1097 | // Convert a boolean to our numeric true and false values | ||
1098 | public float NumericBool(bool b) | ||
1099 | { | ||
1100 | return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); | ||
1101 | } | ||
1102 | |||
1103 | // Convert numeric true and false values to a boolean | ||
1104 | public bool BoolNumeric(float b) | ||
1105 | { | ||
1106 | return (b == ConfigurationParameters.numericTrue ? true : false); | ||
1107 | } | ||
1108 | |||
1109 | // Search through the parameter definitions and return the matching | ||
1110 | // ParameterDefn structure. | ||
1111 | // Case does not matter as names are compared after converting to lower case. | ||
1112 | // Returns 'false' if the parameter is not found. | ||
1113 | private bool TryGetParameter(string paramName, out ParameterDefn defn) | ||
1114 | { | ||
1115 | bool ret = false; | ||
1116 | ParameterDefn foundDefn = new ParameterDefn(); | ||
1117 | string pName = paramName.ToLower(); | ||
1118 | |||
1119 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
1120 | { | ||
1121 | if (pName == parm.name.ToLower()) | ||
1122 | { | ||
1123 | foundDefn = parm; | ||
1124 | ret = true; | ||
1125 | break; | ||
1126 | } | ||
1127 | } | ||
1128 | defn = foundDefn; | ||
1129 | return ret; | ||
1130 | } | ||
1131 | |||
1132 | // Pass through the settable parameters and set the default values | ||
1133 | private void SetParameterDefaultValues() | ||
1134 | { | ||
1135 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
1136 | { | ||
1137 | parm.setter(this, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); | ||
1138 | } | ||
1139 | } | ||
1140 | |||
1141 | // Get user set values out of the ini file. | ||
1142 | private void SetParameterConfigurationValues(IConfig cfg) | ||
1143 | { | ||
1144 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
1145 | { | ||
1146 | parm.userParam(this, cfg, parm.name, parm.defaultValue); | ||
1147 | } | ||
1148 | } | ||
1149 | |||
1150 | private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | ||
1151 | |||
1152 | private void BuildParameterTable() | ||
1153 | { | ||
1154 | if (SettableParameters.Length < ParameterDefinitions.Length) | ||
1155 | { | ||
1156 | |||
1157 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); | ||
1158 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) | ||
1159 | { | ||
1160 | ParameterDefn pd = ParameterDefinitions[ii]; | ||
1161 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); | ||
1162 | } | ||
1163 | |||
1164 | // make the list in alphabetical order for estetic reasons | ||
1165 | entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) | ||
1166 | { | ||
1167 | return ppe1.name.CompareTo(ppe2.name); | ||
1168 | }); | ||
1169 | |||
1170 | SettableParameters = entries.ToArray(); | ||
1171 | } | ||
1172 | } | ||
1173 | |||
1174 | |||
811 | #region IPhysicsParameters | 1175 | #region IPhysicsParameters |
812 | // Get the list of parameters this physics engine supports | 1176 | // Get the list of parameters this physics engine supports |
813 | public PhysParameterEntry[] GetParameterList() | 1177 | public PhysParameterEntry[] GetParameterList() |
814 | { | 1178 | { |
1179 | BuildParameterTable(); | ||
815 | return SettableParameters; | 1180 | return SettableParameters; |
816 | } | 1181 | } |
817 | 1182 | ||
@@ -823,63 +1188,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
823 | // value activated ('terrainFriction' for instance). | 1188 | // value activated ('terrainFriction' for instance). |
824 | public bool SetPhysicsParameter(string parm, float val, uint localID) | 1189 | public bool SetPhysicsParameter(string parm, float val, uint localID) |
825 | { | 1190 | { |
826 | bool ret = true; | 1191 | bool ret = false; |
827 | string lparm = parm.ToLower(); | 1192 | ParameterDefn theParam; |
828 | switch (lparm) | 1193 | if (TryGetParameter(parm, out theParam)) |
829 | { | 1194 | { |
830 | case "detailedstats": m_detailedStatsStep = (int)val; break; | 1195 | theParam.setter(this, parm, localID, val); |
831 | 1196 | ret = true; | |
832 | case "meshlod": m_meshLOD = (int)val; break; | ||
833 | case "sculptlod": m_sculptLOD = (int)val; break; | ||
834 | case "maxsubstep": m_maxSubSteps = (int)val; break; | ||
835 | case "fixedtimestep": m_fixedTimeStep = val; break; | ||
836 | case "maxobjectmass": m_maximumObjectMass = val; break; | ||
837 | |||
838 | case "defaultfriction": m_params[0].defaultFriction = val; break; | ||
839 | case "defaultdensity": m_params[0].defaultDensity = val; break; | ||
840 | case "defaultrestitution": m_params[0].defaultRestitution = val; break; | ||
841 | case "collisionmargin": m_params[0].collisionMargin = val; break; | ||
842 | case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, localID, val); break; | ||
843 | |||
844 | case "lineardamping": UpdateParameterPrims(ref m_params[0].linearDamping, lparm, localID, val); break; | ||
845 | case "angulardamping": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break; | ||
846 | case "deactivationtime": UpdateParameterPrims(ref m_params[0].deactivationTime, lparm, localID, val); break; | ||
847 | case "linearsleepingthreshold": UpdateParameterPrims(ref m_params[0].linearSleepingThreshold, lparm, localID, val); break; | ||
848 | case "angularsleepingthreshold": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break; | ||
849 | case "ccdmotionthreshold": UpdateParameterPrims(ref m_params[0].ccdMotionThreshold, lparm, localID, val); break; | ||
850 | case "ccdsweptsphereradius": UpdateParameterPrims(ref m_params[0].ccdSweptSphereRadius, lparm, localID, val); break; | ||
851 | case "contactprocessingthreshold": UpdateParameterPrims(ref m_params[0].contactProcessingThreshold, lparm, localID, val); break; | ||
852 | // the following are used only at initialization time so setting them makes no sense | ||
853 | // case "maxPersistantmanifoldpoolSize": m_params[0].maxPersistantManifoldPoolSize = val; break; | ||
854 | // case "shoulddisablecontactpooldynamicallocation": m_params[0].shouldDisableContactPoolDynamicAllocation = val; break; | ||
855 | // case "shouldforceupdateallaabbs": m_params[0].shouldForceUpdateAllAabbs = val; break; | ||
856 | // case "shouldrandomizesolverorder": m_params[0].shouldRandomizeSolverOrder = val; break; | ||
857 | // case "shouldsplitsimulationislands": m_params[0].shouldSplitSimulationIslands = val; break; | ||
858 | // case "shouldenablefrictioncaching": m_params[0].shouldEnableFrictionCaching = val; break; | ||
859 | // case "numberofsolveriterations": m_params[0].numberOfSolverIterations = val; break; | ||
860 | |||
861 | case "friction": TaintedUpdateParameter(lparm, localID, val); break; | ||
862 | case "restitution": TaintedUpdateParameter(lparm, localID, val); break; | ||
863 | |||
864 | // set a terrain physical feature and cause terrain to be recalculated | ||
865 | case "terrainfriction": m_params[0].terrainFriction = val; TaintedUpdateParameter("terrain", 0, val); break; | ||
866 | case "terrainhitfraction": m_params[0].terrainHitFraction = val; TaintedUpdateParameter("terrain", 0, val); break; | ||
867 | case "terrainrestitution": m_params[0].terrainRestitution = val; TaintedUpdateParameter("terrain", 0, val); break; | ||
868 | // set an avatar physical feature and cause avatar(s) to be recalculated | ||
869 | case "avatarfriction": UpdateParameterAvatars(ref m_params[0].avatarFriction, "avatar", localID, val); break; | ||
870 | case "avatardensity": UpdateParameterAvatars(ref m_params[0].avatarDensity, "avatar", localID, val); break; | ||
871 | case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break; | ||
872 | case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break; | ||
873 | case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break; | ||
874 | case "avatarcontactprocessingthreshold": UpdateParameterAvatars(ref m_params[0].avatarContactProcessingThreshold, "avatar", localID, val); break; | ||
875 | |||
876 | default: ret = false; break; | ||
877 | } | 1197 | } |
878 | return ret; | 1198 | return ret; |
879 | } | 1199 | } |
880 | 1200 | ||
881 | // check to see if we are updating a parameter for a particular or all of the prims | 1201 | // check to see if we are updating a parameter for a particular or all of the prims |
882 | private void UpdateParameterPrims(ref float loc, string parm, uint localID, float val) | 1202 | protected void UpdateParameterPrims(ref float loc, string parm, uint localID, float val) |
883 | { | 1203 | { |
884 | List<uint> operateOn; | 1204 | List<uint> operateOn; |
885 | lock (m_prims) operateOn = new List<uint>(m_prims.Keys); | 1205 | lock (m_prims) operateOn = new List<uint>(m_prims.Keys); |
@@ -887,7 +1207,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
887 | } | 1207 | } |
888 | 1208 | ||
889 | // check to see if we are updating a parameter for a particular or all of the avatars | 1209 | // check to see if we are updating a parameter for a particular or all of the avatars |
890 | private void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val) | 1210 | protected void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val) |
891 | { | 1211 | { |
892 | List<uint> operateOn; | 1212 | List<uint> operateOn; |
893 | lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys); | 1213 | lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys); |
@@ -898,7 +1218,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
898 | // If the local ID is APPLY_TO_NONE, just change the default value | 1218 | // If the local ID is APPLY_TO_NONE, just change the default value |
899 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | 1219 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs |
900 | // If the localID is a specific object, apply the parameter change to only that object | 1220 | // If the localID is a specific object, apply the parameter change to only that object |
901 | private void UpdateParameterSet(List<uint> lIDs, ref float defaultLoc, string parm, uint localID, float val) | 1221 | protected void UpdateParameterSet(List<uint> lIDs, ref float defaultLoc, string parm, uint localID, float val) |
902 | { | 1222 | { |
903 | switch (localID) | 1223 | switch (localID) |
904 | { | 1224 | { |
@@ -925,7 +1245,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
925 | } | 1245 | } |
926 | 1246 | ||
927 | // schedule the actual updating of the paramter to when the phys engine is not busy | 1247 | // schedule the actual updating of the paramter to when the phys engine is not busy |
928 | private void TaintedUpdateParameter(string parm, uint localID, float val) | 1248 | protected void TaintedUpdateParameter(string parm, uint localID, float val) |
929 | { | 1249 | { |
930 | uint xlocalID = localID; | 1250 | uint xlocalID = localID; |
931 | string xparm = parm.ToLower(); | 1251 | string xparm = parm.ToLower(); |
@@ -940,50 +1260,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
940 | public bool GetPhysicsParameter(string parm, out float value) | 1260 | public bool GetPhysicsParameter(string parm, out float value) |
941 | { | 1261 | { |
942 | float val = 0f; | 1262 | float val = 0f; |
943 | bool ret = true; | 1263 | bool ret = false; |
944 | switch (parm.ToLower()) | 1264 | ParameterDefn theParam; |
945 | { | 1265 | if (TryGetParameter(parm, out theParam)) |
946 | case "detailedstats": val = (int)m_detailedStatsStep; break; | 1266 | { |
947 | case "meshlod": val = (float)m_meshLOD; break; | 1267 | val = theParam.getter(this); |
948 | case "sculptlod": val = (float)m_sculptLOD; break; | 1268 | ret = true; |
949 | case "maxsubstep": val = (float)m_maxSubSteps; break; | ||
950 | case "fixedtimestep": val = m_fixedTimeStep; break; | ||
951 | case "maxobjectmass": val = m_maximumObjectMass; break; | ||
952 | |||
953 | case "defaultfriction": val = m_params[0].defaultFriction; break; | ||
954 | case "defaultdensity": val = m_params[0].defaultDensity; break; | ||
955 | case "defaultrestitution": val = m_params[0].defaultRestitution; break; | ||
956 | case "collisionmargin": val = m_params[0].collisionMargin; break; | ||
957 | case "gravity": val = m_params[0].gravity; break; | ||
958 | |||
959 | case "lineardamping": val = m_params[0].linearDamping; break; | ||
960 | case "angulardamping": val = m_params[0].angularDamping; break; | ||
961 | case "deactivationtime": val = m_params[0].deactivationTime; break; | ||
962 | case "linearsleepingthreshold": val = m_params[0].linearSleepingThreshold; break; | ||
963 | case "angularsleepingthreshold": val = m_params[0].angularDamping; break; | ||
964 | case "ccdmotionthreshold": val = m_params[0].ccdMotionThreshold; break; | ||
965 | case "ccdsweptsphereradius": val = m_params[0].ccdSweptSphereRadius; break; | ||
966 | case "contactprocessingthreshold": val = m_params[0].contactProcessingThreshold; break; | ||
967 | case "maxPersistantmanifoldpoolSize": val = m_params[0].maxPersistantManifoldPoolSize; break; | ||
968 | case "shoulddisablecontactpooldynamicallocation": val = m_params[0].shouldDisableContactPoolDynamicAllocation; break; | ||
969 | case "shouldforceupdateallaabbs": val = m_params[0].shouldForceUpdateAllAabbs; break; | ||
970 | case "shouldrandomizesolverorder": val = m_params[0].shouldRandomizeSolverOrder; break; | ||
971 | case "shouldsplitsimulationislands": val = m_params[0].shouldSplitSimulationIslands; break; | ||
972 | case "shouldenablefrictioncaching": val = m_params[0].shouldEnableFrictionCaching; break; | ||
973 | case "numberofsolveriterations": val = m_params[0].numberOfSolverIterations; break; | ||
974 | |||
975 | case "terrainfriction": val = m_params[0].terrainFriction; break; | ||
976 | case "terrainhitfraction": val = m_params[0].terrainHitFraction; break; | ||
977 | case "terrainrestitution": val = m_params[0].terrainRestitution; break; | ||
978 | |||
979 | case "avatarfriction": val = m_params[0].avatarFriction; break; | ||
980 | case "avatardensity": val = m_params[0].avatarDensity; break; | ||
981 | case "avatarrestitution": val = m_params[0].avatarRestitution; break; | ||
982 | case "avatarcapsuleradius": val = m_params[0].avatarCapsuleRadius; break; | ||
983 | case "avatarcapsuleheight": val = m_params[0].avatarCapsuleHeight; break; | ||
984 | case "avatarcontactprocessingthreshold": val = m_params[0].avatarContactProcessingThreshold; break; | ||
985 | default: ret = false; break; | ||
986 | |||
987 | } | 1269 | } |
988 | value = val; | 1270 | value = val; |
989 | return ret; | 1271 | return ret; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 086f0dc..0ffbc94 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -32,6 +32,28 @@ using OpenMetaverse; | |||
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin { | 33 | namespace OpenSim.Region.Physics.BulletSPlugin { |
34 | 34 | ||
35 | // Classes to allow some type checking for the API | ||
36 | public struct BulletSim | ||
37 | { | ||
38 | public BulletSim(uint id, IntPtr xx) { ID = id; Ptr = xx; } | ||
39 | public IntPtr Ptr; | ||
40 | public uint ID; | ||
41 | } | ||
42 | |||
43 | public struct BulletBody | ||
44 | { | ||
45 | public BulletBody(uint id, IntPtr xx) { ID = id; Ptr = xx; } | ||
46 | public IntPtr Ptr; | ||
47 | public uint ID; | ||
48 | } | ||
49 | |||
50 | public struct BulletConstraint | ||
51 | { | ||
52 | public BulletConstraint(IntPtr xx) { Ptr = xx; } | ||
53 | public IntPtr Ptr; | ||
54 | } | ||
55 | |||
56 | // =============================================================================== | ||
35 | [StructLayout(LayoutKind.Sequential)] | 57 | [StructLayout(LayoutKind.Sequential)] |
36 | public struct ConvexHull | 58 | public struct ConvexHull |
37 | { | 59 | { |
@@ -44,13 +66,14 @@ public struct ShapeData | |||
44 | { | 66 | { |
45 | public enum PhysicsShapeType | 67 | public enum PhysicsShapeType |
46 | { | 68 | { |
47 | SHAPE_AVATAR = 0, | 69 | SHAPE_UNKNOWN = 0, |
48 | SHAPE_BOX = 1, | 70 | SHAPE_AVATAR = 1, |
49 | SHAPE_CONE = 2, | 71 | SHAPE_BOX = 2, |
50 | SHAPE_CYLINDER = 3, | 72 | SHAPE_CONE = 3, |
51 | SHAPE_SPHERE = 4, | 73 | SHAPE_CYLINDER = 4, |
52 | SHAPE_MESH = 5, | 74 | SHAPE_SPHERE = 5, |
53 | SHAPE_HULL = 6 | 75 | SHAPE_MESH = 6, |
76 | SHAPE_HULL = 7 | ||
54 | }; | 77 | }; |
55 | public uint ID; | 78 | public uint ID; |
56 | public PhysicsShapeType Type; | 79 | public PhysicsShapeType Type; |
@@ -64,12 +87,12 @@ public struct ShapeData | |||
64 | public System.UInt64 MeshKey; | 87 | public System.UInt64 MeshKey; |
65 | public float Friction; | 88 | public float Friction; |
66 | public float Restitution; | 89 | public float Restitution; |
67 | public int Collidable; | 90 | public float Collidable; // true of things bump into this |
68 | public int Static; // true if a static object. Otherwise gravity, etc. | 91 | public float Static; // true if a static object. Otherwise gravity, etc. |
69 | 92 | ||
70 | // note that bools are passed as ints since bool size changes by language and architecture | 93 | // note that bools are passed as floats since bool size changes by language and architecture |
71 | public const int numericTrue = 1; | 94 | public const float numericTrue = 1f; |
72 | public const int numericFalse = 0; | 95 | public const float numericFalse = 0f; |
73 | } | 96 | } |
74 | [StructLayout(LayoutKind.Sequential)] | 97 | [StructLayout(LayoutKind.Sequential)] |
75 | public struct SweepHit | 98 | public struct SweepHit |
@@ -142,10 +165,56 @@ public struct ConfigurationParameters | |||
142 | public float shouldEnableFrictionCaching; | 165 | public float shouldEnableFrictionCaching; |
143 | public float numberOfSolverIterations; | 166 | public float numberOfSolverIterations; |
144 | 167 | ||
168 | public float linkConstraintUseFrameOffset; | ||
169 | public float linkConstraintEnableTransMotor; | ||
170 | public float linkConstraintTransMotorMaxVel; | ||
171 | public float linkConstraintTransMotorMaxForce; | ||
172 | public float linkConstraintERP; | ||
173 | public float linkConstraintCFM; | ||
174 | |||
145 | public const float numericTrue = 1f; | 175 | public const float numericTrue = 1f; |
146 | public const float numericFalse = 0f; | 176 | public const float numericFalse = 0f; |
147 | } | 177 | } |
148 | 178 | ||
179 | // Values used by Bullet and BulletSim to control collisions | ||
180 | public enum CollisionFlags : uint | ||
181 | { | ||
182 | STATIC_OBJECT = 1 << 0, | ||
183 | KINEMATIC_OBJECT = 1 << 1, | ||
184 | NO_CONTACT_RESPONSE = 1 << 2, | ||
185 | CUSTOM_MATERIAL_CALLBACK = 1 << 3, | ||
186 | CHARACTER_OBJECT = 1 << 4, | ||
187 | DISABLE_VISUALIZE_OBJECT = 1 << 5, | ||
188 | DISABLE_SPU_COLLISION_PROCESS = 1 << 6, | ||
189 | // Following used by BulletSim to control collisions | ||
190 | VOLUME_DETECT_OBJECT = 1 << 10, | ||
191 | PHANTOM_OBJECT = 1 << 11, | ||
192 | PHYSICAL_OBJECT = 1 << 12, | ||
193 | }; | ||
194 | |||
195 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | ||
196 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. | ||
197 | public enum ConstraintParams : int | ||
198 | { | ||
199 | BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730 | ||
200 | BT_CONSTRAINT_STOP_ERP, | ||
201 | BT_CONSTRAINT_CFM, | ||
202 | BT_CONSTRAINT_STOP_CFM, | ||
203 | }; | ||
204 | public enum ConstraintParamAxis : int | ||
205 | { | ||
206 | AXIS_LINEAR_X = 0, | ||
207 | AXIS_LINEAR_Y, | ||
208 | AXIS_LINEAR_Z, | ||
209 | AXIS_ANGULAR_X, | ||
210 | AXIS_ANGULAR_Y, | ||
211 | AXIS_ANGULAR_Z, | ||
212 | AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls | ||
213 | AXIS_ANGULAR_ALL, | ||
214 | AXIS_ALL | ||
215 | }; | ||
216 | |||
217 | // =============================================================================== | ||
149 | static class BulletSimAPI { | 218 | static class BulletSimAPI { |
150 | 219 | ||
151 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 220 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -195,6 +264,7 @@ public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey); | |||
195 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 264 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
196 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); | 265 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); |
197 | 266 | ||
267 | /* Remove old functionality | ||
198 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 268 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
199 | public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas); | 269 | public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas); |
200 | 270 | ||
@@ -209,11 +279,15 @@ public static extern bool RemoveConstraintByID(uint worldID, uint id1); | |||
209 | 279 | ||
210 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 280 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
211 | public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2); | 281 | public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2); |
282 | */ | ||
212 | 283 | ||
213 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 284 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
214 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); | 285 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); |
215 | 286 | ||
216 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 287 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
288 | public static extern Quaternion GetObjectOrientation(uint WorldID, uint id); | ||
289 | |||
290 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
217 | public static extern bool SetObjectTranslation(uint worldID, uint id, Vector3 position, Quaternion rotation); | 291 | public static extern bool SetObjectTranslation(uint worldID, uint id, Vector3 position, Quaternion rotation); |
218 | 292 | ||
219 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 293 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -268,5 +342,179 @@ public static extern void DumpBulletStatistics(); | |||
268 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); | 342 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); |
269 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 343 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
270 | public static extern void SetDebugLogCallback(DebugLogCallback callback); | 344 | public static extern void SetDebugLogCallback(DebugLogCallback callback); |
345 | |||
346 | // =============================================================================== | ||
347 | // =============================================================================== | ||
348 | // =============================================================================== | ||
349 | // A new version of the API that enables moving all the logic out of the C++ code and into | ||
350 | // the C# code. This will make modifications easier for the next person. | ||
351 | // This interface passes the actual pointers to the objects in the unmanaged | ||
352 | // address space. All the management (calls for creation/destruction/lookup) | ||
353 | // is done in the C# code. | ||
354 | // The names have a "2" tacked on. This will be removed as the C# code gets rebuilt | ||
355 | // and the old code is removed. | ||
356 | |||
357 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
358 | public static extern IntPtr GetSimHandle2(uint worldID); | ||
359 | |||
360 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
361 | public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id); | ||
362 | |||
363 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
364 | public static extern IntPtr GetBodyHandle2(IntPtr sim, uint id); | ||
365 | |||
366 | // =============================================================================== | ||
367 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
368 | public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, | ||
369 | int maxCollisions, IntPtr collisionArray, | ||
370 | int maxUpdates, IntPtr updateArray); | ||
371 | |||
372 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
373 | public static extern bool UpdateParameter2(IntPtr sim, uint localID, String parm, float value); | ||
374 | |||
375 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
376 | public static extern void SetHeightmap2(IntPtr sim, float[] heightmap); | ||
377 | |||
378 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
379 | public static extern void Shutdown2(IntPtr sim); | ||
380 | |||
381 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
382 | public static extern int PhysicsStep2(IntPtr sim, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
383 | out int updatedEntityCount, | ||
384 | out IntPtr updatedEntitiesPtr, | ||
385 | out int collidersCount, | ||
386 | out IntPtr collidersPtr); | ||
387 | |||
388 | /* | ||
389 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
390 | public static extern IntPtr CreateMesh2(IntPtr sim, int indicesCount, int* indices, int verticesCount, float* vertices ); | ||
391 | |||
392 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
393 | public static extern bool BuildHull2(IntPtr sim, IntPtr mesh); | ||
394 | |||
395 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
396 | public static extern bool ReleaseHull2(IntPtr sim, IntPtr mesh); | ||
397 | |||
398 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
399 | public static extern bool DestroyMesh2(IntPtr sim, IntPtr mesh); | ||
400 | |||
401 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
402 | public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData); | ||
403 | */ | ||
404 | |||
405 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
406 | public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2, | ||
407 | Vector3 frame1loc, Quaternion frame1rot, | ||
408 | Vector3 frame2loc, Quaternion frame2rot, | ||
409 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
410 | |||
411 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
412 | public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi); | ||
413 | |||
414 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
415 | public static extern bool SetAngularLimits2(IntPtr constrain, Vector3 low, Vector3 hi); | ||
416 | |||
417 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
418 | public static extern bool UseFrameOffset2(IntPtr constrain, float enable); | ||
419 | |||
420 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
421 | public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce); | ||
422 | |||
423 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
424 | public static extern bool CalculateTransforms2(IntPtr constrain); | ||
425 | |||
426 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
427 | public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); | ||
428 | |||
429 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
430 | public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain); | ||
431 | |||
432 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
433 | public static extern Vector3 GetPosition2(IntPtr obj); | ||
434 | |||
435 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
436 | public static extern Quaternion GetOrientation2(IntPtr obj); | ||
437 | |||
438 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
439 | public static extern bool SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation); | ||
440 | |||
441 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
442 | public static extern bool SetVelocity2(IntPtr obj, Vector3 velocity); | ||
443 | |||
444 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
445 | public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity); | ||
446 | |||
447 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
448 | public static extern bool SetObjectForce2(IntPtr obj, Vector3 force); | ||
449 | |||
450 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
451 | public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val); | ||
452 | |||
453 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
454 | public static extern bool SetCcdSweepSphereRadius2(IntPtr obj, float val); | ||
455 | |||
456 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
457 | public static extern bool SetDamping2(IntPtr obj, float lin_damping, float ang_damping); | ||
458 | |||
459 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
460 | public static extern bool SetDeactivationTime2(IntPtr obj, float val); | ||
461 | |||
462 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
463 | public static extern bool SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold); | ||
464 | |||
465 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
466 | public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val); | ||
467 | |||
468 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
469 | public static extern bool SetFriction2(IntPtr obj, float val); | ||
470 | |||
471 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
472 | public static extern bool SetRestitution2(IntPtr obj, float val); | ||
473 | |||
474 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
475 | public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val); | ||
476 | |||
477 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
478 | public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang); | ||
479 | |||
480 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
481 | public static extern IntPtr SetCollisionFlags2(IntPtr obj, uint flags); | ||
482 | |||
483 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
484 | public static extern IntPtr AddToCollisionFlags2(IntPtr obj, uint flags); | ||
485 | |||
486 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
487 | public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, uint flags); | ||
488 | |||
489 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
490 | public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia); | ||
491 | |||
492 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
493 | public static extern bool UpdateInertiaTensor2(IntPtr obj); | ||
494 | |||
495 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
496 | public static extern bool SetGravity2(IntPtr obj, Vector3 val); | ||
497 | |||
498 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
499 | public static extern IntPtr ClearForces2(IntPtr obj); | ||
500 | |||
501 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
502 | public static extern bool SetMargin2(IntPtr obj, float val); | ||
503 | |||
504 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
505 | public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj); | ||
506 | |||
507 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
508 | public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); | ||
509 | |||
510 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
511 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | ||
512 | |||
513 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
514 | public static extern bool DestroyObject2(IntPtr world, uint id); | ||
515 | |||
516 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
517 | public static extern void DumpPhysicsStatistics2(IntPtr sim); | ||
518 | |||
271 | } | 519 | } |
272 | } | 520 | } |