diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 151 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | 7 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 237 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 93 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 64 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 272 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 437 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 464 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 559 |
9 files changed, 1646 insertions, 638 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e2f7af9..fa22c78 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -34,13 +34,12 @@ using OpenSim.Region.Physics.Manager; | |||
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | { | 36 | { |
37 | public class BSCharacter : PhysicsActor | 37 | public class BSCharacter : BSPhysObject |
38 | { | 38 | { |
39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
40 | private static readonly string LogHeader = "[BULLETS CHAR]"; | 40 | private static readonly string LogHeader = "[BULLETS CHAR]"; |
41 | 41 | ||
42 | private BSScene _scene; | 42 | public BSScene Scene { get; private set; } |
43 | public BSScene Scene { get { return _scene; } } | ||
44 | private String _avName; | 43 | private String _avName; |
45 | // private bool _stopped; | 44 | // private bool _stopped; |
46 | private Vector3 _size; | 45 | private Vector3 _size; |
@@ -74,11 +73,9 @@ public class BSCharacter : PhysicsActor | |||
74 | private bool _kinematic; | 73 | private bool _kinematic; |
75 | private float _buoyancy; | 74 | private float _buoyancy; |
76 | 75 | ||
77 | private BulletBody m_body; | 76 | public override BulletBody BSBody { get; set; } |
78 | public BulletBody Body { | 77 | public override BulletShape BSShape { get; set; } |
79 | get { return m_body; } | 78 | public override BSLinkset Linkset { get; set; } |
80 | set { m_body = value; } | ||
81 | } | ||
82 | 79 | ||
83 | private int _subscribedEventsMs = 0; | 80 | private int _subscribedEventsMs = 0; |
84 | private int _nextCollisionOkTime = 0; | 81 | private int _nextCollisionOkTime = 0; |
@@ -95,7 +92,8 @@ public class BSCharacter : PhysicsActor | |||
95 | { | 92 | { |
96 | _localID = localID; | 93 | _localID = localID; |
97 | _avName = avName; | 94 | _avName = avName; |
98 | _scene = parent_scene; | 95 | Scene = parent_scene; |
96 | _physicsActorType = (int)ActorTypes.Agent; | ||
99 | _position = pos; | 97 | _position = pos; |
100 | _size = size; | 98 | _size = size; |
101 | _flying = isFlying; | 99 | _flying = isFlying; |
@@ -104,10 +102,12 @@ public class BSCharacter : PhysicsActor | |||
104 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 102 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
105 | // The dimensions of the avatar capsule are kept in the scale. | 103 | // The dimensions of the avatar capsule are kept in the scale. |
106 | // Physics creates a unit capsule which is scaled by the physics engine. | 104 | // Physics creates a unit capsule which is scaled by the physics engine. |
107 | _scale = new Vector3(_scene.Params.avatarCapsuleRadius, _scene.Params.avatarCapsuleRadius, size.Z); | 105 | _scale = new Vector3(Scene.Params.avatarCapsuleRadius, Scene.Params.avatarCapsuleRadius, size.Z); |
108 | _density = _scene.Params.avatarDensity; | 106 | _density = Scene.Params.avatarDensity; |
109 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale | 107 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale |
110 | 108 | ||
109 | Linkset = new BSLinkset(Scene, this); | ||
110 | |||
111 | ShapeData shapeData = new ShapeData(); | 111 | ShapeData shapeData = new ShapeData(); |
112 | shapeData.ID = _localID; | 112 | shapeData.ID = _localID; |
113 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; | 113 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; |
@@ -118,29 +118,33 @@ public class BSCharacter : PhysicsActor | |||
118 | shapeData.Mass = _mass; | 118 | shapeData.Mass = _mass; |
119 | shapeData.Buoyancy = _buoyancy; | 119 | shapeData.Buoyancy = _buoyancy; |
120 | shapeData.Static = ShapeData.numericFalse; | 120 | shapeData.Static = ShapeData.numericFalse; |
121 | shapeData.Friction = _scene.Params.avatarFriction; | 121 | shapeData.Friction = Scene.Params.avatarFriction; |
122 | shapeData.Restitution = _scene.Params.avatarRestitution; | 122 | shapeData.Restitution = Scene.Params.avatarRestitution; |
123 | 123 | ||
124 | // do actual create at taint time | 124 | // do actual create at taint time |
125 | _scene.TaintedObject("BSCharacter.create", delegate() | 125 | Scene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 126 | { |
127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 127 | DetailLog("{0},BSCharacter.create", _localID); |
128 | BulletSimAPI.CreateObject(Scene.WorldID, shapeData); | ||
129 | |||
130 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# | ||
131 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); | ||
128 | 132 | ||
129 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 133 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); |
130 | // avatars get all collisions no matter what | 134 | // avatars get all collisions no matter what (makes walking on ground and such work) |
131 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 135 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
132 | }); | 136 | }); |
133 | 137 | ||
134 | return; | 138 | return; |
135 | } | 139 | } |
136 | 140 | ||
137 | // called when this character is being destroyed and the resources should be released | 141 | // called when this character is being destroyed and the resources should be released |
138 | public void Destroy() | 142 | public override void Destroy() |
139 | { | 143 | { |
140 | // DetailLog("{0},BSCharacter.Destroy", LocalID); | 144 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
141 | _scene.TaintedObject("BSCharacter.destroy", delegate() | 145 | Scene.TaintedObject("BSCharacter.destroy", delegate() |
142 | { | 146 | { |
143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 147 | BulletSimAPI.DestroyObject(Scene.WorldID, _localID); |
144 | }); | 148 | }); |
145 | } | 149 | } |
146 | 150 | ||
@@ -169,9 +173,9 @@ public class BSCharacter : PhysicsActor | |||
169 | 173 | ||
170 | ComputeAvatarVolumeAndMass(); | 174 | ComputeAvatarVolumeAndMass(); |
171 | 175 | ||
172 | _scene.TaintedObject("BSCharacter.setSize", delegate() | 176 | Scene.TaintedObject("BSCharacter.setSize", delegate() |
173 | { | 177 | { |
174 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true); | 178 | BulletSimAPI.SetObjectScaleMass(Scene.WorldID, LocalID, _scale, _mass, true); |
175 | }); | 179 | }); |
176 | 180 | ||
177 | } | 181 | } |
@@ -200,17 +204,17 @@ public class BSCharacter : PhysicsActor | |||
200 | 204 | ||
201 | public override Vector3 Position { | 205 | public override Vector3 Position { |
202 | get { | 206 | get { |
203 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 207 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
204 | return _position; | 208 | return _position; |
205 | } | 209 | } |
206 | set { | 210 | set { |
207 | _position = value; | 211 | _position = value; |
208 | PositionSanityCheck(); | 212 | PositionSanityCheck(); |
209 | 213 | ||
210 | _scene.TaintedObject("BSCharacter.setPosition", delegate() | 214 | Scene.TaintedObject("BSCharacter.setPosition", delegate() |
211 | { | 215 | { |
212 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 216 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
213 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 217 | BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation); |
214 | }); | 218 | }); |
215 | } | 219 | } |
216 | } | 220 | } |
@@ -223,16 +227,35 @@ public class BSCharacter : PhysicsActor | |||
223 | bool ret = false; | 227 | bool ret = false; |
224 | 228 | ||
225 | // If below the ground, move the avatar up | 229 | // If below the ground, move the avatar up |
226 | float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position); | 230 | float terrainHeight = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position); |
227 | if (_position.Z < terrainHeight) | 231 | if (Position.Z < terrainHeight) |
228 | { | 232 | { |
229 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation); | 233 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); |
230 | _position.Z = terrainHeight + 2.0f; | 234 | _position.Z = terrainHeight + 2.0f; |
231 | ret = true; | 235 | ret = true; |
232 | } | 236 | } |
233 | 237 | ||
234 | // TODO: check for out of bounds | 238 | // TODO: check for out of bounds |
239 | return ret; | ||
240 | } | ||
235 | 241 | ||
242 | // A version of the sanity check that also makes sure a new position value is | ||
243 | // pushed back to the physics engine. This routine would be used by anyone | ||
244 | // who is not already pushing the value. | ||
245 | private bool PositionSanityCheck2() | ||
246 | { | ||
247 | bool ret = false; | ||
248 | if (PositionSanityCheck()) | ||
249 | { | ||
250 | // The new position value must be pushed into the physics engine but we can't | ||
251 | // just assign to "Position" because of potential call loops. | ||
252 | Scene.TaintedObject("BSCharacter.PositionSanityCheck", delegate() | ||
253 | { | ||
254 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
255 | BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation); | ||
256 | }); | ||
257 | ret = true; | ||
258 | } | ||
236 | return ret; | 259 | return ret; |
237 | } | 260 | } |
238 | 261 | ||
@@ -241,6 +264,10 @@ public class BSCharacter : PhysicsActor | |||
241 | return _mass; | 264 | return _mass; |
242 | } | 265 | } |
243 | } | 266 | } |
267 | |||
268 | // used when we only want this prim's mass and not the linkset thing | ||
269 | public override float MassRaw { get {return _mass; } } | ||
270 | |||
244 | public override Vector3 Force { | 271 | public override Vector3 Force { |
245 | get { return _force; } | 272 | get { return _force; } |
246 | set { | 273 | set { |
@@ -273,10 +300,10 @@ public class BSCharacter : PhysicsActor | |||
273 | set { | 300 | set { |
274 | _velocity = value; | 301 | _velocity = value; |
275 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 302 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
276 | _scene.TaintedObject("BSCharacter.setVelocity", delegate() | 303 | Scene.TaintedObject("BSCharacter.setVelocity", delegate() |
277 | { | 304 | { |
278 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | 305 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); |
279 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); | 306 | BulletSimAPI.SetObjectVelocity(Scene.WorldID, _localID, _velocity); |
280 | }); | 307 | }); |
281 | } | 308 | } |
282 | } | 309 | } |
@@ -299,10 +326,10 @@ public class BSCharacter : PhysicsActor | |||
299 | set { | 326 | set { |
300 | _orientation = value; | 327 | _orientation = value; |
301 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | 328 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); |
302 | _scene.TaintedObject("BSCharacter.setOrientation", delegate() | 329 | Scene.TaintedObject("BSCharacter.setOrientation", delegate() |
303 | { | 330 | { |
304 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 331 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
305 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 332 | BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation); |
306 | }); | 333 | }); |
307 | } | 334 | } |
308 | } | 335 | } |
@@ -319,14 +346,13 @@ public class BSCharacter : PhysicsActor | |||
319 | public override bool Flying { | 346 | public override bool Flying { |
320 | get { return _flying; } | 347 | get { return _flying; } |
321 | set { | 348 | set { |
322 | if (_flying != value) | 349 | _flying = value; |
323 | { | 350 | // simulate flying by changing the effect of gravity |
324 | _flying = value; | 351 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); |
325 | // simulate flying by changing the effect of gravity | ||
326 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | ||
327 | } | ||
328 | } | 352 | } |
329 | } | 353 | } |
354 | // Flying is implimented by changing the avatar's buoyancy. | ||
355 | // Would this be done better with a vehicle type? | ||
330 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | 356 | private float ComputeBuoyancyFromFlying(bool ifFlying) { |
331 | return ifFlying ? 1f : 0f; | 357 | return ifFlying ? 1f : 0f; |
332 | } | 358 | } |
@@ -340,11 +366,11 @@ public class BSCharacter : PhysicsActor | |||
340 | set { _throttleUpdates = value; } | 366 | set { _throttleUpdates = value; } |
341 | } | 367 | } |
342 | public override bool IsColliding { | 368 | public override bool IsColliding { |
343 | get { return (_collidingStep == _scene.SimulationStep); } | 369 | get { return (_collidingStep == Scene.SimulationStep); } |
344 | set { _isColliding = value; } | 370 | set { _isColliding = value; } |
345 | } | 371 | } |
346 | public override bool CollidingGround { | 372 | public override bool CollidingGround { |
347 | get { return (_collidingGroundStep == _scene.SimulationStep); } | 373 | get { return (_collidingGroundStep == Scene.SimulationStep); } |
348 | set { _collidingGround = value; } | 374 | set { _collidingGround = value; } |
349 | } | 375 | } |
350 | public override bool CollidingObj { | 376 | public override bool CollidingObj { |
@@ -366,10 +392,10 @@ public class BSCharacter : PhysicsActor | |||
366 | public override float Buoyancy { | 392 | public override float Buoyancy { |
367 | get { return _buoyancy; } | 393 | get { return _buoyancy; } |
368 | set { _buoyancy = value; | 394 | set { _buoyancy = value; |
369 | _scene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 395 | Scene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
370 | { | 396 | { |
371 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 397 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
372 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | 398 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); |
373 | }); | 399 | }); |
374 | } | 400 | } |
375 | } | 401 | } |
@@ -413,10 +439,10 @@ public class BSCharacter : PhysicsActor | |||
413 | _force.Y += force.Y; | 439 | _force.Y += force.Y; |
414 | _force.Z += force.Z; | 440 | _force.Z += force.Z; |
415 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | 441 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); |
416 | _scene.TaintedObject("BSCharacter.AddForce", delegate() | 442 | Scene.TaintedObject("BSCharacter.AddForce", delegate() |
417 | { | 443 | { |
418 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); | 444 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
419 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); | 445 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); |
420 | }); | 446 | }); |
421 | } | 447 | } |
422 | else | 448 | else |
@@ -441,10 +467,16 @@ public class BSCharacter : PhysicsActor | |||
441 | 467 | ||
442 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() | 468 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() |
443 | { | 469 | { |
444 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 470 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
445 | }); | 471 | }); |
446 | } | 472 | } |
447 | } | 473 | } |
474 | |||
475 | public override void ZeroMotion() | ||
476 | { | ||
477 | return; | ||
478 | } | ||
479 | |||
448 | // Stop collision events | 480 | // Stop collision events |
449 | public override void UnSubscribeEvents() { | 481 | public override void UnSubscribeEvents() { |
450 | _subscribedEventsMs = 0; | 482 | _subscribedEventsMs = 0; |
@@ -478,7 +510,7 @@ public class BSCharacter : PhysicsActor | |||
478 | 510 | ||
479 | // The physics engine says that properties have updated. Update same and inform | 511 | // The physics engine says that properties have updated. Update same and inform |
480 | // the world that things have changed. | 512 | // the world that things have changed. |
481 | public void UpdateProperties(EntityProperties entprop) | 513 | public override void UpdateProperties(EntityProperties entprop) |
482 | { | 514 | { |
483 | _position = entprop.Position; | 515 | _position = entprop.Position; |
484 | _orientation = entprop.Rotation; | 516 | _orientation = entprop.Rotation; |
@@ -488,32 +520,33 @@ public class BSCharacter : PhysicsActor | |||
488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 520 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
489 | // base.RequestPhysicsterseUpdate(); | 521 | // base.RequestPhysicsterseUpdate(); |
490 | 522 | ||
491 | /* | 523 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
492 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 524 | PositionSanityCheck2(); |
493 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 525 | |
494 | entprop.Acceleration, entprop.RotationalVelocity); | 526 | float heightHere = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug |
495 | */ | 527 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}", |
528 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere); | ||
496 | } | 529 | } |
497 | 530 | ||
498 | // Called by the scene when a collision with this object is reported | 531 | // Called by the scene when a collision with this object is reported |
499 | // The collision, if it should be reported to the character, is placed in a collection | 532 | // The collision, if it should be reported to the character, is placed in a collection |
500 | // that will later be sent to the simulator when SendCollisions() is called. | 533 | // that will later be sent to the simulator when SendCollisions() is called. |
501 | CollisionEventUpdate collisionCollection = null; | 534 | CollisionEventUpdate collisionCollection = null; |
502 | public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | 535 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) |
503 | { | 536 | { |
504 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 537 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
505 | 538 | ||
506 | // The following makes IsColliding() and IsCollidingGround() work | 539 | // The following makes IsColliding() and IsCollidingGround() work |
507 | _collidingStep = _scene.SimulationStep; | 540 | _collidingStep = Scene.SimulationStep; |
508 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | 541 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) |
509 | { | 542 | { |
510 | _collidingGroundStep = _scene.SimulationStep; | 543 | _collidingGroundStep = Scene.SimulationStep; |
511 | } | 544 | } |
512 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); | 545 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); |
513 | 546 | ||
514 | // throttle collisions to the rate specified in the subscription | 547 | // throttle collisions to the rate specified in the subscription |
515 | if (_subscribedEventsMs != 0) { | 548 | if (_subscribedEventsMs != 0) { |
516 | int nowTime = _scene.SimulationNowTime; | 549 | int nowTime = Scene.SimulationNowTime; |
517 | if (nowTime >= _nextCollisionOkTime) { | 550 | if (nowTime >= _nextCollisionOkTime) { |
518 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | 551 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; |
519 | 552 | ||
@@ -524,7 +557,7 @@ public class BSCharacter : PhysicsActor | |||
524 | } | 557 | } |
525 | } | 558 | } |
526 | 559 | ||
527 | public void SendCollisions() | 560 | public override void SendCollisions() |
528 | { | 561 | { |
529 | /* | 562 | /* |
530 | if (collisionCollection != null && collisionCollection.Count > 0) | 563 | if (collisionCollection != null && collisionCollection.Count > 0) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 25084d8..2e15ced 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -48,11 +48,10 @@ public abstract class BSConstraint : IDisposable | |||
48 | { | 48 | { |
49 | if (m_enabled) | 49 | if (m_enabled) |
50 | { | 50 | { |
51 | // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID); | 51 | m_enabled = false; |
52 | bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); | 52 | bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); |
53 | m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); | 53 | m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); |
54 | m_constraint.Ptr = System.IntPtr.Zero; | 54 | m_constraint.Ptr = System.IntPtr.Zero; |
55 | m_enabled = false; | ||
56 | } | 55 | } |
57 | } | 56 | } |
58 | 57 | ||
@@ -99,6 +98,10 @@ public abstract class BSConstraint : IDisposable | |||
99 | { | 98 | { |
100 | // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", | 99 | // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", |
101 | // BSScene.DetailLogZero, Body1.ID, Body2.ID); | 100 | // BSScene.DetailLogZero, Body1.ID, Body2.ID); |
101 | |||
102 | // Setting an object's mass to zero (making it static like when it's selected) | ||
103 | // automatically disables the constraints. | ||
104 | // If enabled, be sure to set the constraint itself to enabled. | ||
102 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); | 105 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); |
103 | } | 106 | } |
104 | else | 107 | else |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 5a9f135..8169e99 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -57,6 +57,7 @@ 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_physicsScene; | ||
60 | private BSPrim m_prim; // the prim this dynamic controller belongs to | 61 | private BSPrim m_prim; // the prim this dynamic controller belongs to |
61 | 62 | ||
62 | // Vehicle properties | 63 | // Vehicle properties |
@@ -74,7 +75,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
74 | // HOVER_UP_ONLY | 75 | // HOVER_UP_ONLY |
75 | // LIMIT_MOTOR_UP | 76 | // LIMIT_MOTOR_UP |
76 | // LIMIT_ROLL_ONLY | 77 | // LIMIT_ROLL_ONLY |
77 | private VehicleFlag m_Hoverflags = (VehicleFlag)0; | ||
78 | private Vector3 m_BlockingEndPoint = Vector3.Zero; | 78 | private Vector3 m_BlockingEndPoint = Vector3.Zero; |
79 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; | 79 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; |
80 | // Linear properties | 80 | // Linear properties |
@@ -124,15 +124,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
124 | private float m_verticalAttractionEfficiency = 1.0f; // damped | 124 | private float m_verticalAttractionEfficiency = 1.0f; // damped |
125 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | 125 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. |
126 | 126 | ||
127 | public BSDynamics(BSPrim myPrim) | 127 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
128 | { | 128 | { |
129 | m_physicsScene = myScene; | ||
129 | m_prim = myPrim; | 130 | m_prim = myPrim; |
130 | m_type = Vehicle.TYPE_NONE; | 131 | m_type = Vehicle.TYPE_NONE; |
131 | } | 132 | } |
132 | 133 | ||
133 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) | 134 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) |
134 | { | 135 | { |
135 | DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 136 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
136 | switch (pParam) | 137 | switch (pParam) |
137 | { | 138 | { |
138 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 139 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
@@ -231,7 +232,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
231 | 232 | ||
232 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) | 233 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) |
233 | { | 234 | { |
234 | DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 235 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
235 | switch (pParam) | 236 | switch (pParam) |
236 | { | 237 | { |
237 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 238 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
@@ -266,7 +267,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
266 | 267 | ||
267 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | 268 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) |
268 | { | 269 | { |
269 | DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 270 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
270 | switch (pParam) | 271 | switch (pParam) |
271 | { | 272 | { |
272 | case Vehicle.REFERENCE_FRAME: | 273 | case Vehicle.REFERENCE_FRAME: |
@@ -280,164 +281,27 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
280 | 281 | ||
281 | internal void ProcessVehicleFlags(int pParam, bool remove) | 282 | internal void ProcessVehicleFlags(int pParam, bool remove) |
282 | { | 283 | { |
283 | DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); | 284 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); |
285 | VehicleFlag parm = (VehicleFlag)pParam; | ||
284 | if (remove) | 286 | if (remove) |
285 | { | 287 | { |
286 | if (pParam == -1) | 288 | if (pParam == -1) |
287 | { | 289 | { |
288 | m_flags = (VehicleFlag)0; | 290 | m_flags = (VehicleFlag)0; |
289 | m_Hoverflags = (VehicleFlag)0; | ||
290 | return; | ||
291 | } | 291 | } |
292 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | 292 | else |
293 | { | ||
294 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0) | ||
295 | m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
296 | } | ||
297 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
298 | { | ||
299 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0) | ||
300 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY); | ||
301 | } | ||
302 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
303 | { | ||
304 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0) | ||
305 | m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY); | ||
306 | } | ||
307 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
308 | { | ||
309 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0) | ||
310 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY); | ||
311 | } | ||
312 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
313 | { | ||
314 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0) | ||
315 | m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP); | ||
316 | } | ||
317 | if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY) | ||
318 | { | ||
319 | if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0) | ||
320 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | ||
321 | } | ||
322 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
323 | { | ||
324 | if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0) | ||
325 | m_flags &= ~(VehicleFlag.MOUSELOOK_BANK); | ||
326 | } | ||
327 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
328 | { | ||
329 | if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0) | ||
330 | m_flags &= ~(VehicleFlag.MOUSELOOK_STEER); | ||
331 | } | ||
332 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
333 | { | ||
334 | if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0) | ||
335 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP); | ||
336 | } | ||
337 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
338 | { | ||
339 | if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0) | ||
340 | m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED); | ||
341 | } | ||
342 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
343 | { | ||
344 | if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0) | ||
345 | m_flags &= ~(VehicleFlag.NO_X); | ||
346 | } | ||
347 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
348 | { | ||
349 | if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0) | ||
350 | m_flags &= ~(VehicleFlag.NO_Y); | ||
351 | } | ||
352 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
353 | { | ||
354 | if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0) | ||
355 | m_flags &= ~(VehicleFlag.NO_Z); | ||
356 | } | ||
357 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | ||
358 | { | ||
359 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0) | ||
360 | m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT); | ||
361 | } | ||
362 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
363 | { | ||
364 | if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0) | ||
365 | m_flags &= ~(VehicleFlag.NO_DEFLECTION); | ||
366 | } | ||
367 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
368 | { | 293 | { |
369 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0) | 294 | m_flags &= ~parm; |
370 | m_flags &= ~(VehicleFlag.LOCK_ROTATION); | ||
371 | } | 295 | } |
372 | } | 296 | } |
373 | else | 297 | else { |
374 | { | 298 | m_flags |= parm; |
375 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | ||
376 | { | ||
377 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags); | ||
378 | } | ||
379 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
380 | { | ||
381 | m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags); | ||
382 | } | ||
383 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
384 | { | ||
385 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags); | ||
386 | } | ||
387 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
388 | { | ||
389 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags); | ||
390 | } | ||
391 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
392 | { | ||
393 | m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags); | ||
394 | } | ||
395 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
396 | { | ||
397 | m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags); | ||
398 | } | ||
399 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
400 | { | ||
401 | m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags); | ||
402 | } | ||
403 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
404 | { | ||
405 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags); | ||
406 | } | ||
407 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
408 | { | ||
409 | m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags); | ||
410 | } | ||
411 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
412 | { | ||
413 | m_flags |= (VehicleFlag.NO_X); | ||
414 | } | ||
415 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
416 | { | ||
417 | m_flags |= (VehicleFlag.NO_Y); | ||
418 | } | ||
419 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
420 | { | ||
421 | m_flags |= (VehicleFlag.NO_Z); | ||
422 | } | ||
423 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | ||
424 | { | ||
425 | m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT); | ||
426 | } | ||
427 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
428 | { | ||
429 | m_flags |= (VehicleFlag.NO_DEFLECTION); | ||
430 | } | ||
431 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
432 | { | ||
433 | m_flags |= (VehicleFlag.LOCK_ROTATION); | ||
434 | } | ||
435 | } | 299 | } |
436 | }//end ProcessVehicleFlags | 300 | }//end ProcessVehicleFlags |
437 | 301 | ||
438 | internal void ProcessTypeChange(Vehicle pType) | 302 | internal void ProcessTypeChange(Vehicle pType, float stepSize) |
439 | { | 303 | { |
440 | DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); | 304 | VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); |
441 | // Set Defaults For Type | 305 | // Set Defaults For Type |
442 | m_type = pType; | 306 | m_type = pType; |
443 | switch (pType) | 307 | switch (pType) |
@@ -478,10 +342,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
478 | // m_bankingMix = 1; | 342 | // m_bankingMix = 1; |
479 | // m_bankingTimescale = 10; | 343 | // m_bankingTimescale = 10; |
480 | // m_referenceFrame = Quaternion.Identity; | 344 | // m_referenceFrame = Quaternion.Identity; |
481 | m_Hoverflags &= | 345 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); |
346 | m_flags &= | ||
482 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 347 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
483 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 348 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
484 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
485 | break; | 349 | break; |
486 | case Vehicle.TYPE_CAR: | 350 | case Vehicle.TYPE_CAR: |
487 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | 351 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); |
@@ -506,10 +370,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
506 | // m_bankingMix = 1; | 370 | // m_bankingMix = 1; |
507 | // m_bankingTimescale = 1; | 371 | // m_bankingTimescale = 1; |
508 | // m_referenceFrame = Quaternion.Identity; | 372 | // m_referenceFrame = Quaternion.Identity; |
509 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
510 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | | 373 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | |
511 | VehicleFlag.LIMIT_MOTOR_UP); | 374 | VehicleFlag.LIMIT_MOTOR_UP); |
512 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY); | 375 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
376 | m_flags |= (VehicleFlag.HOVER_UP_ONLY); | ||
513 | break; | 377 | break; |
514 | case Vehicle.TYPE_BOAT: | 378 | case Vehicle.TYPE_BOAT: |
515 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | 379 | m_linearFrictionTimescale = new Vector3(10, 3, 2); |
@@ -534,12 +398,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
534 | // m_bankingMix = 0.8f; | 398 | // m_bankingMix = 0.8f; |
535 | // m_bankingTimescale = 1; | 399 | // m_bankingTimescale = 1; |
536 | // m_referenceFrame = Quaternion.Identity; | 400 | // m_referenceFrame = Quaternion.Identity; |
537 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | | 401 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | |
538 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 402 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
539 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | 403 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); |
540 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | | 404 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | |
541 | VehicleFlag.LIMIT_MOTOR_UP); | 405 | VehicleFlag.LIMIT_MOTOR_UP); |
542 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY); | 406 | m_flags |= (VehicleFlag.HOVER_WATER_ONLY); |
543 | break; | 407 | break; |
544 | case Vehicle.TYPE_AIRPLANE: | 408 | case Vehicle.TYPE_AIRPLANE: |
545 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | 409 | m_linearFrictionTimescale = new Vector3(200, 10, 5); |
@@ -564,7 +428,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
564 | // m_bankingMix = 0.7f; | 428 | // m_bankingMix = 0.7f; |
565 | // m_bankingTimescale = 2; | 429 | // m_bankingTimescale = 2; |
566 | // m_referenceFrame = Quaternion.Identity; | 430 | // m_referenceFrame = Quaternion.Identity; |
567 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 431 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
568 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 432 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
569 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 433 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
570 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 434 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
@@ -592,15 +456,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
592 | // m_bankingMix = 0.7f; | 456 | // m_bankingMix = 0.7f; |
593 | // m_bankingTimescale = 5; | 457 | // m_bankingTimescale = 5; |
594 | // m_referenceFrame = Quaternion.Identity; | 458 | // m_referenceFrame = Quaternion.Identity; |
595 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 459 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
596 | VehicleFlag.HOVER_UP_ONLY); | 460 | VehicleFlag.HOVER_UP_ONLY); |
597 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 461 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
598 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 462 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
599 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); | 463 | m_flags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); |
600 | break; | 464 | break; |
601 | } | 465 | } |
602 | }//end SetDefaultsForType | 466 | }//end SetDefaultsForType |
603 | 467 | ||
468 | // One step of the vehicle properties for the next 'pTimestep' seconds. | ||
604 | internal void Step(float pTimestep) | 469 | internal void Step(float pTimestep) |
605 | { | 470 | { |
606 | if (m_type == Vehicle.TYPE_NONE) return; | 471 | if (m_type == Vehicle.TYPE_NONE) return; |
@@ -613,7 +478,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
613 | MoveAngular(pTimestep); | 478 | MoveAngular(pTimestep); |
614 | LimitRotation(pTimestep); | 479 | LimitRotation(pTimestep); |
615 | 480 | ||
616 | DetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 481 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
617 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 482 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); |
618 | }// end Step | 483 | }// end Step |
619 | 484 | ||
@@ -657,7 +522,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
657 | 522 | ||
658 | */ | 523 | */ |
659 | 524 | ||
660 | DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", | 525 | VDetailLog("{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); | 526 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); |
662 | } | 527 | } |
663 | else | 528 | else |
@@ -669,7 +534,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
669 | m_lastLinearVelocityVector = Vector3.Zero; | 534 | m_lastLinearVelocityVector = Vector3.Zero; |
670 | } | 535 | } |
671 | 536 | ||
672 | // convert requested object velocity to world-referenced vector | 537 | // convert requested object velocity to object relative vector |
673 | Quaternion rotq = m_prim.Orientation; | 538 | Quaternion rotq = m_prim.Orientation; |
674 | m_dir = m_lastLinearVelocityVector * rotq; | 539 | m_dir = m_lastLinearVelocityVector * rotq; |
675 | 540 | ||
@@ -722,42 +587,42 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
722 | if (changed) | 587 | if (changed) |
723 | { | 588 | { |
724 | m_prim.Position = pos; | 589 | m_prim.Position = pos; |
725 | DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 590 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
726 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | 591 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); |
727 | } | 592 | } |
728 | } | 593 | } |
729 | 594 | ||
730 | // If below the terrain, move us above the ground a little. | 595 | // If below the terrain, move us above the ground a little. |
731 | if (pos.Z < m_prim.Scene.GetTerrainHeightAtXYZ(pos)) | 596 | if (pos.Z < m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos)) |
732 | { | 597 | { |
733 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; | 598 | pos.Z = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2; |
734 | m_prim.Position = pos; | 599 | m_prim.Position = pos; |
735 | DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | 600 | VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); |
736 | } | 601 | } |
737 | 602 | ||
738 | // Check if hovering | 603 | // Check if hovering |
739 | if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | 604 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) |
740 | { | 605 | { |
741 | // We should hover, get the target height | 606 | // We should hover, get the target height |
742 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 607 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
743 | { | 608 | { |
744 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; | 609 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; |
745 | } | 610 | } |
746 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 611 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
747 | { | 612 | { |
748 | m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | 613 | m_VhoverTargetHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; |
749 | } | 614 | } |
750 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 615 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
751 | { | 616 | { |
752 | m_VhoverTargetHeight = m_VhoverHeight; | 617 | m_VhoverTargetHeight = m_VhoverHeight; |
753 | } | 618 | } |
754 | 619 | ||
755 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0) | 620 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) |
756 | { | 621 | { |
757 | // If body is aready heigher, use its height as target height | 622 | // If body is aready heigher, use its height as target height |
758 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; | 623 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; |
759 | } | 624 | } |
760 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 625 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
761 | { | 626 | { |
762 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) | 627 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) |
763 | { | 628 | { |
@@ -779,7 +644,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
779 | } | 644 | } |
780 | } | 645 | } |
781 | 646 | ||
782 | DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); | 647 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); |
783 | 648 | ||
784 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | 649 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped |
785 | // m_VhoverTimescale = 0f; // time to acheive height | 650 | // m_VhoverTimescale = 0f; // time to acheive height |
@@ -809,13 +674,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
809 | { | 674 | { |
810 | grav.Z = (float)(grav.Z * 1.125); | 675 | grav.Z = (float)(grav.Z * 1.125); |
811 | } | 676 | } |
812 | float terraintemp = m_prim.Scene.GetTerrainHeightAtXYZ(pos); | 677 | float terraintemp = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
813 | float postemp = (pos.Z - terraintemp); | 678 | float postemp = (pos.Z - terraintemp); |
814 | if (postemp > 2.5f) | 679 | if (postemp > 2.5f) |
815 | { | 680 | { |
816 | grav.Z = (float)(grav.Z * 1.037125); | 681 | grav.Z = (float)(grav.Z * 1.037125); |
817 | } | 682 | } |
818 | DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); | 683 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); |
819 | //End Experimental Values | 684 | //End Experimental Values |
820 | } | 685 | } |
821 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 686 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
@@ -844,7 +709,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
844 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | 709 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); |
845 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | 710 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; |
846 | 711 | ||
847 | DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", | 712 | VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", |
848 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); | 713 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); |
849 | 714 | ||
850 | } // end MoveLinear() | 715 | } // end MoveLinear() |
@@ -870,13 +735,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
870 | // There are m_angularMotorApply steps. | 735 | // There are m_angularMotorApply steps. |
871 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 736 | Vector3 origAngularVelocity = m_angularMotorVelocity; |
872 | // ramp up to new value | 737 | // ramp up to new value |
873 | // current velocity += error / (time to get there / step interval) | 738 | // current velocity += error / (time to get there / step interval) |
874 | // requested speed - last motor speed | 739 | // requested speed - last motor speed |
875 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 740 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
876 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 741 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
877 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 742 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
878 | 743 | ||
879 | DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", | 744 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", |
880 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 745 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); |
881 | 746 | ||
882 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | 747 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected |
@@ -887,6 +752,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
887 | // No motor recently applied, keep the body velocity | 752 | // No motor recently applied, keep the body velocity |
888 | // and decay the velocity | 753 | // and decay the velocity |
889 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); | 754 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); |
755 | if (m_angularMotorVelocity.LengthSquared() < 0.00001) | ||
756 | m_angularMotorVelocity = Vector3.Zero; | ||
890 | } // end motor section | 757 | } // end motor section |
891 | 758 | ||
892 | // Vertical attractor section | 759 | // Vertical attractor section |
@@ -924,7 +791,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
924 | vertattr.X += bounce * angularVelocity.X; | 791 | vertattr.X += bounce * angularVelocity.X; |
925 | vertattr.Y += bounce * angularVelocity.Y; | 792 | vertattr.Y += bounce * angularVelocity.Y; |
926 | 793 | ||
927 | DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", | 794 | VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", |
928 | m_prim.LocalID, verterr, bounce, vertattr); | 795 | m_prim.LocalID, verterr, bounce, vertattr); |
929 | 796 | ||
930 | } // else vertical attractor is off | 797 | } // else vertical attractor is off |
@@ -942,13 +809,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
942 | { | 809 | { |
943 | m_lastAngularVelocity.X = 0; | 810 | m_lastAngularVelocity.X = 0; |
944 | m_lastAngularVelocity.Y = 0; | 811 | m_lastAngularVelocity.Y = 0; |
945 | DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 812 | VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); |
946 | } | 813 | } |
947 | 814 | ||
948 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | 815 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
949 | { | 816 | { |
950 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | 817 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. |
951 | DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 818 | VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); |
952 | } | 819 | } |
953 | 820 | ||
954 | // apply friction | 821 | // apply friction |
@@ -958,7 +825,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
958 | // Apply to the body | 825 | // Apply to the body |
959 | m_prim.RotationalVelocity = m_lastAngularVelocity; | 826 | m_prim.RotationalVelocity = m_lastAngularVelocity; |
960 | 827 | ||
961 | DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); | 828 | VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); |
962 | } //end MoveAngular | 829 | } //end MoveAngular |
963 | 830 | ||
964 | internal void LimitRotation(float timestep) | 831 | internal void LimitRotation(float timestep) |
@@ -1005,11 +872,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1005 | if (changed) | 872 | if (changed) |
1006 | m_prim.Orientation = m_rot; | 873 | m_prim.Orientation = m_rot; |
1007 | 874 | ||
1008 | DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); | 875 | VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); |
1009 | } | 876 | } |
1010 | 877 | ||
1011 | // Invoke the detailed logger and output something if it's enabled. | 878 | // Invoke the detailed logger and output something if it's enabled. |
1012 | private void DetailLog(string msg, params Object[] args) | 879 | private void VDetailLog(string msg, params Object[] args) |
1013 | { | 880 | { |
1014 | if (m_prim.Scene.VehicleLoggingEnabled) | 881 | if (m_prim.Scene.VehicleLoggingEnabled) |
1015 | m_prim.Scene.PhysicsLogging.Write(msg, args); | 882 | m_prim.Scene.PhysicsLogging.Write(msg, args); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 087b9bb..5f6601d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -36,14 +36,17 @@ public class BSLinkset | |||
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM LINKSET]"; | 37 | private static string LogHeader = "[BULLETSIM LINKSET]"; |
38 | 38 | ||
39 | private BSPrim m_linksetRoot; | 39 | private BSPhysObject m_linksetRoot; |
40 | public BSPrim LinksetRoot { get { return m_linksetRoot; } } | 40 | public BSPhysObject LinksetRoot { get { return m_linksetRoot; } } |
41 | 41 | ||
42 | private BSScene m_physicsScene; | 42 | private BSScene m_physicsScene; |
43 | public BSScene PhysicsScene { get { return m_physicsScene; } } | 43 | public BSScene PhysicsScene { get { return m_physicsScene; } } |
44 | 44 | ||
45 | static int m_nextLinksetID = 1; | ||
46 | public int LinksetID { get; private set; } | ||
47 | |||
45 | // The children under the root in this linkset | 48 | // The children under the root in this linkset |
46 | private List<BSPrim> m_children; | 49 | private List<BSPhysObject> m_children; |
47 | 50 | ||
48 | // We lock the diddling of linkset classes to prevent any badness. | 51 | // We lock the diddling of linkset classes to prevent any badness. |
49 | // This locks the modification of the instances of this class. Changes | 52 | // This locks the modification of the instances of this class. Changes |
@@ -71,19 +74,23 @@ public class BSLinkset | |||
71 | get { return ComputeLinksetGeometricCenter(); } | 74 | get { return ComputeLinksetGeometricCenter(); } |
72 | } | 75 | } |
73 | 76 | ||
74 | public BSLinkset(BSScene scene, BSPrim parent) | 77 | public BSLinkset(BSScene scene, BSPhysObject parent) |
75 | { | 78 | { |
76 | // A simple linkset of one (no children) | 79 | // A simple linkset of one (no children) |
80 | LinksetID = m_nextLinksetID++; | ||
81 | // We create LOTS of linksets. | ||
82 | if (m_nextLinksetID < 0) | ||
83 | m_nextLinksetID = 1; | ||
77 | m_physicsScene = scene; | 84 | m_physicsScene = scene; |
78 | m_linksetRoot = parent; | 85 | m_linksetRoot = parent; |
79 | m_children = new List<BSPrim>(); | 86 | m_children = new List<BSPhysObject>(); |
80 | m_mass = parent.MassRaw; | 87 | m_mass = parent.MassRaw; |
81 | } | 88 | } |
82 | 89 | ||
83 | // Link to a linkset where the child knows the parent. | 90 | // Link to a linkset where the child knows the parent. |
84 | // Parent changing should not happen so do some sanity checking. | 91 | // Parent changing should not happen so do some sanity checking. |
85 | // We return the parent's linkset so the child can track its membership. | 92 | // We return the parent's linkset so the child can track its membership. |
86 | public BSLinkset AddMeToLinkset(BSPrim child) | 93 | public BSLinkset AddMeToLinkset(BSPhysObject child) |
87 | { | 94 | { |
88 | lock (m_linksetActivityLock) | 95 | lock (m_linksetActivityLock) |
89 | { | 96 | { |
@@ -95,7 +102,7 @@ public class BSLinkset | |||
95 | // Remove a child from a linkset. | 102 | // Remove a child from a linkset. |
96 | // Returns a new linkset for the child which is a linkset of one (just the | 103 | // Returns a new linkset for the child which is a linkset of one (just the |
97 | // orphened child). | 104 | // orphened child). |
98 | public BSLinkset RemoveMeFromLinkset(BSPrim child) | 105 | public BSLinkset RemoveMeFromLinkset(BSPhysObject child) |
99 | { | 106 | { |
100 | lock (m_linksetActivityLock) | 107 | lock (m_linksetActivityLock) |
101 | { | 108 | { |
@@ -122,7 +129,7 @@ public class BSLinkset | |||
122 | } | 129 | } |
123 | 130 | ||
124 | // Return 'true' if the passed object is the root object of this linkset | 131 | // Return 'true' if the passed object is the root object of this linkset |
125 | public bool IsRoot(BSPrim requestor) | 132 | public bool IsRoot(BSPhysObject requestor) |
126 | { | 133 | { |
127 | return (requestor.LocalID == m_linksetRoot.LocalID); | 134 | return (requestor.LocalID == m_linksetRoot.LocalID); |
128 | } | 135 | } |
@@ -133,12 +140,12 @@ public class BSLinkset | |||
133 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } | 140 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } |
134 | 141 | ||
135 | // Return 'true' if this child is in this linkset | 142 | // Return 'true' if this child is in this linkset |
136 | public bool HasChild(BSPrim child) | 143 | public bool HasChild(BSPhysObject child) |
137 | { | 144 | { |
138 | bool ret = false; | 145 | bool ret = false; |
139 | lock (m_linksetActivityLock) | 146 | lock (m_linksetActivityLock) |
140 | { | 147 | { |
141 | foreach (BSPrim bp in m_children) | 148 | foreach (BSPhysObject bp in m_children) |
142 | { | 149 | { |
143 | if (child.LocalID == bp.LocalID) | 150 | if (child.LocalID == bp.LocalID) |
144 | { | 151 | { |
@@ -153,7 +160,7 @@ public class BSLinkset | |||
153 | private float ComputeLinksetMass() | 160 | private float ComputeLinksetMass() |
154 | { | 161 | { |
155 | float mass = m_linksetRoot.MassRaw; | 162 | float mass = m_linksetRoot.MassRaw; |
156 | foreach (BSPrim bp in m_children) | 163 | foreach (BSPhysObject bp in m_children) |
157 | { | 164 | { |
158 | mass += bp.MassRaw; | 165 | mass += bp.MassRaw; |
159 | } | 166 | } |
@@ -167,7 +174,7 @@ public class BSLinkset | |||
167 | 174 | ||
168 | lock (m_linksetActivityLock) | 175 | lock (m_linksetActivityLock) |
169 | { | 176 | { |
170 | foreach (BSPrim bp in m_children) | 177 | foreach (BSPhysObject bp in m_children) |
171 | { | 178 | { |
172 | com += bp.Position * bp.MassRaw; | 179 | com += bp.Position * bp.MassRaw; |
173 | totalMass += bp.MassRaw; | 180 | totalMass += bp.MassRaw; |
@@ -185,7 +192,7 @@ public class BSLinkset | |||
185 | 192 | ||
186 | lock (m_linksetActivityLock) | 193 | lock (m_linksetActivityLock) |
187 | { | 194 | { |
188 | foreach (BSPrim bp in m_children) | 195 | foreach (BSPhysObject bp in m_children) |
189 | { | 196 | { |
190 | com += bp.Position * bp.MassRaw; | 197 | com += bp.Position * bp.MassRaw; |
191 | } | 198 | } |
@@ -197,7 +204,7 @@ public class BSLinkset | |||
197 | 204 | ||
198 | // When physical properties are changed the linkset needs to recalculate | 205 | // When physical properties are changed the linkset needs to recalculate |
199 | // its internal properties. | 206 | // its internal properties. |
200 | public void Refresh(BSPrim requestor) | 207 | public void Refresh(BSPhysObject requestor) |
201 | { | 208 | { |
202 | // If there are no children, there aren't any constraints to recompute | 209 | // If there are no children, there aren't any constraints to recompute |
203 | if (!HasAnyChildren) | 210 | if (!HasAnyChildren) |
@@ -223,10 +230,10 @@ public class BSLinkset | |||
223 | float linksetMass = LinksetMass; | 230 | float linksetMass = LinksetMass; |
224 | lock (m_linksetActivityLock) | 231 | lock (m_linksetActivityLock) |
225 | { | 232 | { |
226 | foreach (BSPrim child in m_children) | 233 | foreach (BSPhysObject child in m_children) |
227 | { | 234 | { |
228 | BSConstraint constrain; | 235 | BSConstraint constrain; |
229 | if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain)) | 236 | if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) |
230 | { | 237 | { |
231 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | 238 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", |
232 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | 239 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); |
@@ -238,8 +245,8 @@ public class BSLinkset | |||
238 | // their constraints have not been created yet. | 245 | // their constraints have not been created yet. |
239 | // Caused by the fact that m_children is built at run time but building constraints | 246 | // Caused by the fact that m_children is built at run time but building constraints |
240 | // happens at taint time. | 247 | // happens at taint time. |
241 | // m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}", | 248 | // m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}", |
242 | // m_linksetRoot.Body.ID, child.Body.ID); | 249 | // LogHeader, m_linksetRoot.Body.ID, child.Body.ID); |
243 | } | 250 | } |
244 | } | 251 | } |
245 | } | 252 | } |
@@ -248,18 +255,17 @@ public class BSLinkset | |||
248 | 255 | ||
249 | // I am the root of a linkset and a new child is being added | 256 | // I am the root of a linkset and a new child is being added |
250 | // Called while LinkActivity is locked. | 257 | // Called while LinkActivity is locked. |
251 | private void AddChildToLinkset(BSPrim child) | 258 | private void AddChildToLinkset(BSPhysObject child) |
252 | { | 259 | { |
253 | if (!HasChild(child)) | 260 | if (!HasChild(child)) |
254 | { | 261 | { |
255 | m_children.Add(child); | 262 | m_children.Add(child); |
256 | 263 | ||
257 | BSPrim rootx = LinksetRoot; // capture the root as of now | 264 | BSPhysObject rootx = LinksetRoot; // capture the root as of now |
258 | BSPrim childx = child; | 265 | BSPhysObject childx = child; |
259 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | 266 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() |
260 | { | 267 | { |
261 | // DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); | 268 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
262 | // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | ||
263 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child | 269 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child |
264 | }); | 270 | }); |
265 | } | 271 | } |
@@ -271,7 +277,7 @@ public class BSLinkset | |||
271 | // it's still connected to the linkset. | 277 | // it's still connected to the linkset. |
272 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | 278 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information |
273 | // has to be updated also (like pointer to prim's parent). | 279 | // has to be updated also (like pointer to prim's parent). |
274 | private void RemoveChildFromOtherLinkset(BSPrim pchild) | 280 | private void RemoveChildFromOtherLinkset(BSPhysObject pchild) |
275 | { | 281 | { |
276 | pchild.Linkset = new BSLinkset(m_physicsScene, pchild); | 282 | pchild.Linkset = new BSLinkset(m_physicsScene, pchild); |
277 | RemoveChildFromLinkset(pchild); | 283 | RemoveChildFromLinkset(pchild); |
@@ -279,16 +285,15 @@ public class BSLinkset | |||
279 | 285 | ||
280 | // I am the root of a linkset and one of my children is being removed. | 286 | // I am the root of a linkset and one of my children is being removed. |
281 | // Safe to call even if the child is not really in my linkset. | 287 | // Safe to call even if the child is not really in my linkset. |
282 | private void RemoveChildFromLinkset(BSPrim child) | 288 | private void RemoveChildFromLinkset(BSPhysObject child) |
283 | { | 289 | { |
284 | if (m_children.Remove(child)) | 290 | if (m_children.Remove(child)) |
285 | { | 291 | { |
286 | BSPrim rootx = LinksetRoot; // capture the root as of now | 292 | BSPhysObject rootx = LinksetRoot; // capture the root as of now |
287 | BSPrim childx = child; | 293 | BSPhysObject childx = child; |
288 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 294 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() |
289 | { | 295 | { |
290 | // DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); | 296 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
291 | // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | ||
292 | 297 | ||
293 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 298 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
294 | }); | 299 | }); |
@@ -305,7 +310,7 @@ public class BSLinkset | |||
305 | 310 | ||
306 | // Create a constraint between me (root of linkset) and the passed prim (the child). | 311 | // Create a constraint between me (root of linkset) and the passed prim (the child). |
307 | // Called at taint time! | 312 | // Called at taint time! |
308 | private void PhysicallyLinkAChildToRoot(BSPrim rootPrim, BSPrim childPrim) | 313 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) |
309 | { | 314 | { |
310 | // Zero motion for children so they don't interpolate | 315 | // Zero motion for children so they don't interpolate |
311 | childPrim.ZeroMotion(); | 316 | childPrim.ZeroMotion(); |
@@ -319,19 +324,18 @@ public class BSLinkset | |||
319 | 324 | ||
320 | // create a constraint that allows no freedom of movement between the two objects | 325 | // create a constraint that allows no freedom of movement between the two objects |
321 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 326 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
322 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
323 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", | 327 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", |
324 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); | 328 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); |
325 | BS6DofConstraint constrain = new BS6DofConstraint( | 329 | BS6DofConstraint constrain = new BS6DofConstraint( |
326 | m_physicsScene.World, rootPrim.Body, childPrim.Body, | 330 | m_physicsScene.World, rootPrim.BSBody, childPrim.BSBody, |
327 | midPoint, | 331 | midPoint, |
328 | true, | 332 | true, |
329 | true | 333 | true |
330 | ); | 334 | ); |
331 | /* NOTE: attempt to build constraint with full frame computation, etc. | 335 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. |
332 | * Using the midpoint is easier since it lets the Bullet code use the transforms | 336 | * Using the midpoint is easier since it lets the Bullet code use the transforms |
333 | * of the objects. | 337 | * of the objects. |
334 | * Code left here as an example. | 338 | * Code left as a warning to future programmers. |
335 | // ================================================================================== | 339 | // ================================================================================== |
336 | // relative position normalized to the root prim | 340 | // relative position normalized to the root prim |
337 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | 341 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); |
@@ -343,7 +347,6 @@ public class BSLinkset | |||
343 | 347 | ||
344 | // create a constraint that allows no freedom of movement between the two objects | 348 | // create a constraint that allows no freedom of movement between the two objects |
345 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 349 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
346 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
347 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 350 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
348 | BS6DofConstraint constrain = new BS6DofConstraint( | 351 | BS6DofConstraint constrain = new BS6DofConstraint( |
349 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | 352 | PhysicsScene.World, rootPrim.Body, childPrim.Body, |
@@ -380,34 +383,24 @@ public class BSLinkset | |||
380 | 383 | ||
381 | // Remove linkage between myself and a particular child | 384 | // Remove linkage between myself and a particular child |
382 | // Called at taint time! | 385 | // Called at taint time! |
383 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) | 386 | private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) |
384 | { | 387 | { |
385 | // DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", | ||
386 | // LogHeader, rootPrim.LocalID, childPrim.LocalID); | ||
387 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 388 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
388 | 389 | ||
389 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 390 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
390 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body); | 391 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody); |
391 | 392 | ||
392 | // Make the child refresh its location | 393 | // Make the child refresh its location |
393 | BulletSimAPI.PushUpdate2(childPrim.Body.Ptr); | 394 | BulletSimAPI.PushUpdate2(childPrim.BSBody.Ptr); |
394 | } | 395 | } |
395 | 396 | ||
396 | // Remove linkage between myself and any possible children I might have | 397 | // Remove linkage between myself and any possible children I might have |
397 | // Called at taint time! | 398 | // Called at taint time! |
398 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) | 399 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) |
399 | { | 400 | { |
400 | // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); | ||
401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
402 | 402 | ||
403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); | 403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody); |
404 | } | ||
405 | |||
406 | // Invoke the detailed logger and output something if it's enabled. | ||
407 | private void DebugLog(string msg, params Object[] args) | ||
408 | { | ||
409 | if (m_physicsScene.ShouldDebugLog) | ||
410 | m_physicsScene.Logger.DebugFormat(msg, args); | ||
411 | } | 404 | } |
412 | 405 | ||
413 | // Invoke the detailed logger and output something if it's enabled. | 406 | // Invoke the detailed logger and output something if it's enabled. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs new file mode 100755 index 0000000..e411fcb --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -0,0 +1,64 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
36 | { | ||
37 | // Class to wrap all objects. | ||
38 | // The rest of BulletSim doesn't need to keep checking for avatars or prims | ||
39 | // unless the difference is significant. | ||
40 | public abstract class BSPhysObject : PhysicsActor | ||
41 | { | ||
42 | public abstract BSLinkset Linkset { get; set; } | ||
43 | |||
44 | public abstract void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, | ||
45 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | ||
46 | public abstract void SendCollisions(); | ||
47 | |||
48 | // Return the object mass without calculating it or side effects | ||
49 | public abstract float MassRaw { get; } | ||
50 | |||
51 | // Reference to the physical body (btCollisionObject) of this object | ||
52 | public abstract BulletBody BSBody { get; set; } | ||
53 | // Reference to the physical shape (btCollisionShape) of this object | ||
54 | public abstract BulletShape BSShape { get; set; } | ||
55 | |||
56 | public abstract void ZeroMotion(); | ||
57 | |||
58 | public virtual void StepVehicle(float timeStep) { } | ||
59 | |||
60 | public abstract void UpdateProperties(EntityProperties entprop); | ||
61 | |||
62 | public abstract void Destroy(); | ||
63 | } | ||
64 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 9c20004..6d0af63 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -37,13 +37,11 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet; | |||
37 | namespace OpenSim.Region.Physics.BulletSPlugin | 37 | namespace OpenSim.Region.Physics.BulletSPlugin |
38 | { | 38 | { |
39 | [Serializable] | 39 | [Serializable] |
40 | public sealed class BSPrim : PhysicsActor | 40 | public sealed class BSPrim : BSPhysObject |
41 | { | 41 | { |
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 | |||
47 | private IMesh _mesh; | 45 | private IMesh _mesh; |
48 | private PrimitiveBaseShape _pbs; | 46 | private PrimitiveBaseShape _pbs; |
49 | private ShapeData.PhysicsShapeType _shapeType; | 47 | private ShapeData.PhysicsShapeType _shapeType; |
@@ -90,23 +88,16 @@ public sealed class BSPrim : PhysicsActor | |||
90 | private float _buoyancy; | 88 | private float _buoyancy; |
91 | 89 | ||
92 | // Membership in a linkset is controlled by this class. | 90 | // Membership in a linkset is controlled by this class. |
93 | private BSLinkset _linkset; | 91 | public override BSLinkset Linkset { get; set; } |
94 | public BSLinkset Linkset | ||
95 | { | ||
96 | get { return _linkset; } | ||
97 | set { _linkset = value; } | ||
98 | } | ||
99 | 92 | ||
100 | private int _subscribedEventsMs = 0; | 93 | private int _subscribedEventsMs = 0; |
101 | private int _nextCollisionOkTime = 0; | 94 | private int _nextCollisionOkTime = 0; |
102 | long _collidingStep; | 95 | long _collidingStep; |
103 | long _collidingGroundStep; | 96 | long _collidingGroundStep; |
97 | CollisionFlags m_currentCollisionFlags = 0; | ||
104 | 98 | ||
105 | private BulletBody m_body; | 99 | public override BulletBody BSBody { get; set; } |
106 | public BulletBody Body { | 100 | public override BulletShape BSShape { get; set; } |
107 | get { return m_body; } | ||
108 | set { m_body = value; } | ||
109 | } | ||
110 | 101 | ||
111 | private BSDynamics _vehicle; | 102 | private BSDynamics _vehicle; |
112 | 103 | ||
@@ -124,6 +115,7 @@ public sealed class BSPrim : PhysicsActor | |||
124 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 115 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
125 | _localID = localID; | 116 | _localID = localID; |
126 | _avName = primName; | 117 | _avName = primName; |
118 | _physicsActorType = (int)ActorTypes.Prim; | ||
127 | _scene = parent_scene; | 119 | _scene = parent_scene; |
128 | _position = pos; | 120 | _position = pos; |
129 | _size = size; | 121 | _size = size; |
@@ -141,8 +133,8 @@ public sealed class BSPrim : PhysicsActor | |||
141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 133 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material |
142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 134 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material |
143 | _restitution = _scene.Params.defaultRestitution; | 135 | _restitution = _scene.Params.defaultRestitution; |
144 | _linkset = new BSLinkset(_scene, this); // a linkset of one | 136 | Linkset = new BSLinkset(Scene, this); // a linkset of one |
145 | _vehicle = new BSDynamics(this); // add vehicleness | 137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
146 | _mass = CalculateMass(); | 138 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 139 | // do the actual object creation at taint time |
148 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 140 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
@@ -153,23 +145,25 @@ public sealed class BSPrim : PhysicsActor | |||
153 | // Get the pointer to the physical body for this object. | 145 | // Get the pointer to the physical body for this object. |
154 | // At the moment, we're still letting BulletSim manage the creation and destruction | 146 | // At the moment, we're still letting BulletSim manage the creation and destruction |
155 | // of the object. Someday we'll move that into the C# code. | 147 | // of the object. Someday we'll move that into the C# code. |
156 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 148 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
149 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | ||
150 | m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); | ||
157 | }); | 151 | }); |
158 | } | 152 | } |
159 | 153 | ||
160 | // called when this prim is being destroyed and we should free all the resources | 154 | // called when this prim is being destroyed and we should free all the resources |
161 | public void Destroy() | 155 | public override void Destroy() |
162 | { | 156 | { |
163 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | 157 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); |
164 | 158 | ||
165 | // Undo any links between me and any other object | 159 | // Undo any links between me and any other object |
166 | BSPrim parentBefore = _linkset.LinksetRoot; | 160 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
167 | int childrenBefore = _linkset.NumberOfChildren; | 161 | int childrenBefore = Linkset.NumberOfChildren; |
168 | 162 | ||
169 | _linkset = _linkset.RemoveMeFromLinkset(this); | 163 | Linkset = Linkset.RemoveMeFromLinkset(this); |
170 | 164 | ||
171 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", | 165 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", |
172 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 166 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
173 | 167 | ||
174 | // Undo any vehicle properties | 168 | // Undo any vehicle properties |
175 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 169 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
@@ -193,7 +187,7 @@ public sealed class BSPrim : PhysicsActor | |||
193 | { | 187 | { |
194 | _mass = CalculateMass(); // changing size changes the mass | 188 | _mass = CalculateMass(); // changing size changes the mass |
195 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); |
196 | // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 190 | DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); |
197 | RecreateGeomAndObject(); | 191 | RecreateGeomAndObject(); |
198 | }); | 192 | }); |
199 | } | 193 | } |
@@ -232,14 +226,13 @@ public sealed class BSPrim : PhysicsActor | |||
232 | BSPrim parent = obj as BSPrim; | 226 | BSPrim parent = obj as BSPrim; |
233 | if (parent != null) | 227 | if (parent != null) |
234 | { | 228 | { |
235 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); | 229 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
236 | BSPrim parentBefore = _linkset.LinksetRoot; | 230 | int childrenBefore = Linkset.NumberOfChildren; |
237 | int childrenBefore = _linkset.NumberOfChildren; | ||
238 | 231 | ||
239 | _linkset = parent.Linkset.AddMeToLinkset(this); | 232 | Linkset = parent.Linkset.AddMeToLinkset(this); |
240 | 233 | ||
241 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | 234 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", |
242 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 235 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
243 | } | 236 | } |
244 | return; | 237 | return; |
245 | } | 238 | } |
@@ -248,16 +241,14 @@ public sealed class BSPrim : PhysicsActor | |||
248 | public override void delink() { | 241 | public override void delink() { |
249 | // TODO: decide if this parent checking needs to happen at taint time | 242 | // TODO: decide if this parent checking needs to happen at taint time |
250 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 243 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
251 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, | ||
252 | _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString()); | ||
253 | 244 | ||
254 | BSPrim parentBefore = _linkset.LinksetRoot; | 245 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
255 | int childrenBefore = _linkset.NumberOfChildren; | 246 | int childrenBefore = Linkset.NumberOfChildren; |
256 | 247 | ||
257 | _linkset = _linkset.RemoveMeFromLinkset(this); | 248 | Linkset = Linkset.RemoveMeFromLinkset(this); |
258 | 249 | ||
259 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | 250 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", |
260 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 251 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
261 | return; | 252 | return; |
262 | } | 253 | } |
263 | 254 | ||
@@ -265,28 +256,28 @@ public sealed class BSPrim : PhysicsActor | |||
265 | // Do it to the properties so the values get set in the physics engine. | 256 | // Do it to the properties so the values get set in the physics engine. |
266 | // Push the setting of the values to the viewer. | 257 | // Push the setting of the values to the viewer. |
267 | // Called at taint time! | 258 | // Called at taint time! |
268 | public void ZeroMotion() | 259 | public override void ZeroMotion() |
269 | { | 260 | { |
270 | _velocity = OMV.Vector3.Zero; | 261 | _velocity = OMV.Vector3.Zero; |
271 | _acceleration = OMV.Vector3.Zero; | 262 | _acceleration = OMV.Vector3.Zero; |
272 | _rotationalVelocity = OMV.Vector3.Zero; | 263 | _rotationalVelocity = OMV.Vector3.Zero; |
273 | 264 | ||
274 | // Zero some other properties directly into the physics engine | 265 | // Zero some other properties directly into the physics engine |
275 | BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero); | 266 | BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); |
276 | BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero); | 267 | BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); |
277 | BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | 268 | BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); |
278 | BulletSimAPI.ClearForces2(Body.Ptr); | 269 | BulletSimAPI.ClearForces2(BSBody.Ptr); |
279 | } | 270 | } |
280 | 271 | ||
281 | public override void LockAngularMotion(OMV.Vector3 axis) | 272 | public override void LockAngularMotion(OMV.Vector3 axis) |
282 | { | 273 | { |
283 | // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 274 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
284 | return; | 275 | return; |
285 | } | 276 | } |
286 | 277 | ||
287 | public override OMV.Vector3 Position { | 278 | public override OMV.Vector3 Position { |
288 | get { | 279 | get { |
289 | if (!_linkset.IsRoot(this)) | 280 | if (!Linkset.IsRoot(this)) |
290 | // child prims move around based on their parent. Need to get the latest location | 281 | // child prims move around based on their parent. Need to get the latest location |
291 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 282 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
292 | 283 | ||
@@ -299,7 +290,7 @@ public sealed class BSPrim : PhysicsActor | |||
299 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 290 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
300 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 291 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
301 | { | 292 | { |
302 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 293 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
303 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 294 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
304 | }); | 295 | }); |
305 | } | 296 | } |
@@ -311,23 +302,23 @@ public sealed class BSPrim : PhysicsActor | |||
311 | { | 302 | { |
312 | get | 303 | get |
313 | { | 304 | { |
314 | return _linkset.LinksetMass; | 305 | return Linkset.LinksetMass; |
315 | } | 306 | } |
316 | } | 307 | } |
317 | 308 | ||
318 | // used when we only want this prim's mass and not the linkset thing | 309 | // used when we only want this prim's mass and not the linkset thing |
319 | public float MassRaw { get { return _mass; } } | 310 | public override float MassRaw { get { return _mass; } } |
320 | 311 | ||
321 | // Is this used? | 312 | // Is this used? |
322 | public override OMV.Vector3 CenterOfMass | 313 | public override OMV.Vector3 CenterOfMass |
323 | { | 314 | { |
324 | get { return _linkset.CenterOfMass; } | 315 | get { return Linkset.CenterOfMass; } |
325 | } | 316 | } |
326 | 317 | ||
327 | // Is this used? | 318 | // Is this used? |
328 | public override OMV.Vector3 GeometricCenter | 319 | public override OMV.Vector3 GeometricCenter |
329 | { | 320 | { |
330 | get { return _linkset.GeometricCenter; } | 321 | get { return Linkset.GeometricCenter; } |
331 | } | 322 | } |
332 | 323 | ||
333 | public override OMV.Vector3 Force { | 324 | public override OMV.Vector3 Force { |
@@ -336,9 +327,9 @@ public sealed class BSPrim : PhysicsActor | |||
336 | _force = value; | 327 | _force = value; |
337 | _scene.TaintedObject("BSPrim.setForce", delegate() | 328 | _scene.TaintedObject("BSPrim.setForce", delegate() |
338 | { | 329 | { |
339 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 330 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
340 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 331 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
341 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); | 332 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); |
342 | }); | 333 | }); |
343 | } | 334 | } |
344 | } | 335 | } |
@@ -354,7 +345,7 @@ public sealed class BSPrim : PhysicsActor | |||
354 | { | 345 | { |
355 | // Done at taint time so we're sure the physics engine is not using the variables | 346 | // Done at taint time so we're sure the physics engine is not using the variables |
356 | // Vehicle code changes the parameters for this vehicle type. | 347 | // Vehicle code changes the parameters for this vehicle type. |
357 | _vehicle.ProcessTypeChange(type); | 348 | _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); |
358 | // Tell the scene about the vehicle so it will get processing each frame. | 349 | // Tell the scene about the vehicle so it will get processing each frame. |
359 | _scene.VehicleInSceneTypeChanged(this, type); | 350 | _scene.VehicleInSceneTypeChanged(this, type); |
360 | }); | 351 | }); |
@@ -391,7 +382,7 @@ public sealed class BSPrim : PhysicsActor | |||
391 | 382 | ||
392 | // Called each simulation step to advance vehicle characteristics. | 383 | // Called each simulation step to advance vehicle characteristics. |
393 | // Called from Scene when doing simulation step so we're in taint processing time. | 384 | // Called from Scene when doing simulation step so we're in taint processing time. |
394 | public void StepVehicle(float timeStep) | 385 | public override void StepVehicle(float timeStep) |
395 | { | 386 | { |
396 | if (IsPhysical) | 387 | if (IsPhysical) |
397 | _vehicle.Step(timeStep); | 388 | _vehicle.Step(timeStep); |
@@ -414,7 +405,7 @@ public sealed class BSPrim : PhysicsActor | |||
414 | _velocity = value; | 405 | _velocity = value; |
415 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 406 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
416 | { | 407 | { |
417 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 408 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
418 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 409 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); |
419 | }); | 410 | }); |
420 | } | 411 | } |
@@ -422,7 +413,7 @@ public sealed class BSPrim : PhysicsActor | |||
422 | public override OMV.Vector3 Torque { | 413 | public override OMV.Vector3 Torque { |
423 | get { return _torque; } | 414 | get { return _torque; } |
424 | set { _torque = value; | 415 | set { _torque = value; |
425 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 416 | DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
426 | } | 417 | } |
427 | } | 418 | } |
428 | public override float CollisionScore { | 419 | public override float CollisionScore { |
@@ -436,7 +427,7 @@ public sealed class BSPrim : PhysicsActor | |||
436 | } | 427 | } |
437 | public override OMV.Quaternion Orientation { | 428 | public override OMV.Quaternion Orientation { |
438 | get { | 429 | get { |
439 | if (!_linkset.IsRoot(this)) | 430 | if (!Linkset.IsRoot(this)) |
440 | { | 431 | { |
441 | // Children move around because tied to parent. Get a fresh value. | 432 | // Children move around because tied to parent. Get a fresh value. |
442 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); | 433 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); |
@@ -449,15 +440,14 @@ public sealed class BSPrim : PhysicsActor | |||
449 | _scene.TaintedObject("BSPrim.setOrientation", delegate() | 440 | _scene.TaintedObject("BSPrim.setOrientation", delegate() |
450 | { | 441 | { |
451 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 442 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
452 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 443 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
453 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 444 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
454 | }); | 445 | }); |
455 | } | 446 | } |
456 | } | 447 | } |
457 | public override int PhysicsActorType { | 448 | public override int PhysicsActorType { |
458 | get { return _physicsActorType; } | 449 | get { return _physicsActorType; } |
459 | set { _physicsActorType = value; | 450 | set { _physicsActorType = value; } |
460 | } | ||
461 | } | 451 | } |
462 | public override bool IsPhysical { | 452 | public override bool IsPhysical { |
463 | get { return _isPhysical; } | 453 | get { return _isPhysical; } |
@@ -484,30 +474,88 @@ public sealed class BSPrim : PhysicsActor | |||
484 | 474 | ||
485 | // Make gravity work if the object is physical and not selected | 475 | // Make gravity work if the object is physical and not selected |
486 | // No locking here because only called when it is safe | 476 | // No locking here because only called when it is safe |
477 | // There are four flags we're interested in: | ||
478 | // IsStatic: Object does not move, otherwise the object has mass and moves | ||
479 | // isSolid: other objects bounce off of this object | ||
480 | // isVolumeDetect: other objects pass through but can generate collisions | ||
481 | // collisionEvents: whether this object returns collision events | ||
487 | private void SetObjectDynamic() | 482 | private void SetObjectDynamic() |
488 | { | 483 | { |
489 | // RA: remove this for the moment. | 484 | // If it's becoming dynamic, it will need hullness |
490 | // The problem is that dynamic objects are hulls so if we are becoming physical | 485 | VerifyCorrectPhysicalShape(); |
491 | // the shape has to be checked and possibly built. | ||
492 | // Maybe a VerifyCorrectPhysicalShape() routine? | ||
493 | // RecreateGeomAndObject(); | ||
494 | 486 | ||
495 | // Bullet wants static objects to have a mass of zero | 487 | // Bullet wants static objects to have a mass of zero |
496 | float mass = IsStatic ? 0f : _mass; | 488 | float mass = IsStatic ? 0f : _mass; |
497 | 489 | ||
498 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 490 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); |
491 | /* | ||
492 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); | ||
499 | 493 | ||
500 | // recompute any linkset parameters | 494 | // Set up the object physicalness (static or dynamic) |
501 | _linkset.Refresh(this); | 495 | MakeDynamic(); |
502 | 496 | ||
503 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | 497 | // Make solid or not and arrange for collisions, etc |
504 | // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | 498 | MakeSolid(); |
499 | |||
500 | m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); | ||
501 | |||
502 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); | ||
503 | */ | ||
504 | |||
505 | // Recompute any linkset parameters. | ||
506 | // When going from non-physical to physical, this re-enables the constraints that | ||
507 | // had been automatically disabled when the mass was set to zero. | ||
508 | Linkset.Refresh(this); | ||
509 | |||
510 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags); | ||
511 | } | ||
512 | |||
513 | // "Making dynamic" means changing to and from static. | ||
514 | // When static, gravity does not effect the object and it is fixed in space. | ||
515 | // When dynamic, the object can fall and be pushed by others. | ||
516 | // This is independent of its 'solidness' which controls what passes through | ||
517 | // this object and what interacts with it. | ||
518 | private void MakeDynamic() | ||
519 | { | ||
520 | if (IsStatic) | ||
521 | { | ||
522 | // Become a Bullet 'static' object type | ||
523 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
524 | // Stop all movement | ||
525 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); | ||
526 | // Mass is zero which disables a bunch of physics stuff in Bullet | ||
527 | BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero); | ||
528 | // There is no inertia in a static object | ||
529 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); | ||
530 | // The activation state is 'sleeping' so Bullet will not try to act on it | ||
531 | BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); | ||
532 | } | ||
533 | else | ||
534 | { | ||
535 | // Not a Bullet static object | ||
536 | BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
537 | // A dynamic object has mass | ||
538 | BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero); | ||
539 | // The shape is interesting and has mass and a center of gravity | ||
540 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); | ||
541 | BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero); | ||
542 | // Inertia is based on our new mass | ||
543 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); | ||
544 | // Force activation of the object so Bullet will act on it. | ||
545 | BulletSimAPI.Activate2(BSBody.Ptr, true); | ||
546 | } | ||
547 | } | ||
548 | |||
549 | private void MakeSolid() | ||
550 | { | ||
505 | } | 551 | } |
506 | 552 | ||
507 | // prims don't fly | 553 | // prims don't fly |
508 | public override bool Flying { | 554 | public override bool Flying { |
509 | get { return _flying; } | 555 | get { return _flying; } |
510 | set { _flying = value; } | 556 | set { |
557 | _flying = value; | ||
558 | } | ||
511 | } | 559 | } |
512 | public override bool SetAlwaysRun { | 560 | public override bool SetAlwaysRun { |
513 | get { return _setAlwaysRun; } | 561 | get { return _setAlwaysRun; } |
@@ -558,7 +606,7 @@ public sealed class BSPrim : PhysicsActor | |||
558 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 606 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
559 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 607 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
560 | { | 608 | { |
561 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 609 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
562 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 610 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); |
563 | }); | 611 | }); |
564 | } | 612 | } |
@@ -575,7 +623,7 @@ public sealed class BSPrim : PhysicsActor | |||
575 | _buoyancy = value; | 623 | _buoyancy = value; |
576 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 624 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
577 | { | 625 | { |
578 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 626 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
579 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 627 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); |
580 | }); | 628 | }); |
581 | } | 629 | } |
@@ -624,7 +672,7 @@ public sealed class BSPrim : PhysicsActor | |||
624 | } | 672 | } |
625 | else | 673 | else |
626 | { | 674 | { |
627 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); | 675 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); |
628 | return; | 676 | return; |
629 | } | 677 | } |
630 | _scene.TaintedObject("BSPrim.AddForce", delegate() | 678 | _scene.TaintedObject("BSPrim.AddForce", delegate() |
@@ -638,17 +686,18 @@ public sealed class BSPrim : PhysicsActor | |||
638 | } | 686 | } |
639 | m_accumulatedForces.Clear(); | 687 | m_accumulatedForces.Clear(); |
640 | } | 688 | } |
641 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 689 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); |
642 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); | 690 | // For unknown reason, "ApplyCentralForce" is really additive. |
691 | BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); | ||
643 | }); | 692 | }); |
644 | } | 693 | } |
645 | 694 | ||
646 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 695 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
647 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 696 | DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); |
648 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 697 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
649 | } | 698 | } |
650 | public override void SetMomentum(OMV.Vector3 momentum) { | 699 | public override void SetMomentum(OMV.Vector3 momentum) { |
651 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 700 | DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
652 | } | 701 | } |
653 | public override void SubscribeEvents(int ms) { | 702 | public override void SubscribeEvents(int ms) { |
654 | _subscribedEventsMs = ms; | 703 | _subscribedEventsMs = ms; |
@@ -659,7 +708,7 @@ public sealed class BSPrim : PhysicsActor | |||
659 | 708 | ||
660 | Scene.TaintedObject("BSPrim.SubscribeEvents", delegate() | 709 | Scene.TaintedObject("BSPrim.SubscribeEvents", delegate() |
661 | { | 710 | { |
662 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 711 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
663 | }); | 712 | }); |
664 | } | 713 | } |
665 | } | 714 | } |
@@ -667,7 +716,7 @@ public sealed class BSPrim : PhysicsActor | |||
667 | _subscribedEventsMs = 0; | 716 | _subscribedEventsMs = 0; |
668 | Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate() | 717 | Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate() |
669 | { | 718 | { |
670 | BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 719 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
671 | }); | 720 | }); |
672 | } | 721 | } |
673 | public override bool SubscribedEvents() { | 722 | public override bool SubscribedEvents() { |
@@ -992,7 +1041,7 @@ public sealed class BSPrim : PhysicsActor | |||
992 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 1041 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); |
993 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 1042 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
994 | { | 1043 | { |
995 | // DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 1044 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
996 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 1045 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
997 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 1046 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
998 | _scale = _size; | 1047 | _scale = _size; |
@@ -1006,7 +1055,7 @@ public sealed class BSPrim : PhysicsActor | |||
1006 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1055 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1007 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1056 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1008 | { | 1057 | { |
1009 | // DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1058 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
1010 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 1059 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; |
1011 | _scale = _size; | 1060 | _scale = _size; |
1012 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1061 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
@@ -1042,19 +1091,26 @@ public sealed class BSPrim : PhysicsActor | |||
1042 | // No locking here because this is done when we know physics is not simulating | 1091 | // No locking here because this is done when we know physics is not simulating |
1043 | private void CreateGeomMesh() | 1092 | private void CreateGeomMesh() |
1044 | { | 1093 | { |
1045 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1094 | // level of detail based on size and type of the object |
1095 | float lod = _scene.MeshLOD; | ||
1096 | if (_pbs.SculptEntry) | ||
1097 | lod = _scene.SculptLOD; | ||
1098 | float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z)); | ||
1099 | if (maxAxis > _scene.MeshMegaPrimThreshold) | ||
1100 | lod = _scene.MeshMegaPrimLOD; | ||
1101 | |||
1046 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1102 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1047 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1103 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
1048 | 1104 | ||
1049 | // if this new shape is the same as last time, don't recreate the mesh | 1105 | // if this new shape is the same as last time, don't recreate the mesh |
1050 | if (_meshKey == newMeshKey) return; | 1106 | if (_meshKey == newMeshKey) return; |
1051 | 1107 | ||
1052 | // DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1108 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1053 | // Since we're recreating new, get rid of any previously generated shape | 1109 | // Since we're recreating new, get rid of any previously generated shape |
1054 | if (_meshKey != 0) | 1110 | if (_meshKey != 0) |
1055 | { | 1111 | { |
1056 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1112 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); |
1057 | // DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | 1113 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); |
1058 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1114 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
1059 | _mesh = null; | 1115 | _mesh = null; |
1060 | _meshKey = 0; | 1116 | _meshKey = 0; |
@@ -1084,7 +1140,7 @@ public sealed class BSPrim : PhysicsActor | |||
1084 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1140 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1085 | // meshes are already scaled by the meshmerizer | 1141 | // meshes are already scaled by the meshmerizer |
1086 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1142 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1087 | // DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1143 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); |
1088 | return; | 1144 | return; |
1089 | } | 1145 | } |
1090 | 1146 | ||
@@ -1098,13 +1154,13 @@ public sealed class BSPrim : PhysicsActor | |||
1098 | // if the hull hasn't changed, don't rebuild it | 1154 | // if the hull hasn't changed, don't rebuild it |
1099 | if (newHullKey == _hullKey) return; | 1155 | if (newHullKey == _hullKey) return; |
1100 | 1156 | ||
1101 | // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1157 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1102 | 1158 | ||
1103 | // Since we're recreating new, get rid of any previously generated shape | 1159 | // Since we're recreating new, get rid of any previously generated shape |
1104 | if (_hullKey != 0) | 1160 | if (_hullKey != 0) |
1105 | { | 1161 | { |
1106 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1162 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1107 | // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); | 1163 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); |
1108 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1164 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); |
1109 | _hullKey = 0; | 1165 | _hullKey = 0; |
1110 | } | 1166 | } |
@@ -1198,7 +1254,7 @@ public sealed class BSPrim : PhysicsActor | |||
1198 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1254 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1199 | // meshes are already scaled by the meshmerizer | 1255 | // meshes are already scaled by the meshmerizer |
1200 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1256 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1201 | // DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1257 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1202 | return; | 1258 | return; |
1203 | } | 1259 | } |
1204 | 1260 | ||
@@ -1210,6 +1266,27 @@ public sealed class BSPrim : PhysicsActor | |||
1210 | return; | 1266 | return; |
1211 | } | 1267 | } |
1212 | 1268 | ||
1269 | private void VerifyCorrectPhysicalShape() | ||
1270 | { | ||
1271 | if (IsStatic) | ||
1272 | { | ||
1273 | // if static, we don't need a hull so, if there is one, rebuild without it | ||
1274 | if (_hullKey != 0) | ||
1275 | { | ||
1276 | RecreateGeomAndObject(); | ||
1277 | } | ||
1278 | } | ||
1279 | else | ||
1280 | { | ||
1281 | // if not static, it will need a hull to efficiently collide with things | ||
1282 | if (_hullKey == 0) | ||
1283 | { | ||
1284 | RecreateGeomAndObject(); | ||
1285 | } | ||
1286 | |||
1287 | } | ||
1288 | } | ||
1289 | |||
1213 | // Create an object in Bullet if it has not already been created | 1290 | // Create an object in Bullet if it has not already been created |
1214 | // No locking here because this is done when the physics engine is not simulating | 1291 | // No locking here because this is done when the physics engine is not simulating |
1215 | // Returns 'true' if an object was actually created. | 1292 | // Returns 'true' if an object was actually created. |
@@ -1224,7 +1301,7 @@ public sealed class BSPrim : PhysicsActor | |||
1224 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); | 1301 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); |
1225 | 1302 | ||
1226 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. | 1303 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. |
1227 | Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 1304 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
1228 | 1305 | ||
1229 | return ret; | 1306 | return ret; |
1230 | } | 1307 | } |
@@ -1277,7 +1354,7 @@ public sealed class BSPrim : PhysicsActor | |||
1277 | const float ACCELERATION_TOLERANCE = 0.01f; | 1354 | const float ACCELERATION_TOLERANCE = 0.01f; |
1278 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; | 1355 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; |
1279 | 1356 | ||
1280 | public void UpdateProperties(EntityProperties entprop) | 1357 | public override void UpdateProperties(EntityProperties entprop) |
1281 | { | 1358 | { |
1282 | /* | 1359 | /* |
1283 | UpdatedProperties changed = 0; | 1360 | UpdatedProperties changed = 0; |
@@ -1325,7 +1402,7 @@ public sealed class BSPrim : PhysicsActor | |||
1325 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. | 1402 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. |
1326 | 1403 | ||
1327 | // Updates only for individual prims and for the root object of a linkset. | 1404 | // Updates only for individual prims and for the root object of a linkset. |
1328 | if (_linkset.IsRoot(this)) | 1405 | if (Linkset.IsRoot(this)) |
1329 | { | 1406 | { |
1330 | // Assign to the local variables so the normal set action does not happen | 1407 | // Assign to the local variables so the normal set action does not happen |
1331 | _position = entprop.Position; | 1408 | _position = entprop.Position; |
@@ -1334,10 +1411,8 @@ public sealed class BSPrim : PhysicsActor | |||
1334 | _acceleration = entprop.Acceleration; | 1411 | _acceleration = entprop.Acceleration; |
1335 | _rotationalVelocity = entprop.RotationalVelocity; | 1412 | _rotationalVelocity = entprop.RotationalVelocity; |
1336 | 1413 | ||
1337 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", | 1414 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1338 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1415 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1339 | // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
1340 | // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | ||
1341 | 1416 | ||
1342 | base.RequestPhysicsterseUpdate(); | 1417 | base.RequestPhysicsterseUpdate(); |
1343 | } | 1418 | } |
@@ -1353,8 +1428,9 @@ public sealed class BSPrim : PhysicsActor | |||
1353 | } | 1428 | } |
1354 | 1429 | ||
1355 | // I've collided with something | 1430 | // I've collided with something |
1431 | // Called at taint time from within the Step() function | ||
1356 | CollisionEventUpdate collisionCollection; | 1432 | CollisionEventUpdate collisionCollection; |
1357 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1433 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1358 | { | 1434 | { |
1359 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 1435 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
1360 | 1436 | ||
@@ -1367,8 +1443,14 @@ public sealed class BSPrim : PhysicsActor | |||
1367 | 1443 | ||
1368 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | 1444 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); |
1369 | 1445 | ||
1370 | // if someone is subscribed to collision events.... | 1446 | // prims in the same linkset cannot collide with each other |
1371 | if (_subscribedEventsMs != 0) { | 1447 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) |
1448 | { | ||
1449 | return; | ||
1450 | } | ||
1451 | |||
1452 | // if someone has subscribed for collision events.... | ||
1453 | if (SubscribedEvents()) { | ||
1372 | // throttle the collisions to the number of milliseconds specified in the subscription | 1454 | // throttle the collisions to the number of milliseconds specified in the subscription |
1373 | int nowTime = _scene.SimulationNowTime; | 1455 | int nowTime = _scene.SimulationNowTime; |
1374 | if (nowTime >= _nextCollisionOkTime) { | 1456 | if (nowTime >= _nextCollisionOkTime) { |
@@ -1382,7 +1464,7 @@ public sealed class BSPrim : PhysicsActor | |||
1382 | } | 1464 | } |
1383 | 1465 | ||
1384 | // The scene is telling us it's time to pass our collected collisions into the simulator | 1466 | // The scene is telling us it's time to pass our collected collisions into the simulator |
1385 | public void SendCollisions() | 1467 | public override void SendCollisions() |
1386 | { | 1468 | { |
1387 | if (collisionCollection != null && collisionCollection.Count > 0) | 1469 | if (collisionCollection != null && collisionCollection.Count > 0) |
1388 | { | 1470 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index a31c578..4a468af 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -39,8 +39,6 @@ using log4net; | |||
39 | using OpenMetaverse; | 39 | using OpenMetaverse; |
40 | 40 | ||
41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) | 41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) |
42 | // Debug linkset | ||
43 | // Test with multiple regions in one simulator | ||
44 | // Adjust character capsule size when height is adjusted (ScenePresence.SetHeight) | 42 | // Adjust character capsule size when height is adjusted (ScenePresence.SetHeight) |
45 | // Test sculpties | 43 | // Test sculpties |
46 | // Compute physics FPS reasonably | 44 | // Compute physics FPS reasonably |
@@ -54,10 +52,8 @@ using OpenMetaverse; | |||
54 | // Use collision masks for collision with terrain and phantom objects | 52 | // Use collision masks for collision with terrain and phantom objects |
55 | // Check out llVolumeDetect. Must do something for that. | 53 | // Check out llVolumeDetect. Must do something for that. |
56 | // Should prim.link() and prim.delink() membership checking happen at taint time? | 54 | // 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. | ||
58 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once | 55 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once |
59 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | 56 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect |
60 | // Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions) | ||
61 | // Implement LockAngularMotion | 57 | // Implement LockAngularMotion |
62 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) | 58 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) |
63 | // Does NeedsMeshing() really need to exclude all the different shapes? | 59 | // Does NeedsMeshing() really need to exclude all the different shapes? |
@@ -73,62 +69,61 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 69 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
74 | private static readonly string LogHeader = "[BULLETS SCENE]"; | 70 | private static readonly string LogHeader = "[BULLETS SCENE]"; |
75 | 71 | ||
76 | public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); } | 72 | // The name of the region we're working for. |
73 | public string RegionName { get; private set; } | ||
77 | 74 | ||
78 | public string BulletSimVersion = "?"; | 75 | public string BulletSimVersion = "?"; |
79 | 76 | ||
80 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); | 77 | public Dictionary<uint, BSPhysObject> PhysObjects = new Dictionary<uint, BSPhysObject>(); |
81 | private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); | 78 | |
79 | private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>(); | ||
80 | // Following is a kludge and can be removed when avatar animation updating is | ||
81 | // moved to a better place. | ||
82 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); | 82 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); |
83 | private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>(); | 83 | |
84 | private List<BSPrim> m_vehicles = new List<BSPrim>(); | 84 | // List of all the objects that have vehicle properties and should be called |
85 | private float[] m_heightMap; | 85 | // to update each physics step. |
86 | private float m_waterLevel; | 86 | private List<BSPhysObject> m_vehicles = new List<BSPhysObject>(); |
87 | private uint m_worldID; | ||
88 | public uint WorldID { get { return m_worldID; } } | ||
89 | 87 | ||
90 | // let my minuions use my logger | 88 | // let my minuions use my logger |
91 | public ILog Logger { get { return m_log; } } | 89 | public ILog Logger { get { return m_log; } } |
92 | 90 | ||
93 | private bool m_initialized = false; | 91 | // If non-zero, the number of simulation steps between calls to the physics |
94 | 92 | // engine to output detailed physics stats. Debug logging level must be on also. | |
95 | private int m_detailedStatsStep = 0; | 93 | private int m_detailedStatsStep = 0; |
96 | 94 | ||
97 | public IMesher mesher; | 95 | public IMesher mesher; |
98 | private float m_meshLOD; | 96 | // Level of Detail values kept as float because that's what the Meshmerizer wants |
99 | public float MeshLOD | 97 | public float MeshLOD { get; private set; } |
100 | { | 98 | public float MeshMegaPrimLOD { get; private set; } |
101 | get { return m_meshLOD; } | 99 | public float MeshMegaPrimThreshold { get; private set; } |
102 | } | 100 | public float SculptLOD { get; private set; } |
103 | private float m_sculptLOD; | ||
104 | public float SculptLOD | ||
105 | { | ||
106 | get { return m_sculptLOD; } | ||
107 | } | ||
108 | 101 | ||
109 | private BulletSim m_worldSim; | 102 | public uint WorldID { get; private set; } |
110 | public BulletSim World | 103 | public BulletSim World { get; private set; } |
111 | { | ||
112 | get { return m_worldSim; } | ||
113 | } | ||
114 | private BSConstraintCollection m_constraintCollection; | ||
115 | public BSConstraintCollection Constraints | ||
116 | { | ||
117 | get { return m_constraintCollection; } | ||
118 | } | ||
119 | 104 | ||
105 | // All the constraints that have been allocated in this instance. | ||
106 | public BSConstraintCollection Constraints { get; private set; } | ||
107 | |||
108 | // Simulation parameters | ||
120 | private int m_maxSubSteps; | 109 | private int m_maxSubSteps; |
121 | private float m_fixedTimeStep; | 110 | private float m_fixedTimeStep; |
122 | private long m_simulationStep = 0; | 111 | private long m_simulationStep = 0; |
123 | public long SimulationStep { get { return m_simulationStep; } } | 112 | public long SimulationStep { get { return m_simulationStep; } } |
124 | 113 | ||
114 | // The length of the last timestep we were asked to simulate. | ||
115 | // This is used by the vehicle code. Since the vehicle code is called | ||
116 | // once per simulation step, its constants need to be scaled by this. | ||
125 | public float LastSimulatedTimestep { get; private set; } | 117 | public float LastSimulatedTimestep { get; private set; } |
126 | 118 | ||
127 | // A value of the time now so all the collision and update routines do not have to get their own | 119 | // A value of the time now so all the collision and update routines do not have to get their own |
128 | // Set to 'now' just before all the prims and actors are called for collisions and updates | 120 | // Set to 'now' just before all the prims and actors are called for collisions and updates |
129 | private int m_simulationNowTime; | 121 | public int SimulationNowTime { get; private set; } |
130 | public int SimulationNowTime { get { return m_simulationNowTime; } } | 122 | |
123 | // True if initialized and ready to do simulation steps | ||
124 | private bool m_initialized = false; | ||
131 | 125 | ||
126 | // Pinned memory used to pass step information between managed and unmanaged | ||
132 | private int m_maxCollisionsPerFrame; | 127 | private int m_maxCollisionsPerFrame; |
133 | private CollisionDesc[] m_collisionArray; | 128 | private CollisionDesc[] m_collisionArray; |
134 | private GCHandle m_collisionArrayPinnedHandle; | 129 | private GCHandle m_collisionArrayPinnedHandle; |
@@ -145,6 +140,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
145 | 140 | ||
146 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | 141 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero |
147 | public const uint GROUNDPLANE_ID = 1; | 142 | public const uint GROUNDPLANE_ID = 1; |
143 | public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here | ||
144 | |||
145 | private float m_waterLevel; | ||
146 | public BSTerrainManager TerrainManager { get; private set; } | ||
148 | 147 | ||
149 | public ConfigurationParameters Params | 148 | public ConfigurationParameters Params |
150 | { | 149 | { |
@@ -155,12 +154,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
155 | get { return new Vector3(0f, 0f, Params.gravity); } | 154 | get { return new Vector3(0f, 0f, Params.gravity); } |
156 | } | 155 | } |
157 | 156 | ||
158 | private float m_maximumObjectMass; | 157 | public float MaximumObjectMass { get; private set; } |
159 | public float MaximumObjectMass | ||
160 | { | ||
161 | get { return m_maximumObjectMass; } | ||
162 | } | ||
163 | 158 | ||
159 | // When functions in the unmanaged code must be called, it is only | ||
160 | // done at a known time just before the simulation step. The taint | ||
161 | // system saves all these function calls and executes them in | ||
162 | // order before the simulation. | ||
164 | public delegate void TaintCallback(); | 163 | public delegate void TaintCallback(); |
165 | private struct TaintCallbackEntry | 164 | private struct TaintCallbackEntry |
166 | { | 165 | { |
@@ -176,11 +175,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
176 | private Object _taintLock = new Object(); | 175 | private Object _taintLock = new Object(); |
177 | 176 | ||
178 | // A pointer to an instance if this structure is passed to the C++ code | 177 | // A pointer to an instance if this structure is passed to the C++ code |
178 | // Used to pass basic configuration values to the unmanaged code. | ||
179 | ConfigurationParameters[] m_params; | 179 | ConfigurationParameters[] m_params; |
180 | GCHandle m_paramsHandle; | 180 | GCHandle m_paramsHandle; |
181 | 181 | ||
182 | public bool ShouldDebugLog { get; private set; } | 182 | // Handle to the callback used by the unmanaged code to call into the managed code. |
183 | 183 | // Used for debug logging. | |
184 | // Need to store the handle in a persistant variable so it won't be freed. | ||
184 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; | 185 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; |
185 | 186 | ||
186 | // Sometimes you just have to log everything. | 187 | // Sometimes you just have to log everything. |
@@ -189,13 +190,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
189 | private string m_physicsLoggingDir; | 190 | private string m_physicsLoggingDir; |
190 | private string m_physicsLoggingPrefix; | 191 | private string m_physicsLoggingPrefix; |
191 | private int m_physicsLoggingFileMinutes; | 192 | private int m_physicsLoggingFileMinutes; |
193 | // 'true' of the vehicle code is to log lots of details | ||
194 | public bool VehicleLoggingEnabled { get; private set; } | ||
192 | 195 | ||
193 | private bool m_vehicleLoggingEnabled; | 196 | #region Construction and Initialization |
194 | public bool VehicleLoggingEnabled { get { return m_vehicleLoggingEnabled; } } | ||
195 | |||
196 | public BSScene(string identifier) | 197 | public BSScene(string identifier) |
197 | { | 198 | { |
198 | m_initialized = false; | 199 | m_initialized = false; |
200 | // we are passed the name of the region we're working for. | ||
201 | RegionName = identifier; | ||
199 | } | 202 | } |
200 | 203 | ||
201 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 204 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
@@ -213,6 +216,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
213 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | 216 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; |
214 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); | 217 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); |
215 | 218 | ||
219 | mesher = meshmerizer; | ||
220 | _taintedObjects = new List<TaintCallbackEntry>(); | ||
221 | |||
216 | // Enable very detailed logging. | 222 | // Enable very detailed logging. |
217 | // By creating an empty logger when not logging, the log message invocation code | 223 | // By creating an empty logger when not logging, the log message invocation code |
218 | // can be left in and every call doesn't have to check for null. | 224 | // can be left in and every call doesn't have to check for null. |
@@ -225,38 +231,43 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
225 | PhysicsLogging = new Logging.LogWriter(); | 231 | PhysicsLogging = new Logging.LogWriter(); |
226 | } | 232 | } |
227 | 233 | ||
228 | // Get the version of the DLL | 234 | // If Debug logging level, enable logging from the unmanaged code |
229 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | 235 | m_DebugLogCallbackHandle = null; |
230 | // BulletSimVersion = BulletSimAPI.GetVersion(); | ||
231 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
232 | |||
233 | // if Debug, enable logging from the unmanaged code | ||
234 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) | 236 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) |
235 | { | 237 | { |
236 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); | 238 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); |
237 | if (PhysicsLogging.Enabled) | 239 | if (PhysicsLogging.Enabled) |
240 | // The handle is saved in a variable to make sure it doesn't get freed after this call | ||
238 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); | 241 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); |
239 | else | 242 | else |
240 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); | 243 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); |
241 | // the handle is saved in a variable to make sure it doesn't get freed after this call | ||
242 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); | ||
243 | } | 244 | } |
244 | 245 | ||
245 | _taintedObjects = new List<TaintCallbackEntry>(); | 246 | // Get the version of the DLL |
247 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | ||
248 | // BulletSimVersion = BulletSimAPI.GetVersion(); | ||
249 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
246 | 250 | ||
247 | mesher = meshmerizer; | 251 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're |
248 | // The bounding box for the simulated world | 252 | // a child in a mega-region. |
253 | // Turns out that Bullet really doesn't care about the extents of the simulated | ||
254 | // area. It tracks active objects no matter where they are. | ||
249 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f); | 255 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f); |
250 | 256 | ||
251 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | 257 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); |
252 | m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), | 258 | WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), |
253 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), | 259 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), |
254 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject()); | 260 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), |
261 | m_DebugLogCallbackHandle); | ||
255 | 262 | ||
256 | // Initialization to support the transition to a new API which puts most of the logic | 263 | // Initialization to support the transition to a new API which puts most of the logic |
257 | // into the C# code so it is easier to modify and add to. | 264 | // into the C# code so it is easier to modify and add to. |
258 | m_worldSim = new BulletSim(m_worldID, this, BulletSimAPI.GetSimHandle2(m_worldID)); | 265 | World = new BulletSim(WorldID, this, BulletSimAPI.GetSimHandle2(WorldID)); |
259 | m_constraintCollection = new BSConstraintCollection(World); | 266 | |
267 | Constraints = new BSConstraintCollection(World); | ||
268 | |||
269 | TerrainManager = new BSTerrainManager(this); | ||
270 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | ||
260 | 271 | ||
261 | m_initialized = true; | 272 | m_initialized = true; |
262 | } | 273 | } |
@@ -281,10 +292,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
281 | // Very detailed logging for physics debugging | 292 | // Very detailed logging for physics debugging |
282 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | 293 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); |
283 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | 294 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); |
284 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-"); | 295 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); |
285 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | 296 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); |
286 | // Very detailed logging for vehicle debugging | 297 | // Very detailed logging for vehicle debugging |
287 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | 298 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); |
299 | |||
300 | // Do any replacements in the parameters | ||
301 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
288 | } | 302 | } |
289 | } | 303 | } |
290 | } | 304 | } |
@@ -316,6 +330,38 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
316 | PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg); | 330 | PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg); |
317 | } | 331 | } |
318 | 332 | ||
333 | public override void Dispose() | ||
334 | { | ||
335 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | ||
336 | |||
337 | // make sure no stepping happens while we're deleting stuff | ||
338 | m_initialized = false; | ||
339 | |||
340 | TerrainManager.ReleaseGroundPlaneAndTerrain(); | ||
341 | |||
342 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
343 | { | ||
344 | kvp.Value.Destroy(); | ||
345 | } | ||
346 | PhysObjects.Clear(); | ||
347 | |||
348 | // Now that the prims are all cleaned up, there should be no constraints left | ||
349 | if (Constraints != null) | ||
350 | { | ||
351 | Constraints.Dispose(); | ||
352 | Constraints = null; | ||
353 | } | ||
354 | |||
355 | // Anything left in the unmanaged code should be cleaned out | ||
356 | BulletSimAPI.Shutdown(WorldID); | ||
357 | |||
358 | // Not logging any more | ||
359 | PhysicsLogging.Close(); | ||
360 | } | ||
361 | #endregion // Construction and Initialization | ||
362 | |||
363 | #region Prim and Avatar addition and removal | ||
364 | |||
319 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 365 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
320 | { | 366 | { |
321 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); | 367 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); |
@@ -329,7 +375,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
329 | if (!m_initialized) return null; | 375 | if (!m_initialized) return null; |
330 | 376 | ||
331 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); | 377 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); |
332 | lock (m_avatars) m_avatars.Add(localID, actor); | 378 | lock (PhysObjects) PhysObjects.Add(localID, actor); |
379 | |||
380 | // TODO: Remove kludge someday. | ||
381 | // We must generate a collision for avatars whether they collide or not. | ||
382 | // This is required by OpenSim to update avatar animations, etc. | ||
383 | lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Add(actor); | ||
384 | |||
333 | return actor; | 385 | return actor; |
334 | } | 386 | } |
335 | 387 | ||
@@ -344,7 +396,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
344 | { | 396 | { |
345 | try | 397 | try |
346 | { | 398 | { |
347 | lock (m_avatars) m_avatars.Remove(actor.LocalID); | 399 | lock (PhysObjects) PhysObjects.Remove(actor.LocalID); |
400 | // Remove kludge someday | ||
401 | lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Remove(bsactor); | ||
348 | } | 402 | } |
349 | catch (Exception e) | 403 | catch (Exception e) |
350 | { | 404 | { |
@@ -362,11 +416,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
362 | BSPrim bsprim = prim as BSPrim; | 416 | BSPrim bsprim = prim as BSPrim; |
363 | if (bsprim != null) | 417 | if (bsprim != null) |
364 | { | 418 | { |
365 | // DetailLog("{0},RemovePrim,call", bsprim.LocalID); | 419 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); |
366 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | 420 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); |
367 | try | 421 | try |
368 | { | 422 | { |
369 | lock (m_prims) m_prims.Remove(bsprim.LocalID); | 423 | lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID); |
370 | } | 424 | } |
371 | catch (Exception e) | 425 | catch (Exception e) |
372 | { | 426 | { |
@@ -388,10 +442,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
388 | 442 | ||
389 | if (!m_initialized) return null; | 443 | if (!m_initialized) return null; |
390 | 444 | ||
391 | // DetailLog("{0},AddPrimShape,call", localID); | 445 | DetailLog("{0},AddPrimShape,call", localID); |
392 | 446 | ||
393 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 447 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); |
394 | lock (m_prims) m_prims.Add(localID, prim); | 448 | lock (PhysObjects) PhysObjects.Add(localID, prim); |
395 | return prim; | 449 | return prim; |
396 | } | 450 | } |
397 | 451 | ||
@@ -400,6 +454,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
400 | // information call is not needed. | 454 | // information call is not needed. |
401 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } | 455 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } |
402 | 456 | ||
457 | #endregion // Prim and Avatar addition and removal | ||
458 | |||
459 | #region Simulation | ||
403 | // Simulate one timestep | 460 | // Simulate one timestep |
404 | public override float Simulate(float timeStep) | 461 | public override float Simulate(float timeStep) |
405 | { | 462 | { |
@@ -416,6 +473,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
416 | int simulateStartTime = Util.EnvironmentTickCount(); | 473 | int simulateStartTime = Util.EnvironmentTickCount(); |
417 | 474 | ||
418 | // update the prim states while we know the physics engine is not busy | 475 | // update the prim states while we know the physics engine is not busy |
476 | int numTaints = _taintedObjects.Count; | ||
419 | ProcessTaints(); | 477 | ProcessTaints(); |
420 | 478 | ||
421 | // Some of the prims operate with special vehicle properties | 479 | // Some of the prims operate with special vehicle properties |
@@ -427,15 +485,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
427 | int numSubSteps = 0; | 485 | int numSubSteps = 0; |
428 | try | 486 | try |
429 | { | 487 | { |
430 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 488 | numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, |
431 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 489 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
432 | // DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 490 | DetailLog("{0},Simulate,call, nTaints= {1}, substeps={2}, updates={3}, colliders={4}", |
491 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
433 | } | 492 | } |
434 | catch (Exception e) | 493 | catch (Exception e) |
435 | { | 494 | { |
436 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); | 495 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", |
437 | // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 496 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); |
438 | // updatedEntityCount = 0; | 497 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", |
498 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
499 | updatedEntityCount = 0; | ||
439 | collidersCount = 0; | 500 | collidersCount = 0; |
440 | } | 501 | } |
441 | 502 | ||
@@ -443,7 +504,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
443 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in | 504 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in |
444 | 505 | ||
445 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 506 | // Get a value for 'now' so all the collision and update routines don't have to get their own |
446 | m_simulationNowTime = Util.EnvironmentTickCount(); | 507 | SimulationNowTime = Util.EnvironmentTickCount(); |
447 | 508 | ||
448 | // If there were collisions, process them by sending the event to the prim. | 509 | // If there were collisions, process them by sending the event to the prim. |
449 | // Collisions must be processed before updates. | 510 | // Collisions must be processed before updates. |
@@ -462,19 +523,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
462 | 523 | ||
463 | // The above SendCollision's batch up the collisions on the objects. | 524 | // The above SendCollision's batch up the collisions on the objects. |
464 | // Now push the collisions into the simulator. | 525 | // Now push the collisions into the simulator. |
465 | foreach (BSPrim bsp in m_primsWithCollisions) | 526 | foreach (BSPhysObject bsp in m_objectsWithCollisions) |
466 | bsp.SendCollisions(); | 527 | bsp.SendCollisions(); |
467 | m_primsWithCollisions.Clear(); | 528 | m_objectsWithCollisions.Clear(); |
468 | 529 | ||
469 | // This is a kludge to get avatar movement updated. | 530 | // This is a kludge to get avatar movement updated. |
470 | // Don't send collisions only if there were collisions -- send everytime. | ||
471 | // ODE sends collisions even if there are none and this is used to update | 531 | // ODE sends collisions even if there are none and this is used to update |
472 | // avatar animations and stuff. | 532 | // avatar animations and stuff. |
473 | // foreach (BSCharacter bsc in m_avatarsWithCollisions) | 533 | foreach (BSPhysObject bpo in m_avatarsWithCollisions) |
474 | // bsc.SendCollisions(); | 534 | bpo.SendCollisions(); |
475 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) | 535 | // m_avatarsWithCollisions.Clear(); |
476 | kvp.Value.SendCollisions(); | ||
477 | m_avatarsWithCollisions.Clear(); | ||
478 | 536 | ||
479 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | 537 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine |
480 | if (updatedEntityCount > 0) | 538 | if (updatedEntityCount > 0) |
@@ -482,16 +540,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
482 | for (int ii = 0; ii < updatedEntityCount; ii++) | 540 | for (int ii = 0; ii < updatedEntityCount; ii++) |
483 | { | 541 | { |
484 | EntityProperties entprop = m_updateArray[ii]; | 542 | EntityProperties entprop = m_updateArray[ii]; |
485 | BSPrim prim; | 543 | BSPhysObject pobj; |
486 | if (m_prims.TryGetValue(entprop.ID, out prim)) | 544 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) |
487 | { | 545 | { |
488 | prim.UpdateProperties(entprop); | 546 | pobj.UpdateProperties(entprop); |
489 | continue; | ||
490 | } | ||
491 | BSCharacter actor; | ||
492 | if (m_avatars.TryGetValue(entprop.ID, out actor)) | ||
493 | { | ||
494 | actor.UpdateProperties(entprop); | ||
495 | continue; | 547 | continue; |
496 | } | 548 | } |
497 | } | 549 | } |
@@ -521,56 +573,47 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
521 | } | 573 | } |
522 | 574 | ||
523 | // Something has collided | 575 | // Something has collided |
524 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penitration) | 576 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) |
525 | { | 577 | { |
526 | if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID) | 578 | if (localID <= TerrainManager.HighestTerrainID) |
527 | { | 579 | { |
528 | return; // don't send collisions to the terrain | 580 | return; // don't send collisions to the terrain |
529 | } | 581 | } |
530 | 582 | ||
583 | BSPhysObject collider = PhysObjects[localID]; | ||
584 | // TODO: as of this code, terrain was not in the physical object list. | ||
585 | // When BSTerrain is created and it will be in the list, we can remove | ||
586 | // the possibility that it's not there and just fetch the collidee. | ||
587 | BSPhysObject collidee = null; | ||
588 | |||
531 | ActorTypes type = ActorTypes.Prim; | 589 | ActorTypes type = ActorTypes.Prim; |
532 | if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID) | 590 | if (collidingWith <= TerrainManager.HighestTerrainID) |
591 | { | ||
533 | type = ActorTypes.Ground; | 592 | type = ActorTypes.Ground; |
534 | else if (m_avatars.ContainsKey(collidingWith)) | ||
535 | type = ActorTypes.Agent; | ||
536 | |||
537 | BSPrim prim; | ||
538 | if (m_prims.TryGetValue(localID, out prim)) { | ||
539 | prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); | ||
540 | m_primsWithCollisions.Add(prim); | ||
541 | return; | ||
542 | } | 593 | } |
543 | BSCharacter actor; | 594 | else |
544 | if (m_avatars.TryGetValue(localID, out actor)) { | 595 | { |
545 | actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration); | 596 | collidee = PhysObjects[collidingWith]; |
546 | m_avatarsWithCollisions.Add(actor); | 597 | if (collidee is BSCharacter) |
547 | return; | 598 | type = ActorTypes.Agent; |
548 | } | 599 | } |
600 | |||
601 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
602 | |||
603 | collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration); | ||
604 | m_objectsWithCollisions.Add(collider); | ||
605 | |||
549 | return; | 606 | return; |
550 | } | 607 | } |
551 | 608 | ||
552 | public override void GetResults() { } | 609 | #endregion // Simulation |
553 | 610 | ||
554 | public override void SetTerrain(float[] heightMap) { | 611 | public override void GetResults() { } |
555 | m_heightMap = heightMap; | ||
556 | this.TaintedObject("BSScene.SetTerrain", delegate() | ||
557 | { | ||
558 | BulletSimAPI.SetHeightmap(m_worldID, m_heightMap); | ||
559 | }); | ||
560 | } | ||
561 | 612 | ||
562 | // Someday we will have complex terrain with caves and tunnels | 613 | #region Terrain |
563 | // For the moment, it's flat and convex | ||
564 | public float GetTerrainHeightAtXYZ(Vector3 loc) | ||
565 | { | ||
566 | return GetTerrainHeightAtXY(loc.X, loc.Y); | ||
567 | } | ||
568 | 614 | ||
569 | public float GetTerrainHeightAtXY(float tX, float tY) | 615 | public override void SetTerrain(float[] heightMap) { |
570 | { | 616 | TerrainManager.SetTerrain(heightMap); |
571 | if (tX < 0 || tX >= Constants.RegionSize || tY < 0 || tY >= Constants.RegionSize) | ||
572 | return 30; | ||
573 | return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)]; | ||
574 | } | 617 | } |
575 | 618 | ||
576 | public override void SetWaterLevel(float baseheight) | 619 | public override void SetWaterLevel(float baseheight) |
@@ -588,39 +631,27 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
588 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); | 631 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); |
589 | } | 632 | } |
590 | 633 | ||
591 | public override void Dispose() | 634 | // Although no one seems to check this, I do support combining. |
635 | public override bool SupportsCombining() | ||
592 | { | 636 | { |
593 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | 637 | return TerrainManager.SupportsCombining(); |
594 | 638 | } | |
595 | // make sure no stepping happens while we're deleting stuff | 639 | // This call says I am a child to region zero in a mega-region. 'pScene' is that |
596 | m_initialized = false; | 640 | // of region zero, 'offset' is my offset from regions zero's origin, and |
597 | 641 | // 'extents' is the largest XY that is handled in my region. | |
598 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) | 642 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) |
599 | { | 643 | { |
600 | kvp.Value.Destroy(); | 644 | TerrainManager.Combine(pScene, offset, extents); |
601 | } | 645 | } |
602 | m_avatars.Clear(); | ||
603 | |||
604 | foreach (KeyValuePair<uint, BSPrim> kvp in m_prims) | ||
605 | { | ||
606 | kvp.Value.Destroy(); | ||
607 | } | ||
608 | m_prims.Clear(); | ||
609 | |||
610 | // Now that the prims are all cleaned up, there should be no constraints left | ||
611 | if (m_constraintCollection != null) | ||
612 | { | ||
613 | m_constraintCollection.Dispose(); | ||
614 | m_constraintCollection = null; | ||
615 | } | ||
616 | |||
617 | // Anything left in the unmanaged code should be cleaned out | ||
618 | BulletSimAPI.Shutdown(WorldID); | ||
619 | 646 | ||
620 | // Not logging any more | 647 | // Unhook all the combining that I know about. |
621 | PhysicsLogging.Close(); | 648 | public override void UnCombine(PhysicsScene pScene) |
649 | { | ||
650 | TerrainManager.UnCombine(pScene); | ||
622 | } | 651 | } |
623 | 652 | ||
653 | #endregion // Terrain | ||
654 | |||
624 | public override Dictionary<uint, float> GetTopColliders() | 655 | public override Dictionary<uint, float> GetTopColliders() |
625 | { | 656 | { |
626 | return new Dictionary<uint, float>(); | 657 | return new Dictionary<uint, float>(); |
@@ -830,14 +861,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
830 | // no locking because only called when physics engine is not busy | 861 | // no locking because only called when physics engine is not busy |
831 | private void ProcessVehicles(float timeStep) | 862 | private void ProcessVehicles(float timeStep) |
832 | { | 863 | { |
833 | foreach (BSPrim prim in m_vehicles) | 864 | foreach (BSPhysObject pobj in m_vehicles) |
834 | { | 865 | { |
835 | prim.StepVehicle(timeStep); | 866 | pobj.StepVehicle(timeStep); |
836 | } | 867 | } |
837 | } | 868 | } |
838 | #endregion Vehicles | 869 | #endregion Vehicles |
839 | 870 | ||
840 | #region Parameters | 871 | #region INI and command line parameter processing |
841 | 872 | ||
842 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | 873 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); |
843 | delegate float ParamGet(BSScene scene); | 874 | delegate float ParamGet(BSScene scene); |
@@ -897,16 +928,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
897 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, | 928 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, |
898 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), | 929 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), |
899 | 930 | ||
900 | new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | 931 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
901 | 8f, | 932 | 8f, |
902 | (s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); }, | 933 | (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); }, |
903 | (s) => { return (float)s.m_meshLOD; }, | 934 | (s) => { return s.MeshLOD; }, |
904 | (s,p,l,v) => { s.m_meshLOD = (int)v; } ), | 935 | (s,p,l,v) => { s.MeshLOD = v; } ), |
905 | new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | 936 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", |
937 | 16f, | ||
938 | (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
939 | (s) => { return s.MeshMegaPrimLOD; }, | ||
940 | (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ), | ||
941 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
942 | 10f, | ||
943 | (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
944 | (s) => { return s.MeshMegaPrimThreshold; }, | ||
945 | (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ), | ||
946 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
906 | 32f, | 947 | 32f, |
907 | (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, | 948 | (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); }, |
908 | (s) => { return (float)s.m_sculptLOD; }, | 949 | (s) => { return s.SculptLOD; }, |
909 | (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), | 950 | (s,p,l,v) => { s.SculptLOD = v; } ), |
910 | 951 | ||
911 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | 952 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", |
912 | 10f, | 953 | 10f, |
@@ -930,9 +971,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
930 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | 971 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), |
931 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | 972 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", |
932 | 10000.01f, | 973 | 10000.01f, |
933 | (s,cf,p,v) => { s.m_maximumObjectMass = cf.GetFloat(p, v); }, | 974 | (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); }, |
934 | (s) => { return (float)s.m_maximumObjectMass; }, | 975 | (s) => { return (float)s.MaximumObjectMass; }, |
935 | (s,p,l,v) => { s.m_maximumObjectMass = v; } ), | 976 | (s,p,l,v) => { s.MaximumObjectMass = v; } ), |
936 | 977 | ||
937 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | 978 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", |
938 | 2200f, | 979 | 2200f, |
@@ -976,42 +1017,42 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
976 | 0f, | 1017 | 0f, |
977 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, | 1018 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, |
978 | (s) => { return s.m_params[0].linearDamping; }, | 1019 | (s) => { return s.m_params[0].linearDamping; }, |
979 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearDamping, p, l, v); } ), | 1020 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); } ), |
980 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 1021 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
981 | 0f, | 1022 | 0f, |
982 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, | 1023 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, |
983 | (s) => { return s.m_params[0].angularDamping; }, | 1024 | (s) => { return s.m_params[0].angularDamping; }, |
984 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularDamping, p, l, v); } ), | 1025 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); } ), |
985 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 1026 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", |
986 | 0.2f, | 1027 | 0.2f, |
987 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, | 1028 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, |
988 | (s) => { return s.m_params[0].deactivationTime; }, | 1029 | (s) => { return s.m_params[0].deactivationTime; }, |
989 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].deactivationTime, p, l, v); } ), | 1030 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); } ), |
990 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 1031 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
991 | 0.8f, | 1032 | 0.8f, |
992 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, | 1033 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, |
993 | (s) => { return s.m_params[0].linearSleepingThreshold; }, | 1034 | (s) => { return s.m_params[0].linearSleepingThreshold; }, |
994 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ), | 1035 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ), |
995 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | 1036 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", |
996 | 1.0f, | 1037 | 1.0f, |
997 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, | 1038 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, |
998 | (s) => { return s.m_params[0].angularSleepingThreshold; }, | 1039 | (s) => { return s.m_params[0].angularSleepingThreshold; }, |
999 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ), | 1040 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ), |
1000 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 1041 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
1001 | 0f, // set to zero to disable | 1042 | 0f, // set to zero to disable |
1002 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, | 1043 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, |
1003 | (s) => { return s.m_params[0].ccdMotionThreshold; }, | 1044 | (s) => { return s.m_params[0].ccdMotionThreshold; }, |
1004 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ), | 1045 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ), |
1005 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 1046 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
1006 | 0f, | 1047 | 0f, |
1007 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, | 1048 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, |
1008 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, | 1049 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, |
1009 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ), | 1050 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ), |
1010 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | 1051 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , |
1011 | 0.1f, | 1052 | 0.1f, |
1012 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, | 1053 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, |
1013 | (s) => { return s.m_params[0].contactProcessingThreshold; }, | 1054 | (s) => { return s.m_params[0].contactProcessingThreshold; }, |
1014 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ), | 1055 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ), |
1015 | 1056 | ||
1016 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | 1057 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , |
1017 | 0.5f, | 1058 | 0.5f, |
@@ -1029,35 +1070,35 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1029 | (s) => { return s.m_params[0].terrainRestitution; }, | 1070 | (s) => { return s.m_params[0].terrainRestitution; }, |
1030 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), | 1071 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), |
1031 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | 1072 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", |
1032 | 0.5f, | 1073 | 0.2f, |
1033 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, | 1074 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, |
1034 | (s) => { return s.m_params[0].avatarFriction; }, | 1075 | (s) => { return s.m_params[0].avatarFriction; }, |
1035 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarFriction, p, l, v); } ), | 1076 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), |
1036 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | 1077 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", |
1037 | 60f, | 1078 | 60f, |
1038 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, | 1079 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, |
1039 | (s) => { return s.m_params[0].avatarDensity; }, | 1080 | (s) => { return s.m_params[0].avatarDensity; }, |
1040 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarDensity, p, l, v); } ), | 1081 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarDensity, p, l, v); } ), |
1041 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | 1082 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", |
1042 | 0f, | 1083 | 0f, |
1043 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, | 1084 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, |
1044 | (s) => { return s.m_params[0].avatarRestitution; }, | 1085 | (s) => { return s.m_params[0].avatarRestitution; }, |
1045 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarRestitution, p, l, v); } ), | 1086 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ), |
1046 | new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar", | 1087 | new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar", |
1047 | 0.37f, | 1088 | 0.37f, |
1048 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); }, | 1089 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); }, |
1049 | (s) => { return s.m_params[0].avatarCapsuleRadius; }, | 1090 | (s) => { return s.m_params[0].avatarCapsuleRadius; }, |
1050 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ), | 1091 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ), |
1051 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | 1092 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", |
1052 | 1.5f, | 1093 | 1.5f, |
1053 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, | 1094 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, |
1054 | (s) => { return s.m_params[0].avatarCapsuleHeight; }, | 1095 | (s) => { return s.m_params[0].avatarCapsuleHeight; }, |
1055 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ), | 1096 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ), |
1056 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | 1097 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", |
1057 | 0.1f, | 1098 | 0.1f, |
1058 | (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); }, | 1099 | (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); }, |
1059 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, | 1100 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, |
1060 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), | 1101 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), |
1061 | 1102 | ||
1062 | 1103 | ||
1063 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 1104 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
@@ -1137,12 +1178,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1137 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, | 1178 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, |
1138 | (s) => { return (float)s.m_detailedStatsStep; }, | 1179 | (s) => { return (float)s.m_detailedStatsStep; }, |
1139 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), | 1180 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), |
1140 | new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements", | ||
1141 | ConfigurationParameters.numericFalse, | ||
1142 | (s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
1143 | (s) => { return s.NumericBool(s.ShouldDebugLog); }, | ||
1144 | (s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ), | ||
1145 | |||
1146 | }; | 1181 | }; |
1147 | 1182 | ||
1148 | // Convert a boolean to our numeric true and false values | 1183 | // Convert a boolean to our numeric true and false values |
@@ -1200,6 +1235,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1200 | 1235 | ||
1201 | private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | 1236 | private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; |
1202 | 1237 | ||
1238 | // This creates an array in the correct format for returning the list of | ||
1239 | // parameters. This is used by the 'list' option of the 'physics' command. | ||
1203 | private void BuildParameterTable() | 1240 | private void BuildParameterTable() |
1204 | { | 1241 | { |
1205 | if (SettableParameters.Length < ParameterDefinitions.Length) | 1242 | if (SettableParameters.Length < ParameterDefinitions.Length) |
@@ -1250,18 +1287,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1250 | } | 1287 | } |
1251 | 1288 | ||
1252 | // check to see if we are updating a parameter for a particular or all of the prims | 1289 | // check to see if we are updating a parameter for a particular or all of the prims |
1253 | protected void UpdateParameterPrims(ref float loc, string parm, uint localID, float val) | 1290 | protected void UpdateParameterObject(ref float loc, string parm, uint localID, float val) |
1254 | { | ||
1255 | List<uint> operateOn; | ||
1256 | lock (m_prims) operateOn = new List<uint>(m_prims.Keys); | ||
1257 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); | ||
1258 | } | ||
1259 | |||
1260 | // check to see if we are updating a parameter for a particular or all of the avatars | ||
1261 | protected void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val) | ||
1262 | { | 1291 | { |
1263 | List<uint> operateOn; | 1292 | List<uint> operateOn; |
1264 | lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys); | 1293 | lock (PhysObjects) operateOn = new List<uint>(PhysObjects.Keys); |
1265 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); | 1294 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); |
1266 | } | 1295 | } |
1267 | 1296 | ||
@@ -1284,7 +1313,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1284 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | 1313 | TaintedObject("BSScene.UpdateParameterSet", delegate() { |
1285 | foreach (uint lID in objectIDs) | 1314 | foreach (uint lID in objectIDs) |
1286 | { | 1315 | { |
1287 | BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval); | 1316 | BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval); |
1288 | } | 1317 | } |
1289 | }); | 1318 | }); |
1290 | break; | 1319 | break; |
@@ -1302,7 +1331,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1302 | string xparm = parm.ToLower(); | 1331 | string xparm = parm.ToLower(); |
1303 | float xval = val; | 1332 | float xval = val; |
1304 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { | 1333 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { |
1305 | BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval); | 1334 | BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval); |
1306 | }); | 1335 | }); |
1307 | } | 1336 | } |
1308 | 1337 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs new file mode 100755 index 0000000..47d7199 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -0,0 +1,464 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework; | ||
33 | using OpenSim.Region.CoreModules; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | |||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | |||
39 | using OpenMetaverse; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
42 | { | ||
43 | public class BSTerrainManager | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; | ||
46 | |||
47 | // These height values are fractional so the odd values will be | ||
48 | // noticable when debugging. | ||
49 | public const float HEIGHT_INITIALIZATION = 24.987f; | ||
50 | public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f; | ||
51 | public const float HEIGHT_GETHEIGHT_RET = 24.765f; | ||
52 | |||
53 | // If the min and max height are equal, we reduce the min by this | ||
54 | // amount to make sure that a bounding box is built for the terrain. | ||
55 | public const float HEIGHT_EQUAL_FUDGE = 0.2f; | ||
56 | |||
57 | public const float TERRAIN_COLLISION_MARGIN = 0.0f; | ||
58 | |||
59 | // Until the whole simulator is changed to pass us the region size, we rely on constants. | ||
60 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, 0f); | ||
61 | |||
62 | // The scene that I am part of | ||
63 | private BSScene m_physicsScene; | ||
64 | |||
65 | // The ground plane created to keep thing from falling to infinity. | ||
66 | private BulletBody m_groundPlane; | ||
67 | |||
68 | // If doing mega-regions, if we're region zero we will be managing multiple | ||
69 | // region terrains since region zero does the physics for the whole mega-region. | ||
70 | private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps; | ||
71 | |||
72 | // True of the terrain has been modified. | ||
73 | // Used to force recalculation of terrain height after terrain has been modified | ||
74 | private bool m_terrainModified; | ||
75 | |||
76 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. | ||
77 | // This is incremented before assigning to new region so it is the last ID allocated. | ||
78 | private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1; | ||
79 | public uint HighestTerrainID { get {return m_terrainCount; } } | ||
80 | |||
81 | // If doing mega-regions, this holds our offset from region zero of | ||
82 | // the mega-regions. "parentScene" points to the PhysicsScene of region zero. | ||
83 | private Vector3 m_worldOffset; | ||
84 | // If the parent region (region 0), this is the extent of the combined regions | ||
85 | // relative to the origin of region zero | ||
86 | private Vector3 m_worldMax; | ||
87 | private PhysicsScene m_parentScene; | ||
88 | |||
89 | public BSTerrainManager(BSScene physicsScene) | ||
90 | { | ||
91 | m_physicsScene = physicsScene; | ||
92 | m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>(); | ||
93 | m_terrainModified = false; | ||
94 | |||
95 | // Assume one region of default size | ||
96 | m_worldOffset = Vector3.Zero; | ||
97 | m_worldMax = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, 4096f); | ||
98 | m_parentScene = null; | ||
99 | } | ||
100 | |||
101 | // Create the initial instance of terrain and the underlying ground plane. | ||
102 | // The objects are allocated in the unmanaged space and the pointers are tracked | ||
103 | // by the managed code. | ||
104 | // The terrains and the groundPlane are not added to the list of PhysObjects. | ||
105 | // This is called from the initialization routine so we presume it is | ||
106 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | ||
107 | public void CreateInitialGroundPlaneAndTerrain() | ||
108 | { | ||
109 | // The ground plane is here to catch things that are trying to drop to negative infinity | ||
110 | BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN)); | ||
111 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | ||
112 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity)); | ||
113 | BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); | ||
114 | |||
115 | Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); | ||
116 | Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); | ||
117 | int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y; | ||
118 | float[] initialMap = new float[totalHeights]; | ||
119 | for (int ii = 0; ii < totalHeights; ii++) | ||
120 | { | ||
121 | initialMap[ii] = HEIGHT_INITIALIZATION; | ||
122 | } | ||
123 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true); | ||
124 | } | ||
125 | |||
126 | // Release all the terrain structures we might have allocated | ||
127 | public void ReleaseGroundPlaneAndTerrain() | ||
128 | { | ||
129 | if (m_groundPlane.Ptr != IntPtr.Zero) | ||
130 | { | ||
131 | if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr)) | ||
132 | { | ||
133 | BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); | ||
134 | } | ||
135 | m_groundPlane.Ptr = IntPtr.Zero; | ||
136 | } | ||
137 | |||
138 | ReleaseTerrain(); | ||
139 | } | ||
140 | |||
141 | // Release all the terrain we have allocated | ||
142 | public void ReleaseTerrain() | ||
143 | { | ||
144 | foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) | ||
145 | { | ||
146 | if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr)) | ||
147 | { | ||
148 | BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr); | ||
149 | BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); | ||
150 | } | ||
151 | } | ||
152 | m_heightMaps.Clear(); | ||
153 | } | ||
154 | |||
155 | // The simulator wants to set a new heightmap for the terrain. | ||
156 | public void SetTerrain(float[] heightMap) { | ||
157 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | ||
158 | { | ||
159 | // If a child of a mega-region, we shouldn't have any terrain allocated for us | ||
160 | ReleaseGroundPlaneAndTerrain(); | ||
161 | // If doing the mega-prim stuff and we are the child of the zero region, | ||
162 | // the terrain is added to our parent | ||
163 | if (m_parentScene is BSScene) | ||
164 | { | ||
165 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | ||
166 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | ||
167 | ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | ||
168 | heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); | ||
169 | } | ||
170 | } | ||
171 | else | ||
172 | { | ||
173 | // If not doing the mega-prim thing, just change the terrain | ||
174 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | ||
175 | |||
176 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); | ||
177 | } | ||
178 | } | ||
179 | |||
180 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | ||
181 | // based on the passed information. The 'id' should be either the terrain id or | ||
182 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | ||
183 | // The latter feature is for creating child terrains for mega-regions. | ||
184 | // If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0) | ||
185 | // then a new body and shape is created and the mapInfo is filled. | ||
186 | // This call is used for doing the initial terrain creation. | ||
187 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | ||
188 | // terrain shape is created and added to the body. | ||
189 | // This call is most often used to update the heightMap and parameters of the terrain. | ||
190 | // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when | ||
191 | // calling this routine from initialization or taint-time routines) or whether to delay | ||
192 | // all the unmanaged activities to taint-time. | ||
193 | private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool doNow) | ||
194 | { | ||
195 | DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},doNow={3}", | ||
196 | BSScene.DetailLogZero, minCoords, maxCoords, doNow); | ||
197 | |||
198 | float minZ = float.MaxValue; | ||
199 | float maxZ = float.MinValue; | ||
200 | Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y); | ||
201 | |||
202 | int heightMapSize = heightMap.Length; | ||
203 | for (int ii = 0; ii < heightMapSize; ii++) | ||
204 | { | ||
205 | float height = heightMap[ii]; | ||
206 | if (height < minZ) minZ = height; | ||
207 | if (height > maxZ) maxZ = height; | ||
208 | } | ||
209 | |||
210 | // The shape of the terrain is from its base to its extents. | ||
211 | minCoords.Z = minZ; | ||
212 | maxCoords.Z = maxZ; | ||
213 | |||
214 | BulletHeightMapInfo mapInfo; | ||
215 | if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo)) | ||
216 | { | ||
217 | // If this is terrain we know about, it's easy to update | ||
218 | |||
219 | mapInfo.heightMap = heightMap; | ||
220 | mapInfo.minCoords = minCoords; | ||
221 | mapInfo.maxCoords = maxCoords; | ||
222 | mapInfo.minZ = minZ; | ||
223 | mapInfo.maxZ = maxZ; | ||
224 | mapInfo.sizeX = maxCoords.X - minCoords.X; | ||
225 | mapInfo.sizeY = maxCoords.Y - minCoords.Y; | ||
226 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", | ||
227 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | ||
228 | |||
229 | BSScene.TaintCallback rebuildOperation = delegate() | ||
230 | { | ||
231 | if (m_parentScene != null) | ||
232 | { | ||
233 | // It's possible that Combine() was called after this code was queued. | ||
234 | // If we are a child of combined regions, we don't create any terrain for us. | ||
235 | DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero); | ||
236 | |||
237 | // Get rid of any terrain that may have been allocated for us. | ||
238 | ReleaseGroundPlaneAndTerrain(); | ||
239 | |||
240 | // I hate doing this, but just bail | ||
241 | return; | ||
242 | } | ||
243 | |||
244 | if (mapInfo.terrainBody.Ptr != IntPtr.Zero) | ||
245 | { | ||
246 | // Updating an existing terrain. | ||
247 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", | ||
248 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | ||
249 | |||
250 | // Remove from the dynamics world because we're going to mangle this object | ||
251 | BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | ||
252 | |||
253 | // Get rid of the old terrain | ||
254 | BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | ||
255 | BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); | ||
256 | mapInfo.Ptr = IntPtr.Zero; | ||
257 | |||
258 | /* | ||
259 | // NOTE: This routine is half here because I can't get the terrain shape replacement | ||
260 | // to work. In the short term, the above three lines completely delete the old | ||
261 | // terrain and the code below recreates one from scratch. | ||
262 | // Hopefully the Bullet community will help me out on this one. | ||
263 | |||
264 | // First, release the old collision shape (there is only one terrain) | ||
265 | BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr); | ||
266 | |||
267 | // Fill the existing height map info with the new location and size information | ||
268 | BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID, | ||
269 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | ||
270 | |||
271 | // Create a terrain shape based on the new info | ||
272 | mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr)); | ||
273 | |||
274 | // Stuff the shape into the existing terrain body | ||
275 | BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr); | ||
276 | */ | ||
277 | } | ||
278 | // else | ||
279 | { | ||
280 | // Creating a new terrain. | ||
281 | DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}", | ||
282 | BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); | ||
283 | |||
284 | mapInfo.ID = id; | ||
285 | mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.ID, | ||
286 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | ||
287 | |||
288 | // The terrain object initial position is at the center of the object | ||
289 | Vector3 centerPos; | ||
290 | centerPos.X = minCoords.X + (mapInfo.sizeX / 2f); | ||
291 | centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f); | ||
292 | centerPos.Z = minZ + ((maxZ - minZ) / 2f); | ||
293 | |||
294 | // Create the terrain shape from the mapInfo | ||
295 | mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr)); | ||
296 | |||
297 | mapInfo.terrainBody = new BulletBody(mapInfo.ID, | ||
298 | BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.Ptr, | ||
299 | centerPos, Quaternion.Identity)); | ||
300 | } | ||
301 | |||
302 | // Make sure the entry is in the heightmap table | ||
303 | m_heightMaps[terrainRegionBase] = mapInfo; | ||
304 | |||
305 | // Set current terrain attributes | ||
306 | BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainFriction); | ||
307 | BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction); | ||
308 | BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainRestitution); | ||
309 | BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
310 | |||
311 | BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero); | ||
312 | BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr); | ||
313 | |||
314 | // Return the new terrain to the world of physical objects | ||
315 | BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | ||
316 | |||
317 | // redo its bounding box now that it is in the world | ||
318 | BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | ||
319 | |||
320 | // Make sure the new shape is processed. | ||
321 | BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); | ||
322 | }; | ||
323 | |||
324 | // There is the option to do the changes now (we're already in 'taint time'), or | ||
325 | // to do the Bullet operations later. | ||
326 | if (doNow) | ||
327 | rebuildOperation(); | ||
328 | else | ||
329 | m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); | ||
330 | } | ||
331 | else | ||
332 | { | ||
333 | // We don't know about this terrain so either we are creating a new terrain or | ||
334 | // our mega-prim child is giving us a new terrain to add to the phys world | ||
335 | |||
336 | // if this is a child terrain, calculate a unique terrain id | ||
337 | uint newTerrainID = id; | ||
338 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) | ||
339 | newTerrainID = ++m_terrainCount; | ||
340 | |||
341 | float[] heightMapX = heightMap; | ||
342 | Vector3 minCoordsX = minCoords; | ||
343 | Vector3 maxCoordsX = maxCoords; | ||
344 | |||
345 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", | ||
346 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); | ||
347 | |||
348 | // Code that must happen at taint-time | ||
349 | BSScene.TaintCallback createOperation = delegate() | ||
350 | { | ||
351 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); | ||
352 | // Create a new mapInfo that will be filled with the new info | ||
353 | mapInfo = new BulletHeightMapInfo(id, heightMapX, | ||
354 | BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, newTerrainID, | ||
355 | minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); | ||
356 | // Put the unfilled heightmap info into the collection of same | ||
357 | m_heightMaps.Add(terrainRegionBase, mapInfo); | ||
358 | // Build the terrain | ||
359 | UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); | ||
360 | }; | ||
361 | |||
362 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. | ||
363 | if (doNow) | ||
364 | createOperation(); | ||
365 | else | ||
366 | m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); | ||
367 | } | ||
368 | } | ||
369 | |||
370 | // Someday we will have complex terrain with caves and tunnels | ||
371 | public float GetTerrainHeightAtXYZ(Vector3 loc) | ||
372 | { | ||
373 | // For the moment, it's flat and convex | ||
374 | return GetTerrainHeightAtXY(loc.X, loc.Y); | ||
375 | } | ||
376 | |||
377 | // Given an X and Y, find the height of the terrain. | ||
378 | // Since we could be handling multiple terrains for a mega-region, | ||
379 | // the base of the region is calcuated assuming all regions are | ||
380 | // the same size and that is the default. | ||
381 | // Once the heightMapInfo is found, we have all the information to | ||
382 | // compute the offset into the array. | ||
383 | private float lastHeightTX = 999999f; | ||
384 | private float lastHeightTY = 999999f; | ||
385 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | ||
386 | public float GetTerrainHeightAtXY(float tX, float tY) | ||
387 | { | ||
388 | // You'd be surprized at the number of times this routine is called | ||
389 | // with the same parameters as last time. | ||
390 | if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) | ||
391 | return lastHeight; | ||
392 | |||
393 | lastHeightTX = tX; | ||
394 | lastHeightTY = tY; | ||
395 | float ret = HEIGHT_GETHEIGHT_RET; | ||
396 | |||
397 | int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | ||
398 | int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | ||
399 | Vector2 terrainBaseXY = new Vector2(offsetX, offsetY); | ||
400 | |||
401 | BulletHeightMapInfo mapInfo; | ||
402 | if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo)) | ||
403 | { | ||
404 | float regionX = tX - offsetX; | ||
405 | float regionY = tY - offsetY; | ||
406 | if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0; | ||
407 | if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0; | ||
408 | int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; | ||
409 | ret = mapInfo.heightMap[mapIndex]; | ||
410 | m_terrainModified = false; | ||
411 | // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", | ||
412 | // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); | ||
413 | } | ||
414 | else | ||
415 | { | ||
416 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | ||
417 | LogHeader, m_physicsScene.RegionName, tX, tY); | ||
418 | } | ||
419 | lastHeight = ret; | ||
420 | return ret; | ||
421 | } | ||
422 | |||
423 | // Although no one seems to check this, I do support combining. | ||
424 | public bool SupportsCombining() | ||
425 | { | ||
426 | return true; | ||
427 | } | ||
428 | |||
429 | // This routine is called two ways: | ||
430 | // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum | ||
431 | // extent of the combined regions. This is to inform the parent of the size | ||
432 | // of the combined regions. | ||
433 | // and one with 'offset' as the offset of the child region to the base region, | ||
434 | // 'pScene' pointing to the parent and 'extents' of zero. This informs the | ||
435 | // child of its relative base and new parent. | ||
436 | public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
437 | { | ||
438 | m_worldOffset = offset; | ||
439 | m_worldMax = extents; | ||
440 | m_parentScene = pScene; | ||
441 | if (pScene != null) | ||
442 | { | ||
443 | // We are a child. | ||
444 | // We want m_worldMax to be the highest coordinate of our piece of terrain. | ||
445 | m_worldMax = offset + DefaultRegionSize; | ||
446 | } | ||
447 | DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}", | ||
448 | BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax); | ||
449 | } | ||
450 | |||
451 | // Unhook all the combining that I know about. | ||
452 | public void UnCombine(PhysicsScene pScene) | ||
453 | { | ||
454 | // Just like ODE, for the moment a NOP | ||
455 | DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero); | ||
456 | } | ||
457 | |||
458 | |||
459 | private void DetailLog(string msg, params Object[] args) | ||
460 | { | ||
461 | m_physicsScene.PhysicsLogging.Write(msg, args); | ||
462 | } | ||
463 | } | ||
464 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 504bd3c..e579cf2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -33,15 +33,25 @@ using OpenMetaverse; | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin { | 33 | namespace OpenSim.Region.Physics.BulletSPlugin { |
34 | 34 | ||
35 | // Classes to allow some type checking for the API | 35 | // Classes to allow some type checking for the API |
36 | // These hold pointers to allocated objects in the unmanaged space. | ||
37 | |||
38 | // The physics engine controller class created at initialization | ||
36 | public struct BulletSim | 39 | public struct BulletSim |
37 | { | 40 | { |
38 | public BulletSim(uint id, BSScene bss, IntPtr xx) { ID = id; scene = bss; Ptr = xx; } | 41 | public BulletSim(uint worldId, BSScene bss, IntPtr xx) { worldID = worldId; scene = bss; Ptr = xx; } |
39 | public uint ID; | 42 | public uint worldID; |
40 | // The scene is only in here so very low level routines have a handle to print debug/error messages | 43 | // The scene is only in here so very low level routines have a handle to print debug/error messages |
41 | public BSScene scene; | 44 | public BSScene scene; |
42 | public IntPtr Ptr; | 45 | public IntPtr Ptr; |
43 | } | 46 | } |
44 | 47 | ||
48 | public struct BulletShape | ||
49 | { | ||
50 | public BulletShape(IntPtr xx) { Ptr = xx; } | ||
51 | public IntPtr Ptr; | ||
52 | } | ||
53 | |||
54 | // An allocated Bullet btRigidBody | ||
45 | public struct BulletBody | 55 | public struct BulletBody |
46 | { | 56 | { |
47 | public BulletBody(uint id, IntPtr xx) { ID = id; Ptr = xx; } | 57 | public BulletBody(uint id, IntPtr xx) { ID = id; Ptr = xx; } |
@@ -49,12 +59,41 @@ public struct BulletBody | |||
49 | public uint ID; | 59 | public uint ID; |
50 | } | 60 | } |
51 | 61 | ||
62 | // An allocated Bullet btConstraint | ||
52 | public struct BulletConstraint | 63 | public struct BulletConstraint |
53 | { | 64 | { |
54 | public BulletConstraint(IntPtr xx) { Ptr = xx; } | 65 | public BulletConstraint(IntPtr xx) { Ptr = xx; } |
55 | public IntPtr Ptr; | 66 | public IntPtr Ptr; |
56 | } | 67 | } |
57 | 68 | ||
69 | // An allocated HeightMapThing which hold various heightmap info | ||
70 | // Made a class rather than a struct so there would be only one | ||
71 | // instance of this and C# will pass around pointers rather | ||
72 | // than making copies. | ||
73 | public class BulletHeightMapInfo | ||
74 | { | ||
75 | public BulletHeightMapInfo(uint id, float[] hm, IntPtr xx) { | ||
76 | ID = id; | ||
77 | Ptr = xx; | ||
78 | heightMap = hm; | ||
79 | terrainRegionBase = new Vector2(0f, 0f); | ||
80 | minCoords = new Vector3(100f, 100f, 25f); | ||
81 | maxCoords = new Vector3(101f, 101f, 26f); | ||
82 | minZ = maxZ = 0f; | ||
83 | sizeX = sizeY = 256f; | ||
84 | } | ||
85 | public uint ID; | ||
86 | public IntPtr Ptr; | ||
87 | public float[] heightMap; | ||
88 | public Vector2 terrainRegionBase; | ||
89 | public Vector3 minCoords; | ||
90 | public Vector3 maxCoords; | ||
91 | public float sizeX, sizeY; | ||
92 | public float minZ, maxZ; | ||
93 | public BulletShape terrainShape; | ||
94 | public BulletBody terrainBody; | ||
95 | } | ||
96 | |||
58 | // =============================================================================== | 97 | // =============================================================================== |
59 | [StructLayout(LayoutKind.Sequential)] | 98 | [StructLayout(LayoutKind.Sequential)] |
60 | public struct ConvexHull | 99 | public struct ConvexHull |
@@ -179,7 +218,20 @@ public struct ConfigurationParameters | |||
179 | public const float numericFalse = 0f; | 218 | public const float numericFalse = 0f; |
180 | } | 219 | } |
181 | 220 | ||
182 | // Values used by Bullet and BulletSim to control collisions | 221 | |
222 | // The states a bullet collision object can have | ||
223 | public enum ActivationState : uint | ||
224 | { | ||
225 | ACTIVE_TAG = 1, | ||
226 | ISLAND_SLEEPING, | ||
227 | WANTS_DEACTIVATION, | ||
228 | DISABLE_DEACTIVATION, | ||
229 | DISABLE_SIMULATION | ||
230 | } | ||
231 | |||
232 | // Values used by Bullet and BulletSim to control object properties. | ||
233 | // Bullet's "CollisionFlags" has more to do with operations on the | ||
234 | // object (if collisions happen, if gravity effects it, ...). | ||
183 | public enum CollisionFlags : uint | 235 | public enum CollisionFlags : uint |
184 | { | 236 | { |
185 | CF_STATIC_OBJECT = 1 << 0, | 237 | CF_STATIC_OBJECT = 1 << 0, |
@@ -194,8 +246,75 @@ public enum CollisionFlags : uint | |||
194 | BS_VOLUME_DETECT_OBJECT = 1 << 11, | 246 | BS_VOLUME_DETECT_OBJECT = 1 << 11, |
195 | BS_PHANTOM_OBJECT = 1 << 12, | 247 | BS_PHANTOM_OBJECT = 1 << 12, |
196 | BS_PHYSICAL_OBJECT = 1 << 13, | 248 | BS_PHYSICAL_OBJECT = 1 << 13, |
249 | BS_TERRAIN_OBJECT = 1 << 14, | ||
250 | BS_NONE = 0, | ||
251 | BS_ALL = 0xFFFFFFFF | ||
197 | }; | 252 | }; |
198 | 253 | ||
254 | // Values for collisions groups and masks | ||
255 | public enum CollisionFilterGroups : uint | ||
256 | { | ||
257 | NoneFilter = 0, | ||
258 | DefaultFilter = 1 << 0, | ||
259 | StaticFilter = 1 << 1, | ||
260 | KinematicFilter = 1 << 2, | ||
261 | DebrisFilter = 1 << 3, | ||
262 | SensorTrigger = 1 << 4, | ||
263 | CharacterFilter = 1 << 5, | ||
264 | AllFilter = 0xFFFFFFFF, | ||
265 | // Filter groups defined by BulletSim | ||
266 | GroundPlaneFilter = 1 << 10, | ||
267 | TerrainFilter = 1 << 11, | ||
268 | RaycastFilter = 1 << 12, | ||
269 | SolidFilter = 1 << 13, | ||
270 | }; | ||
271 | |||
272 | // For each type, we first clear and then set the collision flags | ||
273 | public enum ClearCollisionFlag : uint | ||
274 | { | ||
275 | Terrain = CollisionFlags.BS_ALL, | ||
276 | Phantom = CollisionFlags.BS_ALL, | ||
277 | VolumeDetect = CollisionFlags.BS_ALL, | ||
278 | PhysicalObject = CollisionFlags.BS_ALL, | ||
279 | StaticObject = CollisionFlags.BS_ALL | ||
280 | } | ||
281 | |||
282 | public enum SetCollisionFlag : uint | ||
283 | { | ||
284 | Terrain = CollisionFlags.CF_STATIC_OBJECT | ||
285 | | CollisionFlags.BS_TERRAIN_OBJECT, | ||
286 | Phantom = CollisionFlags.CF_STATIC_OBJECT | ||
287 | | CollisionFlags.BS_PHANTOM_OBJECT | ||
288 | | CollisionFlags.CF_NO_CONTACT_RESPONSE, | ||
289 | VolumeDetect = CollisionFlags.CF_STATIC_OBJECT | ||
290 | | CollisionFlags.BS_VOLUME_DETECT_OBJECT | ||
291 | | CollisionFlags.CF_NO_CONTACT_RESPONSE, | ||
292 | PhysicalObject = CollisionFlags.BS_PHYSICAL_OBJECT, | ||
293 | StaticObject = CollisionFlags.CF_STATIC_OBJECT, | ||
294 | } | ||
295 | |||
296 | // Collision filters used for different types of objects | ||
297 | public enum SetCollisionFilter : uint | ||
298 | { | ||
299 | Terrain = CollisionFilterGroups.AllFilter, | ||
300 | Phantom = CollisionFilterGroups.GroundPlaneFilter | ||
301 | | CollisionFilterGroups.TerrainFilter, | ||
302 | VolumeDetect = CollisionFilterGroups.AllFilter, | ||
303 | PhysicalObject = CollisionFilterGroups.AllFilter, | ||
304 | StaticObject = CollisionFilterGroups.AllFilter, | ||
305 | } | ||
306 | |||
307 | // Collision masks used for different types of objects | ||
308 | public enum SetCollisionMask : uint | ||
309 | { | ||
310 | Terrain = CollisionFilterGroups.AllFilter, | ||
311 | Phantom = CollisionFilterGroups.GroundPlaneFilter | ||
312 | | CollisionFilterGroups.TerrainFilter, | ||
313 | VolumeDetect = CollisionFilterGroups.AllFilter, | ||
314 | PhysicalObject = CollisionFilterGroups.AllFilter, | ||
315 | StaticObject = CollisionFilterGroups.AllFilter | ||
316 | } | ||
317 | |||
199 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | 318 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 |
200 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. | 319 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. |
201 | public enum ConstraintParams : int | 320 | public enum ConstraintParams : int |
@@ -221,6 +340,10 @@ public enum ConstraintParamAxis : int | |||
221 | // =============================================================================== | 340 | // =============================================================================== |
222 | static class BulletSimAPI { | 341 | static class BulletSimAPI { |
223 | 342 | ||
343 | // Link back to the managed code for outputting log messages | ||
344 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
345 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); | ||
346 | |||
224 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 347 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
225 | [return: MarshalAs(UnmanagedType.LPStr)] | 348 | [return: MarshalAs(UnmanagedType.LPStr)] |
226 | public static extern string GetVersion(); | 349 | public static extern string GetVersion(); |
@@ -228,7 +351,11 @@ public static extern string GetVersion(); | |||
228 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 351 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
229 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, | 352 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, |
230 | int maxCollisions, IntPtr collisionArray, | 353 | int maxCollisions, IntPtr collisionArray, |
231 | int maxUpdates, IntPtr updateArray); | 354 | int maxUpdates, IntPtr updateArray, |
355 | DebugLogCallback logRoutine); | ||
356 | |||
357 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
358 | public static extern void CreateInitialGroundPlaneAndTerrain(uint worldID); | ||
232 | 359 | ||
233 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 360 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
234 | public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap); | 361 | public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap); |
@@ -300,6 +427,7 @@ public static extern bool SetObjectVelocity(uint worldID, uint id, Vector3 veloc | |||
300 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 427 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
301 | public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity); | 428 | public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity); |
302 | 429 | ||
430 | // Set the current force acting on the object | ||
303 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 431 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
304 | public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force); | 432 | public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force); |
305 | 433 | ||
@@ -342,8 +470,6 @@ public static extern Vector3 RecoverFromPenetration(uint worldID, uint id); | |||
342 | public static extern void DumpBulletStatistics(); | 470 | public static extern void DumpBulletStatistics(); |
343 | 471 | ||
344 | // Log a debug message | 472 | // Log a debug message |
345 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
346 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); | ||
347 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 473 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
348 | public static extern void SetDebugLogCallback(DebugLogCallback callback); | 474 | public static extern void SetDebugLogCallback(DebugLogCallback callback); |
349 | 475 | ||
@@ -358,6 +484,7 @@ public static extern void SetDebugLogCallback(DebugLogCallback callback); | |||
358 | // The names have a "2" tacked on. This will be removed as the C# code gets rebuilt | 484 | // The names have a "2" tacked on. This will be removed as the C# code gets rebuilt |
359 | // and the old code is removed. | 485 | // and the old code is removed. |
360 | 486 | ||
487 | // Functions use while converting from API1 to API2. Can be removed when totally converted. | ||
361 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 488 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
362 | public static extern IntPtr GetSimHandle2(uint worldID); | 489 | public static extern IntPtr GetSimHandle2(uint worldID); |
363 | 490 | ||
@@ -368,6 +495,7 @@ public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id); | |||
368 | public static extern IntPtr GetBodyHandle2(IntPtr world, uint id); | 495 | public static extern IntPtr GetBodyHandle2(IntPtr world, uint id); |
369 | 496 | ||
370 | // =============================================================================== | 497 | // =============================================================================== |
498 | // Initialization and simulation | ||
371 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 499 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
372 | public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, | 500 | public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, |
373 | int maxCollisions, IntPtr collisionArray, | 501 | int maxCollisions, IntPtr collisionArray, |
@@ -377,7 +505,7 @@ public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, | |||
377 | public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); | 505 | public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); |
378 | 506 | ||
379 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 507 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
380 | public static extern void SetHeightmap2(IntPtr world, float[] heightmap); | 508 | public static extern void SetHeightMap2(IntPtr world, float[] heightmap); |
381 | 509 | ||
382 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 510 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
383 | public static extern void Shutdown2(IntPtr sim); | 511 | public static extern void Shutdown2(IntPtr sim); |
@@ -392,23 +520,69 @@ public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSt | |||
392 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 520 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
393 | public static extern bool PushUpdate2(IntPtr obj); | 521 | public static extern bool PushUpdate2(IntPtr obj); |
394 | 522 | ||
395 | /* | 523 | // ===================================================================================== |
524 | // Mesh, hull, shape and body creation helper routines | ||
525 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
526 | public static extern IntPtr CreateMeshShape2(IntPtr world, | ||
527 | int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
528 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | ||
529 | |||
530 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
531 | public static extern IntPtr CreateHullShape2(IntPtr world, | ||
532 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); | ||
533 | |||
534 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
535 | public static extern IntPtr BuildHullShape2(IntPtr world, IntPtr meshShape); | ||
536 | |||
537 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
538 | public static extern IntPtr BuildNativeShape2(IntPtr world, | ||
539 | float shapeType, float collisionMargin, Vector3 scale); | ||
540 | |||
541 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
542 | public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); | ||
543 | |||
544 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
545 | public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot); | ||
546 | |||
547 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
548 | public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo); | ||
549 | |||
550 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
551 | public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot); | ||
552 | |||
553 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
554 | public static extern IntPtr AllocateBodyInfo2(IntPtr obj); | ||
555 | |||
556 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
557 | public static extern void ReleaseBodyInfo2(IntPtr obj); | ||
558 | |||
559 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
560 | public static extern void DestroyObject2(IntPtr sim, IntPtr obj); | ||
561 | |||
562 | // ===================================================================================== | ||
563 | // Terrain creation and helper routines | ||
564 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
565 | public static extern void DumpMapInfo(IntPtr sim, IntPtr manInfo); | ||
566 | |||
396 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 567 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
397 | public static extern IntPtr CreateMesh2(IntPtr world, int indicesCount, int* indices, int verticesCount, float* vertices ); | 568 | public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords, |
569 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | ||
398 | 570 | ||
399 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 571 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
400 | public static extern bool BuildHull2(IntPtr world, IntPtr mesh); | 572 | public static extern IntPtr FillHeightMapInfo2(IntPtr sim, IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords, |
573 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | ||
401 | 574 | ||
402 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 575 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
403 | public static extern bool ReleaseHull2(IntPtr world, IntPtr mesh); | 576 | public static extern bool ReleaseHeightMapInfo2(IntPtr heightMapInfo); |
404 | 577 | ||
405 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 578 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
406 | public static extern bool DestroyMesh2(IntPtr world, IntPtr mesh); | 579 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); |
407 | 580 | ||
408 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 581 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
409 | public static extern IntPtr CreateObject2(IntPtr world, ShapeData shapeData); | 582 | public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo); |
410 | */ | ||
411 | 583 | ||
584 | // ===================================================================================== | ||
585 | // Constraint creation and helper routines | ||
412 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 586 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
413 | public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | 587 | public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, |
414 | Vector3 frame1loc, Quaternion frame1rot, | 588 | Vector3 frame1loc, Quaternion frame1rot, |
@@ -460,11 +634,108 @@ public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams | |||
460 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 634 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
461 | public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain); | 635 | public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain); |
462 | 636 | ||
637 | // ===================================================================================== | ||
638 | // btCollisionWorld entries | ||
463 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 639 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
464 | public static extern Vector3 AddObjectToWorld2(IntPtr world, IntPtr obj); | 640 | public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj); |
465 | 641 | ||
466 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 642 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
467 | public static extern Vector3 RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | 643 | public static extern void UpdateAabbs2(IntPtr world); |
644 | |||
645 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
646 | public static extern bool GetForceUpdateAllAabbs2(IntPtr world); | ||
647 | |||
648 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
649 | public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force); | ||
650 | |||
651 | // ===================================================================================== | ||
652 | // btDynamicsWorld entries | ||
653 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
654 | public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); | ||
655 | |||
656 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
657 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | ||
658 | |||
659 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
660 | public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects); | ||
661 | |||
662 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
663 | public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain); | ||
664 | // ===================================================================================== | ||
665 | // btCollisionObject entries | ||
666 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
667 | public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain); | ||
668 | |||
669 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
670 | public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict); | ||
671 | |||
672 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
673 | public static extern bool HasAnisotripicFriction2(IntPtr constrain); | ||
674 | |||
675 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
676 | public static extern void SetContactProcessingThreshold2(IntPtr obj, float val); | ||
677 | |||
678 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
679 | public static extern float GetContactProcessingThreshold2(IntPtr obj); | ||
680 | |||
681 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
682 | public static extern bool IsStaticObject2(IntPtr obj); | ||
683 | |||
684 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
685 | public static extern bool IsKinematicObject2(IntPtr obj); | ||
686 | |||
687 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
688 | public static extern bool IsStaticOrKinematicObject2(IntPtr obj); | ||
689 | |||
690 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
691 | public static extern bool HasContactResponse2(IntPtr obj); | ||
692 | |||
693 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
694 | public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape); | ||
695 | |||
696 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
697 | public static extern IntPtr GetCollisionShape2(IntPtr obj); | ||
698 | |||
699 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
700 | public static extern int GetActivationState2(IntPtr obj); | ||
701 | |||
702 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
703 | public static extern void SetActivationState2(IntPtr obj, int state); | ||
704 | |||
705 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
706 | public static extern void SetDeactivationTime2(IntPtr obj, float dtime); | ||
707 | |||
708 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
709 | public static extern float GetDeactivationTime2(IntPtr obj); | ||
710 | |||
711 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
712 | public static extern void ForceActivationState2(IntPtr obj, ActivationState state); | ||
713 | |||
714 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
715 | public static extern void Activate2(IntPtr obj, bool forceActivation); | ||
716 | |||
717 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
718 | public static extern bool IsActive2(IntPtr obj); | ||
719 | |||
720 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
721 | public static extern void SetRestitution2(IntPtr obj, float val); | ||
722 | |||
723 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
724 | public static extern float GetRestitution2(IntPtr obj); | ||
725 | |||
726 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
727 | public static extern void SetFriction2(IntPtr obj, float val); | ||
728 | |||
729 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
730 | public static extern float GetFriction2(IntPtr obj); | ||
731 | |||
732 | /* Haven't defined the type 'Transform' | ||
733 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
734 | public static extern Transform GetWorldTransform2(IntPtr obj); | ||
735 | |||
736 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
737 | public static extern void setWorldTransform2(IntPtr obj, Transform trans); | ||
738 | */ | ||
468 | 739 | ||
469 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 740 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
470 | public static extern Vector3 GetPosition2(IntPtr obj); | 741 | public static extern Vector3 GetPosition2(IntPtr obj); |
@@ -473,86 +744,288 @@ public static extern Vector3 GetPosition2(IntPtr obj); | |||
473 | public static extern Quaternion GetOrientation2(IntPtr obj); | 744 | public static extern Quaternion GetOrientation2(IntPtr obj); |
474 | 745 | ||
475 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 746 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
476 | public static extern bool SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation); | 747 | public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation); |
477 | 748 | ||
478 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 749 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
479 | public static extern bool SetVelocity2(IntPtr obj, Vector3 velocity); | 750 | public static extern IntPtr GetBroadphaseHandle2(IntPtr obj); |
480 | 751 | ||
481 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 752 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
482 | public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity); | 753 | public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle); |
483 | 754 | ||
755 | /* | ||
484 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 756 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
485 | public static extern bool SetObjectForce2(IntPtr obj, Vector3 force); | 757 | public static extern Transform GetInterpolationWorldTransform2(IntPtr obj); |
486 | 758 | ||
487 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 759 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
488 | public static extern bool AddObjectForce2(IntPtr obj, Vector3 force); | 760 | public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans); |
761 | */ | ||
489 | 762 | ||
490 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 763 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
491 | public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val); | 764 | public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel); |
492 | 765 | ||
493 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 766 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
494 | public static extern bool SetCcdSweepSphereRadius2(IntPtr obj, float val); | 767 | public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel); |
495 | 768 | ||
496 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 769 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
497 | public static extern bool SetDamping2(IntPtr obj, float lin_damping, float ang_damping); | 770 | public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel); |
498 | 771 | ||
499 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 772 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
500 | public static extern bool SetDeactivationTime2(IntPtr obj, float val); | 773 | public static extern float GetHitFraction2(IntPtr obj); |
501 | 774 | ||
502 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 775 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
503 | public static extern bool SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold); | 776 | public static extern void SetHitFraction2(IntPtr obj, float val); |
504 | 777 | ||
505 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 778 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
506 | public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val); | 779 | public static extern CollisionFlags GetCollisionFlags2(IntPtr obj); |
507 | 780 | ||
508 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 781 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
509 | public static extern bool SetFriction2(IntPtr obj, float val); | 782 | public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags); |
510 | 783 | ||
511 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 784 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
512 | public static extern bool SetRestitution2(IntPtr obj, float val); | 785 | public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags); |
513 | 786 | ||
514 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 787 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
515 | public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val); | 788 | public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags); |
516 | 789 | ||
517 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 790 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
518 | public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang); | 791 | public static extern float GetCcdMotionThreshold2(IntPtr obj); |
519 | 792 | ||
520 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 793 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
521 | public static extern CollisionFlags GetCollisionFlags2(IntPtr obj); | 794 | public static extern void SetCcdMotionThreshold2(IntPtr obj, float val); |
795 | |||
796 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
797 | public static extern float GetCcdSweepSphereRadius2(IntPtr obj); | ||
798 | |||
799 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
800 | public static extern void SetCcdSweepSphereRadius2(IntPtr obj, float val); | ||
801 | |||
802 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
803 | public static extern IntPtr GetUserPointer2(IntPtr obj); | ||
804 | |||
805 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
806 | public static extern void SetUserPointer2(IntPtr obj, IntPtr val); | ||
807 | |||
808 | // ===================================================================================== | ||
809 | // btRigidBody entries | ||
810 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
811 | public static extern void ApplyGravity2(IntPtr obj); | ||
812 | |||
813 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
814 | public static extern void SetGravity2(IntPtr obj, Vector3 val); | ||
815 | |||
816 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
817 | public static extern Vector3 GetGravity2(IntPtr obj); | ||
818 | |||
819 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
820 | public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping); | ||
821 | |||
822 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
823 | public static extern float GetLinearDamping2(IntPtr obj); | ||
824 | |||
825 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
826 | public static extern float GetAngularDamping2(IntPtr obj); | ||
827 | |||
828 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
829 | public static extern float GetLinearSleepingThreshold2(IntPtr obj); | ||
830 | |||
831 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
832 | public static extern float GetAngularSleepingThreshold2(IntPtr obj); | ||
833 | |||
834 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
835 | public static extern void ApplyDamping2(IntPtr obj, float timeStep); | ||
836 | |||
837 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
838 | public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia); | ||
839 | |||
840 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
841 | public static extern Vector3 GetLinearFactor2(IntPtr obj); | ||
842 | |||
843 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
844 | public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor); | ||
845 | |||
846 | /* | ||
847 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
848 | public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans); | ||
849 | */ | ||
850 | |||
851 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
852 | public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot); | ||
853 | |||
854 | // Add a force to the object as if its mass is one. | ||
855 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
856 | public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force); | ||
857 | |||
858 | // Set the force being applied to the object as if its mass is one. | ||
859 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
860 | public static extern void SetObjectForce2(IntPtr obj, Vector3 force); | ||
861 | |||
862 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
863 | public static extern Vector3 GetTotalForce2(IntPtr obj); | ||
864 | |||
865 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
866 | public static extern Vector3 GetTotalTorque2(IntPtr obj); | ||
867 | |||
868 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
869 | public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj); | ||
870 | |||
871 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
872 | public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert); | ||
873 | |||
874 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
875 | public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold); | ||
876 | |||
877 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
878 | public static extern void ApplyTorque2(IntPtr obj, Vector3 torque); | ||
879 | |||
880 | // Apply force at the given point. Will add torque to the object. | ||
881 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
882 | public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos); | ||
883 | |||
884 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. | ||
885 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
886 | public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp); | ||
887 | |||
888 | // Apply impulse to the object's torque. Force is scaled by object's mass. | ||
889 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
890 | public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp); | ||
891 | |||
892 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. | ||
893 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
894 | public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos); | ||
895 | |||
896 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
897 | public static extern void ClearForces2(IntPtr obj); | ||
898 | |||
899 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
900 | public static extern void ClearAllForces2(IntPtr obj); | ||
901 | |||
902 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
903 | public static extern void UpdateInertiaTensor2(IntPtr obj); | ||
904 | |||
905 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
906 | public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj); | ||
907 | |||
908 | /* | ||
909 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
910 | public static extern Transform GetCenterOfMassTransform2(IntPtr obj); | ||
911 | */ | ||
912 | |||
913 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
914 | public static extern Vector3 GetLinearVelocity2(IntPtr obj); | ||
915 | |||
916 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
917 | public static extern Vector3 GetAngularVelocity2(IntPtr obj); | ||
918 | |||
919 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
920 | public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val); | ||
921 | |||
922 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
923 | public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity); | ||
924 | |||
925 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
926 | public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos); | ||
927 | |||
928 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
929 | public static extern void Translate2(IntPtr obj, Vector3 trans); | ||
930 | |||
931 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
932 | public static extern void UpdateDeactivation2(IntPtr obj, float timeStep); | ||
933 | |||
934 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
935 | public static extern bool WantsSleeping2(IntPtr obj); | ||
936 | |||
937 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
938 | public static extern void SetAngularFactor2(IntPtr obj, float factor); | ||
939 | |||
940 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
941 | public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor); | ||
942 | |||
943 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
944 | public static extern Vector3 GetAngularFactor2(IntPtr obj); | ||
945 | |||
946 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
947 | public static extern bool IsInWorld2(IntPtr obj); | ||
948 | |||
949 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
950 | public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain); | ||
951 | |||
952 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
953 | public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain); | ||
954 | |||
955 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
956 | public static extern IntPtr GetConstraintRef2(IntPtr obj, int index); | ||
957 | |||
958 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
959 | public static extern int GetNumConstraintRefs2(IntPtr obj); | ||
960 | |||
961 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
962 | public static extern Vector3 GetDeltaLinearVelocity2(IntPtr obj); | ||
963 | |||
964 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
965 | public static extern Vector3 GetDeltaAngularVelocity2(IntPtr obj); | ||
966 | |||
967 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
968 | public static extern Vector3 GetPushVelocity2(IntPtr obj); | ||
969 | |||
970 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
971 | public static extern Vector3 GetTurnVelocity2(IntPtr obj); | ||
972 | |||
973 | // ===================================================================================== | ||
974 | // btCollisionShape entries | ||
975 | |||
976 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
977 | public static extern float GetAngularMotionDisc2(IntPtr shape); | ||
978 | |||
979 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
980 | public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor); | ||
981 | |||
982 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
983 | public static extern bool IsPolyhedral2(IntPtr shape); | ||
984 | |||
985 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
986 | public static extern bool IsConvex2d2(IntPtr shape); | ||
987 | |||
988 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
989 | public static extern bool IsConvex2(IntPtr shape); | ||
990 | |||
991 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
992 | public static extern bool IsNonMoving2(IntPtr shape); | ||
522 | 993 | ||
523 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 994 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
524 | public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags); | 995 | public static extern bool IsConcave2(IntPtr shape); |
525 | 996 | ||
526 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 997 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
527 | public static extern IntPtr AddToCollisionFlags2(IntPtr obj, CollisionFlags flags); | 998 | public static extern bool IsCompound2(IntPtr shape); |
528 | 999 | ||
529 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1000 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
530 | public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags); | 1001 | public static extern bool IsSoftBody2(IntPtr shape); |
531 | 1002 | ||
532 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1003 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
533 | public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia); | 1004 | public static extern bool IsInfinite2(IntPtr shape); |
534 | 1005 | ||
535 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1006 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
536 | public static extern bool UpdateInertiaTensor2(IntPtr obj); | 1007 | public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale); |
537 | 1008 | ||
538 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1009 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
539 | public static extern bool SetGravity2(IntPtr obj, Vector3 val); | 1010 | public static extern Vector3 GetLocalScaling2(IntPtr shape); |
540 | 1011 | ||
541 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1012 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
542 | public static extern IntPtr ClearForces2(IntPtr obj); | 1013 | public static extern void CalculateLocalInertia2(IntPtr shape, float mass, Vector3 inertia); |
543 | 1014 | ||
544 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1015 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
545 | public static extern IntPtr ClearAllForces2(IntPtr obj); | 1016 | public static extern int GetShapeType2(IntPtr shape); |
546 | 1017 | ||
547 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1018 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
548 | public static extern bool SetMargin2(IntPtr obj, float val); | 1019 | public static extern void SetMargin2(IntPtr shape, float val); |
549 | 1020 | ||
550 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1021 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
551 | public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj); | 1022 | public static extern float GetMargin2(IntPtr shape); |
552 | 1023 | ||
553 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1024 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
554 | public static extern bool DestroyObject2(IntPtr world, uint id); | 1025 | public static extern void SetCollisionFilterMask(IntPtr shape, uint filter, uint mask); |
555 | 1026 | ||
1027 | // ===================================================================================== | ||
1028 | // Debugging | ||
556 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1029 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
557 | public static extern void DumpPhysicsStatistics2(IntPtr sim); | 1030 | public static extern void DumpPhysicsStatistics2(IntPtr sim); |
558 | 1031 | ||